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ALLO

Y O

F LAW

: MA

SKS O

F THE P

AST

CA

MPA

IGN

SETTING

& G

AM

E SUPPLEM

ENT

TMTM

TM

TM

CFG7006Price: $24.95Printed in the USA0949467819409

ISBN 978-1-940094-94-6

52495 >

New Frontiers Revealed!The men and women of the Elendel Basin thought they’d conquered the world with their science, civilization, industry, and the powers of Allomancy and Feruchemy. But this is Scadrial, and there’s always another secret. From the shadows of the past echo rumors of immortal shapeshifters pursuing mysterious agendas, ancient relics wielded by great heroes, dark blood magic thought lost to time, and an undiscovered people come from beyond the horizon in fl ying ships.

Masks of the Past is a supplement for the Alloy of Law campaign setting. It expands on the events and secrets in Brandon Sanderson’s novels Shadows of Self and The Bands of Mourning. It contains a wealth of new world information, game rules, and advice for setting your story in this exciting era:

• An updated setting with new maps and character details to bring the revelations from the most recent Alloy of Law novels into your game

• More information about the Faceless Immortals — their society, agendas, and rules for introducing them in your game

• Complete rules for Malwish characters, including gear, Stunts, and secrets• A guide to Elendel, New Seran, and the Terris enclaves• Tons of new character options, including powerful Networks and Stunts covering

gunplay, gunsmithing, and your homeland• Updated gear and technology, with rules for sacred Relics, universal metalminds,

Hazekiller gear, and airships• A rogues’ gallery of favorite characters from the new novels, including Steris, MeLaan,

Bleeder, and Allik Neverfar• Eight sensational yarns to help you run a quick pick-up game or kick off your campaign

EXPLORE THE NEW HORIZON!Masks of the Past is not a complete game. You need a copy of the Mistborn Adventure

Game, the Alloy of Law supplement, some dice, and imagination to play.

ALLO

Y O

F LAW

: MA

SKS O

F THE P

AST

CA

MPA

IGN

SETTING

& G

AM

E SUPPLEM

ENT

TMTM

TM

TM

CFG7006Price: $24.95Printed in the USA0949467819409

ISBN 978-1-940094-94-6

52495 >

New Frontiers Revealed!The men and women of the Elendel Basin thought they’d conquered the world with their science, civilization, industry, and the powers of Allomancy and Feruchemy. But this is Scadrial, and there’s always another secret. From the shadows of the past echo rumors of immortal shapeshifters pursuing mysterious agendas, ancient relics wielded by great heroes, dark blood magic thought lost to time, and an undiscovered people come from beyond the horizon in fl ying ships.

Masks of the Past is a supplement for the Alloy of Law campaign setting. It expands on the events and secrets in Brandon Sanderson’s novels Shadows of Self and The Bands of Mourning. It contains a wealth of new world information, game rules, and advice for setting your story in this exciting era:

• An updated setting with new maps and character details to bring the revelations from the most recent Alloy of Law novels into your game

• More information about the Faceless Immortals — their society, agendas, and rules for introducing them in your game

• Complete rules for Malwish characters, including gear, Stunts, and secrets• A guide to Elendel, New Seran, and the Terris enclaves• Tons of new character options, including powerful Networks and Stunts covering

gunplay, gunsmithing, and your homeland• Updated gear and technology, with rules for sacred Relics, universal metalminds,

Hazekiller gear, and airships• A rogues’ gallery of favorite characters from the new novels, including Steris, MeLaan,

Bleeder, and Allik Neverfar• Eight sensational yarns to help you run a quick pick-up game or kick off your campaign

EXPLORE THE NEW HORIZON!Masks of the Past is not a complete game. You need a copy of the Mistborn Adventure

Game, the Alloy of Law supplement, some dice, and imagination to play.

ADVENTURE GAME

ALLOY OF LAW: MASKS OF THE PASTCampaign Setting & Game Supplement

www.crafty-games.com

TM

TM

Game SystemAlex Flagg

Product DevelopmentLogan Bonner

WritingLogan Bonner

Stephen Toulouse Shawn CarmanDennis Twigg

Josh Vogt

EditingAmanda Valentine

Southern Lands AdvisorsPeter Ahlstrom

Trae Cooper

Cover IllustrationMicah Epstein

Interior IllustrationBen McSweeney

Cartography & Broadsheet DesignIsaac Stewart

SymbolsPeter AhlstromIsaac Stewart

Graphic Design & LayoutMichal E. Cross

Additional Graphic DesignThomas Kohler

Mistborn Brand ManagerAlex Flagg

The Newest AlloyHugh Alexander Flagg

Mistborn Created by Brandon Sanderson

In Loving Memoryof Ralph E. Tackett, the greatest adopted grandpappy a boy could ever have,

and Brian Doyle, spinner of the most sensational yarns of all.

First Printing 2017Mistborn and all related marks, characters, names, and places are ™ and © 2017 Dragonsteel Entertainment, LLC.

All text herein is copyrighted by Crafty Games. Reproduction of any part of this book without Crafty Games’ written permission is expressly forbidden, except for the purpose of reviews and

when permission to photocopy is clearly stated.The Crafty Games logo and distinctive likenesses thereof are © copyright of Crafty Games. All rights reserved.

The mention of or reference to any company or product in this book is not a challenge to the trademark or copyright concerned.

Printed in the U.S.A.

TABLE OF CONTENTSA YOUTH’S GUIDE TO THE CATACENDRE . . . . . . . . . . . 7

INTRODUCTION . . . . . . . . . . . . . . . 13

BOOK ONE: MASKS OF THE PAST . . . . . . . . . . 171. The Faceless Immortals . . . . . . . . 19

Appearance . . . . . . . . . . . . . . . . . . . . . . . . . . . 20Life in Human Society . . . . . . . . . . . . . . . . . . 20Kandra Society . . . . . . . . . . . . . . . . . . . . . . . . 21

Pathism . . . . . . . . . . . . . . . . . . . . . . 21The Kandra Homeland . . . . . . . . . . . 22Tensoon’s Role . . . . . . . . . . . . . . . . . 22

Identifying a Kandra . . . . . . . . . . . . . . . . . . . 23Kandra and Death . . . . . . . . . . . . . . . . . . . . . 23Kandra Psychology . . . . . . . . . . . . . . . . . . . . 23Kandra and Harmony . . . . . . . . . . . . . . . . . 24Kandra Hemalurgy . . . . . . . . . . . . . . . . . . . . 25Playing a Kandra Hero . . . . . . . . . . . . . . . . . 26

What Generation? . . . . . . . . . . . . . . 26What Blessing? . . . . . . . . . . . . . . . . . 26What Powers? . . . . . . . . . . . . . . . . . 27View of Humanity? . . . . . . . . . . . . . . 27Relationship with Harmony? . . . . . . 27View of Other Kandra? . . . . . . . . . . 27

Kandra Powers . . . . . . . . . . . . . . . . . . . . . . . . 27Kandra Hemalurgy . . . . . . . . . . . . . 27

Kandra Stunts . . . . . . . . . . . . . . . . . . . . . . . . . 282. The Malwish People. . . . . . . . . . . 31

Malwish Culture . . . . . . . . . . . . . . . . . . . . . . . 32Malwish Masks . . . . . . . . . . . . . . . . . 32Malwish Religion . . . . . . . . . . . . . . . 33

Malwish Technology . . . . . . . . . . . . . . . . . . . 33Airships . . . . . . . . . . . . . . . . . . . . . . 33Primer Box (Allomantic Grenade) . . 34Universal Metalminds . . . . . . . . . . . 34

