TEXT: the             
  tremulus           
  a playset expansion for Ebon Eaves
  cemetery
  
  reality blurs presents
  The Cemetery 
  (Ebon Eaves playset expansion I)
  writing, layout, and graphics
  by
  Sean Preston
  editing
  Lyn Harm and Brad Bell
  tremulus: a storytelling game of lovecraftian horror, tremulus, Ebon Eaves, 
  associated images, and content are copyright 2012-13, Reality Blurs, LLC.. 
  
  -1-
  The Cemetery 
  (Ebon Eaves Expansion I)
  Remote towns are more than likely to have a cemetery or some sort of place 
  to bury their dead. Ebon Eaves is no different. Following a few simple steps, 
  you can easily integrate a cemetery into your new or ongoing storyline with 
  the players being none the wiser. 
  Using an Expansion
  Any playset expansion is designed to give additional options to you, the 
  Keeper, and assist you when creating the framework(s) for your group’s 
  story. Rather than crafting an entirely new set of questions and telegraphing 
  to your players “this is important”, a playset is something you can introduce 
  at any time by already examining a particular key list of questions. This solves 
  revealing too much to your players and spending time with more questions, 
  and makes certain the expansion ties into key elements already present in 
  the established playset. As with the core playset, there is information which 
  is player facing and a separate section of information for the Keeper’s eyes 
  only. The player facing information should be revealed over the course 
  of play and not immediately presented, as is done with the basic playset 
  information.
  Using the Cemetery
  Following these design principles, the Keeper need look no further than the 
  answers to the TOWN LORE questions provided in the EBON EAVES 
  playset. The alphanumeric codes match up seamlessly and build upon the 
  existing town structure.  If you want to get more into the storytelling 
  aspects of things, this introduces a third line into your existing game, and 
  is suggested for creating a more complex, extended period of play (such as 
  a small story arc of 3-5 sessions or a campaign of even greater duration).
   
  
  -2-
  Investigator Notes
  [ABC]The Cemetery in the Woods
  On the surfACe:  The Ashton-Finch cemetery lies just within the fringes 
  of the forest. It is overgrown and in disarray, with nothing to show that it 
  has been regularly maintained for a long time. The most recent headstone is 
  from twenty years ago. It is inscribed with the name, Alexander Finch, and 
  reads he died in a fire. 
  Keeper nOtes: [C1]
  [ABD] The Stonemount Crypts
  On the surfACe: Stonemount Crypts, with its peculiar above ground 
  tombs and mausoleums, is a prominent tourist attraction.  The crypts are 
  actually erected precisely seven feet above the water at high tide, or so 
  the brass placard claims. Access can be granted by traversing a simple 
  swinging bridge, which is withdrawn shorewardly at night. It appears to be 
  surprisingly well maintained, and is no longer in general use. All but the 
  oldest residents prefer interment at Pershing Cross.
  Keeper nOtes: [C2]
  [ABe] Washburn Memorial
  On the surfACe:  Located just on the edge of town, the Washburn 
  Memorial Cemetery is clean and well-kept. The grounds sport picnic tables 
  and large rolling meadows in the adjacent park. It has clear ties to the 
  Washburn Society, named for its founder Isabella Washburn.
  Keeper nOtes: [C3]
  
  -3-
  [ABf] Shaft 17
  On the surfACe:  Known as Shaft 17, the Ebon Eaves Municipal 
  Cemetery is old, muddy, and poorly maintained. Many headstones have 
  been obliterated, and some of the more valuable statuary has long since been 
  vandalized or fragments of them been stolen altogether. There is a large 
  mass grave area with a memorial stone dedicated to the victims of the tragic 
  northwest tunnel collapse in Shaft 17 twenty years ago.
  Keeper nOtes: [C4]
  [ABG] Hallowed Hills
  On the surfACe:  Just west of the hot springs lies a broad expanse of 
  land where the town folk are buried. It’s a nice, well-tended area, but there 
  is a larger, older spot where the folks used to be buried when the town was 
  far younger.
  Keeper nOtes: [C5]
  [ACD]  Buried and Forgotten
  On the surfACe:  Highgate Cemetery rests behind the town’s oldest 
  church, Saint Clement Parish, located in the poorer district on the north 
  side of town. It is a simple affair that doesn’t look more than twenty years 
  old from the age of the trees and masonry, though the headstones date back 
  to the town’s founding. 
  Keeper nOtes: [C6]
  [ACe]  Overgrown
  On the surfACe:   Nestled back in a massive grove of trees sprawls the 
  old Pinehearst Cemetery. It’s something of a landmark, as the fallen heroes 
  of the area have been put to rest there, and it is scattered throughout the 
  dense forest for what seems like miles. Nobody disturbs it much these days 
  as The Darkling Sky keeps a close watch on it, and are said to patrol it with 
  great enthusiasm.
  Keeper nOtes: [C7]
  
  -4-
  [ACf]  Mason Hill
  On the surfACe:   The cemetery atop Mason Hill is a crumbling affair, 
  and the mausoleums are overrun with thick brush. It shows signs of obvious 
  neglect, though there is a ramshackle hut adjacent to it belonging to the 
  town drunk and sometimes caretaker, Randall Leaf. Few folks visit the place, 
  unless necessity or loss requires them to do so.
  Keeper nOtes: [C8]
  [ACG]  Two Trees
  On the surface:  There are two spots where bodies are buried in Ebon Eaves: 
  One Tree, where the poor and sinners are laid to rest, and Two Trees, where 
  the blue-blooded founders and their friends are interred. Both are behind 
  the courthouse, separated by a wrought iron fence, but they may as well be 
  a hundred miles apart. One Tree is spare and poorly kept, and most of those 
  buried there are cremated, while Two Trees is graced with marble slabs and 
  fine statuary.
  Keeper nOtes: [C9]
  [ADe] Willow Pines  
  On the surfACe: Near the recently renovated Wayne Memorial 
  Hospital (formerly W.K. Ketchum Veteran’s Hospital) stands Willow 
  Pines Cemetery, running along the tree line. It is an old affair, constructed 
  in baroque fashion, with heavy ornamentation on its rusting gates and 
  decorative hunks of metal at uneven intervals atop the cracked brickwork 
  columns. Nothing green grows within—no weeds, not even a blade of 
  grass—save for a massive, withered black willow tree in the center that casts 
  its deep hoary shadow upon the headstones beneath.  
  Keeper nOtes: [C10]
  
  -5-
  [ADf] The Field
  On the surface: Proper Cemetery is a nice little spot, but space is limited 
  and it is now too expensive for most folks to be buried there. The Mayor, 
  in his wisdom, had some forest cleared away so people could get a proper 
  burial in the countryside and be at one with nature. The town takes care of 
  all funeral expenses and sees to it that The Field is properly maintained, as 
  it’s important for the living to honor the dead.
  Keeper nOtes: [C11]
  [ADG]  The Bone Yard
  On the surfACe:   Some other places may have nice names for their 
  cemeteries. Clean, antiseptic names that make death seem like a vacation 
  that everyone should be looking forward to. Not around here. The people 
  know death well. It’s hard. It’s cruel. And their outlook on it is the same. 
  The cemetery is simply called The Bone Yard. It’s near the ruins of a 
  crumbling old church no one can remember the name of. God left town 
  long ago. There aren’t any proper church services, but there are shovels, 
  and Billy Waxwood is a capable enough carpenter to hammer together 
  a wooden box, should the need arise. The folks who hang around do so 
  because they’ve got nothing better to do, and figure God will check in on 
  them on His next pass through.
  Keeper nOtes: [C12]
  [Aef]  Ashes to Ashes
  On the surfACe:  There is one tiny graveyard in Ebon Eaves, and it’s at 
  the Monarch Retirement Home. The old folks who don’t want to be burned 
  at the Crematorium, which is now written into the bylaws, could only get 
  it to pass as a concession to the elderly. The older cemetery was dug up, 
  and all the bodies were shipped off and burned in the city at the expense 
  of Anderson Crematorium, which now has a bright, shining facility located 
  where Scenic Heights once sat.
  Keeper nOtes: [C13] 
  
  -6-
  [AeG]  Stillwater Crypt
  On the surfACe:  There’s never been a proper cemetery in Ebon Eaves, 
  as there were so many natural caves in the hillsides that folks took to 
  dropping off the bodies into the cracks in the earth. It was quick and cheap, 
  other than buying a few folks a drink for helping you out. The preacher 
  even said last rites over the hole. Then when society got civilized, the state 
  sent some folks down who gave the town elders a talking to, and Stillwater 
  Crypt was put in place. It’s a massive, majestic place that thrived, if such 
  places can, for over fifty years. Now, with the town getting run down, the 
  old ways are coming back, and bodies are being tossed into the darkness 
  once more.
  Keeper nOtes: [C14]
  [AfG] Manifest Destiny
  On the surface:  The Last Resurrection is a cozy corner graveyard near the 
  town square. The monuments are all quite lavish, made of fine imported 
  marble and heavily ornamented. Great attention and care is obviously paid 
  to the surrounding grounds. There is a small caretaker’s cottage onsite, 
  where Merely Pershing lives and keeps his one good eye on things. He 
  always has three things with him: a friendly smile, a shovel, and a shotgun 
  slung over his left shoulder.
  Keeper nOtes: [C15] 
  [BCD] State of Decay
  On the surfACe:  Hopewell Cemetery sits on the west side of the town, 
  adjacent to the funeral home and across from the boarding house run by 
  Miss Peterson. It is an old cemetery, well maintained by the Trinity Charity 
  Board under the direction of Teddy Crestwood and Quince Rain. 
  Keeper nOtes: [C16]
  
