Documente Academic
Documente Profesional
Documente Cultură
Credits Playtesters
Creator and Developer: Rose Bailey Devon Amnott, Cassandra Angel, Daniel Bayn, Landon
Authors: Rose Bailey, Benjamin Baugh, Storn Cook, Beasley, Jesse Bockweg, Kari Brewer, David Brookshaw, Bill
Steffie de Vaan, Meghan Fitzgerald, Jordan Goldfarb, Dan- Buchalter, Sarah Buchanan, Elliot Cavnaugh, Pauline Chan,
ielle Lauzon, Ethan Skemp, Lauren Stone, Travis Stout Ryan Chenoweth, Clete Collum, Brian Conley, William Darr,
Nicholas Davey, Roderick Easton, Nathan Emery, Henri Fei-
Senior Writer: Audrey Whitman jge, Sarah Fitch, Thomas Franklin, Barnaby Fullerton, Chris
Battlehymn and the Damsel Messiah Created By: Johnson, Stephen Gawrit, Maarten Gilberts, Nathan Grego-
Judd Karlman ry, Jonathan Harden, Nathan Henderson, Olivia Hill, Nick
Hoffman, Michael Holland, Ronald Hoogakker, Rory Hop-
Editor: Dixie Cochran
kins, Jesse Hughes, Drew Hults, Matthew Knighton, John
Indexer: Rita Tatum Jaeger, Christopher Johnson, Jamie Kelley, Michelle Kruse, Pi-
Cover Artist: Chris Huth otr Kubowicz, Tony Kuntzelman, Jeremiah Lamantia, Shawn
Lyons, Rick MacLennan, Thomas Martin, Gene McDonald,
Interior Artists: Andrew Trabbold, Eric Lofgren, Nate
Brett Murphy, Stephen Noa, Craig Oxbrow, Crystal Paras,
Pride, Doug Stambaugh, Joel Biske, John Wilson, Alex
Michael Pareman, Nicholas Petroski, Rich Piraro, Alex Pota-
Sheikman
nos, Neall Raemonn Price, Sherry Raynor, Mallory Reaves,
Art Director: Michael Chaney Tyler Roberts, Ian Ruark, Jamie Russell, Ralph Shonemann,
Ethan Smith, Michael Smith, Travis Stout, Richard Stratton,
Special Thanks Faye Sutherland, Megan Suttner, Andrzej Szoka, Nathan
Benjamin Baugh, Craig Oxbrow, Neall Raemonn Price, Thompson, James Tucker, Margaret Weddell, Charles Wells,
and Audrey Whitman, for reviewing countless early drafts. Jamie Wheeler, Quinn Wilson, Filamena Young, Piotr Zbier-
ski
Daniel Bayn, whose mechanics got the early versions of
the game up and running.
Cam Banks, CJ Carella, Chris Rutkowski, and Greg Stol-
ze, whose work influenced the system. On the Cover
Judd Karlman, for letting me cross over with his own Dubious heroes Valentine and Soteria flee the guards of
Mars. Lady Aldonza Arez. Valentine has stolen the head of a proph-
Dixie Cochran and Elizabeth Greenberg, for editing ear- et, which yet speaks in tongues. Soteria has stolen the heart of
ly Cavaliers projects. a courtier, somewhat less literally.
The Dead Gamers Society and the Wrecking Crew, for These two women, whose partnership varies in nature
running excellent convention games, and all of the attendees as do the wind-blown sands, are archetypal examples of the
at Gen Con and other shows who played in those games. rogues of dying Mars.
Logan Storm and Henry R. Moore III, for their generous Reckless, witty, and not a little dangerous, theirs are ad-
backing. ventures your heroes' will rival and surpass.
Richard Thomas, for early encouragement and ultimate-
ly picking up the game for publication.
RPGnet and its community, for providing the original
space for discussing the setting.
Eddy Webb, for being an eternal sounding board.
© 2018 Rose Bailey. All rights reserved. Text and illustrations are the property of Rose Bailey.
Reproduction without the written permission of the publisher is expressly forbidden, except for
the purposes of reviews, and one printed copy which may be reproduced for personal use
only. The mention of or reference to any company or product in these pages is not a challenge
to the trademark or copyright concerned. This book uses the fantastic for settings, characters
and themes. All mystical and supernatural elements are fiction and intended for entertainment
purposes only. This book contains mature content. Reader discretion is advised.
2
Introduction 8 Combat Maneuvers 28
Strike 28
Basics 8 Parry 28
Book Overview 8 Disarm 28
Draw Corps-a-Corps 28
Chapter 1: Feint 28
The Apprentice’s Tale 12 Lunge 29
Riposte 29
The Desert Towns 12 Shove 29
Sand and Sky 12 Sweep Attack 29
The Red Cities 13 Combo Talents 29
The People 14 Ranged Weapons 29
Warfare 16 Unarmed Combat 29
Medicine 16 Minions and Mobs 29
The Lost Places 16 Challenges 29
The Map 30
Chapter 2: Rules 20 The Uncanny 31
Basics 20 The Adept Arts 31
Characters 20 Astrology 32
Actions 20 Fixing 33
Lasting Consequences 20 Origins 34
Exerting and Exhausting Traits 21 Anger 34
Talents 21 Battlehymn 35
Drama Points 22 Chiaro 35
Trouble 22 Cimmeria 36
Strain 22 Coronal 36
Conditions 23 Foresight 37
Improvement and Change 23 Illium 37
Character Creation 24 Siren 38
Example of Character Creation 25 Skarras 38
Non-Player Characters 25 Surtur 39
Combat 26 Wyeth Valley 39
The Combat Round 26 Vance 39
Example 27 Zaiu Caravans 40
Ziggur 40
3
CAVALIERS OF MARS
Zodiac 41 Assassin 53
Dust Towns 41 Bleeding Cut 53
Invisible Blade 53
Careers 42
Slip the Knife Deeper 53
Adept 42 Taste of Poison 53
Assassin 43 Astrologer 53
Astrologer 43 Foreordained 53
Master Astrologer 53
Cavalier 43
Portents 54
Courtesan 43 Quick Read 54
Entertainer 44 Cavalier 54
Fixer 45 Fast Footwork 54
Laborer 45 Flashing Blades 54
Merchant 46 Mounted Combatant 54
Noble 46 Courtesan 54
Physician 46 Accepted Everywhere 54
Importance of Ceremony 54
Pilot 46
Seduction 54
Priest 47 Whispered Secrets 54
Scavenger 48 Entertainer 54
Scholar 48 Distraction 54
Servant 49 Inspiration 54
Soldier 50 Impressive Physique 54
Keeping Up with the News 54
Thief 50
Fixer 55
Talents 51 Cobble Together 55
Cunning Talents 51 Director 55
Always a Way Out 51 I Made It, I Know How It Works 55
Bribery 51 Mastercrafter 55
Cheat 51 Laborer 55
Disguise 51 Basic Artisan 55
Hidden Pockets 51 Jack of All Trades 55
Improvised Tools 51 Scrapper 55
Lawyer 51 Merchant 55
Vouchsafe 51 Appraisal 55
Forceful Talents 51 Good Deal 55
Dangerous Reputation 51 Well-Traveled 55
Demolish 51 Noble 55
Dress to Impress 52 Command Respect 55
Offer They Can’t Refuse 52 Friends in High Places 55
In Demand 52 Put it on my Tab 55
Graceful Talents 52 Physician 56
Acrobat 52 Expert Treatment 56
Climber 52 Quick Treatment 56
Free Running 52 Soothe 56
Showoff 52 Pilot 56
Vanish in a Crowd 52 In Command 56
Career Talents 53 Navigational Expertise 56
Adept 53 They All Work the Same 56
Dowsing 53 Priest 56
Psychometric Master 53 Calming Presence 56
Telekinetic Control 53 Ritual Fervor 56
Windspeaking 53 Raise Morale 56
4
Table of Con t en t s
5
CAVALIERS OF MARS
6
Table of Con t en t s
7
Return now to dying Mars in its last age of glory. A
planet of flashing swords and choking sands, of winking
courtesans and lantern-lit canal cities. Mars, where fortune
Basics
and death are two sides of the same obsidian chit. Where lost Cavaliers of Mars is designed for two to five play-
cities and dry oceans stretch between the last bastions of civ- ers, each of whom creates their own hero, and a single
ilization. Where the First Martians, the monument-builders, Game Master (GM), who creates situations and threats
are but a haunted memory. Where the Red Martians have against which those heroes can shine.
become decadent and giddy in their last days. Where the When the outcome of an action is in doubt, players
Pale Martians rule the wastes, remembering a history whose roll a pool of dice (in sizes from d6 to d12), based on
weight would crush a lesser people. their characters’ traits, and pick the two highest. They
Find yourself digging desperately for treasure in the lost compare the result to that of a similar pool rolled by the
tombs of Chiaro, spitting defiance at the Roundhead priests GM, which includes dice for the action’s difficulty and/
of wild Ziggur, dashing across the towered crypts of Vance. or the traits of opposing characters. These rolls usually
Lock steel with the Princess Invincible, even as your hand provide a straight success or failure, but can have ongo-
reaches towards your flintlaser for insurance. ing consequences at the GM’s discretion.
Live, fight, and love on Mars, a world of red death and Characters also have Talents, which enable players
strange mystery, a world of savagery and romance. to skip rolling under certain circumstances in favor of
an effect that “just works.”
Cavaliers of Mars is a roleplaying game of adven-
ture on a dying world. It combines swashbuckling ac- For violent conflict, players select a pool of dice
tion with desperation and ambition. representing their characters’ individual maneuvers.
Everyone rolls, then the maneuvers are resolved in or-
Mars is a world of pageantry, where masked balls der from the highest die to the lowest.
conceal dark intrigues. It’s also a world of crowded city
streets, where the people jostle each other in long wa- Finally, players can tweak the odds of their heroes’
ter lines. This is a world where a celebrated officer in a actions or assume narrative control by spending Drama
shining army can be worn down to a nameless wander- Points. Drama Points are regained when heroes get into
er, selling his sword in dusty desert towns. trouble or find themselves seriously disadvantaged.
In this dying, predatory world, there’s a place for
characters with their own morality. For people willing to Book Overview
take a stand. And to kick a whole lot of ass.
• Chapter 1: The Apprentice’s Tale presents an
Cavaliers of Mars is about hope and honor at the in-character overview of our Mars through the
end of the world. eyes of a cavalier’s apprentice.
8
In t rodu cti on
• Chapter 2: Rules introduces the DEIMOS sys- • Appendix A: Bestiary tells tales of the strange
tem, including character creation, combat, un- creatures of Mars, and provides their game me-
canny abilities, and more. chanics.
• Chapter 3: Civilization describes the peoples, • Appendix B: Gear covers a selection of objects
religions, and major cities of Mars. and equipment useful (and hazardous) to heroes.
• Chapter 4: A World of Adventure details exotic • Appendix C: Inspiration offers examples of fan-
locations from across the world. tasy and historical fiction that inform our Mars
and can inspire your characters and adventures.
• Chapter 5: Game Master Resources includes
tools and generators to help the GM prepare ses-
sions and stories.
9
“I have lived a long life,” my master used to say. “Soon it will be my
turn to die. And not long after, the world’s turn.” And then he would order
another drink.
When my master took me in, I might as well have been an orphan.
He bought me from my mother for a handful of ceramic chits laced with
the radium of Illium. They were worth a dozen rations of water, but he
might as well have handed her his flask of liquor directly. I know he was
carrying one.
Why my master did that, I don’t know. He told me, at various times,
that my father had been his brother-in-law, or that they had served
together in the war. There were other stories, too. Any or all of them could
have been true. I often suspect that he took me on because he pitied me.
Whatever the case, he raised me from the age of 13 as his own child.
He died three years ago.
The master was a man of wild stories. He had been across our Red
World a dozen times or more. He told me of hard-fought battles, of
daring deeds, of the love of princes and princesses. He talked most often
when we were practicing with swords. I think he talked to teach me how
to fight while distracted. He told me his stories, and he told me that one
day I would have as many of my own.
From the time he adopted me until his death, he made his way as a
fencing instructor and a hired bravo. He made little money this way, but
always enough to keep him in his cups and to keep me well-looked-after.
This book is our world as he saw it, the world in which he lived and
died. I am giving you his words as honestly as I can, and with care taken
not to reveal certain indelicate secrets. I am giving you the legacy of a
dying man on a dying world. I am giving you Mars.
The Desert Towns from experience. More than once, my master and I were
hunted across the desert by those would have our water.
Some towns will hire wanderers as protectors, to ward off
I spent the first 13 years of my life in the desert. It desert raiders, or even to enforce the law.
is, as anyone will tell you, a hard life, harder even than
in the cities. We were fortunate…we had an old well, an A few of our ill-omened expeditions into the lost
artifact of the First Martians that plunged deep into the places began in towns like the one I grew up in. De-
permafrost and sucked out the water. spite the danger ahead, I was never tempted to stay
behind.
The desert brigands merely collected dues from our vil-
lage; we were spared the seasonal ravaging that came to so
many others. My master told me about the brigands. He Sand and Sky
told me that no man joins them by choice, that they are We live upon an old world, and you can find that in
bands of outcasts driven farther away from society than any every aspect of life and death. My master often spoke of
others, save perhaps the lost inhabitants of the dusk cities. the world dying. As a child I imagined I could hear its
He never said whether he fought with or against them. groaning sighs on the wind. As a grown woman, that is
Without walls or buildings, the desert towns are not a fancy I have entirely left behind.
also subject to the full fury of the elements, including My first voyage across the desert began the day after
the dust storms. When those great red clouds come roll- my master bought me. Or, as I’ve come to think, bought
ing out of the desert, they bring scouring debris. Worse, my freedom. Clad in long desert robes and silk breath-
though, is the dust itself, fine as smoke. It seems to suck ing masks, we set out beyond the borders of the square
the moisture from your tissue, and you must try desper- mile in which I had lived all my life. The desert, then as
ately to hold your breath, lest you be taken by a ghost. now, was temperate by day, frigid by night, and extended
Storms give voice and motive power to the dead, who forever in all directions. Though we followed an ancient
can otherwise travel only on the wind. track, no one could have seen it who had not learned it
Still, there are reasons to stay. Overland trade can sup- by heart, master to apprentice, as it was with me.
port many a community, as can the rare operating mine. My master often said that the sun no longer looms
Some take the difficult path of raising meat animals, and as large as once it did. Certainly, it no longer warms the
bring in a measure of prosperity in selling them to the larg- planet with the same intensity. While the air itself is thin,
er settlements. Some few are even located on oases, where it is thick with dust, creating the strange scarlet skies. As
vegetables can be grown and water is not quite so scarce. the sun rises or sets, the dust gives it an eerie blue halo.
Desert towns aren’t precisely hospitable, but they Like many, my master was superstitious about night and
can be good places to go to ground. I can vouch for this the color blue. Twilight lasts an hour or more at both at
12
The Deser t Towns | San d an d S ky | The R e d Ci ties
sunrise and sunset, and at that time you can clearly see rock, which somehow traps the water from the pole with
the blue star called Earth. no need of canals. There, it even rains. In Ziggur, a place
Dust storms are common, and can cover huge re- I shall shun and curse all my days, the people are rationed
gions. We were fortunate not to encounter any during water that condenses within the atmosphere processor.
my first desert crossing. A few times a century, a storm In any city, the majority of construction is stone
will rise out of Hell’s Basin and engulf the entire world. and mud brick. Sometimes, this construction can be
A planetwide dust storm can leave behind an epidem- quite shoddy…my master told the story of being thrown
ic of the maddened and possessed. It fell to my master through a third-story wall in Chiaro.
sometimes to put such people to the sword. Daily life is a struggle for all. No one is well-heeled
Bodies of water are few, and rain is rare and precious. enough to be certain where their next skin of water will
Some parts of Mars have not seen a drop in thousands come from. Every hand toils to earn food and water,
of years. Sometimes I’ve seen ice clouds in the coldest, whether attached to the arm of a laborer, a scribe, or a
highest parts of the sky, giving it a violet hue. This ice sellsword. Still, better the cities than the sort of town I
can be harvested by intrepid flyers – one of the thousand grew up in.
ways Illium maintains its flowing fountains and generous Traveling between cities can be difficult. Hire a boat
water rations. Other water comes from ancient wells, down the canals, and you risk pirates. Desert thieves say
or is processed from layers of ice beneath the sand. The the water pirates are soft; the two missing fingers on my
marsh people of the old sea beds distill their water from master’s left hand put the lie to that. Travel overland,
the muck. Indeed, I have been forced to do so myself, and you risk the desert thieves, not to mention the des-
and can say that the results are musty and unpleasant, ert itself.
but as life-giving as a drink from any other source
Yet for all that, the journeys are worth it. Few of
Yet Mars’ greatest waterworks, those which sustain the city-states are truly self-sufficient, and anyone who
our remaining societies, are the canals. The canals are can trade or steal commodities in one to sell in another
the final legacy of the First Martians, miraculous chan- stands to earn more than their share of water.
nels that melt water from the polar cap and irrigate large
sections of the planet. Nearly all of the Red Cities de- Ah, but how to buy that water, or the knife you
pend on the canals for water and trade, and repairs to need to earn it? Each city manufactures its own money,
the canal network are one of the few subjects that can backed at some level or another by rations of food or
bring our feuding rulers together in cooperation. water. Most use ceramic coins or chits, treated in some
way as to challenge the skills of counterfeiters. In Vance,
The Red Cities for example, an iridescent glaze is applied; a similar tech-
nique is used in Zodiac. Illium’s coins give off a radium
glow; I’ve used one to lure a mark down an alley on a
What to say of the cities? After he bought me, my
dark, cold night.
master brought me to Vance, where we lived modestly in
a room above his favorite tavern. Despite his occasion- The greatest quantities of both money and resources
al protestations, I can think of no better place to have are naturally controlled by the upper classes, our sup-
grown up. In Vance, the canals divide into a spiderweb posed betters. Different cities have different aristocra-
of streams, which serve as the city’s streets. At night, a cies, ranging from Vance with its nobility of merchants
thousand colored lanterns light the channels. The city and thieves to the theocracy of cursed Ziggur. Yet the
refuses to sleep. In those late hours, a handful of chits divide between rich and poor is razor thin, a fact of
can buy almost anything, though one must watch one’s which every one of us is keenly aware. Thus, some of the
purse closely. My master would often say that Vance is a wealthy are given to acts of extreme generosity, in the
city of thieves, yet I could say the same of any other city hopes that we will visit the same upon them should their
we visited. Perhaps it was the company we kept. fortunes turn.
The Red Cities number some two dozen. Every one is In general, the people of Mars are given to grand
located near some source of water. Thus, most are located gestures. We are keenly aware that we live in our planet’s
along the canals, as Vance is. Yet there are a few outli- last days, and so we weep and curse and love openly and
ers. Star-ruled Zodiac is an oasis within a great bowl of with abandon.
13
CHAPTER ONE: THE APPRENTICE’S TALE
This is true of no one more than the rogues of the claim that we were seeded from distant stars, that the
Red Cities, a fraternity of which I have sometimes been a First Martians themselves were survivors of some ear-
member. Gamblers curse their luck with the names of for- lier, more beautiful world. My master, though he could
gotten gods, while bravos seek satisfaction of one another wax philosophical given enough drink, dismissed these
in the streets and taverns. A slight against a hired sword questions as the domain of scholars hunched over
can find a man with a handspan of steel protruding from
his back. These rough characters inhabit the lower-class
portions of town, but are sometimes hired by the upper
crust as bodyguards and assassins. Many times, my master
was hired by a young noble to fight a duel in his place.
The People
Mars is home to many peoples. The most numerous
are the Red Martians, of which I am one. We are the
common people of the Red Cities, and I suppose I must
admit that our rulers are of the same descent.
We share our history with the Pales, though you’d
hardly know it to see them. They are giants, and my
master fought not a few. The Pales stand over eight
feet, with four arms. I would not have believed that ev-
ery one of those hands could hold a sword, but I have
seen it with my own eyes – and been lucky to survive.
Their eyes are large, their hair black and long, and their
mouths sport two small tusks.
Like us, they are the descendants of desert nomads
who survived the drying of the seas and the fall of the
cities of the First Martians. Unlike us, they choose to
reclaim these cities. Of course, there are not many of
them anymore – the First Cities are dangerous places,
as is the open desert – yet they live in small settlements
among rebuilt ruins. I have heard them called a savage
race, but my master often said that we are no less savage.
For, if we were not, how could we survive in a world that
also contains them?
We Reds and Pales are not alone, of course. The
Zaius, sought after as physicians and wise men, resem-
ble the apes even more than we. The women of Wyeth
are as much plant as animal, and much feared as war-
riors. The Skarruts survived where most other lizards
died, evolving to generate heat within their own bod-
ies. And there are others, smaller, stranger peoples who
might be found in the bazaars of Vance or their own
lost cities.
Whence came so many peoples and the fragments
of culture we share is unknown to me. I’ve heard it
said that we were created by the First Martians, each
with some purpose in a grand design. Some astrologers
14
The Peo p le
books and bones. I myself think that when our world met many who share the same wanderlust, the same
truly lived, it was simply abundant in all things, think- greed, and the same passion for reckless adventure. I
ing creatures included. have met these among all the people I have encoun-
During my apprenticeship and in the years beyond, I tered on our Red World. For some, there is no place in
have never met a man quite like my master…yet I have life but that carved with the point of a sword.
15
CHAPTER ONE: THE APPRENTICE’S TALE
Warfare of battle. Fortunately for the rest of us, the long enmity
between the two states prevents either from reaching
too far.
My master was not alone in living by the sword. In-
deed, he was slower to draw it in anger than many of Wars between the city-states are sudden and short.
those he associated with. In this world, everything of At 19, I fought alongside my master in one of Vance’s
value must be protected with force, whether by fending mercenary companies. In that year as a soldier, I probably
off desert raiders and canal pirates, or marching across learned as much of the world as I did in the entire six
the desert to defend an oasis town. While we are not prior. When the war ended, we were once again unem-
by nature murderous, we are often driven to violence to ployed, and took to guarding caravans for a while. Truth-
protect what is ours and take what we need from others. fully, we rarely had to draw steel. Most of the bandits
were people we had fought beside in the war.
Most warfare is conducted at little greater than arms’
length. Knives and spearpoints are made from bone. Still, from time to time, we were forced to kill former
When I was 15, I offended the honor of a young gen- comrades. He never told me aloud, but I believe that is
tleman. Or, rather, I refused both his advances and his why we soon left the caravans to seek our fortunes in the
demands for my food. Ringed by his friends, we fought a lost places.
traditional duel. I slew him. After all, I was hungrier. But
afterwards, I retched for hours. Medicine
We left town under something of a cloud, but when The other reason we left guard duty was that I took a
we next reached civilization, my master gave me my first nasty cut to my sword arm. My master always told me that
steel dagger. Metal weapons are valuable indeed, for he needed me to watch his back. By the time I was 21 this
quality steel comes only from Surtur or the forges of far was actually true, and I needed a good arm to do it.
Deimos.
Our physicians are well educated in anatomy, and
Our most common firearm is the flintlaser, which is skilled at the ugly art of surgery. Like most drugs, their
slow to reload but deadly and reliable. My master insist- anesthetics are dangerously strong, and difficult to dose
ed that I carry at least one flintlaser ready to fire at all safely. However, they are well-known and widely avail-
times, a practice I have not abandoned. able, provided the physician’s price can be met.
Many sorts of beast are employed as cavalry mounts. My cut was treated with a peculiar gum derived from
Flying terros and their landbound cousins, the ostoros, trees in the canyon-forest of Wyeth. Wyeth gum is anti-
are difficult to tame but highly prized. My master was septic, and firms quickly when applied to a wound. It acts
a peculiar breed of cutthroat, a cavalier who could ride as a coagulant, stopping bleeding, yet is porous enough
all manner of beast. Cavaliers keep their methods close to allow drainage. Wounds treated this way heal quick-
to their chests, but more than one has found employ- ly and leave only light scars. My arm recovered swiftly,
ment training the army of a city-state or hill-tribe in the though it still aches from time to time.
mastery of a particular mount. I learned riding from my
master as I grew to womanhood and we spent more and If a wounded person is treated quickly enough, they
more time on the road. Someday, I think, I shall teach can often return to at least light physical labor within
another, provided the world lives that long. hours. I have heard soldiers boast that with a vial of
Wyeth gum and a pitcher of liquor, they can fight until
Illium and Zodiac both possess flying ships, based the end of days.
upon a secret anti-gravity element. When I was 16, my
master and I were caught in a bombardment by Illium’s
forces. We spent the entire night lying flat on the floor, The Lost Places
hoping that no bombs would fall upon the hovel we had
As I was saying, during my recovery, we began to plan
commandeered. I didn’t sleep a wink, between the ex-
an expedition to the lost places. We traveled to Chiaro.
plosions outside and the cooling body of the homeowner
We took up lodging in a tent city in Chiaro-that-is, but
lying next to me.
within sight of our goal: Chiaro-that-was. Chiaro-that-is
The capability to unleash such horrors makes most is a reasonably hospitable place. Poor, but the basic ne-
cities afraid to challenge Illium or Zodiac on the field cessities of life are available. Oases within the city space
16
warfare | Me d i cine | Los t Places
provide food, along with some yumocs raised for meat. their number. Many more, I was told, lie slumbering be-
We were just two more would-be tomb robbers spending neath the sand.
our last chits on the chance of a fortune. Of course, the ruins of the First Martians are not the
At night, by blue flames, we would stare out at Chia- only forsaken places on the Red World. Lesser peoples have
ro-that-was, silhouetted against the stars. Staring out at risen and fallen, leaving their own abandoned cities and de-
what the First Martians left behind. generate remnants. These so-called dusk cities lie empty,
In that epoch, the world was filled with life. Plants, or are inhabited by small, cult-like populations who cling
beasts, and sentient creatures all thrived and multiplied. to the homes of ancestors they can no longer comprehend.
The First Martians built grand cities along the azure seas, All of these lost places are tempting targets for grav-
yet still pushed back the many-colored jungles only a lit- erobbers and treasure hunters, such as my master and I.
tle. They even built cities under the oceans, protected by We spent weeks in Chiaro-that-was, hunting for an un-
crystal domes from the water and from the great levia- touched tomb, for a cache of relics no one had yet dared
thans of that impossible age. plunder. We carried blue flames to keep the tomb stalkers
In Chiaro, as in a few other places, they left mon- at bay…perhaps they worked.
uments of unimaginable scale. Here were the pyra- Perhaps we would have found our treasure there. But
mid-tombs that must have housed their kings, and one evening, as the blue star rose and we made camp, my
sphinxes with their eyes towards heaven. Why they built master’s coughing was a little worse than it had been. His
on this scale is hard for those of us who remain to imag- body seemed a little more bent than the day before, and
ine, but I think they did so simply because they could. it had seemed a little more bent the day before that. As
Now, these places are abandoned. No throngs fill the the twilight dwindled, he told me stories about my father.
city streets, no worshippers gather at the feet of the pyra- I don’t know if they were true; I hope some of them were.
mids or in the eyes of the sphinxes. Many of the treasures He talked, and he sang, a little feebly. Old soldiers’
of the First Martians lay untouched, as they have since songs, maybe learned on the steppe in his youth. He told
times undreamt of. Not that that’s ever stopped anyone me of the end of the world, of the days when the atmo-
from dreaming of the treasures themselves. sphere processors would breathe their last, of desert win-
The First Martians are so long gone that even their ters that would last forever. He kept asking me to refill
ghosts have likely scattered on the winds. Yet their trea- his cup; when there was no more liquor, I filled it with
sures still have guardians. The tomb stalkers are strange, water. He didn’t seem to notice. And, as the ice of night
tripodal machines that move quietly through the ruins. fell around us, my master died. His final words were sim-
Their voices are keening and creaking…I only heard ple, affectionate, and then he closed his eyes forever.
them from miles away, and still the memory makes me I packed up our camp. I could hear the tomb stalk-
shudder. They sweep the abandoned streets of all life, ers, and had no desire to take any chances. In the icy
sparing the occasional beast only so it can chase intrud- night, I began my walk back towards the blue lamps of
ers into their paths. Chiaro-that-is.
In Chiaro, I was told many times that those tomb And so, in the lost place, I left the man who found
stalkers visible within the ruins are only a fraction of me.
17
Click. Click. Click.
I was locked in a hollowed-out tourmaline circuit breaker, windowless and too-warm
and faintly purring with piezoelectric discharge. But I was inside, and the bees (their
wings beating so hard I could still hear them hissing) were out there. And maybe, maybe
I’d finally found a control room that would shut them off. Panels one and four were
cracked and cold, probably broken when the city first crashed against the ice.
It had, admittedly, been an ambitious plan. Climb the shattered towers of Eos, find
the crystalline star chart within, and use it to turn the sky ever so slightly. To shift a
destiny a little, trading disaster now for only a brush with death later. Stealing from
the future to give a lover an extra 10 years of life isn’t much more selfish than praying
for Hy to pass over you, or for the Maiden to shield you with her hand when the sacred
moment comes. I was just being a little more proactive. A little moxie and a natural talent
for mischief can accomplish more than you might think.
The air over panel two was so hot it rippled. I tried to step back and fell against the bone
and brass door. The hissing outside picked back up. Great, I’d reminded them where I was.
And I had made it far, farther even than I’d really hoped. I told a thousand lies to
wheedle even a fragment of a polar map from a water trader, and a handful more to
talk my way onto his crew. Then I walked alone across the bare glacier for days when
a wandering ursavas from the steppes ravaged what was left of my caravan. I tore my
hands again and again climbing through crystal corridors so clear the arctic sun lit my
way. I’d reached out my hand and nudged the blue star into her future, the green into her
past. They wouldn’t be quiet years, but she’d have them. I don’t think she’d have been the
sort to retire, anyway. She’d die with her boots on or not at all.
Panel three wasn’t wrecked, probably wasn’t leaking radiant energy, and more
importantly, seemed responsive when I nudged it with the handle of my knife.
To suffocate now, hiding from a swarm of clockwork bees, seemed an undignified
end to the story, whatever the benefit might have been to a woman currently crossing a
different desert. One who was presumably still too angry at me to return my letters. And
sure, she could keep being mad at me if I was dead, but it wouldn’t be very satisfying for
either of us.
Of course, I’m not really conversant in ancient tongues. Vikos? What is that, water?
Town? A stinger bent the brass of the door in towards me. Wherever it was was
probably better than here, at least. I pressed the button and my stomach fell away as the
circuit slid free from its casing and plummeted.
Oh, right. Gorge.
Cavaliers of Mars is powered by the DEIMOS sys- Origin, Career, or Relationship that will help you. The
tem, which mixes simple success-or-failure resolution GM is the final arbiter of what Traits apply.
for non-combat tasks with a tactical combat engine Another player can help by describing a way his
based on choosing several actions for your character character helps yours, then contributing his highest rel-
per round, then resolving those actions simultaneously evant die to your pool.
with those of your character’s opponents.
The GM then picks two dice. If the opposition is
Basics inanimate, then the GM picks two dice of the same size
to represent the difficulty (2d6, 2d8, 2d10, or 2d12).
If the opposition is a non-player character or creature,
Characters the GM takes the character’s Resolve die, and the die
for the non-player character’s most relevant Trait (like
Your character is made up of Traits, each ranked as Stubborn as a Steppes Bear d8). The GM may also in-
a die size from d6 to d12. For example, your character’s clude one die for difficulty (d6, d8, d10, or d12).
Traits might include For Love d8, With Force d6, and
You and the GM each roll your dice, and each pick
Cavalier d8.
the two highest. If your result is higher than the GM’s,
Traits include Motivations, Methods, Origins, your character succeeds, and the GM narrates your suc-
Careers, and Relationships. cess. If the GM’s result is higher, the opposition over-
Your character also has a special Trait, Speed, comes your character, and you narrate the result.
which is rated as a number rather than a die type. Speed Basic actions can be used for fighting instead of the
determines how many actions your character can take combat system, in order to speed things up. But to kill
per round in closely-timed situations, like combat. (or inflict any other Condition on) a significant charac-
Finally, your character has Talents, which create ter, you must call for a combat.
exceptions to the normal rules.
Lasting Consequences
Actions Some actions have lingering consequences beyond their im-
Basic actions are resolved by rolling a pool of dice mediate effects. Examples include astrological predictions, build-
against an opposing pool belonging to another player ing or repairing equipment, inspiring or tricking people, political
or the GM. To form your pool, first pick a Motivation manipulations, and infiltrating a group or place. The GM is the
(For Honor, For Love, or For Self) and a Method (With final arbiter of what actions may have lasting consequences.
Cunning, With Force, or With Grace). Add these two A successful action generates a Windfall die: a d4 added
dice to your pool. Then, add one die each for any to a basic action or combat roll as a bonus die. When a player
20
Basics
earns Windfall, he holds it in reserve until he chooses to use by astrology must be used on actions relevant to the
it. In basic actions, the Windfall die is rolled and added to the prediction.
player’s result after he selects his top two dice. For combat Only one Windfall or Misfortune die can apply to
actions, the Windfall die is rolled and added to a single ac- any given roll. All unused Windfall and Misfortune
tion die of the player’s choice. This must be done after action vanishes at the end of the session, unless otherwise not-
pools are rolled, but before the Clash of Steel phase begins. ed in a specific system.
A failed action generates a Misfortune die, also a
d4. Usually the GM holds Misfortune in reserve until Exerting and
she chooses to add it to a player’s pool for a basic action
or a non-player character’s combat roll, though some
Exhausting Traits
actions allow players to inflict Misfortune instead. If the Some rules, such as basic and Career Talents, re-
Misfortune die matches any other die in a basic action’s quire you to exert a Trait, stepping its die down by one
pool, the GM or player introduces some complication until the end of the session. A Trait at d4 can no longer
— reinforcements arrive, a sandstorm sweeps the area, be exerted.
a character discovers her coin purse is missing, etc. If
nothing matches the Misfortune die, the characters A Trait can also be exhausted, meaning that it im-
have cheated fate only temporarily; the GM retrieves mediately becomes a d4 for the rest of the session. A
the Misfortune die to use again later. Trait must currently be d8 or higher to be exhausted.
21
CHAPTER TWO: RULES
Drama Points
Drama Points are a player resource for influencing the
PLOT TWISTS VERSUS
flow of the game. They let players achieve great deeds and
JUST ASKING
insert plot twists, and compensate them when the tables turn. Cavaliers of Mars is designed to be a game
where everyone cooperates to experience
Spending Drama Points an entertaining story. A lot of the time, the
GM may just want to ask players what hap-
There are seven uses for Drama Points. pens, or take suggestions. For example, look-
Activating the Benefit Side of a Piece of Gear: ing around a murder scene, the GM might
The player can use the Benefit effect on her charac- ask a player what his character’s looking for,
ter’s equipment. and go with that. For example, the player
might say “this guy was a champion pit fight-
Exceptional Action: When rolling a basic action, er, I probably know him from my Entertainer
the player can add a third die to her total result. days.” Spending a Drama Point, though, is
Just a Scratch: After combat, the player may re- for something weightier or more unlikely, like
move half of her character’s current Strain. “I turn over the body...and see my brother’s
face staring blankly back at me!”
Lore: The character just happens to know an ob-
scure truth or rumor that helps in the current situa-
tion. Her player can ask the GM, but it’s encouraged
that the player make up the fact herself. Memorable Roleplaying: Particularly great dia-
Plot Twist: Fate intervenes in the character’s favor. logue, moving character interactions, or an ingenious
For example, an ally shows up just in time to help her response to a problem should earn 1 or 2 Drama Points.
fend off assassins, or she stumbles across a piece of crit- Self-Sacrifice: When a character gives up some-
ical evidence. As with Lore, the player is encouraged to thing vital or puts themselves at great risk for others,
come up with this themselves, subject to GM approval. the player should earn 1 or 2 Drama Points.
Rally: In combat, the player may roll a d4 and add Trouble: When a character’s Trouble comes back
the result to any of her action dice. to haunt him, his player should earn a Drama Point.
Second Wind: In combat, after making a Resolve
Roll, the player can roll a d4 and add it to the result Trouble
of her Motivation die.
Each player character has a Trouble, like a partic-
Gaining Drama Points ular disadvantage or a mysterious enemy in her past.
When a character’s Trouble comes back to haunt her,
Players start each session with 5 Drama Points. her player takes a Drama Point. A player can earn a
The GM awards Drama Points, but players should point this way up to once per scene.
speak up when they think one of their peers ought to
earn points. There are five ways to gain Drama Points. When a non-player character’s Trouble comes into
play, it grants an extra d6 to non-combat rolls against
Drama Points always reset to 5 at the beginning of that character. In combat, the player (or GM) who
the next session. triggered the Trouble chooses one of the non-player
Activating the Drawback Side of a Piece of Gear: character’s action dice to discard, after rolling.
When the player or the GM activates a piece of equip-
ment’s Drawback effect, the player gains a Drama Point. Strain
Disaster: When something deadly or tragic befalls Strain represents the effects of injury and fatigue
the player characters, and they didn’t have a chance on characters, and setbacks on fixing projects.
to prevent it, each affected character’s player should
receive 1 or 2 Drama Points. After combat ends, a player can automatically reduce
her character’s Strain by half. After that, the character
22
Basics
23
CHAPTER TWO: RULES
Creation
d6, or step up your first Career to d8.
◊ The Bazaar: You grew up in the bazaars, a craft- ◊ For Love... Pursuing romance, standing up for
er’s shop, or as a member of a merchant’s retinue. your friends, winning trust.
He was most likely one of the commercially-cen-
tered middle class. ◊ For Self... Looking for a profit, avenging your
pride, saving your own skin.
◊ The Caravans: As a child, you travelled desert
pathways or sailed the canals between cities, giv- ◊ Likewise distribute a d10, a d8, and a d6 between
ing you a slightly more cosmopolitan experience the following Methods:
than others. ◊ ...with Cunning: Hatching schemes, feinting, di-
◊ The Dust Towns: You were raised in one of verting suspicion.
Mars’ many tiny settlements that live on the ◊ ...with Force: Breaking down barriers, smashing
edge. Some survive because of ancient wells, oth- through defenses, overwhelming objections.
ers because they’re located near a mine or other
resource. ◊ ...with Grace: Sleight of hand, slipping out of the
way, diplomacy.
◊ For the Court, the Street, or the Bazaar, pick a
city-state, giving you an Origin like Streets of 10. Pick any two Paths to guide your advancement.
Chiaro.
11. Set Speed to 3. Select Talents. Pick four Talents:
◊ For the Dust Towns, do as above, but name your two from any list, and at least two connected to
hometown in place of the city-state. your Careers.
◊ For the Caravans, pick two city-states, giving
yourself an Origin like Grew Up in a Caravan
Between Vance and Illium.
24
character creation | non-player characters
25
CHAPTER TWO: RULES
Combat to act.
Strikes and Parries
In combat, you get a number of actions equal to For a Strike die, select a target within your weapon
your character’s Speed rating. Each action is represent- range. Compare your Strike die to the target’s highest
ed by a single die. At the beginning of a round, you Parry die.
decide which actions your character will be performing,
and gather a hand of dice to represent them. If your Strike die is greater than his Parry die, the
hit lands, and the Parry die is unaffected.
There are four types of action dice.
If your Strike die is equal to or lower than his Parry
Red d10s: Strike dice, representing attacks and ag- die, both it and the Parry die are discarded, and no hit
gressive actions. lands.
Black d10s: Parry dice, representing blocks and When a Strike lands against a minion, compare
dodges. the rolled value of the Strike with the minion group’s
26
C om bat
Parry Level. If the die is higher than the Threshold, the since movement can allow you to withdraw from strik-
minion is killed, knocked unconscious, or otherwise re- ing range for the rest of the round.)
moved from the conflict. Stunts can’t be Parried. The way to counter them is to
When a strike lands against a player character or pull off a Stunt that counters the narrative advantage gained.
significant non-player character, it inflicts Strain on The GM may disallow a Stunt that doesn’t make sense.
that character based on your character’s weapon’s dam-
age rating. Break
Stunts The final phase of the combat round determines
For a Stunt die, choose one of two effects. You who’s too injured or exhausted to continue. Each play-
may move one space on the map for each die you have er makes a Resolve Roll, using their character’s most
that matches the current count. Alternatively, you may relevant Motivation die.
change the scene to your advantage. For example, you If the die comes up greater than or equal to your
might knock a candelabrum over on a foe, forcing them character’s Strain value, your character may participate
to Parry your attacks between blazing candles! in the next round.
Stunts are usually things your character does, but If the die comes up less than your character’s Strain
you can use them to create events that benefit you, as value, your character is Taken Out: she is wounded, un-
well. Your love might dash into the room to see you conscious, or otherwise removed from combat for the rest of
fighting the count, distracting him at a critical moment. the scene. At the end of the fight, she receives a Condition.
A Stunt gives you or an ally a +2 bonus to one
Strike or Parry die, in addition to the benefits of manip- Example
ulating the scene. The bonus must be used before the The Apprentice, young ward of a cavalier, is sur-
end of the round. (Using the Stunt in this way is some- rounded by a gang of boys demanding her water. She
times less advantageous than using it for movement,
27
CHAPTER TWO: RULES
picks up a sharp rock and calls out their leader, who You may use one maneuver per round. Except for
responds by drawing a crude knife. the basic Strike and Parry, you can’t use the same ma-
The Apprentice has a Speed of 3, and the boy has neuver in two consecutive rounds.
a Speed of 2. She’s in an aggressive mood, so her player The variety of maneuvers can create some decision
picks two red Strike dice and one black Parry. The boy paralysis for new players. Feel free to stick to the basic
is wary of her defiant attitude so the GM splits his pool Strike, Parry, and Stunt until you’re ready to experi-
between one red Strike and one black Parry. ment with fancier moves.
The player and the GM roll. The player rolls 8 and
6 on the Apprentice’s Strikes, and 7 on her Parry. The STRIKE
GM rolls 7 on the boy’s Strike, and 4 on his Parry. You stab, slash, or bash your foe.
The Clash of Steel begins. The GM counts down Action: Strike
from 10. Mastery: +1 damage
28
C om bat
29
CHAPTER TWO: RULES
Challenges have the following Traits: which require an effort to move through. For example,
Parry Level: 2, 4, 6, or 8. This represents the chal- in a theater, the stage might be a single space, since
lenge’s resistance to being resolved. bounding from one side to another is trivial, while the
seating might be two or three spaces, representing the
Strike Level: 2, 4, 6, or 8. Used like a Strike die. challenge of pushing through the rowdy patrons.
Each turn, the challenge gets one Strike of this value
against each character it’s threatening. Range
Damage: The amount of Strain the challenge In the below example, each of the circles and rect-
inflicts if a character fails to meet or exceed its Parry angles counts as a space. Relative position between
Threshold. characters affects what weapons they can use effective-
Challenge Rating: The number of successful ly. Close combat weapons require characters to be in
Strikes it takes to end the challenge. Used in place of a the same space or adjacent spaces, while ranged weap-
Resolve Roll at the end of a turn. You should vary the ons can attack any space, as long at the GM rules that
challenge rating based on the number of player charac- the character using the weapon can see the target and
ters involved. Usually, the Challenge Rating should be that field of fire isn’t blocked by obstacles.
1 or 2 points per player. (Alternatively, you can assign
a Resolve die and narrate a successful roll by the chal- Scenery Dice
lenge as representing the situation getting worse.) Spaces on the map may have Scenery dice associ-
The Map
ated with them. These are d4s that represent features
like ropes to swing on, sandbags to knock over, curtains
to dodge behind, and so on. Once per turn, you may
Maps are simple flow charts showing the different
describe how your character makes use of the Scenery,
places characters can move in the current scene. Map
and add the result to one of your action dice.
spaces don’t represent exact distances, but instead areas
BALCONY CORRIDOR
STAGE
THEATRE
ORCHESTRA
CHEAP FOYER
SEAT SEATS
30
T he Uncanny
The Uncanny psychometer can touch a target and glean general impres-
sions of one event from its past, or one Trait from a charac-
ter’s sheet. He can’t learn details without exertion, though.
No doubt clouds the minds of the Martian people Relationships read as “this person has a lover in this city” or
that skyships fly, Roundheads move boulders with their “this person treasures something he carries,” for instance.
minds, and sometimes prophecies come to pass. Beyond
that, though, a thousand arguments express a thousand The player can exert his Career die to:
beliefs about those awe-inspiring savants with uncanny • Touch an object and take a basic action to relive
powers who walk among them. When an astrologer tells an event from its past. This includes details from
the princess that if she fights her rival on the second day the object’s point of view and any emotional con-
of the second month she’ll defeat him, and she does, is it text surrounding how it was used. It can also re-
written in the stars or just a coincidence? Do adepts draw veal the identity of the object’s owner or creator.
their power from the gods, a curse, some cosmic force, or
sheer force of will? No one knows, though that doesn’t • Touch a person and take a basic action to relive a
stop some from claiming their truths as the only truth. memory from her past. This can reveal specifics,
such as the name and description of her lover or
Fixing, astrology, and the adept arts make up the
the name of her hometown.
known uncanny Careers in Cavaliers of Mars. Any char-
acter can dip into as many of these as she likes. The source • Touch a piece of equipment to learn its Benefit
of such esoteric talents is a mystery, so no one can say why and Drawback functions, and any other special
some take well to all things mystical while others master modifications or abilities it possesses. Getting hit
one or none; but sorcerers who command the skies, the by a weapon in close combat counts as a touch.
mind, and the past are feared and envied in every land.
• Take a basic action to relive one scene from the
The Adept Arts past that took place in the location where he
stands, learning who was present and what they
Long have scholars studied history’s psychics to de- did.
fine and describe the limits of their power. Long have
they failed. While patterns do emerge, enough contra- Telekinesis
dictions and exceptions arise to refute any rules these
Telekinetics can affect the world through sheer
sages presume to pen.
will, transcending the physical in favor of the cerebral.
Three adept arts appear commonly enough to be A telekinetic can levitate over minor obstacles or reach
considered core to the Career: psychometry, telekine- a vertical height up to the second floor of a building.
sis, and telepathy. Whenever a character gains an ad- She can move light objects with her mind that she
ept Career die or steps it up to a larger die, her player could normally move by hand, with no fine control.
chooses one of these three arts and the character gains
The player can exert her Career die to:
access to its abilities. Players can purchase other, less
common arts as Talents (p. 51), such as dowsing or • Take a basic action to levitate over major obsta-
windspeaking. cles or reach any vertical height as long as she has
An adept can use minor expressions of her powers somewhere to alight.
without her player rolling dice, as long as she has at
• Take a basic action to move heavier objects up
least a d6 in the Career. She can perform more impres-
to her own body weight; exerting her Career die
sive feats by exerting her Career die. Each art has spe-
twice allows her to move something even heavier,
cial guidelines around how these powers work. Unlike
once per scene.
normal exertion, adept dice can be exerted even at d4,
but doing so makes the entire art unavailable, including • In combat, use a Scenery die in a non-adjacent
for casual use, until the character rests fully. space on the map.
Psychometry • Make a telekinetic strike, attacking without a
weapon at a distance. A telekinetic strike deals 1
Psychometers can read the histories of people and
damage at any range.
objects with a simple touch, laying bare time’s tapestry. A
31
CHAPTER TWO: RULES
• In combat, alter one movement another char- party invitation. If another character takes her advice,
acter takes with a Stunt die. This includes mov- that character gains a Windfall die. If her advice is ig-
ing one space in a different direction, depositing nored, she gains a Misfortune die to hold over whoever
them on top of a nearby obstacle, or stopping disregarded her omen.
them from moving at all on that count. The player can earn a Drama Point by suggesting,
Telepathy or accepting the GM’s suggestion, that something in
the scene is foretold and presages doom. If she does, she
Telepaths can speak directly into others’ minds and introduces a major complication to the scene based on
skim the seas of thought to fish for secrets. A telepath whatever she decides her character has predicted.
can send messages to someone without speaking aloud, An astrologer can use astrological and numerologi-
and glean the surface thoughts and general attitude of cal signs to build a horoscope for someone with a basic
one target. He must be able to perceive his intended action as long as she knows two important pieces of in-
target to use telepathy. formation: the date the subject was born, and the name
The player can exert his Career die to: the subject was given at birth. Building a horoscope for
a Pale Martian requires his egg name. If successful, the
• Take a basic action to determine whether some- character may use that horoscope as the basis for fu-
one is deceitful or honest. This ability doesn’t ture divination about the subject. Learning the proper
read specific statements, but rather the target’s details about powerful or reclusive people is a danger-
overall demeanor and aura. ous but rewarding proposition. Some luminaries, like
• Take a basic action to learn someone’s Trouble Illium’s Princess Invincible, carefully conceal their or-
Trait, or another secret that’s relevant to current igins and true name to thwart enemy astrologers.
events. This ability won’t reveal details, but could With horoscope in hand, a character can take a
reveal that someone has been to Chiaro before or basic action to observe the night sky and make a pre-
is hiding information about how the queen died. diction about her subject’s future. She may ask one yes/
no question and receive a true answer from the GM, al-
• Spy on one character’s dice pool in combat before though as every augur knows well, the knowledge itself
it’s rolled. and the passage of time can shift events to invalidate
such answers.