Malwish Characters . . . . . . . . . . . . . . . . . . . 35High Body Temperature . . . . . . . . . . 35Alien Culture . . . . . . . . . . . . . . . . . . 36

Malwish Stunts . . . . . . . . . . . . . . . . . . . . . . . . 363. Terris Enclaves. . . . . . . . . . . . . . . 39

Structure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40Appearance . . . . . . . . . . . . . . . . . . . 40Layout . . . . . . . . . . . . . . . . . . . . . . . 41

Community and Hierarchy . . . . . . . . . . . . . 41The Outside World . . . . . . . . . . . . . . . . . . . . . 42History of the Enclaves . . . . . . . . . . . . . . . . . 44The Village . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44Fundamentalist Settlements . . . . . . . . . . . 46Terris Stunts . . . . . . . . . . . . . . . . . . . . . . . . . . . 46

4. New Seran . . . . . . . . . . . . . . . . . . 49Tourist Attractions . . . . . . . . . . . . . . . . . . . . . 51

Soothing Parlors and Riot Bars . . . 51Graveyards . . . . . . . . . . . . . . . . . . . 54

Persons of Note . . . . . . . . . . . . . . . . . . . . . . . . 54The Sauvage Family . . . . . . . . . . . . . 54Kelesina Shores . . . . . . . . . . . . . . . . 55Devlin Airs . . . . . . . . . . . . . . . . . . . . 56

Dulsing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 565. Elendel Law and Economy . . . . . 57

City Government . . . . . . . . . . . . . . . . . . . . . . 57Government Corruption . . . . . . . . . . 58

The Elendel Constabulary . . . . . . . . . . . . . . 59Notable Constables . . . . . . . . . . . . . 60

Allomantic Laws . . . . . . . . . . . . . . . . . . . . . . 61Elendel Economy . . . . . . . . . . . . . . . . . . . . . . 62

6. Character Options . . . . . . . . . . . . 65New Advancements . . . . . . . . . . . . . . . . . . . 65

Networks . . . . . . . . . . . . . . . . . . . . . 65Spending Advancements . . . . . . . . . 66

Gunplay Stunts . . . . . . . . . . . . . . . . . . . . . . . . 70Gunsmithing Stunts . . . . . . . . . . . . . . . . . . . 71Homeland Stunts . . . . . . . . . . . . . . . . . . . . . . 72

City Dweller Stunts . . . . . . . . . . . . . 72Roughs Dweller Stunts . . . . . . . . . . . 73

7. Equipment and Technology . . . . . 75Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75

Firearms . . . . . . . . . . . . . . . . . . . . . . 75Other Weapons . . . . . . . . . . . . . . . . . 78

Other Equipment . . . . . . . . . . . . . . . . . . . . . . 81Malwish Technology . . . . . . . . . . . . . . . . . . . 83Technological Advances . . . . . . . . . . . . . . . 85Inventors of Note . . . . . . . . . . . . . . . . . . . . . . 87

Sophi Tarcsel . . . . . . . . . . . . . . . . . . 87Professor Remmingtel Tarcsel . . . . . 87Elder Sorren . . . . . . . . . . . . . . . . . . . 88

Relics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88The Bands of Mourning . . . . . . . . . . 89The Ascendant Warrior’s Knives . . . 89

TABLE OF CONTENTSThe Lance of the Fountains . . . . . . . 90

8. Heroes of the Reforged World . . . 91Lady Steris Harms . . . . . . . . . . . . . . . . . . . . . 93

Lady Steris Harms (Avg . Threat) . . . 93Playing as Steris . . . . . . . . . . . . . . . 93Steris as an Ally . . . . . . . . . . . . . . . . 94Steris as an Enemy . . . . . . . . . . . . . . 94

The Marksman . . . . . . . . . . . . . . . . . . . . . . . . 94The Marksman (Serious Threat) . . . 94Playing as the Marksman . . . . . . . . . 95The Marksman as an Ally . . . . . . . . . 95The Marksman as an Enemy . . . . . . 95

Melaan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97Melaan (Deadly Threat) . . . . . . . . . . 97Playing Melaan . . . . . . . . . . . . . . . . 98Melaan as an Ally . . . . . . . . . . . . . . 98Melaan as an Enemy . . . . . . . . . . . . 99

Allik Neverfar . . . . . . . . . . . . . . . . . . . . . . . . .101Allik Neverfar (Average Threat) . . 101Playing as Allik . . . . . . . . . . . . . . . 101Allik as an Ally . . . . . . . . . . . . . . . . 101Allik as an Enemy . . . . . . . . . . . . . . 102

Constable Marasi Colms . . . . . . . . . . . . . .105Marasi Colms (Serious Threat) . . . 105Playing as Marasi . . . . . . . . . . . . . 106Marasi as an Ally . . . . . . . . . . . . . . 106Marasi as an Enemy . . . . . . . . . . . . 106

Governor Replar Innate . . . . . . . . . . . . . . .107Replar Innate (Serious Threat) . . . 107

Bleeder . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .109Bleeder (Deadly Threat) . . . . . . . . 109Playing Paalm (Good) . . . . . . . . . . 110Playing Bleeder (Evil) . . . . . . . . . . 110Paalm as an Ally . . . . . . . . . . . . . . 111Bleeder as an Enemy . . . . . . . . . . . 111

Telsin Ladrian . . . . . . . . . . . . . . . . . . . . . . . .113Telsin Ladrian (Serious Threat) . . . 113Playing as Telsin . . . . . . . . . . . . . . 114Telsin as an Ally . . . . . . . . . . . . . . . 114Telsin as an Enemy . . . . . . . . . . . . . 114

Constable General Aradel . . . . . . . . . . . . .115Constable General Aradel (Serious Threat) . . . . . . . . . . . . . . . 115

Edwarn Ladrian . . . . . . . . . . . . . . . . . . . . . .117

Edwarn Ladrian (Deadly Threat) . 117Playing as Mr . Suit . . . . . . . . . . . . . 118Mr . Suit as an Ally . . . . . . . . . . . . . 118Mr . Suit as an Enemy . . . . . . . . . . . 118

9. Rogues Gallery. . . . . . . . . . . . . . 119Malwish People . . . . . . . . . . . . . . . . . . . . . . .119

Malwish Airship Captain . . . . . . . . 119Malwish Airship Crewman . . . . . . . 120Malwish Firemother . . . . . . . . . . . . 120

Gang Members . . . . . . . . . . . . . . . . . . . . . . .121Cobbler . . . . . . . . . . . . . . . . . . . . . 121Cuff . . . . . . . . . . . . . . . . . . . . . . . . . 122Ash Fiends . . . . . . . . . . . . . . . . . . . 122

Chimeras . . . . . . . . . . . . . . . . . . . . . . . . . . . . .123Hemalurgic Chimera . . . . . . . . . . . 123

Wildlife . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .123Giraffe . . . . . . . . . . . . . . . . . . . . . . 124Lion . . . . . . . . . . . . . . . . . . . . . . . . 124Big Game Hunter . . . . . . . . . . . . . . 124

10. Secrets of Masks of the Past . . 125Relics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .125

The Bands of Mourning . . . . . . . . . 125The Ascendant Warrior’s Knives . . 126The Lance of the Fountains . . . . . . 127

Pits of Hathsin . . . . . . . . . . . . . . . . . . . . . . . .128The Southern Lands . . . . . . . . . . . . . . . . . .129Creating Universal Metalminds . . . . . . .130The Sovereign . . . . . . . . . . . . . . . . . . . . . . . .131Hemalurgic Chimera . . . . . . . . . . . . . . . . .132