  -7-
  [BCe] Sunset Hills
  On the surfACe:  Harmony Cemetery rests adjacent to a cedar grove 
  on the north road coming into town. It is near the sheriff’s office, across 
  from an old gallows that looks remarkably well maintained. There is a squat 
  community church close by that appears to have recently closed down.
  Keeper nOtes: [C17] 
  [BCf] Death is not the End
  On the surfACe:   Wormwood Estates is the nickname given to Cross 
  Creek Cemetery by the locals. There are no churches in town, and there is 
  a distinct absence of any sentimentality in the graveyard. Everything is very 
  orderly and utilitarian. There is a large statue in the center of the cemetery 
  commemorating “the brave men and women who had the power to see 
  beyond the future and into the very essence of being…” 
  Keeper nOtes: [C18]
  [BCG] Disturbed Earth
  On the surface:   Windham Cemetery sits largely disused and untended. 
  There are a scant number of headstones scattered across the countryside and 
  into the woods. People claim it’s easier to just give everything over to the sea 
  and generally perform ceremonies off shore, where they drop the bodies into 
  the waters to be swept away. The markers are largely decorative reminders 
  of friends and family who have found the ocean’s embrace.
  Keeper nOtes: [C19] 
  
  -8-
  [BDe]  Unstill Hearts
  On the surface:   The Sacred Hearts Cemetery has always been the burial 
  location of the townsfolk since shortly after the town’s founding. It is 
  presently under the care and direction of the Silver Saints, with services 
  performed as needed by the good pastor. The cemetery is fit to swelling with 
  the amount of violent deaths of late, and negotiations to expand are being 
  made with Millicent Withers for a portion of her unused farmland, which 
  abuts Sacred Hearts. Fertile Heath and his son, Radford, manage Heath 
  Funeral Homes, which had been on the verge of bankruptcy, but is doing 
  much better of late.
  Keeper nOtes: [C20]
  [BDf]  Redemption
  On the surface:  The Church of Merciful Redemption maintains the 
  Harmony Cemetery, which has several acres of land adjacent to the ruins 
  of the Open Arms Orphanage. There are rows of small gravestones that 
  have been overrun with brambles and vines, as no one wishes to remember 
  the horrid tragedy of previous generations. Crows tend to congregate in the 
  massive dogwood tree located in that portion of the cemetery. It is called 
  Miracle Tree, as it blooms year-round.
  Keeper nOtes: [C21] 
  [BDG] In Memoriam
  On the surface:  No one is rightly sure where the bodies are buried, and no 
  one cares. When someone dies, the County Coroner picks up the body, and 
  a service is held at One Mark Point, a small symbolic gravesite situated in 
  Memorial Park. People are free to put up commemorative plaques on the 
  death wall in the town hall, though most folks don’t.
  Keeper nOtes: [C22] 
  
  -9-
  [Bef] The Empty Nest
  On the surface:  Ebon Eaves has always burned their dead and placed 
  them in a columbarium wall constructed of granite, which has expanded 
  outwardly over the decades. There are plaques, urns, and flowers adorning 
  all of it, and it  was well maintained until the Fenwicks moved in. They are 
  pushing for traditional reforms and interment into the ground. Some folks 
  say it’s at the behest of Fenwick’s silent partner, Ross Johnston, who heads 
  up Johnston Mortuaries in the nearby city and wants to expand into the 
  area.
  Keeper nOtes: [C23]
  [BeG] Many Openings Available
  On the surfACe: Despite all the grandeur and majesty given to death in 
  the community, the cemeteries have the simple names of Plot A, Plot B, and 
  Plot C.  The locals, however, offer up the more colorful names of Swampy, 
  Crooked Hill, and Robin’s Roost. And then there is the Hemsworth Living 
  Cemetery, where the dead are actually on display in a twisted, macabre form 
  of taxidermy.  
  Keeper nOtes: [C24] 
  [BfG]  The Tradition
  On the surfACe:  Near Coffin Mills is a circle of stone markers 
  representing the seven major families of the town. Each of these families has 
  their dead buried in group fashion. People outside of the circle are buried in 
  the Whitestone Catacombs, which run beneath the earth in claustrophobic, 
  rudimentary tunnels that seem to go in all directions. Nicknamed the Maze, 
  most strangers are advised to stay out of them, because it would be easy 
  to become forever lost. Some folks may even go on at length about how 
  Cannibal Coffin was lost down there for five days (in his youth) before 
  finally being discovered.
  Keeper nOtes: [C25]
  
  -10-
  [CDe] Lakewood Drive
  On the surfACe:  Just a bit west of Ebon Eaves and north of the mental 
  facility stands Lakewood, the oldest operating cemetery in the area. It is 
  chiefly monumental. There are fine shrines and detailed craftsmanship on 
  about two thirds of the area, save for Plotters’ Bluff, where the poor and 
  unknowns are laid to rest. The cemetery surrounds a small lake where a tiny 
  island, thick with evergreens, rests.
  Keeper nOtes: [C26] 
  [CDf] The Viking Way
  On the surfACe:  The folks used to send their dead to the mainland for 
  burial, but a new tradition of burning the bodies on a makeshift funeral pyre 
  was started when they fell on hard times. Someone or other knew a touch 
  of history or read a book once upon a time, and the tradition stuck. Though 
  some folks use boats, it’s far more common for a sheet of cheap lumber to 
  be used, the body wrapped in a sheet and doused with kerosene, and then a 
  prayer of some sort to be offered up after the body is sent in the direction of 
  Huntsman’s Reef. Visitors find it largely engrossing, and a goodly number 
  of folks turn out to give the traditional island send-off. The ceremony is 
  usually followed by drunken revelries under the direction of Mayor White, 
  who comes down for the occasion.
  Keeper nOtes: [C27] 
  [CDG] Desecration
  On the surfACe:  Prospect Ridge is where all the bodies used to be buried 
  until Ansel Richmond had her big-city lawyer come in and clear them away. 
  They are all in Prospect Valley now. More than a few monuments were 
  broken along the way. Some folks are raising Cain, but Ms. Richmond has 
  promised to do right by everyone once the mines are up and running again.
  Keeper nOtes: [C28]
  
  -11-
  [Cef] Reclamation
  On the surfACe:  The local cemetery is full and largely ceremonial these 
  days. It’s well-kept and cozy and comfortable, not at all like the more 
  antiseptic Moss Hall Mausoleum. Folks can still get a body planted in the 
  ground, but it isn’t cheap, and most folks work for a factory that’ll pay for 
  a place in Moss Hall for themselves or their loved ones.
  Keeper nOtes: [C29] 
  [CeG] Reap What You Sow
  On the surfACe:  The Gates of Heaven Cemetery stands atop Green’s 
  Hill, next to the church it was named after. It is crowded and has become 
  rundown with the recent run of bad luck. This is contrasted with the fresh 
  turned earth, indicative of recent activity. There is little ornamentation in the 
  brickwork, the metal is rusty and warped from age, and the bars show signs 
  of where more than one vagrant or heckled farmhand has slipped through 
  to catch some sleep beneath the shadow of the broad oak’s leaves.  
  Keeper nOtes: [C30]
  [CfG] Death and Taxes
  On the surface: While folks argue over the expenditure of funds to help out 
  Bedford Estates, the cemetery falls into greater disrepair. The Shale family, 
  old and rich, argues the town should pay for the upkeep, while the Wrights 
  counter that no one bailed them out, and tax dollars should be spent on the 
  living. This debate looks to rage over the course of the next election cycle, 
  and could well determine who the mayor will be.
  Keeper nOtes: [C31]
  
  -12-
  [Def] The Point
  On the surfACe:  There used to be a clear caste system in Ebon Eaves. 
  Nowadays, things are a bit muddied, and there is almost a palpable layer of 
  sand and grit covering everything, even the once lush and pristine Eternal 
  Springs. It’s not that Eternal Springs isn’t well taken care of, it is. It is the 
  nicest place in town, which is fine if you’re dead, but most folks don’t get 
  buried there anymore. The burial ground is out of most people’s price range. 
  Instead, they go to The Point. Promoted as “the home of the frugal funeral”, 
  The Point has managed to dominate the market in the six months it’s been 
  open. Oswald Keating, the funeral director, is a soft man with hard eyes and 
  a weak smile who is regularly attended by his loving wife, Ophelia.
  Keeper nOtes: [C32]
  [DeG] Renewal
  On the surfACe:  There is a mass grave on the edge of town, with a 
  large marker recounting the mass suicide of nearly a third of the townsfolk 
  twenty-seven years ago. The town elders want to give the town a fresh start 
  and have been promoting an urban renewal program, part of which involves 
  digging up the old bodies and relocating them to a more appropriate area. 
  This has divided the town along age-lines, as the older residents consider it 
  foul and offensive to disturb the dead.
  Keeper nOtes: [C33]
  [DfG] Purification
  On the surfACe:   The Union Hall of Purity is a nondenominational 
  charitable organization focusing its efforts on tending to those within Tranquil 
  Manor and the Evergreen Memorial Cemetery located on its grounds In fact, 
  Union Hall was built by the late funeral director, Kevin Phillips, and is now 
  under the direction of his business partner, Kim Shepard.
  Keeper nOtes: [C34] 
  
  -13-
  [efG] Unrefined
  On the surfACe:   Tourists aren’t big on cemeteries when they go on 
  vacation. They want to celebrate living, not dwell on death. Ebon Eaves 
  appreciated that, at first, and buried the dead in catacombs. That’s how oil 
  was first found in the area when the catacombs were expanded outward. 
  Some folks drowned in the oil. And the bodies are still stuck down there, 
  fresh dead with old dead. A new cemetery was put in place near Slake’s 
  Point, but it suffered closure shortly after the refinery did. There was no one 
  to take care of it—no one wanted to get on the toxic grounds where nothing 
  grows. Rose Hill Cemetery is slated to open up soon and help put the dark 
  chapter of the town’s history in the past.
  Keeper nOtes: [C35]
  