• Mentally communicate with someone in both
directions for the rest of the scene, regardless If the character has access to mystical instruments
of where the target goes after he makes the that chart the changing skies over time, she can per-
connection. form much deeper and more accurate divinations. Such
instruments include orreries, astraria and other astro-
Astrology logical clocks, astrolabes, and documented star charts.
Telescopes, rare and expensive, also aid in the art of
From the gleaming Panopticon of Zodiac to the divination by the stars. Some such instruments, left be-
fortune-tellers peddling their numbers under the tents hind by vanished civilizations and impossible to dupli-
of Hazard, the turning of the heavens speaks volumes cate, perform even more miraculous feats than simply
to those Martians who tune their ears to listen. Whole predicting the future.
civilizations have risen and fallen on the word of an- Using instruments and a horoscope, the astrologer
cient prophecies laid down when the sky was new, and can perform a ritual and take a basic action focusing
few rulers of modern Mars dare ignore the auguries of on a person, place, or upcoming event. The GM sets
the wise. the inanimate difficulty based on how much informa-
A player with the astrologer Career can roll a basic tion she has: 2d6 reflects basic horoscopic details and
action at any point during a scene to declare that some- nothing more, all the way up to 2d12 indicating inti-
thing is auspicious or inauspicious, based on numero- mate personal knowledge of the subject or exhaustive
logical insights, previous divinations, or grand prophe- research. Success allows the player to ask any question
cies she has studied. If she succeeds, her character may — not necessarily yes/no — about the subject and re-
make a recommendation to do or avoid doing some- ceive a true answer from the GM. Broad questions such
thing specific, such as sparing a thief’s life or declining a as “what will happen if…?” won’t yield useful clues,
32
T he Uncanny
so the player should keep her questions fairly specific: A fixer can take a basic action to glean the Benefit
“Which captains will attend the festival?” or “if I accept and Drawback functions of a piece of equipment, as well
this deal will I find my brother?” are good examples. as any special modifications or abilities it possesses. A
The player also receives a Windfall die, which she basic action can also aid a fixer in combat, allowing him
should keep separate from Windfall acquired in oth- to study a mechanical opponent and glean insight into
er ways. Later that session, she may declare that any its weaknesses, gaining a Windfall die to use against it.
action relevant to the subject of the divination is gov- A fixer can take a basic action at any point during a
erned by the signs, using the Windfall or lending it to scene to declare that he has made a temporary modifica-
someone else if he takes her advice on the matter. In tion to a piece of gear, allowing it to exceed its usual func-
addition to its usual effects, if this Windfall die comes tion for the scene. He might rig a crossbow with a grap-
up a 4, the person who benefited from it gains another pling hook to make the hook fly farther, or fuel a skyship
Windfall die that she may then use or lend for anoth- with a dangerously volatile substance to give it a speed
er roll relevant to the divination. This chain continues boost at some risk. If the roll fails, the fixer still makes the
until no 4 is rolled, until the divination is no longer modification, but the GM gains a Misfortune die to use for
relevant, or until the session ends. the equipment.
Failure on a ritual divination roll still allows the Whenever a fixer wants to build, repair, or study
player to ask a question and receive a true answer, but something significant that requires specialized exper-
the character’s reading hits upon a highly volatile or tise, forgotten lore, mystical knowledge, or engineering
unstable point in time that yields wildly unpredictable ingenuity, the GM should call for the fixing system.
results. The player gains two destiny dice, both d4s. At Examples include building a skyship, repairing an at-
any time later that session, she may declare a significant mosphere processor, studying the functions of a buried
moment as above and add both destiny dice to the pool automaton, or inventing a new type of water pump.
of a basic action. If they match, she adds them both to The fixing system is similar to combat. The fixer
the roll’s total; if not, she subtracts them both. and his allies can use four types of action dice:
Fixing • Red d10s: Work dice for the fixer, or Strike dice
for his allies. Work dice represent making prog-
The roving fixer, carrying his singular tools and for- ress on the project, while Strike dice represent
gotten lore from town to town and stopping at every dealing with threats and obstacles.
unexplored ruin along the way, is a fixture in many a
Martian oasis tale passed down throughout the genera- • Black d10s: Research and Ritual (R&R) dice.
tions. Fixers study rites and charms to appease machine The fixer and his allies use these to lay ground-
spirits, engineer rigs to solve problems from the person- work with lore and mystical preparations.
al to the societal, and repair ancient devices that keep
• White d10s: Component dice. The fixer and his
life on Mars from snuffing out like a candle in the black.
allies use these to represent materials and tools
Anyone can use a basic action to build or repair already gathered, or to find or improvise what’s
something, or figure out how a piece of equipment needed.
works, if the object is simple enough. Carpenters and
weaponsmiths needn’t be fixers, and it doesn’t require • Blue d4s: Bonus dice from sources like Drama
esoteric knowledge to make basic gear for one’s profes- Points and Windfall.
sion. Laborers often know a variety of crafty trades and The GM uses four different and opposing types of
can produce a wide range of items that don’t rely on action dice:
engineering. A fixer’s job begins when a village relies
on a single piece of technology that’s impossible to find • Red d10s: Opposition dice, which represent any
in any bazaar, when an expedition into Chiaro-that-was kind of direct hurdle or complication — enemies,
stumbles across a dangerous mechanical foe, or when precarious debris, dangerous malfunctions, etc.
an Illian noble commissions a new skyship for her eldest Work dice must oppose Opposition related to the
daughter’s 16th birthday. Any blacksmith can forge a device itself, and every project must have at least
blade, but only a fixer can craft a flintlaser pistol. one such Opposition die.
33
CHAPTER TWO: RULES
• Black d10s: Time dice, which represent the time the fixer decides on Benefit and Drawback functions for
limit. the equipment. When repairing or studying something,
the fixer learns these functions instead, as well as the
• White d10s: Rarity dice, which represent how history and/or rumors surrounding the device, and hints
old, rare, and/or unknown the device is. about who used it before him. The player is encouraged
• Blue d4s: Bonus dice from Misfortune and other to come up with the functions he learns, although he may
sources. defer to the GM. A successful project attaches a number
of Windfall dice to the device equal to the number of
Like combat, each round is divided into three phases: starting dice in the GM’s pool. These are added to ac-
Taking Up Dice, Calculated Risk, and Break. tions that use the device, one per roll, until they run out.
Taking Up Dice If the project accumulated Strain, the fixer rolls his
Career die. If it comes up greater than or equal to the
Players take up action dice equal to their Speed, in a Strain, the players may continue to the next round and
combination depending on their estimation of the situa- try to eliminate more GM dice. If not, the project fails.
tion. If they know they’re running out of time, they can The players may choose to fail rather than continue, if
choose to focus more on R&R dice, for example. Each they wish to avoid spending too many rounds on one
round, the fixer adds his Career die to one action pool. project. A failed project still works as intended, but all
The GM doesn’t have a Speed — instead, she de- GM dice remaining are converted to Misfortune dice
cides on the total pool for the project based on circum- that attach to the device, as above. Any player may in-
stances. Unlike players, the GM doesn’t reset the num- stead take any number of these onto himself, ensuring
ber of dice she takes up each round. Instead, the players perfect results in exchange for personal complications.
work to eliminate all of the GM’s dice from the total Windfall and Misfortune generated this way persist
pool before Strain forces the fixer to stop working. beyond the end of the session.
Origins
The GM’s pool typically contains three dice per
player, in any combination that makes sense for the
project. Studying a unique device imposes more Rarity
dice, while repairing a simple flintlaser pistol while ban-
dits attack all around imposes more Opposition dice. If Anger
the characters are in a particularly stressful situation, Just to the south of the Wyeth Valley lies the Pale
severely pressed for time, or unearthing something Martian city, Anger. The city is made up of gleaming,
unique and wondrous, the GM can add a few dice to white-and-red stone and metal structures built upon the
the pool to drive home the high stakes. Most projects remains of an ancient First Martian terraforming machine.
should only take a round or two if the players roll well. The city is a series of circular plateaus set atop one anoth-
Calculated Risk er, each smaller than the one before. Five major roads lead
from the highest plateau in the center of the city all the way
During the Calculated Risk phase, opposed dice are out to the farthest reaches, truncated with large white obe-
compared to each other from highest to lowest: Work/ lisks. Firestorms and windstorms ravage the city on a regu-
Strike to Opposition dice, R&R to Time dice, and lar basis, causing constant danger and change. The people
Components to Rarity dice. In each pair, the higher of Anger accept this change in stride, and are a people full
die eliminates the lower one. Eliminated GM dice don’t of passion. If you grew up in Anger, you could be a wide
return in subsequent rounds. Dice with no opposition range of social classes; scholars, merchants, military, fixers,
remain. For every GM die left in the pool at the end of or even caravan traders. As a youth in Anger, you watched
the phase, the project gains a point of Strain. the older generations before you enact change and push the
boundaries. When your time came, you too sought change.
Break
Pick One
During the Break phase, the GM and players should
narrate how each exchange ended up based on which 1. You spent a great deal of time in the Purple Light
dice were rolled and eliminated. If the project accumu- with your friends philosophizing about a better
lated no Strain, it succeeds. When building something, Anger. What was your passionate pursuit?
34
O rigins
2. You once went on a caravan trip up to Wyeth 4. Your best friend lived in the slums and eventually
territory. What did you learn there? joined up with the Red Fingers gang. What did
this do to your friendship?
3. Your best friend was forced to choose a gender
and occupation they did not completely identify 5. As a teenager, someone offered you a decent sum
with. How did you console them? of money to sneak into the Damsel’s Tomb and
make a rubbing of one of the tombstones. Who
4. You and a friend were once caught outside the paid you, and why?
city during a firestorm. How did you survive?
6. Your parents wanted you to join the Church as a
5. Your mother had a gambling problem, and spent priestess. Why did you deny them?
way too much time at the Arena. How did this af-
fect you?
Chiaro
6. While still young, a repair crew displaced your
family from their homes as they tore it down to Far to the north lies Chiaro, a Red Martian city
repair the machine underneath. Where did you of monuments and mystery. The city was built upon
end up living afterward? the ruins of past civilizations, which in turn were built
upon First Martian ruins. Chiaro-that-was is located
Battlehymn near great Cydonian pyramids and First Martian cat-
acombs. The area is rife with tomb raiders and artifact
Battlehymn is the seat of power of the Church of hunters. Chiaro-that-is is a high-walled trade city lo-
the Damsel Messiah. The Red Martian city is filled with cated on the Stygian canal. This area thrives on the
beautiful architecture, temples, universities, hospitals, relics from Chiaro-that-was and the ice caravans trav-
and merchants looking to make money from the pilgrims eling between the poles. People of all ilk make their way
traveling through. The city has equal parts wealthy to Chiaro seeking adventure and glory within the ruins
pilgrims seeking blessings from the Matriarch of the near Chiaro-that-was, yet much of the surface has been
Church and the sick and poor seeking solace from the picked clean. Growing up in Chiaro, you would have
Church. The northern shores are home to docks and had relatives in the tomb-robbing trade, and probably
the temple district teems with trade and religious cere- met a lot of foreigners seeking their fortunes the same
mony. The southern shores are less used and are home way.
to the indigents and seedier elements of the city. The Pick One
Matriarch dictates the law of the city, though her reach
1. When you were a teenager, a young boy tried to
rarely extends farther south than the docks. Growing
pick your pocket. What did you do?
up, you would have had relatives in one of three differ-
ent social groups; priests of the Church, merchants or 2. One of your childhood friends ran away to join an
shop owners servicing the city, or the poor and destitute ice caravan. What was the last thing you said to
looking to make a living through panhandling or theft. them?
Pick One
3. A friend dared you to spend the night among the
1. When you were young, you visited the Temple of Cydonian monuments, and you accepted. What
the Voice and a priestess there gave you words of happened to you there?
advice. What did she tell you?
4. Once, a blind monk stopped you in the middle of
2. As a teenager, you witnessed Templars harassing the street. What did he tell you?
shop owners for payments. How did you react?
5. You and your friends went to investigate the bro-
3. Templars accused one of your friends of heresy ken atmosphere processor as children. What did
and tried her publicly for her crimes. What did you find there?
you do to help her?
6. As a child, you watched a tomb robber beaten
and robbed on the street. How did you react?
35
CHAPTER TWO: RULES
Coronal
not easy, and your character is either a Qan or an Ozak
filled with hatred for the other. Qan create small tent
cities and attempt to carve space from the fungus to live
To the west of Vance sits her ancient sister-city of
normal lives. Ozaks are more nomadic and seek peace
Coronal, built on the side of an active volcano. The city
through hard work and training.
was built by a civilization long gone, but the buildings
Pick One and structures still remain in pristine condition, due to
mysterious silver spiders that come and repair and fix the
1. When you were young, you witnessed a beloved
buildings each night. For this reason, no new structures
family member’s corpse taken by the fungus and
ever remain built within the city, as the spiders destroy
given a semblance of life. How did this affect you?
36
O rigins
them in the middle of the night. The city’s growth is sti- fumes that arise from the depths and peer into the heart
fled in this way, and only the rich and powerful live in the of history. To try and record what they learn for fur-
city proper. Anyone unable to secure one of the ancient ther study in Metanoia. Full-time residents include the
buildings is relegated to a small shanty town just outside sort of Martians who have strong beliefs about ghosts,
of Coronal called Almeida. The people of Coronal are whether to know them, learn from them, banish them,
farmers and workers who make their living selling food or eat them. Cultists and historians, artists and priests
and crafts to Vance and other city-states. A military force are called from all corners of Mars to stand at the edge
sent from Vance rules the city of Coronal. If you grew up of the abyss and look into it.
in Coronal, your family are likely farmers or crafters. Pick one:
Pick One
1. You were 13 when you first saw the Lost Child in
1. Your friend once caught a spider at the Xeta your dreams, still searching the sand. What did
Geyser. What did you do with it? she tell you as you walked with her?
2. As a child, you happened upon a mystery cult 2. Soon you’ll be old enough to climb down the
who were attempting to read patterns in the spi- Southern Stair and welcome your first ghost into
der’s metallic webbing. What were they doing? your mind. You’ve trained for this since you were
old enough to name the constellations in the sky.
3. A city guard once grabbed you and attempted to What is staying your hand?
force you to run an errand for him for free. How
did you react? 3. Day and night you study the book you stole from
Metanoia, trying to cast your mind into the past
4. City guards arrested your best friend for inciting to grasp the meaning of its strange script. What
a riot in an attempt to get people to fight for de- do you hope to uncover in its pages?
mocracy in the city. What did you do to help her?
4. When you were 31 and a day, you realized that
5. You and a friend spent time scavenging near the the ghosts around you were trapped, secretly
lava flows. What did you find? longing to return to the soil where they could
6. You grew up in Vale, but your best friend grew up merge and be reborn as Mars’s green lands. Who
in Almeida. How did this difference affect your taught you to banish them?
friendship? 5. In the glossolalia you record from street prophets
and lunatics, you think you are beginning to see
Foresight a pattern. When will you follow the map you’ve
drawn from their words?
Seated on a carved plateau just within the impact
crater of Hell’s Basin, Foresight curls along the cliff face
around it—continually building out onto adjacent ridg- Illium
es and burrowing into the stone itself. That cocoon of The Red Martian city of Illium sits atop the Radium
rock protects it from the worst of the sandstorms that Plateau. This high-walled city is built of reaching tow-
regularly blast out of its neighbor, which boom past ers and sky bridges connecting buildings high above the
them but do no more than scour the Southern Stair ground. The buildings are all glittering white stone and
clean and rattle their windows. It leaves them con- lit at night by red, softly-glowing radium lamps. The
tinually surrounded by a haze of dust though, turn- university is regarded as the most prestigious learning
ing the air perpetually dim and red. It was originally facility on Mars, and people travel from all over for the
a Pale Martian outpost, and they still make up a nar- chance to study there. The city is prosperous due to
row majority of the population, so it is built to their the unprecedented abundance of water afforded by the
scale and smaller creatures may find the terrain rough underground reclamation system. Of course, the city’s
going. Everyone is welcome in Foresight, though, pro- sky navy is the reason for much of the prosperity. The
vided they share the city’s single-minded devotion to fleet is one of the largest on Mars, rivaled only by that
the past and the knowledge ghosts may have of it. Pale of Zodiac. The city-state is quick to go to war when
Martian pilgrims travel here to breathe in the smoky
37
CHAPTER TWO: RULES
it suits, and reaps the benefits of such. Growing up in 2. As a child, you watched the guards in Nadamban
Illium, you more than likely served the mandatory two- forcibly remove a lost wanderer. How did you react?
year term in the sky navy. You know someone who is
still in the sky navy, and more than likely have fami- 3. Your best friend died in a sandstorm near Voshi.
ly members who still serve. Your family could be mer- How did this affect you?
chants, fixers, scholars, or transplants who came from 4. You and a group of friends decided to travel the
another area looking for wealth in Illium. labyrinth of Himk to visit the Temple of the
Pick One Poppy Brides. What happened to you?
1. Your best friend decided to skip town before her 5. Once, you and your friends were caught in a flash
term of service in the sky navy came up. What flood in the halls of Nadamban. How did you
was the last thing she said to you? survive?
2. When you were an adolescent, you saw Princess 6. Your family survived by stealing what they could,
Invincible give a speech from Horizon’s Terror. but all you wanted to do was live in the crystal
How did this make you feel? palace. How did you get out of the criminal life?
3. When you were a child, you got lost in the
University. What did you do? Skarras
4. After your two-year term was up with the sky Skarras is a relic of a better age and a more prosper-
navy, you wanted to remain, but you were not ous time. The Skarruts continue to dwell in their city,
allowed. What happened? as old as any First Martian ruin, and just as dilapidated.
The city once sat gloriously on the shores of one of the
5. One of the Masters of the University favored you great Martian oceans. Now, it sits at the top of a moun-
and were certain to get a coveted spot in his class. tain surrounded by dust and raging storms. The city is a
Why didn’t you go? monument to time, the buildings falling apart, and old-
er areas of the city are abandoned as they become unliv-
6. You once ventured into the necropolis below the able. The Skarruts endure, unable or unwilling to relo-
city alone. What happened to you there? cate, and in serious debt as their city continues to fall to
ruins around them. Now the Skarruts sell themselves as
Siren guards and mercenaries, hoping to gain enough money
to keep their city alive, much less rebuild the broken
The city of Siren lies near the Temple of the Poppy parts. Growing up in Skarras, you were trained as a war-
Brides. Its closest neighbor is the city of Honor to the rior, learning the sling and pole in equal measures. Your
north, with their outer reaches separated only by a family could be workers, stone masons, mercenaries, or
perpetual sand storm. The city is a multilevel sprawl- itinerate architects.
ing place with dangers at every turn, and thriving life
despite constant sand storms, flooding, hungry ghosts, Pick One
and a twisting landscape that kills as often as it shel- 1. Your parents were commissioned onto a Zodiac
ters. Above, the city is filled with itinerant wayfarers war ship when you were young. What happened
who cast their tents within a labyrinth of stone and to them?
sand. In a nearby valley, farmers brave sheer rock fac-
es, floods, and intense sand storms to harvest food for 2. During your formative years, your best friend
the rest of the city. Below it all resides the city’s elite, joined the Revolution. How did you react to this?
the Queen and her entourage, in a crystalline castle
far beneath the wastes above. Growing up in Siren, 3. You had a young cousin who was trapped in the
your family was either farmers, guards, or criminals. Shades. No one wanted to help get them out.
What did you do?
Pick One
4. Your brother ran away from home in an attempt
1. You once witnessed someone in Himk allow a ghost
to escape going to war for Illium. How did this
to possess them for several days. What happened?
impact you?
38
O rigins
Surtur around the trees. Wyela is the easternmost, and one of the
greatest, Wyeth cities, and most well-known to outsiders.
Built on top of an ancient volcano, Surtur is the The city is founded upon a knot of giant trees twisting up
home of Pale and Red Martians alike. Smoke and ash and in upon one another. The crevices, trunks, root sys-
from the volcano constantly covers the place, which tems and leafy cover are all the makings of a Wyeth home.
casts the city into a perpetual twilight state. The city is a The Wyeth people worship their ancestors, believing in an
First Martian construct, but the wealth of minerals and elaborate reincarnation cycle. Growing up in the Wyeth
ores the city boasts causes it to keep a lively Red Martian Valley, you watch the other Wyeth take up roles necessary
populace. They claim to house the first forge ever built for the society at the time. Your family is likely to include
by First Martians, and still use it to this day to create holy gatherers, gardeners, and warriors alike.
relics. Surtur is built in tiers across the volcano’s surface, Pick One
with mine entrances interspersed between homes and
1. Your seed sisters all wanted to stay in Wyela as
shops. The people of Surtur are miners one and all; ev-
long as possible and did not leave when you did.
eryone gives time to work the earth as a sacred duty. The
What did you say to them before you left?
Fire Priests, who worship the First Martians as gods, rule
the people of Surtur in both religion and government. 2. In your adolescence, you spent some time in the
Growing up in Surtur means working the mines on a dai- krem den training as a seer. What vision shaped
ly basis, and following the rule of the Fire Priests. You you the most?
could be either Red or Pale Martian from Surtur, as both
groups have equal representation in the city. Your family 3. You and your friends went into the south jun-
contains artisans, merchants, and traders to some degree. gle alone for several days. What happened to you
while you were away?
Pick One
1. On your first trip to the Obsidian Plaza, you were 4. Before you left home, a Life Speaker sat with you
caught there after dark when the Obsidian Block to speak with one of your ancestors. What advice
started up. What happened to you? did you get?
2. When you were young, a Fire Priest told you he 5. Stories of Deephome always fascinated you as
saw your future in the flames. What did he tell a child. To what lengths did you go to find an
you? entrance?
3. Once, as an adolescent, a mine collapsed on you 6. Creatures from the jungle attacked your fami-
and your best friend. How did you escape? ly when you were still a seedling. How did you
react?
4. Your childhood friends dared you to walk alone
in the Volcanic Gardens. What did you do there? Vance
5. A friendly Fire Priest once invited you to watch a Built at an intersection of several major canals sits
fire reading at a forge. How did you feel about the Vance, a Red Martian merchant city. The canal system is
experience? an intricate web of tiered cascades and interwoven locks
and flows. Water flows as streets in Vance, with buildings
6. As a small child, a friend dared you to run into
towering up alongside them. The canals bring trade and
the First Forge and touch it with your bare hand.
visitors to Vance, allowing the merchants to grow wealthy
How did you react?
and influential. Most everyone in Vance is a tradesman of
some sort. Even those who rule the city are the wealthiest
39
CHAPTER TWO: RULES
of the merchant families. Growing up in Vance, you saw 2. When you were an adolescent, your friend decided
your fair share of outsiders and traders. You could come to remain in a city-state rather than continue on
from many diverse backgrounds; your family could be mer- with the rest of the caravan. How did you react?
chants as high as one of the great merchant families, or
beggars and thieves down in the Dredge. 3. As a child, your caravan once picked up a ghost
eater. What did you learn from him?
Pick One
4. Your parents sold trinkets in towns to make a liv-
1. When you were young, a snotty noble challenged
ing. Why did you refuse to take up their trade?
your best friend to a duel in the Arez plaza. What
did you do to help her? 5. Your sister was married off to a man in another car-
avan. What advice did you give her before she left?
2. As a child, you were approached to help some
men steal from one of the lesser merchant fami- 6. You visited the Fourier Spire once when you were
lies. How did you respond? a small child. What part of Zaiu history did you
learn there?
3. You grew up in the Dredge as an orphan. What
did you have to do to survive?
Ziggur
4. When you were young, you witnessed one of the
Hounds harassing an old woman. What did you Built on and around a large atmosphere processor,
do? Ziggur is the largest Roundhead settlement, and the
only city ruled by Roundheads. Much of the city is built
5. Your childhood friend was heir to one of the of mismatched blocks pulled from nearby Cydonian ru-
great merchant families. She came to you to di- ins, or built directly on the processor. The city is filled
vulge that she wanted to run away. How did you with cobbled-together hovels gathered in the shadow of
counsel her? the great processor. The Yellow Silks rule the city and
live within garden terraces built up along the proces-
6. Once, in the Hangman’s garden, you met a sor’s side. These quarters are decadent by comparison
stranger who was admiring the tortured sculp- to the rest of the houses in the city. Eu is the leader
tures. He told you a story. What was it? of the Yellow Silks and controls the water in the city,
but is unable to police the area in a military fashion.
Zaiu Caravans Due to this, Ziggur is a mostly lawless area, though the
few criminals who are caught are ritually sacrificed on
The Zaius do not have a single location they call the steps leading up to the processor’s entrance. Such a
home, so much as a set of carts, cars, and beasts to pull hefty punishment for crime serves as a good deterrent.
them. They are a nomadic people, traveling the face of Life in Ziggur is not always easy, but it seems better than
Mars, and while they claim no single location as their any of the other atmosphere processor monasteries.
home, they consider the caravans they travel in home
enough. The caravans tend to be large moving com- Pick One
munities with moving homes full of personality and 1. As an adolescent, you aspired to be a Yellow Silk.
culture. Each wagon and cart is brightly painted with You spent some amount of time in the Yellow
the history of the caravan and hung with ornate dec- Cloister. Why did you leave?
orations and jewelry signifying important ancestors.
The Zaiu people are deeply intelligent and amazing 2. When you were young, you watched a crime hap-
crafters and fixers. Growing up with these nomads, pen in front of you and no one seemed to care.
you probably followed a specific route across Mars be- How did you react?
tween a few different city-states. Your family makes its
living by making and selling wares to these city-states. 3. The first time you witnessed a ritual sacrifice, Eu gave
a rare speech before the killing. What did he say?
Pick One
4. You and your friends once snuck inside the atmo-
1. You have learned all the ancestor stories for your car-
sphere processor to look around. What did you
avan. Which one holds the most meaning for you?
find there?
40
O rigins
5. Once, while in the Merchant Quarter, a criminal 5. You had a chance to have your stars read by an
beseeched you to help her hide from the Yellow important astrologer. What did she tell you?
Silks. How did you react?
6. As a child, someone picked a fight with you about
6. Your best friend growing up was a Roundhead your star sign. How did you react?
whose family made a long trek across Mars from
a different atmosphere processor. How did you Dust Towns
help her acclimate to Ziggur?
All across Mars stand small dust towns, not much
Zodiac larger than a couple of hundred people, all gathered
near a small water source. Maybe there’s a nearly-de-
Zodiac is situated in the center of a vegetation-rich funct well, or a small polar runoff that ends at the set-
crater in the northern hemisphere of Mars. The crater tlement. Whatever the people can use to survive, they
captures polar moisture as it flows past, and is one of the do. These towns are usually filled with Red Martians,
few places left on Mars with a natural water supply and and run by the town elders. People in dust towns lead
growth. The city is a beautiful masterpiece, with trees and hard and simple lives, not having the wherewithal to
plants growing in and around the city, allowing for ornate engage in the decadence of the city-states. Growing up
gardens and grass-filled lawns. The city is ruled by a spiri- in a dust town, your family was likely to be farmers or
tual and theocratic leader, called the Arbiter, whose word herders.
is law in the heavens. The people of Zodiac run their daily Pick One
lives by the stars and seek the wisdom of the stars through
contemplation and meditation. Zodiac boasts a sky fleet 1. When you were young, a caravan came through
large enough to match that of Illium, and even they follow town and the people in it were rough and stole
the movements of the stars with astrologers aboard each from the townsfolk. How did you react?
ship. Growing up in Zodiac, the sign of the stars you were
born under meant as much as the job you did or the ac- 2. Once, when you were an adolescent, you were
tions you took. You know people from all walks of life, but caught outside in a dust storm. What did you do
the stars tell the real stories in Zodiac. to survive?
41
CHAPTER TWO: RULES
Careers
Careers help both tell the story of your character’s right to speak or to eat only by performing feats of
life and what he can do. the mind.
If you don’t see something here, feel free to make While numerous orders attempt this training,
it up. true adepts are few and far between. Some orders,
A few Careers listed here have notes on specific abil- such as the Roundheads, combine psychic training
ities they possess. These aren’t the entirety of what they with the mastery of mathematics or other sciences.
can do with that Trait, but are instead special cases. Certainly, the results of these methods speak for
themselves, as most Roundheads demonstrate un-
Adepts are feared by common Martians, but not they live as the highest caste. They are held in greater
unduly so. The average Martian cannot guess at the awe than any priest, for even gods are subject to the de-
powers of a psychic opponent, while he knows the crees of the stars. The Arbiter is first among astrologers.
adept’s estimation of him will be flawless. Adepts Trappings: An astrolabe, star charts, horoscopes of
find employment as priests, advisors, and, in some the powerful.
unusual cases, courtesans.
Trappings: A faint crackle in the air, as if before
a storm.
Cavalier
Assassin
A cavalier is someone who knows how to seize the
reins and ride. To ride the terro that soars, the horus
that sees dangers in its rider’s future, the wind-ships of
Hired killers take many forms on Mars. Some are the Zomek. A cavalier can ride anything. Some say that
elite warriors, able to best even the most dangerous the greatest of cavaliers ride the wind itself, as ghosts
of opponents in single combat. Others are more sub- do.
tle, as adept at intrigue as poison. And many are sim- There are no formal rosters, no monastery...riding,
ple butchers, blunt instruments moved into the right shooting and the blade are taught father to daughter,
place at the right time. master to apprentice, drunk to generous bartender.
Career assassins work for hire, and are usually Every cavalier is a different kind of person, but most are
found in the employ of one wealthy interest or an- for hire, and all but a spare few are killers.
other. In Vance, assassination is a common ploy in The Qans and the Ozaks both employ cavaliers in
the politics of the merchant houses. There, political their centuries-long war across the steppe. Few Zaius
murder is considered primarily the crime of the pa- care to ride, but often a science-priest of the ape men
tron, rather than the hand that wields the knife. In will employ a cavalier as a bodyguard.
Ziggur, assassins pursue prey more vulnerable here
than elsewhere, or find employment with the small, The one sure mark of the cavalier trade are their
but dedicated, cells of revolutionaries. hats, broad and long, warding the sand out of their kill-
ers’ eyes.
A few assassins wander the desert paths, spend-
ing years tracking a single quarry, and striking them Trappings: A long, broad black hat, a sword, treats
down at the most poetic possible moment. for various beasts.
Trappings: Poison, small blades, a disguise.
Courtesan
Astrologer Courtesans decorate the arms of their patrons, as
well as warm their beds. Even the lowest courtesans
Astrologers divine the will and ways of the heav- dress in vivid and revealing clothing, hoping to catch
ens. An astrologer’s tools are mathematics and charts, the eye of a noble or a wealthy merchant. In most cities,
much as a sailor in ancient days. Nearly every great courtesans can be distinguished not only by their cloth-
city has astrologers, even when they are forbidden, as ing, but by the glass lanterns they carry.
in Ziggur.
An exquisite courtesan is the mark of a person who
The wealthiest of astrologers have great tele- has not only money, but taste as well. Courtesans often
scopes, mounted upon rooftops or even sacred hills. practice other professions in order to make themselves
A few telescopes survive from the age of the first more attractive additions to a household. Astrologers
Martians, and an astrologer who can command one or fixers are common. A few are even physicians, caring
of these is mighty indeed. Finding such an instrument for the flesh’s every need.
might well be the ultimate ambition of an adventuring
astrologer. Traveling courtesans are often seeking a place in
some new city, perhaps trading on their very foreign-
In Zodiac, astrologers are particularly respected. Far ness. Others have tired of the life of a living accessory,
from selling their services on the streets, as in Vance, and seek to make their own fortunes.
43
CHAPTER TWO: RULES
Trappings: Silk garments and sparkling jewelry in Many entertainers practice traditional arts. There
bright colors. are dancers whose sinuous movements may trace their
Entertainer
descent all the way to the First Martians. Likewise, poets
are expected to have as much mastery of classical epics
as of composing new verse.
From the poets who speak flattery in the ears of no- Some entertainers do work of a bloodier sort. These
bles to the dancers who please their eyes, entertainers are the gladiators of the pits in Chiaro and Ziggur, or
are an important part of Martian society. Traveling sto- the show-duelists of Vance and Zodiac.
rytellers tell not only jokes and folktales, but also carry
Entertainers are often found traveling, for the favor
with them the news of the day.
of a city never seems to last quite as long as it should.
Entertainers serve, and occupy, every social class.
Trappings: A pleasant voice and a repertoire of po-
Street poets shout lyrically in the bazaars, hoping for a
ems or songs; for a gladiator, a sporting weapon.
few chits of ceramic or obsidian. In some places, such
as Illium, any performer of some talent is respected. In
others, such as Surtur, the entertainer is merely a ne-
cessity to maintain morale.
44
C areers
Crafters master arts like tanning and smithing, pro- favor shown to those born under the most auspicious
ducing the clothing and weapons needed so desperate- signs. Ziggur has few nobles; the closest equivalents are
ly by the rest of Mars. In their shops they weave gar- the favored servants of Eu. Likewise Surtur, where pow-
ments of silk and carve knives of bone. They depend on er resides with those chosen to join the priesthood.
the labors of miners and hunters, who bring them raw Disinherited nobles often seek adventure and the
materials. means to return to their accustomed lifestyles. Some
Many laborers are slaves, spat upon and worked to young nobles travel on grand tours of Mars, or labor
the bone. There is not a one but dreams of rebellion… alongside others in search of a taste of the real world.
and not a few rise up against their masters. On Mars, Trappings: Books of law, palatial dwellings, hoards
who holds power can change with one swing of a sharp of wealth.
rock.
Trappings: Workers’ clothing, tools appropriate to
the trade.
Physician
Merchant
From the witch-doctor of the streets to the court-
iers of the haughtiest noble, physicians tend the ills and
wounds of the populace. Physicians hold in their hands
On Mars, everything can be bought, and every- the very powers of life and death, and are held in high
thing will be sold. Merchants make their living off of esteem accordingly.
these exchanges, moving goods from one city to anoth- The most successful physicians train under a mas-
er. Merchants range from scrawny peddlers selling trin- ter, who in turn trained under another master. The se-
kets from village to village, to water-fat princes whose crets of the body are passed down with great reverence,
duties are largely administrative. and some are closely guarded. Also passed down are se-
The great merchants are among the most powerful cret signs and greetings, so that members of this august
people on Mars, ruling houses that may even span more profession can distinguish each other from upstarts and
than one city. Surtur’s merchants are a breed apart charlatans.
from the others, tight-lipped and tight-fisted traders Physicians are much in demand for caravans and
who return all of their wealth to the government of the expeditions, for travel on Mars is extremely hazardous
Fire Priests. to the body. A physician might even be the keeper of
Most merchants have spent at least some of their a traveling party’s water supply, rationing the essence
life as travelers and adventurers. For many, the lure of of life.
exotic lands is as powerful as the lure of water. Others Trappings: Saws and knives, esoteric drugs.
are made to serve by their families, with treks from city
to city serving as rites of passage. Treat Wounds: When treating another character,
physicians can roll their Career die and remove a num-
Trappings: Ledgers, ink-stained fingers, maps of ber of Strain equal to the die roll. Treatment takes half
trade routes. as many hours as the rolled value.
Noble Pilot
Nearly every land on dying Mars has its aristocracy. Pilots are those who steer the great ships of Illium
Nobles inherit or buy positions of rulership and carry and Zodiac through the red sky. Becoming a pilot takes
out the duties of government. Few nobles are truly idle. years of training, beginning with sailing dust boats
Every hand on Mars works, even if that work is the fu- across the desert in the manner of the Zomek. Pilots
rious scribbling of pen on ledger. are an elite social class. In Illium, they are the most re-
The nature of nobility varies from land to land. In spected people in the military. In Zodiac, they sit at the
Vance, the nobility are nearly all merchant-aristocrats Arbiter’s great table.
who sponsor city services and army units. In Illium, no- Great legends surround the early pilots, and are told
bles are the most educated scholars. Zodiac’s aristocra- across Mars. One of the most popular concerns the Ancient
cy is made up of the descendants of past Arbiters, with Mariner, who spent 12 minutes crossing the sky, though it
46
C areers
seemed to him 12 years. Children are told that the voice of shout on the corners and in the squares, decrying the
the Mariner can still be heard on the wind, crying in exulta- decadence of the populace and their devotion to flesh
tion and horror at seeing the world revealed to him. and vanity. Among the Pale Martians, prophets exhort
Trappings: Charts, navigational instruments, cere- their followers to follow the example of the moons, to
monial winged knife. shine brightly even if it means shining alone. Surtur’s
Fire Priests preach the scripture of the First Martians,
Priest read from the bands of hieroglyphs that circle the great
volcanoes. The populations of lost cities often cling to
their forsaken homes only because of misdirected piety.
Priests keep alive the embers of the old religions,
which are as essential and endangered as any fire on Maverick priests teach the worship of new gods and
Mars. Zeal and sacrifice are the tools of a priest. ideas. Their cults are often vital and devoted, though al-
ways small. There are always rumors of a new and dangerous
The priests of Illium are soldiers who go to war
prophet rallying wanderers in the desert and raising an army.
alongside their fellows. The Silks of Ziggur teach the
worship of the great wind spirits in the atmosphere Trappings: Scripture, on paper or tablet; tattoos
processor, and make offerings to it. In Vance, priests and piercings.
47
CHAPTER TWO: RULES
In Illium, the scholars of the University serve the Many servants are indentured, paying off a debt
state. In most other lands, scholars must practice other owed to or bought by their master. Others are members
professions or find wealthy patrons from among the noble of vassal families who have served a particular group
or merchant classes. Some scholars serve mercenary sol- of masters since time immemorial. In merchant cities
diers as both guides and the custodians of well-worn maps. such as Vance or even Chiaro, the customary robe of a
Not a few scholars find themselves trekking across servant is black, reminding him not to spend too much
the wastes in search of lost civilizations and the knowl- time dawdling in the sun.
edge they left behind. These dream of unearthing an- Some servants hold high social status, such as the
cient secrets, bringing to light that which none has architects who design cities and monuments. These ser-
dared stare upon in millennia. vants are often considered indispensable by their mas-
Trappings: Books of lost lore, letters written for others. ters, and the defection of one to another house, howev-
er legal, could ignite a deadly feud.
Soldier Thief
War-torn Mars is ever in need of soldiers. Whether Many are the thieves of dying Mars. For even now,
highly-trained professionals or rabble given spears and as the sands seek to claim the world forever, there
slings, soldiers are the hands and claws of every ruler’s are great treasures to be had, and great fortunes to be
strong arm. made. Some thieves are great dreamers, imagining one
The soldiers of Vance are mostly sellswords, their grand haul that will elevate them to the merchant or
units sponsored by the merchant houses. In Illium, they noble classes. Others dream of no more than a few ob-
are the personal servants of the Princess Invincible, sidian chits from a laborer’s pocket, enough to pay for
who often chooses her consort from among their ranks. tonight’s water and a simple bed.
Every citizen of that city must serve a term in the army. Thieves range from pickpockets to second-story
In Ziggur, the core of the army are the guards of Eu. All burglars to deadly brigands. They have no real organiza-
of the people of Surtur conduct themselves with mili- tion, but many know thief-marks, the secret symbols of
tary discipline, and the true warriors are legendary. their profession. These marks sometimes contain warn-
Many soldiers are mercenaries, the cause they serve ings, such as the presence of a guardian beast, or boasts,
varying by day and by coin. Mercenaries often travel across recording that a great thief looted this house.
Mars, seeking their water from a wide range of princes, Whether driven out of the cities or tempted by
priests, and warlords. The wealthy keep retinues of hired ancient maps they stole, many thieves eventually find
guards to protect against thieves and assassins. themselves drawn to Mars’ ruins and lost places. Those
Trappings: Sword and spear, flintlock pistol, occa- are the places of the greatest dreams, and the greatest
sionally armor. nightmares.
Trappings: Hidden blades, lock-picks, rope,
pry-bar.
50
Talents
Talents
Cunning Talents
ALWAYS A WAY OUT HIDDEN POCKETS
Despite the danger all around, you see a path to safe- You make an object disappear.
ty...at least for a little while. Trait: Cunning
Trait: Cunning Cost: Exert Cunning
Cost: Exert Cunning Effect: You may conceal a single hand-sized object on
Effect: You see a way to get out of immediate danger. your person. No inspection this scene will detect it.
Reaching it may still be a challenge.
IMPROVISED TOOLS
BRIBERY You’ve run into an unusual need...and found an unusual
You tempt an official into helping you. solution.
Trait: Cunning Trait: Cunning
Cost: Exert Cunning Cost: Exert Cunning
Effect: The official accepts your bribe. Effect: When you find you need a tool to practice one
of your Careers that you would not normally carry on
CHEAT your person, you can find an improvised alternative.
You don’t like the odds, so you make your own. LAWYER
Trait: Cunning
Your obscure knowledge of local law or culture lets
Cost: Exert Cunning you find a loophole.
Effect: You find an opportunity to rig a game of Trait: Cunning
chance, allowing you to pick one winner or one loser.
Cost: Exert Cunning
DISGUISE Effect: When in trouble, you may ask the GM to tell
you a local law or taboo that can help. (Feel free to
With a few simple tricks, you take on a new identity. make suggestions about what it is.)
Trait: Cunning
Cost: Exert Cunning VOUCHSAFE
Effect: For the rest of the scene, you convince witness- You know your people... and can convince them to hide
es that you are who you appear to be. You can take on you.
the identity of a real person, but may still need to roll to Trait: Cunning
fool those who have met them.
Cost: Exert Cunning
Effect: You convince a person who shares part of your
Origin (such as the Streets or the Bazaar) to hide you
from pursuers or investigators.
Forceful Talents
DANGEROUS REPUTATION DEMOLISH
You disclose your identity, and sow fear in the hearts of With fists or weapons, you smash through an obstacle.
those around you. Trait: Force
Trait: Force Cost: Exert Force
Cost: Exert Force Effect: If you could normally destroy an object within a
Effect: By revealing who you are (either by name or few hours, you may destroy it immediately instead.
talked-about past deeds), you intimidate those you
reveal your identity to.
51
CHAPTER TWO: RULES
Graceful Talents
ACROBAT SHOWOFF
You leap and tumble with almost impossible finesse. You do the impossible, and you make it look easy.
Trait: Grace Trait: Grace
Cost: Exert Grace Cost: Exert Grace
Effect: You can make a leap or handle a fall without Effect: When making a Grace roll, add a d12 to your
any adverse effects. pool and a d8 to the opposition.
FREE RUNNING
You sprint through buildings and past obstacles as
easily as down an empty street.
Trait: Grace
Cost: Exert Grace
Effect: Run unhindered by what’s in your way. You
can escape most pursuit or catch most quarries easily,
and on the rare occasion you can’t, you gain a d12 to
try.
52
Talents
Career Talents
Adept INVISIBLE BLADE
By taking advantage of distraction or the cover of
darkness, you can slip your blade through the best of
DOWSING defenses.
You are able to feel the presence of a certain natural- Combo: 1 Strike, 1 Stunt
ly-occurring phenomenon. Cost: 1 Stunt
Cost: Exert Career Effect: This Talent can only be used when previously
Effect: Your character can detect the presence of a hidden, or after Stunting behind your opponent. When
specific item within 10 miles, and its exact location with- applying your Strike die to an opponent, you choose
in a mile. When dowsing, the character must say what which Parry die they use against your attack.
she is looking for, such as water, photonic sand, volca-
noes, radium, krem, etc. Dowsing can be used to find SLIP THE KNIFE DEEPER
specific items, such as “Hilarity’s krem stash” or “Tess’s
water ration”, but the GM gains a Misfortune die. You use precision instead of force when striking, able to
find vulnerable areas or vital organs in a swift strike.
PSYCHOMETRIC MASTER Combo: 2 Strike
Cost: 1 successful Strike
You are capable of sensing histories without the need to
touch your subject. Effect: Deal an additional Strain with close-combat
weapons.
Trait: Force
Cost: Exert an additional Career TASTE OF POISON
Effect: When activating a psychometry power, you do
not need to touch the subject to learn its details. Your You know the tools of your trade well enough to recog-
character must still be able to see and sense the subject. nize poisons.
Trait: Cunning
TELEKINETIC CONTROL Cost: Exert Career
Your mental strike is powerful enough to move oppo- Effect: You can identify any poison, including know-
nents as well as deal damage. ing where it came from and who is likely to use such a
poison.
Combo: 1 Strike, 1 Stunt
Effect: When using Telekinesis to strike in combat, also
move the opponent up to one space in any direction. Astrologer
WINDSPEAKING FOREORDAINED
You can commune with ghosts. You have seen the future, and know exactly what to do.
Trait: Grace Trait: Force
Cost: Exert Career Cost: Exhaust Career
Effect: You can do one of the following actions: allow Effect: You gain one piece of information pertaining to the
a ghost to inhabit your body and speak through your plot, specifically what action to take next or how to solve
lips, allow a ghost to manifest and communicate with a problem.
those who are present, or ask the wind spirits to guide
your hand, giving you a bonus die to use on any action
in combat this round. MASTER ASTROLOGER
Your predictions are accurate, even with minimal
Assassin information.
Cost: Exert Career
Effect: When creating a horoscope for a person, you
BLEEDING CUT only need to know their birth name. Additionally, when
Your strike opens arteries and leave lasting damage. performing a ritual divination, the character gains a
single die step above what she normally would, based
Combo: 1 Strike on the information she has about her subject.
Cost: 1 successful Strike
Effect: You inflict a -1 penalty to the opponent’s
Resolve Roll during the Break for the rest of the combat.
53
CHAPTER TWO: RULES
PORTENTS SEDUCTION
You predict someone’s doom. You know all the right things to say and do.
Cost: Exert Career Cost: Exert Career
Effect: You make a prediction of doom about your Effect: You seduce your intended target into spending
subject, which then comes true before the end of the the night with you. You can either gain a single secret
session. from her, or prevent her from taking action in the time
you are together.
QUICK READ
After speaking with someone for a short amount of time, WHISPERED SECRETS
you can do a quick reading, giving you an advantage You can gain even the most well-kept secrets within a
over them. single night.
Cost: Exert Career Cost: Exhaust Career
Effect: After having a conversation with someone, you Effect: You spend an evening with a person and learn
can quickly consult the stars to gain a single piece of their deepest or most carefully-held secret.
information about them.
Entertainer
Cavalier
DISTRACTION
FAST FOOTWORK You put on a performance that distracts those watching
You are able to move quickly across a battlefield you.
Combo: 1 Parry, 1 Stunt Cost: Exhaust Career
Effect: You can move up to two spaces on the map for Effect: You entertain a group of people, which
each Stunt die. distracts them from noticing other actions. Allies acting
outside your performance gain a Windfall die to their
FLASHING BLADES actions.
You put on a show with your weapons, impressing those INSPIRATION
who see you.
Cost: Exert Career Your performance inspires people to action.
Effect: You make a display of your swordwork, which Cost: Exhaust Career
impresses and pleases those watching. Effect: Anyone watching your performance is inspired
to take an action you have encouraged. If they were al-
MOUNTED COMBATANT ready inclined to take this action, they gain a Windfall
die when enacting it.
You are skilled at fighting while mounted.
Cost: Exert Career IMPRESSIVE PHYSIQUE
Effect: You gain an additional point of Speed for this Your physical training, either as an acrobat or a gladia-
turn while mounted. tor, impresses and intimidates those around you.
Courtesan
Cost: Exert Career
Effect: You flex your muscles and show off your body,
which intimidates those who are watching.
ACCEPTED EVERYWHERE
KEEPING UP WITH THE NEWS
You are particularly welcome in polite society.
Cost: Exert Career You are a source of news, and it finds its way to you
quickly.
Effect: You gain entrance into a social function, high- Cost: Exert Career
end establishment, or party without challenge.
Effect: You learn the latest and most up-to-date news
IMPORTANCE OF CEREMONY for the area you are in.
You are well versed in ceremony and social ritual.
Cost: Exert Career
Effect: You know exactly what to do in a social situ-
ation, even obscure social rituals that might otherwise
embarrass or trip up others.
54
Talents
Fixer Merchant
COBBLE TOGETHER APPRAISAL
You can fix something on the fly, though it will likely You know the value of an item.
need further repair in the future. Cost: Exert Career
Cost: Exhaust Career Effect: You know what an item is used for, and its
Effect: Your character can modify or fix a single item im- going rate on the open market.
mediately, and it works perfectly for the rest of the scene.
GOOD DEAL
DIRECTOR You negotiate a good deal for buying or selling.
Your expertise allows you to direct others to assist you Cost: Exert Career
better.
Effect: You set a reasonable price for selling or buying
Combo: 1 Work, 1 Research and Ritual an item, which your patron willingly accepts.
Cost: 1 Work
Effect: You enable one ally to apply Strike dice as WELL-TRAVELED
Work dice for this phase of the fixing.
Traveling is common in your trade, and you know the
ins and outs of even the tiniest towns.
I MADE IT, I KNOW HOW IT WORKS Cost: Exert Career
Only you can unlock the full potential of your own Effect: You know the layout of whatever city or settle-
construct. ment you happen to be in, and can find your way easily.