BOOK TWO: SENSATIONAL YARNS . . . . . . . . 135Introduction . . . . . . . . . . . . . . . . . . 137

List of Adventures . . . . . . . . . . . . . . . . . . . . .1381. The 3rd Octant Squeeze . . . . . . . 139

Cast of Characters . . . . . . . . . . . . . . . . . . . .140Act One . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .140Act Two . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .141Act Three . . . . . . . . . . . . . . . . . . . . . . . . . . . . .141Stat Blocks . . . . . . . . . . . . . . . . . . . . . . . . . . .142

Gilven (Serious Threat) . . . . . . . . . 142Tuggs (Mild Threat) . . . . . . . . . . . . 142Constable Dalia (Avg . Threat) . . . . 143

After the Adventure . . . . . . . . . . . . . . . . . . .143

TABLE OF CONTENTS2. Blood of the Survivor. . . . . . . . . 145

Cast of Characters . . . . . . . . . . . . . . . . . . . .146Act One . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .146Act Two . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .147Act Three . . . . . . . . . . . . . . . . . . . . . . . . . . . . .147Stat Blocks . . . . . . . . . . . . . . . . . . . . . . . . . . .148

Avaran (Serious Threat) . . . . . . . . . 148Dolz (Insignificant Threat) . . . . . . . 148Jayni (Average Threat) . . . . . . . . . . 149Bank Guard (Mild Threat) . . . . . . . 149Guard Dog (Mild Threat) . . . . . . . . 149

After the Adventure . . . . . . . . . . . . . . . . . . .1493. Fire in the Blood, Ash in the Air 151

Cast of Characters . . . . . . . . . . . . . . . . . . . .152Act One . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .152Act Two . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .153Act Three . . . . . . . . . . . . . . . . . . . . . . . . . . . . .153Stat Blocks . . . . . . . . . . . . . . . . . . . . . . . . . . .154

Foreman Bolsk (Serious Threat) . . 154Union Rioters (Mild Threat) . . . . . 154Fullman Quince (Serious Threat) . 155Macy Whisken (Average Threat) . . 155Quince’s Bodyguards (Average Threat) . . . . . . . . . . . . . . 155

After the Adventure . . . . . . . . . . . . . . . . . . .1554. Game of Guildmasters . . . . . . . . 157

Cast of Characters . . . . . . . . . . . . . . . . . . . .157Act One . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .158Act Two . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .159Act Three . . . . . . . . . . . . . . . . . . . . . . . . . . . . .160Stat Blocks . . . . . . . . . . . . . . . . . . . . . . . . . . .160

Wentworth Cochsby (Serious Threat) . . . . . . . . . . . . . . . 160Tot Bowler (Serious Threat) . . . . . . 160Partisan Tough (Mild Threat) . . . . 161Muckraking Journalist (Average Threat) . . . . . . . . . . . . . . 161

After the Adventure . . . . . . . . . . . . . . . . . . .1615. The Hamlet of Hemalurgy . . . . . 163

Cast of Characters . . . . . . . . . . . . . . . . . . . .163Act One . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .164Act Two . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .165Act Three . . . . . . . . . . . . . . . . . . . . . . . . . . . . .166Stat Blocks . . . . . . . . . . . . . . . . . . . . . . . . . . .166

Mal Hammond (Average Threat) . . 166Belle Serray (Average Threat) . . . . 166Hemalurgic Chimera (Average Threat) . . . . . . . . . . . . . . 167Local Farmer (Mild Threat) . . . . . 167

After the Adventure . . . . . . . . . . . . . . . . . . .1676. Hostility in Harmony Hollow . . 169

Cast of Characters . . . . . . . . . . . . . . . . . . . .170Act One . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .170Act Two . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .171Act Three . . . . . . . . . . . . . . . . . . . . . . . . . . . . .171Stat Blocks . . . . . . . . . . . . . . . . . . . . . . . . . . .172

Wymryl (Mild Threat) . . . . . . . . . . . 172Sanyn (Average Threat) . . . . . . . . . 172Constable General Abert Farney (Average Threat) . . . . . . . . . . . . . . 172Promontory Constable (Mild Threat) . . . . . . . . . . . . . . . . . 173Constable Emsie Farney (Mild Threat) . . . . . . . . . . . . . . . . . 173

After the Adventure . . . . . . . . . . . . . . . . . . .1737. Outpost Assault!. . . . . . . . . . . . . 175

Cast of Characters . . . . . . . . . . . . . . . . . . . .176Act One . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .176Act Two . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .177Act Three . . . . . . . . . . . . . . . . . . . . . . . . . . . . .178Stat Blocks . . . . . . . . . . . . . . . . . . . . . . . . . . .179

Mayquick (Serious Threat) . . . . . . . 179Sercal (Serious Threat) . . . . . . . . . 179Tavis Semberton (Ser . Threat) . . . . 180Koloss Guard (Average Threat) . . . 180Fort Outlaw (Mild Threat) . . . . . . . 180

After the Adventure . . . . . . . . . . . . . . . . . . .1818. Seekers of the Southlands . . . . . 183

Cast of Characters . . . . . . . . . . . . . . . . . . . .184Act One . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .184Act Two . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .185Act Three . . . . . . . . . . . . . . . . . . . . . . . . . . . . .186Stat Blocks . . . . . . . . . . . . . . . . . . . . . . . . . . .187

Captain Laylash (Ser . Threat) . . . . 187Reg Dashard (Deadly Threat) . . . . 187Dashers Regular (Mild Threat) . . . 188Dashers Lurcher (Avg . Threat) . . . 188

After the Adventure . . . . . . . . . . . . . . . . . . .189

ALLOY OF LAW: MASKS OF THE PAST 21

Faceless Immortals As such, kandra often hide behind pacifistic and benevolent personas, act-

ing as religious figures or social leaders who citizens will naturally listen to as authorities. They position themselves strategically so they can both monitor and manipulate information and communication within a city. Despite their legend-ary skills and strength, kandra realize how vastly outnumbered they are and how quickly they could be routed and destroyed if their true natures were ever exposed en masse. Therefore, they lend themselves to quieter lives, switching identities and homes from time to time so their immortality remains unnoticed.

Kandra need to understand human society to serve Harmony well, and end up in all sorts of odd roles. A given kandra might have appeared as a shopkeeper, farmer, settler, miner, clerk, or member of high society throughout the course of her life. Because their numbers are so few and because, to their knowledge, there will be no more of them, the kandra rarely take great risks — although kandra of later generations tend to be more restless and incautious, cleaving to ideals rather than self-preservation.

KaNDra socIetYKandra are a generational species, but not in the same way humanity is. Cre-

ating a new generation of kandra is quite the serious affair, partially because it requires the insertion of Hemalurgic spikes into mistwraiths — and each spike represents an Allomantic talent stolen from a once-living person. Therefore, for a kandra to be born, an Allomancer must suffer loss of power and life.

Older generations of kandra were treated with high respect and considered their society’s de facto leaders. However, since the kandra lost so many of their number in the Resolution just before the Catacendre, their chain of command has been more disparate. Now, rather than existing under the Lord Ruler, most directly serve Harmony. Some elders, such as TenSoon, are viewed as central authorities, though they all can take orders from their god.