  -14-
  Keeper Notes
  [C1] The Cemetery in the Woods 
  BeneAth the surfACe:  Close examination of the headstones reveals 
  that the good Reverend Crosby Ashton died nearly seventy-five years ago, 
  along with a number of his congregation. There is a cordoned-off section 
  of the cemetery with smaller graves where some of the abominations were 
  buried. The headstones largely depict twisted angels and are overgrown 
  with black moss. Reverend Ashton fought against the corruption in his 
  town, and his grave alone is considered sacred ground. Beverly Ashton is 
  the granddaughter of Reverend Ashton and lives on the outskirts of town, 
  shunned by the townsfolk at large. While there is a relic buried with Ashton, 
  there is also a darkness which will awaken to lead the Creatures in the 
  Woods if the cemetery is disturbed.
  Hazards
  WeirD: Beverly Ashton, The Lurker
  LAnDsCApe: The Children’s Graves
  see ALsO: investiGAtOr nOtes: [ABC]
  [C2] The Stonemount Crypts
  BeneAth the surfACe:  Ebon Eaves maintains a relationship with the 
  aquatic evils off the coastline, having been driven to seek their aid in the early 
  1800s after supply lines were cut off and they nearly starved. Any attempts 
  to cease contact have only resulted in nighttime raids. As a compromise, the 
  townsfolk, under the watchful eye of Wendell Wilkins, make sacrifices with 
  great regularity via the use of their craftily constructed cemetery. Wilkins 
  makes certain the evils stay sated. While the creatures eat the local dead, 
  Wilkins sometimes offers up a special treat in the form of a live tourist. 
  Pershing Cross is the newer cemetery built a few years ago by Tommy 
  Magellan as he lays the groundwork for his housing plans.
  Hazards
  eLDers: Wendell Wilkins
  WeirD: Deep Ones
  see ALsO: investiGAtOr nOtes: [ABD]
  
  -15-
  [C3] Washburn Memorial 
  BeneAth the surfACe: Isabella Washburn is interred in the grounds in 
  an unmarked grave. In her mausoleum, a large and rather ornate affair (she 
  died a hundred years ago) is caged an unspeakable horror that preyed upon 
  the lust found within the hearts of men, thus The Washburn Society was 
  formed. Richmond Swell, a tourist from abroad, is an occultist and amateur 
  author wishing to pry into the mausoleum and see her remains.
  Hazards
  eLDers:  Richard Swell
  WeirD: The Unspeakable Horror
  see ALsO: investiGAtOr nOtes: [ABe]
  [C4]Shaft 17
  BeneAth the surfACe: The cemetery is normal enough, except for the 
  massive baroque headstone that squats undisturbed. Carved into its surface 
  are angels being buried alive. Beneath the moonlight, their faces and wings 
  seem to writhe in anguish. In the design around the list of the thirty men 
  who died are ornate wards of protection in an ancient language. Squarely 
  in the center of the stone is one word: Breathe.  Mitchell Hauser is the 
  old eccentric stonemason who did the work. His assistant, Radcliffe, is a 
  fence who buys stolen goods from The Lurkers (kids between twelve and 
  seventeen) who rob travelers and steal from the local miners. Shaft 17 of 
  Granville Mines is no longer operating and is where the kids have set up 
  their base. They do not know of the awakening horror in the depths. Brady, 
  their auburn-haired leader, is the oldest of them, and has grown brooding, 
  controlling his unruly lot with untethered brutality.
  Hazards
  eLDers:  Radcliffe, Brady
  LAnDsCApe: Shaft 17
  tOWnies:  The Lurkers
  DOOm: Mythos
  see ALsO: investiGAtOr nOtes: [ABf]
  
  -16-
  [C5] Hallowed Hills
  BeneAth the surfACe: The Starry Twilight Church traded the land where 
  the new cemetery is located to the town in exchange for the land where the 
  old cemetery stands, with a promise to maintain it. The cult has been using 
  the Malcolm Mausoleum as a storehouse for its small library of occult tomes 
  and a place of more esoteric reflection. Daisy McGee sweetened the deal 
  by making certain promises to the mayor she has yet to fulfill. Shiftless Joe, 
  an old drifter, is used as a conduit by the thing in the hills. He keeps one 
  watchful eye on the townsfolk and a wary one out for strangers. He lives in 
  the alley behind Daisy’s diner and is considered a friendly nuisance. 
  Hazards
  LAnDsCApe: The Old Cemetery, Malcolm Mausoleum
  WeirD: Shiftless Joe 
  see ALsO: investiGAtOr nOtes: [ABG]
  [C6] Buried and Forgotten
  BeneAth the surfACe: There was another, older cemetery that few folks 
  remember these days, as it was bulldozed, built over, and locked away 
  in the past. It was Manning Cemetery and was located on the grounds 
  where Amanda Hermann now resides. The headstones were relocated to 
  the Highgate Cemetery, but the bodies were left to rest, as a result of 
  a sizeable donation to former Mayor Caldwell’s reelection fund. Father 
  Dunham, weak, infirm and not of generally sound mind, remembers when 
  Highgate Cemetery was erected fifteen years ago as a cold, strange day. Folks 
  have recalled seeing what they call The Smoke Ghost wandering through 
  Highgate Cemetery. It is the angry spirit of Archibald King, a victim of the 
  factory fire, who seeks his resting place, but can only find the headstone 
  marking an empty grave. His seething rage has turned the cemetery into a 
  spooky place few visit, even during daylight hours.
  Hazards
  WeirD: The Smoke Ghost
  LAnDsCApe: Highgate Cemetery
  see ALsO: investiGAtOr nOtes: [ACD]
  
  -17-
  [C7]   Overgrown
  BeneAth the surfACe:  The Fraternal Order of Life and Liberty think 
  they merely have ideological differences with The Darkling Sky, but the 
  truth of the matter is Wallace Whit and his organization couldn’t give a 
  tinker’s damn about the town or its people. He has part of his sect causing 
  trouble, while he and his closest lieutenants hunt for a relic called “the 
  Maelstrom” purported to be buried there. It’s supposed to have curative 
  powers, and with it Wallace hopes to save his wife, Felicity, and young child, 
  Warren, from consumption. The ancient device is buried in a coffin that’s 
  fallen into an underground cave system. It can heal, but at a terrible cost.
  Hazards
  eLDers:   Wallace Whit
  WeirD: The Maelstrom relic
  see ALsO: investiGAtOr nOtes: [ACe]
  [C8] Mason Hill
  BeneAth the surfACe: Randall Leaf has been touched with a psychic 
  gift to see and speak with spirits, at least when he’s sober. Otherwise, he is 
  constantly waving his hand (not the one wrapped around a bottle) in the 
  air, asking to be left alone.  He keeps this as his most private secret, though 
  The Winslett Family has begun to suspect he knows what they’re really up 
  to. To this end, he’s taken a few old books from the library about the occult, 
  and has attempted to kill a few small animals to fuel his protection rituals, 
  but to no avail. He uses The Croft Mausoleum to perform these rites, and 
  has inadvertently awakened the spirit of Winona Croft, the last of a line 
  of witches. Leaf is at a breaking point, and is trying to steel himself to kill 
  someone in the hopes of finding peace.  Winona whispers quiet words of 
  encouragement all the while.
  Hazards
  LAnDsCApe:  The Croft Mausoleum
  WeirD: Randall Leaf
  DOOm: The Return of Winona Croft
  see ALsO: investiGAtOr nOtes: [ACf]
  
  -18-
  [C9]  Two Trees  
  BeneAth the surfACe:  The cemeteries reflect the distinct social structure 
  of the town quite accurately. The haves and have-nots intermingle, certainly, 
  but everyone knows their place, from the Mayor on down to the freshest 
  farmhand. The blue collars have their secrets, however. Amongst their 
  number is Idle Edward, a rakish drifter from bayou country, who knows 
  a touch or two of Voodoo, and digs up bones, and sells minor curses to 
  the malcontents who can scrape their pennies together. A number of them 
  are hoping to get together enough money to purchase a death curse (likely 
  against Buddy Juniper) that Edward has promised, but is beyond his abilities 
  to control. So far, no one’s noticed that Two Trees has been disturbed, but 
  more than a few folks have begun to call the well-off “The Unfortunate 
  Fortunates”.
  Hazards 
  WeirD: Idle Edward
  DOOm: A Curse Too Far (Death Curse)
  see ALsO: investiGAtOr nOtes: [ACG]
  
  -19-
  [C10] Willow Pines   
  BeneAth the surfACe: The dead don’t stay buried long in the cemetery, 
  at least not most of them. They are dug up by the enterprising Sorghum 
  Brothers (owners of the hardware store of the same name) and sold to Dr. 
  Standish, a hospital researcher who has become obsessed with a serum 
  he’s secretly been developing for the past three years. The serum was 
  originally being developed to awaken coma victims, yet when they told 
  him of their visions, he had to try it on himself, and has become addicted 
  to metaphysical journeys. On his last out-of-body experience, something 
  followed him back, and now it prowls about the hospital, causing a rise 
  in people falling into comatose states. The serum requires fluid from the 
  pineal gland, the fresher, the better. Standish has smothered two patients 
  recently in an effort to up his dosage. People are beginning to say if you 
  plan to go to Wayne Memorial Hospital, make your arrangements for 
  Willow Pines.
  Hazards
  eLDers: Dr. Standish
  WeirD:  Sorghum Brothers
  DOOm: “Sleeping Sickness”
  see ALsO: investiGAtOr nOtes: [ADe]
  