Cost: Exhaust Career
Effect: Activate the Benefit effect on a piece of equip-
ment your character made, repaired, or assisted in
Noble
making.
COMMAND RESPECT
MASTERCRAFTER Your noble demeanor forces others to pay attention to
Fixing comes easily to you, making actions easier. you.
Cost: Exert Career Trait: Force
Effect: Gain an additional die for this fixing action. Cost: Exert Career
Effect: Others must defer to you in a conversation and
Laborer are unwilling to show you disrespect.
SCRAPPER
Your strength lends itself well to close combat.
Cost: Exert Career
Effect: You deal an additional point of Strain with
unarmed Strikes for the rest of scene.
55
CHAPTER TWO: RULES
Physician Priest
EXPERT TREATMENT CALMING PRESENCE
Your healing touch reduces the aches and pains of the You know how to ease other’s minds.
injured. Cost: Exert Career
Cost: Exert Career Effect: You calm a person or a group, preventing them
Effect: When using the Treat Wounds action, your from taking rash actions.
character removes one additional Strain from her pa-
tient, and reduces the time it takes to treat by one hour. RITUAL FERVOR
QUICK TREATMENT You perform a religious ritual that incites others.
Cost: Exert Career
You can quickly patch up a wound to get people back
on their feet. Effect: Your ritual raises emotions and whips others
into religious frenzy. You can give the group a specific
Cost: Exert Career goal, which they will attempt to achieve when the ritual
Effect: During the Break phase of combat, you can al- is finished, or you can simply incite high emotions with
low one ally to reroll her Motivation die at a +1 bonus. no focus.
56
Talents
Scholar Soldier
FORGE DOCUMENTS DEADLY FORCE
You can make documents look authentic to fool Your training makes you a deadly combatant.
authorities. Cost: Exhaust Career
Cost: Exert Career Effect: Gain a +1 bonus to all Strike dice this action.
Effect: You make a convincing forgery of an official This Talent is activated after the dice are rolled, but
document. before Clash of Steel begins.
Servant
CHARLATAN
BLADE CARRIER You can convince anyone you’re telling the truth.
You always have a weapon or tool on hand for your Cost: Exert Career
master. Effect: You convince listeners that you are telling the
Cost: Exert Career truth about a situation, even to the point of believing
that anyone who tells a different version of the story is
Effect: You can say that you happen to have an ap- lying.
propriate weapon or item on hand to use for a special
occasion.
PICK POCKET
THE BACK DOOR You have light and quick fingers, able to relieve people
of their belongings without notice.
You know where the back doors and servants’ entranc-
es are on most houses. Cost: Exert Career
Cost: Exert Career Effect: You are able to take a single item from the
pockets of your target without anyone noticing.
Effect: You know a secret entrance into a house or
estate.
SNEAK
UNOBTRUSIVE You keep to the shadows, avoiding guards or other
unwanted attention.
People don’t notice you, and will say things they
wouldn’t normally in the presence of others. Cost: Exert Career
Cost: Exert Career Effect: You are able to bypass notice as long as you
do not engage another character for the rest of the
Effect: You listen in on an important conversation with- scene.
out being noticed.
57
CHAPTER TWO: RULES
Paths
PATH OF THE BARBARIAN PATH OF THE COWARD
1 Experience: Defy local law or custom. 1 Experience: Escape danger by running from it.
2 Experience: Overthrow a local law or custom. (Maximum once per session.)
2 Experience: Escape danger by running from it and
PATH OF BLOODY KNIVES endangering another character.
1 Experience: Defeat a threat by killing someone, or PATH OF THE DECEIVER
several someones.
2 Experience: Slay a person or beast mightier than 1 Experience: Deceive another character.
you. 2 Experience: Deceive another character against
substantial evidence.
PATH OF THE CONQUEROR
1 Experience: Increase in power or prominence.
2 Experience: Rise to a position of significant
leadership.
58
Paths
59
Valencia,
It’s been awhile.
No, that’s stupid.
I’m sorry I didn’t say goodbye. You would have tried to talk me out of it. You were always
telling me what to do.
No, too accusing. Darla kicked hard against the wagon, just above where I was sheltering
(hiding) in the lee of the wheel. I staggered up and shook the sand out of my scarf. She’d torn
her harness free and was running around loose, getting the other aepys riled up.
The dust storm was lifting, but maybe she didn’t like those forms that were weaving through
it ahead of us. There was already smoke on the wind, and I could hear fire snapping behind me.
Before I even turned, I knew our lamp oil was going up in flames.
I miss you, I love you, I’m sorry.
Independently, a raiding party and a pair of machaira had picked this moment to menace
our caravan. And, apparently, the cats were already among the pigeons. Some aepys were
furiously biting their way out of their ropes, and showing the raiders their spurs, while the
raiders tried to pacify them long enough to actually rustle them. The horus was already dead.
The machaira were ganging up on an oleph that had run out of room to retreat. And our
navigator was literally on fire.
Valencia, I wanted to be a cavalier. Someone with a name you’d recognize if you read it in
the papers.
I used to be a soldier, which is less helpful than you might think in a disaster. I’m still not
used to being the one who’s supposed to give orders. Really, I just yelled as loud as I could, and
let the aepys continue menacing the raiders while we drove off the machaira. It wasn’t much of a
fight, one was already dragging the quartermaster away, and the more stubborn one eventually
followed. The oleph was still standing, sort of. Not fit to pull a caravan for a few months, but
they might live long enough to recuperate in a town.
Half the caravan was burning, which is well enough, since the raiders made off with the
most tractable of the aepys and we were down several pack animals. A quarter of the travelers
were dead or wounded, and the doctor was looking at me like I’d done her a personal wrong.
Perhaps her and the quartermaster had been close.
Valencia, we didn’t win, but we didn’t lose. I’ll be back someday. I can’t ask you to wait
for me, but please wait. I’ll come back.
I’ll send it soon. Valencia deserves to know what happened. She might think I’m dead. I’ll
pick up some paper when we pass through the next town, maybe tomorrow. Maybe borrow a
clay pencil from the doctor. She’s always chewing on the end of one. I’ll write it tomorrow.
In its last days, Mars yet boasts a dazzling array of peoples and cities. From many-spired Illium to ill-omened
Ziggur, the world’s last inhabitants build and feud and rush heedlessly toward the end of history.
Peoples
Mars is home to hundreds of distinct peoples and Red Martians claim to be the direct descendants of
cultures. Some of the peoples share physical similarities the First Martians, making them superior to both their
and ancestry, though their cultures define them in ways distant relatives, the Roundheads, and the Pale Martians.
that make them completely alien to each other. Mars They have long since abandoned the ruined cities of the
was once teeming with life, and fringe populations of all First Martians, and leave those strange wonders to the
kinds still populate its dusty corners. Pale Martians. Both groups look upon the Red Martians
62
Peo ples
The People of the Labyrinth dark city lit to dazzling beauty with brightly glowing
flowers and lichen. While not all stories and rumors
The rumors are many and varied. Cannibal tribes run about the area can be believed, most Martians are
by a magical woman, people who can create water out of certain the Reds living in the city are still there in
nothing, glowing plants and animals that give any who eat some form or another.
them mystical powers. I’m going to find out for myself what
lies in the Labyrinth of Night once and for all.
The Qans and Ozaks
– The last entry in the diary of Diokel, explorer They kill us, we kill them. It is a war older than any
Soon after the First Martians disappeared, as the of us, and I’m not even sure why it’s going on. All I know,
Red Martians made their way across the planet to set- is that if I don’t do something first, it will be my body that’s
tle cities, a group of voyagers made their way into the burning in the field to keep the fungus at bay.
Wyeth Valley. They did not make contact with the – Serenai, Clan Chieftan of the South Plains Ozaks
Wyeth, but instead traveled far to the northernmost Long ago, on the plains of Cimmeria, reigned the
tip of the canyon, a place where the sun cannot great Qan Empire. At the height of the Qans’ pow-
reach, and found a wondrous landscape of lumi- er, they ruled over the Ozaks. The Ozaks were
nous flora and fauna. They built a city there farmers and sometimes sellswords, but all their
and lived in a perpetual twilight within the efforts went unwillingly towards the
glowing cavern. As the years passed and the service of the Qans. The Qans
city became prosperous, trade between the did not even bother to grow
Red Martians and the Wyeth flourished, their own food, instead tak-
despite the Wyeth’s misgivings about the ing what they needed from the
Reds living so close to their homeland. Ozaks. The Ozaks sought ways to
One night a bright light fell from the free themselves, and had even begun to
sky and all communication between the organize a resistance when the presence
Red Martians in the Labyrinth of Night of the purple fungus was first noticed.
and those outside was shut off. Some No one really knows where the fungus
claim the Reds in the Labyrinth all died came from, or how it first spread along the
that night and the city they built is a vast Cimmeria plains, but its presence gave the
abandoned wasteland. Others claim the Ozaks the leverage they needed to rise up
light was the landing of an alien creature against the Qans.
from the amber star, Venus. Those who The first reports of dead bodies rising
have traveled to the Labyrinth since then from their graves sent cities all across the
come back with wild stories. One described Cimmeria plains into a fearful frenzy. The
an indoctrinated people who devoutly Ozaks took advantage of the heightened state
worship alien gods under the sway of a of paranoia and turned on their masters. Of
Venusian witch-queen, who attempted course, those dead bodies also rose from the
to control her through magic before grave to eventually infect more people with
she made a daring escape. Another the fungus. Soon the Qan blamed the Ozaks
told a tale in which he discovered a for the phenomenon and they declared war.
nearly-abandoned city with a giant
monolith in the center, one whose With most of the Qans’ infrastruc-
construction he could not deter- ture lost to the Ozaks, including food
mine and that was vastly different and grain stores, the Qans took to raid-
from even First Martian artifacts. ing Ozak camps to steal necessary sup-
Yet another told of barely surviving plies. And where the bloodshed went,
a strange tempest within the can- the fungus followed. Within a single gen-
yon and being nursed back to eration, the Cimmerian plains were cov-
health by a Red female in a ered in the fungus, and the Qan and Ozak
survivors learned to compensate for the
A RED MARTIAN fungus. Still, to this day, when any of the re-
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CHAPTER THREE: CIVILIZATION
maining Qan or Ozak people meet one another, it ends ogy, and spend a great deal of time searching out and
in bloodshed, which only serves to feed the fungus. learning about all they can find. Some Roundheads
The Ozak people have always been very practical, make pilgrimages across Mars to visit and enter every
with roots in hard work and suffering for their people. single atmosphere processor on the planet, hoping to
All Ozaks train as warriors, as well as any other duty gain enlightenment through their journeys.
they may perform for their clan. When an Ozak is The Roundheads are named such because their
too old or injured to continue fighting, she retires to brains have grown to such a prodigious size that they
a monastery and devotes her life to religious callings. forced a deformation of the skull and bleaching of the
The Roundheads
skin. The shapes of their heads are not unlike those of
the Skarruts, but their foreheads bulge queerly, as if
an alien brain mass throbs beneath. They often deco-
An extraordinary group of people that showcase the rate their heads with ornate mathematical tattoos and
Red Martian strengths. They have a few non-standard symbols.
appearance issues, but their mental capacity is definitely Roundheads can be found in any of the Red Mar-
beyond anything we have seen with any of the other tian populations, though they gravitate towards one
Red Martian subgroups. Simply astounding. another, seeking out like-brained individuals. All
– Excerpts from Tiendle’s “Anatomy of a major Roundhead monasteries are situated in or
Martian” near atmosphere processors, including the larg-
est and most famous such settlement, Ziggur.
Roundheads are a brilliant group of Red
Martians. Like other Red Martians, they
maintain direct lineage to the First The Pale
Martians, though they claim their
intelligence and mental capacity
Martians
make them the true heirs to the Tall, strong, lean, the perfect specimen
First Martians. They believe they of Martian anatomy. The adaptation of
are entitled to respect and defer- the third and fourth upper limbs lends
ence from what they refer to as lesser a grace of dexterity lost from all other
Reds because of this. They disdain the groups of Martians. Their intelligence
Pales’ similar claim and do not rec- and steadfastness is clearly a great
ognize the Pale Martians as actual asset that only assists their superior
descendants of the First Martians physique.
at all.
– Excerpts from Tiendle’s Anat-
Roundhead society is omy of a Martian
built on the idea that they
are the only ones who still The Pale Martians are a
know and understand group of disciplined and grace-
the practices of the ful people with long memories.
First Martians. They They believe they are related
spend much of their to the Red Martians and are de-
time practicing and train- scended from the First Martians.
ing the mental arts. Some Round- Their numbers are small and they live
heads spend their entire lives around at- only in the ruins of the First Martian
mosphere processors, believing the pure air cities. They claim to be faithful heirs
found there enhances their faculties. They of the First Martians, the Reds hav-
claim to be able to maintain and operate ing abandoned their past to live
the processors, though few Martians in their own city-states.
would know if that were true. Pale Martian society is rig-
They practice a nearly slavish idly divided into societal roles.
worship of First Martian technol- A ROUNDHEAD Pale children are agendered
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and do not even have proper names — instead having issue. They do not dislike these people, but instead
temporary “egg names” — as they go through rigorous feel superior to them. Some Pale tribes can be found
training. Training of Pale Martian children follows along the vast Wyeth canyon trading their services as
a militaristic pattern in which children are sorted by mercenaries for food and Wyeth gum.
aptitude and trained from very early on to fit a single Pale Martians are aptly named, with nearly white
gender and social role. Once the child reaches majority, skin and glossy, flowing black hair. They are tall people
it has the option to choose a new name or keep its egg with four arms; a longer upper pair giving them great
name. In most cases, the final role is decided through reach, and a dexterous lower pair making them skilled
lineage, though some children may have the potential fixers.
to join a more prestigious caste, such as the military,
during assignment. Once a role has been assigned, the Their cities are named after emotional states and
Pale Martian is expected to remain in it for the rest of character traits, such as Anger, Crisis, and Foresight.
their life. During training and assignment, Pales are ex-
pected to take on a personal scholarly project in which
they learn to under-
stand and preserve
the knowledge of
the First Martians
in some way.
While their
society is not com-
pletely military,
most Pale Martian
cities operate un-
der martial law. The
culture of the Pales
is generally more uni-
form than that of the
Reds, but the divisions
between city-states and
their leaders are sharp.
In general, Pales disdain
Reds for betraying their
heritage, but they are not
above working with them if
the need arises. In the city of
Surtur, the Pales live along-
side the Reds, but only because
the Fire Priests have forged a
culture based on Pale beliefs
that bind the two groups
together. They tend to
look at other popula-
tions in a condescending
light. While the Skar-
ruts, Wyeth, and Zaius
do not uphold the First A SKARRUT
Martians’ ideals, they
are also not descended
from them, so it’s less of an
A PALE MARTIAN
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CHAPTER THREE: CIVILIZATION
The Skarruts who have earned scars or broken scales. For this rea-
son, they consider it fashionable to scar themselves af-
ter battle, or after great achievements, to show off their
I learned in my travels that though the Skarrut people accomplishments. Generally, the older a Skarrut is, the
seem to be always in someone else’s employ, they are not a more scars she will have to show for her life.
The Wyeth
docile folk. No, not tamed, simply doing a job and doing it
well. When I see them, I always say a small prayer to the
stars that their job doesn’t have anything to do with me.
– Diary entry from Kiu, Zodiac sky ship operator The Wyeth women pose an interesting quandary.
Within the walls of Skarras live master stone ma- They refuse to sit still long enough for a study, so we must
sons and crafters. World-renowned for their stone craft, only report what they tell us. Which is simply that they are
the Skarruts are also widely admired for their art and Martians, and as the trees. Further study is needed.
architecture. The Skarruts are a graceful and proud – Excerpts from Tiendle’s
people, yet they live under an ancient, crippling “Anatomy of a Martian”
debt that renders their city-state in a constant The Wyeth are a nation of sentient plant-
state of need. The city-state must hire its people like women. They make their home in the
out to gain revenue to pay back all it owes, and Wyeth Valley and are believed to be one of
every Skarrut is expected to take on at least the very few indigenous Martian species.
one job for the city in her lifetime. The Wyeth are a proud and secretive
Skarruts are skilled stone crafters and people, rarely inviting outsiders into
their art is highly praised and valuable. Be- their home, though they are happy
yond that, they create masterful works of to trade krem, Wyeth gum, and
architecture, sometimes art in their own food to their neighbors.
right. Their stone cisterns are modern The Wyeth only leave their lush
wonders of aquaculture, eking water out forested valley to travel Mars as a type
for a network of minor canals and irrigation of fertility rite. Few know the true na-
ditches from the northern pole. ture of the activity, though it is believed
The Skarruts fashion superb slings from the that the Wyeth require several years in
tough leather of a yummoc, and are unique- the harsh Martian environment to reach
ly built to employ various stone ammunition sexual maturity. Other Martians simply
with deadly aplomb. They craft a variety of refer to them as the Wyeth women. No
rock ammunitions; obsidian to shatter and one other than the Wyeth knows if
fragment, tungsten for stunning, red jade they have a true gender, though they
for piercing. Their elite slingers use pole present in the typical fashion of other
slings, but these rare wood weapons are female Martians.
awarded only to the best. Skarrut pole In truth, the Wyeth are agendered
fighting is a beautiful art of defense and sub- conditional hermaphrodites. Young
duing, involving not only the pole and the Wyeth have female sex organs, but do
body of the Skarrut, but the sling itself on not present secondary sex characteris-
the pole for tripping, binding, and distrac- tics and will remain that way unless they
tion. leave their forests. Upon leaving the
Skarruts are lizard-like in appear- forested valley, they develop secondary
ance, with golden scales and long, strong sexual characteristics indicative of fe-
arms. They are at a height similar to Red males. Over a period of several years, they
Martians, though they rival the Wyeth develop male sex organs, and the ability
for strength and fortitude. The to present secondary sexual
Skarrut people are proud of characteristics indicative of
their warrior heritage and tend males. During that time, the
to look with admiration on any A WYETH Wyeth makes her way doing
66
Peo ples
itinerant work as a trader or a mercenary. Some take up extraordinarily intelligent and create some of the most
a calling to be priests and encourage the restoration of fantastic architecture on Mars. They are renowned for
Mars to that of their lush forested home. being physicians, priests, and fixers, and when their
Wyeth society is dictated by the roles the women caravans come near towns, people flock to them for all
must take on at any one time. In times of peace, the sorts of trade. Some city-states even dedicate festival
Wyeth may be content to reproduce and gather wealth days for known Zaiu arrivals.
for their families, and the societal roles will include The Zaius are a people who love pomp and circum-
those who provide sustenance, security, and guidance stance. Once a year each caravan sets down roots for
and those who provide seed and reproductive capabil- several days to repaint the brightly-colored patterns on
ities. In times of trouble more of the Wyeth may take their wagons as a way to remember the past. The paint-
up the role of warrior or hunter, setting aside reproduc- ings represent an im-
tion for a time to ensure the safety of her tribe. Each role portant part of his-
is just as revered as any other and Wyeth often choose tory, and as they
based on the needs of the group at the time. Those who paint they tell
choose to leave the forest for reproductive maturity are stories. Even the
expected to bring back new knowledge and techniques Zaiu children
for the betterment of society. Those who remain serve are expected
as the leaders and decision-makers for the group. Those to put on pag-
who gather food and Wyeth gum for use and trade, or eants display-
those who take up arms to protect the forests, are seen ing all they’ve
as wise, and their opinions carry great weight in decision learned in the
making. Despite all this, different tribes of Wyeth can previous year
be factious and prone to conflict among groups. They during this
present enough of a unified front to other Martians to fes-
form mutual defense pacts with some of their neighbors.
Wyeth are tall and slender, with dark, bark-like
skin and green or brown hair like sagebrush. They are
enough like other Martians to eat the vegetables
and fungi that form the staple diet of other peoples.
The Zaius
I’m glad they are peaceful enough when
they come through on their caravans. Could
you imagine fighting one? I mean, they
ride through dust storms and face
down ghosts for fun.
– Diary entry from Diona,
Vance city guard
The Zaius share some ancestry
with the Red and Pale Martians, yet
none claim to be descended from the
First Martians. The Zaius are a nomad-
ic people, traveling the dusty
wastes from one watering hole
to another in large caravans
of wooden carts and dust rid-
ers. Despite what appears to be a
poor and humble life, the Zaius are A ZAIU AND CHILD
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CHAPTER THREE: CIVILIZATION
tival. While the celebration is one of Zaiu tradition, as it lies in the heart of the Nowhere Plains, guarded
outsiders are welcome to come and enjoy the spectacle by deadly sandstorms. When they come together, the
if they can make it. Zaius spend an entire fortnight repainting and sharing
No festival is as great and spectacular, though, as stories among the caravans that could make it. Outsid-
the great meeting in the desert. This festival happens ers may be welcome, though only those who come with
once every four years, when all the Zaiu caravans at- a caravan have any hope of finding the place.
tempt to meet at the Fourier Spire, the single largest Like the Red and Pales, the Zaius are a higher ape,
and most complex monolith on Mars. The Zaius claim though larger, stronger, and faster than their distant cous-
that their ancestors created the construct using com- ins. An adult Zaiu walks about seven feet erect. All but
plex mathematical equations, though the veracity of their faces are covered in hair, the color and pattern of
that claim can no longer be determined. Either way, which varies by family. While they walk upright, a sprint-
the Zaius have painted the whole structure from top ing Zaiu will run on all fours, and can attain great speed.
to bottom with the entirety of their history. Few other They like to adorn themselves with jewelry of beaten met-
than the Zaius even know of the structure’s existence, al, which is hung from braids all over their bodies.
68
Rel ig i on s
Religions
The people of Mars are a superstitious lot. They at- stars astrology, but it’s not a belief, so much as a prac-
tribute much of what they don’t understand about their tice. Everyone practices astrology, though only trained
world to higher powers or ancient designs. Those higher priests can accurately measure and glean true meaning
powers are not always gods, and the ancient designs are from the stars. Even young children know some of the
not always recognized as technology. For the current most constant stars, and can map their trek through
inhabitants of Mars, the First Martians, their legacy, the sky with little difficulty. The people generally follow
and the technologies they left behind are mysterious one or two stars across the night sky, using those stars’
enough to warrant veneration. Below are only a few placement to influence their decisions.
examples of the multitudes of different beliefs on Mars. The highest priest, and the supreme astrologer, is the
Astrology of Zodiac
Arbiter. The people of Zodiac say that he understands the
stars with such precision that his will is law in heaven and
on Mars, though his word as law generally only spreads
The people of Zodiac look to the stars for wisdom and
as far as Zodiac and its surrounding lands. The Arbiter’s
guidance in their daily lives. The stars are not gods, though
word rules the city of Zodiac, and his interpretation of the
many of the people of Zodiac anthropomorphize them as a
stars keeps the city moving smoothly. His priests spread
way of trying to understand their messages. To outsiders,
his word throughout the city and relay his interpretations.
the city of Zodiac may appear to worship the stars, but this
Each sky-ship in Zodiac’s enormous fleet houses at least
is not completely accurate. Zodiac’s religion is built on rev-
one astrologer-priest for guidance and protection in battle.
erence for the stars and their movements in the heavens.
The stars play such a huge role in Zodiac’s daily busi-
All people of Zodiac conduct business and make
ness that legends surrounding them are extremely com-
important life decisions based on the movement of the
mon. One such legend relates the story of the creation
stars. They plant, harvest, trade, stockpile, and make all
of Zodiac. In a time before the Arbiter and astrology, the
economic and military decisions based on the placement
people of Mars refused to pay heed to the stars and their
of the stars in the sky above. The city has prospered in
alignments. The stars moved and danced in the heavens,
this way for centuries. Zodiac’s religion doesn’t really
attempting to gain the people’s attentions, but few knew
have a name. The people reverently call analyzing the
what they were seeing. Time after time, the stars attempt-
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CHAPTER THREE: CIVILIZATION
70
Rel ig i on s
kingdom; in exchange for her generosity, they were her The Fire Priests see crafting and making as gifts
eyes and ears. Her rule was a time of unprecedented from the gods, and their metalworking is viewed as the
peace and prosperity for her empire. In the end, she purest form of dedication and worship. The works of the
feared the power she wielded would corrupt her, so she miner and the artisan are sacred above all things, their
left this world, taking her serpent with her. arts dedicated to the great ancestors. Priests are usually
Whatever might have remained of the Damsel’s artisans and master crafters who oversee large shops of
empire is long since buried beneath the shifting sands, apprentices. Some members form monastic orders, iso-
lost to time. The disciples and those who followed the lated from the rest of Surtur to produce metalwork that
Damsel remained, and created a church surrounding follows principles of sacred geometry. Outsiders might
her teachings. Power over the Church resides with the call this work decorative, but for the Fire Priests, the act
Matriarch of Battlehymn, who oversees a network of of forging is an act of divination.
temples and monasteries across large parts of Mars. The Fire Priests rule Surtur as a theocracy. They
Some say the Matriarch is the Damsel in disguise, claim to divine the will of the ancestors in the flames
using anonymity to keep herself separated from the and molten metal of the forges, and guide the people
power her followers would inevitably bestow upon her. through these acts. Their chief holy site is the First
Others say the Matriarch is in contact with the Dam- Forge, the place where ancient Martians alloyed metal
sel, and enacts her will as best she can. Either way, the for the first time. The city leaders are not just a cabal
Matriarch is the supreme power for the church, and her of priests sitting about divining meaning from fire. They
words are law for the clergy. The Church is still dedicat- have a regimented hierarchy overseen by a council of
ed to ministering to the poor, but has opened its doors five of the most talented and educated Fire Priests.
to wealthy patronage once again. The Matriarch dwells Each council member is in charge of one level of bu-
in a golden palace on a hill, and the monasteries and reaucracy within the city: military, economy, civic mat-
temples of the Damsel are among the most beautiful- ters, crafting, and mining. Below them, myriad priests
ly-decorated holy sites on Mars. in different offices run the day-to-day affairs of the city.
The church has a tradition of spreading the Word Religious ceremonies are regimented, with specific
of the Damsel through missionaries, and those who times of day dedicated to worship during which the en-
take up the sacred duty belong to the order of the Exalt- tire city seems to cease functioning as the people stop
ed Missionary Sisters. These priestesses train to speak what they’re doing to kneel and stare into the flames
with the Voice and go out into the world to teach and for contemplation. Once a week, everyone is expected
spread the word. As travel around Mars can be danger- to attend temple, though temple services are held daily
ous, the Missionary Sisters are battle-trained warriors. to stagger between worship and sacred work. Everyone
The Church is organized in a military fashion, and their in the city works. Even the high council can be seen
priestesses are so well-known for their military prowess every once in a while working the mines or in a lowly
that few people willingly cross their paths. shop’s forge to spread teaching in a personal manner.
Chaplains work daily beside the miners pulling the sa-
Fire Priests of Surtur cred metals from the earth and blessing those who find
rich veins. The priests of Surtur aren’t afraid to get their
While many Pale Martians revere the First Mar- hands dirty, though they don’t see the grime of mining
tians and seek to learn all they can about their ancient and metalworking as dirt at all.
ancestors, the Red Martians of Surtur have taken that
reverence and turned it into full-on worship. In Surtur, Initiates of
the people view the First Martians as gods. These dei- the Labyrinthine Mysteries
ties walked the face of Mars and laid the foundation for
all of society to follow for millennia. The Fire Priests The people living in the dark reaches of the Laby-
lead the people in this worship, believing that the city rinth of Night are deeply entrenched in the teachings
of Surtur is the only place that still practices the true and ways of the witch-queen. The people of the Lab-
teachings of their gods. The jump from Pale Martian yrinth cannot see the sky or the stars, but they know
reverence to Surtur worship is an easy one to make, and of the amber star, and know it is named Venus. The
may account for the integrated citizenry of Pale and witch-queen has taught her people about the ways of
Red Martians that makes up Surtur’s society. Venus and her own gods, leading them in a worship of
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CHAPTER THREE: CIVILIZATION
deities from a far distant world. Many of the people of enters the seedling, giving it consciousness. This soul is
the Labyrinth mistake her gods for the people of Ve- made up of many Wyeth who came before. The Wyeth
nus themselves. They go so far as to believe the witch- is then made whole and can be born of the seed pod.
queen herself is a god come to Mars to liberate them in When the Wyeth eventually dies, her soul returns to
its dying hours. the jungle, reuniting with the rest. The Wyeth do not
The witch-queen is reclusive and secretive, and mourn the seed pods that do not flourish, as they clearly
rarely allows anyone to enter her fortress in the cen- were not ready to house the Wyeth souls.
ter of the city. She does nothing to dissuade the belief Young Wyeth are deeply attuned to the jungle,
that she is a goddess, and often uses that belief to her and at this time, it is the easiest to learn the ancient
advantage when exhorting her people to do things they art of tree speaking. Only those Wyeth thought to be
cannot understand. The cult that has arisen around her possessed of old and wise souls are chosen for training.
is loyal to a fault. Her moods dictate their every action, Most Wyeth are thought to be born of conglomerates
from when they can travel, harvest the glowing plants, of the sentient souls of the jungle, and do not have any
or even rest. They refuse to act unless she has given recollection or sense of their previous lives. The Wyeth
explicit permission. This behavior has roots in a legend believe that this connection to the jungle is what pre-
of early days in which people attempted to flee the city vents the young from developing the appropriate sex
after the witch-queen first arrived, and she smote them characteristics for reproduction. While the truth per-
all down one by one for fear that they would reveal her haps lies in the need for the drier and harsher Mars
secrets. climates, most Wyeth report losing whatever tenuous
Despite her secretive nature, the people often wit- connection they once had to the trees when they leave
ness the witch-queen’s power. She seems to be capable the jungle. For this reason, those chosen to speak with
of influencing water, keeping the city in a constant state the trees never leave the jungle to reach sexual maturi-
of abundance, and even causing rain when stores get ty. They are called Life Speakers, and have an honored
too low. She is credited with the health of the crops and place among the Wyeth. Usually, only one Life Speaker
herds, and when the city falls on hard times, the citi- is present in any single generation, with several initiates
zens drown animal sacrifices in her honor. Much of the waiting to take her place when she dies. Life Speaker
Labyrinth and the fortress the witch-queen lives in is a training is a secretive practice, and potential initiates
mystery to its inhabitants. The people of the Labyrinth remain cloistered with the current Life Speaker until
whisper that those who prove themselves loyal and de- she dies. Many believe the process of speaking with the
vout to the witch-queen will be rewarded with knowl- trees involves krem use, but only the Life Speakers truly
edge and direct teaching. These are the Initiates of the know.
Labyrinthine Mysteries, and they carry the word of the The Wyeth tell stories of some of the most famous
witch-queen to the people, interpreting her moods and Life Speakers. One such story relates to the first-ever
serving as intermediaries. The people view Initiates as incident of the Wyeth speaking to the trees. The sto-
blessed and holy people, and their words and orders are ry goes that in the ancient time, when lush vegetation
followed without question. covered all of Mars, the Wyeth spanned far and wide
across the world. They did not always visit each oth-
Wyeth Reincarnation Cycle er, and the valley was only one of many havens for
the Wyeth. A young Wyeth was the only seedling to
Some Wyeth are rumored to speak with the trees emerge from her pod, and she had broken memories of
of their jungle. Few outside of the Wyeth women know a great Wyeth warrior who had died a century before
the truth of such claims. The Wyeth women believe a in another grove. The child perplexed the Wyeth, and
sentience inhabits the trees who can and will communi- she was shaken by her own inexplicable knowledge. She
cate with those who have training in the practice. The cried and begged for guidance and assistance, but none
ability to do so is very rare, and those Wyeth deeply of the other Wyeth knew what to do for her.
revere those who can as wise women and prophets.
One night, while crying alone, she heard a voice
Specifically, the Wyeth women believe the trees within the jungle. It was comforting and embraced her
house the souls of their dead, who are awaiting reincar- like a blanket. It whispered stories to her of the origin
nation. They believe that as their children grow in their of the Wyeth and her own long history, and the many
seed pods, a piece of the jungle sentience breaks off and times of her life, death, and rebirth. When the Wyeth
72
Rel ig i on s
found her, she was nestled into the branches of an an- while in other places crime runs rampant. These crimes
cient tree, sleeping peacefully. They woke her, and she go mostly unpunished unless the crime somehow affects
related the tales she had been told. No other Wyeth the Yellow Silks themselves. The people of the city are
had been in the grove with the child, and it didn’t take expected to take care of their own affairs and heed the
long for her to realize the trees had spoken to her. words of Eu.
She spent the rest of the years of her life learning Eu’s religion is not all water rations and silken
to speak back to the trees, and ask questions of them. clothing. The Silks preach the contemplation of the
She learned to see the souls in other Wyeth, and gauge atmosphere processor, and spend a great deal of their
the strength and wisdom that each soul held. The First focus on studying, maintaining, and improving Ziggur’s
lived many lifetimes, never leaving the grove she grew processor. A great deal of ritual goes into these acts,
up in and always in constant communication with the and it is said the Yellow Silks can listen to the thrum
trees. She had several apprentices who took over her and hum of the processor and gain great insight into
duties when she eventually died, and about once a cen- the mysteries of life and Mars. The Silks live within the
tury the First is believed to be reborn into a Life Speak- great processor, so they can be closer to it and cater to
er of great influence and wisdom. its needs when necessary.
Yellow Silks of Ziggur Many of the acts of maintenance and of fixing the
processor seem arcane and even barbaric. The Silks
pay close attention to the rhythmic throbbing hum of
The Roundheads are a deeply-contemplative peo-
the processor and base many judgements on its state of
ple, with most practicing some degree of asceticism.
function. Certain rhythms require certain rituals, such
They all value knowledge and intelligence, and focus a
as prayer, bloodletting, and even sentient sacrifice. The
great deal of time towards developing the mental arts.
Silks are one of the few major religious orders on Mars
Large numbers of them dwell in or near atmosphere
to practice sentient sacrifice.
processors, believing that the pure air from them helps
enhance the faculties. Each ritual is performed at the top of great black
steps leading up to the entrance of the atmosphere pro-
For the most part, Roundheads live quiet and low-
cessor. Most rituals are public, and are well attended
key lives. The Yellow Silks are different. Led by the
as Eu performs them. Sacrifice is the only acceptable
charismatic and mentally powerful Eu, they not only
form of capital punishment for criminals, and therefore
influence Ziggur’s affairs, they rule openly. While other
these rituals draw the largest crowds. Eu stands above
politically-minded Roundheads are content to be the
the crowds and flays the sacrifice, bathing the steps in
power behind the throne, the Silks wield political power
blood.
and relish it. The Silks’ power stems from control over
the condensation collected from the atmosphere pro-
cessor. Ziggur’s processor is one of the largest on Mars, Zaius Ancestor Worship
and the condensation is enough to provide water for Every Zaiu caravan contains a story, a tale of the
the largest enclave of Roundhead supplicants on Mars. past and the endeavors of that caravan’s ancestors.
Eu rations the water out to the people of Ziggur, Brightly-painted carts and wagons proudly declare the
ensuring their loyalty. Of course, the privilege of water honorable, and sometimes not so honorable, deeds of
is highly taxed, allowing the Yellow Silks to live in a past Zaius throughout the ages. They have a strong oral
state of relative luxury, though luxury for Roundheads tradition in which they recount tales of the past. Mostly
pales in comparison to the elegance and opulence of the these tales are to remember and venerate those who
merchant princes of Vance. They clothe themselves in have come before, but many tales contain instructions
their eponymous yellow silk, and have private quarters on how to live well and appease the ancestors.
that most Roundheads view as decadent. For the Zaius, their ancestors take an active role
The Yellow Silks do not need the tight, almost in their lives. The caravan’s prosperity and safety is in
military grip that the Fire Priests of Surtur maintain. their hands. They spend a great deal of time ensuring
Instead, the people serve and support them out of ne- the ancestors are content, and if someone does some-
cessity, but the city the Silks rule is often lawless. In the thing to anger the ancestors, they must make amends
wealthier neighborhoods, crime is almost nonexistent, or risk being exiled. Most Zaius caravans are made up
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CHAPTER THREE: CIVILIZATION
of family groups, each with their own personal ances- on this pilgrimage is not only expected, but sought af-
tors, and a few common ancestors for the whole cara- ter, as the number of ghosts the caravan encounters de-
van. They pass the time telling each other stories and termines how prosperous and fortunate the caravan will
philosophizing about the lessons they could learn. be for the next four years.
Legends and stories are only one part of the Zai- The legends surrounding the Fourier Spire vary de-
us’ complicated religion. They also venerate their an- pending on which caravan is relating them. All the sto-
cestors through learning and art. The paintings on the ries agree that the Zaius’ earliest ancestors created the
caravans are artistic representations of the most pop- Spire. One legend states that the ancestors embedded
ular ancestors’ stories, but the Zaius memorialize each all their knowledge into a single mathematical equation
and every ancestor through art. Zaius create jewelry for and then used that equation to create the architecture
their personal ancestors, and many of the metal beads for the Fourier Spire. If the Zaius can solve the equation
and twists braided into their hair tell each of their sto- of the structure, they can unlock the secrets of the past.
ries. Another, more obscure and slightly heretical leg-
The Zaius have an interesting relationship with the end recounts that the Zaius’ ancestors did not build the
ghosts of Mars. Ghosts represent the ancestors. Even Spire. The story states that before the Zaius were on
if the Zaiu does not know the ghost, or where it came Mars, the First Martians created structures of immense
from, it is clearly someone’s ancestor, and has some technological power. One such building is the Fourier
kind of story to tell. Most Zaius have very few encoun- Spire the Zaius now venerate. Shortly after it was built,
ters with ghosts. Meeting a ghost is considered a great the Zaius came into being. The Zaius trace their roots
boon from the ancestors. When such an encounter oc- back to the monolith because this is where their people
curs, the Zaiu opens themself up to the ghost, hoping to were born. Their earliest ancestors did not create the
allow the ghost to possess them, so that they may give structure, but were somehow created by it.
the ancestor a voice to speak and tell the wisdom of the
past. These Zaius claim to have a way to speak directly Mystery Cults
with the ghost and retain control over their own bodies.
Others refer to them as Ghost Eaters, and they have All across Mars, in hidden shrines and beneath
a place of honor in all caravans, though they tend to nameless statues, citizens in hooded robes and masks
belong to no caravan in particular. These solitary Zaius gather to sing ancient songs. In private apartments or
always have a place in a caravan when they meet up, abandoned buildings, the opulent offer their faith to
in return for whatever secrets they may have learned gods that were old before the oceans vanished. They
during their searching. mark their membership with secret phrases and arcane
hand gestures only those in the know would recognize.
Even though the Zaius are a nomadic people, they
have many religious sites all across Mars, which they These mystery cults spring up in every major Red
visit whenever they can. These sites are generally archi- Martian city, and a few others as well, and number into
tectural wonders created by their ancestors, and certain the hundreds across the world. In some places, like Zig-
sites are more important to certain caravans, depending gur or Surtur, the practitioners must maintain secrecy,
on which ancestor is responsible for them. lest the authorities make an example of heretics. Zodi-
ac’s mystery cults are heavily influenced by the city’s
The most well-known site is the Fourier Spire, a
common belief in the dictates of the stars. In other cit-
mathematical construct in the Nowhere Plains. This
ies, such as Vance or Illium, they are collectively the
site is holy to every single Zaius, no matter which car-
most common faiths. Here, membership in different
avan they belong to. The Fourier Spire said to contain
cults tends to be an open secret. Devotees vie for ex-
the entirety of the Zaius’ history. The structure is so
clusive patronage from important members of the city,
large and complex that no one Zaiu knows the entire-
and being in the right cult can be a powerful tool for
ty of the history contained there. Many caravans know
climbing the social hierarchy.
parts, and once every four years, as many caravans as
are able meet there to repaint the structure and recount Every mystery cult is different, though they have
the stories found there. The site has a dual purpose, as many similarities. Memberships in mystery cults tend
being located in the Nowhere Plains, the caravans of- to be by invitation only, though how inviting one cult
ten brave sandstorms to reach it. Encountering ghosts is versus another depends a lot on the membership.
74
C iti es and Reg i o ns
Some cults invite anyone who shows even the slightest ous power and possible transcendence beyond fleshly
interest, while others are particularly exclusive. All the afflictions and concerns. Some cults promote violence
cults promise access to secret knowledge or prosperity and brutality, while others encourage quiet contempla-
to those who practice their clandestine rites. Many in- tion, and still others endure self-mutilation and sacri-
volve the worship of a god whose name is spoken only fice to pay proper homage to their god.
in whispers, for fear of angering it. Some offer mysteri-
Cities and
Below are some of Mars’ most populous or other-
Regions
career? While their elders push back with the authority
wise important cities and regions. Each is presented of those who believe the system works, Anger’s youth
with several locations in which to set scenes, and each rises up to demand change
location has story hooks to start you off, characters to
encounter, and hazards for your heroes to face. These Locations
are given in lists of two, three, or six options, so that if
you want to get started right away, you can just roll a The Market
few d6s to pick the elements of your adventure.
In the outer ring’s bustling market, a Red Martian or
Anger Skarrut need never worry about being too small or hav-
ing only two arms. Instead, stalls and equipment are the
Anger is beautiful. Houses and towers, erected from right size and make for foreigners, as Anger’s merchants
shining white stone and metal, sit on four circular pla- are eager to accommodate their customers. The Pale
teaus rising to the center. Deep red stones, pulled from Martians themselves remain disciplined in all they do;
stone quarries nearby, alternate with the gleaming sur- market stalls are perfectly aligned and even the busiest
faces, and in the setting sun the city shines as if it were trader keeps his wares meticulously ordered. But signs
made from living flame. Five great roads – once canals, of change are beginning to seep in, and frivolous cloths
now paved over – cut outward across the circles, fan- decorate stalls while the Pale Martians themselves take a
ning out from the center spoke pointing to the North break from their rigorous schedule to idle about.
Pole. The roads run a few miles beyond the cityscape,
HOOKS
and a great towering obelisk, made of glassy white
stone, stands where each ends. The city is governed by 1. A lone caravan guard named Hellinar gallops
10 appointed Pale Martians: one for the smallest inner into the market at breakneck speed. He is beat
circle and then one more again for every circle after. up and bloodied, and reveals that brigands are
attacking the caravan from Wyeth. The citizens of
Anger is passion. The Pale Martians of Anger give Anger need that food to survive.
their fullest to every endeavor, never doing anything 2. In exchange for fruit, grain, and vegetables,
halfheartedly and treating each moment as if it is their Anger lends military aid to Wyeth. Not keen on
last. Young Pale Martians in Anger push the bound- foreigners, the Wyeth requested the troops remain
aries of their society. They engage in trade with other in Anger until needed. A battalion is getting ready
species, and when they return from Wyeth, they bring to head out now. Is Wyeth under attack? Enter-
back more than fresh fruit – they bring fresh ideas. Even prising sellswords can use this to earn some chits.
the weather in Anger fits that pattern – hot and sultry, 3. A firestorm has risen in the plains surrounding
it flares into firestorms in the summer season. Anger and is headed for the city. People frenzy
to pack up and evacuate indoors. Characters can
Anger is change. The youngsters of Anger ques- lend their aid to earn gratitude or chits, or use
tion why all mathematicians should be female, or all the distraction to give themselves a five-fingered
engineers male. For that matter, since Pale Martians discount.
choose their own gender, why shouldn’t they be free 4. Petar, a Pale Martian scientist, decides she would
to alternate between them? And, while they’re on the rather look to the future than the past, and desires
subject, why should they even perform a task assigned employment with the sky engineers of Illium. Even
to them by their mentor – why not choose their own in forward-thinking Anger, this is a step too far.
75
CHAPTER THREE: CIVILIZATION
She seeks foreigners who can smuggle her out of 3. A band of marauders coming from the south
Anger and into Illium. attacks the market regularly. Anger’s leaders don’t
5. One night, the obelisk nearest the market begins know where they lair.
to emit a soft, flute-like sound. When the first rays 4. Rzak, winged serpents twice as long as any Pale
of dawn hit the obelisk, it opens to reveal an Martian, nest in the desert. Storms carry their
opaque stasis pod, tall enough to hold even the eggs into the city.
largest Pale Martian. The characters are at hand 5. Ziik bugs have an obsidian carapace that is re-
to witness this and have a moment to snatch the sistant to firestorms. While their stings are painful,
pod before Anger’s military arrives. they cause little harm – except when their eggs
6. Merchants use leashed sand burrowers to clear hatch and they swarm.
caravans of pests. One burrower escaped a year 6. Pale Martian con men have a great advantage:
ago near Anger and, back in its natural habitat, four arms. Games of chance with dice, cards, or
grew to 15 feet tall. The six-legged reptile is a cups end with visitors getting fleeced. To say noth-
threat to caravans and citizens alike, and the ing of the dexterity of Pale Martian pickpockets.
characters are hired to track and kill it (Large Sand
Burrower: Camouflage d10, Quick Strike d8, The Purple Light
Vicious Bite d6; Resolve d6; Combat: 1 Strike/1
Stunt; Trouble: Not Clever). The Purple Light, named rather unimaginatively for its
indigo-lit front, is a music stage, dance floor, and debate club
CHARACTERS
rolled into one. Pale Martians of all ages gather here with
1. Sinom, Pale Martian fixer specializing in scav- one purpose: to test, push, and break boundaries. If change is
enging gear (New Inventions d12, Full of Stories coming gradually to Anger as a whole, the Purple Light exudes
d8, Makeshift Weapons d6; Resolve d6; Trouble: a deep yearning for it now. The club is a miasma of illegal
Checkered Past)
substances, gender fluidity, and sexuality, and its patrons form
2. Aare, Pale Martian caravan master traveling from a tightly-knit circle of support and challenges. This is Anger’s
Wyeth to Ziggur (Great Bargainer d10, Slick avant-garde, the rolling tide of change to wash over the city.
Sword d8, Boisterous d6; Resolve d8; Trouble:
Loud) HOOKS
3. Nutesh, Red Martian trader previously from Zig- 1. The Purple Light gathers to support Nea as she
gur, run afoul of the Yellow Silks (Friends in Low changes to the male gender. Since they have no
Places d10, Bodyguards d8, Eye for Detail d6; access to the customary ceremony to accomplish
Resolve d6; Trouble: Powerful Enemies) this, they’re using a homebrew of salutations
4. Edris, Pale Martian scholar from Foresight re- and support. Taking part in the makeshift ritual
cording the changes in Anger (Meticulous d10, is a great way for the characters to make lasting
Objective in All Things d8, Good Aim d6; Resolve friends at the Purple Light.
d8; Trouble: Unpleasant Demeanor) 2. After an evening at the Purple Light, the charac-
5. Tanan, Ozak traveler new to Anger (Eager for ters are intercepted by a Pale Martian enforcer,
New Horizons d10, Swift Blade d8, Makes who orders them to leave the city come morning,
Friends Easily d6; Resolve d8; Trouble: Getting for “inciting arousal.” Manu, from the Purple Light,
Older) overhears the exchange, and offers to put them
6. Vesa, Pale Martian market guard eager to up at her place illegally.
meet new people (True Strike d10, Observant 3. Arvo invites the characters to join him on a krem
d8, Open-Minded d6; Resolve d8; Combat: 1 run to Wyela. He claims it will be fun, and the
Strike/1 Parry; Trouble: Easily Bored) profits good. When they smuggle the drugs back
into Anger, however, the group is caught and
HAZARDS Arvo places the blame squarely on them.
1. While the firestorms plaguing Anger keep the city 4. The characters wake up hung over, with an
meticulously clean, they cause severe burns or elaborate pattern drawn on their bodies and no
death to those caught outside. recollection of the previous night. Does the pattern
have any meaning? The Purple Light is the first
2. Anger lies squarely in the Martian desert, and stop as they retrace their steps.
sandstorms regularly sweep over the city. When
the storms come from the northeast, they always 5. Wayward is denouncing her egg name, and instead
carry ghosts. assuming the name Sofias for ”knowledge.” Pale
76
C iti es and Reg i o ns
Martians deliberately assign their children negative the patrons’ active thoughts. This allows for great
names lest ghosts become jealous, though, and unity, and poor secret-keeping.
sometimes parents really do know best. 6. A Skarrut revolutionary has fled to the Purple
6. The Purple Light is experimenting with a new drug Light. Skarras’ authorities have tracked him and
made from poppies and corpse fruit seeds. The are working with Anger’s leaders to raid the club
mix allows a user to relive their ancestors’ lives, but and bring him back in.
also makes them susceptible to possession by them.
One night, a Pale Martian named Matte appears The Arena
to be possessed by a First Martian. Is he faking it?
The arena is a repurposed hole in the ground, a sunk-
CHARACTERS en circle in the city’s second ring where Pale Martians and
1. Ada, Pale Martian scholar by day and dancer by foreigners test their martial prowess in friendly competition. It
night (Empirical Mindset d10, All The Right Moves was once part of the First Martian artifact under Anger, and
d8, Hidden Blade d6; Resolve d6; Trouble: Living slitted metal pillars still move through the arena in an erratic
in Two Worlds) pattern. Nowadays, though, the eerily-soft sound as the metal
2. Elide Pale, Pale Martian music master of the Purple monstrosities shift and slide is drowned under the battle cries of
Light (Devoted Fans d12, Former Fixer d8, Good warriors and the thunderous roar of the audience. Anyone is
Aim d6; Resolve d8; Trouble: Disapproving Family) welcome here, as long as they have either blades or chits.