Kandra society has become more decentralized. The Kandra Homeland, the cave network where they were kept practically imprisoned until called upon for a contract, is now little more than a holy relic of bygone eras. Nowadays, kandra live among humans and maintain the appearance of normal lives. If they want to meet to confer, they do so in pubs rather than relying on edicts being passed down from older generations. Still, they can respect or judge one another based on age. Even though a kandra may be five or six hundred years old, this is considered a mere youth compared to the earlier generations and their opinion or perspective may not carry the same weight as an elder’s.

PATHISMIt is possible that some kandra could be consid-

ered Pathians, adhering to the teachings of Har-mony as willing servants. Of course, since they can be controlled by Harmony, it might be argued that their service is not of their own free will.

22 MISTBORN ADVENTURE GAME

Faceless Immortals

Rather, they are agents of the Path, acting as Harmony’s eyes and hands in the world to guide mortals according to the singular tenet of the faith: “Do more good than harm.”

THE KANDRA HOMELANDDuring the days of the Final Empire, this enormous cave network served

as the secret home to the kandra nation. It was located near the ancient city of Luthadel and connected to the Pits of Hathsin. There, the many generations of kandra resided, including the immortal First Generation that presided over the race’s younger iterations. This was also where the majority of the atium possessed by the Lord Ruler was stored.

After the Catacendre, Harmony preserved the Kandra Homeland and re-shaped it. He caused a bioluminescent fungus known as perchwither to grow within the caverns so no one seeking sanctuary there would ever have to live in darkness again. There are multiple entrances, one of which is found through the tombs of Elendel and marked by the symbol for atium. When Harmony reworked the world’s landscape, he also deposited many historical sites within the Home-land tunnels — one of which is rumored to be the Lord Ruler’s old palace.

To modern kandra, their Homeland is no longer a sanctuary where they go to hide and rest. Instead, it is seen as a holy place, a relic of their old place in the world and a reminder of their former slavery. They treat the ruins with great re-spect, keeping it as intact as possible. Many of the younger kandra almost never visit, wanting to forget the past. Older kandra will return, mostly alone, to medi-tate on their nature and try to remain in touch with their heritage.

TENSOON’S ROLEOne of the most famous of the kandra, TenSoon is now referred to as the

Guardian for his service alongside Vin, the Ascendant Warrior, in the last days of the Final Empire. Now a respected elder of the kandra, TenSoon has been a loyal — if gruff — servant of Harmony and scion of Preservation. He still prefers to wear the form of a giant wolfhound and prowls around the edges of society, keeping watch over the younger kandra to ensure they do not stray from the Path.

As others have begun to stir up dissent and violence among humans, TenSoon has helped place kandra among the populace in order to secretly preach peace and serenity. He rarely takes direct action unless forced to and despises killing. Ten-Soon remains renowned among his kind for his unparalleled speed in absorbing and imitating a form with startling accuracy.

2THE MALWISH PEOPLE

Far to the south of the Elendel Basin, a place over the mountains, across the entire southern Roughs and the wastelands, beyond the knowledge and understand-ing of what once was the Final Empire, another civiliza-tion arose out of the Catacendre. Three hundred years ago, when the ashes ended and Harmony remade the world, the climate and lands that were once the Final Empire were reshaped to create a paradise for those that survived. Harmony’s actions had the side effect of drastically changing the environment and climate of other regions. In the South, the once warm regions transformed into an area of near-deadly frigidity for its heat-accustomed inhabitants.

There are Five Peoples to the South, includ-ing the Malwish. According to Malwish myth and history, they were saved by a traveler from the Final Empire. Supposedly, the Lord Ruler, believed killed at the hand of the Ascendant Warrior, instead chose to relinquish his rulership over his em-pire after his apparent defeat. He trave-led south and discovered a people close to extinction from the sudden and brutal change of climates. These very same people were without the

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knowledge of Feruchemy, Allomancy, and Hemalurgy. The Lord Ruler instructed his new people in these arcane arts, and even taught them secrets that were unknown in his Final Empire. Chief amongst these was the knowledge of transferring the Fer-uchemical traits of a Feruchemist to another party. For the Malwish, the discovery and incorporation of Firemothers and Firefathers into their culture saved them from disaster. These brass Ferrings, using the teachings of the Sovereign, could provide warmth for the Malwish in their newly inhospitable climate. Whereas the climate change had seemed to be their death sentence, the arrival of the Lord Ruler and his introduction of Metalborn led to a renaissance.

malWIsH cUltUreThe Malwish and the rest of the Five Peoples are sophisticated cultures. They

incorporated technology, Allomancy, and Feruchemy into an ingenious amalga-mation usable by those without any innate ability in the disciplines. Yet, their technology that is independent of such powers seems to be behind that of the people of the Elendel Basin.

Metalborn are rarer in the south and form the upper class of their society. Par-ticular reverence is given to Firemothers and Firefathers and the life-preserving warmth they provide to their people. Like the people of the Elendel Basin, the Malwish revere the kandra, but for different reasons. They revere the kandra as creations of the Sovereign, who was once Lord Ruler, whereas folk native to the Basin know them as agents of Harmony.

Much of the Malwish culture stems from the land they live in, which differs significantly from the Elendel Basin and the Roughs. They also have a number of foods and spices unknown north of them, including the delicious sweet substance known only as “choc.”

MALWISH MASKSThe masks constantly worn by the all members of the Malwish make them

stand out compared to the denizens of the Elendel Basin. Without their faces vis-ible, the Malwish use a number of gestures and movements that seem to substitute for the facial expressions that those in the north take for granted. Malwish culture

4NEW SERAN

Far to the southeast of Elendel, free from the shadow of its skyscrapers and the pollution of its factories, lies New Seran, one of the more prominent Outer Cit-ies and a final bastion of true civilization before one reaches the Roughs beyond.

Among the many physical differences that separate New Seran from its fel-low cities, by far the most prominent is the extensive terracing that was done during the city’s construction. The region where the city was built was quite hilly, but rather than leveling the area, its architects terraced it to create a series of three major platforms, supported by many smaller ledges. A confluence of natural riv-ers was funneled into a large number of canals and landscaped waterways that crossed between terraces via magnificent waterfalls that became one of the most well-known features of the city. While reaching one’s destination from any given point is entirely possible via streets and walkways, many prefer to travel via gon-dola due to the direct routes and splendid views.

The electric gondolas, operated by the New Seran Transportation Author-ity, travel via cables strung between the cliff tiers of the city. Relatively new and considered a marvel, they are not entirely dependable. Although breakdowns are uncommon, the bad experience of a few influential visitors from Elendel can drive down tourism.

While a sizeable metropolis by the standards of the Outer Cities, New Seran is significantly smaller than the massive, sprawling Elendel, and that is the least of the differences between the two. Where Elendel surges toward the skies with its many towering edifices, New Seran preserves the aesthetics of the city by limiting the height of all buildings to a few stories. The factory-spawned pollution so common in the capital is all but unknown in the distant reaches

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of New Seran, where the people take great pride in their city’s breathtaking beauty. And while both have streets that can accommodate both horse-drawn carriages and more modern horseless carriages, only New Seran has gondolas to carry people between the tiers on the city’s cliff faces.

Culturally speaking, New Seran differs from the capital even more starkly than in its geography, which is no mean feat. In recent years, the peo-ple of the Outer Cities in general (and New Seran in particular) have become increasingly resentful of what they perceive as extremely self-serving policies enforced by the government in Elendel. Most of these are economic in nature, although lesser slights in other arenas also displease the New Seran populace.

