About the game:
The Smoke is the greatest city in the world, the beating heart of an empire. It is filthy and sprawling like a burst pustule left open to weep besides the iron-grey sea. It does have a name, but only the nobs and learned-readers know it. Beneath slumbers The Midden – the interconnected passages of built-over streets, basements, tombs and hidden lairs where criminals lurk, beasts squat and lost wealth resides.
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.
What is Swyvers?
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.
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