3. Kirsi, Pale Martian scholar of antiquities and pro- HOOKS
ponent of change (Knows the Past d10, Strong on
Issues d8, Dirty Fighting d6; Resolve d8; Trouble: 1. The arena’s pillars rise and fall in an arrhythmic
Belligerent) pace. One of the games sees warriors start on a
4. Sorrow, Pale Martian adolescent frequenting separate pillar each, and fight the other compet-
the Purple Light (Mathematics d8, Knows All the itors to claim the one that rises the highest. This
Hiding Places d8, Quick Blade d6; Resolve d6; game yields a great payout to the winner.
Trouble: Rebelling Against Family) 2. Anger’s leaders feel conflicted about the arena.
5. Catalde, Red Martian noble from Vance, came The competition doesn’t threaten the machine – in
for a relaxing night out (Swordsmaster d10, fact, the game’s organizers take care to leave
Well-Traveled d8, Cashflow d6; Resolve d8; Trou- the arena spotless and well-oiled. Despite their
ble: Drinks Too Much) stewardship, though, holding a competition atop
a First Martian artifact is irreverent. One evening,
6. Peliar, Wyeth krem supplier looking for new while the characters are competing or in the audi-
customers (Access to Krem d10, Spear Fighter d8, ence, enforcers crack down on the games.
Great Bargainer d6; Resolve d8; Trouble: Fierce
Competitors) 3. Marek, champion of the pillar game, is offering
his Phobos-steel sword to a warrior who can beat
HAZARDS him. The blade is preternaturally sharp, and any-
one cut by it suffers terrible nightmares. Rumors
1. Purple Lighters freely experiment with drugs, most claim that Marek is an adept and the nightmares
of which cause a harmlessly-pleasant buzz, if you fuel his psychic powers.
have a Pale Martian’s constitution. 4. When one of the characters rises to be the clear
2. Every revolution evokes a counter-movement. A favorite in their next match, they are strong-
group of adolescents calling themselves the Pu- ly urged to “go down” in their next match. In
rifiers roams Anger at night, and they are violent exchange for the blow to their pride, bookmaker
towards foreigners. Iivan offers a cut of the earnings.
3. A batch of smuggled krem brought fagun bugs. 5. High-quality swords are frequently sold or traded
The pests prove impossible to remove and the at the arena. After a character picks up a new
Purple Light is considering leaving the doors open weapon, they are approached by Narseo, a
during the next firestorm. Red Martian warrior from Chiaro, claiming it
4. Someone spiked the drinks. While the patrons was stolen from her. She wants it back and will
themselves are perfectly safe while sleeping it off, ask nicely once. Meanwhile the seller, Tuure, is
their possessions certainly aren’t. nowhere to be found.
5. A freak combination of experimental music and 6. Though Anger’s citizens barely notice it anymore,
pulsing strobe lights temporarily synchronizes the metal rings continue to vibrate softly. One
77
CHAPTER THREE: CIVILIZATION
morning, the hum subtly changes, and that after- 6. Ausil, Pale Martian post-match cleaner (Repair
noon people at the arena become violently ill. Is Skills d10, Strong Stomach d8, Spear Fighter d6;
the machine creating a viral agent, or trying to Resolve d6; Trouble: Dreams of Glory)
counteract a virus released by a different source?
HAZARDS
CHARACTERS
1. The pillars rise to deadly heights, heat up to burn-
1. Bau, Skarrut champion from Skarras Plaza seek- ing temperatures, and vent steam at unpredictable
ing new challenges (Sling Pole d12, Strong Phy- intervals. They also move horizontally, crushing
sique d8, Tactical Mind d8; Resolve d8; Combat: anyone caught between them.
1 Strike/1 Parry/1 Stunt; Trouble: Old Scars) 2. The pillars are part of the machine’s gaseous output
2. Hoth, Red Martian underdog hoping for luck in and, while they’re usually harmless, malfunctions some-
the arena (Tenacious d10, Knows All The Fighters times purify the oxygen in the arena to toxic levels.
d8, Sword Arm d6; Resolve d6; Combat: 1 Parry; 3. After being ridiculed for a particular bad loss, a
Trouble: Too Friendly) warrior from Sutur slinks off. He comes back with
3. Einar, Pale Martian organizer of arena matches friends to take revenge later.
(Friendly Face d10, Former Champion d8, Big 4. Tiny blood worms feed off the mess left on the
Bulk d6; Resolve d8; Trouble: Fading Fame) arena floor before the cleaning crew gets in. They
4. Pele, Pale Martian mathematician working as crawl into the wounds of downed fighters and can
bookmaker (Great with Numbers d10, Unarmed cause necrosis.
Fighter d8, Quick as Lightning d6; Resolve d6; 5. Some competitors cheat and line their blades with
Trouble: Not Strictly Legal) poison to weaken opponents. While these are not
5. Nyuk, Red Martian spectator to the match (Jovial intended to be lethal, it’s easy to miscalculate the
d10, Hidden Blade d8, Glib Tongue d6; Resolve effects on different races.
d6; Trouble: Bets Too Much) 6. When the constellation of the Forge rises directly
overhead, strong electric currents run through the
pillars and the official fights are canceled.
78
C iti es and Reg i o ns
79
CHAPTER THREE: CIVILIZATION
Battlehymn The district is open to the public, and the streets around the
temples are filled with pilgrims, worshippers, the sick, and
the wealthy alike. All come to seek the Word.
Located equidistant between Chiaro, Vance, and
Illium, along a canal running east to west from Vance, HOOKS
sits the high temple of the Church of the Damsel, Bat- 1. Detterick, a lesser noble from Illium, has been
tlehymn. Here, initiates of the Church are trained, or- paying tribute to the Church for 10 years. He is
dained, and sent afield to man the temples and mon- close to the priests, but he has never been al-
asteries all across Mars. The temple itself consists of a lowed to meet the Matriarch. He’s convinced that
magnificent palace complex at the top of a hill surround- the Matriarch is just a cover for the Damsel, who
ed by lush garden grounds for reflection and contem- is still alive and running the Church from behind
plation. The compound includes the most ornate and the scenes. He’s willing to pay handsomely for
someone to help him break into the Matriarch’s
decorated temple for worship boasted by the Church, private quarters.
with delicate spiral crenellations and gold-leaf inlays on
every stone. Also within is an extensive learning center
2. Leyon, a newly-appointed temple priest, believes his
office is haunted. He requests Church exorcists, but
with a university-like atmosphere for training initiates. he is denied by his superior. He’s seeking outside
Here is where the Exalted Missionary Sisters learn to help with the situation against the Church’s wishes.
speak with the Voice, and is the only permanent home
3. A group of the Exalted Missionary Sisters was
for the order. scheduled to return to the temple over a week
Battlehymn is more than just a temple and a place before, but they are late to arrive. The Church is
of worship; it is the most holy site for members of the concerned that something might have happened
Church of the Damsel and the seat of its power. A to hold them up and is looking for someone to
investigate.
thriving city has grown up just outside the grounds of
the temple that makes up the bulk of Battlehymn’s res- 4. Several people have come to the temple district
idence. The temple-city is governed by the Matriarch seeking help for an illness that has left them
unable to speak. The Exalted Missionary Sisters
of the Church and follows Church law in all practices. in residence are cloistered away, for fear of
Residents of the city cater to a larger itinerate popu- losing the Voice to the illness. Can someone find
lation of pilgrims who travel down the canal to view the source of the illness and help develop a cure
the holy temple and to hear the Word of the Damsel, before the Sisters are struck Voiceless?
as spoken by those with the Voice. Much of the city’s 5. Timin, a Skarrut architect, is working on the
economic support comes from wealthy patrons to the newest addition to the temple. While surveying
Church, who come to the city often to petition the Ma- an area, he inadvertently listened in on a plot
triarch for special considerations. between Danese and several others to overthrow
the Matriarch. He’s looking for someone to help
Locations him figure out what to do with the information.
6. Urmel Boshur is interested in discovering the
Temple of the Voice source of the Voice, and maybe learning it himself
to use to his advantage. He’s willing to pay some-
The Temple of the Voice is a palace at the top of a one to spy on Voice lessons in the temple district
and bring him back any information.
large hill north of the canal. The temple began as a modest
monastery, with quarters for just a few of the priests in CHARACTERS
residence. As the Church gained patrons and funding, the
monastery grew to include a university, a second, larger 1. Danese, The Matriarch’s right hand (The Church
is My Home d8, Administrative Power d6, Keeper
worship temple, a hospital, a dormitory, and a few other
of Secrets d4; Resolve d10; Trouble: Corrupted by
auxiliary buildings. Each new Matriarch commissioned Power)
a new building. Now, the temple district is a labyrinthine
2. Silane, Teacher of the Voice (Master of the Voice
complex of buildings connected with tunnels and covered d10, Trained for Battle d4, Cares for the Sick d6;
walkways haphazardly placed into whatever space is Resolve d6; Trouble: Blindly Follows Orders)
available. The whole area is referred to as the Temple of
3. Dax, Temple librarian and historian (Expert on
the Voice, and is mostly inhabited by priests and trainees. Damsel History d8, Lives to Teach d6, Been Here
80
C iti es and Reg i o ns
Through Three Matriarchs d4; Resolve d6; Trou- boat, they witness a woman snatch a package
ble: Resistant to Change) from Solemn, a Pale Martian. She is beside her-
self because the package contains her life’s work
HAZARDS and all her possessions. She begs the characters
to help her recover the package and to maybe
1. The palace is made up of a complex of buildings give her a little money so she can find a place to
and temples, which can be tricky to navigate. stay for the night. All of this is part of an elaborate
It’s easy to make a wrong turn and end up in the con the girl and Solemn use to get money from
wrong office or section without intending to. unsuspecting travelers. The harbormaster clues the
2. The Matriarch’s chambers are guarded by Tem- characters in, but not before they offer assistance.
plars at all times. Anyone seeking an audience 4. Someone is stealing cargo from ships docked in
with her must wait in the main audience chamber the canal. The Templars have been unsuccessful in
with all other patrons. finding the culprit; it’s possible they’ve been paid
3. Once a day, all the priests in the temple district off. The boat captains have come together to offer
form a procession to the temple for services and anyone willing to help them a hefty sum.
prayer. Everyone is expected to move aside and 5. The Templars are cracking down on smuggling
stop what they are doing to allow the procession goods through the docks. Even honest boat
to pass. captains are held under suspicion. None of the
North Side Canal smugglers know why the Church is taking such a
strong interest, and suspect they are looking for
something specific. If someone could find what
Travelers entering Battlehymn via the canal must dock the Templars are looking for, they’d certainly be
at the east side canal. All canal boats must stop here, even rewarded, not to mention the goodwill they’d
those just passing through on their way to Illium. The Tem- garner from the boat captains.
plars check cargo and passengers from all boats wishing 6. Warrin, a traveling Roundhead, was accused
to dock, and those passing through must check in with the of being a member of a mystery cult, which is a
Church to ensure nothing is being smuggled to other parts crime punishable by death in Battlehymn. He can’t
of the city. The canal docks host workers, sailors, new afford to pay off the charge because his accuser
visitors to the city, Church officials, and ruffians looking has more resources. He’s looking for someone
for an easy score. willing to smuggle him through the city and onto
a boat to get out before he’s picked up by the
HOOKS Templars.
1. The priests are expecting a valuable shipment, CHARACTERS
and a large contingent of guards are prowling
the docks. They’ve been secretive about what’s 1. Nounce, Red Martian smuggling captain (Born to
coming in, and this is making some of the mer- Sail d10, Never Loses Cargo d6, Deception is My
chants a little edgy. Nounce wants to know what Middle Name d4; Resolve d8; Trouble: Trusts No
the Church is up to so she can sell the information. One)
She wants the characters to get close enough to 2. Chaques Vipon, Red Martian harbormaster (Has
the cargo to sneak a peek and come back to tell Eyes Everywhere d8, Strong as Ten Zaius d8,
her what they found. Keen Memory d4; Resolve d8; Trouble: In Debt to
2. The Swift came into the canal dock two night ago the Church)
and was immediately placed under quarantine 3. Feun Lavesk, Red Martian dockside religious
with no explanation. Trielle, her captain, is con- zealot (The Word is Law d10, Ready to Fight d6,
vinced that Mani Hern, a rival ship captain who Judgement is its Own Reward d4; Resolve d6;
also deals in krem, paid off the harbor master to Trouble: Holier than Thou)
get an upper hand. Trielle’s goods are of the best
quality, direct from the Wyeth krem dens. She 4. Ansile, Red Martian bartending rumor-monger
knows if she can get the cargo off the boat, she (Gift of Gab d8, Been Around for a While d6,
can outsell Mani. She’s willing to pay someone Bar Brawler d4; Resolve d8; Trouble: Accepts
to sneak past the guards and gain access to her Bribes from the Wrong People)
boat to retrieve the krem. Rumor has it that if they 5. Lisse, Red Martian Templar patrolling the docks
sabotage her rival’s krem stores, she’ll double (Sharp Eye d4, Sharper Sword d6, Knows the
their pay. Regulars d4; Resolve d6; Trouble: Too Deep in
3. As the characters come into town and off their The Cups)
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CHAPTER THREE: CIVILIZATION
6. Lotee, Wyeth traveling merchant and trader [At 3. Some say Urmel Boshur of the Red Fingers gang
Home on the Docks d8, Has What You Need d6, is attempting to organize the different criminal
Helping Hands d4; Resolve d6; Trouble: Young elements in the slums. They want to work a deal
and Full of Ideas] with the Templars to have them turn a blind eye
to thievery in the other parts of the city as long as
HAZARDS the criminals don’t bother members of the Church.
He’ll pay handsomely for information about both
1. Swarms of beggars loiter around the canal docks the other gangs and which of the priests are cor-
waiting to harass anyone who looks like they rupt enough to take his offer.
might have money.
2. Canal boat operators tend to stick to the dockside CHARACTERS
until their boats leave port. Generally, they have
nothing better to do than drink and start fights 1. Ophilee, Red Martian black market religious
until the morning they sail out. artifact dealer (Master Con Artist d8, Willing to
Make a Deal d4, Expert in Church Artifacts d6;
3. Pickpockets prowl the docks looking for easy Resolve d6; Trouble: Dangerous Goods, Danger-
marks. Loose chit bags, or displays of wealth, ous Clients)
could attract unwanted attention.
2. Urmel Boshur, Red Martian gang leader and mas-
4. The Church officials are always on the lookout ter thief (Knows the Right People d6, Light Fingers
for smugglers and thieves. Strangers are suspect d8, Most Comfortable at Night d4; Resolve d6;
unless they are clearly wealthy. Trouble: Trusts Too Easily)
5. Scavenger animals lurk around the docks look- 3. Lon, Street urchin informant (Accepted Every-
ing for scraps. Hungry scavengers can get bold where d10, Knows Too Much d6, Tight Lipped
enough to attack someone who stands around in d4; Resolve d4; Trouble: Does Anything for a
one place for too long. Coin)
6. The population near the canals attracts carnivo-
rous creatures that live in the waters. Falling into HAZARDS
the water is dangerous, and not just because of 1. Gangs and ruffians flock to the deep slums and
the swiftly-flowing current. fight over territory in the lawless section of town.
South Side Slums Each gang has a color or symbol used to recog-
nize each other, but they change so often it’s hard
to know when you might be wearing the wrong
Though the Church ministers to the sick and the
color in the wrong part of town.
needy, not all gain admittance or get the help they need.
Those with chronic illnesses, addictions, mental issues, or 2. A maichara has escaped (and probably eaten) its
erstwhile owner. It prowls the streets at night, and
those simply seeking to disappear filter down to the slums.
has so far eluded capture or death.
Even the priests do not frequent the slums, though the
people here need the most care. 3. Sand spiders infest the slums and prey on anyone
too slow or stupid to avoid them.
HOOKS 4. Templars and priests rarely enter the slums. Crime
1. A scholar of the Church believes he’s found runs rampant in the area, as well as sickness and
concrete evidence that Battlehymn is built upon disease. It’s just as easy to get sick as it is to lose
the ruins of the Damsel’s original seat of power. your coin.
He needs to go to the site and verify his discov- 5. Beggars are more aggressive in the slums; they
ery, but the ancient building is deep beneath the are as likely to attack as to ask for coins.
slums. He’s looking for someone to guard him as 6. Gangs cut krem with all sorts of odd substances in
he searches the slums. attempts to make it go further. The effects tend to
2. A young priestess has taken up residence in the either make users comatose or filled with a relent-
slums and is healing the sick and tending to the less rage.
poor. The gangs seem to ignore her, and the desti-
tute follow her around like she is the Damsel herself. The Damsel’s Tomb
She denies such claims, but the people around her
say she should be the Matriarch of the Church and The story tells that the Damsel left her empire for fear
clean out the corruption. Rumor has it the Matriarch the power she wielded would corrupt her. No one knows if
is looking to have the girl disappear quietly. she died, and if she did, her remains have never been recov-
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CHAPTER THREE: CIVILIZATION
raiders dig here hoping to find remnants of layered ru- history. In emulation of their saint, they pluck out their eyes
ins, but this place is long since picked over. in a holy initiation ceremony, believing that to truly see the
Chiaro-that-is: Further to the southeast, a small truths of time and space, one must cut out the distractions
port along the Stygian canal. A more prosperous city, of the here and now. When many chant in tandem, they
high-walled and at less hazard from the things that walk use echolocation to “see” their surroundings through the
the desert at night. Chiaro-that-is benefits from the rel- blending harmonies of the sounds they produce. They also
ic trade in Chiaro-that-was, while also producing its know how to perform an ancient, sacred throat-singing
own food and goods. technique, which they claim allows them to see far beyond
the physical through its eerie overtones. Perhaps they view
At night the torches of Chiaro burn with blue flame, parallel dimensions, or far-off realms, or even the distant
which the priests claim keeps the tomb stalkers at bay. past or future. Or perhaps they view nothing at all.
To the south of both Chiaros is a defunct atmo-
sphere processor, ruptured from the inside by incredi- HOOKS
ble forces. Like all atmosphere processors, it is guarded 1. A monk approaches the characters with a strange
with death traps. Unlike many, the secrets of its traps warning: One of them is the crux of a looming
and chambers are unmapped, and no Roundhead is cosmic event, but the monks only know faint de-
known to dwell here with his cult. tails. The monk beseeches the characters to come
to the Cloister and let the sacred chant reveal
Locations more. What will the monks do once they learn
who is responsible and how?
2. The secretive Cloister’s vaults hold treasures from
Cloister of the Blind Saint ages past, guarded jealously by the monks and
their retainers. Word comes from a reliable source
In Chiaro-that-is, a cavernous stone monastery lit in Chiaro-that-was that a harp with crystal strings has
with enormous blue-flame beacons at each of its four cor- begun to play itself within those vaults and is danger-
ners stands aloof from the bustle. The monks here revere ous beyond measure, but the monks refuse to listen.
the Blind Saint, whose story lies obscured in the dusts of Can anyone prevent the disastrous consequences?
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C iti es and Reg i o ns
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CHAPTER THREE: CIVILIZATION
4. Barra, Red Martian found sleeping in stasis (Fights bought from the Pale Martians, carried on the backs of
Dirty d8, Talks Dirty d8, Fearsome Mien d6; Re- aepys and on wide canal barges.
solve d10; Combat: 2 Strike; Trouble: Lost Memo-
ry) Impromptu marketplaces rise and fall constantly here
as port merchant families and canal traders follow the
5. Pimali, Red Martian peddling false processor
shifting trends of the camp’s cycling population. The Res-
maps (Could Sell Sand in the Desert d10, Under-
world Connections d8, Mysterious Wealthy Bene- ervoir Guardians are the camp’s most valuable, and most
factor d6; Resolve d8; Trouble: No True Allies) closely-watched, denizens. To be a Reservoir Guardian is a
well-paid honor, but punishment is swift and harsh should
6. Mun, Red Martian processor worshipper (Gen-
tle but Firm d10, Dutiful until Death d8, Talks to anything happen to the glacier water on a Guardian’s watch.
the Wind d6; Resolve d6; Trouble: Magnet for HOOKS
Thieves)
1. A reckless youth climbs the reservoir on a dare,
HAZARDS and falls in while fleeing the Guardians. The youth
can’t swim, but who will risk the wasting curse to
1. A fanatic with followers claims the broken pro- fish someone out? Will the Guardians allow such
cessor is blasphemous, and campaigns to have a rescue to disturb the water further?
it destroyed or walled off, threatening violence if
unheeded. 2. Canal pirates approach the characters with a
proposal for a lucrative scam that involves the
2. A great mechanical beast lurks in the processor’s caravan master’s son and skimming a little water
dark places, spewing smoke and working its off the top. Turning them down means knowing
creaking limbs. It has lost its original purpose. too much and becoming a threat.
(Enormous Claws d12, Dangerous Fumes d8,
Erratic Function d6; Resolve d10; Combat: 1 3. The camp falls prey to an earthquake, killing
Strike/1 Parry/1 Stunt) several Guardians on the eve of a caravan’s
departure. Desperate to keep to the timetable
3. It takes great concentration and an unerring sense lest the city’s water reserves deplete, the caravan
of direction to find the path back to the exit once master implores the characters to travel with them
the characters enter the processor’s half-ruined and guard the precious cargo, for a handsome
maze. reward.
4. Large swaths of the interior shudder in their 4. A Reservoir Guardian is accused of sabotaging a
instability, ready to collapse into rubble when botched delivery, and the elders plan to put her
disturbed, crushing interlopers and cutting off on trial. She approaches the characters, insisting
exploration — or escape — routes. she has done nothing, and begging them to repre-
5. Explosives, hidden blades, noxious gas traps, sent her in the trial to prove her innocence.
and steel cages await the unwary throughout the 5. A sickness breaks out in the city, and some experts
processor. claim the latest glacier water shipment contained
6. Ice hornets, usually only found at the North a contaminant. The characters are hired to inves-
Pole, built a nest in an uncannily-cold part of the tigate this claim and determine whether it’s true —
processor. Their sting freezes skin and blood, and and if so, how such a contaminant came to be; or
they are roused to fury by heat. if not, why such a claim was made.
Ice Caravan Camp 6. For years, several foreign noble families have
quietly warred to see who could gain control of
Chiaro’s reservoir first. So far none have succeed-
Just north of Chiaro-that-is towers the Chiaro Res-
ed, but they’re not above persuading or tricking
ervoir, a hulking stone basin that holds the glacier water strangers into maneuvering for them.
brought down from the North Polar Cap and delivers it
into the city through channels controlled directly by the CHARACTERS
elders. The ice caravan camp surrounds the reservoir,
1. Dust, Red Martian child and caravan stowaway
with its Guardian barracks, its stables and craftsmen, and (Light Fingers d10, Big Brown Eyes d6, Stolen
its haphazard tents. Here, Chiaro’s two caravans take Flintlaser Pistol d6; Resolve d6; Trouble: Sought by
turns living their lives — one rests its animals, restocks its Abandoned Parent)
supplies, repairs its equipment, and pursues its whims while 2. Anzoli, Red Martian captain of the Reservoir
the other takes up the hazardous journey to the North Guardians (Merciless Blade d8, Eyes Everywhere
Pole. The ice water is transported in watertight containers
86
C iti es and Reg i o ns
d8, Secret Lover d6; Resolve d10; Combat: 1 won’t run. Carven Skyward Faces gaze at the stars, so
Strike/1 Parry; Trouble: Set in My Ways) massive that they can only be seen clearly from far above.
3. Namenzira, Skarrut marketplace trader (Wide Those who venture out among these monuments to sample
Smile d10, Exotic Tastes d8, Pretty Lies d6; Re- their ancient secrets come first upon Cydonian marvels
solve d8; Trouble: Abject Cowardice) of stonework and architecture, sculpted statues with alien
4. Khebim, Red Martian aepys breeder (Speaks the faces and labyrinthine crypts. Those who dig deeper and
Wild Languages d10, Retired Cavalier d8, Just stray farther from the beaten paths find a layer of ruins
Won’t Die d8; Resolve d8; Trouble: Seen Too and graveyards buried beneath the younger civilization’s
Much) legacy, onyx black machine-structures choked with sand,
5. Maatu, Red Martian barge sailor (Can’t Be that show little hint of what they once were for. Among all
Bought d10, Canal Rat d8, Worships the Ice these stride the tomb stalkers, tall machines with ridged,
Gods d6; Resolve d6; Trouble: Can’t Read) cyclopean heads walking on tripods of long metal limbs.
6. Sejesta, Red Martian caravan entertainer (Rous-
ing Performer d12, Friends in Low Places d8, HOOKS
Friends in High Places d6; Resolve d6; Trouble: 1. The Singing Tomb is a pyramid close to the edge
Falls in Love Easily) of Chiaro-that-was, unique for the indecipherable
pattern of gaps in its walls. A wind sings through
HAZARDS them, melodic and mourning, like the tomb itself
1. Longstanding superstition says anyone who dis- keening for its dead. Any who sing along relive
turbs the glacier water before it reaches the city scenes from the lives of the entombed. Are they
is cursed with a deadly wasting sickness. Locals possessed by spirits, doomed to reenact trage-
have stories that back it up. dies, or does the wind simply carry memories in its
ghostly dirge?
2. Some caravan camp denizens say they hear the
call of the North, an urge to go into the vast, cold 2. The Cydonian Labyrinth is said to house both the
abyss and never return. Some have heeded it. lost people’s greatest treasure and a dream-eating
Eventually, they say, all will heed it. void at its center. No one has yet reached that
center, but every year one of Chiaro-that-is’ nobles
3. A caravan merchant sells curios that come from sponsors a band of adventurers to try their luck.
the North Pole. Soon, the curios thaw into para-
sites that leech blood from their hosts. 3. At the bottom of a crater shaped like an enor-
mous footprint lies the Lyot Mirror, a glassy black
4. A feud breaks out between the two caravans surface that shows reflections of what might have
during the changeover. Naked blades and flintla- been. It mesmerizes those who linger, and after a
ser pistols are drawn on both sides, with everyone time they become dust devils, cursed to wander
else caught in the middle. the lonely land. Maybe they could communicate,
5. A rare amphibious predator, the milak beast, if anyone could survive being torn apart.
emerges from the canal to feast on the caravan’s 4. A scavenger gang takes up residence in a crum-
aepys. It attacks anyone who gets in its way. bling vault, claiming to have found a working First
6. Something came back from the North Pole with Martian water pump inside. Rumor has it they’re
the recently-returned caravan, unbeknownst to selling access at exorbitant prices, but is it real or
them. It carries people off silently in the night, just a scam?
evading the Guardians with ease. 5. A series of grisly murders among the tomb raiders
Tomb Valleys has each group pointing fingers at the others, and
a turf war among the tombs is about to break out
— inevitably drawing the tomb stalkers’ attention.
Beyond the drifting borders of Chiaro-that-was lie Can someone solve the murders before blood-
river valleys where the nobility of Cydonia and, before shed starts?
them, the panjandra of the First Martians were laid to
6. A scholar hears about a living specimen of an
rest. Out of the red sands rise great stone pyramid-tombs originally river-dwelling creature long thought ex-
and grotesque, eroded quasi-Martian figures with distorted tinct, in the river valley among the tombs, but the
proportions. Ruined mausolea, half-sunk in the desert’s area is too dangerous for her to investigate. She
all-consuming maw, are built atop ungainly machines that offers a reward to any who study it in her stead.
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CHAPTER THREE: CIVILIZATION
CHARACTERS
1. Stray, Red Martian treasure hunter offering a Cimmeria
share for protection (Opportunity Is My Middle
Name d10, Nose for Trouble d8, Swift Dagger Protected from Cydonia’s lust for expansion by
d6; Resolve d6; Trouble: Built Like a Twig) sheer distance and a mighty ring of mountains, the an-
cient Qan built an empire in Cimmeria. Conquering the
2. Netjera, Red Martian self-proclaimed tomb guide
(Desert Survivor d10, Bandit Decoy d8, Disarm- Ozak people and setting them to work, the Qan turned
ing Smile d6; Resolve d6; Trouble: Misplaced the steppes into an oasis of fields and cities — until the
Loyalties) fungus came. Old stories claim it was a biological attack
3. Julid, Pale Martian outcast seeking redemption from the Cydonians, fearing the Qan might come to
(Dedicated Relic Hunter d10, Adept-in-Training rival them. Ozak legends say it was actually the Qan
d8, Dead Languages d6; Resolve d8; Trouble: themselves who developed the fungus and accidentally
Homesick) set it loose upon themselves. Whatever the cause, the
4. Maryu, Zaiu ancestor-worshipping pilgrim Qan empire soon fell as fields and cities alike were over-
(Ghost-Seeking Whistle d8, Believes All Are One run by the violet creeper.
d8, Deft Hands d6; Resolve d10; Trouble: Trusts The Qan and Ozak yet remain, locked in a deadly
Too Easily) feud over ancient crimes that can neither be repaid nor
5. Diavol, Red Martian cavalier with a vendetta undone. They live in nomadic groups and continually
(Valley Bandits Killed My Brother d10, Fencing seek uninfected grounds where they can make camp or
Master d8, Dune Lion Tamer d6; Resolve d12; let their yummoc graze. At night, the fungus edges ever
Combat: 1 Strike/1 Stunt; Trouble: Overweening
Pride) closer, as if drawn to the warmth and breath of living
bodies. It’s with the dead that the fungus does its worst,
6. Jiani, cutthroat Red Martian archaeologist (Sneer-
though. Covering the dead like a shroud, the fungus
ing Intellectual d12, Bigger and Better Things
d8, Meticulous d6; Resolve d8; Trouble: Attracts absorbs their corpses and rebuilds their forms in a vio-
Rivals) let mockery. These corpse stalkers have a limited form
of sentience, and their only goal is spreading the fun-
HAZARDS gus wider. Qan and Ozak alike have taken to burning
1. The characters think they’re excavating a Cy- any nearby fungus when they make camp, lest they die
donian tomb, but in its bones is an ancient and in their sleep and are subsumed by it. Whenever Qan
malevolent machine they accidentally activate and Ozak meet, they paint the steppes red in blood and
without knowing how. It seeks to capture and hope someone remains alive to burn the corpses.
preserve them in its cabinet of once-living toys.
2. The Valley Bandits aren’t an organization so much
Locations
as a plague. Small bands of savage guerrilla-fight-
ing brigands live and lurk among the tombs, Qinon Palace
waiting for a ripe mark. (1 per player; Strike
Threshold: 6) Once the splendorous capital of Qan, Qinon now
3. The largest of the Skyward Faces bears an lies deserted. Its five-ringed wall crumbled under Ozak
engraving at its base, posing a riddle to all who vengeance and the ravages of time. Though the stone is
dare approach. A wrong answer can be fatal. blackened, from continual burnings to keep the fungus at
4. What the characters think is the entrance to a bay, and tents stand in place of the elegant structures, the
tomb turns out to be a sleeping tomb stalker Qan have partially rebuilt the inner palace. They come
buried under the sand. When it wakes, the ground here to bury their dead, if natural rot or the fungus don’t
trembles. claim them first. To ensure a proper burial, many sickly
5. In some subterranean tombs live clumps of a Qan make the trek to Qinon while they are still alive,
strange blue cactus that gives off a bright glow. Its and the halls are filled with the weak and dying, and their
water is nourishing, but once aboveground it turns faithful guardians.
yellow and causes a bloody rash.
6. The gargantuan delve beetles stand guard inside
pyramids, protecting Cydonian treasures.
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C iti es and Reg i o ns
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CHAPTER THREE: CIVILIZATION
pictures, never-used baby clothes, and broken prom- spreads beyond the gardens and into the beds
ises. One morning though, the construct is gone. Did and mouths of monks.
scavengers steal it? Did the fungus subsume it? The 2. Initially drawn by the yummoc herd kept by the
monastery seeks people to investigate the matter. monastery, a steppe bear begins to prey on the
3. A Qan force, led by the warrior Burhi, has found monks.
Atai monastery and is moving to attack. The 3. At the heart of Atai lies a crack in the earth from
monks send out a call to anyone willing to defend which multicolored smoke rises. The fumes grant
the monastery, or at least help evacuate. This plea powerful visions, but also carry a deadly toxin.
reaches the characters’ ears.
4. Small, quick birds are drawn to the monastery’s
4. The monks have discovered a massive under- colored flags. They are pretty and usually silent —
ground complex underneath the monastery. The they sing when Deimos shines blue, and their song
maze-like halls are made of an unknown metal, drives the listener mad.
through which a soft hum is emitted. As this is far
beyond their ken, they discreetly send word to 5. The Qan attack any monastery they can find,
one of the characters to come investigate. killing all inhabitants. They claim this is their ven-
geance for the sack of Qinon. Now they attack
5. Verdis, an elderly Zaiu, wishes to retire at an Atai.
Ozak monastery. Unfortunately, he doesn’t know
where any of them are. Can the characters get 6. The fumes rising at the monastery’s heart are the
him in contact with the Ozaks? What if the monks breath of an ancient creature not native to Mars.
don’t accept him, and Verdis is too old to make The monks unknowingly guard its resting place
the return trip? and ensure its continued sleep with their daily
rituals.
6. An astrologer from Zodiac, Riman, claims he
discovered a repeating pattern in the flags. Fibonacci Knot
Unfortunately, he can’t read their colors, so he
doesn’t know what the pattern means. He asks the Deep within the purple steppes, several fields of fungus
characters to find an Ozak willing to translate. meet and melt together. As if exchanging information, the
CHARACTERS clusters rebuild the dead and, sometimes, constructs and
memories lost to time. At the Fibonacci Knot, the fungus
1. Ganbata, Ozak monk with an old body and curves in an unending spiral, mimicking the dawn of the
brilliant mind (Sharp as a Razor d12, Herbology universe. The Fibonacci Knot is large enough to enter, and
d10, Steady Hands d6; Resolve d8; Trouble:
Survived their Family) enterprising scavengers have indeed done so. Inside, they
claim, the violet walls are shaped in reliefs that reveal the
2. Ghila, young Ozak learning their letters and flags history of the Qan and Ozak. Deeper inward, their history
(Clever Enough d10, Good Family d8, Beginning
Sword d6; Resolve d6; Trouble: Follies of Youth) is replaced with depictions of towering creatures and
ancient ships, though few make it back outside to tell these
3. Labbakan, Qan prisoner with wounded pride tales.
(Great Rider d10, Good with a Bow d8, Keen
Eye d6; Resolve d6; Trouble: Reckless) HOOKS
4. Meran, Red Martian from Battlehym and guest at 1. Shadin, a Pale Martian scholar from Foresight,
Atai (Steady Pace d10, True Believer d8, Survivor believes the Fibonacci Knot was pulled from the
d6; Resolve d8; Trouble: Cannot Stop Preaching) memories of the fungus’ earliest victims, and is
5. Enbish, Ozak of middle years and caretaker of actually a replica of a lost Cydonian construct.
the monks (Hidden Sword Skill d10, Great Cook He hires the characters to escort him into the knot
d8, Swift Rider d6; Resolve d8; Trouble: Loyal ‘til while he conducts his research.
the End) 2. A gash in the side of the Knot yields entry, but
6. Chamba, Ozak monk not yet ready to retire (True explorers haven’t discovered anything besides the
Aim d10, Quiet Feet d8, Stick to the Shadows d6; wall relief and occasional predator nesting within.
Resolve d6; Trouble: Mean) Notably, they never found the beginning or end
of the spiral either. Cuarto, a scholar from Vance,
HAZARDS wishes to investigate this spatial anomaly, and
hires the characters to aid him.
1. When steppe locusts, valued for their strong and
iridescent armor, run rampant, the insect plague 3. The fungus at the ancient Fibonacci Knot no
longer needs to rely on corpses to inhabit, but can
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CHAPTER THREE: CIVILIZATION
3. After a year of particularly-virulent fungal spread, 2. The fungus at the forest’s edge is extra thick and
both the Qan and Ozaks take refuge in the heavy, allowing it to cover and suffocate the living
corpse forest. They’ve already had several violent while they sleep.
clashes and neither side can afford another 3. Ghosts are drawn to the corpse fruit, adding dan-
bloodbath. They ask the characters to negotiate a ger to any dust storms in the area.
peace that designates the corpse forest as neutral
zone, without either of them losing face. 4. Animosity between groups of corpse fruit har-
vesters has come to a fevered pitch, and unwary
4. Legend has it all corpse trees are runners from an travelers are caught between their blades.
ancient tree sitting at the center of the forest. The
grandmother tree yields a single fruit each year, 5. Beware killing a Martian who has recently eaten
which grants the eater power over the dead. A corpse fruit, for his ghost will haunt the murderer
Roundhead named Gulis tasks the characters to in her sleep.
retrieve this fruit, while his rivals hire teams of their 6. The wood of a corpse tree is cursed. Stories tell of
own. Martians wounded by a mere splinter, and dying
5. An Ozak with rotting flesh makes her way through from unknown causes days later.
Coronal
the corpse forest. She claims she is dead, body
and soul reanimated by consuming a corpse fruit
while she died. If she is telling the truth, this is a
powerful and valuable secret. But what if she is A “sister-state” to the west of Vance, Coronal es-
yet alive, and her rot is a contagious disease?
tablished itself as an outlying supply hub by harvesting
6. Two Ozak brothers, Arshan and Mardas, hope building supplies and mineral deposits for Meridian’s
to contact the ghost of their father. They cannot agriculture and infrastructure.
decide who should eat the fruit and who should
keep watch, for neither trusts the other. They seek Modern Coronals live in either the valley or the
someone to eat the fruit and be a conduit for the ancient city carved into the side of an active volcano.
dead. The predominantly Red Martian population shares the
city with a colony of spiders that spin metallic webs. In
CHARACTERS the night, the spiders set to work repairing any damage
1. Nayan, Red Martian thief looking for corpse fruit done to the city during the day. This symbiotic relation-
(Knows the Way d10, Great Stamina d8, Gun- ship has allowed Coronal to thrive despite the harsh
slinger d6; Resolve d8; Trouble: Lost Love) conditions that come with living on the side of a vol-
2. Kiyuk, Red Martian harvest master from Vance cano.
(Big Body d10, Trade Empire d8, Keen Wit d6; The spiders charged with maintaining the city’s
Resolve d8; Trouble: Easily Bored)
infrastructure are seemingly immune to the hazards of
3. Tajin, Qan warrior lost in the forest of corpses Coronal. Their thick metallic webs keep them ground-
(Keen Sword d10, Traveled Far d8, Loyal Steed
ed in the high winds. Able to withstand extreme tem-
d6; Resolve d6; Trouble: Haunted)
peratures, they traverse the surface lava flows with ease.
4. Mungka, Ozak scholar seeking the secrets of the On cooler days, the spiders can be seen warming them-
corpse trees (Cunning Mind d10, Silver Tongue
d8, Quick Draw d6; Resolve d6; Trouble: Untrust- selves by the geyser and the hot springs south of the
worthy) city. Unlike the Red Martians, since being introduced
to Coronal the spiders have evolved to live in this cli-
5. Jina, Poppy Bride collecting corpse fruit for
a draught of deathless sleep (Alchemist d10, mate.
Dreamer d8, Ambitious d6; Resolve d8; Trouble: Most Coronals spend their lives in relative pover-
Enemies at Home) ty, while cultivating and harvesting the land to provide
6. Yalina, Wyeth orchard master looking for the wealth for the Vancian elite. Uprisings ae common, and
grandmother tree (Pomologist d10, Strong d8, in the wake of the most recent, the royal families have
Daring d6; Resolve d8; Trouble: Ill-Risked Plans) increased the military presence in the city. The increase
in military personnel has displaced many, forcing them
HAZARDS to move out of the valley, where the first settlement
1. While the corpse trees cannot feed on the living, was established, into the steep ruins built into the side
their prehensile roots gather the weak and sleep- of the volcano. The swift migration of middle- and
ing alike in a deadly embrace. working-class citizens, displaced by the military, has led
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C iti es and Reg i o ns
to an increase in makeshift townships among the an- fifty feet high. A large metal bubble, glistening in the sun,
cient structures. Temporary housing made of cloth and consumes the head of the geyser, funneling every drop of
stone, fastened in place by the spiders’ metallic webbing water into intricate metallic waterways that feed the city
has replaced the natural façade of the volcano. and the farm system.
While the citizens were crammed into stinking, Before the clean water travels to the city, it goes
overfull camps at Almeida, the military found them- through a treatment facility at the geyser, separating the
selves with rather pleasant accommodations. With the sediment from the liquid, and collecting the excess heat and
open lava flow to the East and the geyser fields to the kinetic energy to power the turbines in the plant. 90 percent
south, the valley lying to the northwest is the most vul- of the resulting sediment is separated into mineral compo-
nerable point for an attack. In the mornings, a breeze nents that are packaged and sent out to the other districts
brings a fine mist across the valley as cool air condenses as an agricultural product. The remaining 10 percent is put
the steam from the active lava flow. In the afternoons, back into the water as it exits the plant, to feed Coronal’s
the heat of the day is swept away by the same breeze. farms to the south, using the soil to extract the remaining
The morning mist allows vegetation to take root across sediment before passing the filtered water to the city.
the valley, limiting the arid dust and keeping the popu- With the increased military presence in the city, a
lation of ghosts to a manageable amount. secondary water system was ordered and installed, which
With the recent mass relocation, old feuds have re- redirects 40 percent of the clean water directly to the valley.
ignited in the cramped quarters of Almeida. While the Although there has been a 40-percent reduction in water to
older generation turns its hostility inward, the younger the main pipeline, the sediment amounts remain the same,
generation is focused on the outside forces that drove causing clogs along the pipeline. Services to the farms and
the Coronals into the ancient settlement and out of the the village on the north face of the volcano have been inter-
city center. The political climate and living conditions rupted as the spiders attempt to clear the clog system.
create an explosive environment in the already-tumul- When asked why they could not simply decrease the
tuous community. The families who once brokered amount of sediment put back into the system, the royal
peace among the two settlements are now vying for families stated that the sudden increase in mineral output
control of Almeida. As more lavish military quarters from Coronal would decrease the value of the export and
and cramped makeshift villages are built, the hostility could potentially lead to a mineral shortage later, according
between the city and the state increases. to the royal ecologist.
Locations HOOKS
1. The workers at the water treatment plant have
Xeta Geyser threatened to strike, unless the royals increase the
percentage of sediment being exported.
The Xeta Geyser south of the city of Coronal goes 2. A spider wrangler has been using the spiders to
off every 15 minutes. In ancient times, the geyser was a build another pipeline to an undisclosed location,
beacon in the desert, guiding weary travelers to the city. stealing water and minerals from the main chan-
Those who came from the east were thwarted by the lava nel that feeds the city.
flow, but those who approached from the west would find 3. Fearful of a workers’ revolt, the military has in-
sanctuary in the valley. The spiders, originally stowaways creased their presence at the plant. The six-person
with those first settlers, found the climate hospitable. They security detail may be heavily armed, but they are
would scurry to the geyser between eruptions and build unfamiliar with the mechanics of the processing
webs to capture the water, funneling it away from the plant.
explosive mouth of the geyser down the mountain, where it 4. Spiders are being redirected to maintain the
would cool and pool in a metallic, spider-web bowl down pipeline, leaving the maintenance crew on the
the hill. The open water vessel attracted insects, which the collection bubble understaffed.
spiders feasted upon. 5. Disgruntled citizens breached the treatment facility
and are trying to sabotage the military’s pipeline.
The Martians adapted this instinctual water collection
system and trained the spiders to build upon command. 6. Sediment backed up the pipeline feeding the city,
After centuries of manipulation and maintenance, the and is flooding the treatment plant. Another gey-
ser burst is set to go off in 10 minutes, which will
metallic web now spans the length of the geyser, stretching
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CHAPTER THREE: CIVILIZATION
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C iti es and Reg i o ns
A market in Almeida.
6. An old house faction has been using the military 6. Mateus Arujo, Retired Red Martian Spider Wran-
raids to rob families in other parts of Almeida. With gler (Landscaping d10, Spatially Intelligent d8,
the military police focused on executing the raids, Tireless d6; Resolve d6; Trouble: Over-Protective
the rest of the city is left to their own devices. Father)
CHARACTERS HAZARDS
1. Avo Mata, Red Martian Matriarch (Organization 1. The increase in methane buildup in the waste
and Materiel d10, Diplomatic Interpretation d8, pipes creates a fire hazard throughout Almeida.
Maternal Manipulation d6; Resolve d8; Trouble: Poorly-constructed fabric dwellings are in constant
Steady and Stubborn) danger of catching fire.
2. Ana Paredes, Red Martian Rebel Leader (Char- 2. Military police roam the village, ready to arrest
ismatic Speaker d10, Veteran Campaigner d8, citizens for the slightest infractions.
Empathy d6; Resolve d8; Trouble: Selfless Martyr 3. Feral spiders have taken up residency in the vil-
Syndrome) lage. When threatened, they can become incred-
3. Paulo Salazar, Red Martian Valley Patriarch ibly violent and territorial. They are impervious
(Learning the Ropes d10, Egomaniacal d8, to fire and their metallic shells are very hard to
Easily Underestimated d6; Resolve d10; Trouble: penetrate.
Starved With Ambition) 4. The old houses are demanding respect and loyal-
4. Gomes, Red Martian Military Police Captain ty. The wars between the families have segregat-
(Knows Every Weapon d10, Interrogation d8, ed the cramped quarters into safe zones, depen-
Defend the City d6; Resolve d8; Trouble: Suspects dent upon familial lines.
all Lower-Class Citizens of Corruption) 5. Water merchants have been gaining wealth and
5. Ladro Ferro, Red Martian Water Merchant hoarding other resources throughout the village.
(Opportunistic Businessman d10, Salesman d8, A The higher prices for goods has led to an increase
Way with Spiders d6; Resolve d6; Trouble: Using in crime and desperation amongst the population.
Brother’s Position to Manipulate Market)
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CHAPTER THREE: CIVILIZATION
6. Surprise military raids turn the makeshift homes, meets the sea. Each night they raid campgrounds
and sanctuaries from the ghosts and dust, into for supplies to build their boat.
a chaotic warzone. As people flee from their 5. A scavenger is making obsidian from lava collect-
homes, they also have to try to protect themselves ed from the open flow. They use the obsidian to
from being inhabited by the ghosts that arrive on build and sell weapons to the highest bidder. They
the evening wind from Anger. have amassed a cache of weapons for an arms
Riberia Fogo deal with the rebels and Almeida gangs.
6. A rogue colony of spiders is trying to encase the
The banks along the open lava flow crumble and crash lava flow. The metallic bridge would allow people
into the molten river that borders Riberia Fogo. Yellow to freely walk across the lava flow, with the right
and blue flames shoot through the ever-widening crevasse. heat protection.
Black and green streaks throughout the liquid magma CHARACTERS
reveal the remnants of the city’s waste management system.
An underground river of lava flows from the base of the 1. Gelo, Red Martian Tower Guard (Patient d10,
volcano out to the salt-laden ancient sea to the north of Empathic d8, Dreamer d6; Resolve d6; Trouble:
Can Never Get Published)
Coronal, breaking through the ground a day’s walk east of
the city center. A skeleton crew guards the flow. Perched in 2. Rios, Wyeth Water Magician (Upsell d10, Person-
their watchtowers, the spider-web walls allow the wind to al Histories of the Seas d8, Alchemist d6; Resolve
d8; Trouble: Irregularities On the Books)
sweep through the rooms, cooling the shelter and dispelling
the radiant heat from the lava flow below. The two guards 3. Rosario, Red Martian Scavenger (Bone-Picker
unlucky enough to be stationed at the watchtower are the d10, Exotic Herbologist d8, Petty Thief d6; Re-
solve d8; Trouble: Would Sell Her Mother for a
only official law enforcement in Riberia Fogo. Jug of Water)
A treacherous journey across the eastern desert leads 4. Joao, Morbid Red Martian Poet (Languishing
to Vance. Only a desperate person would attempt such a Beauty d10, Sepulchral Verses d8, Aristocratic
trek. But, in these times, desperation in Coronal is growing. Gossip d6; Resolve d6; Trouble: Romantically
The two-person crew that guards the lava flow must watch Enthralled By Tragic Endings)
out for those few souls who try to cross the flow, or try to 5. Luana, Red Martian Scavenger (Seen It All d10,
abuse its power. A few people live in the surrounding area, Frenetic Assassin d8, Philosopher d6; Resolve d8;
sustaining themselves by scavenging, hunting, and gathering Trouble: Haunted by Ghosts of Those She’s Killed)
the few creatures and plants that can thrive in this environ- 6. Thiago, Red Martian self-proclaimed speaker
ment. with the dead (Dire Pronouncements d10, Knows
Everyone’s Story d8, Aura of Mystery d6; Resolve
Those who know how to desalinate the seawater have d6; Trouble: Obsessed With “Last Requests”)
been able to scrape out a living and trade amongst the
magma. HAZARDS
HOOKS 1. Colony of feral spiders who build webbed bridg-
es over the lava in the night. The conductive metal
1. A group of scavengers is trying to break down the can incinerate nearby plant life.
watchtowers and collect the scrap metal. The two
guards are trapped inside. 2. A river of lava runs beneath the soft soil. A weary
traveler has to watch their step, or they could fall
2. A sandstorm brought ghosts from Vance across through the brittle crust into the rushing magma.
the eastern desert, infecting one of the guards. A
homicidal ghost has taken control of the guard 3. Boiling sea water gives rise to creatures that can
and is hunting down anyone who tries to enter or thrive in the high temperatures and feast on the
leave Riberia Fogo. nutrients in the cooling magma. Large sea crea-
tures with thick skins, razor-sharp teeth, and sweet
3. The last water desalination expert is infected meat lurk offshore.
with a strange virus. The stores of fresh water are
running out. Without a way to filter the water, the 4. Scavengers raid camps in the night in search of
inhabitants of Riberia Fogo will perish. supplies and something, anything, to eat.