The objection that has gained the most adherents and generated the greatest amount of animosity is the insistence by Elendel that all railway routes go through the capital. This means that, for instance, a merchant in New Seran who hopes to sell his wares to citizens in other Outer Cities must ship goods all the way back to Elendel, be charged significant tariffs, and then ship them out along another “spoke” of the railway to the targeted city; do-ing so takes dramatically longer and covers a great deal more land than a railway connecting the Outer Cit-ies would. This markedly reduces the merchant’s profits while funneling a disproportionate amount of the money involved to the government in Elen-del for nothing more than imposing inconvenience on all parties involved. This has resulted in a movement to-ward social change among the nobility that borders on outright belligerence

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cHaracter oPtIoNs2 ADVANCEMENTS

Change your Network: Your Hero abandons his old Network and declares his loyalty to a new organization. Erase your existing Network and replace it with the one you now qualify for (see “Networks,” page 65).

4 ADVANCEMENTS Develop a Network: Your Hero fosters a relationship with a powerful organi-

zation, exchanging his loyalty to take advantage of that Network’s training and contacts. Add your new Network to the Powers section of your character sheet; as long as you follow the Network’s dictums, you gain its benefit (see “Networks,” page 65). You may only have one Network at a time, though you may change it by spending 2 Advancements, as noted above.

Networks available to characters in this era include:

CHURCH OF THE SURVIVORThe popular religion of Survivorism draws its tenets from Kelsier, a great

hero from the World of Ash who conquered death itself. Though the church is large enough that you can find all kinds of unfaithful and corrupt folk in it these days, the truly faithful know one another and help each other out.

Rules: Wear the scars of the Survivor proudly on your forearms; follow the tenets of Survivorism: Be strong, be independent, never lose hope, help those weaker than you, and respect the Mists.

Network Trait: Faithful SurvivoristBenefits: You can call on a Survivorist church in a settlement for help and

lodging, even if you’re new in town. This lets you and your Crew use the church parsonage as a place to crash, plan, or rest and heal. Once during your visit, you can also get the local priest to speak on your behalf. This gives you a bonus die on a single Charm or Influence roll, provided the target is a Survivorist or otherwise respects the priest’s authority.

ELENDEL CONSTABULARYTasked with maintaining the order in

Elendel, the constabulary work night and day protecting the people (see page 59). You might be a constable yourself, or you may work with them from time to time them as a private detective, crimi-nal scholar, or ex-convict contact.

Rules: Abide by the laws of Elen-del; make sure disputes get settled by the law rather than vigilantism; turn evidence over to the constabulary.

Network Trait: Constabulary ContactsBenefits: You gain access to crime

scenes, police documents, and other confidential

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police information without facing resistance from constables. This doesn’t apply in extraordinary circumstances or if you’re trying to get highly classified informa-tion — these require the appropriate Influence rolls, as normal.

ELENDEL SENATORThe Elendel Senate, charged with enacting new laws, is rife with corruption

and often unable to get anything of consequence done (see page 57). Many of its members work for the people, but many more put their positions to work for themselves, gathering money, influence, and power.

Choose a Senator you’re connected to when you choose this Network. This could be an established character in your game or one of your own creation. Work with the Narrator to determine important details about this Senator and your re-lationship, such as how you two became acquainted, whether the Senator is le-gitimate or corrupt, what their motivations and political interests are, and so on.

Rules: Work toward your Senator’s interests; avoid actions and positions that reflect poorly on your Senator; protect the Senator’s corruption or other secrets.

Network Trait: Politically ConnectedBenefits: When you leverage politics or legal issues to deal social damage to

another character, increase the damage they suffer by 1.

NEW STUNTSGain a Stunt: Your Hero continues to test ways of using their skills or magic,

learning new tricks and subtleties of use. This book has more Stunts to flesh out your Heroes, including kandra and the Malwish people of the southern lands. This book introduces homeland Stunts, which are appropriate to characters who hail from particular areas. The options for Stunts in this book are as follows, and add to the Stunts already appearing in the Mistborn Adventure Game and Alloy of Law Campaign Setting & Game Supplement:

• Choose a new gunplay Stunt (see page 70) or gunsmithing Stunt (see page 71) and record it in the Powers section of your character sheet.

• (City dweller) Choose a new city dweller homeland Stunt and record it in the Powers section of your character sheet (see page 72).

• (Kandra) Choose a new kandra Stunt and record it in the Powers section of your character sheet (see page 28 in Chapter 1).

• (Malwish) Choose a new Malwish Stunt and record it in the Powers section of your character sheet (see page 36 in Chapter 2).

• (Roughs dweller) Choose a new Roughs dweller homeland Stunt and record it in the Powers section of your character sheet (see page 73).

• (Terris) Choose a new Terris Stunt and record it in the Powers section of your character sheet (see page 46).

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cHaracter oPtIoNsAdditionally, you may use your gun as a melee weapon — a useful tactic

when you’re out of ammo! A pistol used as a melee weapon has a Damage of +1 and min/max of Touch / Touch, while a rifle, shotgun, or other longarm has a Damage of +2 and a min/max range of Striking / Striking.

Ranged Disarm: With a pinpoint shot, you can shoot a gun or other item out of someone’s hand, or shoot a small item that’s on the ground to send it flying out of reach. This follows the standard rules for Disarming a Target (see the Mistborn Adventure Game, page 201), but is a Wits vs. Physique Contest if the item is held, or a Wits 2 Challenge if not. If the attempt succeeds, the target drops the item as normal for a Disarm; with 2 or more Nudges on the roll, you may also move the item up to 1 Step away from its original position and/or holder.

You may combine a Ranged Disarm with a Quick Draw (see Alloy of Law Game Supplement & Campaign Setting, page 136).

GUNsmItHING stUNtsA character can take gunsmithing Stunts to create guns and ammunition. The

rules and primary stunts for gunsmithing appear on page 138 of The Alloy of Law Campaign Setting & Game Supplement. The new Stunts below supplement that list, and like any gunsmithing Stunt, each of them grants a Hero a free Prop to spend on additional guns, ammo, or customizations.

Spit and Bailing Wire: You can creatively use common items and available materials to quickly repair a gun in the field or prototype a firearm customization.

Field Repair: Repairing a damaged firearm takes one Beat or combat Action, and is a Wits challenge with a Difficulty equal to the purchase Difficulty of the firearm (including any customizations). A field repair isn’t perfect, so the pools of all attacks with this weapon shrink by 1 die (to a minimum of 2 dice) and each attack inflicts 1 less damage (minimum +0). These effects last until the weapon is properly repaired.

Prototype Customization: Adding a prototype customization requires a Short Breather, and is a Resources challenge with a Difficulty equal to purchase Difficulty of the firearm (including any existing customizations and the new customization). You may only choose to apply a customization you already know how to build via the Customize Guns Stunt, and you may not choose Aluminum Frame, Perfect Bal-ance, or Small (as each is too radical a change to make in the field). With failure, the

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gun becomes useless until it can be repaired over a Long Breather as normal; with success, apply the chosen customization to the weapon temporarily. This customiza-tion is temperamental as well as temporary, so when attacking with this weapon you must spend one Nudge, or else the effects of this customization are lost as soon as the attack is resolved. A gun can’t have more than one prototype customization at a time, and any prototype customizations are lost at the next Breather.

Speedy Craftsman: Your familiarity with certain types of technologies lets you build and repair guns in record time. You can spend a Long Breather creating or customizing guns or ammo, even if that Long Breather is less than a week. All other rules for gunsmithing apply as normal (see pages 139-141 of the Alloy of Law Campaign Setting and Game Supplement).