  -20-
  [C11] The Field
  BeneAth the surfACe:Proper Cemetery used to be public and technically 
  still is. It rests behind the dwindling Parish House, a small Episcopalian 
  chapel that dates back to the town’s founding. Father Justin Washburn 
  administers to the poor and mostly organizes small charity events since 
  being marginalized by the Mayor.  Proper Cemetery rests on hallowed 
  ground, and the mayor doesn’t want folks buried there. There is plenty 
  of space, but he’s imposed a stiff interment tax to get people to use The 
  Field, a broad swathe of former forestland he had cleared for burials as 
  one of his first acts in office. Renegade Swift, one of the Mayor’s lackeys, 
  lovingly cares for it. The plots are scattered about in various copses, and 
  there is an extensive natural cave network beneath, where the death cult 
  holds rites and delves into the deeper secrets of necromancy. The Rotters, 
  animated corpses of the fresh dead, shamble through the tunnels, their 
  limited intelligence making them little more than terrifying watchdogs. The 
  evil has tainted The Fields, and the shadows are just a touch darker, the 
  heat a touch hotter, and the cold, so very cold.
  Hazards 
  LAnDsCApe: The Fields
  WeirD: Renegade Swift, The Rotters
  see ALsO: investiGAtOr nOtes: [ADf]
  
  -21-
  [C12] The Bone Yard
  BeneAth the surfACe: The graveyard is more full than it has any right 
  to be. While there are grave markers scattered about, as one would expect, 
  they only hint at the numbers of dead buried here. There are two large 
  monuments, each with over a hundred names graven into the stone: one 
  is dated 1891 and the other 1916.  Stephen Craft, the town stonemason, 
  knows the real story, having been a young apprentice when the curse first 
  struck.  He took over the family business, Craft Stonework, after his father 
  fell to the curse in 1916. He keeps the secrets to himself. He took an exotic 
  outsider as his bride, and she has taught him dark rituals to protect himself 
  and his own. Stephen does not realize she is a descendant of the wronged 
  travelers, and is only hastening the town’s doom.
  Hazards
  eLDer: Cecelia Craft
  WeirD: Stephen Craft
  DOOm: The Curse
  see ALsO: investiGAtOr nOtes: [ADG]
  
  -22-
  [C13] Ashes to Ashes
  BeneAth the surfACe: Frank Anderson is Tabitha O’Flaherty’s rich first 
  cousin and close friend. He made his fortune in pharmaceuticals before 
  taking an interest in cremation. He is a visionary who sees how the eventual 
  crowding of urban areas is going to require making room and views 
  cemeteries as archaic wastes of space. Frank agreed to set up shop in Ebon 
  Eaves if Tabitha lent him a hand, and she got the motion pushed through. 
  Even he doesn’t realize she’s nervous about other dead rising as a result of 
  her experiments, and wants to siphon off some of Frank’s wealth to help 
  her buy a certain rare text she has heard will make Old McKenizie Baker 
  the man he once was. On the other hand, Tabitha doesn’t know Frank is a 
  serial killer who collects photos of his victims before burning them to death, 
  or that Anderson Crematorium, besides being his home, has more than a 
  few secret rooms.
  Hazards
  eLDers: Frank Anderson
  LAnDsCApe: Anderson Crematorium
  DOOm: Power Untold (Tabitha gets the rare text.)
  see ALsO: investiGAtOr nOtes: [Aef]
  [C14] Stillwater Crypt
  BeneAth the surfACe: The first bodies were thrown into the pits out of 
  necessity. The townsfolk had fallen victim to small pox, and the doctor said 
  it was the easiest way to deal with them. Then they began receiving gifts. 
  Raw chunks of rare ore, strange tools, and other niceties found their way 
  into people’s hands. Prosperity had come to the town, and all it took was 
  a continuous stream of bodies thrown into the chasm. The government’s 
  meddling changed all that with Stillwater Crypt. The Deep Ones who had 
  enjoyed the fresh meat wandered away. Then the bodies began returning, 
  and the Deep Ones have begun to again grow fat, so it is only a matter of 
  time before they reestablish contact with the folks of Ebon Eaves.
  Hazards
  LAnDsCApe: The Chasm
  WeirD: The Deep Ones
  see ALsO: investiGAtOr nOtes: [AeG]
  
  -23-
  [C15] Manifest Destiny
  BeneAth the surfACe:Pershing’s son, Jesse, came back from the war a 
  changed man. Already in great shock, a bit of The Otherness slid into him 
  and filled up his hollowed spaces. He is a ruthless and dangerous man, 
  subject to fits of outrageous, bone-chilling violence with little provocation. 
  When frenzied, he possesses an unnatural strength, and witnesses claim 
  they’ve seen him stabbed a dozen times with little effect. Jesse is being 
  swallowed up, and soon any remnants of his humanity will be gone for 
  good. The law is afraid of him. His father tries to protect the town from 
  him, yet Jesse has been making friends, as unclean spirits have begun to rise 
  and fan his legendary wrath.
  Hazards
  eLDers: Merely Pershing
  LAnDsCApe: The Last Resurrection
  WeirD: Jesse H. Pershing
  DOOm: Jesse’s Wrath 
  see ALsO: investiGAtOr nOtes: [AfG]
  [C16] State of Decay
  BeneAth the surfACe: Informally, there are three parts to the cemetery, 
  but no one would ever really admit it. There are the burial plots for the 
  riches (those with money), the poor, and the unclean (where the sinners 
  and government test subjects are buried). None of the test subjects decayed. 
  Their bodies look as fresh as the day they were buried. Three of the unclean 
  are trapped in a waking half-life, and a recent thunderstorm caused a tree to 
  fall on the cemetery, freeing them from their resting places. They cannot be 
  killed by conventional means, as destroying the vessel they are in will simply 
  move them to another test subject vessel. Their fates are inextricably tied to 
  the schemes of all three of the Rains.
  Hazards
  eLDers: Teddy Crestwood
  WeirD: The Lingering Test Subjects
  see ALsO: investiGAtOr nOtes: [BCD]
  
  -24-
  [C17] Sunset Hills
  BeneAth the surfACe: Pastor Blair committed suicide two weeks ago, 
  and no one has stepped up to take his place. He discovered that the sheriff 
  is in cahoots with The Order, and that the gallows are not the tourist 
  attraction the town elders claim it to be.  He hung himself at The Gallows. 
  The darkness refused to let the Pastor go, and now he is doomed to haunt 
  the cemetery. Since not properly laid to rest (there was no one present to do 
  it), the cemetery grows more malevolent by the day.
  Hazards
  LAnDsCApe: The Gallows
  WeirD: Pastor Blair’s Spirit
  DOOm: Harmony Cemetery
  see ALsO: investiGAtOr nOtes: [BCe]
  [C18] Death is not the End
  BeneAth the surfACe: Three presidents ago, The Brain Trust did some 
  dark things for the government, and one program, named “Oroboros” 
  dealt with life-extension. They got into some radical research, but did 
  not discover the results being sought and so were eventually shut down. 
  One of them, Professor Thorpe, a tall, balding man with thick spectacles 
  and a heavy beard, did learn a process to rejuvenate the recently dead. In 
  what he calls “juicing”, he can send a quick electrical current through the 
  body, reawakening the spark and giving the person a second-life without 
  degradation. He is in cahoots with Cutty, a rapscallion with a strong back, 
  who digs up the bodies at his behest. Thorpe has an obsessive fear of death, 
  yet is paranoid to share his secrets with anyone else, saying he can reverse 
  them if they tell his secret. So far, he’s treating it more like an experiment 
  than actual people’s lives, but the reality of it is beginning to set in. To date, 
  he’s brought three people back, and they’ve suffered no ill effects. 
  Hazards
  eLDers:   Professor Thorpe
  WeirD: The Resurrected
  see ALsO: investiGAtOr nOtes: [BCf]
  
  -25-
  [C19] Disturbed Earth
  BeneAth the surfACe: The Alderman is in cahoots with the Deep Ones 
  and lets Darlene Crawford handle the details. Though petite, Darlene has a 
  knack for dealing with unsavory types with a sharp word, and is generally 
  in the company of Captain Malcolm Howell, who makes certain there are 
  enough accidental deaths to keep up their end of the deal with the creatures 
  off the coast he refers to as the Sea Demons.  All that being said, Windham 
  Cemetery is not without its own malevolence. Calvin Creed, drawn to the 
  area by its rich, dark energies, has been methodically digging up the dead to 
  see what secrets he can uncover, and has just broken into the mausoleum 
  of Gibbering Jane, the mad-woman responsible for bringing the madness to 
  the town. She has infected Calvin, who now serves as her unknowing thrall. 
  She has taken to her old hut in the forest and waits for the madness to take 
  over the townsfolk, so she can be restored to her former glory.
  Hazards
  eLDers:   Calvin Creed, Darlene Crawford
  WeirD: Gibbering Jane Crawford
  DOOm: The Madness
  see ALsO: investiGAtOr nOtes: [BCG]
  