4. A group of scavengers are building a boat to try 5. Life on the ground leaves travelers susceptible
and sail around the boiling waters where lava to ghosts carried across the eastern desert from
Vance.
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C iti es and Reg i o ns
6. Minimal resources require trust and strong rela- 6. The fountain at the center of town is beginning
tionships with criminals for survival. The increased to overflow and temporarily flood the square. A
military presence in Coronal has created a lucra- strange fungus is starting to take root in the stone-
tive industry for bounty hunters. The royals will work.
pay handsomely for the head of anyone selling or
buying goods from unregulated sources. CHARACTERS
Vale 1. Rei Barros, Red Martian Prince of Vale (Egomani-
acal d10, Aristocratic Upbringing d8, Romantic
The city center. Vale (the Valley) is the cultural center d6; Resolve d6; Trouble: Selfish Nobility)
of Coronal. A fountain telling the history of Coronal desig- 2. Meira Barros, Red Martian Noble Nurse (Sexu-
nates the city square. The silver sculptures, maintained by ally Adventurous d10, Maternal d8, Cunning d6;
the spiders, glisten in the water. Lush greens sprawl across Resolve d8; Trouble: Rejects her Status as Heir to
the Throne)
the stone streets beneath the oppression of military boots.
The old houses and city service buildings have been trans- 3. Belo, Red Martian Military Police (Romantic d10;
formed into barracks and supply rooms, the architecture Carnal Knowledge d8, Philosophical d6; Resolve
d8; Combat 2 Strike/1 Parry; Trouble: Lets the
indicative of the valley’s decadence. Concept of Love Overrule Common Sense)
Waste-disposal vents are intricately built into 4. Droga, Red Martian Noble Drug Dealer
metallic statues that line the streets. Flames burst from (Scrounges the Most Interesting Things d10, Inge-
a molded torch or out of the mouth of dragons. The nious d8, Hard to Kill d6; Resolve d6; Combat 2
beautiful displays use the excess sewer gas to show- Strike/1 Parry; Trouble: Aspirations to Rule Vale)
case the upper-class prestige of the valley folk, in stark 5. Aranha, Red Martian Master Spider Wrangler
contrast to the brutality of Almeida. Spiders, trained (Master of Arachnids d10, Botany d8, Storyteller
to maintain the sculptures, swiftly repair the pipes if a d6; Resolve d8; Combat 2 Parry/2 Stunt; Trouble:
single strand is knocked out of place by the outgassing. His Apprentices Keep Disappearing)
Even without a wrangler present, the spiders dutifully 6. Vinicius Cruz, Red Martian Military General
tend to the sculpture gardens that line the streets, unlike (Funeral Preparations and Rites d10, Uncanny
the feral spiders of Almeida, who returned to their baser Strength d8, Sensual d6; Resolve d8; Trouble:
instincts. Desire to be Nobility)
HOOKS HAZARDS
1. Coronals who travel into Vale to tend to the needs 1. A restless prince has recruited some of the military
of the military find themselves underpaid and to help advance his station. Armed with the best
facing increasing harassment and resentment from weapons money can buy and a lack of self-re-
the royals. straint, he uses his personal garrison to harass
anyone he deems doesn’t belong in Vale.
2. The noble residents allowed to remain in Vale
have become the target of harassment by the 2. Someone tried to clean the fungus around the
rebels in Almeida. square, and placed bits of it over the gas line
exhaust pipes. When the fungus ignites, it fills
3. Supplies, meant to be funneled into the city, have the square with smoke that makes anyone who
been intercepted by scavengers on the road into inhales it hallucinate.
Vale, leading to food and fuel shortages, and
breeding hostility among the troops that have 3. Smugglers have been taking the new drug out
been relocated to Coronal. of Vale to Almeida, and the old houses are not
thrilled about the mind-altering substance. Enforc-
4. The local prince is more interested in finding a ers have been ordered to interrogate any strang-
princess than tending to the needs of his people. ers and suspected dealers.
The growing rebel threat and military unrest is be-
coming burdensome to a figurehead who doesn’t 4. The flooding at the fountain is spreading to other
care to make decisions. pressure releases in the water pipeline.
5. Nurses at the health clinic have been smuggling 5. The infrastructure cannot keep up with the rapid in-
supplies to Almeida during their nightly commute. crease in population. The spiders, who are so attentive
The military police they enlisted to help them are to their task, become more hostile as the outgassing of
being court martialed. the waste system becomes more frequent.
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CHAPTER THREE: CIVILIZATION
98
C iti es and Reg i o ns
99
CHAPTER THREE: CIVILIZATION
100
C iti es and Reg i o ns
CHARACTERS There’s long, slow rustling, like scales through dead grass,
1. The Archivist, Caretaker of the Past (The Right shallow gouges in the stonework underfoot, and also the
Question d12, Servant of History d10, Living complete lack of so much as a wasp.
Memory d8; Resolve d6; Trouble: Bound by Duty)
HOOKS
2. Deniz, Cautious Pale Martian Assistant (The Right
Answer d10, Handmaiden to Knowledge d8, 1. Something definitely lives in the machinery below
Love of The Word d6; Resolve d12; Trouble: Foresight, though it has, as yet, not made itself
Church of Pure Reason) known to either the city in general or Roya’s
crew in specific. But while they haven’t found the
3. Azad, Who is Nearly Ready to Publish, Pale Mar- borders of this set of tunnels yet, no other mapped
tian (Depth of Research d12, Way with Words canals or known First Martian installations go
d10, A Brief History of Mars d8; Resolve d6; anywhere near Hell’s Basin. So whatever it is, it’s
Trouble: Loves the Sound of His Own Voice) been there for a very long time.
HAZARDS 2. There’s simply too much architecture to only be a
canal management system. Many of Mars’ canals
1. Whoever is trying to steal texts from the library are mapped (after a fashion), and their control
isn’t succeeding, but they have the numbers to panels are smaller than atmosphere processors.
keep trying despite the cost, and apparently no They’re compact, ingenious in their design for a
fear of injury in the course of their theft attempts. system that complex. But there’s far more machin-
2. Reviewing a memory is more complex than read- ery than they were expecting, more than they’ve
ing, though not quite the same as viewing, the ever seen, and some of it is still quietly running,
way an adept might project something into your drawing power from hand-thick cables drilled
mind. The reader is subsumed, however briefly, straight into the stone around them, performing
in someone else’s life, seeing and feeling all that unknown tasks.
they felt and knew at that moment. 3. Like all superstitious sailors, Roya has a theory.
3. Access to the library is a privilege, and rowdy or There was a underground port here, a channel
insufficiently-respectful guests may discover what through which all other canals passed, before
happens to would-be thieves. whatever struck Mars so hard it left a crater that
still pours out sand and ghosts. It was destroyed
Service Entrance to so completely that no trace of it remains but this
the West Horn Gate Machine block of relays, broken and sending the dan-
gerously erratic signals that make the canals so
Down the southern stairs, over deep crevasses strung treacherous today.
across with rope bridges and marked with cairns, so deep
CHARACTERS
the change in atmospheric pressure makes even seasoned
archaeologists ill, there’s a tall, narrow door set into the 1. Roya Turhan, Pale Martian Head Engineer (To
basin wall. Roya Turhan was the first person to figure out Divine the Machine d12, Canal Captain’s Daugh-
how to open it without blasting loose the whole hillside ter d10, Gentler with Machines d6; Resolve d8;
Trouble: Longs for the Sea)
and, honestly, one of few willing to risk ghosts and pressure
sickness on the strength of a damaged map and a telescope. 2. Isaac Turhan, Pale Martian Dedicated Son (I Can
But Roya Turhan rode the canals before she was an engi- Fix That d12, A Breadth of Understanding d10,
Poise in Peril d6; Resolve d8; Trouble: In the Shad-
neer; mortal danger in the depths of Mars is woven in the ow of a Genius)
fabric of her life. Together with her son Isaac and a series
of beleaguered assistants, she’s been exploring one of the 3. Étienne, Red Martian Mechanic of No Great
Fortune (Problem Solver d10, Mind for Maps d8,
deepest First Martian installations ever discovered. Conflict Resolution in the Workplace d6; Resolve
It extends at least a half a mile in every direction, and d12; Trouble: Unluckiest Man on Mars)
her crew hasn’t found its borders yet. They’ve spent the last
six months carefully isolating blocks of machinery and ap- HAZARDS
plying power to them, and near as they’ve been able to tell, 1. The few scales Étienne has discovered throughout
it once regulated canal water, and filtered...something out the mapped portions of the machine are pale and
of it. But too much is broken or wholly unrecognizable, and as long as his outstretched hand. He’d really prefer
they’ve become convinced they are not alone in the tunnels. to never go back underground, but it’s a job undone,
and he remembers where each one was.
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CHAPTER THREE: CIVILIZATION
Illium
the fates of citizens and the shape of the city’s future. In the
Sun Chamber, the Princess mounts her silver throne and
dispenses wisdom to the people. In the Ray Chamber, those
High on the Radium Plateau rises many-spired Illi- who dare defy the Princess perish, disintegrated to ash in
um. Illium, city of learning and commerce…and of war. the searing heat of a First Martian weapon of devastating
Broad, well-paved streets thread their way throughout power. From its pier atop the Fortress’ highest spire, her own
the city, and the nights are lit by radium lamps. High, personal skyship — Horizon’s Terror — scatters these ashes
white walls encircle the city, but do not rise as high as on the wind over the city as a reminder to all. When Illium
the towered homes of the aristocracy. goes to war, she draws her blade and takes to the sky with
her soldiers. The sight of her ship alone has been known to
Great machines pump water from the canal below the
send hardened troops scurrying to surrender.
plateau, through a labyrinth of caves whose layout is a close-
ly guarded secret. The caves also hide Illium’s wondrous HOOKS
reclamation systems, which allow the people of the city to
live with an almost unheard-of abundance of water. In Illi-
1. One of the characters turns out to look nearly
identical to the Princess Invincible. They receive a
um, there are fountains in every square, and baths in every myriad of proposals and offers — everything from
neighborhood. The University of Illium is widely considered impersonating the Princess for gain, to acting as
the greatest remaining seat of learning on Mars. her official body double at boring society func-
Yet, plentiful water is not the true wonder of Illium. tions, to posing with noble children for portraits.
That honor belongs to the magnificent sky navy, 100 2. The characters are called in by the Council of
ships buoyed by a mysterious anti-gravity element. The Judgment, and ordered to provide testimony for a
sky navy, docking at Illium’s highest towers and spread- crime they are meant to have witnessed. The only
problem is, they didn’t witness it. Is this all a misun-
ing forth across all of Mars, gives Illium nearly unmatched derstanding, or has someone embroiled them in a
power in trade and war. Of the other city-states, only Illi- sticky situation on purpose?
um’s rival Zodiac possesses the secret of flight.
3. While attending the Princess in the Sun Chamber,
A term of two years’ service in the army or navy is the characters hear the plea of a family that lives
compulsory for citizens of Illium. Slaves may be eman- out on the Radium Plateau, asking for soldiers
cipated in exchange for military service, but must serve to protect their village from roving bandits. The
until honorably discharged. Such discharges are usually Princess refuses and sends them away, giving no
granted only for old age. reasons.
4. Someone the characters know is innocent is
The dead are processed for their water, and then arrested and dragged to the Fortress, destined for
laid to rest in the upper cave complexes. The mummies the Ray Chamber. Do they dare intervene, risking
of Illium figure heavily in the scare-stories other Mar- the same fate for themselves? Can they gather
tians tell their children. enough evidence to convince the Council before
The Princess Invincible and her Council of Judg-
the deed is done?
ment rule Illium. The word of the Princess is law, and 5. The characters receive an offer: Go to the Sun
disobedience is punishable by death in the Ray Cham- Chamber and copy down what the Princess says
into a specific book, word for word, in exchange
ber. The people of Illium believe the Princess wise
for payment. The offer is too generous to be on
beyond measure…for if they thought otherwise, they the up-and-up, but the task seems so innocuous.
might see that they live and die at the whim of an What’s so important about this book? Why hire
all-powerful and unaccountable goddess. strangers to do such a small thing?
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C iti es and Reg i o ns
6. While exploring elsewhere in the city, the charac- 5. Dinni, Skarrut Ray Chamber guard (Pole Sling
ters come across a door that should lead into a Master d10, Heart of Stone d8, Eyes of Steel d6;
storeroom, but instead leads into the Fortress’ ex- Resolve d8; Combat: 1 Strike/ 1 Stunt; Trouble:
tensive cellars. What treasures might such a place Gambling Habit)
hold in store, if they can avoid getting caught? 6. Rhes, Red Martian Moon Chamber messenger
How did such a passage come to be? (Swift Feet d10, Sixth Child of a Noble House d8,
Fly on the Wall d6; Resolve d6; Trouble: Sibling
CHARACTERS Rivalry)
1. Captain Kromis, Red Martian second-in-command
of Horizon’s Terror (Decorated Soldier d10, Right HAZARDS
Hand of Justice d8, Ships Are Better than People 1. When the Ray Chamber would create a martyr or
d6; Resolve d8; Combat: 1 Strike/1 Parry/1 grant too quick a demise, the Princess Invincible
Stunt; Trouble: Criminal Past) challenges the criminal to a duel to the death. No
2. Vestai of Black Sand, Red Martian noble seeking one has ever defeated her.
the Princess’ favor (Irresistible Good Looks d12, 2. The Sun Chamber is a battlefield of words, where
Victory Is Worth Any Price d8, Fancy Footwork each question posed is an army’s advance and
d6; Resolve d8; Combat: 1 Strike/1 Stunt; Trou- each careful greeting a tactical maneuver.
ble: Glory Hound)
3. Drunken beastmasters gossip about a vicious,
3. Sebaste the August, Red Martian member of the many-fanged beast with wings of enormous span
Council of Judgment (Brood of Many Scions d8, that lives beneath the Fortress, kept by the Princess
Weighty Words d8, Smells a Rat d6; Resolve d12; as a last resort against invasion or siege. (Aerial
Trouble: Hard of Hearing) Mobility d12, Toothy Maw d10, Doesn’t Take
4. Trif, Red Martian Sun Chamber petitioner (Impet- Orders d6; Resolve d8; Combat: 2 Strike/1 Stunt)
uous Entrepreneur d10, If Wishes Were Horses 4. Servants at the Fortress murmur that those who
d8, Lights Up the Room d6; Resolve d6; Trouble: wander where they shouldn’t come under a curse of
Empty Purse) confusion, doomed to forget everything they knew.
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CHAPTER THREE: CIVILIZATION
5. Anyone who tries to stow away on Horizon’s 6. The sky navy holds an auction for a newly-retired
Terror must contend with the ship’s tenacious and ship. While attending, the characters discover that
loyal crew. (1 per player; Strike Threshold: 4) a merchant consortium has rigged the outcome in
6. The wide plaza stretching out before the Fortress its favor and intends to sell the ship’s technology
gates is prime real estate for traders hawking to a foreign broker without the Princess’ permis-
souvenirs and street fare with booming voices and sion…for an awful lot of money.
tantalizing deals. Beware, all who planned to
leave with any coin. CHARACTERS
1. Novian, Red Martian illegitimate child of nobility
Sky Navy Port (Hardworking Young Soldier d10, Standard Issue
Blade d6, I Will Win a Title d6; Resolve d8; Com-
The Pride of Illium, the Moonrise Fleet, the Living bat: 1 Strike/1 Parry; Trouble: Seeks Acceptance)
Storm — all of Mars knows the city’s majestic sky navy by
2. Volca (aka Qaysa), Red Martian Zodiac spy and
these names, and many others besides. Its twin flagships, navy infiltrator (Hoarder of Secrets d10, Friend to
Scythe of Phobos and Lance of Deimos, cut distinctive and Birds d8, Crack Shot d6; Resolve d8; Combat: 1
awe-inspiring figures against the sky. When the armada Strike/1 Stunt; Trouble: Hidden Identity)
comes home to roost, its ships dock atop the gleaming spires 3. Vestai of a Thousand Lights, Red Martian naval
of Sky Navy Port, a vast forest of towers, radium beacons, astrologer (Enigmatic Horoscope Reader d12,
and barracks. Its shipyard is guarded fiercely day and Always on Course d10, Night Owl d6; Resolve
night, protected by a high barricade and restricted to only d8; Trouble: Incorrigible Dreamer)
the most trusted personnel. The fixers and builders who 4. Marchai of the Valiant Horn, Red Martian admi-
work on the sky navy’s ships are celebrities, and always ral (Survived Ten Feuds d10, Voice of Command
travel with assigned bodyguards lest their secrets fall into d8, Mentor to All d8; Resolve d8; Trouble: Secret
foreign hands. The navy’s highest ranks are reserved for Fatal Illness)
those of aristocratic blood, and feuds break out over pro- 5. Kaesii, Red Martian naval shipwright (Anti-Gravity
motions and medals given to rivals. Expert d10, Bon Vivant d8, Flock of Admirers d6;
Resolve d6; Trouble: Common-Blooded Narcissist)
HOOKS 6. Kismet, Red Martian soldier and ex-slave (Hears
1. By chance, the characters stumble upon a Everything d12, Daring Maneuvers d8, Born in a
well-hidden group of dissidents among the navy’s Far-Off Land d6; Resolve d8; Combat: 1 Strike/1
ranks who have grown disillusioned with the Prin- Stunt; Trouble: Wants Freedom and Peace)
cess Invincible’s omnipotent wisdom, and plan to
enlist like-minded souls to overthrow her. HAZARDS
2. The navy recruits volunteers for a mission to take 1. An accident at the shipyard causes the gravity in this
down infamous sky pirate and Illium deserter Cos- whole area of the city to fluctuate out of control.
malia Crimson. Once the characters join up, they 2. One of the anti-gravity platforms that transports
realize that details of the plan don’t fit together passengers up and down the tall towers malfunc-
quite right. Why would the navy need volunteers tions, leaving the characters stranded high above
to hunt pirates? What’s really going on? the ground.
3. An admiral gives a rousing speech, and the charac- 3. The sky navy has adopted the Princess’ dueling
ters are part of a massive crowd assembled to hear traditions, but (usually) stops short of death. Insult-
it. As they listen, they notice that the admiral speaks ing a naval officer, even by accident, is grounds
oddly, as though hidden between the lines might for a challenge.
be an encoded message. Can they decipher it?
4. Reports say a disturbingly-large amount of
4. Reports of an approaching invasion force reache photonic sand has been stolen from the armory.
the navy, and they mobilize for war. Citizens are Whoever stole it could strike at any time.
expected to participate, and many are rounded
up for emergency training at the port — including 5. An enthusiastic shipwright asks the characters to
at least one of the characters. help test an experimental weapon, but most of the
kinks have yet to be worked out.
5. A prisoner from Illium’s last battle, kept for interro-
gation, escapes. The soldiers patrol the city relent- 6. A damaged ship on its way back to port is about
lessly looking for the escapee, who approaches to crash — right into the square where the charac-
the characters and begs for help. ters happen to be, along with dozens of others.
104
C iti es and Reg i o ns
University of Illium pavilion that takes students into the sky and away
from the city. What they learn there remains a
Would-be students travel from all over Mars to the mystery, but some intrepid busybodies have dared
everyone they know to sneak in and find out.
sprawling University of Illium, where if they prove them-
selves well enough (or they know the right people) they can CHARACTERS
study with venerated scholars of all fields: science, astrology,
history, language, music, and even the secrets of the adepts. 1. Flint, Red Martian university servant (Reformed
A complex, towering fountain with many levels and radium
Thief d8, Entrance Exam Junkie d6, Cheating Is
Wrong d6; Resolve d6; Trouble: Not Very Bright)
lights twinkling from within its waters graces the inner plaza.
The central spire stands like an anchor around which the 2. Master Lipita, Roundhead scholar of antiquities
(Undisputed Cydonian Expert d12, Valuable
rest of the campus radiates in areologically-significant pat-
Pottery Collection d8, Polyglot d6; Resolve d8;
terns, with lofty sky bridges connecting the structures. The Trouble: Despises Students and Strangers)
spire was originally all there was to the university, one of the
3. Headmaster Marchai of Nebulae, Red Martian
first buildings of Illium. Over time, it expanded to embrace
university leader (Pleasantly Cunning d12, Master
the many Martians flocking to its learned halls. Today, it’s of Commerce d10, Let’s Make a Deal d8; Resolve
one of the few places where one might see a Roundhead and d8; Trouble: Overprotective Parent)
a Pale Martian sitting side by side — even if it’s only to see 4. Rubica, Red Martian university student (Library
who can impress the Master more. Addict d8, Secret Stash of Relics d8, Problem
HOOKS
Solver d6; Resolve d6; Trouble: Two Left Feet)
5. Rezzan, Pale Martian university student (Knows
1. The university clock tower has run continuously Sacrifices to Every God d10, Fits in Everywhere
since the founding of the city ages ago, chiming d8, High Fashion d6; Resolve d8; Trouble: Tempt-
the hours in perfect synchronization with the ed by Criminal Offers)
world’s turning. Now it’s stopped. No one knows
why, but everyone knows that if it doesn’t chime 6. Theonin, Red Martian university student (Child of
the swiftly-approaching hour, something terrible a Vestai d10, Money Enough for Anything d8,
will happen. Tall but Meek d6; Resolve d8; Trouble: Disastrous-
ly Untalented Adept)
2. The abandoned tower on the west side of campus
is boarded up day and night, said to be the site HAZARDS
of monstrous crimes in the distant past. It’s been
empty as long as anyone can remember — but 1. Two rival Masters recruit volunteers for their re-
the characters could swear they saw someone search, performing increasingly strange and unset-
peering down at them from the topmost window. tling experiments. Eventually, they turn dangerous.
3. The university is holding a citywide competition 2. Hordes of large rodents called radium rats haunt
for musicians of all kinds to prove their performing the university’s alleys. Their eyes glow a dull
prowess. The winner is granted a significant sum crimson, their teeth are sharp, and they spread a
of money — and perhaps more importantly, a per- radiation sickness.
sonal audience with the Princess Invincible herself. 3. Students notice a bizarre shift in behavior and
4. A group of advanced students claims to have habits in their favorite Master, and they suspect
discovered, through data collected and analyzed he’s been replaced by someone — or something —
over time, an ancient storm still writhing and thun- else.
dering, raining water into a faraway canyon on 4. The university claims to have one library, but in
the other side of the Radium Plateau. They need fact it has two. The second is sealed and hidden
someone to visit the place to confirm their find- away, a prison that holds a powerful and danger-
ings, and bring back samples. ous adept.
5. The university guards catch an assassin trying to 5. Everyone loves the new Master. Even people who
kill one of Illium’s most renowned Masters. As just yesterday expressed the opposite. Soon, the
the characters witness the arrest, or perhaps the few people on campus who don’t love the new
intended punishment, one of them sees that the Master know something’s wrong.
assassin is someone from their past.
6. A student from Zodiac enrolls with the Headmas-
6. Only the top performers in each scholarly field ter’s blessing. The Illium natives don’t trust or care
win invitations to the Floating Study, an anti-gravity for this turn of events, and soon things get ugly.
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CHAPTER THREE: CIVILIZATION
Siren
even wrapped only in oilcloths, if stone is too rich for their
family’s blood. Deeper still than Illium’s necropolis runs the
elaborate network of pipes, pumps, and reclamation ma-
chines that connect the canal below to the city above and East of Anger, south of Honor, and North of the
transform the fluids of the dead into clean, usable water. Temple of the Poppy Brides, lies Siren. This waystation
A spare few know how to navigate these caves, and even protects the rest of the world from the Temple of the
fewer know how to operate the machines. Poppy Brides, and the Brides from the rest of the world.
Siren is a city wrought with traditions and people of
HOOKS fortitude and merit. The life of a Sireni is difficult and
1. Somewhere inside the catacombs is a door that structured.
only seldom exists. Its surface is carved with un- The scarcity of resources have made the Sireni very
recognizable runes and it vanishes unpredictably, protective of their lands and supplies. The ornate veils
only to return with equal capriciousness. Where
does it lead? When it’s gone, where does it go? worn by the women in Nadamban showcase the need
And what happens if someone is inside when it for protection and the aristocracy of the royal family
disappears? dwelling in the subterranean Crystal Palace. Steeped
2. A trader from Vance persuades the characters to in traditions, in Siren survival is paramount. Full-body
make their way down into the caves and study regalia made of thick, heavy fabric worn in Voshi by
one of the reclamation machines. She calls it the Sireni is as pragmatic as it is a cultural artifact. The
a “cultural exchange,” and promises they’ll be warm, heavy wrappings protect them from the sun, win-
rewarded handsomely for a thorough report. ter chill, and incessant sandstorm. Juxtaposing these
3. The characters purchase a rare and extravagant traditional garments is the freedom and haphazard na-
weapon, only to discover that the salesman was ture of the Sireni in Himk.
a fence pawning off stolen grave goods from the The labyrinthine land above the Crystal Palace is
tomb of an influential Illian family. The family is
well-known for its sorcerous ties and the charac- inhabited by nomadic outcasts, who turn against the
ters soon realize that the weapon is cursed. traditional fear of ghosts and the need to protect them-
selves against possession. The nomadic people of the
CHARACTERS Himk sustain off the land and the travelers unfortu-
1. Mystras, Red Martian catacomb tour guide (Illium nate enough to lose themselves to the land. People who
History Buff d10, Unafraid of the Dark d8, Trusty would be labeled thieves, murderers, or charlatans in
Dagger d6; Resolve d8; Trouble: Morbid Curiosi- other cities are considered ingenious or savvy in Himk.
ty) Siren is a matriarchal society. The Queen of Siren
2. Kaniklai of Three Circles, Red Martian adept is host to all the past Sireni queens and is the keeper of
(Deadspeaker d12, Renowned Mystic d8, Loyal the historical record of Siren. In Nadamban, purity of
Pet Eora d6; Resolve d10; Trouble: Blind) spirit is valued above class or station. Where nobility is
3. Oea, Red Martian reclamation system engineer a fixed commodity in other kingdoms, the Sireni prin-
(Clever and Resourceful d10, Down to Mars d8, cess is free to choose any man who is pure of spirit and
Tough and Muscular d6; Resolve d8; Trouble: make him the future king of Siren, regardless of birth.
Blunt Speech) The early passing of the King of Siren has left a cultural
106
C iti es and Reg i o ns
void that the Sireni hope to fill in the near future as the redirecting water to the storage caverns, to protect their
princess reaches a suitable marrying age. homes and businesses from flooding and replenish their
stores. Fearful of foreign ghosts, swept through the tunnels
Locations before a rainstorm, the Sireni meticulously maintain the
crystal caves, removing all dust particles from the walls and
Nadamban floors, to keep the water from being contaminated.
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CHAPTER THREE: CIVILIZATION
HAZARDS ing a vacation from their lives, and escaping the hardships
1. The queen is irrationally afraid of strangers. If she for a moment of adventure.
perceives a threat, she will lock down the king- HOOKS
dom.
2. The water system is not prepared to handle flash 1. A new guide is providing tours to Nadamban, but
floods or the frequency of the winter rain. his first three parties have never been seen again.
3. The winds have been increasing in frequency and 2. Strangers have been flocking to Himk, clogging
intensity, making it more difficult to maintain the the roads trying to find their way to the Temple of
dust in the tunnels. the Poppy Brides. The merchants on the road have
a surplus of goods and fresh meat.
4. A stranger is found pouring a vial of red sand in
the tunnels near the crystal palace. 3. A royal caravan has come to Himk and is looking
for supplies and a guide to the Crystal Palace.
5. The queen believes someone has been spying
on the princess. She has stationed three guards 4. A new drug has found its way to Himk. A fungus
(Combat 2 Strike/1 Parry) outside the princess’s that causes severe hallucinations is being mixed
chambers. with dust containing ghosts.
6. The water tanks are full and lower levels of the 5. Two merchants are fighting over a territory where
caverns are flooding. The chamber holding the travelers have been known to veer off the main
kings’ ghosts is in a secret cavern near the flood- path, leading them back to the beginning of the
ing. labyrinth.
6. Colonies of spiders are moving out of the desert
Himk into the settlements along the road.
The city on the ground, Himk, controls the gateway to CHARACTERS
Nadamban. Strangers could wander the badlands for years 1. Aram, Red Martian Merchant (Organization and
and never stumble upon the entrance to the crystal caves. Materiel d10, Diplomatic Interpretation d8, Mar-
Circular trails wind travelers back to the beginning of a ket Manipulation d6; Resolve d8; Trouble: Losing
labyrinth built of sand and stone. Straying from the path Suppliers)
usually results in one of three outcomes: a return to the 2. Sard, Red Martian Spider Chef (Culinary Exper-
beginning, restless wandering, or death. tise d10, Expert Trapper d8, Empathy d6; Resolve
Weary travelers have established tent cities near caves d6; Trouble: Respects His Ingredients More Than
and at the base of the mountains. The few who call Himk His Customers)
their home trade in wares and supplies, scavenging the 3. Voski, Red Martian Scavenger (Learning the Ropes
lands, and profit off the travelers who lose their way to the d10, Egomaniacal d8, Easily Underestimated d6;
Temple of the Poppy Brides or the Crystal Palace. A few
Resolve d4; Trouble: Starved With Ambition
locals work as guides that can be rented out for a steep 4. Han, Red Martian Guide (Knows Every Weap-
price to those capable of paying their hefty fees. on d10, Interrogation d8, Defend the City d6;
Resolve d6; Trouble: Favors the Highest Bidder)
Himk is home to several indigenous flora and fauna.
5. Vorsord, Red Martian Retired Spider Wrangler
The creatures have evolved to survive in the arid and (Opportunistic Businessman d8, Salesman d8,
windy desert climate, burrowing in the sand to escape the A Way with Spiders d6; Resolve d4; Trouble:
heat of the day and the blistering cold of winter nights. Addicted to Fungi Ghosts)
Straying from the road can end with a dinner invitation 6. Katar, Red Martian Prince of Himk (Landscaping
from a spider colony. Quick travelers may find spiders a d10, Historical Knowledge d8, Aristocratic d6;
delicacy, but most are discovered by other scavengers in the Resolve d4; Trouble: Not Really a Prince)
morning.
HAZARDS
When the winds are still and the sun is low, Himk
provides wonderful vistas overlooking the lands south of 1. Hallucinating drug addicts possessed by murder-
Arcadia and west of Anger. The strong winds bring ghosts ous ghosts.
from every kingdom. Unlike the Sireni of Nadamban, the 2. Scavengers that would just as easily take your life
people in Himk revel in the experience of being inhabited by as your wallet.
ghosts from strange lands. Taking in a new ghost is like tak- 3. Feral spiders are moving into the cities in droves.
108
C iti es and Reg i o ns
4. Foreign ghosts do not know the routes in and out During rainstorms the cliff becomes a waterfall, and
of Himk. farmers on the bluff are forced to seek refuge in the work-
5. Don’t ask about the meat. ers’ caves until the cliff is dry enough to return to Voshi.
6. Circular labyrinth populated by thieves, murder- Beneath the sleeping chambers are food- and water-storage
ers, and spiders. pods, used to safeguard the city against starvation in the
rainy season.
Voshi
HOOKS
The city that borders Honor, Voshi, is protected by 1. Persistent rains have forced the farmers to stay on
an eternal sandstorm. The Sireni who live in Voshi wear the bluff, and food stores are running low.
garments that cover their bodies from head to toe to protect 2. A group of refugees have traveled through the
themselves from the blistering sands and the ghosts that howl sandstorm wall to Voshi. These strangers seem to
within. The wall of sand circulating in the valley between be under some kind of trance.
Honor and Voshi has forced the people to settle underground, 3. The bluff has been spewing water into the
as strong winds make it too difficult to build on the surface. valley, threatening to flood the underground
Dwelling sacks driven deep into the soft clay are city. The water level is rising in the underground
inflated from the surface and connected to one another via springs.
narrow tunnels. Underground springs provide water for 4. Mining debris was carried into the sandstorm. The
the city. Food is grown on the bluff overlooking the valley. shards of stone cut holes in the protective fabric
Farmers rappel down the cliff with food and supplies for worn by the Sireni, leaving them susceptible to the
ghosts swirling in the storm.
the city. Working in three-day shifts, the workers climb the
sheer rock face with empty baskets and return with them 5. One of the elders was recently infested by a
full of grains and fruits harvested from the ancient trees murderous ghost and is confined to their sleeping
chamber, as the waters rise and threaten to flood
and plants that grow on the bluff. the makeshift cell.
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CHAPTER THREE: CIVILIZATION
110
C iti es and Reg i o ns
Skarras great deeds into their skin. This market is alive, a show of
what Skarras might yet be if it can rise above its debt.
A great mountain once dominated this land, until HOOKS
the Skarruts came. Carrying chisel and hammer, they 1. Casmus, a free-fighting champion, is taking on
carved domes and spires, walls and bridges from the challengers and offers double money back to
mountain, until it yielded the greatest city since Arca- anyone who can beat him. When one of the
dia: Skarras. Located perfectly for trade on the Martian characters does, the champion doesn’t have the
ocean, Skarras survived both the fall of the First Mar- necessary chits, but he offers them a mysterious
tians and the rise of the Cydonians. But then the waters amber gem instead. Rivets inside the amber sketch
dried up, leaving only red dust and endless storms, and a perfect map of the Labyrinth of Night.
111
CHAPTER THREE: CIVILIZATION
112
C iti es and Reg i o ns
ters are tasked with tracking the grays’ lair and response, the remaining citizens organized their
killing them, but discover the grays are sapient, own vigilante groups.
and have a civilization of their own in Skarras 2. The spirits of Skarruts killed in the collapse still
Mountain. roam the Shades. They attack anyone on sight.
4. A deadly and highly-infectious disease has sprung 3. Sandskins, bipedal creatures made of rock and
up in the Shades, prompting Skarras’ leadership dust, stalk the Shades. They crave flesh, for they
to quarantine the fallen tower. Mashem, a leader have none of their own.
from the Shades, soon sends word they’ve all
been cured. Is this genuine, or a ruse to lift the 4. Though the seventh bridge yet stands, debris,
quarantine? Then, one of the characters begins to vermin, and predators form their own danger to
show symptoms. those seeking to cross.
5. People in the Shades are hungry. If someone 5. Parts of the Shades remain unstable to this day,
risks their life to gather eggs from the gull nests and sections of the tower collapse when explored.
perched atop the tower, they’ll be a hero forever 6. Large gulls nest on the highest parts of the crum-
— or at least, until hunger rears its head again. bled tower. They are violently territorial during
6. Isolation and incest are taking their toll on the mating season, and have no qualms about attack-
Shades, and the inhabitants of the tower’s re- ing Martians for food when rearing their young.
cesses become increasingly feral. These Skarrut,
who barely speak, can be recognized by their The Revolution Underground
tarnished scales and hunchbacked posture. Their
families work to keep them safe and hidden, but Though its headquarters lie in the long-defunct harbor,
the characters come across a nest of these mu- the Revolution Underground is more than a single location.
tants. It is a thought, a sentiment, a call for action spread from
seedy bars to elite salons, and it’s slowly rising throughout
CHARACTERS Skarras. Members of the revolution feel the Skarrut people
1. Ahum, Skarrut Shades community leader (Reason- are unfairly chained by debt; their sires and grandsires
able Demands d10, Eye to the Future d8, Stern have toiled to work it off, as will their children and their
Reprimands d6; Resolve d8; Trouble: Seen Better children’s children. “The enslavement of Skarras through
Days) debt must stop,” say the revolutionaries, and if this goal
2. Silili, Skarrut inhabitant of the Shades who wants cannot be attained peacefully, they are ready to overthrow
to stay (Scavenger d10, Can Cook Anything their leadership and go to war for it.
d8, Sure Footing d6; Resolve d6; Trouble: Sticky
Fingers) HOOKS
3. Nurrtu, Skarrut inhabitant of the Shades who is 1. Mistaken for a revolutionary group, the characters
planning to leave (Knows a Guy d10, Amiable are invited to a secret meeting in the harbor. Do
d8, Easy Chits d6; Resolve d8; Trouble: Always they go? What do they do when someone recog-
Looking for the Next Big Thing) nizes they’re not who they should be?
4. Urbaru, Skarrut trading food to the Shades at 2. Bijan, a revolutionary, hires the characters to
impossible prices (Business Sense d10, Show Off ferry a strange ore to the city-state of Surtur, but
d8, Money Flow d6; Resolve d6; Trouble; Bit of a they discover the material is intended to create a
Sleaze) high-impact bomb.
5. Nanni, small-time Skarrut criminal scraping to get 3. The characters are asked to deliver a message
by (Nimble Fingers d10, Quick and Slippery d8, to a shopkeeper named Kalesh, near the plaza.
Surprisingly Likeable d6; Resolve d6; Trouble: Before they can, though, Kalesh is arrested for
Bad Timing) being a member of the revolution. The characters
6. Muiko, Red Martian delivering charitable aid to can give the missive to the Skarras authorities and
the Shades (Rich Family d10, Makes Friends Eas- risk being detained, too, or decipher the coded
ily d8, Well-Connected d6; Resolve d6; Trouble: message for themselves.
No Sense of Danger) 4. The characters are approached by Kian, a Skarrut
enforcer, who informs them one of their close con-
HAZARDS tacts is a member of the revolution. The characters
are tasked to spy on her, or suffer the enforcers’
1. The Shades knows no law. Robbers, bounty wrath.
hunters, and outright murderers operate openly. In
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CHAPTER THREE: CIVILIZATION
5. If the characters seem sympathetic to the revolu- lair here. They are as large as a Martian, and
tion, they are quickly called upon to use their skills ravenous for meat (Gnarbur Worm: Burrow d10,
to procure funds for the cause. After all, preparing Pack Hunting d8, Paralyzing Venom d6; Resolve
for war is expensive. d8; Combat: 1 Strike; Trouble: Always Hungry).
6. The characters hear that the revolution is planning
to assassinate a Skarrut leader for bending to the
Sky Fields
will of the creditors. The leader visits the plaza
every morning and this is where the attack takes A little to the southeast of Skarras, cloaked by the
place, catching innocent bystanders in the crossfire. presence of hostile Cimmeria, lies Sky Fields. Gravity is
weak here, and massive boulders hang in the air while flying
CHARACTERS reptiles, too fat to normally remain aloft, make their way
between. Sky Fields would be an incomparable resource for
1. Lombak, Red Martian ideologue who believes in
equality (Believer d10, Foot Soldier d8, Daring the Skarruts — if they could only capitalize it. Skarras lacks
d6; Resolve d8; Trouble: Overly Zealous) the funds and expertise to properly harness the forces active
2. Entanna, Skarrut who came for love and stayed in Sky Fields, nor can they be overt in their exploration of it,
for the revolution (Sex Appeal d10, Pretty Tough for fear of drawing attention from their powerful and greedy
d8, Basic Fighting Skills d6; Resolve d6; Trouble: neighbors. As it is, the path to Skarras’ renewed greatness
Revolutionary by Accident) lies right within their reach, yet far beyond their grasp.
3. Puizu, Skarrut leader of revolution cell (Strategic HOOKS
Thinker d10, Slingshot d8, For the Cause d6;
Resolve d8; Combat: 1 Stunt; Trouble: Won’t 1. Small groups of Skarruts have formed villages on
Compromise) the largest floating boulders. These townsteads,
4. Taribat, Red Martian shopkeeper running a front for far away from politics and war, offer a perfect
the revolution (Sales Pitch d10, Discreet d8, Bribe refuge for characters needing to lie low.
Money d6; Resolve d8; Trouble: Has Been Made) 2. The characters are invited on a Skarrut expedition
5. Varian, Red Martian spy from Zodiac, hoping to to investigate Sky Fields. When removed from the
destabilize and weaken Skarras (Glib Tongue Fields, both rocks and floating creatures are as
d10, Expert Sword d8, Secret Connections d6; beholden to gravity as anything else on Mars. The
Resolve d8; Trouble: Wants to Defect) secret to Sky Fields lies neither in its ore, nor in the
natural capabilities of its fauna.
6. Nashan, Skarrut spy for the establishment (Fight-
ing Skills d10, Watchful Eye d8, Knows the Revo- 3. The characters are invited to razok harvesting
lution d6; Resolve d6; Trouble: Distrusted) day! While young daredevils distract the parent
razoks, other daredevils steal their eggs so the
HAZARDS chicks may be hand-reared to yield slightly less
vicious razoks, suitable for riding.
1. The Revolutionary Underground deliberately holds 4. Herds of gallum float through Sky Fields. These
its meetings in locations that are either closed to large, fat herbivores aren’t aggressive, but their
the public, or carry enough criminal elements and bulk makes them dangerous. Occasionally a
natural dangers to discourage prying eyes. gallum swallows a piece of rock, which is trans-
2. The revolution shares the harbor with a pack of formed to a rare gemstone via the acids in its
skulkers — large, cat-like creatures with a taste for stomachs. Sifting through gallum feces is a niche
flesh. occupation, but more lucrative than people think.
3. The Garana Inn, where the Revolution frequently 5. Despite Skarras’ efforts, the Princess Invincible
meets, is full of pickpockets and thieves. knows about Sky Fields. She hasn’t sent a force as
4. The idyllically-named “River Retreat” takes place she doesn’t want to alert Zodiac and Vance, but
deep inside Skarras Mountain. The revolution does want to claim Sky Fields and its anti-gravity
meets here to discuss its long-term plans, as long forces for herself. The characters make perfect
as nearby lava rivers don’t rise to kill them all. third-party spies.
5. The spirit of a Skarrut killed in a revolution attack 6. A new species of flying predator has been introduced
is going through the revolutionary ranks, killing by a traveler. The creature attacks everything in sight
them one by one. and is destabilizing the ecosystem. The people of
Sky Fields offer a reward to anyone who brings back
6. Revolutionaries meet in ancient underground either eggs or wings of the new creatures.
canals, long fallen dry, but Gnarbur worms also
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C iti es and Reg i o ns
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CHAPTER THREE: CIVILIZATION
Surtur HOOKS
1. The forge runs low on charstone, a precious
crystal said to absorb prayer and release it into
Surtur lies in the land of Tharsis, atop Mars’ larg- the fire, making the fire burn hotter. It’s used to
est volcano. The entire region is covered in a perpetual craft religious artifacts for the Fire Priests, who
cloud of smoke and ash. Day never dawns in Surtur, implore the characters to obtain more from the
only a sort of wan twilight. The landscape is harsh and wild volcanic garden where it grows, guarded by
alien, populated by beasts strange even upon Mars. sharp-eyed ormerian lizards.
The people of Surtur labor around the clock in their 2. When the characters arrive in Surtur, they are
mines and forges. Metals that are rare across the face of immediately greeted by a Fire Priest who claims
Mars are common in Surtur, and the city has grown he saw them coming in the sparks of the forge.
The priest insists they must work in the mines, as
rich through trade. Here, Pale Martians work alongside ordained by the sacred flame.
Red for common cause. Yet Surtur is a harsh land, and
prosperity has made it no less harsh. 3. A ceremonial sword, forged with Surtur’s rarest
alloy, is stolen from the altar of the First Forge. The
Surtur is ruled by the Fire Priests, who deify the priests hire the characters to track down the culprit
First Martians and consider the people of Surtur their and bring the sword back. But, once found, the
last true heirs. Only in the factory-forges of Surtur, they culprit offers them a share of the profits from the
say, are the ancient arts of metalwork still practiced. weapon’s imminent sale.
Armed with some of the finest weaponry in the
4. Surtur considers the constellation of the Forge to
be its patron. Whenever the sun passes into that
world, the armies of Surtur are feared by their neigh- sign, the First Forge sponsors a festival to cele-
bors. While they lack large quantities of photonic sand, brate the legend: In Surtur, they say the constel-
their swords are sharp and sturdy, and they fight with lation is the anvil upon which the First Martians
unmatched discipline. forged the bones of the world, and after so many
millennia, the bones’ rust gives Mars its red color.
Recently, Surtur opened new mining projects to
the north of its traditional territory, protected by these 5. The characters are detained by a priest who
feared legions. Rumors say that prospectors found a accuses them of forgery, showing higher author-
ities that something they carry is nigh-identical to
vein of radium, or of the precious anti-gravity element a sacramental item crafted at the First Forge. In
used by Zodiac and Illium. If Surtur could mine these Surtur, the counterfeit of a sacred work is punish-
elements for itself and combine them with its abun- able by sacrificing the offender to the volcano.
dance of conventional metals, it could become wealthy 6. A foreign smith claims to have evidence that, in
beyond measure, or become the most-feared nation on fact, First Martian alloys were invented in another
Mars. city. The Fire Priests ask the characters to inspect
this so-called evidence — and to prove it false, by
Locations any means necessary.
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C iti es and Reg i o ns
5. Volvaer, Pale Martian postulant (Student of 4. A strange creature that appears to be part living
Runes d10, Steady Hand d8, My Father’s Burin animal and part rock formation follows one of the
d6; Resolve d6; Trouble: Constantly Underesti- characters wherever they go. It doesn’t appear
mated) hostile, but it won’t leave no matter what threats or
6. Udai, Zaiu pilgrim (Traveling Fixer d10, Religious enticements are brought to bear.
Scholar d8, Vivid Imagination d6; Resolve d6; 5. The characters excavate what seems to be a
Trouble: Talks Too Much) valuable stone with amazing properties, but when
they try to bring their find back to the city to make
HAZARDS some profit, they become the laughingstock of the
marketplace. Why?
1. A sacred artifact begins to emit strange, dissonant
sounds, sending priests into fits or unexplained 6. Two different merchants want the characters to
long sleeps. Some say it’s a message or warning bring back an extremely rare bird native to the
from the First Martians. gardens. One wants the bird alive for its capti-
vating song, but the other wants it dead for its
2. Surtur prefers swift justice at sword point or volca- eyeballs and liver, considered delicacies in soup.
no’s edge. The Fire Priests despise long trials and
rarely show mercy. Ignorance is never an excuse. CHARACTERS
3. An accident at the Forge creates a stream of mol-
ten metal that carves its way through the temple 1. Dyrfin, Pale Martian trader (Crystallographer
and out into the streets. Somehow, it shows no d10, Eye for Rarity d8, Expensive Radium Lantern
signs of stopping or cooling. d6; Resolve d8; Trouble: Heedless of Danger)
2. Dweller in Corners, Red Martian poacher (Throw-
Volcanic Gardens ing Spear d10, Hides in Shadows d8, No Loyal-
ties d6; Resolve d12; Combat: 1 Strike/1 Stunt;
On the outskirts of Surtur, a series of deep clefts in the Trouble: Wanted Everywhere)
volcano’s face form what the Fire Priests call the volcanic 3. Hvals, Red Martian runaway child (Friend to An-
gardens — places lush not with flora, but with natural- imals d8, Won’t Go Home d6, Swift Runner d6;
ly-growing crystals of all kinds, and wildlife that thrives in Resolve d6; Trouble: Easy Mark)
the harsh climate. Artificers and metallurgists value the
plethora of raw materials found here, and many risk their HAZARDS
lives to obtain rare and precious supplies, or send others 1. While exploring a narrow ridge, one of the
to do the same in their stead. The most common predators characters finds themselves trapped by a crystal
are the ormerian lizards, known for their keen eyesight and deposit that seems to be attracted to living flesh.
enormous, barbed tails. Surtur law forbids hunting the 2. Garden travelers must beware crevices where
living creatures in the volcanic gardens, considering their lava bubbles up from the volcano’s depths and
ecosystem a gift from the First Martians. areas where the rocky ground heats up to unbear-
able temperatures.
HOOKS
3. Ormerian lizards are fiercely territorial.
1. A young apprentice came to gather crystals for 4. A niche full of crystal statues turns out to be the
her master, but never returned. Her master begs resting place for people turned to stone by an
the characters to find her, being too old and frail insidious parasite that lives there.
to brave the gardens.
