Welcome to 1879
The British Empire, suddenly finding itself with an interdimensional portal due to a Weird Science experiment gone awry, has discovered a new world, the Gruv, chock-full of resources and land to be exploited. In the process, though, they've run headlong into the Samsut, descendants of ancient Babylonias who've been living there for over three thousand years. Now the might of the Empire clashes with the weird science of the Samsut. The Saurids, a reptilian race native to the new world, contest with both empires to retain their ancestral lands. Who will control the Gruv?
Meanwhile, first in London and then around the world, magic has returned. In some cases, humans have changed, becoming elves, dwarves, snarks, and trolls. In others, mages, priests and shamans have gained awe-inspiring powers. Weird Scientists build unexplainable devices. Technological leaps forward have given us British microsteam engines, Confederate Giffard airships, and Prussian lightning guns, with new world-changing inventions appearing every day. Dodgers skulk in the shadows, doing what reputable firms need to be able to deny.
The British hold title to the Rabbit Hole and ists access to the Gruv, but other nations have brought pressure to bear, and will not be denied their chance at the riches of the new world. Intrigue! Exploration! Giant Insects! Battery-powered zombies! War in the New World and the threat of it in the Old! Where will all this end? That's for you to decide!
Natives to the Gruv, or Varos as they call this world, the Saurids are a race of varied tribes, cultures, and even physiologies. The patriarchal Plains Tribes roam the open flatlands, migrating with the seasons and following hunting patterns for game, often aggressive and coming to blows to work out disputes. The matriarchal Mountain Tribes occupy the high lands, stoic and discerning, though often just as stubborn as those in the lowlands. Between them, the egalitarian Forest Tribes are friendly and welcoming, though just as capable of defending themselves should the need arise. Further up the mountains are the Kistalmi, Saurid capable of gliding who retain knowledge of their old world, much of it hidden away due to its dangerous potential. Further still removed are the enigmatic and dangerous Aquatic Tribes, hostile and vicious to anyone who isn’t of their kind. All of these groups are explored within. In addition, creatures their civilization encounters and makes use of, spirits they have developed relationships with through their shamanic traditions, new equipment, spells, and a host of new Professions are available for use in your game world. Expand your 1879 world with the Saurids Sourcebook and explore a species and society entirely foreign to our own!
This product was added to our catalog on Thursday 02 November, 2023.