  -26-
  [C20] Unstill Hearts
  BeneAth the surfACe: Fertile Heath is a greedy old man, to be sure, 
  but has no direct knowledge of the conspiracy cooked up between his son, 
  Radford, and Mrs. Withers (who has been struggling since her husband 
  passed away three months back at the hands of the Silver Saints). Together, 
  they tortured, killed and ate the man Mrs. Withers believed responsible, 
  Terry O’Sullivan, the Pastor’s twenty-seven year old son, who handed over 
  his father’s diary detailing the members of the Silver Saints, as well as his 
  plans for a final purging of the town. Radford and Mrs. Withers are putting 
  the Silver Saints at odds with each other, feeling they can not only remove 
  O’Sullivan’s power and prestige, but turn a tidy profit as well. The sleeping 
  Beast has given them some subtle dark gifts to help them accomplish their 
  ends, which they have interpreted as divine intervention, only reinforcing 
  their fervor.
  Hazards
  eLDers:  Fertile Heath
  WeirD: Radford Heath, Millicent Withers
  see ALsO: investiGAtOr nOtes: [BDe]
  [C21] Redemption
  BeneAth the surfACe: There are a hundred and twenty-two gravestones 
  donated by Harper McElroy, Eloise’s husband. He went broke as he finished 
  them, refusing to take a penny from the town, and promptly hanged himself 
  from a branch of what came to be called Miracle Tree in later years. His 
  weeping spirit is sometimes seen on misty nights, walking through the 
  graveyard sobbing softly. The crows are soul eaters who hunger to feast 
  upon the delicacies tucked away in the Orphanage, but they dare not 
  challenge the brain burrower, and so patiently await its defeat. They possess 
  an unnatural intelligence, and attempt to aid any who wish to rid the 
  cemetery of Harper’s spirit or seek to penetrate the Orphanage’s mysteries 
  in ways at first subtle, and then increasingly overt. 
  Hazards
  WeirD: The Miracle Tree, Ghost of Harper McElroy, The Soul Eaters
  see ALsO: investiGAtOr nOtes: [BDf]
   
  
  -27-
  [C22] In Memoriam   
  BeneAth the surfACe: The bodies are never buried. They are taken to 
  Ridgeland Crematorium just outside of town, but are not burned. They are 
  processed. The bodies are bled out, the flesh is boiled, and the bones used 
  in the cult’s rituals. Dr. Strong is the town coroner, and one of many cult 
  disciples who largely remain anonymous for their own protection. People 
  who poke their heads into cult business often wind up in the vat, so most 
  folks, the Mayor included, turn a blind eye and carry on as if all is well. 
  One Mark Point has been the concentrated locus of so much grief and guilt 
  over the years that it has cast an especially dark pall over the park, especially 
  on cloudy days and dark nights, as people report seeing a figure out of the 
  corner of their eye.
  Hazards
  eLDers: Dr. Strong
  LAnDsCApe:  One Mark Point, Ridgeland Crematorium
  see ALsO: investiGAtOr nOtes: [BDG]
   
  [C23] The Empty Nest
  BeneAth the surfACe: Ross Johnston is a jolly, vibrant soul who also 
  happened to introduce Madeline Fenwick to the occult. He belongs to 
  several mystery cults, but doesn’t have the talent she possesses, though he’d 
  like to. He sees expansion into Ebon Eaves as a way to keep an eye on his 
  investment with Jack Fenwick, and wants to get his hands on the relic at all 
  costs. He is secretly in love with Madeline and resents Jack, so if something 
  were to happen to his partner, he wouldn’t lose any sleep. The town elders 
  don’t want people buried in the town, because an old legend says that any 
  buried in Ebon Eaves will rise. Old texts found in the town library insist this 
  is true, but the legend has yet to be challenged.
  Hazards
  eLDers: Ross Johnston   
  WeirD: The town library
  see ALsO: investiGAtOr nOtes: [Bef]
  
  -28-
  [C24] Many Openings Available 
  BeneAth the surfACe: The cemeteries are tied into the local lore, with 
  the exception of Hemsworth Living Cemetery, which holds secrets of its 
  own. While the general public is told the corpses are real, all the records 
  indicate, as does the small certificate in the lobby, that they are merely wax 
  facsimiles. Despite information to the contrary, the corpses are real, lightly 
  coated in a waxy, protective film after their organs are removed for use 
  in divination rites and other rituals performed by Amanda Hemsworth. 
  A couple of displays scattered throughout do have animal taxidermy and 
  other wax figurines throughout the dioramas. Professor Andrew Pascale, the 
  curator and self-styled “waxologist” oversees the production of the lifelike 
  wax figurines. His young assistant, Gilbert Garrard, attends to the general 
  pouring and shaping of the figures, while Pascale looks after the detail work, 
  and the special jobs given to him by Miss Hemsworth.
  Hazards
  eLDers: Professor Andrew Pascale
  LAnDsCApe: Hemsworth Living Cemetery
  WeirD: Gilbert Garrard
  see ALsO: investiGAtOr nOtes: [BeG]
  
  -29-
  [C25] The Tradition 
  BeneAth the surfACe: Of the seven families of the Circle, only two 
  remain: the Franklins and the Coffins. The Franklins claim direct relationship 
  to Benjamin Franklin, and their community leadership and innovations 
  would lend credence to this. Two of the Franklins sitting on the town 
  council have invested heavily in the hospital, but are unaware of its illicit 
  activities, spending most of their time in relative leisure. Madeline Coffin, 
  Malcolm’s estranged wife, has her hands full with their twenty-year-old son, 
  Chester, who has never been right since becoming lost in the catacombs. 
  She and her husband burned down the bridge after fighting off a ravenous 
  horde of ghouls, picking them off one by one and watching them drown in 
  Cavanaugh Wash. Some survived and have nested in the Maze, eating dead 
  flesh and stealing livestock on occasion, or the foolish traveler who ventures 
  into the depths alone.
  Hazards
  eLDers:  Madeline Coffin, Stuart and Barnaby Franklin (town council)
  LAnDsCApe: Whitestone Catacombs
  WeirD: The ghouls
  see ALsO: investiGAtOr nOtes: [BfG]
  [C26] Lakewood Drive  
  BeneAth the surfACe:  Joshua Tree wants nothing to do with his older 
  brother, Dexter, and lives out his years in relative isolation and quiet piety. 
  He works as the caretaker, though few would mistake him as more than 
  a drifter or hunter or other rough type the town gets. Joshua thinks his 
  grandfather is quite mad, his brother a sinner, and fears an evil is haunting 
  the town. New to arrive in town from the big city is Marilyn Bennett. Or 
  so she claims. She is an otherworldly seductress who was drawn to town 
  by one of Theodore Tree’s ill-performed rituals, and sees that it is ripe for 
  the taking.
  Hazards
  LAnDsCApe: The Piney Island
  WeirD: Marilyn Bennett, Joshua Tree
  see ALsO: investiGAtOr nOtes: [CDe]
  
  -30-
  [C27] The Viking Way   
  BeneAth the surfACe: There is something on the island that likes dead 
  flesh. The locals call it the Creeper and say it has always been there. Others 
  say it came there when Miss Bernadette moved to town. Others say the 
  Mayor is a sorcerer, and the Creeper is his familiar. The truth is Vikings 
  crashed here ages ago, and all were killed by the ancient evil. One managed 
  to lure it into his body and killed himself, trapping the spirit in its dead 
  flesh, where it lay dormant until the islanders came, disturbing its rest. Since 
  then, it can hop from one dead corpse to the next, be it a beetle or a dog 
  or a man. It cannot survive in any form long. The few island locals have 
  long handed down the maxim of burning the dead. The reason has been 
  forgotten, and now it is simply tradition.
  Hazards
  LAnDsCApe: The Forest 
  WeirD: Creeper, The Viking Wreckage
  see ALsO: investiGAtOr nOtes: [CDf]
  [C28] Desecration   
  BeneAth the surfACe:  Frank Jacobs was hardly a good man in life, 
  and died a troubled soul. Despite stories to the contrary he actually took 
  his own life by eating a bullet for breakfast after escaping the mines. He left 
  a suicide note, but everyone thought it was mad ramblings. His body had 
  been given extra protections, as the town priest had seen and heard some 
  strange things in his life, but Prospect Valley is not on hallowed ground, and 
  the markings on Jacob’s tombstone were cracked in the move. He has been 
  possessed by one of the Lurkers Beneath, which managed to sink its venom 
  into him before he escaped. Now Jacobs looks barely human in daylight, 
  but is passable from a distance. He reeks of death, but is being used as a 
  puppet to free the Lurkers from their prison and sabotage the equipment, 
  so no one can disturb them.
  Hazards
  LAnDsCApe: Prospect Ridge
  WeirD: Frank Jacobs (possessed corpse)
  DOOm:  The Lurkers freed
  see ALsO: investiGAtOr nOtes: [CDG]
  
  -31-
  [C29] Reclamation   
  BeneAth the surfACe: The Moss Hall Mausoleum is owned and 
  operated by Haskell Whittaker, one of the many slaves of the machine, but 
  he has an important role. The brains are scooped out and fed to the toxic 
  goo, which enables it to grow stronger and smarter. With another dozen or 
  so bodies, it should have enough to suit its purposes. The brains, however, 
  must be untainted, so it cannot simply devour its followers (which it has 
  already tried on two occasions) or any it has touched mentally. With each 
  new brain it gets, the smarter it becomes, and the greater its telepathic reach.
  Hazards
  eLDers: Haskell Whittaker
  DOOm: Evolution of the Toxic Pool
  see ALsO: investiGAtOr nOtes: [Cef]
  [C30] Reap What You Sow   
  BeneAth the surfACe: The cemetery is a safe place. Though not 
  hallowed ground, Reverend Green worked runes carefully into the statuary 
  and turned the grave markers just so to provide a safe place from the 
  Darkness. Even he could only postpone death for so long, and he saw to it 
  that his darkest rituals were buried with him in what folks said he called his 
  Reaper bag. Within, were his most precious possessions—relics and loose, 
  ancient manuscript pages written in long dead languages, obviously torn 
  from different books—and the skull of a warlock dipped in baby’s blood 
  sealed in wax. Disturbing him will cause him to rise as the Darkness seeps 
  into him. This will push the townsfolk completely over the brink with no 
  hope of return.
  Hazards
  DOOm: The Rise of Reverend Green
  see ALsO: investiGAtOr nOtes: [CeG]
  