5. The volcanic gardens are prime territory for
2. The characters discover a new kind of crystal, poachers, home to unique and exotic creatures.
whether by accident or careful delving, and now Their traps are just as dangerous for people as
everyone wants a piece of the discovery. The they are for prey.
characters find the longer they possess the crystal
and its source, the less they want to share. 6. Excavating the notorious and valuable tinder gem
is a hazardous undertaking. In its unrefined form,
3. An injured, young ormerian lizard lies in the char- it burns continuously like a miniature star.
acters’ path, ravaged by some larger predator.
They would need to take it back to the city to give Surtur Mines
it proper care and save its life, but in between are
miles of treacherous terrain and other lizards who The work of miners in Surtur is considered just as sa-
won’t understand their benign intentions. cred as the work of artisans and smiths. Miners and chap-
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CHAPTER THREE: CIVILIZATION
118
C iti es and Reg i o ns
3. An ambassador from the nearby kingdom of Vidar Strike/1 Stunt; Trouble: Works for Two Opposing
insists that Surtur’s new northern mine belongs to Masters)
the Vidarese. The characters are tasked with infil- 2. Aeling, Red Martian peddler of drugs and plea-
trating the opposing kingdom to assess the truth of sures (Enticing Voice d10, Show-Off d8, Novice
the claim, while Surtur’s army prepares for war. Pickpocket d6; Resolve d8; Trouble: Gets Greedy)
4. Fanatics from another city come to convince their 3. Thrima, Red Martian one-armed soldier (Outfights
fellow Pale Martians that by living alongside the Red Pales with Four Swords d10, Ancestral Artisan Blade
Martians, they shame their ancestors. The newcomers d8, Perfect Discipline d8; Resolve d12; Combat: 1
preach openly in the Plaza, and plan to abscond with Strike/1 Parry; Trouble: Lost Family to Raiders)
Surtur’s Pales by force if they refuse to come willingly.
4. Svindr, Red Martian youth (Adopted by Pale
5. People report headaches, dizziness, and strange Parents d10, Fulfills High Expectations d8, Quick
visions if they stay too long in the Plaza. Soon, Temper d6; Resolve d6; Trouble: Suffers Bullying)
a priest approaches the characters and accuses
them of disrupting the Plaza’s sacred geometry. 5. Kizurra, Skarrut cavalier passing through (Mer-
If they don’t repair it immediately, they’ll be fed cenary for Hire d10, Lifelong Quest d8, Wry
to the volcano — but first they must figure out how Humor d8; Resolve d8; Combat: 1 Strike/1 Stunt;
they broke it in the first place. Trouble: Tilts at Windmills)
6. From across the Plaza late at night, one of the 6. Geirol, Pale Martian artisan dreaming of starflight
characters’ names is called out in desperate (Seeks Secret of Flight d12, Expert Metalworker
tones. An old friend languishes in chains on the d10, Red Martian Spouse d6; Resolve d6; Trou-
Obsidian Block, and begs for help. ble: Loose Tongue)
CHARACTERS HAZARDS
1. Jolie, Zaiu street musician and assassin (Virtuoso 1. Slavers in Surtur aren’t always picky about whom they
Player d12, Weaponized Instruments d8, Dis- capture for the Obsidian Block. Angering the wrong
appears in a Crowd d6; Resolve d8; Combat: 1 person could put the characters on their list of targets.
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CHAPTER THREE: CIVILIZATION
2. To be in the Plaza Obsidian at night without a The city is monumental in scope, carved from huge
mask is a serious taboo, even if you lose it half- blocks of red and white rock, and reaching nearly a
way through the party. dozen stories towards the sky. Locally, the inhabitants
3. An ostentatiously-dressed individual at the mas- enjoy shade, sweet water, and the produce of the farms
querade wears a perfume that enchants anyone along the canals. Trade, both by canal and caravan,
who lingers close by. Soon, a trail of obedient also brings exotic goods and great wealth.
servants follows their every step.
At night, the city is lit with many-colored lanterns,
4. A beast tamer’s animals break loose — or are let
according to a superstition deeply held but long since for-
loose — in the Plaza and go berserk, sowing chaos
and attacking people. Among them are an enor- gotten. Windows are made from glass salvaged from the
mous steppes bear and a cageful of silicon crabs. Prismatic Wastes, fit together into intricate patterns.
5. A Fire Priest goes undercover as a black-market Vance does not possess a skynavy as such, though
buyer to catch would-be fences daring enough to its greatest scientists are working long and hard at the
try to peddle sacred wares. problem, and have perfected other means of short-term
6. The cutpurses in Surtur don’t always stick to cut- flight. The city does have several towers with sky docks
ting purses, and some of them are organized into for visiting dignitaries from Zodiac and Illium. A few
well-funded guilds or highly structured gangs. merchant houses own skyyachts, but, so far, none have
Vance
replicated the technology.
The Prince of Vance is chosen from among the
merchant houses, and the city employs a regular and
In the central portion of Meridian, Vance lies at professional fighting force, the Hounds of the Prince.
the intersection of several canals, and is thus rich in The master of this force is the Dog of Vance, and is
Mars’ most valuable commodity: water. The city is ac- nearly as powerful as the prince himself. In matters
tually built on top of the canals, creating, at the surface, of war, his power becomes supreme. However, since
a network of subcanals that carry freight and people. companies of Hounds are sponsored by the merchant
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C iti es and Reg i o ns
houses, their loyalty quickly returns to the commercial 5. Two feuding Arez dignitaries insist on having stat-
establishment when peace begins again. ues made of themselves, each one finer than their
rival’s. They throw bribes and threats at artists,
Many conmen, mercenaries, and outright thieves commission even more outlandish models, and
people the lower quarters of Vance, for such people are on the verge of hiring vandals.
flock to wealth. It is not unusual to see a chief of a Pale
6. A friend of the characters’ simply must deliver a
tribe drinking alongside a group of Red cavaliers, while package to someone who will be waiting in the
an urchin attempts to loosen their pockets. Plaza on a moonlit night. The friend suspects it’s
The crypts in the city are in its highest towers. Sol- the prince in disguise.
diers refer to watching from the towers as “cryptwatch,”
CHARACTERS
and the term is sometimes used by civilians to refer to a
tedious nocturnal task. 1. Niccol Arez, Red Martian noble patron (Buy
and Sell Anyone d10, Thrillseeker d8, Amateur
The poor and the criminal dead are placed in the Swordfighter d6; Resolve d8; Trouble: Brokering a
outgoing canals, to be swept away forever. Grand Adventure)
122
C iti es and Reg i o ns
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CHAPTER THREE: CIVILIZATION
refugees set up tents of faded colors, and criminals operate 4. Otharion, Red Martian sovereign of the canal
out of houseboats with narrow windows. The Hounds never vermin (Scrounges the Most Interesting Things
travel through the Dredge, leaving the locals in the hands of d10, Vermin Piper d8, Hard to Kill d6; Resolve
“benevolent citizens’ associations.” For all that, the Dredge d8; Trouble: Power Struggle With Rival Monarch)
still has a spark of defiance that belies its torpid canals. It’s a 5. Bauble, Zaiu tinker and gewgaw dealer (Re-
dangerous place to live, but you can see and hear things here purpose d10, Here’s a One-of-a-Kind Thing d8,
you’d never encounter in any other part of Vance. Hidden Weapon d6; Resolve d6; Trouble: Three
Prior Identities)
HOOKS 6. Sardonyx, Pale Martian mortician and gondolier
1. During festivals, Dredge citizens arm themselves (Funeral Preparations and Rites d10, Uncanny
with sticks and fight brutal mock battles over the Strength d8, Canal Knowledge d6; Resolve d8;
district bridges. Making a good showing in a Trouble: Stalked by Ghosts)
bridge battle is a good way to earn the respect of
some of the dangerous locals. HAZARDS
2. A noble was accosted while walking one of the 1. The gangs of the Dredge are very territorial, tak-
many bridges high above the Dredge, and threw ing any trespass as a potentially-dangerous loss of
a treasure down into the lower canals rather than face.
surrender it. Now the noble wants it back, subtly, 2. An old enemy of the characters managed to
if at all possible. survive a prior clash, but fell from grace and now
3. The gangs of the Dredge are locked in constant lurks among the penniless dispossessed.
feuds. If the characters accept an offer of employ- 3. A family of desperate murderers pose as boatfolk,
ment as enforcers, they can help one gang reach offering cut rates for canal transit and turning on
a stronger (and more grateful) position, or help any passengers they can get away with attacking.
distribute the power more equally.
4. The Hounds sometimes visit the Dredge in dis-
4. A discredited scientist is forced to make do with guise, starting vicious brawls to “scout new
the scrap and salvage of the Dredge. She swears talent.”
she could complete the experiment that disgraced
her and win back her former station, if she could 5. A beetle-vendor keeps a rare soporific species,
get the right materials. prone to biting new owners with an intoxicating
venom. The insect-seller then catches up and rifles
5. A pickpocket does the unusual, and attempts to the sleeping customer’s purse.
place something in a character’s purse. The object
turns out to be the seal of a lofty merchant family, 6. Fights in the Dredge sometimes turn into running
and a way to pose as a long-lost relative. Why chases over rooftops with loose tiles, under bridg-
give something like that away — what’s the catch? es where lungmold bats roost, and through rickety
scaffolds over the foul waters.
6. A strange boat appears and disappears in the
Dredge, seemingly from under the shadow of a The Guildhall of the Mourners
bridge. The locals assume it’s a ghost craft, but it
allegedly gives off a strange musical drone and On the canal-streets of Vance, just off the Plaza Arez, sits
the smell of ozone. a long, low, somber hall, all in grays and blacks and cool, muted
blues. Here, amid its many-columned halls and deep vaults, the
CHARACTERS
venerable Guild of Mourners practices its trade and teaches its
1. Clars Nassist, Red Martian impoverished noble apprentices. The Garment-Renders study the Thirty-Nine Tear-
turned guide (Vance’s Secrets d10, Aristocratic ings that express every kind of grief, the Keeners learn the cries
Upbringing d8, Adept Negotiator d6; Resolve d6; that unlock the heart and ward against the deceased’s ghost,
Trouble: Still In Debt) and the Whirling Threnodists master the steps of the Memoria,
2. Simohn, Red Martian beggar-courtesan (Cleans which lifts the spirits of those who remain.
Up Miraculously d10, Master of Two Social
Strata d8, Poison Tongue d6; Resolve d6; Trouble: And in the deeper vaults, they learn the other secret
Trail of Broken Hearts) arts of the Guild of Mourners: the way of poison and knife
3. Persavus, Zaiu murderer-for-hire (Strangler d12; and strangling silks. Long ago, the guildmasters realized they
Philosophical d8, Rooftop to Rooftop d8; Resolve could increase their revenue by providing their own clients,
d8; Combat: 1 Strike/1 Stunt; Trouble: Disowned and from there it was a short step to hiring out their services
by Mate and Children) for both the death and the funeral. Today the Mourners’
124
C iti es and Reg i o ns
Guild is one of the richest in Vance and the surrounding Negotiation d6; Resolve d8; Combat: 1 Strike/2
regions. It’s something of an open secret among those wealthy Parry; Trouble: Ambition)
enough (and vicious enough) to hire assassins that the Guild 4. Mithral, clueless Zaiu apprentice (Quick Study
of Mourners is the best, and contracts often take guild d10, From a Good Family d8, Picking Up Some
members all across Mars. While the Guild has few scruples Disturbing Skills d6; Resolve d6; Trouble: “Wait,
regarding contracts, the guildmasters hold all Mourners to We’re Assassins?”)
exacting standards of decorum, discretion, and dignity, all 5. Nerush the Shiv, Red Martian scab (Non-Union
vestiges of their services as comforters of the bereaved. Killer d10, Cut Prices, Cut Throats d8, No Loyalty
Whatsoever d6; Resolve d6; Combat: 1 Strike/1
HOOKS Stunt; Trouble: Damn Dirty Scab)
1. Who assassinates the assassins? Respected mem- 6. Kuval Dax, Skarrut information broker (Knows a
bers of the Guild are turning up dead all across Guy Who Knows a Guy d10; Password? I Can
Vance. It could be a vendetta by a rival assassin Get the Password d8, Quid Pro Quo d6; Resolve
school, but why then are the targets all prominent d6; Trouble: Nobody Likes a Tattletale)
performers of the Guild’s legitimate services?
HAZARDS
2. An onset of plague leaves the Mourners badly un-
derstaffed for funeral duties. With all guild members 1. Many of the tunnels below the Guildhall are lad-
busy paying professional respects to the important en with deadly traps, used to train apprentices in
dead, it’s a perfect time for enterprising independent the arts of infiltration.
killers to carve out a niche for themselves. 2. The Cloister Bell in the single tower that rises from
3. When the Guild of Mourners goes on strike in re- the northeastern corner of the complex calls all
sponse to legislation restricting how many mourn- Mourners to the defense of the Guildhall. It is only
ers can be hired per funeral, Vancian nobility rung in times of great peril, for anyone within the
is faced with a crucial assassin shortage. What Guildhall when it sounds who is not marked with
happens when you do scab work against a guild the Guild’s tattoo of membership is struck dead.
of elite hired killers? 3. The Fellowship of Keeners are rumored to have
4. Tastes in Vance change from ostentatious funer- the power to whistle up ghosts and command
als to simple, subdued services and obscenely stranger spirits still.
expensive monuments. Suddenly there’s a shadow 4. Each of the various Fellowships within the Guild
war on between the Guild of Mourners and the of Mourners has a particular specialty: The Gar-
Stonecutters’ Fraternity. And no, the Stonecutters ment-Renders are expert stranglers and alley-work-
aren’t secretly an elite mercenary unit. Yet. ers, the Keeners excel in the use of poison, and the
5. It’s time for the annual labor negotiations between the Whirling Threnodists are unmatched as infiltrators
Guild of Mourners and the magistrates of Vance. At the and duelists. While few can afford the astronomical
same time, a shadow negotiation is taking place be- fees for hiring more than one Mourner, the Fellow-
tween the Guild’s hired killers and the various ambitious ships are all trained to support each other, and an
aristocrats, crime lords, and plutocrats who employ them. assassination squad is very nearly unstoppable.
6. Everyone knows that the Guild paymasters send all col- 5. Apprentices of the Guild are earmarked early on
lected profits to their counting house on the first of every for whether they will play “the Black Game” (legit-
month. The shipment is never guarded, because in 150 imate professional mourning) or “the Blue Game”
years no one ever dared try to steal it. Until last night. (assassination). A Black Player who discovers the
Blue Game is the only exception the Guild makes
CHARACTERS to its rule against taking contracts on members.
1. Guildmaster Parthos, Pale Martian Keener (Voice 6. The Guild of Mourners prefers to do its job with
That Shatters Glass d10, Improbable Number a minimum of fuss and inconvenience to the
of Knives d8, Savvy Politician d8; Resolve d10; bereaved. Often an assassin will present herself
Combat: 3S/1 Stunt; Trouble: Radical Politics) to the target, explain the situation as gently as
possible, and offer to meet somewhere private to
2. Mathos the Mourner, reformed Red Martian do the deed at the victim’s earliest convenience.
assassin (Code of No Killing d10, Unfortunate In the history of the Guild, only a dozen have
Moral Compass d8, Quick-Footed d6; Resolve attempted to break that appointment or to cheat
d8; Trouble: Hunted by the Guild) their fate. The examples they made are still stud-
3. Usu, Roundhead union negotiator (Drive a Hard ied by the Guild of Torturers.
Bargain d10, Psychic Assassin d8, Aggressive
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CHAPTER THREE: CIVILIZATION
Locations CHARACTERS
1. Mirrei, Wyeth gum trader, always looking for new
Wyela buyers (Shipping Network d10, Former Soldier
d8, Rich d6; Resolve d6; Trouble: Old Enemies)
Twisting around and into each other, the trees of Wyela 2. Sotia, ambitious Wyeth gum harvester (Access
form a massive labyrinthian knot of bark and leaves. Here, to Wyeth Gum d10, Strong Back d8, Always
inside the hollows of trunks, nooks of cradling branches, Planning a New Scheme d6; Resolve d8; Trouble:
and under deep roots, the people of Wyeth make their east- Doesn’t Follow Through)
ernmost city. Traders of every ilk visit Wyela for its wares. 3. Alvar, Pale Martian gum trader from Anger with
Today, krem to the Arbiter, gum to the Princess Invincible, money problems (Keeping Up Appearances d10,
and sweet fruits to the Merchant Prince; tomorrow, barter- Eye for Talent d8, Well-Connected d6; Resolve
ing starts anew and the wares find different homes. Wyela d6; Trouble: Bad Cash Flow)
is the first — and often only — Wyeth city fleshlings see, 4. Cedroc, Zaiu planning to explore Wyeth Valley
and the only one where they are readily welcomed. (Off the Beaten Path d10, Resourceful d8, Fixer
d6; Resolve d6; Trouble: Restless Feet)
HOOKS 5. Herlee, young Red Martian, perhaps too eager to
1. A gum trader by the name of Zidaina has found see the world (Brave d10, Quick Study d8, Fleet
her incoming shipments missing. Is this a fluke, a of Foot d6; Resolve d6, Trouble: Inexperienced)
rival making trouble, or a forest predator disrupt- 6. Jael, Red Martian Witch Queen spy come to
ing the gum route? Zidaina hires the characters to assess Wyela’s strength (Blends In d10, Reads
find out and, most importantly, put her shipments People d8, Silent Killer d6; Resolve d8; Combat:
back en route. 1 Parry/1 Stunt; Trouble: Indebted)
126
C iti es and Reg i o ns
HAZARDS either side of the room. People of every race visit here, eyes
1. The journey to Wyela is full of dangers: Naruk half-closed, pupils dilated, mouths open in ecstasy as they
monkeys, blood ferns, and razor beetles abound inhale the krem. They are mere posers, pleasure-seekers
in the forest (see Seedling Grove Hazards). mingling with criminals. The real seers lie in the rooms
2. While the most-frequented areas are made safe to beyond — Wyeth women whose bodies and minds are
visitors, most of Wyela’s high, narrow, and unsta- saturated with krem, allowing them to unveil the mysteries
ble pathways have no railings. of the future, and sometimes the past, for those who can
3. An abandoned house near the top of the canopy afford their services.
has become unstable and pieces come crashing HOOKS
down, threatening those below.
4. Toxic resin drips down from the tree cluster. To the 1. Krem prophetess Milan foretells the fall of Vance’s
Wyeth, this is common knowledge. To visitors, it’s merchant prince. In response, the prince sends a
a very nasty surprise. team of assassins to kill the prophetess, while his
enemies hire a team to protect her — after all, the
5. A miyuk, a six-legged reptilian predator the size prince looks weak as long as the prophetess lives.
of a large dog, has made its way up from the
forest to look for prey. 2. A batch of bad krem keeps users trapped inside a
nightmare state, and the den’s proprietress Hizar
6. When the ebon horns blow, it is best to get inside. seeks people to discreetly get them out. The char-
A biting wind descends on the forest, howling acters discover that they can use the nightmare
through the canyon to scour flesh from bones. to travel a simulacra of Mars, accurate to every
detail.
Krem Den
3. Hizar, the owner of Wyela’s krem den, finds her
Wyela’s krem den has no name, no sign to announce supply cut off without word or warning. She hires
its presence to the world. Smoke and the scent of cinnamon the characters to investigate, and they soon find
that a Red Martian entrepreneur is also setting up
greet the visitor upon entry, and benches are lined up on a krem den and is blocking access to the market.
127
CHAPTER THREE: CIVILIZATION
4. Shaya, a once-famous cavalier, spends her dying 2. Every spice den has its own recipe for cutting
days in the comfort of the krem den. Before krem to yield an esoteric high. Krem that is cut too
she passes, she brags about an object of great thinly or mixed with the wrong substances brings
personal value stolen from the Princess Invincible. bestial behavior, nightmares, or even death.
Needless to say, the Princess wants it back — as 3. Small red spiders, named fagun bugs, are attract-
do her rivals. The characters, however, are closest ed to the scent of spice and flesh, and prey upon
to grabbing it. strung-out users. Quality krem dens have employ-
5. Baba, a Red Martian thief, believes an esoteric ees to keep the fagun bugs at bay, but not every
mix of krem and poppies allows the user to create establishment is so scrupulous.
a new universe from their dreams. He asks the 4. Wherever addled, semi-conscious people collect,
characters to aid him in this quest by stealing krem pickpockets are about. The krem den is no differ-
for him. In return, he will make them gods in his ent.
new universe.
5. The krem den is experimenting with a new spice
6. The characters are hired to transport a shipment mix, and seeks test subjects. The job is well-paying
of krem to Zodiac. Does this mean Zodiac’s as- (and the krem free), but dangerous.
trologers are gaining their knowledge from spice
visions, rather than reading the heavens? The 6. Rumor has it that krem does not merely yield
resulting scandal would rock Zodiac, which is ex- visions, but opens a mental portal to a parallel
actly what its rivals want. The transport is attacked Mars. The inhabitants of this Mars seek to possess
on the way. the bodies of krem users.
128
C iti es and Reg i o ns
4. The Wyeth women hear of a plan from the Witch 4. Razor beetles, aplenty in Wyeth, pose no threat
Queen to steal seed pods and raise the children to the bark-skinned Wyeth women. They snack on
as her servants. The women arm themselves to the flesh of softer creatures though.
protect the seedling groves, and seek warriors to 5. The heat in the seedling grove becomes swelter-
take the fight to the Labyrinth of Night. But is the ing at noon. It’s perfect for the pods, but fleshlings
story even true? suffer burns to their skin and eyes, if left unprotect-
5. Most seed pods hold three to six Wyeth children. ed.
This one held only a single girl. She claims to be 6. Wyeth are very protective of the seedling grove.
the Damsel Messiah reincarnated, and asks the Non-Wyeth, if they even discover the nature of
characters to escort her to Battlehymn. Is this rein- the Wyeth’s reproductive cycle, must follow a
carnation the real deal, or did someone tamper strict protocol to be admitted. Failure to comply is
with the seed pod? punished by death.
6. Ebbar, a Roundhead scientist, seeks to obtain a
seed pod for experimentation and research. He Deephome
hires the characters to steal one for him.
Far under Wyela, below even the Valley’s moss-covered
CHARACTERS floor, lies ancient and slumbering Deephome. Deephome is
1. Spiridon, Wyeth heavy with seed pods, traveling a cyclopean construct built by the First Martians on vast
to the grove (Goes the Distance d10, Carries a and impossible principles. The mists of eons obscure the
Large Stick d8, Walks Silently d6; Resolve d8; machine’s purpose and its workings, but none of that matters
Trouble: Loner) in these last days. What matters is that Deephome, aban-
2. Nemeain, Wyeth scout patrolling the seedling doned and sealed when the First Martian civilization was
grove (Neither Heard nor Seen d10, Knows the still young, is in pristine condition. Claiming Deephome is no
Terrain d8, Expert Tracker d8; Resolve d8; Com- easy prize by any stretch of the imagination, but if it can be
bat: 1 Strike/1 Stunt; Trouble: Needs to Know All done, it would surely be the greatest of all.
the Angles First)
3. Diantha, Wyeth guarding Wyela’s seedling grove HOOKS
(Talks to Trees d10, Formidable Opponent d8, 1. An ancient, carved stone, rumored to open the
Soft-Spoken d6; Resolve d6; Combat: 1 Parry/1 entrance to Deephome, surfaces in Vance’s
Stunt; Trouble: Overly Protective ) black market. Held up to the light of the Crucible
4. Kirri, Red Martian thief with a talent for schemes constellation, the carvings map the path to Deep-
(Eye for Treasure d10, Seedy Contacts d8, Clever home. The map assumes Mars to be as it once
Trickster d6; Resolve d6; Trouble: Overconfident) was, and some routes are lost.
5. Marin, Zaiu scavenger with no real plans (Excellent 2. Ralond, a Red Martian scavenger, approaches
Spear Throw d10, Oxen Shield d8, Smarter Than He the characters. He has found Deephome and of-
Looks d6; Resolve d6; Trouble: Just One More Drink) fers to share the glory if they help him explore the
facility. Making inquiries quickly reveals that this
6. Harm, rebellious Pale Martian studying Wyeth scavenger has a regular partner, but he claims
gender identity (Sharp Eye d10, Keen Mind d8, she found the job too dangerous. Is he being truth-
Immersed in Other Cultures d6; Resolve d6; Trou- ful, or did another fate befall her?
ble: Insecure)
3. A mutation of ikkun parasites has begun infecting
HAZARDS the Wyeth women. The women of the first infected
town have already slaughtered each other, and a
1. Wyeth husbands can produce pheromones that second town was burned to prevent the parasite
induce drowsiness and sleep in potential preda- from spreading. Now, the Wyeth seek help from
tors, which definitely includes any non-Wyeth. outsiders to find the source of the mutation and
2. Naruk, small monkeys with bright sapphire fur stop it.
and sharp teeth, are addicted to the seed pods’ 4. The Arbiter and the Princess Invincible have both
scent. They attack anyone trying to remove a seed discovered the location of Deephome. They have
pod. equipped teams to claim the lost relic, kicking off
3. Blood ferns grow nearby, curling and twisting in the a rat race between Zodiac and Illium. But are the
wind. Their leaves are lined with miniscule, barbed characters on the actual exploration team, or on
hooks, waiting to entrap any flesh they touch. the decoy team sent as sacrificial lambs to lead
the rivals in the wrong direction?
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CHAPTER THREE: CIVILIZATION
5. Deephome becomes active, causing tremors all over 5. The ghosts of the First Martians once operating
Mars and leading to the partial cave-in of Wyeth Deephome await on the dust within the machine.
Valley. The city-states scramble to find out what 6. The Machine Spirit, tasked with keeping the
happened, none more so than the afflicted Wyeth. First Martians safe, locked Deephome to keep
The characters are called upon to follow one of the a parasite infection from spreading. As that act
research leads (eventually taking them to Deep- condemned the Martians already infected, the
home), or steal a rival city-state’s research notes. omnipresent Spirit malfunctioned. Millennia of
6. Legend claims that the only way to find Deep- isolation have only furthered its madness.
Ziggur
home is through krem-induced dreams where the
machine speaks to the worthy. Do the characters
risk addiction to test this legend?
130
C iti es and Reg i o ns
ing gardens and orchards that drink before anyone in Ziggur frenzy. Rumor has it that Eu has fallen ill, and his
save Eu and the Yellow Silks. The Roundheads claim to have fever dreams are infecting those around him. The
built the structure, but its elegant symmetry gives lie to that characters are commissioned to fetch a rare elixir
claim — no other Roundhead-designed building in the city to alleviate the Yellow Silks’ suffering and allow
has the same grandeur. The Yellow Silks reside in barracks
the water to flow safely again.
built into the edifice, and Eu has chosen a particularly-fine 4. One of the Yellow Silks schemes to replace Eu,
terrace as his manse. Supplicants gather at the Processor but cannot find catspaws; the locals are too
fearful that Eu will read their plots like an open
daily to plead for water, and are compelled to attend when
book. She turns to the characters with a prop-
Eu announces another blood sacrifice atop the Scarlet Stair. osition to sabotage the Processor and discredit
HOOKS Eu, promising great rewards once she is master
of Ziggur.
1. The sacrifices offered to the Processor are usu- 5. Every year, Eu commissions an artistic compe-
ally criminals, but exceptions do happen. The tition, to add another portrait of himself to his
characters learn that a friend of theirs has been statuary garden. The creator of the likeness he
sentenced to the Scarlet Stair for refusing the finds most flattering receives triple water rations
advances of a Yellow Silk priest. Such a rescue for a year. The characters may be asked to sab-
could play out in the Processor’s corridors, or on otage rival entries, convince Eu that a satirical
the Stair itself. work actually flatters him, or even to smuggle
2. The Processor is behaving in a way the Yellow Silks someone inside the garden in a hollow pedi-
have never seen before. They grudgingly turn to ment.
outsiders to bring in a Roundhead from another city’s 6. One of the Yellow Silks takes a fancy to one of
atmosphere processor to advise them. The pay is the characters, and is very surprised to realize it.
exceptional if the operation’s utter secrecy is guaran- It would certainly be a romance fraught with the
teed; to admit ignorance would be humiliating. spice of danger, as would refusing the priest’s
3. The inhabitants of the Processor are suffering from affections.
a sudden rash of hallucinations and spasms of
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132
C iti es and Reg i o ns
2. Ilnana, Roundhead shrewd fixer (Matching Prob- to grind the creativity and ambition out of them, while keeping
lems to Solutions d10, Informants in Odd Places them logical and alert — Eu wants no rivals. Many of the exer-
d8, Fine Print d6; Resolve d6; Trouble: There’s cises channel the Roundhead intellect into the art of technologi-
Always a Catch) cal design, meaning the Cloister also serves a secondary purpose
3. Augaste, Pale Martian Chiaro antiquities mer- as a weaponry designer’s think-tank. A number of fascinating
chant (Wonders of the Dead For Sale d10, Con- experiments can be found on the upper floors.
stant Traveler d8; Gossip From Afar d8; Resolve
d6; Trouble: Macabre Fascination with Grave HOOKS
Goods)
1. Many cities’ agents have interests in the various
4. Valut, aging Skarrut mercenary guard (Still In My devices produced by the Cloister’s acolytes. Infil-
Prime d10, Veteran Skirmisher d8, Carousing d6; trating the Cloister is difficult enough for anyone
Resolve d6; Trouble: Heart Isn’t What It Used To who isn’t a Roundhead, but the rewards are hand-
Be) some for bringing out any discarded experiment
5. Turns, Red Martian extortionist bully (Nice Place You that shows promise.
Have Here d10, That Was Clumsy of Me d8, Let’s 2. A young acolyte chafes at the discipline, and has
Take This Outside d6; Resolve d6; Combat 1 Strike; deduced that completing the training would actu-
Trouble: Underestimates the Wrong People) ally dull the mind in unpleasant ways. The charac-
6. Urmaa, Zaiu dealer in exotic elixirs (Persuasive ters are asked to help the Roundhead escape the
Sales Pitch d10, Alchemy of Narcotics d8, Cut Cloister and settle somewhere out from under of
and Run d6; Resolve d8; Trouble: Indulges in the the watchful eye of Eu.
Finer Distillations) 3. The higher up in the pyramid, the more the acolytes
become obsessed with little games of status. Senior
HAZARDS students are prone to hire outsiders as catspaws,
1. The ruthless gangs that prowl other portions of performing strange tasks and recovering unusual
Ziggur sometimes cross over into the Merchant relics to further their own esoteric “scores.”
Quarter, in search of fat purses who’ve neglected 4. A young genius has applied to the Cloister, but
to hire mercenary guards. the trouble is they aren’t a Roundhead. If the
2. The problem with mercenaries is keeping them characters can persuade the Dominus-Instructor to
happy — if they feel unappreciated or underpaid, admit the unusual applicant — all the harder for a
they may try to extort additional coin at the point Pale Martian, Skarrut, or Zaiu — someday they’ll
of a blade. have a genuine friend in the Processor, presuming
their friend survives the process.
3. It is prohibited for priests to capture criminals for
sacrifice in the Merchant Quarter, but some dis- 5. The Cloister’s library is functional, but a long way
reputable citizens are not above making “citizen’s from astounding. The Dominus-Instructor is autho-
arrests” for a kickback. rized to pay well for strange and esoteric volumes
of science and lore, especially those that can’t just
4. Smugglers trade in everything, even live and dan- be found in a book-merchant’s stall.
gerous beasts. And some are foolish enough to let
one slip its chains. 6. A Zigguran approaches the characters with a story
of revenge, having been wronged by someone
5. It’s all too easy for a sick or infected merchant to who is now an acolyte of the Cloister. If the acolyte
bring a contagious affliction to the quarter, and a joins the Yellow Silks, rightful retribution will be all
good healer’s hard to find. but impossible. Acolytes are more expendable,
6. The quarter’s men and women of pleasure have though, and a clever band could perhaps find a
long had to band together for survival, and they way to seal the vendetta without infuriating Eu.
take the slightest insults with deadly seriousness.
CHARACTERS
The Yellow Cloister
1. Pakul, Roundhead Dominus-Instructor (Shape the
There’s no mistaking this training hall for aspiring Yel- Mind d10, Polymath d8, Administrate the Cloister
d6; Resolve d8; Trouble: Very Closely Watched)
low Silks. The ugly pyramid sits near the Processor, its often
mismatched stones smeared with a mustard-colored paint. The 2. Akka, Roundhead promising student (Experimen-
Yellow Cloister is where Roundheads go to rise to the highest tier, tal Engineer d10, Focus on the Task At Hand d8,
Talent for Destruction d6; Resolve d6; Trouble:
and earn their saffron robes. The training process is designed Doesn’t Want To Surrender Ambition)
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CHAPTER THREE: CIVILIZATION
3. Ruap, Roundhead commander of the night guards avenge old slights. Rescuing the Roundhead could
(Eye Out For Trouble d10, Subdue Interlopers d8, Cre- be a way to earn a favor from Eu’s priests, though it
ative Interrogator d6; Resolve d8; Combat: 1 Strike/1 would require subtlety to avoid angering the court.
Parry/1 Stunt; Trouble: Habit of Dangerous Liaisons) 2. A jester-masked vendor offers peculiar wonders
4. Shurkul, Roundhead armorer-prefect (Weapon for sale, and has uncanny insight into the needs
Design d10, If I Can Make It I Can Use It d8, of the customer — a fertility amulet for a child-
Intimidating Presence d6; Resolve d8; Trouble: less wanderer, a strange humming dagger for
Fascination with Tyranny) a woman with a vendetta, and so on. Spy or
5. Nium, Roundhead spy from Vance (Conceal Inten- savant? Many would like to know, and to divine
tions d10, Architect-Engineer d8, Contacts in the the source of these unique oddments.
Merchant Quarter d6; Resolve d8; Trouble: Hates 3. A large criminal house from above plots to absorb
the Assignment) the Court into their territory. They lack the savvy
6. Tiok, manipulative Roundhead senior acolyte (Game to outmaneuver the underdwellers, but they have
of Catspaws d8, Serve the Processor d8, Gloat d6; muscle and bullheadedness on their side. If the
Resolve d6; Trouble: Can’t Refuse a Game of Status) Court loses its independence, its more interesting
facets will surely be lost.
HAZARDS 4. A fortuneteller offers a free divination to the charac-
ters, speaking of murderous blades and opportunity in
1. An experimental weapon goes haywire, and can’t far locales. Does the vision reflect a rare psychic gift,
be shut off safely — certainly not by its creator, or is the fortuneteller attempting to warn the characters
who was its first victim. of an intrigue already in motion against them?
2. The guards are often overzealous, prone to de- 5. The largest gambling house offers wagers of
taining any unfamiliar face that isn’t a Roundhead, particularly-singular stakes. A player can wager
no explanations given. their personal freedom to gain the unquestioning
3. When a servant brings in a foreign illness from services of a skilled fighter, scholar, thief, or advo-
the Merchant Quarter, it quickly spreads in the cate. Some of these games are rigged, serving as
cramped barracks. a way for one party to hire another “by chance,”
4. A bullying acolyte has subverted several of the concealing their true intent.
guards through blackmail, and wants to see them 6. The Inverted Court gives up none of their own; if a
spread a little fear for the sake of entertainment. courtier assaults or robs a wealthy merchant from
5. Some of the more dangerous alchemical research above, it takes dedicated bounty hunters to bring
required the acquisition of live venomous vermin. the offender to aboveground justice.
It takes only a moment of carelessness for some of
them to get loose. CHARACTERS
6. A flawed alchemical formula floods the Cloister with 1. Elod, Red Martian Lord of Low Justice (Arbiter of
dangerous fumes. Will they rise to the senior levels, or All Kinds d10, Knows Everyone by Reputation d8,
sink to the lower levels and spill out into the streets? Encourages Donations d6; Resolve d6; Trouble:
Wanted by the Yellow Silks)
The Inverted Court 2. Aust, Pale Martian vengeance-monger (Retribu-
tion By the Sword d10, Ruiner of Reputations d8,
Beneath the streets of Ziggur, in the arched vaults of Cy- Property Damage Will Do d6; Resolve d8; Com-
donian ruins, the lowest and most cunning gather in a clandes- bat: 1 Strike/1 Parry/1 Stunt; Trouble: Personal
tine not-district they call the Inverted Court. Here criminals Vendetta Beyond Reach)
keep exacting laws, beggars enforce a tense peace, and almost 3. Izrir, Roundhead scholar of antiquities (Knowl-
anything is for sale. At the Court’s thriving black market, all edge of the Ruins d10, Wheedling d8, Hide
the vendors go masked and cloaked by tradition, though their Behind Bodyguards d6; Resolve d4; Trouble:
vizards and satins can range from dark and dour to vibrantly Paranoid Obsession with his Studies)
baroque. The Court cultivates a reputation for bloody danger, 4. Nab, Red Martian innocent waif, guide, and
in part to keep out any visitors too timid to fit in. lookout (Knows the Tunnels d10, Smells a Guard
a League Away d8, Play Innocent d6; Resolve
HOOKS d6; Trouble: Desperately Needs a Parent)
1. A gang of kidnappers brings a Yellow Silk captive 5. Grist, Red Martian beggar-enforcer (Innocuous
to the court, with intentions of selling opportunities to Pile of Rags d10, Keeps the Peace With a Knife
134
C iti es and Reg i o ns
d8, Rumormill d6; Resolve d8; Trouble: Degenera- Powerful as Zodiac’s skyships are, they are matched
tive Nerve Disease) by those of Illium, which is more than willing to arm other
6. Hrildr, Pale Martian outcast doctor of Surtur city-states should Zodiac’s ambitions become imperial. If
(Medical Treatment d10, Make Do With What the Arbiter ever shudders, it is because he fears the thought
I’ve Got d8, Exceptional Knife d6; Resolve d6; of Vance and Ziggur armed for war in the heavens.
Trouble: They’re Still Looking For Me)
HAZARDS
Locations
1. The Inverted Court is a place where cutpurses and The Panopticon
robbers of all stripes are free to ply their trade, and they
do so whenever they find a politically-suitable target. The citadel of the Arbiter is a mirror. The Panopticon
2. Bounty hunters sent from the Merchant Quarter shines with glass of many hues, blown from sands gathered
rarely discriminate between the associates of their from across Mars, the reflections of all of Zodiac caught in
target and people who just happened to be in a its turrets and buttresses. But it also mirrors the Arbiter,
conversation with the target at the time. for it is smooth and polished and always cool to the touch.
3. They say there’s a severed mechanical hand that The tallest of its towers holds one of the grand wonders
crawls the tunnels. It’s the size of an oleph, and of Zodiac, a gleaming orrery of lenses that responds to the
easily crushes flesh and bone like overripe berries. secret words passed down from one Arbiter to the next.
4. Part of the ruins has been given over to a sewer Many would kill to possess it, for it’s said to be as much
system, where fish-like reptiles with long, nee- weapon as divining tool.
dle-toothed jaws prey on smaller vermin and
zealously guard their nests. HOOKS
5. The more poorly-maintained tunnels are reput- 1. The Arbiter grants the characters an audience,
edly in constant danger of collapse. Many court speaking in vague terms of a doom they carry
members have been lost to the occasional shifting with them. If they are willing to visit this doom on
block or caved-in ceiling. an enemy, preferably one far from Zodiac, he will
6. Sickness is easy to come by, whether from expo- divine three true answers for them, of any sort.
sure to sewage, unwholesome lichens, or spend- 2. An ambitious astrologer wishes to have a proph-
ing too much time around other courtiers. ecy placed in the Panopticon libraries, to encour-
Zodiac
age the Arbiter to name her as successor. Is the
prophecy false, or true? If true, why the intrigue?
3. A rich employer will give a king’s ransom to
Towering above the rim of its shallow crater stands anyone who can slip into the Panopticon, attune
Zodiac the defiant. Zodiac, which needs no waterway. the grand orrery to his time of birth, and bring
Zodiac, of a hundred soaring ships. Zodiac, blessed with back the divination it foretells. He has already
the power of artificial flight. purchased the loyalty of several guards — the rest
is “mere details.”
Zodiac is built in the center of a shallow, but lush, oa-
4. One of the Arbiter’s hand-picked guards was mur-
sis-crater. The walls of the crater trap polar moisture, allow- dered just before a major ritual. The call goes out for
ing flowers and trees to grow within and without the city. someone with a nativity matching the dead guard’s,
Whether Zodiac or Illium was the first to develop which happens to be one of the characters. It’s a
artificial flight is a matter of some argument. The flyers prestigious opportunity, but whoever wants the ritual
of each city operate on the same principles, and har- to fail will surely target the replacement.
ness the same mysterious anti-gravity element, but oth- 5. A young noble craves a rendezvous with a
erwise differ vastly in design. Both have possessed the colleague or one of the characters, but it must be
secret since early in this stage of Martian civilization.
at a specific time on a specific evening, and the
guards make punctuality an issue. The noble’s
Zodiac shuns the Pale Martians, but welcomes the beauty is one enticement — the chance to spite a
Zaius, provided, of course, that the House of the Ar- petty, vindictive spouse who has already offended
biter is kept informed. The Arbiter’s will is said to be the characters is another.
supreme in the heavens. On Mars, it is chiefly supreme 6. The Arbiter has learned of a Pale Martian who is
within the bounds of Zodiac and its vassal lands. foretold to have a momentous destiny. The characters
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CHAPTER THREE: CIVILIZATION
The Panopticon,
observatory-palace of the Arbiter.
are employed to find the individual, convince him or 6. Talbur, Zaiu aspiring architect/weaponeer (Lens
her to accept the Arbiter’s invitation, and then smuggle Engineering d10, Architect d8, Works at All Hours
the target into the Panopticon. It wouldn’t do to have a d6; Resolve d6; Trouble: Frustrated That Nobody
Pale Martian enter through the front door. Listens)
CHARACTERS HAZARDS
1. Roshanak, Red Martian Shield of the Arbiter (Tire- 1. Several of the guards are jostling for promotion,
less Bodyguard d10, Unattainably Enticing d8, and quick to “spot evidence” that visitors are
Dishonorable Past d6; Resolve d8; Trouble: Love secretly thieves, or spies for another city.
Doomed by the Stars) 2. The maze of reflections makes it very easy to
2. Zayina, Red Martian handmaiden to the star unintentionally eavesdrop on an event happening
charts (Many Irons in the Fire d10, Researcher two halls away. It is not unheard of to be drawn
d8, Fades Into the Background d6; Resolve d6; into lethal intrigues against one’s will.
Trouble: Secret Knowledge of Dire Portents) 3. The Panopticon is an unparalleled stage for a
3. Mussa, Zaiu glass-polisher (Drudge d10, Uninten- beautiful duel, and certain assassins loiter in its
tional Eavesdropper d8, Keeps His Head Down public courts, eager to take offense with “foreor-
d6; Resolve d6; Trouble: Right Place, Wrong dained” prey.
Time) 4. When one of the lens weapons misfires into a
4. Feyda, Red Martian would-be consort to the crystalline tower, the tower refracts the beam into
Arbiter (Seductive d10, Talent for Intrigues d8, 100 lesser searing rays. Chaos in the palace
Contacts in the City d6; Resolve d6; Trouble: Jeal- ensues.
ous of the Wrong People) 5. Many of the upper balconies used for stargazing
5. Alradin, Red Martian appointed spy-catcher (Sees are also ideal locations for assassination attempts.
Through You d10, Hidden Blades d8, Subverts A simple push, and a victim plummets to land on
Enemy Agents d6; Resolve d8; Trouble: Conflict- hard stone or unyielding crystal.
ing Ambitions)
136
C iti es and Reg i o ns
138
C iti es and Reg i o ns
139
My name is Étienne, and I’m the unluckiest man on Mars. Wait, let me go back.
Six weeks ago, I found a scale the size of a dinner plate. When I tried to hide it in
some machinery, I found another one. Just as I picked that one up, Issac (my boss’s
son, and too intense for my own good) walked by. And he wanted to go tell Ms.
Turhan himself, right now. Now, I was more than happy to give him all the credit,
but he dragged me along, too.
So, I found myself explaining to the Captain how these aren’t even the first scales
I’ve seen, and yes, probably I could point the locations out on a map. I mean, I made
those maps. Next thing I know I’m dangling in a rope harness above the central
block. Well, the block that’s at the center of our maps at least — I think we’re actually
southwest of the true center of the complex. But I’m swaying there in the stillness,
shining a penny-light down the midline, looking for a hidden cul de sac my sounding
says should be there. Unfortunately, I find it.
Two miserable tugs on my leash and down I go, slowly spinning as the rope twists.
And I wince almost before I hear the snap. The water I splash into is slimy with
algae, but fresh enough, and takes my fall without much complaint. It is, however,
absolutely devoid of fish. So I sigh, and wonder what they’ll tell my mother when
they can’t recover the body. I walk down the bank of the canal, and try to cheer myself
up by composing my obituary, but I feel this terrible ache in my ears and teeth and
the soles of my feet. Perhaps nothing will get a chance to eat me, and the tunnel will
collapse instead. It’s less exciting than being devoured by a monster, but maybe it’s
more respectable to be crushed by stones instead of sharp teeth.
That happy thought lasts just until I round the next corner, when I see something
that might be a Pale Martian, all dour and wide in the face, but attached to a body
twice as long as the cargo ship I rode to get from Chiaro to Vance. It opens its mouth
and flicks a tongue as long as my arm. Then it cocks its head, and my eardrums
shake like they’re going to pop out of my skull again.
I fell, I guess. There was a lot of blood in my corneas when I came to, floating in
the canal a mile or so from where I landed. Issac picked me up once I made it to an
emergency beacon, and asked me what I saw. So I told him (and then the Captain)
the whole awful story, but all they wanted to know is how soon I can go back, and
what I think it said.
I’m not quite sure, but I think the answer to both questions is “no”.
Beyond the calls of the water sellers and the courtesans, beyond the struggling farms that dot the canals, lie
spectacles and treasures to tempt the imagination, and beasts and horrors to chill the blood. This chapter surveys
just some of the thousands of exotic and deadly locales of the Red World.
As in the previous chapter, locations are presented with lists of characters, story hooks, and hazards. They are
again numbered so you can roll a d6 to pick some out and dive right in.
The Poles
Modern Mars is a desolation of sand and loss com- mous ringlike structure that remains fixed in place, rel-
pared to the green Mars the First Martians thrived on. The ative to the motion of Mars — and therefore, the rota-
dead ocean of Arcadia is testament to what the world has tion of North Pillar — beneath it. This ring structure is
lost since the Firsts’ passing. Scholars say it is the winds out so black and unreflective that it can only be observed
of space that dry the world, curing it like peppered meat. when it obstructs the light from stars.
And they say that once the world was protected, once it Thus, the Pillar socketed into the black ring struc-
was held between two great godly hands, shielded like a ture rotates with the motion of the world, and like a
match lit in a windstorm. But in these fallen times, one dynamo, generates weird forces. The chief measurable
hand is lost, the other weakens, and cold cosmic winds effect is the creation of an invisible protective shield,
threaten to snuff the world right out. which, were the system functioning properly, would
The Ancients saw the dangers and, like the thin- shield Mars from the slow death of desiccation and suf-
ning atmosphere, and built wonders to counter the en- focation of the baleful black of hungry space.
tropy they found so abhorrent in nature. They raised North Pillar continues to grind, the ancient systems
the Pillars, north and south, situating them upon the straining to shield the world alone, while South Pillar lies
exact points of the planet’s rotational axis. Until ones broken, victim to the cataclysms of some ancient eon.
makes pilgrimage to North Pillar, it is almost impossible Where North Pillar is a place of awe, of contagious religi-
to conceive of the scale of these artifacts. North Pillar osity, the Southern Black Rubble is a haunted place raw
is a cylinder of the same glossy, black, impossibly-strong with loss and the triumph of entropy. When the South
material in the Atmosphere Processor ziggurats. It is al- Pillar shattered, it rained down millions of tons of the
most exactly 100 miles in circumference, and roughly shiny black material of its making, devastating the region,
31 miles across. What truly challenges the mind is the leaving broken chaos terrain, crater, and devastation.
height of the edifice. Near as can be estimated, North Above the Southern Rubble, the ring still floats, locked
Pillar is 10,000 miles high, and capped with an enor- in place opposite its still-socketed northern fellow. From
142
The Poles
within this black object, a weird purple light shines, al- until the sutures of their skull finally burst, freeing the
most invisible to the eyes of most modern Martians. The brain to emerge from the red bone bloom of the cult’s
empty socket pours out this eerie, cold radiance, and it name. The Most Holy is an enormous, livid red brain
makes some minerals and materials glow, including teeth. enveloped in and carried by a field of psychic force, en-
If the religious are called to the north, then the hopeless gorged with power and trailing spinal nerves like ten-
are drawn south. It is a place stage-dressed perfectly for drils. Aspirants of the cult all show signs of cranial com-
the most romantic, heartbroken suicide. pression, beyond even that of ordinary Roundheads. As
North
they near their own apotheosis, the skin of their heads
stretches and tears, weeping blood, until finally the
brain is freed in a burst of bone and gore.