HomelaND stUNtsSome of the new Stunts in this book aren’t limited to Allomancers or people

of a particular race, but can be taken only by Heroes or Characters who hail from a certain regional homeland. These are categorized as city dweller Stunts, Roughs dweller Stunts, and Terris Stunts, and can be taken by people from Elendel and other large cities, folks who hail from the Roughs, outsiders from the lands far to the south (see page 31), or people who grew up in Terris enclaves. The city dweller and Roughs dweller Stunts are listed here, and the others are in the Mal-wish People and Terris Enclaves sections, respectively.

When looking at homeland Stunts, treat your homeland as whichever terri-tory was most prominent in your past. If you were born in Elendel but came of age in Far Dorest, you’ll be looking at Roughs dweller Stunts. Note that Terris Stunts are based less on genetics and more on culture. Though the Terris blood-lines are merged with those of the former Skaa in the Alloy of Law era, the unique cultural context of the Terris enclaves means their residents might learn these spe-cial Stunts. A Hero who has Terris blood but never set foot in an enclave doesn’t qualify for Terris Stunts. If you have a mixed background and you can justify it, your Narrator might let you take Stunts for multiple homelands. For instance, if you’re a Terrisman from the Village who moved into the city as an adult, you might be able to take both Terris Stunts and city dweller Stunts.

CITY DWELLER STUNTSOnly a character from a major city can purchase these Stunts.

Academic Connections: You attended a prestigious university in a major city. You still keep in touch with many of your old classmates and professors, and you retain the research skills you developed. When you fail a Wits roll, you may spend a day calling on colleagues and libraries to reroll. With success, you suc-ceed and suffer no consequences of your initial failure (as if you’d never failed at all). You may only attempt to reroll a particular failed Wits roll once.

Business Connections: You’ve built strong relationships in the city’s busi-ness and noble communities, which you can tap into when you’re hard up for

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eqUIPmeNt aND tecHNoloGYTerringul Ripper Automatic Pistol: Terringul has never been known for

particularly high-quality weapons, the Ripper appears to be an attempt to prove it can innovate like the more prestigious Sterrion or Heispel brands. This experi-mental handgun replaces the customary revolving chamber for a spring-loaded box magazine, similar to the Heispel Autoloader (see the Alloy of Law Campaign Setting & Game Supplement, page 113) but in a “half-moon” shape. This allows it to be fired incredibly fast — so fast, in fact, that it can (briefly) replicate the rate of fire of a rotary gun!

To represent this unusual weapons, the Terringul Ripper can be used to attack in two ways: with single shots, as any other firearm attack; or with salvoes, in the same way as a rotary gun (see the Alloy of Law Campaign Setting & Game Sup-plement, page 134) . Firing a salvo requires at least 10 shots. A Ripper requires no loader or cranker so the shooter suffers no penalties for being shot without them, but all other rules and limitations on salvo fire apply as normal.

FIREARMSItem Props Difficulty Damage Capacity Min/Max Range

Heispel Longshot 1 3 +2 4 shots Close / Long

Long-barreled pistol with range comparable to a rifle

“Rioting” 22 1 1 +1 6 shots Close / Medium

A common, cheap pistol

Terringul Ripper Automatic Pistol

2 4 * +1 or 1 salvo †

12 shots Close / Medium

Autoloading pistol that fires single shots or a salvo

* These weapons are harder to find in the Roughs, where the Difficulty to buy them increases by 1.† This weapon can be fired as a normal firearm (using shots), or as a rotary gun (using a salvo). Firing a salvo requires at least 10 shots.

“Rioting” 22

Terringul Ripper

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OTHER WEAPONSDebilitation Syringe: This newly developed substance was created by the

kandra as a non-lethal means to briefly debilitate members of their own race. Their experiments are incomplete, and the chemical doesn’t fully work as intended as of yet. The chemical is delivered via syringe and is impossible to acquire except from the kandra themselves, who are obviously resistant to allow outsiders access to it. The chemical briefly discolors and weakens kandra flesh so that their control over their assumed form is broken, if only for a few moments, and they are very briefly immobilized. On an attack with a debilitation syringe, figure out how much damage the attack would do, if any. The attack has one of two effects, depending on the whether the target is kandra or not:

• A kandra attacked with a debilitation syringe suffers no damage, but is in-stead immobilized. The kandra cannot move or take physical action and gains the “Immobilized” mortal Burden, which only lasts for 1 Conflict Round per damage the attack would have done (or one minute per damage the attack would have done, if used outside combat).

• A non-kandra suffers the attack’s damage + 4 additional Health damage, due to the toxicity of the chemical.

Hand-Crossbow: Similar to a crossbow (as detailed in The Alloy of Law Campaign Setting & Game Supplement), a hand-crossbow is designed to hold a single bolt, but is compact and can be held and shot with one hand. A hand-crossbow typically has a ceramic mechanism for releasing the string. Likewise, a crossbow bolt has a wooden shaft and a sharp ceramic head. In places where new bolts aren’t readily available (such as the Roughs), crossbow owners often use obsidian-tipped bolts.

Knucklebones: A colorful name for a brutal tool, a set of knucklebones is a one-piece weapon similar to brass knuckles (see the Alloy of Law Campaign Setting & Game Supplement, page 123). They consist of a ridge of hardwood that spans across the front of the knuckles, dramatically increasing an individual’s punching ability. Though brass knuckles are more popular, non-metallic knucklebones are useful since they can’t be Pushed, Pulled, or detected by Allomancy. Some knucklebones are crafted from bone or ivory instead of wood.

Repeating Crossbow: This variation on the crossbow (see page 123 of the Alloy of Law

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melaaNBorn as a Seventh Generation kandra,

MeLaan existed back in the days of the Fi-nal Empire and lived through the Cata-cendre. However, as one of the younger kandra — just over six hundred years old — she didn’t know the world out-side the kandra Homeland when it was covered in ash, nor did she interact directly with many of the notables from that era. However, she was present during the trial of TenSoon and was inspired by his adventurous and rebellious spirit.

In modern times, MeLaan often presents herself as a statuesque and highly attractive woman with creamy skin and hair the color of gunpowder. Like many kandra in the new era, she commonly uses a constructed skel-eton rather than a set of human bones. She crafted her primary skeleton herself, with a skull of carved crystal the color of emeralds. She has a playful personal-ity and enjoys showing off her shapeshifting abilities to those who know her true nature. She finds some human males desirable and isn’t above indulging in more base physical interactions.

As she considers herself little more than an adolescent in kandra lifetimes, she is quite uncomfortable when humans treat her with what she feels is unde-served reverence. While a loyal servant of Harmony, she is far more willing than most kandra to kill any enemies — which has put her at odds with TenSoon, but makes her a valuable ally for Harmony’s mortal agents. Comfortable with blades, guns, and hand-to-hand combat, she revels in her relatively bulletproof state and can be a little bit too chipper when she gets the chance to be violent. She’s acted as a messenger at times, delivering a Hemalurgic spike in the form of an earring to Waxillium Ladrian so Harmony could communicate with him. She’s also the kandra Harmony sends to assist Wax once events get more violent in Elendel.

MELAAN (DEADLY THREAT)Attributes: Physique 7, Charm 4, Wits 5Standings: Resources 6, Influence 4, Spirit 4Resiliences: Health 13, Reputation 8, Willpower 9Traits: Hand of Harmony; Pretty Violent for a Kandra; 600 Years of Experi-

ence; Irreverent

POWERS (MIMICRY)Mimicry 5 (imitate others using their bones)

• Body Pocket: The character may create holes within her body to conceal up

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eDWarN laDrIaNThis version of Edwarn Ladrian is updated from the Mr. Suit entry in the Al-

loy of Law Campaign Setting & Game Supplement to reflect his new Hemalurgic abilities.

