Baris Kolar is not from the general setting area but rather the nearby and contextual land of Noiun (noy-ooh-n), which for many years suffered under the reign of tyrannical bishop-princes. The Kolars were a relatively well-to-do family in Viesot, and Baris’s older brother was expected to inherit their property while Baris was trained as a priest. Unfortunately, the brother was a member of a banned society that attempted to kill the bishop-prince, and as a result he was executed and the family’s property confiscated.

Radicalized, Baris was expelled from the seminary for advocating revolution (though he got a good education out of it beforehand) and was forced into exile after becoming associated with the same rebels. It was during his exile and subsequent work as a mercenary to raise funds for Noiun revolutionaries that he met the other characters back in the day. Eventually he returned to Viesot with his earnings and new skills and paid a small but vital role in the overthrow and execution of he last of the Noiun bishop-princes. The newly-proclaimed Republic of Noiun occupied most of his time over the next decades; Baris served in the government in mostly behind-the-scenes roles, not one of the rulers but at the same time not a nobody either.

The new rulers wound up no less tyrannical than the old, though, and after his faction lost a power struggle Baris was forced into exile once again, and most of his remaining friends and allies were executed or forced to flee abroad. Penniless and regarded with suspicion by those who know his revolutionary past–Duniya is not hospitable to such ideas–Baris has been forced to rejoin his old allies from his first exile. He hopes one day to return triumphantly to Noiun, but for now is content to stay alive.

As with most revolutionaries, Baris has a tale or two to tell, and he does so at length, reminiscing about the glory days of his revolutionary struggle or all the young woman from Viesot for whom power was an aphrodisiac. However, age has rendered him completely impotent, a detail that he is desperate to hide from his companions, and he fears that he may run into children he sired and abandoned during his first exile.

His revolutionary past and long exile coupled with his rejection of traditional Noiun religion and societal norms mean that he is excellent at subterfuge and persuasion and has embraced the technology of firearms. As such, he plays like a rogue/ranger, with emphasis on concealment, diplomacy, and ranged combat with pistols.

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Hideous screeching monstrosities borne on the irradiated embers of the old world lurch forth and attack!

3 ÜBER-MUTANTS appear at 5 feet.


MAD MAXINE attacks ÜBER-MUTANT B with her MEGA UZI. She rips through a clip, the bullets peppering ÜBER-MUTANT B like a cheap steak for 15 points of damage.

attacks ÜBER-MUTANT C with his Laser Rifle. A flash of ionized light and a whiff of ozone lances forth, searing ÜBER-MUTANT C like a Father’s Day bratwurst for 20 points of damage.

LADY HUMUNGA attacks ÜBER-MUTANT A with her CHAINSAW SWORD. Blood and ichor spout like the Trevi Fountain as ÜBER-MUTANT A takes 30 points of damage, reducing it to a red smear and a sky-high dry cleaning bill.

ÜBER-MUTANT B shambles toward PLISS SNAKEKIN and rakes him with its claws for 20 points of damage.

ÜBER-MUTANT C shambles toward PLISS SNAKEKIN and rakes him with its claws for 15 points of damage.


reloads her MEGA UZI.

attacks ÜBER-MUTANT C with his LASER RIFLE. Tasty, tubular waves of plasma ripple forth and ionizing key parts of ÜBER-MUTANT C‘s anatomy for 20 points of damage, bursting it like a blood sausage in a convenience store microwave.

LADY HUMUNGA attacks ÜBER-MUTANT B with her CHAINSAW SWORD. A glancing blow, it only severs a single writhing appendage in a spray of biohazardous fluids for 5 points of damage.

ÜBER-MUTANT B shambles toward PLISS SNAKEKIN and rakes him with its claws for 10 points of damage. PLISS SNAKEKIN is poisoned! PLISS SNAKEKIN‘s health is critical!

PLISS SNAKEKIN tries to reload his PHOTON CANNON and misses.

DOG ABOYANDHIS attacks ÜBER-MUTANT B with his LASER RIFLE. Critical hit! Coherent packets of photons more organized than the Library of Congress arrive at the speed of light, inviting ÜBER-MUTANT B‘s torso to emigrate to Smoking Holeville for 35 points of damage. Covalent bonds between ÜBER-MUTANT B‘s constituent atoms break down, and it crumbles to ashy goo.