Plains of the Pillar The adherents to Red Bone Bloom are increasingly
bound to the proximity of the pillar, as they depend on it
The cold plains of the Martian north were once more and more for psychic sustenance. The more advanced
sea, the most striking remnants of which can be seen their transformation, the closer they must keep. But not all
in the silts and dead coral of Arcadia, though the ice of the dwellers of the Northern Pillar Region are so constrained.
the north was also once living ocean. Spearing upwards The Tribes of Ur and Wur roam the cold north,
from this tundra is the North Pillar, visible on most days cloaked head to foot in furs, and wearing elaborate masks,
from 100 miles all around, though it is often hidden in each unique. The Tribes do not seem to hunt and do not
the storms and clouds of the region. The pillar defies trade; indeed none have ever see members eat or remove
the mind to encompass it, and the eye bargains with their masks or furs. They have a stature twice the height
reality, trying to haggle the scale down to something un- of a Red Martian, but a thinness in keeping with the Pale
derstandable, but the pillar’s height cannot be so com- Martian people — though under the furs, this is difficult
fortably rationalized. When observed from the limit at to judge. If attacked, they reply with hoots and gleeful vi-
which it can be clearly seen, it is an inky slash drawn olence, using weapons improvised from horns, tusks, and
from the horizon to vanish above. In the half-year po- jawbones. None are ever known to have died, and no
lar night, it is almost completely invisible. During the small ones suggesting children are ever seen. When they
day, it’s a featureless black line dividing the sky. As one can be induced to speak, they do so in the same language
nears the base of the pillar, the scale begins to threaten and accent of the one speaking to them, to a degree some
sanity, and it becomes obvious why so many cults are find mocking. They will sometimes demand to be given
born in the north. At the base, the pillar is wide as a things others carry with them, insisting that it be “made a
city, featureless, shiny, slick, and black. gift, make a gift of it” and they demand that when given,
Clustered around the base at regular intervals are their name be spoken. “Say you give this to Olok. Say you
the 100 Temples of the Red Bone Bloom, where a ren- make a gift to Olok.” Sometimes, they will give gifts, insist-
egade sect of Roundheads worship and contemplate ing the gift be acknowledged with the use of their name.
the enormity of the pillar. They once were among those “Say, you thank Olok for the gift.” There is a quality of
sent north to tend to the canal heads, which are fed ritual to these exchanges, and the air is pregnant with vi-
from the polar icepack, but become so enraptured that olence until the names are spoken as demanded. What
they stayed, and others of their kind have since been only a few travelers know is that these immortal giants
drawn to fill their ranks. Most of their “temples” are are not whole creatures. Some cataclysm robbed them of
little more than hermitages, where a single acolyte sits something essential, some element of self. Their masks are
in meditation, in psychic rapport with the Roundheads their identities, their names only remembered as long as
in the temples on either side of theirs. The largest of they are regularly reminded of them. Without its mask,
their temples, and one fully deserving of the name, is the blank pale face of a tribesman stares questioning, exis-
north of the Bone Annals, and is built from blocks of tentially emptied of self. And, even stranger, all members
bedrock shaped with psychokinetic force. There dwells of Ur and Wur will consider anything wearing a mask to be
the cult’s Most Holy, the Roundhead who most perfect- the individual or thing it depicts. Wear Olok’s mask, and
ly demonstrates the philosophies of the religion. With to the tribe, you are Olok, even if you are merely a mortal
regular exposure to the unseen radiations and psychic come by a mask through accident or adventure.
emanations of the pillar, a roundhead may expand their The northern region is also lousy with mad proph-
consciousness and the vessel of their consciousness, ets, doomsday cults, gurus, and truthseekers. There are
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CHAPTER FOUR: A WORLD OF ADVENTURE
several rather famous pleasure resorts just on the edge quest of an exceptional acolyte about to experi-
of the region, but still in sight of the Pillar, promising re- ence the bloom, and their apotheosis. The young
fined and enlightened debauchery for the wealthy and Roundhead wishes their last moments of confine-
the bored who wish their gluttony given a sauce of spiri- ment with their chrysalis to be witnessed by those
tuality, and their orgies the perfume of holiness. Among
who knew them in life.
these the House of the Black Pillar is the most famous, 6. Most Holy is missing! Their temple chambers
and its master Chopo Congreico justly infamous. lie empty, with the crackling residue of psychic
struggle all that remains. Brother Face admits one
HOOKS of his order’s great secrets — that they cannot long
survive separation from the pillar. If the Most Holy
1. A young Roundhead of the characters’ good ac- is not recovered, the enormous ancient brain and
quaintance abandons her duties, and leaves only all the wisdom and power it contains will be lost.
a cryptic note in the clipped efficient shorthand of
her people. SELF depart NorWes 334 degrees CHARACTERS
- Dest. N.Pillar - ENTITY OTHER worry/negative
- SELF preparations/positive - SELF return/nega- 1. Most Holy, eldest of the Red Bone Bloom, enor-
tive - SELF -> ENTITY OTHER affection/positive/ mous floating psychic brain (Entity of Pure Thought
eternal. SELF DESIG. HUMMA ALDABARA SEC- and Psychic Force d12, The Poetics of Ancient
OND SINGLE CHILD SIGMA SIGMA. Young Engineering d10, Cult Politics d8, Resolve d12;
Humma’s crèche-mother is concerned, despite the Trouble: A limbless, senseless, floating brain that
assurances of Humma’s words... ENTITY OTHER cannot leave the Pillar lest it wither away)
worry/negative. The characters and Humma’s 2. Brother Face, the Red Bone Bloom acolyte
crèche-mother are most certainly worry/positive. tasked with speaking with outsiders, still reason-
2. An expedition left Vance two weeks ago, led by ably presentable (Enhanced Psychic Force d10,
Doctor Deruga Sheol, the imminent expert on the Open Honest Face d8, Defend the Order with
Northern Pillar’s construction and function. They What Strength He Has d6, Resolve d8; Trouble:
travel a complex route, which ultimately will bring Wracked with pain from his slowly splitting skull)
them to the base of the pillar, where Doctor Sehol 3. Chopo Congreico, master of the House of the
will deploy their hyperflash photoexcavator in Black Pillar and many other famously erect things
an effort to remove a sample of pillar material (Deliciously Naughty Procurer of Exotic Pleasures
for testing. The mechanism acts like a scaled-up d12, Beneath the Pomp, a Shrewd Head for
flintlock, with more exquisitely-refined focusing Business d10, Knows all the Dirt d10, Resolve d8;
elements. They rate their chance of success very Trouble: Knows all the dirt but knows all the dirt)
highly. All seems well, except for the furor erupt- 4. Brandywine Cutter, adventurer and expert on
ing from the Astrologers’ quarter. A new disaster the pillar region, expedition leader, and master
looms over the world, then falls… unless someone brak sled driver (“I’ve seen this before!” d10, “It’s
can intervene. simple, when you’ve got the nerve to give it your
3. Famed Pillar Region explorer Brandywine Cutter all!” d8, “I’m Brandywine! Who might you be?”
is missing, andpresumed lost. According to the d8, Resolve d12; Trouble: Expert at survival, but
terms of her will, death must be confirmed and no sense of her own mortality)
witnessed — which was probably a deliberate 5. Doctor Deruga Sheol, monomaniacal student of
joke on her part, since given her avocation, she First Martian wonders, only partially possessed by
was always most likely to die somewhere awful, ancient ghosts, only nominally sane (First Martian
freezing, and remote. Scholar d12, Inventor of Strange Scientific Instru-
4. The refined debauchery of Chopo Congreico’s ments and Tools d10, Utter Spite for Lesser Minds
House of the Black Pillar attracts the wealthy and d8, Resolve d8; Trouble: His science might end
the powerful, and among that number many who the world, and he may or may not care even if he
prefer to do business while soaking in perfumed knew)
water, sweating in a sauna, or cavorting with 6. Humma Aldabara, Second Single Child Sigma
nubile, professionally-attractive youths. Getting ac- Sigma, promising young Roundhead experienc-
cess to the people and the information they need ing a crisis of personal meaning and a rebellious
leads the characters to Congreico’s establishment. phase (First Student in Her Crèche’s Mentalism
How they enter is up to them. Coursework d8, Idealistic But Restless Truth Seek-
5. By way of messengers, Brother Face of the Red er d6, Dreams of an Elder Age d6, Resolve d8;
Bone Bloom summons the characters at the re- Trouble: Hopelessly Naive)
144
The Poles
THREATS HOOKS
1. The North Pillar Region is cold and savage. 1. The keeper of the Bone Annals is a strange figure
Nothing grows here, so what lives in the region in voluminous kaftans and a bone mask; scholars
lives by predation. Eat or be eaten. who wish to peruse the Annals must pay her in
2. The Ur and Wur are erratic and mercurial, intel- kind. She prefers skeletal writings (which, while
ligent enough to seem clairvoyant, and given to rare in other First Martian ruins, aren’t unheard
inexplicable cruelty. of), but will accept more traditional texts. She’ll
also accept bones of sufficient quality or rarity
3. The pillar itself seems to hum, rumble, and bur- — though what exactly that entails is anyone’s
row into the mind. Stare too long at it, and a sort guess.
of hypnosis steals time; look up and hours have
passed. It is the unmistakable proof that others 2. An astrologer from Zodiac will pay a vast fortune
came before you, that they were mighty, and that for an ancient orrery carved from the jaws of
you would be an insect in their eyes. Madness and a dune lion. Since the Bone Annals are a strict-
religious mania are constant threats in the north. ly non-lending library, retrieving it will require
getting in undetected and hauling the seven-meter
4. The wastes are full of prophets and hermits and jaws out — all without alerting the Bibliognost or
cultists and seekers, many with only a tenuous her clattering servitors.
grasp on reality, and aching bellies that faith
alone won’t fill. That they’ve survived at all means 3. A Chiaran scholar hires bodyguards for a jour-
their knives are sharp, and their religions forgiv- ney to the Annals. As payment for her access,
ing of the occasional bout of cannibalism. she brings a rare treasure: the Life of St. Eccius,
etched with painstaking detail into the saint’s own
5. Heavily-armed parties of soldiers out of Devotion, skull. Unfortunately, the Pious Assemblage of St.
Heartbreak, Dread, and Patience patrol the fring- Eccius takes exception to the theft of their relic.
es of the North Pillar Region, seeking to contain
its strangeness, and stop any along the major 4. A rare polar storm tears up the permafrost and
routes who look like they may endanger the the dust beneath it. A storm of ghosts is now bear-
pillar, anger the Ur and Wur, or encourage the ing down on the Annals, all eager to reclaim their
maniacs to organize and make trouble for those bones.
outland of the Pillar’s shadow. 5. In an ancient ruin in the Nowhere Plains, rumor
6. The weather itself can be a killer — blowing salt, tells of a machine that can reconstitute the dead
wind cold enough to freeze tears, and erratic from but a single flake of bone. A debased cult
storms of swirling snow, dust, and lightning. has found the ruin, and even now its agents make
for the Bone Annals, where the spine of their twist-
The Bone Annals ed messiah rests in the Political History stacks.
6. The Osseous Bibliognost sends tiny, skeletal au-
Far in the desolate north, past Chiaro, past even tomata to the greatest scholars across Mars, invit-
Zodiac the Defiant, lies a great storehouse of the First ing them to a symposium where the merits of their
work will be judged, and the one deemed wisest
Martians. What name they gave it is lost to time, but will be richly rewarded. In truth, the Bibliognost is
scholars who brave the tundra to seek its mysteries name dying, and the competition is her way of selecting
it the Bone Annals, for every text, every image, even the a worthy replacement to be flensed down and
very halls themselves are made from the bones of living made into a thing like her.
things. Oleph legbones are the pillars holding up a roof
of interwoven vertebrae from beasts great and small, and CHARACTERS
shelves of ribcages are filled with rattling wisdom. Poems 1. The Osseous Bibliognost, mysterious keeper of
are delicately etched on the scapulae of Wyeth deer. Re- the Annals (Secrets of the Ages d10, Terrifying
cords of the lives of great Martians past are carved into Apparition d8, Vicious Bony Talons d6; Resolve
skulls, the text impossibly small and winding dizzyingly d12; Combat: 2 Strike/2 Parry/1 Stunt; Trouble:
along the contours of the bones. Even learning to follow Slowly Falling Apart)
the flow of the text, to use the intricate array of magni- 2. Kulak, Zaiu scholar and trophy hunter (Concise
fying lenses required to render the letters legible, is the History of Illium d10, Backbiting Academic Poli-
work of years, but for those willing to take the journey tics d8, Oleph-Caliber Flintlock d6; Resolve d8;
and pay the scholar’s fees set by the Osseous Bibliognost, Combat: 1Strike/2 Stunt; Trouble: Wanted for
Poaching)
the rewards are incalculable.
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CHAPTER FOUR: A WORLD OF ADVENTURE
3. Krew the Undertaker, opportunistic Skarrut mor- 6. Sterilization is not a part of the Bone Annals’ col-
tician (Solemn, Dignified Front d10; Lying Little lections process. It’s entirely possible some ancient
Weasel d8, Every Bone Has its Price d6; Resolve work still bears enough organic matter to host
d6; Trouble: Completely Morally Bankrupt) a hibernating plague, just waiting for a luckless
4. Attilar, deranged Red Martian cultist (The Gibber- carrier to come along.
ing Truth of Ithnol d10, Zealotry d8, Sacrificial
Dagger d6; Resolve d8; Combat: 3 Stunt; Trouble: Cycnus, the Drifting Ruin
The Mask is Slipping)
5. Itli the Scrivener, Pale Martian Bone Carver (An Most who see Cycnus mistake it for a dust-col-
Artist in Ivory d10, Attention to Detail d8, Steady ored cloud. In reality, it is an asymmetrical tumble of
Hands d6; Resolve d6; Trouble: Why Are the stones, of towers intact and half-fallen, atop a sev-
Skulls Talking to Me?) ered mountain that drifts through the sky wherever
6. Shinton the Apprentice, Roundhead novitiate the winds take it. Those few scholars who’ve reached
(Ambition d10, Eyes That Take in Everything d8, Cycnus and returned describe Cydonian machines still
Friends in Surprisingly Low Places d6; Resolve d8; feeding on unseen forces to keep the ruined city aloft,
Combat: 1 Strike/1 Parry/1 Stunt; Trouble: Only long after the last of its masters perished. They also
a Matter of Time Before the Bibliognost Detects describe ruthless, four-armed mechanical sentinels,
the Forgery) towers clouded with flying lampreys, and an inescap-
able sense of loss.
HAZARDS
The Drifting Ruin is in two parts: the city proper,
1. The Osseous Bibliognost is served by a variety
and the berg-tunnels. The city is half-fallen, exposed
of automata constructed of bone and wire and
strange, ancient technology. Some of these serve to constant weather, but it is also the least-plundered
as docents or cataloguers, but a cadre of things Cydonian ruin known to civilization. The berg-tunnels
the size and shape of Pale Martians, the Clatter- run through the mountain, and are occupied mostly by
ing Hoplites (Bony Jaws and Osseous Claws d8; the machines that keep the city afloat. Both portions
Bone Armor d8; Feel Neither Pain Nor Pity d6; are protected by the Cycnus sentinels, which invariably
Resolve d6; Combat: 2 Strike/1 Stunt; Trouble: drag away the bodies of the slain for some strange and
Limited Sapience) act as guards and enforcers. mute purpose.
2. The Bibliognost prohibits violence or the disrup-
tion of scholarly work, but academia can be a HOOKS
vicious tangle of rivalries and political backstab-
bing. Unwary visitors often find themselves drawn 1. One of the many scholars fascinated by Cydonia
into proxy wars between the rival department commissions the characters as an escort on a
chairs of distant universities. Cycnus expedition. The scholar’s maps are largely
theoretical, but the exotic plunder to be had surely
3. All who would study at the Bone Annals must pay outweighs any uncertainty.
for the privilege up front. Should the guest over-
stay his welcome, or should the payment prove 2. Several cities offer a fine bounty for one of the
less impressive than it first seemed, the Osseous four-armed mechanical soldiers, disabled but
Bibliognost has been known to extract the re- not destroyed. The trouble is discerning how to
mainder of the payment from the debtor’s skeletal disable them. Rumor has it an ex-Zodiac fixer
system. learned the trick, before being banished to the
wastes for an indiscretion.
4. Not all the knowledge stored in the Bone Annals
is wholesome. Even scholars who can get past the 3. A group of bandits has managed to set up a
fact that their reading material is written on dead temporary roost in one of the towers, and use odd
things might stumble across a frank description gliders with rocket boosters to raid any small set-
of how to build an ancient superweapon, or a tlements Cycnus drifts over. Many wealthy patrons
mathematical theorem that unlocks a means of want the bandits disposed of.
commanding the ghost storm. 4. A maddened explorer returns from Cycnus, speak-
5. Should the Annals ever be compromised, the ing of a mechanical Mother-in-the-Deeps that
Osseous Bibliognost can, with a single command, gave “birth” to a new sentinel. The tale is foolish,
cause the entire library to sink beneath the ice, but powerful patrons believe it’d be even more
never to be seen again. foolish to ignore the possibility.
148
The Poles
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CHAPTER FOUR: A WORLD OF ADVENTURE
Wandering among these fragments, ignoring ev- tireless. The tears grant energy without euphoria, the
erything but their hopeless labors, are the Weepers. energy of grinding water, able to cut mile-deep canyons
These enormous, ancient machine creatures hunch given time, and time is something else the tears seem
inside their tatters and accretions, the rubbish they col- to offer — a sort of bleak immortality, washed clean of
lect with their tiny manipulator cilia to form robes of hope, meaning, and purpose. “Drink the tears, and join
garbage, perhaps in the hope of reassembling it all one us Brother. Walk, and watch, and contemplate the endings
day. Their forms are something of the spider, something of all things.”
of the ape, something of the form of modern folk, and
something older. It is hard to see, as they hunch, and HOOKS
move with painful slowness. They sometimes move the 1. When the characters hear the one they seek fled
smaller fragments of the pillar, as if in half-hearted ef- south in the wake of tragedy, they may imagine
forts to reassemble it. They take their name from the them dead on the cold fields, a lonely suicide in
constant drip of black fluid trickling from the cracks in the shadow of a Pillar fragment. But word comes
their bent bodies, most visible on their exposed faces. that they have been sighted, sipping tears with the
Fellowship, and following the Weeper known as
The tears of the Weepers are a sacrament to the Fel- Grandfather Agony.
lowship of Futility, the cult of nihilistic vagabonds who 2. The price the collector offered for a fragment of the
follow the Weepers in their wandering. The cult thinks South Pillar seemed exorbitant, until the characters
they are its angels, fallen to Mars, stripped of dignity understood the minimum size of such things, and
and purpose. So the disaffected who join the Fellow- saw the smallest fragment possible themselves. Get-
ship feel a kinship with them. The tears are bitter; they ting to the southern debris fields was hard enough.
stain the lips and teeth black, and pain the stomach Now, hauling the massive thing over the shattered
awfully. The Fellowship are of poor health all, from ex- ground may prove their undoing.
posure to the harsh climate, and from the malnutrition 3. When the pillar fell it broke the land open, reveal-
that comes with their inflamed bellies. Yet, they are also ing things buried since before even the First Mar-
150
The Poles
tians walked the world. Knowledge of these things 5. Eight-Finger, Zaiu evangelical nihilist of Grandfa-
and their location would be worth a fortune, but ther Agony’s entourage. (Utterly Inured to Pain
no maps exist that chart the broken land. and Fear d12, Inflict Pain to Bless with Hopeless-
4. The spy’s journal is coded and written in an ink ness d10, d6 Lead his Fellowship, Resolve d10;
made from the blood of the pith fly, so it’s com- Trouble: Haunted by the life he had before this
pletely invisible to any means of detecting it, endless desolation)
save for the uncanny purple glow of the southern 6. Reverend Otho, Zaiu cultist leading his followers
ring-light. But the spy wants her journal back, and to the promised land (Preach the Words of the
given that it’s written to be read under ring-light, First d10, Inspire Suicidal Loyalty d8, Fight for the
she must know this place better than the charac- Faith d8, Resolve d12; Trouble: A true believer,
ters do. who will never be dissuaded from the notion that
5. One of the characters has been challenged, and there is a waiting paradise at the pole, beyond
their honor impugned. Society whispers they’re a the Black Rubble)
coward not to answer such insult. Their associates
are not at home to them when they pay a call, lest THREATS
the stain of scandal spread. The character must 1. The broken land is treacherous, full of fissures and
face this enemy in the shadow of Lamentations, fangs of rock, and the black rubble demands so
and one of them will be lost to time and the night, many detours from planned routes that it is incredi-
and the stars that rule that life will wink out. bly easy to become hopelessly lost.
6. The Merry Wives was blown off course on its route 2. Cultists seeking some truth in the south often
from Vance to Anger by an unseasonal blow out become lost, maddened in the maze of black
of Coronal. Her master struggled with torn rigging, fragments and chaos terrain, and go feral.
broken decking, and failing levitational machinery,
finally crashing somewhere in the edges of the 3. The Weepers are not generally considered
Southern Black Rubble. It would be one of those aggressive, though they sometimes crush people
inevitable tragedies of aviation, were the daughter of entirely by accident. But if they see something that
Anger’s military commandant not aboard, traveling sets them off, something that reminds them of what
home from her post in the Angeri embassy in Vance. they were before the Pillar’s fall, then they will
attack with all their strength and cyclopean mass.
CHARACTERS 4. Ring-light induces weird mutations and tumors in
those who dwell beneath it too long. Strange,
1. Captain Diargo Brecha Van Hialda, Red Martian lonely things bask under its glow, creatures of
master of the ill-fated Merry Wives (Sky Captain cancer and hate.
d10, Old Soldier d8, Tough Nut d8, Resolve d8;
Trouble: Wounded from the crash, and hiding the 5. The Weeper’s black tears are a popular drug for
extent from the other survivors) some who desire endurance without excitement
or judgement-affecting euphoria. Jurists, bankers,
2. Under-Commander Duul Heggasdaughter, ambi- and bookkeepers sometimes take it to maintain
tious Red Martian daughter of a famously soldierly their energy when working days without sleep.
mother (Ambitious Officer d10, Tactical Adept d8, And where there is a market, there are people
Traditional Warksills d8, Resolve d10; Trouble: who exploit it — gangs will follow the oily trails
Impatient, impatient with the pace of her advance- the Weepers leave, tracking them until they can
ment, impatient with everyone around her) attack.
3. Sils Maladactal, Red Martian mercenary spy 6. Watch them long enough, and the pieces of black
drawn to the southern desolation (Vanish from rubble seem to move. The small pieces might
the Mind’s Eye d12, Thousand Faces d8, Survive move as much as a finger’s breadth a year. The
the Southern Desolation d8, Resolve d8; Trouble: larger, no more than a hair. But they all seem to
Secrets in the journal are enough to see 100 be creeping toward the pole. Once noticed, it will
powerful people ruined, all with the wealth to hire be all you can dream about, until you somehow
1,000 assassins to kill to protect their secrets) materially assist this weird “migration.”
4. Brakka Bergula, Red Martian chief of the Lamen-
tations clan, and Duels Master for the Fields of
Farewell (Old Clan Chief d10, Ritual Combat d8,
Gallow’s End
History of Mortal Duels d8, Resolve d10; Trouble: A dozen atmosphere processors dot the wastes
Childless, with no heir. Fears the loss of traditions around terraced Ziggur. Even the least worldly knows
and all he knows of his people)
this to be true. The constellation of 12 feeds into the
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CHAPTER FOUR: A WORLD OF ADVENTURE
central processor that is the heart of Ziggur, and the 4. The last batch of execution victims managed to over-
Roundhead priests give offerings and prayers to each. power their guards and settle in for a siege. They
But what the unworldly do not know, what indeed no have hostages (three Roundhead technicians whose
one but the Hangman of Ziggur knows, is the location prayer-maintenance keeps the processor working
of the final processor: the Dread 13th. The Blue Pyra-
as intended), supplies, and weapons, and they’re
threatening to collapse the only tunnel in if their de-
mid. Gallow’s End. It is where Ziggur executes its most mands for a skyship and a lot of money aren’t met.
heinous criminals, an unhallowed place at the center of
5. A minor malfunction in the ducting fans disrupts the
an endless typhoon of dust and angry ghosts.
cyclonic circulation of the storm, causing the winds
And it is perilously close to breaking down. to slam into the processor itself. Shame the atmo-
spheric seals haven’t been replaced in 75 years.
Gallow’s End sits in a bowl-shaped crater, ringed
with impassable mountains, a day’s ride southeast of 6. A prisoner makes a break for it, braving the ghost
Ziggur. The only road in or out is an underground tun- storm while still alive. Probably he’s dead within
minutes, but who can say what the dead might do
nel that leads directly into the underbelly of the atmo- for a chance at escape?
spheric processor. The processor itself has been modi-
fied, or perhaps it is merely malfunctioning in a useful CHARACTERS
way: Instead of releasing processed air in an upward
column, it ejects the air in a spiral pattern, churning 1. Ashurr, the Hangman of Ziggur (Left Hand of Eu
d10, Yellow Veil Training d6, Hands Like Cave
up a vast, rotary dust storm with the ziggurat as its eye. Spiders d8; Resolve d10; Combat: 2 Strike/1
Every month at the turning of Deimos, death-row Parry; Trouble: Morally Conflicted)
prisoners from Ziggur, guilty of the basest crimes and vil- 2. Enok, Red Martian escaped (and possessed) con-
est treasons, are transported under heavy guard, along vict (I Have a Ghost for That d10, All the Voices
with the Hangman of Ziggur, to Gallow’s End. There, in My Head 8, Criminal Connections d6; Resolve
on the top of the ziggurat, open to the storm, they are d8; Combat: 1 Strike/1 Parry/1 Stunt Trouble:
hanged. The hangman then flings the corpses from the Which Soul is Even Mine?)
walls, giving the deceased over, body and soul, to the 3. Usa, Roundhead Chief Technician (Vast Techno-
storm. Ziggur has used Gallow’s End as an execution logical Liturgy d10, Secret Passages Through the
ground for nearly a century, and the storm within now Processor d8, Don’t Ask Questions d6; Resolve
d6; Trouble: Political Exile)
holds thousands of angry ghosts.
HAZARDS
HOOKS
1. No one’s ever seen such a concentrated mass of
1. Framed (or maybe just caught) for a capital ghosts before. At any moment, the storm could
crime in Ziggur, the characters are loaded onto reach critical mass and collapse in on itself,
the prison caravan to Gallow’s End. With only a tearing a hole in the world and creating a kind of
day’s journey to the hangman’s noose, they must ghost singularity. The scholar-priests on site aren’t
engineer an escape plan. sure what that means, but it’s probably not good.
2. Ekbal the Architect designed and built Eu’s pal- 2. The endless cyclone isn’t just full of ghosts; light-
ace, and he alone knows the key that opens the ning strikes are common in the crater, and while
secret passage from the Cydonian ruins straight the processor is shielded, particularly bad strikes
to the great Eu’s meditation cloister. Pity, then, that can shut down critical systems for hours at a time
he was executed for treason days after the palace — and anyone caught outside seems to draw bolts
was completed. His ghost might be willing to offer like a copper rod.
up the information, but how to find one ghost
among thousands? 3. The only safe way into the crater is through the
underground tunnel, but it’s a straight shot with no-
3. The endless storm of Gallow’s End is by no delib- where to hide and lots of guards. Anyone wanting
erate design, no matter what the Yellow Silks say. to get in (or out) undetected would have to try to
The processor is malfunctioning, and soon — may- find a route over the surrounding mountains and
be tomorrow, maybe in 100 years (but probably brave the storm.
tomorrow) — it will fail catastrophically. When it
does, the ghost storm will lose its anchor, and the 4. Though the storm itself is mostly confined to the cra-
vengeful dead will descend on Ziggur and strip it ter around the ziggurat, the massive cyclone cannot
to the stones. help but disturb the weather for miles around the
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The Poles
canyon. Errant winds and sudden turbulence create 2. An unexpectedly-harsh winter kills many of the
a hazard for skyships flying near the crater, and Brides’ poppy fields, while at the same time tensions
since the existence of Gallow’s End is a close- rise between Siren and Honor. War seems inevitable
ly-guarded secret, few captains know to avoid it. — is it coincidence, or is there truth to the rumor that
5. The storm is, of course, full of ghosts — and while the holy poppies only grow atop Martian graves?
some ghosts are benevolent shades, or at worst 3. A prominent Anger dignitary dies by murder while
decent folk desperate for a body again, most of visiting Siren. The assassin is quickly arrested, but
those that died in Gallow’s End were violent crimi- claims she has no memory of anything between
nals. Sure, Eu has the odd political dissident killed, imbibing a bilious liqueur, bought from the Poppy
but for the most part it’s a bunch of dead killers, Brides three days ago, and her arrest.
slavers, and generally-vile examples of Martian life. 4. A violent criminal on the run from Wyeth claims
6. Eu is paranoid that any of Ziggur’s enemies who sanctuary at the Temple of the Poppy Brides.
discover the existence of Gallow’s End could find When the law catches up to zir, they find zir lost
a way to use it against the city. Thus, any unau- in the Catacombs of Memory, regressed to a
thorized persons who learn of the crater’s exis- point in zir life before ze became a criminal. The
tence are relentlessly pursued by the Stranglers Wyeth insist on extradition, but the Brides say the
of Ziggur (Silent as the Grave d10, Silken Cords person who committed those crimes is dead.
d8, Unceasing Pursuit d6; Resolve d10; Combat:
1 Strike/1 Stunt; Trouble: Must Never Be Seen), a SITES
secret sect of assassins within the Yellow Silks.
1. The Catacombs of Memory: Deep below the Temple
The Temple of the Poppy Brides is a maze of twisting caverns
and passages. Some are natural, others appear
of the Poppy Brides carved, but everyone who enters sees them as some-
how familiar, as though they visited regularly long
The hills south of Siren bloom crimson like a sea of ago. Your memories are there — yours and anyone
blood, perfuming the air with a heavy, odorless, sopo- else’s who wanders the subterranean grottoes. Walk
the right paths and you can relive parts of your life:
foric miasma. These are the fields tended by the Poppy maybe to remember what’s forgotten, maybe just to
Brides, whose sacred arts produce powerful dreams and kiss your lover or hold your child one last time. Walk
prophetic visions. The veiled priestesses with their oth- the wrong ones and you might never return to the
erworldly voices (and, it’s rumored, faces) trade their present, or your mind might be undone entirely.
lesser draughts for food, water, and necessaries in the 2. The Chamber of Trembling: Withdrawal from
markets of Siren, but if you brave the journey to their the effects of the holy poppies is an unpleasant
temple, they will show you their greater mysteries. And process, replete with violent shaking fits, cramps,
all it costs you is a single fresh corpse, not yet ripened. fevers...and prophetic visions. In the Chamber of
Trembling, Poppy Brides let themselves become
The Poppy Brides brew 1,000 different draughts, addicted and undergo withdrawal, all for glimps-
meant variously to be drunk, smoked, or even injected. es of the future to guide their order.
Blue Oculus is dripped into the eyes and grants visions 3. The Holy Poppy Fields: Acres of poppies grow
of those who are false. Yellow Veil grants a peaceful around the Temple of the Poppy Brides, but only
sleep, untroubled by the guilt of deeds ill-done. Tholak a single road cuts through the field. Trespassing
plunges the drinker into a deep dream in which they into the fields is not only forbidden, it’s dangerous:
experience the entire 87-year life of a Vancian rug mer- If the Poppy Brides don’t kill you and bury you to
chant named Tholak in a single night. Other concoc- feed the next crop, the flowers’ perfume will draw
tions, it’s rumored, can bend the will of the mighty to you into a sleep from which you never awaken.
the Brides’ whims or instill subtle suggestions to ensure 4. The Processing Chamber: Part alchemical work-
that events proceed as the veiled ones desire. station, part distillery, part chapel, full of vast
vats of bubbling, multicolored nectar and strange
HOOKS smoke, this room is where the Brides prepare their
concoctions. Few who have not learned the Nine
1. It’s nearly impossible to remove a Poppy Bride’s Sacred Breaths and the Four Invisible Wardings
veil, and to do so is sure to earn the enmity of the can stand the fumes for long.
entire order. Naturally, when a Poppy Bride’s veil
turns up in a Sireni auction house, it draws the 5. Poppy Caravan: At regular intervals, a large cara-
curious and the wealthier-than-sensible set. van of Poppy Brides and mercenary guards makes
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the round trip from the temple to Siren. The caravan 2. Mixing draughts of the holy poppy can have
takes two weeks for each leg of the journey, and is deleterious effects, ranging from mild poisoning
frequently the target of bandits on its outgoing run. to the imbiber’s body violently exploding. Very
Strangely, though, the same band of outlaws never rarely, mixing draughts imparts adept powers on
seems to attack the caravan twice. the imbiber.
3. It’s said that to look on the face of a Poppy Bride
CHARACTERS is to look upon your deepest regret. Whether
1. Shouzai, Dream Brewer (I Have an Elixir for That that’s due to some strange psychic power or
d10, Bottled Nightmares d8, Brew Your Heart’s because you will shortly be beaten to death by an
Desire d6; Resolve d6; Trouble: Too-High Dream irate priestess is open to debate.
Tolerance) 4. Only one petitioner is permitted in the Catacombs
2. Kailon, Caravan Mistress (Quick Wits and Quick- of Memory at a time. If more than one person
er Flintlocks d10, Ride Herd d8, Deal You Under descends into those caverns, they risk wandering
the Table d6; Resolve d8; Combat: 1 Strike/1 into each other’s’ memories and exchanging
Parry/1 Stunt; Trouble: Illicit Side Business) whole parts of their lives.
3. Chulien, the lost Matron (Respected Matron 5. Those who are not initiated into the mysteries
d10, Keeper of Many Secrets d8, Wearer of the of the Poppy Brides are advised never to de-
Crimson Veil d6; Resolve d6; Trouble: Regressed scend below the third vault in the Catacombs of
to Five-Year-Old Self by Catacombs of Memory) Memory. Beyond that point, you find the genetic
memories of your ancestors, and the sudden rush
HAZARDS of conflicting memories can overwhelm even the
strongest mind.
1. The holy poppies aren’t the only things that feed
on charnel pits. Carrion voles burrow beneath the 6. Not all the dreams the Poppy Brides brew are
roots, seeking the freshest corpses, and they aren’t pleasant ones. Anger them, and you may find that
afraid of taking a bite out of a careless foot. your every meal brings with it a new nightmare.
Arcadia
There is a ballad, once quite popular in Vance, with city Arcadia — the City of Seven Domes, now beached,
a second verse sung thusly: listing thirty degrees from true, equidistant from Devo-
tion and Heartbreak, but close to nothing.
His lips, dried now, red wined and once kissed
The city’s architects were inspired by the shapes
A heart of memories, his heat, chilled embers
of the deeps, and the city was a wonder of curves and
Coral broke, seas fled, salted sands all remained rounded forms. It was built on a foundation of metallic
Dead glory’s ghost, Arcadia remembers coral, grown to shape by the Ancient’s sciences, and
Even when not sung with nine-string accompani- thereon they raised seven transparent domes, huge as
ment, that sentiment is a common one — that Arcadia foothills. The Three Lesser domes, the Three Greater,
is the easiest metaphor to describe something wonder- and the Grand Dome — the only one that has not suc-
ful, long lost, now dead. cumbed to entropy and the violence of greedy hands,
and is now called the Unbroken Dome. For, despite ly-
When the First Martians built her, the world was ing in sepulchral ease in one of the coldest and driest
blue and green. Perhaps to celebrate themselves, their places on Mars, Arcadia swarms with life, rapacious,
technology, and their wisdom, they located their cities with violent hands.
not out of convenience, but to exalt in overcoming im-
possibility. So Arcadia they built beneath the waves of a People of desperate and avaricious character are
water so wide its far side hid below the horizon. The wa- drawn to Arcadia, some seeking to dredge the sands
ters once lay like a blue veil across the head of Mars, but for miracles, and others to crack the dome open for its
now the hidden waters of North Pillar and the frozen wonders and the wealth they imagine it will grant. Too
caverns beneath are all that remain of it. The norther- many come for a taste of the drug extasia caerulea, called
ly region, now called Arcadia, takes its name from the also glory’s ghost, blue sand, and dream salt.
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from the excavations and made into shelter. The ma- outland fellow exiles, and the Merry Band of ever-smiling
terials are often cemented in place by the excretions soulless puppets she controls with her will.
of the corpsemites kept by undertaker-builders. These She takes her title from her preferred method of ex-
pale insects serve two purposes within the settlement. ecution, when she wishes to make an example of some-
Firstly, they consume the dead, keeping the place rela- one who has betrayed her or personally insulted her.
tively free of rotting corpses. Secondly, the secretions She wears a phial of the highest-quality glory’s ghost
they use to build their earthen mounds in more natural about her neck, dream salt refined to its purest form,
settings serve as a universal cement. Thus, buildings in and from this will administer a lethal dose to her vic-
the shanties are rated on a scale based on how many tims. These unfortunates take in one dose more extasia
corpses the mites must have eaten to secrete enough caerulea than a wealthy addict would consume in their
resin to hold them together. A seven-corpse house is whole life. A fortune’s worth of drug, as one generous
what hardworking folk aspire to — large, comfortable, gift. Those who experience Hagatha’s generosity expe-
with a walled private courtyard, and well-sealed against rience a perfect vision of lost Arcadia in its prime, and
night chills. Most folk are lucky to live in a split -corpse are filled with the exultant joy and glory of her builders,
dwelling though, with resin from some fraction of a sin- then die in ecstasy as the ghosts of the dead city crawl
gle corpse holding its material in place against the re- into their veins and eat their soul, leaving them empty
lentless night winds. Old family dwellings are bound fast and smiling. Into these empty vessels, Hagatha pours
by the digested flesh and bones of ancestors. Hauntings a drop of her own soul, turning her victims into some-
are not unusual, and funerals are traditionally accom- thing akin to a limb, moving as she wills them, speaking
panied by home improvement. as she speaks, and showing her all they see.
The Merry Band of Generous Hagatha rules the
shanties, controlling the markets at So’ese Gate and HOOKS
Nor’wes Gate, running fairly conventional protection 1. Brother Rat-Tooth, the wiry and cunning gutter
and extortion rackets among the populace of the shan- priest, begs the characters to deliver a message
ties, and taking a cut of almost every transaction above for him, to one much too exalted and fancy for
a certain threshold. Most significantly, Hagatha controls him to approach personally. They find the brother
production and distribution of the extasia caerulea drug, surprisingly heavy with coin, and outlandishly
famous and prized for the visions of glory, and feelings generous in his pitch. He gives them a filthy but
sealed letter, and an empty snuffbox of silver and
of confidence and certainty it grants. The dream sand shell elaborately worked with the initials of “J. V.”
is sifted in the workshops Hagatha oversees, separated When they present the letter and this item to Doc-
from the dry silts duned around Arcadia, first through tor Sunshine, the Zaiu expert on dream salt, he
wire mesh, then cloth, and finally after many refine- reacts with surprise and then surprising violence,
ments, through silk screens so fine they can hold water. demanding to know who sent them, and threaten-
The blue powder that results can be ingested in many ing their lives if they do not tell.
ways, but is commonly mixed with snuff and sniffed off 2. In the shanties, a revel can become a riot without
the back of the hand when one needs a boost in confi- warning, and a fist thrown over a spilled drink
dence and energy. It is a potent drug, as it must be, since can become spilled blood in the streets. Caught
it is composed of the desiccated and sand-ground mor- in such a fray, the characters find themselves in
the company of a child who huddles close to
tal remains of the long dead First Martians who once
them for protection, a child far too clean and
dwelled in Arcadia. far too expensively dressed to be a native of the
Generous Hagatha is a relative newcomer to the Ar- shanties.
cadian gang world, emerging from the Memory of Waves 3. Seeing trouble, and possible rivals, in the charac-
less than a decade ago, and within a few months elimi- ters, Generous Hagatha invites them to her luxu-
nating the previous ganglord ruler of the Shanties, and rious compound — said to be a 40-corpse house
sorely pressuring her two rivals. Nobody is sure where she — to feed them, get them drunk, and size them up.
is from, and she will not reveal it. She’s spoken bitterly of Any pleasure desired is provided, and Hagatha is
a generous host who might reveal more than she
living in exile and squalor — despite the peerless luxury intends to when she’s into her own cups. With at
her power affords her — and she has the manners of a least one character, Hagatha will have devastat-
prince, and ruddy complexion and Vancian accent of a ing sexual chemistry.
noble of that city. Her gang is a mix of thuggish soldiers,
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Arc adi a
4. A nightmare creature the height of 60 men was 5. Daelebresa Bin Lebrou, lost Red Martian child
seen attacking one of the Devontine Clan’s store- of wealth (Babe in the Woods d8, Tiny Emperor
houses at the edge of the excavations last night, d6, A child’s boundless energy d6, Resolve d6;
and witnesses describe it’s wide-finned head Trouble: Does not want to be returned to family)
far above, suspended by saclike structures, and 6. Brother Rat-Tooth, priest-prophet of the Rites of the
from the head its dozens of whip-thin tendrils that Gutter Prince, knows the score (His Rats Lurk in
descended to the ground, which it used to slash Every Wall d12, Wait, Where Did He Go? d10, The
open the storehouse, smash and loot the contents, dirtiest fighter d10, Resolve d12; Trouble: Broke, half-
and rip apart a dozen attendants and Devontine drunk, coughing up phlegm — business as usual.)
gang soldiers. They say it moved off rapidly into
the shanties with a spiraling motion of its tentacles. HAZARDS
A friend of the characters witnessed the creature’s
attack, and is wanted by both Hagatha and the 1. The shanties are lousy with thieves and thugs, will-
Old Devontine for questioning, unlikely gently. ing to pick your pocket, split your skull, or sell your
5. A devotee of dream sand, and friend, ally, or lov- corpse to a builder for a half dram of brackish
er to one of the characters succumbs to the drug, water.
and falls into a twitching nightmare coma. Investi- 2. The gangs skirmish in the streets, and one can get
gation reveals their supply is tainted, adulterated caught in the violence as Hagatha’s people fend
by whatever it was cut with. Without knowing the off raids by her rivals.
nature of the taint, no counterdrug can be formu- 3. When dark comes down, a cold like the breath
lated. Worse, there is only so long the psyche of black space descends on Arcadia, and the
of their friend can endure the hell they’ve been night-winds blow. When they blow from the north,
trapped in, before it leaves them with permanent they extinguish any fire they touch, dim lights,
mental damage. They were sold the drug by Tcivit and muffle sounds. Being caught out of doors on
T’cho, their regular dealer, but she is unwilling to a Norwind Night can be deadly. Creatures that
reveal her supplier, unless persuaded. abhor the light are free to walk openly on such
6. After many years apart, after the broken heart has evenings.
healed, one of the characters sees an old lover, 4. Extasia caerulea is painstakingly sifted from the
possibly a true love, lost to folly, lack of care, or sands of Arcadia, which means the sands are
tragedy. At first, they don’t seem to recognize laced with the drug, and even in such dilute con-
the character, and look on with a vague smile, centrations, everyone who dwells here breathes it,
but then seem to take life and become animated. eats it, and drinks it all the time. It perhaps ex-
Though…something is very odd about them…. plains the restless arrogance of the typical Arcadi-
an, the swagger that marks them, the confidence
CHARACTERS out of all proportion to their actual abilities. It also
1. Generous Hagatha, exiled Red Martian no- explains the dreams, dreams of sea, dreams of
ble-turned-ganglord (Viciousness Channeled Like leviathans, dreams of sacrifice to the lords of the
a Vancian Canal d12, Knows the Street d10, But lost deeps. Those of a psychical character may
Remembers the Court and Salon d8, Resolve d10; find these dreams take on an unexpected reality.
Trouble: Despises her exile, even while dominat- 5. A sickness sweeps the shanties, a ragged cough,
ing the shanties) congested lungs, and hacked black sputum. For
2. Six Stones, Skarrut pole-slinger and Hagatha’s the first time, the builders have more corpses than
strong right arm (Wind Throw Stone Slingpole their colonies of corpsemites can eat, and no
Fighting d10, Knows the Score d8, Competent work for them in any case. The coughed-up black
Lieutenant, Resolve d6; Trouble: Violent Drunk) ichor spat into the streets moves on its own, but
only when unwatched, and coalesces in pools
3. Doctor Sunshine, Zaiu expert on formulating and crevices, merging, growing. It is something
extasia caerulea (Connoisseur of Drugs, Addicted from before history, reborn perhaps from a single
to None d12, Alchemical Narcosynthesis d10, remaining spore lost in the sands of Arcadia.
Cunning Survivor Hidden Beneath the Cheery
Fool d8, Resolve d8; Trouble: Experimental Drug 6. They call it Tall Fellow, Daddy Longfingers, or the
Subjects Seeking Revenge) Moon Stalker — the weird, tall creature, of bulbous
head and 100-yard tentacles has begun haunting
4. Tcivit T’Cho, three-armed Pale Martian and the fringes of the shanties, and though few claim to
reliable drug dealer (Read the Streets d10, Quick have seen it personally, most swear it’s real as sin
with a Word of a Blade d8, Psychokinetic Fourth and debt, stalking to catch the unwary.
Arm d6, Resolve d8; Trouble: Samples the Wares)
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CHAPTER FOUR: A WORLD OF ADVENTURE
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Arc adi a
terested in anything the urchin may have said to the rewarded fabulously, and my daughter may claim
characters, the gist of which was: “Tell him, the old her place as Devontine. But, it must be clear nei-
one knows nothing! The secret is a bluff. The Dome ther Hagatha or Sandfish slew me, or there will be
cannot be breached! He will reward you! I flee!” war. I…regret the bargain I made when I claimed
3. Havish Kirklun has been behaving very strangely, my title. I regret swearing to my grandfather that
and the Association of Excavation Masters he I would live until the Grand Dome cracked open.
belongs to asks the characters to make discreet When sworn under the wrong stars, such an oath
inquiries. Kirklun seems to be spending an inordinate is sacrosanct.” Bound together with one fate,
amount of time with the Opening Eye cult, which is Undying Pualo and the Unbreached Dome.
not among those approved by the Association as
an acceptable cult for a Master to join. He and his CHARACTERS
fellows spend hours standing with their faces pressed 1. Pualo Patrae, the Old Devontine, Red Martian (Cun-
to the Grand Dome’s clearest surfaces, staring hard ning Old Bastard d12, Commands Loyalty, Inspires
within while acolytes drip their own carefully-gath- Respect d10, Still Knows Which End of a Machete to
ered tears onto the watchers’ eyes, so they may Hold d8, Resolve d12; Trouble: Dying But Can’t Die.)
gaze without blinking into the dome. Kirklun has
seen things in there that have changed him. Things 2. Prisca Patrae, Red Martian restless favored child
which might change everything. of the Old Devontine (Mistress of Cat Paw and
Cat Rake Sword Styles d10, Educated at Foreign
4. The Tall Fellow attacks! While going about their Universities d10, A Poison for Every Occasion d8,
business one night, the characters are caught in Resolve d6; Trouble: Easily Bored)
an attack by the Tall Fellow. It swoops in silently,
hidden in the dark above the lights of the exca- 3. Huula Ver Argola, Red Martian captain of Devon-
vation, to drop down onto a sorting warehouse tine gang soldiers (Old Street Monster d10, Vet-
where artifacts are graded for sale, and rips eran of 1,000 Knife Fights d10, Knows What the
the roof off. When lights can be aimed upward, Old Man Would Want d8, Resolve d10; Trouble:
the bulbous shape they’ve heard described is Loves Prisca Patrae, but believes he will one day
revealed, but to their outland eyes a new detail have to kill her)
emerges — the bulbous structures seem to be 4. Prandish Vineto, morally-conflicted Red Martian
balloons, from which the actual finned head of the antiquities expert (Value the Secrets of the First to
thing hangs. If they’ve seen such a thing out in the the Ha’penny d12, Commune with the Spirits of
Memory of Waves, they’ll recognize it as some the Dead First d10, Mercantile Adept d8, Resolve
kind of silt crawler, but unlike its creeping cousins d6; Trouble: Easily Possessed by Ancient Ghosts)
in the wastes, the Tall Fellow moves with eerie 5. Havish Kirklun, Red Martian excavations master,
aquatic grace when suspended by these balloons. high officiant of the Opening Eye cult. (Master Ex-
Who could have equipped this ancient, monstrous cavator d12, Network of Cultists, Unblinking Evil
thing with this prosthetic? And do the characters Eye d8, Resolve d12; Trouble: Increasingly bad at
have time to wonder about such things, when the his day job, courting disaster at his work site)
air is filled with screams and whiplike tendrils of
pale gray metal? 6. Reen Scutt, fourth-class Red Martian sand mov-
er, devotee of the Rites of the Gutter Prince (The
5. In a thirsty rage, Huula Ver Argola slays a Sandfish Invisibility of Poverty d12, Self-Taught Confidential
water carrier, and all shipments of water to the ex- Agent d8, Initiate in the Gutter Prince’s Outer
cavations stop until the defiant Pale Martian can be Mystery d6, Resolve d10; Trouble: Rail thin, hun-
brought out into the Memory of Waves and made gry, stinks of fermented rat sauce)
to answer for the killing. It falls to the characters
to find him, defy those loyal to him who help him HAZARDS
hide, and see that the Sandfish are satisfied before
the excavation succumbs to thirst, and open war 1. The excavations are a dangerous mix of industry
breaks out as its dwellers seek water in the shanties. and housing, great teetering scaffolding looming
6. Pualo Patrae sends Huula Ver Argola to invite the over rows of workers’ houses, the cracked domes
characters to the Devontine villa, a surprisingly shadowing both homes and workshops. The place
elegant structure in the thick of the Grand Dome operates at the speed of money, and safety is
excavations. The characters have come to the old a distant concern — heavy loads swing on long
ganglord’s attention, as any extraordinary outsid- cables, scaffoldings teeter and sway, overloaded
ers of their stature must, and he wishes to ask them hauling animals are beaten until they bolt and
a favor. “If you can find a way to murder me, stampede, and the excavators of all classes work
freeing me from this failing carcass, you will be hard, drink harder, and punch hardest.
