An enterprising fellow with a sledgehammer can traverse in any direction they please – not that they’ll like what they find. It is rife with corpse-thieves, cellar-breakers and enterprising businessmen shunned in sunlit places. The rich of The Smoke honour their dead with elaborate crypts, whose morose edifices encroach ever further into the slums – the trap-smiths of The Smoke do fine business from their craft, and the fences keep the money flowing thanks to enterprising tomb robbers.
Swyvers is a brand-new game built from the ground up to give you a grotty system for running a grotty game. Written by Luke Gearing, illustrated by David Hoskins.
Swyvers is a light-weight set of rules married to a full set of tools and tables for running a game in the chaotic sprawl of The Smoke, its many districts and The Midden. What a city it is — corrupt officials, looming war, rogue sorcerors, monsters below and nobs above. Violence rests as thick as the smog, nothing is sacred and it’s always bloody raining.
Swyvers is a game about bastards. You and your gang of criminals scarper through heists and sewers, stalk through the filth of The Smoke and, if you’re lucky, you’ll make it out with a few extra shillings. The whole of this city is your filthy, sickly oyster.
Every group of Swyvers will have their very own Smoke. The GM starts a campaign by generating the city, starting from a core of districts: the Royal Gaol, the Palace, the Mayoral District and the Docks. From there they follow along Swyvers' generation tables to flesh out and, potentially, endlessly expand their rotten city.
Written by Luke Gearing
Art by David Hoskins
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