  -32-
  [C31] Death and Taxes
  BeneAth the surfACe:For the families, it’s not about the dead.  They’ve 
  been fighting an age-old battle for control of the town that has gone back 
  and forth, with fortune favoring one side, then the other. Presently, the 
  Shales have the upper hand, which has caused the Wrights to reach out 
  in desperation to Professor Edwards, who has provided them with a few 
  of his former faculty contacts who have proper specialties in addition to 
  a working knowledge of the occult, in return for future considerations. 
  Already, Professor Weygant and Dr. Hooper have stirred the dead to a 
  restless, half-life, which they remarked was far easier than it likely should 
  have been.
  Hazards
  eLDers: Howard Shale, Jennifer Wright
  LAnDsCApe: Bedford Estates
  WeirD: Professor Matilda Weygant (anthropology), Dr. Hooper 
  (antiquities), The Restless Dead
  see ALsO: investiGAtOr nOtes: [CfG]
  [C32]  the pOint
  BeneAth the surfACe: Ophelia used to work at The Silk Rope and 
  learned a few of its darker secrets. She wound up with Oswald because 
  he was a nice guy, enough of a patsy to front her scheme, and she was 
  powerful enough to keep him in line. While they make a bit of money off 
  the funerals, the real money comes when they sell the bodies again to the 
  Boatman, an anonymous contact who prepares the fresh meat as an outré 
  experience for the Silk Rope’s more jaded clientele.
  Hazards
  eLDers: Oswald Keating
  LAnDsCApe: The Point
  WeirD: Ophelia Keating, the Boatman
  see ALsO: investiGAtOr nOtes: [Def]
  
  -33-
  [C33] Renewal
  BeneAth the surfACe: The older townsfolk know there are really no 
  bodies buried in the ground, only bones picked clean, bones with teeth 
  marks where someone got a little too overzealous with their appetite. When 
  the Bloated manifested, it could not feed, so gorged itself on the twisted 
  energies of its followers devouring one another, but it grew sated, fell asleep, 
  and some of them were spared the feast. They buried the victims in a mass 
  grave, and the Bloated used enough of its energies to pull a veil over their 
  eyes, so they’d forget their horrible, cannibalistic act. Once it is discovered 
  the mass grave is little more than a bone pit, questions will be asked, and 
  the hunger shall take over the town again.
  Hazards
  tOWnies: The Older Generation
  DOOm: The Hunger
  see ALsO: investiGAtOr nOtes: [DeG]
  [C34] Purification   
  BeneAth the surfACe: Kim Shepard killed Kevin Phillips and married 
  the man’s wife, Sheila. He had long been jealous, but something pushed 
  him into it.  Something evil stirs beneath Union Hall. Something bad 
  happened there long before the town has built. Blood was spilled. Promises 
  were broken. And the spirits of the dead are beginning to impose their 
  wretched wills upon the living, namely Kim and Sheila, and their Union 
  Hall missionary folk who spread the word of peace, harmony, and purity.
  Hazards
  eLDers:   Sheila Shepard
  tOWnies: Charity workers
  WeirD: Kim Shepard
  LAnDsCApe: Union Hall of Purity (and its environs)
  see ALsO: investiGAtOr nOtes: [DfG]
  
  -34-
  [C35] Unrefined   
  BeneAth the surfACe: Alan Seemly has been waiting and watching 
  for an opportunity to complete his ritual, but knew purity still survived, so 
  he could not. His patience has paid off. The roses bloomed. And he had 
  aggregated enough wealth where he could buy the land. Wallace Pierce does 
  not want to sell, however, and Alan needs all the land to be able to get the 
  area zoned for him to put in the cemetery, so he can corrupt the land well 
  and good. Alan has been sending his boys to threaten Pierce, which is just 
  causing Wallace to grow more steadfast. As his father lay dying, he told 
  Wallace if he ever sold the land, it would be the town’s undoing. 
  Hazards
  tOWnies: Seemly’s goons
  LAnDsCApe: Slake’s Point, The Flooded Catacombs
  see ALsO: investiGAtOr nOtes: [efG]
  
  The
   Bereaved  
  a tremulus playbook
  Who Are You?
  You have lost a loved one, perhaps a spouse or 
  close relative, and you feel alone in the world. 
  The world has become a starker place and the 
  emptiness in your heart cannot be filled. Now 
  you hear voices calling to you from beyond, 
  not in greeting, but in torment. You simply 
  wish to make the screaming stop, and find a 
  place of happiness again.
  Name
  Clancy Collins, Justin Mourning, Ferris 
  Shackleford, 
  Susanna 
  Leach, 
  Patricia 
  Periwinkle, or Vespera Gray   
  Look
  Choose one from eaCh Category.
  gender: Man or woman.
  Clothes: Fine rustic, tailored fine, 
  fine casual, or fine formal.
  faCe: Sad, melancholy, beatific, 
  hopeful, round, plain, or closed.
  eyes: Woeful, sorrowful, downcast, 
  sparkling, distrusting, or piercing.
  build: Slender, full, angular, or frail.
  Who Do You Trust?
  Basic Moves
  aCt under pressure (roll+reason)
  When you are doing something quickly and precisely, 
  hurriedly flee, or are trying to resist something frightening, 
  roll+reason.
   On a 10+, you do it.
  On a 7–9, you flinch, hesitate, cave, or stall: the GM can 
  offer you a worse outcome, a hard bargain, or an ugly 
  choice. 
  ConvinCe (roll+affinity)
  When you have something someone wants, you can use 
  your charm, wit, or wiles to get them to do something for 
  you, roll+affinity. 
  For NPCs: 
  On a 10+, they ask you to promise something first, and do 
  it if you promise. 
  On a 7–9, they need some concrete assurance right now.
  For PCs: on a 10+, both of the following:
  »if they do it, they gain a point of Lore.
  » if they refuse, it’s acting under pressure
  On a 7–9:
  »if they refuse, it’s acting under pressure
  »On a miss, they lose a point of trust with you.
  What they do then is up to them.
  help/hinder (roll+trust)
  When you help or hinder with someone who’s making a 
  roll, roll+trust.
   On a 10+, they take +2 (help) or -2 (hinder) now. 
  On a 7–9, they take a +1 (help) or -1 (hinder) now, and 
  you expose yourself to trouble.
  On a 6 or less: they lose a point of trust with you or the 
  Keeper holds one to use as a hard move (your choice). 
  poke around (roll+luCk)
  When you poke around a place physically looking for 
  things, roll+luck. Additional attempts to search the same 
  area are made at a cumulative -1 unless the Keeper informs 
  you something substantial has changed.
   On a 10+, select 1 of the following:
  »Find 1 good item (Keeper’s choice)
  »1 minor item (your choice)
  »1 clue (+1 forward when acted upon)
  »Pick one from the table below
  On a 7–9, you may:
  »Find hidden area/threshold (in/out) (Keeper’s Choice)
  »Find minor item (Keeper’s choice)
  »Determine the presence of one physical hazard (if none 
  present, you learn that)
  On a miss, there is either nothing more in the area or the 
  Keeper may hold 1 to use as a hard move at any time.
  puzzle things out (roll+reason)
  When you face an intellectual dilemma, learn a 
  new piece of information, or discover a clue, you 
  may attempt to puzzle things out, roll+reason. 
  On a hit, you get to ask one or more questions. 
  Whenever you act on one of the Keeper’s answers, 
  take +1.
  On a 10+, Ask 3 or gain 1 Lore.
  On a 7–9, Ask 1:
  »What is this? 
  »What does this mean?
  »How can I get in/out/pass?
  »Who’s in control here?
  »Which enemy before me is the most dangerous? 
  »What is its weakness?
  »What should I keep an eye out for?
  »How does X fit into Y?
  read a person (roll+passion)
  When you read a person in a charged interaction, 
  roll+passion.
   On a 10+, hold 3. On a 7–9, hold 1. While you’re 
  interacting with them, spend your hold to ask the 
  character questions, 1 for 1:
  »Is your character telling the truth?
  »What’s your character really feeling?
  »What does your character intend to do?
  »What does your character wish I’d do?
  »How could I get your character to X?
  resort to violenCe (roll+might)
  When you cast aside all pretense of civility and 
  wish to harm your enemy, regardless of personal 
  safety, roll+might. You may wrest control of an 
  item or situation from another in this manner, 
  whether it be with fists or feet, or a more proper 
  weapon, but you do so with malice in your heart. 
  On a 10+, choose 3.
  On a 7–9, choose 2:
  »You take definite hold of it
  »You suffer little harm (-1 harm)
  »You inflict terrible harm (+1 harm)
  »You impress, dismay or frighten your enemy
  For PCs, pressing the attack when they’re 
  impressed, dismayed or frightened counts as 
  ACtiNg uNder Pressure.
  threaten (roll+might)
  When you threaten someone or something, 
  roll+might. You are physically engaging with the 
  deadly promise of violence.
   On a 10+, they have to choose 1: 
  »Force your hand and take whatever damage you 
  dish out, 
  »Back down and do what you want.
   On a 7–9, they can instead choose 1:
  »Hurriedly get out of your way
  »Barricade themselves securely in
  »Give you something they think you want
  »Back off calmly, hands where you can see
  »Tell you what you want to know (or hear)
  
