Sunday, November 16, 2025

The Created

Today's blog post continues the exploration of non-human people you might play as characters in Krevborna. This time we're looking at "the created." Products of sorcery or mad science, the creatures within this category are artificially created beings that range from unique individuals to entire species engineered by design.


Golems

Most golems are unintelligent constructs built to serve their creators, but occasionally a golem achieves sentience or develops their own free will. The materials make to craft golems vary wildly. The “cauldronborn” servants made by witches are comprised of fungal matter and the viscera of slaughtered swine, while the automatons made by rogue inventors are constructed from iron, clay, or corpses. A golem might also be an ambulatory statue, an animate scarecrow, or a wooden marionette given life. Because they are not viewed as “real” beings, golems have no fundamental rights in most regions of Krevborna.


Gargoyles

At the height of the Church’s power its theurges used divine magic to animate the stone gargoyles carved atop its cathedrals. Created to defend holy sites, gargoyles have no lives of their own—until the places of worship they are charged with defending are destroyed. Most gargoyles die in defense of their bastions of the faith, but those few who survive discover that they now possess free will. Most fly away to parts unknown and are never seen again; a few remain to seek meaning in an existence now bereft of sacred duty.


Siziks

Siziks are the results of strange experiments carried out in the laboratories of Creedhall University; these experiments birthed a species of ratfolk with minds equal to those of humankind. Some siziks managed to escape captivity and have sought shelter in the city's sewers, but a portion of that cohort has fled Creedhall altogether. 

So far, the sizik have managed to keep their existence secret from the majority of mankind. They venture out of their warrens only under the cover of night to scavenge for food and goods. The most militant of the sizik want to strike back at the scientists of Creedhall University and free their fellows who remain test subjects in torturous laboratories.


Urska

The urska were sorcerously engineered by the vlaak as an attempt to design a race of impeccably loyal soldiers. Similar to humanoid bears in appearance, urska are generally regarded with awe and fear. Since the fall of the vlaak, they have founded their own enclaves in Krevborna’s northern reaches or joined communities willing to welcome them. Urska sometimes rally under the banner of a strong leader who commands their stalwart loyalty. Such leadership roles are only ever assumed when an urska manages to best all challengers in deadly, ritualized combat. 

Urska often favor attitudes best characterized as stoic and militaristic, though they also love crude humor and raucous bouts of feasting and drinking to excess. Urska generally cannot tolerate dishonesty; when an urska gives their oath, they would rather die than betray their word and bond.


Savage Worlds Stats

Below are some notes on using these ancestries in Savage Worlds.

Golems: the Construct ancestral ability is a must, but beyond that every golem character should be a unique creation dependent on the materials used to construct them and the purpose they were constructed for.

Gargoyles: here are the abilities I'd recommend for a gargoyle character

  • Construct: They add +2 to recover from being Shaken, ignore one level of Wound modifiers, don’t breathe, and are immune to disease and poison. Wounds must be mended via the Repair skill. Each attempt takes one hour per current Wound level and ignores the “Golden Hour.” 
  • Armor: +4 armor.
  • Flight: The species can fly at Pace 24 and may “run” for 2d6″ of additional movement. 
  • Claws: Str+d6.
  • Camouflage: +2 to Stealth against stony surfaces.
  • Reduced Core Skills: Gargoyles possess no core skills.
  • Can't Heal: No capacity for natural healing or self-repair, but may otherwise be healed normally.
  • All Thumbs: −2 penalty when using mechanical or electrical devices. If he rolls a Critical Failure while using such a device (and it doesn’t already have a built-in effect), it’s broken. 
  • Can't Swim: −2 penalty to the Athletics skill when swimming and each inch moved in water costs 3″ of Pace. 
  • Illiterate: Cannot read or perform higher math.
  • Outsider: Outsiders subtract 2 from Persuasion rolls made to influence those who aren’t her own kind. It also means the character has few or no legal rights in the main campaign area. 
  • Monstrous Form: They can only wear customized armor and subtract 1 from Trait rolls when using non-customized equipment and vehicles. Items can be customized to work for the character for 100% of the base cost.
  • Attribute Penalty: -2 penalty to Smarts rolls.

Siziks: The ratling ancestry in the Fantasy Companion is perfect right out of the book.

Urska: here are the abilities I'd recommend for an urska character

  • Blunt: Taught that might makes right, urska struggle with diplomacy and tact. They have the Mean Hindrance.
  • Claws: Urska claws cause Strength+d6 damage, adding +4 if the character runs at least 5” (10 yards) and hits with them.
  • Cold Resistance: Urska receive a +4 bonus to resist cold effects. Damage from cold is also reduced by 4.
  • Heat Weakness: Urksa suffer a –4 penalty to resist heat effects and take +4 damage from heat and fire. 
  • Hulking: Urska are tall and broad, adding +1 to their Toughness. They are Size +1.
  • Martial Code: Honor is very important to urska. They generally keep their word, don’t abuse or kill prisoners, and feel duty-bound to respect those who have bested them.
  • Tough: Urska starting Vigor is d6, increasing the limit to d12+1.
  • Uneducated: Urska society favors physical prowess over intellectual ability. Smarts rolls are made at −1.
  • Unwieldy: Their muscular frames causes urska to subtract two when using equipment designed for smaller beings, and they cannot wear humanoid armor or clothing. Equipment, armor, food and clothing cost double the listed price. 
  • Very Strong: Urska start with Strength d8, increasing their maximum Strength to d12+2.

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