Edwarn Ladrian is brilliant almost beyond the ability of other men to appreci-ate. Every gift and skill that his legendary nephew, Waxillium Ladrian, possesses, Edwarn shares (the abilities of a Twinborn being the notable exception). What Edwarn possesses that Wax does not, however, is decades of experience in using his gifts and a certain moral flexibility that allows him to do so without the slight-est hint of concern for the wellbeing of others. It was this last asset that led him to falsify his house’s financial ruin, fake his own death, and pretend to hold his niece, Wax’s sister Telsin, hostage in order to establish an insurance policy against Wax’s later interference.

The Set, as a group, is nothing if not ambitious and opportunistic. With the new information revealed following their association with the rogue kandra known as Bleeder, entirely new assets have become available to the Set. In keep-ing with their philosophies, they have not hesitated to make use of them. Most men might find Hemalurgy distasteful, perhaps even barbaric, but Edwarn is not most men. Secretly concerned about the one edge that Wax has over him, Ed-warn has ensured that he can match his nephew and nemesis by making use of Hemalurgy. Mr. Suit now has the Allomantic ability of a Coinshot and a Leecher, as well as the Feruchemical ability to utilize Gold. His spikes are well hidden to avoid any unpleasant questions, and not even everyone within the Set is aware that he possesses them. Despite his new abilities, Mr. Suit still has underlings do most of his dirty work. When he has no choice but to use his own abilities, he wants to ensure that it is a total, and lethal, surprise.

EDWARN LADRIAN (DEADLY THREAT)Attributes: Physique 2, Charm 5, Wits 7Standing: Resources 9, Influence 7, Spirit 2Resiliences: Health 11, Reputation 12, Willpower 9Traits: Allomancer Supremacist; Arrogant; Cold and Calculating; Master-

mind; Member of the Set; Knows Hemalurgy

POWERS (ALLOMANCY)Steel 4 (pushes metal objects)Chromium 4 (wipes out another’s metal reserves)

POWERS (FERUCHEMY)Gold 4 (stores physical health)

POWERS (HEMALURGY)2 Steel spikes (grant Steel Allomancy 5 and Chromium Allomancy 5)1 Gold spike (grants Gold Feruchemy 6)

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CUFFRivals of the Cobblers and occupants of the region around Elendel Uni-

versity, the Cuffs share their rivals’ eccentric naming conventions. Members of the Cuffs tend to dress a bit formally, wearing collared shirts, bow ties, and often bowler hats. However, they tear the sleeves off of their shirts, ruining the effect somewhat. They tend to focus on upper body strength, working together to ensure that their arms are well-defined and muscled, both as a matter of pride and as an intimidation tactic against their various rivals, including the hated Cobblers.

CUFF (MILD THREAT)Attributes: Physique 5, Charm 3, Wits 3Standings: Resources 2, Influence 3, Spirit 3Resiliences: Health 7, Reputation 6, Willpower 6Traits: Disaffected Youth; Heavy Lifter; Well-DressedEquipment: Knucklebones (Damage +1; Range: Melee / Melee; contains no

metal); Formal clothing with the sleeves torn off

ASH FIENDSThe Ash Fiends claim to trace their lineage back to a thieving

crew in old Luthadel, and they use the imagery of the World of Ash as their trademark. Members of the gang wear streaks of ash on their faces, usually on the cheek. The number of streaks indicate rank in the gang, with new recruits using one finger to apply the ash and their leader using a full hand. In comparison to other street gangs, the Ash Fiends are organized and thoughtful. When they meet, they discuss the history of the World of Ash before get-ting to business. Still, their knowledge comes from word of mouth, and their knowledge of real history is spotty at best.

ASH FIEND (MILD THREAT)Attributes: Physique 4, Charm 3, Wits 4Standings: Resources 2, Influence 3,

Spirit 4Resiliences: Health 6, Reputation 6,

Willpower 8Traits: Disaffected Youth; Dilettante

Historian; SneakyEquipment: Terringul 27 revolver (Dam-

age +1; 6 shots; Range: Close / Medium); Hatchet (Damage +1; Melee Range: Touch / Strik-ing); Lockpicks

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cHImerasCreated from advanced,

horrific Hemalurgy, chime-ras are humans transformed into bestial quadrupeds.

HEMALURGIC CHIMERA

Hemaulurgy is the pur-view of Ruin and thus its use and application are fraught with peril. The subjects of Hemaulurgy are forced to sacrifice terribly for its power. Even the Lord Mist-born concluded it was too dan-gerous to use reliably. Yet, the kandra were created from it, and clandestine forces used Hemalurgy on other subjects to combine the traits of man and beast. Once human, these creatures were twisted into quadrupeds with black empty eyes, twisted limbs, canine features, and hardened skulls. Each creature has one Hemalurgic spike, as long as a finger and made of a silvery metal with a red cast to it. They are yet another example of the terrible cost of Ruin’s power. Meant for combat and little else, these horrors have no means to fit into modern society and are for the single twisted purpose of killing.

HEMALURGIC CHIMERA (AVERAGE THREAT)Attributes: Physique 7, Charm 2, Wits 2Standings: Resources 3, Influence 3, Spirit 4Resiliences: Health 10, Reputation 5, Willpower 6 Traits: Animalistic; Ferocious; Chilling Howl; Thick Skull

POWERS (HEMALURGY)Chimera Spike (add 3 dice with rolls involving physical endurance)

WIlDlIFeAnimals of many kinds roam the lush lands of the Elendel Basin, but the rug-

ged terrain out in the Roughs is home to stranger creatures. Some people take up hunting these exotic creatures, sometimes to preserve the safety of settlements but more often for sport.

5THE HAMLET

OF HEMALURGY

Investigate a small-town problem with big ties to the darkest of the metal arts .

Adventure Type: MysteryLocation: The small hamlet of HammondSynopsis: The Crew takes a seemingly simple job investigating what they

assume to be a hoax or a wild animal run amok in a provincial hamlet. The mayor, Mal Hammond, wants the problem taken care of. As their investigation contin-ues, they begin to realize the creature responsible defies normal description and capabilities. It becomes apparent that someone or something brought this threat to town. The Crew must discover what created this threat and how to stop it. The Crew’s efforts eventually reveal that the researcher Belle Serray has a hidden penchant for taboo Hemalurgy.

In Your Campaign: Use this adventure to get your Crew out of their usual area. A friend, contact, or informant can offer an “easy job” as a break from the overarching story. This adventure is meant to appear low-stakes, but by incorpo-rating Hemalurgy and the conspiracies behind it into the attacks, you can use this as an opportunity to reveal connections between the responsible parties and any other major adversaries in your game.

cast oF cHaractersMayor Mal Hammond: The elected mayor of the small hamlet of HammondBelle Serray: Historical scholar experimenting with Hemalurgy in secret

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act oNeWhen the Crew arrives in Hammond, the town appears idyllic and bustling.

The people are happy, but even friendly chatter reveals that a strange animal has been harassing the farmers’ livestock. People aren’t too concerned and they even offer the jocular suggestion that the “Horsebear of Hammond” may be back. Only two buildings stand out in the hamlet: the general store and the library. The library is much larger than any town this size would normally have.

Mayor Mal Hammond can be found in either the general store (which he owns) or the library (which also has a small office for the mayor). He wants the threat to his town ended, but thinks the beast is just a wolf on the loose. Still, a few scholarly conventions have been cancelled and hampered the town’s revenue. He has grave concerns about both his business and keeping the library free to the public. If asked about the library, Mal mentions the town has changed relatively little since its construction just after the Catacendre, and its library had a number of rare firsthand accounts of the town’s early inhabitants. This unique situation draws scholars to the city for research, and gives them enough resources to grow their academic collection.

