Sneak peek – prelim sketch of post-apocalyptic mutants from world of Yellow Dawn

The Changed – first sketches by JAE Studios

PART OF THE 3RD EDITION – STILL IN PROGRESS: I commissioned JAE Studios to produce artwork that nails several key non-human creations that exist within the post-apocalyptic world of Yellow Dawn – The Age of Hastur. Carbons, Infected, The Changed and Warrior Orcs. Initial sketches have come through and I am really impressed. Here’s a snippet of one for The Changed.

Prelim sketch of The Changed post-apocalyptic mutants in David J Rodger's roleplaying game Yellow Dawn The Age of Hastur - art by JAEStudio

Prelim sketch of The Changed by JAEStudio

If you’re interested in the world of Yellow Dawn but don’t necessarily want to play the game, then read the novels. There are currently three set within the Yellow Dawn universe:

You can shop for them now on LULU books and  Amazon books & Kindle.

More about The Changed

Genetically mutated victims of the 1st pathogen. Scavengers that work with metal, unnaturally black skin that seeps clear plasma, blunted features, black eyes, scraggily hair coming out in clumps leaving bleading scalps; leather jerkins, bare arms, simple hand-crafted abodes.

The Changed – Mutated humans, victims of the first wave pathogen: survivors left altered at the molecular level. They are commonly called ‘Orcs’ (derogatory) because of the association between their mutated appearance and the humanoid creatures of Fantasy Fiction. Adjusted personality syndrome makes them more feral and emotionally blunt – but not any less intelligent. Enhanced physical strength and constitution; able to cope with cold and wet weather and shrug off exposure when out in the wilderness.
They thrive in outdoor environments and their settlements are aesthetically simple and, to outsiders, tend to resemble shanty-towns, with a preponderance of scrap metal. They often trade in bulk quantities of material taken from dead cities and sold to them by small-time rubble monkeys (scavengers).

They suffer extreme prejudice from unaffected survivors; many Changed were killed or driven out by lynch mobs in the early years. The new political party, the UDP, has recently given them official protection and the same legal rights as human beings – but only in UDP controlled areas and this doesn’t always stop the intolerance. A small percentage of the Changed are drawn into violent groups called Warrior Orcs; highly mobile and aggressive, they roam the Wilderness killing human survivors.

The Changed have a powerful communal urge as if they’re genetically coded to form hives; however their innate character remains intact, so loners will continue to behave as loners with minimal bonding to the pack. The Changed excel in outdoor environments and prefer small settlements with only a handful to a few hundred occupants at most.

Their settlements are rarely secured; an open-door policy exists and is often extended to visitors – even pure bloods, so long as this trust isn’t abused. Living structures are either reclaimed buildings or built from scratch; in both cases the techniques used are crude but sturdy, the methods applied for strength rather than aesthetics; quite often broken windows are simply removed rather than replaced and gaping holes in collapsed walls might be shored up but not repaired. They have an odd habit of living in buildings without roofs, almost as if they’re more comfortable under a sky. Their high constitution and capacity to endure cold and inclement weather means they’re quite happy to huddle around a fire with a freezing gale blowing through the exposed openings. There are, of course, always exceptions to the rule – depending on personality types that push above the hive conditioning crash-coded into their genetic material.


Shop now on LULU books and  Amazon books & Kindle.

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