   Attributes
  lore
  Wealth
    
   Health
   Sanity
  reason
  passion
  might
  luCk
  affinity
  Choose one set
  » Reason 0 Passion +2 
  Might 0 Luck 0 Affinity +1
  » Reason 0 Passion +2 
  Might -1 Luck +1 Affinity +1
  » Reason +1 Passion +2 
  Might -2 Luck 0 Affinity +2
  » Reason 0 Passion +2 
  Might 0 Luck -1 Affinity +2
  sCuffed
  bruised
  battered
  broken
  grievous
  dying
  dead
  1
  5
  4
  3
  2
  6
  +
  startled
  shoCked
  disturbed
  traumatized
  hysteriC
  deranged
  insane
  1
  5
  4
  3
  2
  6
  +
  Moves
  You begin with all the basic moves.
  Choose tWo speCial moves.
  death surrounds me:  Whenever 
  you take damage, roll+luCk. On a 
  10+, shift all damage to another character 
  present, on a 7-9, shift damage equal to 
  your trust with that character. You 
  may not use this ability when you are 
  alone.
  distraught:  Whenever you suffer 
  damage, you may make a ConvinCe 
  roll to elicit sympathy from one character 
  present. On a 10+, their trust in you 
  increases by 1. On a 6 or less, they see 
  you as pathetic and their trust in you 
  decreases by 1.
  grief-striCken: You are so 
  melancholy that you often ignore the 
  strange horrors of the world around you. 
  Reduce any shock suffered by 1.
  in mourning: Whenever you suffer 
  shock, choose one character present. Their 
  trust in you increases by one as you 
  break down and cry.
  needy: You gain a +1 bonus from 
  anyone who helps you, even if they fail 
  their roll. If you fail your roll, even with 
  their help you gain a point of shock and 
  are dismayed.
  your lore move is
  spiritual ConneCtion: You may 
  spend a point of Lore to increase your 
  trust with another by 1. You may also 
  spend a point of Lore to use the Lore power 
  of anyone present with whom you have 
  trust+2 or greater.
  Gear
  you start With:
  » 2d6 Wealth  
  » A small car (unreliable). 
  » Accommodations in a local home 
  » Appropriate mourning clothes
  » No lore
  and Choose tWo of the 
  folloWing:
  » A small child (yours or your deceased 
  loved one’s) to raise, which gives you 
  hope. Increase luCk by +1 while the 
  child is in your care.
  » 5d6 inheritance
  » 2d6/monthly trust fund
  » A relative (friendly, helpful)
  » A small sidearm
  » d6 lore
  »
  regarding damage
  1-2 Recovers naturally, over time.
  3
  Needs treatment to improve.
  4-5 Gets worse if untreated.
  6
  Requires immediate treatment.
  reason
  passion
  might
  luCk
  affinity
  
  The
   Gravedigger 
  a tremulus playbook
  Who Are You?
  Never one for deep thought, you earn what 
  you can by the sweat of your brow and simple 
  manual labor. That’s how you fell into your 
  line of work. You dig holes. You know where 
  all the bodies are buried. You buried them. 
  You’ve heard rumors and tales of the dead 
  rising and things coming back, and only hope 
  that what you bury stays good and dead.
  Name
  Digger, Fancy Harry, Mr. Dibs, Maryanne 
  Howell, Sylvia Strickland, or Ms. Hutch 
  Look
  Choose one from eaCh Category.
  gender: Man or woman.
  Clothes: Stained rustic, dirty fine, 
  worn casual, or worn formal.
  faCe: Ruddy, friendly, closed, open, 
  or narrow.
  eyes: Probing, sad, tired, distrusting, 
  or clever.
  build: Athletic, thin, full, or heavy.
  Who Do You Trust?
  Basic Moves
  aCt under pressure (roll+reason)
  When you are doing something quickly and precisely, 
  hurriedly flee, or are trying to resist something frightening, 
  roll+reason.
   On a 10+, you do it.
  On a 7–9, you flinch, hesitate, cave, or stall: the GM can 
  offer you a worse outcome, a hard bargain, or an ugly 
  choice. 
  ConvinCe (roll+affinity)
  When you have something someone wants, you can use 
  your charm, wit, or wiles to get them to do something for 
  you, roll+affinity. 
  For NPCs: 
  On a 10+, they ask you to promise something first, and do 
  it if you promise. 
  On a 7–9, they need some concrete assurance right now.
  For PCs: on a 10+, both of the following:
  »if they do it, they gain a point of Lore.
  » if they refuse, it’s acting under pressure
  On a 7–9:
  »if they refuse, it’s acting under pressure
  »On a miss, they lose a point of trust with you.
  What they do then is up to them.
  help/hinder (roll+trust)
  When you help or hinder with someone who’s making a 
  roll, roll+trust.
   On a 10+, they take +2 (help) or -2 (hinder) now. 
  On a 7–9, they take a +1 (help) or -1 (hinder) now, and 
  you expose yourself to trouble.
  On a 6 or less: they lose a point of trust with you or the 
  Keeper holds one to use as a hard move (your choice). 
  poke around (roll+luCk)
  When you poke around a place physically looking for 
  things, roll+luck. Additional attempts to search the same 
  area are made at a cumulative -1 unless the Keeper informs 
  you something substantial has changed.
   On a 10+, select 1 of the following:
  »Find 1 good item (Keeper’s choice)
  »1 minor item (your choice)
  »1 clue (+1 forward when acted upon)
  »Pick one from the table below
  On a 7–9, you may:
  »Find hidden area/threshold (in/out) (Keeper’s Choice)
  »Find minor item (Keeper’s choice)
  »Determine the presence of one physical hazard (if none 
  present, you learn that)
  On a miss, there is either nothing more in the area or the 
  Keeper may hold 1 to use as a hard move at any time.
  puzzle things out (roll+reason)
  When you face an intellectual dilemma, learn a 
  new piece of information, or discover a clue, you 
  may attempt to puzzle things out, roll+reason. 
  On a hit, you get to ask one or more questions. 
  Whenever you act on one of the Keeper’s answers, 
  take +1.
  On a 10+, Ask 3 or gain 1 Lore.
  On a 7–9, Ask 1:
  »What is this? 
  »What does this mean?
  »How can I get in/out/pass?
  »Who’s in control here?
  »Which enemy before me is the most dangerous? 
  »What is its weakness?
  »What should I keep an eye out for?
  »How does X fit into Y?
  read a person (roll+passion)
  When you read a person in a charged interaction, 
  roll+passion.
   On a 10+, hold 3. On a 7–9, hold 1. While you’re 
  interacting with them, spend your hold to ask the 
  character questions, 1 for 1:
  »Is your character telling the truth?
  »What’s your character really feeling?
  »What does your character intend to do?
  »What does your character wish I’d do?
  »How could I get your character to X?
  resort to violenCe (roll+might)
  When you cast aside all pretense of civility and 
  wish to harm your enemy, regardless of personal 
  safety, roll+might. You may wrest control of an 
  item or situation from another in this manner, 
  whether it be with fists or feet, or a more proper 
  weapon, but you do so with malice in your heart. 
  On a 10+, choose 3.
  On a 7–9, choose 2:
  »You take definite hold of it
  »You suffer little harm (-1 harm)
  »You inflict terrible harm (+1 harm)
  »You impress, dismay or frighten your enemy
  For PCs, pressing the attack when they’re 
  impressed, dismayed or frightened counts as 
  ACtiNg uNder Pressure.
  threaten (roll+might)
  When you threaten someone or something, 
  roll+might. You are physically engaging with the 
  deadly promise of violence.
   On a 10+, they have to choose 1: 
  »Force your hand and take whatever damage you 
  dish out, 
  »Back down and do what you want.
   On a 7–9, they can instead choose 1:
  »Hurriedly get out of your way
  »Barricade themselves securely in
  »Give you something they think you want
  »Back off calmly, hands where you can see
  »Tell you what you want to know (or hear)
  
   Attributes
  lore
  Wealth
    
   Health
   Sanity
  reason
  passion
  might
  luCk
  affinity
  Choose one set
  » Reason 0 Passion +2 
  Might +2 Luck 0 Affinity -1
  » Reason -1 Passion +2 
  Might +1 Luck +1 Affinity 0
  » Reason +1 Passion +2 
  Might 0 Luck 0 Affinity 0
  » Reason 0 Passion +2 
  Might +2 Luck -1 Affinity 0
  sCuffed
  bruised
  battered
  broken
  grievous
  dying
  dead
  1
  5
  4
  3
  2
  6
  +
  startled
  shoCked
  disturbed
  traumatized
  hysteriC
  deranged
  insane
  1
  5
  4
  3
  2
  6
  +
  Moves
  You begin with all the basic moves.
  Choose tWo speCial moves.
  amateur appraiser:  You can 
  guess about the history of an item by 
  looking it over. roll+reason, on 
  a 7+ you are able to tell to whom it 
  belonged.
  business is good:  You’ve been hard 
  at work lately, and your body has gotten 
  stronger as a result. You earn +d6 wealth 
  a month and increase your might by +1.
  grave robber: You consider the 
  cemetery your private bank and loot 
  corpses with great regularity. After 
  spending a few hours in the cemetery 
  you can roll+passion to poke 
  around and see what you dig up. On 
  a failed roll, the Keeper holds two instead 
  of the normal one.
  resurreCtionist: You are a body 
  snatcher on the side, digging up bodies 
  for a doctor at the local hospital, a solitary 
  artist, or that strange inventor on the hill. 
  Choose for whom you do your dirty work; 
  they are a reliable, weird contact for you. 
  You earn +d6 wealth a month. 
  smarter than i look: Increase 
  your reason by 1. Whenever you 
  puzle things out, you may ask an 
  additional question on a 7+.
  your lore move is
  heard tell: You may spend a point 
  of lore to roll+luCk to see if you’ve 
  heard a story about any given thing at any 
  time.
  on a 10+, you may ask three questions
  on a 7-9, you may ask two questions
  On a miss, you may still ask 1 question, 
  but the Keeper holds one for a hard move 
  if you do.
  Gear
  you start With:
  » 1d6 Wealth.  
  » An assortment of shovels and spades.
  » Work gloves and duffel bag.
  » Flashlight (reliable) or bull’s-eye lantern 
  (sturdy).
  » No lore.
  and Choose tWo of the 
  folloWing:
  » A rugged camper (cramped, weatherproof).
  » Trinkets of the dead (2d6 Wealth, 
  weird)
  » Connection to the local fence.
  » +1 lore
  »
  regarding damage
  1-2 Recovers naturally, over time.
  3
  Needs treatment to improve.
  4-5 Gets worse if untreated.
  6
  Requires immediate treatment.
  reason
  passion
  might
  luCk
  affinity
  