PLISS SNAKEKIN gains 0 EXP and 0 AP.

MAD MAXINE gains 50 EXP and 5 AP.

DOG ABOYANDHIS gains 200 EXP and 20 AP.

LADY HUMUNGA gains 100 EXP and 10 AP.


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Sourced from the Ruins & Rogues Adventurer’s Guidebook, 2nd Edition

Librarian Sub-Classes

At level 30 librarians earn their usual 1 skill point but also gain 100 hit points and an extra equipment slot. At this point they may also choose one of the following sub-classes:

Stealthy and deadly, the Booksassin moves as silently as a turned page and strikes as deeply and unexpectedly as a papercut. This sub-class focuses on speed, surprise, and damage at the expense of durability, legibility, and archival quality. Booksassins may use the Tome Travel ability once per day to travel through bookshelves as if casting a teleport spell of equivalent level and do automatic quintuple damage upon emerging from one.

Dewey Deathimal
The Dewey Deathimal classifies and shelves hard-hitting magical and quasi-magical attacks, casting them over a wide area like a shush quiets an unruly mob. This sub-class focuses on intelligence-based area of effect attack spells at the expense of granularity, adaptability, and clarity. Once per day, the Dewey Deathimal may use Books to Bats, which causes all nearby tomes to animate, flap through the air, and descend on all targets in a designated area bringing death from a thousand papercuts.

As punishing as an overdue library book and as well-stocked as a private college library, the Bibliothief focuses on collection development at all costs. This grants major bonuses to the Acquisitions and Prestidigitation skills at the cost of Cataloging and Circulation. Bibliothieves can use the Bookwalk ability to walk across the tops of shelves and gain a bonus to all Book Acquisition rolls (which the sub-class can apply to any item with words on it, not just books).

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Friend – Aunt Ellthea Savage
The elderly patron of the former merchant house of Savage and Vic’s only remaining blood relative (aside from a few distant cousins). Well-built and caring, if inflexible in her morality, she and her late husband took Vic’s family in after their ruin. Out of obligation to her family, she will allow Vic to lay low with her after a caper and is willing to suffer the brief intrusion of his “friends” into her otherwise staid existence as a dowager. To make ends meet, she runs a small pastry shop with her husband’s daughter from a prior marriage, and she dreams of one day restoring the family fortune and seeing its line continue.

Friend – “Tapman” Scruthers

The barman and co-owner of the Lucky Ogre inn, and a former cutpurse in the city’s underbelly. He and Vic met as ne’er-do-well youths, and while he has managed to pull himself up from those humble origins he is always willing to share a drink with his old friend. While Scruthers has distanced himself from outright thievery, he still maintains a profitable sideline as a local information broker and is willing to rent rooms to thieves and others of low repute provided they behave themselves.

Friend – Pearcy Lightpocket
One of the city’s more successful thieves, Pearcy is something of an elder statesman, being all of 45 years old and still active as an occasional cutpurse—an unusual achievement. Though he generally works alone, he’s also the unofficial majordomo of a group of thieves that come to him for advice, which they trade for tips. Percy was something of a mentor to Vic some years ago and they will occasionally meet over ale to discuss comings and goings and techniques.

Neutral – Pickett the Fence
A pawnbroker of some repute, Pickett is also one of the most successful fences in the area, with a reputation for being able to turn around just about any item given enough time. While his rates are lower than some other fences, the fact that he’ll buy anything from anyone, provided that they have not crossed him in the past, has kept him afloat. His pawnshop deals entirely in legitimate items; the items he fences are farmed out to a network of apprentices in various other locations. His discerning eye for craftsmanship is legendary, as is his businesslike and professional demeanor.

Neutral – Constable Muttermelon
A sergeant in the city watch, Muttermelon has a reputation as the most corrupt and inept constable in the area. A family connection to the powerful Muttermelon clan keeps him gainfully employed and liberally supplied with information, but he is willing to betray anyone and anything for enough coin (with which he feeds a compulsive gambling habit). As such, he tends to be sought out by ne’er-do-wells as a bribery target, smuggling things in or out of the city prisons or passing on confidential information.