Mal directs the Crew to a number of outlying farms where the attacks hap-pened. At the farms, the gruesome reminders of the attacks remain, and anyone with an expert eye will recognize that the attacks aren’t from any known crea-ture. They are too precise to be that of an animal, but were made with claws and fangs.

If asked about the Horsebear of Hammond, Mal shakes his head at the non-sense. If the Crew still express interest, he says the librarian had to leave for the city due to budget cuts, but points the Crew to Belle Serray, who moved to Hammond to research her treatise on what life was like immediately after the

Catacendre. She’s the most scholarly person in town at the moment, and might be able to tell them about the urban legend.

Belle can be found researching at the library, or at the Pewterarm Inn where she rents a room. She’s

eager to retell the legend of the Horsebear of Hammond, a mix of horse and bear that occa-

sionally appears in stories or delusions of the locals. Under the guise of a concerned citi-zen, she claims to have witnessed an attack and will take the Crew to where she be-lieves the beast is laired. The lair is riddled

with animal parts and blood. What’s worse, is it appears that the blood has been smeared on the wall in patterns that no animal could fathom.

The monster is actually a He-malurgic chimera created by Belle. While

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studying, she stumbled on hidden notes from the days of the Steel Inquisition, outlining the terrible processes of Hemalurgy. She experimented with the forbid-den knowledge, but lost control of her creation and wants it very neatly destroyed. With what she has learned, Belle also aspires to augment herself with Hemalurgy.

act tWoThe Crew should be able to gather some facts about the “horsebear” and

its patterns. It’s a nocturnal creature, avoids human contact, and seems to prefer taking down prey animals. It’s important to leave clues and unanswered ques-tions about the horsebear. First, the tracks and behavior have no resemblance to anything equine. Secondly, even if it does exhibit predator behavior, a number of things should tip the Crew off that it’s more than a simple animal. The animal pens on the farms were left open, and the farmers are sure they were closed, suggesting the creature has enough intelligence to open them.

The real culprit is a Hemalurgic chimera (similar to the creatures encountered by Wax and TenSoon in Shadows of Self). See page 123 for the entry on the mon-ster. By staking out other likely targets or waiting long enough at the monster’s lair, the Crew can encounter the beast. The creature tries to escape rather than stand its ground, but fights viciously if cornered. Its former humanity is evident from its unnerving appearance and sounds, and it even owns some keepsakes that make its human origin obvious to the Crew. During a fight, give the Crew a chance to spot a necklace or other piece of jewelry worn in a human manner so they have a chance to figure out the situation. This chimera was a down-on-his-luck drifter before Belle twisted him with her terrible experimentations. The chimera still has remnants of its human emotions and some reasoning ability, making it possible — though still highly unlikely — they can calm the chimera and possibly engage in rudimentary communication. An Allomancer with sufficient brass ratings (see Mistborn Adventure Game page 336) could seize control over the chimera. If the Crew inspects the body, alive or dead, they find the Hemalurgic spike that created this monstrosity.

THE HORRIFYING HORSEBEAR OF HAMMONDIt’s up to you to decide if there ever was a horsebear of Hammond. It may be

pure superstition. It could also be that this hamlet was visited by kandra using animal bones or particularly large koloss. Or, perhaps, someone prior to Belle experimented with the terrible Hemalurgy that created chimeras and hid the research amongst the books at the library. It could also be life imitating art to an extent, and when Belle found the Hemalurgic texts she decided to fashion a chimera based on the fabled horsebear.

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act tHreeThe Crew should now have suspicions about the creation and cause of this

incarnation of the Horsebear of Hammond. If they haven’t figured things out, they might find papers on Hemalurgy while investigating the library or the creature’s cave, or catch Belle returning to the cave or trying to destroy evidence against her. In dealing with Belle, the Crew has a number of options. Belle is no fighter, and if her creation is destroyed she poses little threat to the Crew. However, there is no hard evidence against her, just circumstantial evidence she created this mess. If the creature is kept alive, it’s more likely to inspire terror than persuade anyone. The heroes could meet with Mal, or attempt to get Belle to incriminate herself. Mal is the only legal authority in town, so if the Crew decides to take Belle alive to answer for her crimes it’s up to them to figure where to take her. They have the options of tak-ing more drastic action without any authority, but it may have serious repercussions among law enforcement inside and outside of Hammond. Regardless, the Crew should have the opportunity for a decisive social encounter with Belle and a final encounter with the chimera if it survived their first encounter.

If the Crew managed to keep the chimera alive and control it or appeal to its humanity, they have time to study Hemalurgy in action or even turn the chimera into a full-fledged ally after spending immense time and effort.

stat BlocKsMAL HAMMOND (AVERAGE THREAT)

Attributes: Physique 4 [9], Charm 4, Wits 3Standings: Resources 5, Influence 5, Spirit 4Resiliences: Health 9 [14], Reputation 9, Willpower 7Traits: Beloved Mayor; Cautious; Well-Read

POWERS (ALLOMANCY)Pewter 5 (boosts Physique and Health, as shown in brackets)

• Denser Tissues 1: While burning Pewter, Mal’s flesh becomes tougher and denser, and he suffers 1 less damage from physical attacks.

EQUIPMENTGranger 30-30 rifle (Damage +3; 1 shot; Range: Close / Extreme); Formal

clothing; Official documents; Pocketwatch; Horse

BELLE SERRAY (AVERAGE THREAT)Attributes: Physique 3, Charm 3, Wits 5Standings: Resources 4, Influence 3, Spirit 5Resiliences: Health 7, Reputation 6, Willpower 10Traits: Historical Scholar; Amoral; Duplicitous; Obsessed; Hemalurgic KnowledgeEquipment: Rare books; Pen and blank book; Pocketwatch

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tHe Hamlet oF HemalUrGYHEMALURGIC CHIMERA (AVERAGE THREAT)

Attributes: Physique 5, Charm 2, Wits 2Standings: Resources 3, Influence 3, Spirit 4Resiliences: Health 10, Reputation 5, Willpower 6 Traits: Animalistic; Ferocious; Chilling Howl; Thick Skull

POWERS (HEMALURGY)Chimera Spike (add 3 dice with rolls involving physical endurance)

LOCAL FARMER (MILD THREAT)Attributes: Physique 5, Charm 2, Wits 2Standings: Resources 7, Influence 4, Spirit 6Resiliences: Health 7, Reputation 4, Willpower 6Traits: Farmer; Independent; Muscular; SuperstitiousEquipment: Riesfel shotgun (Damage +2; 2 shots; Range: Close / Medium);

Farming implement (Damage +1; Melee Range: Touch / Striking); Working animal

aFter tHe aDveNtUre• With Belle’s evil revealed and the Horse-

bear of Hammond dealt with, the Crew has a number of options. The Crew may be able to trace where in the library Belle discov-ered her terrible secrets. This could lead the Heroes to other adventures seeking to seize control of other Hemalurgic secrets before those with bad intentions manage to do so.

• Hammond and Mal feel indebted to the Crew. The town’s finances are in rather bad shape, so the Crew could decide to invest in the town and gain a rustic retreat in the event they find themselves in trouble in their usual ar-eas of operation.

• You can have a kandra appear to deal with the chimera and Belle (should either or both survive) as an agent of Harmony and give the Crew kudos.