  The
   Mortician  
  a tremulus playbook
  Who Are You?
  You have trained to prepare the dead for 
  their final resting place, as well as help the 
  living let go of their loved ones. It is a hard, 
  thankless job, and often leaves you with a 
  sense of emptiness. You’ve seen the horrible 
  ways some people die and the tragedies left in 
  their wake. You know something unnatural is 
  afoot, and you seek to save the world from the 
  horrors of men and madness.
  Name
  Mr. Richardson, Mr. Stapleton, Mr. Anderson, 
  Miss Gordon, Mrs. Hatchet, or Miss Graham
  Look
  Choose one from eaCh Category.
  gender: Man or woman.
  Clothes: Tailored rustic, dirty fine, 
  worn fine, or worn formal.
  faCe: Calm, open, friendly, plain, 
  unassuming, or kind.
  eyes: Gentle, understanding, sad, 
  bright, or forgiving.
  build: Skeletal, thin, full, angular, or 
  wiry.
  Who Do You Trust?
  Basic Moves
  aCt under pressure (roll+reason)
  When you are doing something quickly and precisely, 
  hurriedly flee, or are trying to resist something frightening, 
  roll+reason.
   On a 10+, you do it.
  On a 7–9, you flinch, hesitate, cave, or stall: the GM can 
  offer you a worse outcome, a hard bargain, or an ugly 
  choice. 
  ConvinCe (roll+affinity)
  When you have something someone wants, you can use 
  your charm, wit, or wiles to get them to do something for 
  you, roll+affinity. 
  For NPCs: 
  On a 10+, they ask you to promise something first, and do 
  it if you promise. 
  On a 7–9, they need some concrete assurance right now.
  For PCs: on a 10+, both of the following:
  »if they do it, they gain a point of Lore.
  » if they refuse, it’s acting under pressure
  On a 7–9:
  »if they refuse, it’s acting under pressure
  »On a miss, they lose a point of trust with you.
  What they do then is up to them.
  help/hinder (roll+trust)
  When you help or hinder with someone who’s making a 
  roll, roll+trust.
   On a 10+, they take +2 (help) or -2 (hinder) now. 
  On a 7–9, they take a +1 (help) or -1 (hinder) now, and 
  you expose yourself to trouble.
  On a 6 or less: they lose a point of trust with you or the 
  Keeper holds one to use as a hard move (your choice). 
  poke around (roll+luCk)
  When you poke around a place physically looking for 
  things, roll+luck. Additional attempts to search the same 
  area are made at a cumulative -1 unless the Keeper informs 
  you something substantial has changed.
   On a 10+, select 1 of the following:
  »Find 1 good item (Keeper’s choice)
  »1 minor item (your choice)
  »1 clue (+1 forward when acted upon)
  »Pick one from the table below
  On a 7–9, you may:
  »Find hidden area/threshold (in/out) (Keeper’s Choice)
  »Find minor item (Keeper’s choice)
  »Determine the presence of one physical hazard (if none 
  present, you learn that)
  On a miss, there is either nothing more in the area or the 
  Keeper may hold 1 to use as a hard move at any time.
  puzzle things out (roll+reason)
  When you face an intellectual dilemma, learn a 
  new piece of information, or discover a clue, you 
  may attempt to puzzle things out, roll+reason. 
  On a hit, you get to ask one or more questions. 
  Whenever you act on one of the Keeper’s answers, 
  take +1.
  On a 10+, Ask 3 or gain 1 Lore.
  On a 7–9, Ask 1:
  »What is this? 
  »What does this mean?
  »How can I get in/out/pass?
  »Who’s in control here?
  »Which enemy before me is the most dangerous? 
  »What is its weakness?
  »What should I keep an eye out for?
  »How does X fit into Y?
  read a person (roll+passion)
  When you read a person in a charged interaction, 
  roll+passion.
   On a 10+, hold 3. On a 7–9, hold 1. While you’re 
  interacting with them, spend your hold to ask the 
  character questions, 1 for 1:
  »Is your character telling the truth?
  »What’s your character really feeling?
  »What does your character intend to do?
  »What does your character wish I’d do?
  »How could I get your character to X?
  resort to violenCe (roll+might)
  When you cast aside all pretense of civility and 
  wish to harm your enemy, regardless of personal 
  safety, roll+might. You may wrest control of an 
  item or situation from another in this manner, 
  whether it be with fists or feet, or a more proper 
  weapon, but you do so with malice in your heart. 
  On a 10+, choose 3.
  On a 7–9, choose 2:
  »You take definite hold of it
  »You suffer little harm (-1 harm)
  »You inflict terrible harm (+1 harm)
  »You impress, dismay or frighten your enemy
  For PCs, pressing the attack when they’re 
  impressed, dismayed or frightened counts as 
  ACtiNg uNder Pressure.
  threaten (roll+might)
  When you threaten someone or something, 
  roll+might. You are physically engaging with the 
  deadly promise of violence.
   On a 10+, they have to choose 1: 
  »Force your hand and take whatever damage you 
  dish out, 
  »Back down and do what you want.
   On a 7–9, they can instead choose 1:
  »Hurriedly get out of your way
  »Barricade themselves securely in
  »Give you something they think you want
  »Back off calmly, hands where you can see
  »Tell you what you want to know (or hear)
  
   Attributes
  lore
  Wealth
    
   Health
   Sanity
  reason
  passion
  might
  luCk
  affinity
  Choose one set
  » Reason +2 Passion +2 
  Might -2 Luck -1 Affinity +2
  » Reason +2 Passion +2 
  Might -2 Luck 0 Affinity +1
  » Reason +2 Passion +2 
  Might -1 Luck -1 Affinity +1
  » Reason +2 Passion +2 
  Might -1 Luck +1 Affinity -1
  sCuffed
  bruised
  battered
  broken
  grievous
  dying
  dead
  1
  5
  4
  3
  2
  6
  +
  startled
  shoCked
  disturbed
  traumatized
  hysteriC
  deranged
  insane
  1
  5
  4
  3
  2
  6
  +
  Moves
  You begin with all the basic moves.
  Choose tWo speCial moves.
  Calming influenCe:  By talking 
  with someone for a short while (about an 
  hour or so), you may roll+passion 
  to reduce their shock. (If their Sanity 
  track is beyond three, they need to seek 
  out someone better trained than you.) 
  on a 10+, you reduce their shock by 
  1 and their trust with you increases 
  by 1. 
  on a 7-9, they reduce their shock by 
  1. 
  on a miss, you’ve said the wrong 
  thing. Their trust in you drops by 
  1 and they take an additional point of 
  shock. 
  You may only attempt this once per 
  person per day.
  empathiC:  You have a gentle demeanor 
  and an understanding of the human 
  condition. You may use roll+passion when 
  attempting to ConvinCe instead of 
  roll+affinity. 
  funeral home: You have inherited 
  the family business. It is in an old stately 
  manor just off the town square and is large 
  and weird. You make 1d6/Wealth per 
  month and have two assistants (perhaps 
  Helga and Donald?). One is an apprentice 
  and the other manages the business 
  when you are otherwise occupied. You 
  may spend a d6 hours each day getting 
  your hands dirty to attempt to puzzle 
  things out through piecing together 
  rumors with your staff or the grieving 
  clients, and by examining bodies.
  insCrutable: You are difficult to 
  read or understand, so people have a 
  hard time getting you to do anything you 
  don’t want to do. You gain a +1 to aCt 
  under pressure. Characters do not 
  add their affinity when attempting to 
  ConvinCe you.
  religious: You aren’t a preacher or 
  pastor, but you are a person of faith. You 
  conduct local funereal rites when others are 
  not available. You gain a +1 affinity 
  in the community. Whenever you suffer 
  shock, you may roll+reason. 
  on a 10+, you gain a point of lore 
  and reduce shock by one. 
  on a 7-9, you reduce the shock by one. 
  on a miss, you increase shock by one as 
  your belief system is challenged.
  your lore move is
  dispassionate: You may spend a 
  point of Lore to eliminate d6 shock you 
  have suffered at any time. However, you 
  cannot get rid of any mental disorders you 
  may have suffered in the past.
  Gear
  you start With:
  » 2d6 Wealth.  
  » A walking stick or cane.
  » A formal suit.
  » A hearse.
  » 1 lore.
  and Choose tWo of the 
  folloWing:
  » A sidearm or sword cane.
  » +d6 lore.
  » County coroner position (+d6 Wealth/
  month) 
  » Connection at the local hospital or 
  doctor’s office.
  »
  regarding damage
  1-2 Recovers naturally, over time.
  3
  Needs treatment to improve.
  4-5 Gets worse if untreated.
  6
  Requires immediate treatment.
  reason
  passion
  might
  luCk
  affinity
  
SOURCE: textdata/thevault/Tremulus (PbtA)/Expansions/Tremulus Ebon Eaves Expansion 1 - The Cemetery.pdf