The Steeple

The Steeple, located in The Parish, is an underground race track that is, quite literally, underground. Taking advantage of the natural caverns of the island, the Steeple sits 30 feet below the 9-hole, very exclusive Yard golf course. During Prohibition, the Steeple existed, but it was unrefined and used as both a liquor repository by the Grant family while they stored it for the budding Italian mobs. After Prohibition ended, the repository was no longer needed, and it was converted into a dog track. It still exists and serves that purpose, and only the upper crust of the upper crust are admitted; which in Wellstone, means that it is a gathering place for the syndicate elites and politicians. The track is illegal, but with all of the money being thrown around and all of the political players that attend, the police either won’t try to touch it or are bribed to stay away.

The entrance to the Steeple is unknown, and those who find it usually end up in a dumpster fire for their efforts. Only the most trusted aquaintences and allies of the rich who attend the Steeple are allowed to accompany the upper eschelons of society. It is an unofficial neutral zone of the city, though violence in particularly trying times is not unheard of. Everyone who is there is armed, most people are wearing Lexington Suits, and everyone has body guards. The politeness of the venue hinges on the same ideals of the Cold War: mutually assured destruction.

For those who want to gain entrance, they must be introduced by someone major, and they must expect to place a bet of at least $100,000. It’s chump-change for the elite, it could be the life-savings of a player from the streets. Anything less is an insult to the Steeple and to those who frequent it, and insults of that magnitude are never taken lightly in Wellstone City.

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It’s been a while…

Just because we haven’t been updating the website for a while, that doesn’t mean we haven’t been working. The proof will be in the pudding here in the next few weeks as we have a slug of releases on-deck, including the long-awaited Red Blizzard adventure for Æther, Ingenium, and Savage Worlds. In addition to that, the Panzer Reich Crash Test rules are being released in the very near future as well, and they are the core combat rules for a war game based on the Æther Core Rules. It’s going to be a very exciting next few weeks, and we’re going to keep the ball rolling after that!

Stay tuned, hit the forum and introduce yourself, sit back, and enjoy!

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Plant: Auberran

HP:  6d8
Num:  1d4
Spd:  3
Dam:  1d8
Def:   5
Soak:  10
CL:  9

At first glance an auberran may be mistaken for some form of undead, or perhaps even a bizarre form of golem or other magically-made automaton; it is a bulky figure of bone and brass and foliage, clutching a staff wreathed in withered vines and cloaked in voluminous, dirty white robes.  Closer inspection reveals the truth – the skeletal frame is nothing but a support for the mass of twisting, sodden greenery, tinged with crimson and violet and rearing up where a skull should be in a coiled knot of swollen stems and a single glaring eye.  This foliage is the true auberran.

In combat an auberran strikes with its staff, inflicting 1d8 hit points of damage.  By far its preferred tactic, however, is to use its Curse of Verdance.  A victim of the curse, failing a resistance save, will be riddled with burrowing seeds; within 10-40 minutes the transformation is complete and the victim has become a mass of coiling foliage or a large gourd with trailing vines.  Some 50% of the curse’s subjects retain sapience and may be restored through the usual means of curse removal.

An auberran takes no damage from mundane weapons.  Runed and Shaped weapons cause normal damage. Fire causes half again as much damage, but it is immune to cold.

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