Neutral – “Pinchy” LaRoue
“Pinchy” is, as his name suggests, an infamous pickpocket. He is charming and popular and often hired on as additional help for rogues looking for an added put of muscle or finesse; this is counterbalanced by his occasional unpredictability and overwhelming selfishness. Rogues still talk of the Hannover Job, in which he was hired to steal a noble’s signet ring to start a feud between two houses. He performed as requested, replaced the ring with a forgery, and made a fortune selling it to an outside buyer as the noble houses and the thieves they had hired tore each other to ribbons.

Enemy – Kyr Whisperblade

Kyr is legendary in the regional underworld, not only for her skill and beauty but for her ruthlessness and ambition. She waylays, murders, steals, and plants on a whim, often stealing items or jobs from other thieves. In addition to being horrified by her methods, Vic has been upstaged, humiliated, and robbed by her on multiple occasions, and nurses a powerful grudge.

Enemy – Constable Graveline
A lieutenant in the city watch and Muttermelon’s supervisor, Graveline is a dedicated career constable who attempts to ruthlessly stamp out crime and lawlessness from his city. His adherence to the letter of the law and his willingness to take a personal hand in operations means that he has crossed paths with Vic multiple times, encounters that almost always end with Vic in jail or relieved of his stolen goods. As skilled a constable as Muttermellon is corrupt and inept, he is perhaps the most effective law enforcement in the city.

Enemy – Lady Faxhall
Lady Faxhall is the only child and heir of the Faxhall family, who were until recently a merchant family. They were ennobled around the time that the Savages were ruined, and profited greatly from buying their businesses at fire-sale prices during the plague. Some even claim that they caused the plague through sorcery to eliminate competitors; Lady Faxhall keeps a collection of family rings and sigils from families the Faxhalls have destroyed. Vic, in addition to blaming her for the misfortunes that befell his family, has been caught several times trying to steal Savage heirlooms back from her collection.

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Vic Savage was born into a prosperous merchant family in a major regional center. However, his parents’ business was ruined by an outbreak of plague and they were essentially forced into the street, winding up with relatives in the bad part of town. He spent a large part of his late childhood and adolescence on the street, running with urchins and impromptu thieves’ gangs. Those pursuits resulted in an athletic and dexterous temperament, while his family’s fall from grace meant that he slipped easily into the role of a rogue and sometime thief, though their former station means that he prefers to steal from people he believes deserve it.

Somewhat impulsive, Vic tends to speak before he thinks, and often rushes into situations as well. While he’s quick to claim that he has a silver tongue he actually stumbles somewhat with words and has a hard time convincing anyone of his point of view. He’s also easily distracted and prone to daydreaming. His prosperous background means that he had a relatively good education as a youngster; he also tends to prefer gaudy and expensive clothes for that same reason.

Vic wears his dark hair short (to keep anyone from getting a handhold) and tends to be unshaven despite his pretensions to a more noble appearance. He is of average height.

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Nobody was surprised when young Chris Boyle began spending most of each day playing a new computer roleplaying game. Weak, awkward, and practically abandoned by latchkey parents, Chris had long sought immersion in such fantasy worlds. People did think it a little odd that, despite the time Chris seemed to invest in the game, none of the usual symptoms of intense game use (paleness, weight gain, pizzaface outbreaks) seemed to appear.

Quite the opposite in fact.

Rumors that Chris had beaten up perennial tormentor Daryl Dupine were confirmed by the appearance of the latter some days later with a shiner and assorted other bruises. At Track and Field Day (AKA Let The Gym Teachers Earn Their Keep For Once Day), Chris astonished with first-place finishes in track, shot-put, and weight lifting despite having no prior affinity for those events and no time in between playing games on a laptop to develop them. At the end of the school year, people had no more answers; even steroid use required a modicum of exercise to work, and school photos confirmed that Chris was significantly taller and more muscular than was explainable.

It wasn’t until just after school ended and Chris came into the town square riding a dragon, wielding a flaming sword and sporting engraved full plate armor that the situated became at least marginally clearer.

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