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CHAPTER FOUR: A WORLD OF ADVENTURE
2. Strange things are dug from the shattered domes ers, though rather than deadening and killing nerves, it
sometimes, artifacts of unknown purpose, but still desiccates flesh. The silt crawlers, as they’re sometimes
potent function. Some can cause flesh to subli- called, are rarely spotted in sight of Arcadia itself.
mate, evaporating like mist. Others can fuse ob-
jects or people together with unbreakable bonds. There are only two known safe routes through
Some simply explode violently when exposed to the Memory of Waves, those followed by the caravans
any of dozens of possible stimuli, from sunlight, to carrying the wealth of scavenge to Devotion or Heart-
wind, to air, to warm skin, to particular emotions. break, and returning with supplies, foodstuffs, and pre-
3. The Devontine Clan guards its territory aggressive- cious commodities like wine, wool, beautiful youths,
ly, and if they suspect you are looking for trouble, and basic tools. Nothing grows in Arcadia; no herds
or serve Hagatha or Sandfish, they’ll set their gang are pastured. It is a cold desolation like nothing else
soldiers to watching, following, and harassing. on Mars, and so these caravan routes are tenuous life-
4. The approved mystery cults of the excavations are lines, and a testament to the value of Arcadian wonders
all generally stable, and their devotees learn dis- and the dream salt trade. Before the Sandfish came to
cipline, which serves their professions well (and is power in the Memory of Waves, banditry was common.
why they are among the approved mysteries), but Now though, few dare take the risk, despite the value
this requirement does nothing to blunt the secret
horror of some of their sacred rites. The shanties of the cargo. The Sandfish charge a modest toll to car-
provide an unlimited supply of supplicant-victims, avans, and maintain their right to inspect the cargo to
and none of the guilds care if you come to the and from. They will occasionally help themselves to an
work site with a sacrifice’s blood under your fin- artifact or supplies, though they are scrupulous about
gernails, so long as you come on time and ready paying the caravans a fair price for what they take for
to labor. themselves. What they do not permit the caravans to
5. The trace concentrations of dream sand, mixed carry is water. They claim water, and its distribution, as
with the silt and dust shifted by the ton in the their exclusive right, and are said to know all the secret
excavations, is higher than anywhere else in the wells and soaks in the Memory of Waves, and to tend
region, and so without ever deliberately using the primitive canals, which direct a vital trickle to the
the drug, the dwellers in the excavations are all shanties and excavations, and which they supplement
thoroughly addicted, a fact that makes leaving the
Devontine’s territory much more difficult for them, with deliveries of water from their own caravans that
as the depression of the dream sand crash is fear- travel unknown routes in the wastes.
some, and lasts as long as the drug’s habitual use. Those who raid caravans or who are caught smug-
6. If Old Devontine passes, the star-sealed fate he gling water are often found dead, mauled as if by barra-
shares with the Grand Dome will be fulfilled, and cuda or shark, crushed by tentacles, or pierced by poi-
the mountainous edifice will shatter in exact corre- soned fins, with their desiccated bodies covered in dried
spondence to how violently the old man dies. blood and fine white sand. The Sandfish commune with
The Memory of Waves the lost waters; the ghost of an ocean is their god, and
at their command the fish and monsters of that dead
sea arise from their own dust and swim in the air, biting
When the old waters vanished, they left behind
and feeding, ripping and devouring. The ocean, when it
plains of sand and silt. This landscape is studded with
lived, was a place of beauty, but also of absolute savage-
dead, razor-sharp corals, black nodules, hungry crevic-
ry and predation. The sand remember when they were
es capped with thin layers of salt-cemented sand, and
waves, and the Sandfish know another secret — blood
leviathan bones, the skulls of which have become the
is sea water, the same salt, the same life. The folk of
temple-houses of the Sandfish Cult. There are rumors
Mars walk a dry land, but carry the seas within them-
of things out there, too, wandering the wastes — per-
selves, the last living waters of the dead ocean that they
haps cousin-machines to the tomb stalkers of Cydonia.
sometimes name in their rites, Mother of Mars. They
Unlike the tomb stalkers, though, these waste ma-
are not a picky cult, and when called upon to free this
chines seem broken or weak, unable to support their
captive red sea, they can usually find a sacrificial victim
own weight, and so they drag themselves along the sand
whose removal will be seen as a civic good rather than a
with their whiplike limbs, sometimes lying buried and
horrific cult murder. It is said that the water they grant
in wait for anything to walk upon them. Some possess
Arcadia’s modern people is paid for with the blood
an ability not unlike the death ray of the tomb stalk-
memory of the lost sea.
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Arc adi a
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CHAPTER FOUR: A WORLD OF ADVENTURE
3. Mystics sometimes walk into the wastes seeking 5. When moonlight plays on the salt crystals that
wisdom in the cold dust, but what seeks them is encrust the black nodules littering the wastes,
not always wise — the things that can enter an ancient things hatch. Most die in this dried-up
open mind in the Memory of Waves are ancient world, but if one can find some measure of warm,
and inhuman, capricious and cruel. Beware the salty water in which to sink — like that carried in a
hermits in this desert. Martian’s veins — it will root in, and root deep.
4. The silt crawlers of the wastes seem pathetic, and 6. Stare too long into the Memory of Waves, and
unable to lift themselves and walk, but beware their it will stare back. The mind is carried to strange
power. They were made to swim, not crawl, yet are places on the winds that blow there.
still deadly if not swift in this, the ocean’s grave.
Meridian
Meridian is one of the heartlands of Mars, the ca- it seems that it was a means to offload the ugly
nal-rich region that supports Vance and Coronal. debts the school owes. But the winner finds out
that there’s something even more sinister at play.
Hazard CHARACTERS
The traveler Sereanites described the tent city of 1. Innuku, Skarrut former champion of the plaza
Hazard as “scattered about a crossroads between Chia- (Brutal Fighter d10, Legbreaker d8, Fugitive d6;
ro, Zodiac, and Vance, like dice lying where they’ve Resolve d10; Trouble: Killed the Wrong Oppo-
been thrown.” The comparison is simple but inevitable, nent)
given that Hazard is the most notorious gambling town 2. Taldion, mysterious Red Martian grandmaster
in all of Mars. It perhaps began with merchants at a (Master of All Chess d10, Military Strategist d8,
caravanserai dealing with more money than sense, but Innocuous d6; Resolve d8; Trouble: Disgraced
now it is a living temple to the 99 capricious gods of
and Hunted By Former Allies)
luck. 3. Gameez, Red Martian moneychanger (Rumors
From Every City d10, Eye For Coin d8, Wheedle
Hazard is a town of countless superstitions. Resi- d6; Resolve d4; Trouble: Can’t Keep Mouth Shut)
dents bet on the smallest things, hoping to draw out any
4. Tychean, Red Martian luck-priest (Encyclopedia of
bad luck on trivial affairs and save the good for import- Superstitions d8, Lucky Breaks d8, Timely Advice
ant issues. It’s also a place where people wager far more d6; Resolve d4; Trouble: Two-Sided Blessings
than just coin or goods. All the most interesting gambles Always Come True)
take place in Hazard, where they say you can lose even 5. Sabaton, wandering Red Martian wrestler (A
your shadow if you sit down at the wrong table. Thousand Holds d10, Work the Crowd d8, Please
the Ladies d6; Resolve d8; Trouble: Believes Own
HOOKS Reputation)
1. It’s the fifth year of the most ambitious race 6. Doctor Amedio, prosthetics vendor (Craft Artificial
known, one that starts in Hazard and runs through Limbs d10, Surgeon d8, Black Market Limb Trade
the three points of Vance, Chiaro, and Zodiac be- d6; Resolve d4; Trouble: Should Never Have
fore returning to Hazard. Eclectic and dangerous Gotten Into Gambling)
racing teams are gathering, each one ready to
prove themselves the swiftest and hardiest to claim HAZARDS
the prize.
1. Some freelancers pick deliberate fights with
2. A rival of the characters’ makes a wager of a strong-looking strangers while their friends bet on
month’s service — as bodyguard, lover, or even the ensuing brawls — or duels, if sufficient money’s
menial servant. If one (or all) of the characters at stake.
is willing to match the bet, it would be a golden
opportunity to settle old scores. Of course, the 2. Criminals are typically condemned to Sting, Slash,
same’s true for the rival… or Shield, wherein their fate is decided by the
erratic bladetail decapedes kept for that purpose.
3. A young Chiaro scion bets the deed to the family (Lashing Tail d10, Poison Bite d8, Defensive Curl
sword school — and then plays to lose. At first d6; Resolve d8; Trouble: Burrowers)
162
meridi a n
3. Hazard is kept well out of the path of dust storms, but HOOKS
sometimes freak accidents happen. A wall of dust
and ghosts brews up, and its path might or might not 1. To make a dramatic point, a judge has condemned
take it through Hazard. What are the odds? a group of criminals to be fed into the hives of Hon-
eycomb. The characters, arrested for minor and
The Honeycomb perhaps fictional charges, have been added to the
shipment just to keep the numbers impressive.
From a distance, this grand mountain seems oddly 2. The insects of one of the apex hives have been rapidly
showing signs of increasing intelligence, most recently
polychromatic — its rust-colored surface glistens with
carving symbols into their walls that appear to be some
streaks of gold and emerald, and dark specks seem to form of pictogram. The colony of harvesters is very
dance on it. As one draws nearer, it becomes appar- nervous about this development, and needs a solution.
ent the specks are living things, crawling in and out of 3. A recent harvesting expedition brought back pieces
stained openings into the rock. The Honeycomb is a of ancient artifact machines that were embedded
hollow mountain, a colossal collection of hives. in the hive’s wax. Is there a ruin below Honeycomb
Many huge arthropods and other vermin infest the that only the arthropods have reached?
Honeycomb, preying on one another in a complex re- 4. A noble’s bacchanal is spoiled by a batch of nectars
lationship of feuding hive territories. The mountain’s that contained an unpleasantly-psychoactive impuri-
rock nourishes a variety of curious lichens that feed the ty. An initial investigation concludes that if the nectars
more herbivorous crawlers, which in turn feed the more were poisoned, then it must have taken place back
at the Honeycomb camps. Who would dare?
carnivorous hives. A handful of daring souls harvest the
Honeycomb, slipping into the mazelike tunnels armed 5. The Honeycomb sees a few “holy men” here and
with smoke-guns or other such tricks, to bring out the there, who partake of the nectars and pronounce
strange prophecies. The cult of a particularly
singular nectars within. It’s intensely dangerous work, charismatic oracle is growing rapidly, drawing
but the rewards are nourishing, ecstatic, or psychotro- dreamer-adherents from the cities, and threatening
pic elixirs found nowhere else on Mars. to interfere with the nectar business.
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CHAPTER FOUR: A WORLD OF ADVENTURE
164
The Prism at ic Wa stes
back, but the site is infested with machine spiders d8, Friendly and Outgoing d6; Resolve d8; Trou-
and First Martian war machines. ble: Starting to See Through the Cracks)
4. In a ruin miles from Muniqa, a machine rumbles 3. Akaleth the Butcher, town enforcer (Big, Sharp
to life. A forgotten transmitter sends a signal, and Knives d10, Fists Like Boulders d6, Loyal to a
every automaton in Muniqa sets down their tools, Fault d6; Resolve d10; Combat: 2 Strike/1 Parry;
unfurls terrible weapons concealed within their Trouble: Can’t Stand the Sight of Blood)
limbs, and begins to march on Vance. 4. Usa, Roundhead “doctor” (I Can Fix Anything
5. A plague strikes the region around Vance, and, d10; Ancient Martian Lore d8; Surprisingly Intri-
despite the Muniqs’ best efforts, word begins to cate Toolkit d6; Resolve d6; Trouble: Prisoner)
spread about the one village untouched by the
disease. Suddenly the town is full of refugees HAZARDS
seeking to escape the plague, doctors trying to
figure out why no one is sick, and mystics pro- 1. The Muniqs are generally peaceful and uninterest-
claiming it an omen. Muniqa is filled to capacity ed in causing strife, but they are deeply committed
— and it’s running out of food. to maintaining their secrecy. They fear (rightly)
that if their nature were discovered they would
6. Every night at midnight, every Muniq in the village be subject to vivisection and experimentation by
marches out to an empty field not far from the those who study ancient Martian technology.
village to sing. The song lasts for a few minutes, Anyone unlucky enough to see one injured or put
then the automata wait expectantly for an hour together the clues will be attacked mercilessly.
before returning to their homes. If asked, none of
them admit to being aware of this behavior. Three 2. Muniqs have a reputation for being tough and
nights ago, something began to sing back. hard workers, which makes them occasionally
subject to slave raids.
CHARACTERS 3. Whatever purpose the Muniqa automata were
originally built for, it’s long forgotten. But certain
1. Oktar, village headwoman (Shrewd Negotiator behavioral protocols are still embedded deep in
d10, Startlingly Strong d8, Words of Wisdom d6; their mechanical brains, and sometimes a seem-
Resolve d8; Trouble: Can’t Keep This Secret Forever) ingly-innocuous word, gesture, or image provokes
2. Milrun the Unknowing, ignorant automaton (Just one into a homicidal trance state.
Naturally Tough I Guess d10, Investigative Mind
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CHAPTER FOUR: A WORLD OF ADVENTURE
all shattered ground cover is collected by the camp admin- 6. Exploitation of the Chromat and disregard for their
istrators and thrown into the Glass Pit, but the poorest land rights is a common problem in the Wastes,
citizens scavenge what they can. It’s a rough town, full of and it’s exacerbated in Rainbow, where colonialist
all sorts of dangerous people and black-market goods, but attitudes and the prospect of easy riches meet in
step wrong and you might end up with your throat slit and
an ugly combination. A growing number of young
Chromat have come together to protect their rights,
your body cut to ribbons after a Glass Pit funeral. and heroic adventurers from beyond the Wastes
are exactly the allies they need.
HOOKS
1. Thanks to its frontier location and the laissez-faire CHARACTERS
attitudes of the Chromat who control the town, 1. Nuqab, Chromat Overseer of Trade (Greased
Rainbow is a popular place for black-market Palms d10, Gatekeeper d8, Red Tape d6; Resolve
deals and criminal auctions. In the back rooms d8; Trouble: No Scruples Whatsoever)
of taverns and glass-ceilinged basements, shady
characters from across Mars have paid exorbitant 2. Shumar, wildcat Red Martian glasscutter (Survival-
prices to participate in Amok-Nar’s latest auction. ist d10, Eye for Opportunity d8, Reckless Disre-
Treasures looted from ancient ruins and royal pal- gard for Law and Order d6; Resolve d8; Trouble:
aces alike will be on display, as well as something Riddled with Cancer)
truly special, a treasure beyond price known only 3. Kavok of the Wild Eyes, Zaiu crime boss (The
as the Gallowglass. Zartini Crime Family d10, Offers That Should
2. Chromat tribes recognize no rights to the Wastes Really Be Given Due Consideration d8, Black
but their own, but the governors of Rainbow Market Connections d6; Resolve d10; Combat: 2
are easily bribed and so it’s a common staging Strike/1 Parry; Trouble: The Costacci Consortium)
ground for illegal, wildcat glass-harvesting oper- 4. The Gallowglass, an Ancient Martian soldier-go-
ations. These operations are always looking for lem made of Prismatic glass, whose features
mercenary security forces and specialized labor, match no known peoples of Mars (Great Glass
and the hazard pay is generous. Then again, so Axe d10, Impenetrable Glass Armor d8, Heart
are the hazards. Like an Atomic Furnace d6; Resolve d10; Combat:
3. The glass streets of Rainbow are shattered in the 3 Strike/1 Parry/1 Stunt; Trouble: Bound in Servi-
wake of brawls with alarming regularity — in fact, tude)
you’d think there would be no ground cover left 5. Ua, Roundhead glass-sled racer (Meticulous Plans
at all. But the glass seems to recover, growing like d10, Loyal Eora Pack d8; Flawless Orienteering
a scab over a wound until it reclaims its previous d6; Resolve d6; Trouble: Deeply in Debt)
borders — and then a little more.
6. Qiban, Chromat Rights Activist (Firebrand d10,
4. Sun Wheels are found throughout the Wastes, Lots of Like-Minded Friends d8, Knowledge of the
along the migratory routes used by Chromat Wastes d6; Resolve d8; Combat: 1 Parry/2 Stunt;
glasscutters. Designed to offer temporary shelter Trouble: Enemies. Lots of Enemies)
in the event of unexpected sun, they consist of
a shallow pit drilled down into the glass, with HAZARDS
several short tunnels spoking off the central shaft
to keep travelers out of direct sunlight. They are at 1. For such a small outpost, Rainbow is carved up
best a temporary protection: Prolonged sunlight between nearly a dozen criminal interests. Wan-
can still heat the glass to the point that a Sun der down the wrong glass-fronted street or wear
Wheel resembles the inside of an oven. Every the wrong color in the wrong bar, and you’re in
glass prospector out there has a story about find- for trouble.
ing a cooked corpse in a Sun Wheel, variously 2. While it’s possible to hire reputable guides into
clutching a fabulous glass gem, a huge sack of the interior of the Wastes — Chromat, or those
money, or a treasure map. Some of those stories with good relations with the Chromat tribes who
are even true. can guarantee safe passage — at least a third of
5. The Glasscutter’s Union of Vance is sponsoring a them are scoundrels who lead travelers into the
cross-Wastes sled race, starting in Rainbow and Wastes and either kill them or wait for them to die
skirting Hell’s Basin to finish in Illium. Contestants of exposure or radiation poisoning.
will have to brave deadly heat, toxic radiation, 3. While Rainbow itself is on the outskirts of the Wastes
and the desolate landscape, but the prize is and thus relatively safe from radiation poisoning,
wealth beyond imagining. anyone venturing deeper into the Wastes needs to
166
The Prism at ic Wa stes
take daily doses of “Illium salt,” which provides some message: The Vitreous Father has woken from sleep,
small protection against radiation poisoning. and must be reunited with his bride. The Mother has
4. The Glass Pit is a popular place to dispose of the located him: at the deepest point of Hell’s Basin.
corpses that are an unavoidable waste product 3. Blasphemously echoing the fall of the Hyaline
of criminal enterprise. There’s enough blood and Mother, a demon of the outer black falls from the
bile down among the shards to raise up a whole sky in a terrible plume of fire and crashes into
lot of angry ghosts, should someone want to. the Prismatic Wastes. The impact shatters glass
5. Contrary to popular belief, putting powdered for kilometers around, flinging tiny shards into the
glass into someone’s food won’t kill them. Unless sky to fall as a deadly rain. The Mother screams
of course it’s Prismatic Glass, which is mildly the error of this mockery into her priests’ dreams,
radioactive even long after it’s taken from the along with an image of those responsible: the sigil
Wastes, and is thus a popular poison. of the City of Anger. Only there can the Mother
be appeased. What could she be asking for but
6. On streets of glass, a weapon is always near at blood?
hand. Even a friendly, honest bar brawl can turn
deadly when someone grabs a chunk of pave- 4. Fewer and fewer Chromats are seen at the trading
ment that can lay a throat open to the bone. camps on the outskirts of the Prismatic Wastes. When
pressed for the reason, the few that still come say their
Cave of priests have received visions from the Mother that
something wondrous will happen in one week’s time.
the Hyaline Mother The tribes have flocked to the Cave of the Hyaline
Mother, but what is she counting down to?
The Cave of the Hyaline Mother is really more of a 5. After centuries of quiescence, new life begins to
gaping pit in the ground, but it’s the center of Chromat emerge from the Cave of the Hyaline Mother.
religion. According to their legends, the Hyaline Mother Shambling things of yellow fungus, amorphous
once dwelt among the moons and marveled at the innu- and yet somehow terribly akin to the form of Pale
merable hues of the stars. But when she gazed down at Martians, they stalk and devour Chromats by
the dim, reflected light of the moons. Religious
the surface of Mars, she grieved, for all was the color of fundamentalism takes hold as the tribes seek to un-
rust and blood. So she sacrificed herself, plunging from the derstand how they have displeased their goddess,
heavens and piercing the stone deep within the Wastes. setting the stage for a witch hunt — or a crusade.
Her coming turned the sands to glass and brought forth
the Chromat, but she was a goddess of the cold and lifeless CHARACTERS
stars and knew naught of living things, and so the Chro- 1. Akulon, Chromat Vessel of the Mother’s Wisdom
mat revere her for giving them life and despise her for giv- (Holy Purpose d10, Psychic Visions d8, Loyal
ing them such a desolate homeland. Chromat who seek to Followers d6; Resolve d8; Trouble: Obsessively
understand the mysteries of the Wastes come here and are Zealous Followers)
invigorated, but the glass surrounding the Cave is littered 2. Umlos Who Has Seen Her Face and Bears Her
with the cancerous bones of other Martians who dared Sword, Chromat (Righteous Warrior d10, Vitrification
blaspheme by coming here. Ray d8, A Leader to Her People d6; Resolve d10;
Combat: 2 Strike/1 Stunt; Trouble: Incessant Visions)
HOOKS 3. Kal-Lag, Pale Martian Archaeologist (Working
1. When the story of the Hyaline Mother reaches Theory of the Ancients d10, Friendly with the
the Pale Martians of Anger, they recognize it as Locals d8, An Explanation for Everything d6;
a millennia-distorted tale of a First Martian orbital Resolve d6; Trouble: A Blasphemer and Doesn’t
weapon strike. If the weapon, as Chromat religion Realize It)
implies, is still intact down there, it could represent
one of the most significant finds in centuries. HAZARDS
2. Chromat priests journey to the Cave of the Mother 1. The Cave of the Hyaline Mother is the most
to receive her wisdom in the form of psychic visions. intensely-radioactive region in all the Prismatic
Many times these visions are cryptic, filled with Wastes. Chromats are invigorated by it, but few
strange symbols and omens of loss or failure, which other Martians can survive more than a day or
the priests interpret as omens or taboos for their two near the cave’s mouth, and without extremely
people to follow. Recently, though, the visions have powerful (read: First Martian) radiation shielding,
changed; a young Chromat girl has received a divine entering the cave is a death sentence.
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CHAPTER FOUR: A WORLD OF ADVENTURE
2. The Mother’s Angels guard her slumber well: contact with divinity. Brain damage, aneurisms,
Within the Cave of the Hyaline Mother, explorers and even spontaneous incineration are all known
who survive the fatal radiation must contend with side effects.
ghostly figures of smokeless fire, whose swords of 4. The Middle Children are a Chromat tribe who
light carve Deimos steel like soft cheese. dwell near the Mother’s cave. According to their
3. Even non-Chromat Adepts who approach the legends, the Eldest Children inherited the Deep
Cave of the Hyaline Mother can receive messag- Wastes where the glass is thicker than a Chromat
es from her, but their minds are ill-prepared for is tall, and the Youngest Children were given leave
168
The Prism at ic Wa stes
to explore the boundaries of the Wastes where the often cause the glass surface to shear, creating
glass crunches underfoot, but the Middle Children hard-to-see, yet razor-edged, crevasses.
were apportioned nowhere, and so they stayed 6. Yellow Walkers (Amorphous Body d10, Damna-
behind to guard the Mother. They are fiercely de- bly Strong d8, Hypnotic Keening d6; Resolve d6;
voted and prohibit all but tribal priests to approach Combat: 2 Strike; Trouble: Hunger Without End)
the mouth of the cave — violently, if necessary. normally feed on the radioactive flesh of Chro-
5. The area around the Cave of the Mother is seis- mats, but any Martian who gets near the Cave of
mically unstable. Minor quakes are common, and the Hyaline Mother picks up enough radiation to
look like a meal to one of them.
Armonica Canyon
Armonica Canyon lies near the edge of Hell’s Ba-
sin, in the most thickly-glassed part of the Prismatic
Wastes. It’s the only source on Mars for Blackglass,
which is valued not only for its beauty, but for its ability
to dampen the psychic powers of Adepts and their ilk.
Extracting the glass without fracturing it (and thus ren-
dering it useless) requires sophisticated drilling equip-
ment beyond the means of the Chromat, and at present
a wildcat mining operation out of Illium is the sole con-
cern operating in the canyon. The radiation, scorching
heat, and Chromat attacks are dangerous enough, but
when the wind whistles through the canyon after a rain
(infrequent, but less so than elsewhere on Mars), it pro-
duces an eerie music that plunges listeners into a deep
melancholy, and eventually drives them mad.
SITES
1. The mining camp’s canteen is a makeshift tent of
highly-reflective fabric set up in the lee of a tall
glass spire. Here the wildcatters spend most of
their pay on alcohol and illicit gambling, but the
canteen also serves as company store, payroll
office, and center of gossip.
2. Wildcatters aren’t known for their subdued, re-
served behaviors, which is why the Hot Box exists.
(Actually, five of them are scattered around the
camp, but it’s always just “the Hot Box.”) These
cells, sized just big enough for one person, are
carved directly into the glass walls, positioned
so they sit in the sunlight for at least a few hours
every day. Most days they don’t get quite hot
enough to literally cook the prisoner.
3. Cutting Blackglass is hot, sweaty, arduous work,
and it starts at the Forge. Here, a team of grunts
ensures that a ready supply of red-hot iron rods is
always on hand. It’s a ramshackle thing — the only
permanent structure in the canyon, but shoddily
built and featuring a very large fire perilously
close to a whole lot of fuel.
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CHAPTER FOUR: A WORLD OF ADVENTURE
4. The Quiet Room is a tent of thick leather, its flaps but after three days of searching no one’s been
treated with sealant salvaged from an ancient able to find her. Now more cutters are going
ruin. If you get inside and get some wax into your missing: two, sometimes three a night.
ears before the canyon song reaches full volume, 5. While cutting through a particularly-rich vein of
it provides at least a modicum of protection. The Blackglass, a crew finds a three-meter-diameter
Quiet Room can squeeze about 250 Red Mar- circular tunnel bored through the glass, plunging
tian-sized souls inside. Presently, 200 wildcatters sharply down below the surface. It’s not smooth
work the canyon, with more arriving every day. like a lava tube (and in any case the area isn’t
5. Whistler’s Tower, at the southern tip of the camp, volcanically active): it’s ridged, like a tunnel left
is the duty station for cutters who didn’t quite by a burrowing creature.
screw up enough to warrant the Hot Box. It’s the 6. A wealthy Zodiac aristocrat is murdered by psy-
first place where the wind picks up after the rains, chic assault — which shouldn’t have been possible
and it’s the job of whatever poor soul is stationed given the amount of Blackglass he wore every
at its top to listen for the song and sound the day. When it comes out that the “Blackglass” is
alarm when it comes. It also happens to be damn just regular, clear Prismatic glass melted down
near impossible to get down from the tower and and treated with ash, his heirs hire investigators to
into the Quiet Room before the canyon’s song travel to Armonica Canyon and figure out who’s
reaches full volume. skimming off the top.
6. The Docks are a cluster of tall, narrow spires of
glass-clad rock lashed together by rope bridges CHARACTERS
and crude cargo lifts. It’s here that airships from
Zodiac dock to offload mail and supplies in ex- 1. Thantras, Red Martian wildcat leader (My Crew
change for the precious Blackglass. is the Best Crew d10, Handy With a Cutting Iron
d8, My Own Boss d6; Resolve d6; Trouble: Deep
HOOKS in the Red)
2. Muk, Zaiu head of camp security (No Nonsense
1. At the peak of the cutting season (high summer, Law Ape d10, Backup d8, Power of Arrest d6;
when the rains are fewest and the wind quietest), Resolve d8; Combat: 1 Strike/2 Stunt; Trouble:
an unexpected storm hits the canyon, threatening Authoritarian Streak)
a song of unprecedented volume. Before the
camp can be evacuated, scouts report that a mas- 3. Qandr, Pale Martian drunk (Troublemaker d10,
sive ghost storm has brewed up out of Hell’s Basin All the Gossip d8, 30-Year Veteran d6; Resolve
and is also heading right for the canyon — almost d6; Trouble: Nobody Listens to an Old Drunk)
as if called there.
HAZARDS
2. A labor organizer is put in the Hot Box after an al-
tercation with company security. It was supposed 1. It takes about two minutes from the first skirling
to be just a day to stew, but when they open the whistle to full-blown canyon song. The wildcatters
Box to pull her out, she’s dead. Now, rumors of drill frequently enough to get to safety within that
reprisals are flying around the camp, and all it’ll time, but outsiders who aren’t familiar with it can
take to touch off the powder keg is one wrong easily get caught out.
word or a little too much booze. 2. Unlike elsewhere in the Wastes, the glass in
3. An explosion at the Forge kills several wildcatters, Armonica Canyon is meters thick and extremely
injures many more, and knocks out the Docks. hard. It doesn’t chip easily, and the surface is slick
With the camp surgeon badly overworked, it’s a and smooth, making footing precarious.
race against time to find a way to evacuate the 3. The Ghoul of the Glass (Damn Near Invisible
camp before the canyon whistles up its next song. d10, Strangling Fingers d8, Knows the Camp Like
4. The lookout on Whistler’s Tower didn’t make it the Back of Her Hand d6; Resolve d8; Combat: 1
back to the Quiet Room before the last canyon Strike/1 Stunt; Trouble: Compelled by the Can-
song. Normally anyone caught outside during the yon’s Song) is probably just a story the old wild-
song is found in short order, catatonic or dead, catters tell new recruits to scare them. Probably.
170
S ka rr a s
Skarras
North of Cimmeria and its deadly fecundity lie the dertakers pry open his left fist, they find an ornate
plains of Skarras. When the Skarruts venture across this silver key, stamped with a sigil that can only be an
landscape, they are always on their way somewhere… image of Dangling Raster.
for while the environs of Skarras are not scoured by 2. The Elysian Mount rumbles and smokes, and
the permanent cyclones of the Nowhere Plains to the suddenly the long-fabled treasures of Dangling
north, those storms spawn gritty, ghost-filled clouds of Raster risk being burned to cinder by the eruption.
The get-rich-quick schemers are out in force: One
sand and rock that billow south. First Martians occupy band of mercenaries and treasure hunters propos-
the city of Dread, but even their traders will not shelter es a lightning raid on the ruins to find and seize
in the shadow of Dangling Raster. what they can, and damn the Hanging Apes and
the perils of the lava fields. A rich water baron
Dangling Raster proposes financing a lava break dug out by Skar-
rut masons. But when the water baron and the
North of Skarras and east of Dread it waits, set like mercenary financier turn up dead, it’s clear that
the sword of Damocles on the underside of a vast, nat- a third faction is in play — one that wants to see
ural archway. Its inverted spires hang from the stone, Raster and all its secrets buried in molten stone.
some ending hundreds of meters above the ground 3. A Zaiu biologist wants to study the Hanging Apes
below, some nearly brushing the floor of the ancient, and their remarkable adaptations to their isolated
lava-carved valley. Once it was a great city, that much habitat. She hires stout adventurers to escort her
is plain — a tangled webwork of bridges, liftways, and
to Raster and swears she’ll go no higher than the
Fourth Reach, but when the first night’s camp is
flying docks bristles and juts still from the structure — interrupted by drums and a whistling of the wind
but its doom was long ago, and its purpose a mystery to that can only be described as musical, it becomes
those few explorers who have dared to map it. It was a clear that the Hanging Apes are not the mere
temple, some say, to gods long-vanished from the face of beasts they seem.
Mars, who brought riches from beyond the stars. It was 4. Strange airships, painted a pale blue to blend
a hub of trade, say others, built to command the Flow- with the sunset, appear out of the empty west ev-
stone Road and extract tribute from the obsidian-hulled ery night. They dock at the highest foundations of
triremes that sailed the molten rock, laden with shining Dangling Raster for the entire night, then sail on to
treasure. A thousand tales give the old ruin a thousand the east at dawn. No one ever sees a ship making
different purposes, from the venal to the sublime. the return journey, and no explorer has found a
way past the 18th Reach, well below the ships’
Whatever version you might hear in the gin-soaked docks. If the blue ships have a crew, they’ve never
taverns of Skarras, one thing is as constant as the pole- made themselves known.
star: treasure. Wealth beyond measure lies heaped and
unclaimed in the anti-towers of Raster, they say. It SITES
must do — why else would the ancients build such a 1. Groundscrape Tower: The “tallest” of Dangling
strange and inhospitable place? And surely it’s never Raster’s towers, reaching nearly a hundred meters
been claimed, they press on. After all, it’s weeks out straight down from the archway that is the ruin’s
from Skarras across barren plains and lava fields, with foundation. It ends 10 meters above the valley
precious little shelter from the howling Martian wind, floor, and is the most common point of ingress for
explorers. Its lifts and staircases are only intermit-
and no food or water to speak of. And that’s before you
tently functional: Climbing above the Fourth Reach
take into account the Hanging Apes. necessitates moving between towers and criss-
crossing the city to find clear places to climb.
HOOKS
2. The Upper Reaches: Above the 15th Reach (that
1. A hardened explorer of the wastes staggers into is, the 15th level as measured from the bottom of
Skarras, delirious from exposure and ranting Groundscrape Tower) is the domain of the Hang-
about the Inverse Portal and a place where the ing Apes. While they often descend to the lower
stars flow backward. He dies a few days later, Reaches to hunt and forage, climbing above the
without ever regaining lucidity, and when the un- 15th Reach brings a much-increased danger
171
CHAPTER FOUR: A WORLD OF ADVENTURE
of attack. Some explorers report seeing totems d10, “Ropes? Who Needs Ropes?” d8, Hanging
of bone and chipped obsidian that seem to be Ape Whisperer d6; Resolve d8; Trouble: “Now
placed as warnings or territorial markers. How Do I Get Down?”)
3. The Woman in Green: On a narrow skybridge at
the 13th Reach, one that has never been mapped HAZARDS
to a known route through the ruin, is a Red Mar- 1. The Hanging Apes of Raster (Two Hearts, Four
tian woman in a green tunic. She sits calmly, in a Limbs, Lots of Teeth d10, Iron Grip d8, Unbeliev-
pose of apparent meditation: legs folded beneath ably Flexible d6; Resolve d6; Combat: 2 Strike/2
her, head bowed, hands clasped. She is quite ob- Stunt; Trouble: You)
viously dead and partially mummified by the con-
stant, dry wind, but even the carnivorous Hanging 2. Unexpected crosswinds coupled with a lack of
Apes have not disturbed her body. While no one guard rails make being swept off into the void a
seems to know how to get to her, she’s easily vis- constant risk.
ible from most of the Lower Reaches, and serves 3. Many routes through the ruin are only accessible
as an orienteering reference for other explorers. via unstable rope bridges, swinging vines, or
4. The Observatory: A huge stone dome on the perilously-narrow ledges.
Ninth Reach, the Observatory is so named 4. Not all the towers of Raster are securely anchored
because it resembles almost precisely the great — a quake or a volcanic eruption could send one
observatories of Zodiac. Never mind the fact that tumbling to the valley below.
this one is placed such that the only possible thing
its telescope could see would be the valley below. Hirshel
5. The Golden Doors: On an otherwise-unremark-
able tower at the 23rd Reach, a pair of golden Once, a city of glass and stone sparkled upon the
doors, fully six meters high and three across, can Radium Plateau. Time has buried it beneath dunes of
be seen shining in the sunlight at dawn and dusk sand, but the sand remembers. The dreaming dead
in the spring and winter. No explorer has found a wake the dunes to yearning, wanting to recreate the
way past the 18th Reach and returned to tell of it, city in their grains but not knowing how. All they can
but cartographers with telescopes have charted
a probable path from the Woman in Green to the do is shift into the shapes it dimly recalls — a stair-
Golden Doors. case here, a tower there, and more often than not,
a muddle of half-understood forms rising and falling
6. The Bridge: Crossing the actual rock bridge
Dangling Raster hangs from is a perilous feat: the at the fragments of whims. This is Hirshel as it has
Amazonian highlands are sheer and smooth, with become.
no protection from winds that can reach hundreds
of kilometers per hour. The few who have attempt- HOOKS
ed it report that the only way into the towers from 1. Music changes the sand’s mindless remembrance
above would be to rappel down the wall of the into an inspired ballet, shifting it into shapes and
bridge itself, and that though the bridge seems images that match the timbre and mood. If a song
like a solid arch of unbroken rock, something resonates particularly with a memory buried in the
comes up from beneath at night to snatch the dunes, the shape it makes crystallizes into a glass
unwary. Something bigger and faster than any statue.
Hanging Ape.
2. Blood spilled on the sands of Hirshel reminds the
CHARACTERS former city of the violence that ended its days
in the sun. The sands attack with armed limbs
1. Kalada, Red Martian ruins guide (Tougher Than and deadly pits, tense up into harsh and jagged
Old Leather d10, Dreams of Raster-That-Was d8, abstract shapes and traps, and turn a deeper
Every Kind of Rope You Could Want d6; Resolve crimson. Can the characters discover what might
d8; Trouble: Bored Rich Kids) calm the dunes again?
2. Shon-Kar, Zaiu zoologist (Walking Zoological 3. Whenever a ship from Illium passes over Hirshel,
Encyclopedia d10, Specimen Catalog d8, “I’ve the sands respond, reaching up into the sky as
Only Read About This!” d6; Resolve d6; Trouble: though they might join in the ship’s journey. If
“I’ve Only Read About This!”) the city once knew the secret of flight, perhaps
3. Raklow the Scrambler, Pale Martian free climber deposits of the precious antigravity element still lie
(Four Arms Means Twice as Many Handholds buried somewhere here.
172
S ka rr a s
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CHAPTER FOUR: A WORLD OF ADVENTURE
Tharsis
Tharsis is a bleak land that stretches between Sur- or the right to leave the moon, or for some other
tur, Skarras, and the Labyrinth of Night. purpose. Savvy archaeologists can follow the trail
of clues to discover what the moon people covet-
The Lunar Mosaic ed — and whether it’s still here.
5. Seen from above, the craters’ layout suggests not
Stretching out on the southwestern outskirts of only a premeditation to the moons’ destruction,
Tharsis, a string of impact craters in an otherwise-barren but a pattern. Was it part of some massive ritual
wasteland gives testament to a Martian sky once abundant that called down the wrath of gods on the lunar
people? Were they a sacrifice to some larger
with moons. Lunar scholars believe the Red World had as purpose?
many as six moons long ago, but that some incredible force
broke them and scattered their remains, sending them 6. One of the characters finds that while they are
inside the energy field, they experience some kind
crashing in pieces to Mars. No one agrees on what might of transformation that gives them amazing abil-
have sundered the four dead moons — a cosmic enemy, a ities or features they never had before. Leaving
passing comet, ruinous sorcery — but those who remem- transforms them back to their usual state. Can they
ber such things do know that the Lunar Mosaic is where figure out a way to take the change along? Will
the riven satellites touched down. A miasmic energy field they choose to stay? Or must they learn to accept
that might once have protected the lunar inhabitants now themselves the way they are?
malfunctions dangerously, surrounding the whole area like
CHARACTERS
a curtain of floating oil. It shuts in myriad ruins from the
moons’ surfaces and shuts out any who can’t withstand its 1. Laleha, Pale Martian explorer and peddler
debilitating touch long enough to pass through. For those (Friendly Schemer d10, Miracle Medicine d8, I’ve
who can, the wrecks of lunar ports and evidence preserved Been Around d8; Resolve d6; Trouble: Martian
by thin air remain for the exploration. Who Cried Wolf)
2. Kyba, wealthy Red Martian noble (Covets Lunar
HOOKS Ruins d10; Allergic to Work d8, Auction Broker
d6; Resolve d8; Trouble: Dismisses Hard Truths)
1. A series of still-clear footprints leads from the
northernmost crater into Arcadia. Could someone 3. Sibish, crater dweller (Unknown Species d12,
have survived the lunar crash and escaped to beg Hunts Leshmai d8, Waiting for Deimos Lover d6;
help from the Pale Martian cities? Or perhaps Resolve d10; Trouble: Long Isolation)
someone came ages ago from Arcadia to investi-
gate and returned home with long-lost secrets that HAZARDS
could be unearthed? 1. The energy field encircling the Mosaic saps the
2. In the wreckage, the characters find a message strength and life from living creatures that pass
addressed to someone long forgotten, in a into it, and melts certain inorganic materials into a
language lost to time. It contains a map pointing viscous paste.
to an unknown device, marked with coil-shaped 2. Showers of enormous meteors land in this area
sigils. It takes expert navigation to translate the with alarming frequency, and can’t be predicted.
pre-crash map into something that makes sense at
the bottom of the modern crater. 3. The characters accidentally trip a still-functioning
security alarm. The loud keening sound attracts
3. Debris from strange ships with an alien look and natural predators, and the energy field solidifies,
odd, brightly-colored sigils lie scattered about, trapping the characters inside.
matching no known historical Martian character-
istics. Did these ships bring visitors from a different 4. A peculiar oily fungus grows in abundance at
star? If a method safer than the shipsling could be the bottom of the craters, found nowhere else on
gleaned for travel to Deimos, it could revolution- Mars. Eating it provides plenty of nutrients, but
ize war and trade both. also causes a violent rash that eventually grows
fungus of its own if not cured.
4. Skeletons and other evidence uncovered gradual-
ly in the ruins of a shattered port paint the picture 5. The Lunar Mosaic is far from any atmosphere
of an ancient guerrilla war fought over resources, processor, and the air is fragile and thin. Spend-
174
Th a rsis
ing too much time here can make one lightheaded 2. Iarle, Red Martian alabaster artisan (Inspired
and dizzy. Artwork d10, Talk of the Town d8, Attractive and
6. The leshmai are predatory primates once native Shy d6; Resolve d6; Trouble: Easily Convinced)
to the dead moons. On Mars, they developed 3. Dioniz, Red Martian merchant from Coronal
fantastic strength to compensate for its stronger (Elitist Connoisseur d12, Shrewd Opportunist d8,
gravity. When they run, the ground shakes. Shameless Flirt d6; Resolve d10; Trouble: A Long
Way from Home)
The Sleeping Witches HAZARDS
Far to the southeast of Surtur, the Tharsis Moun- 1. Once a year, the sky above Arsia erupts into a
tains and the bottomless fissure known as the Lacuna massive dust cyclone, choking the air with slag
stand as a barrier between Tharsis and the Labyrinth and soot for miles. To venture outside is to risk
of Night. The tallest among them are three broad and one’s life.
(mostly) dormant volcanoes, the Sleeping Witches. Ar- 2. Dream oracles concoct a potent type of mineral
sia the Maiden is the southernmost volcano, restless in brew that sends the imbiber into a wild sleep and
her tormented slumber. Pavonis the Mother is the cen- conjures vivid, prophetic dreams. If the dosage
tral volcano, sleeping deeply while the precious glaciers isn’t exactly right, the sleeper may never wake.
of which she was once so proud slowly melt. Ascraeus 3. An abandoned village sits atop a priceless trove
the Matriarch is the northernmost volcano, shaking the of mineable ore, but its broken roads, toxic fumes,
earth with her mighty snores. Their gentle slopes teem and collapsing sinkholes betray the subterranean
with villages that worship them as goddesses and pro- fire that’s been burning beneath it for centuries.
duce fantastical artistic works of alabaster representing 4. Cavaliers come from all over Tharsis to tame the
their various forms that would fetch a hefty price, if enormous and vicious caldera hawks as mounts,
anyone else on Mars knew about them. These people and risk life and limb to collect the volcanic gems
they use in their nests.
hold sleep to be a sacred state and practice several dif-
ferent kinds of oneiromancy. 5. Arsia’s infamous hot springs are part luxurious
pastime, part deadly threat. Predicting when
HOOKS they’ll heat up to unbearable extremes is a friend-
ly competition between oracles.
1. Every village has its own set of prophesies predict-
ing Arsia’s next waking and its own set of legends 6. Traversing Ascraeus’ slopes is hazardous not
about what happens then. Two different factions only for her capricious rockslides, but also for her
believe she’ll wake soon, but their disagreements sudden earthquakes and blade-sharp volcanic
about how and what they should do about it are grasses.
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CHAPTER FOUR: A WORLD OF ADVENTURE
HOOKS
1. Most visitors to Zohar are so appalled by the rite
of sacrifice that they never share its location after
leaving. A water prospector from Surtur, though,
discovered the valley and deduced that Zohar
must be fed by a bountiful underground reservoir.
She reasons that there’s no need to seize the land
or pay for it: Just head out with a caravan a few
hundred strong to “negotiate,” then watch the
zealots off themselves en masse.
2. A new drug is showing up on the streets of Surtur
and Siren, made from the sap of the Zoharim’s sa-
cred tree. Refined and processed, it’s a highly-ad-
dictive euphoric that inspires a kind of religious
mania that drives addicts to travel toward Zohar.
3. The sacrifice of the innocent occurs when strang-
ers prepare to leave the valley once more. The
only way to dissuade the high priest from enact-
ing it is to climb the tree and prove that a visitor
is no stranger, but a lost Zoharite returning home.
A Zoharite climbs the Shame the Speaker of the Angel of the North
doesn’t want to see any new converts.
Stations of the Tree
4. On the eve of their departure from the valley,
176
Th a rsis
177
“I don’t know how to say...what to say. What words do I need to use to ask?” She was
clawing softly at her skin, drawing pale streaks along her forearms with nails torn to the
quick. In a voice so soft I almost didn’t hear her, “It’s until death do us part, yeah? Well
he’s dead, but he won’t part. Please. Please help me. I feel him in my bones and on my
breath. Get him out.”
Two zaius were smoking in the alley outside. Their meandering duet on oud and aoide
had drawn an audience, and the dancers were trilling something high and sad, their voices
weaving around each other and the plaintive music. It echoed around us, in the oil-lamp
light, on the unclean side of town. Ghost eaters bundled up with the slaughterhouses and
crematoriums and plague doctors.
The scent of the sandstorm still lingered on her, spicy and rank. And when she leaned
into the light I could see the edge of him, pushing against her skin. Whether he was her
lover or not I couldn’t say, but certainly this ghost was hungry for contact with her. He
was faintly crawling within her eyes, looking possessively out at me.
I nodded, and gestured to the sparsely-furnished room. A bed, a lamp, a pile of carpets,
a lap desk, a few wax copy books. If she had known to find me, she knew what she was
asking. She knew the price. She awkwardly started to sit on the ground, slid into a kneel,
and finally fell to her side. Where she lay, curled around her heart, against the edge of my
bed. I took up a seat a respectful distance away, and held out my hand.
She eventually took it, and pressed it to her heart. I could feel his resistance before I
spoke a word, before I made an incision. Not many ghosts want to be eaten, but this one
pushed back jealously as soon as the thought of permission sparked in her mind. Almost
before she could speak he was trying to close her mouth. But even a syllable is enough, if
the meaning is clear and the sentiment is true. I made the incision as quickly as I could,
startling her to stillness before she could flinch from the pain.
The dancers outside picked up speed, the loose lines weaving into smaller, concentric
circles. The players slowly caught up, and a fife player slid in contra punctum.
I lit the salvia and sativa, and spoke. Softly at first, so that my words just touched her
skin. The incision flared like a hibiscus flower, and the first shape began to emerge—dusty
and cool and not yet like a man, but like the idea of one.
We whispered together in the oil light, as I told her her memories of him, and he
writhed in the heavy smoke in the air around us. One by one we drew them out and cast
them into the smoke. Outside the dancers called and the players wailed, and we were all of
us caught up in the music of mourning.
We have endeavored to present the world of Mars in That said, see what your imagination can do with
as useful a fashion as we can, and to make as much of the a nonsense result. A character with a known personal-
descriptions of its people, cities, and regions table-facing ity is fitted into an adventure seed in such a way as to
as possible. This weird Mars only lives through you and contradict established characterization? It might be a
your games, your players, and your table. result you can’t use, or that discontinuity itself might be
Each locale in Chapter 3 offers numbered lists to part of the adventure. Why is she acting this way? This
cue adventure and add complications. The tools found isn’t like her at all. Suddenly, the adventure has anoth-
in this section take this a step or two further, and in- er element, another avenue for your players to explore,
corporate the location-specific lists into their processes. and you their GM have a challenge before you — take
these strange results, and weave a cohesive story from
As always, trust your judgement, gut, sense of story, the chaos as your players interact with them. There is
and the agency of your players before you trust our con- pleasure to be had in surrendering yourself to the orac-
voluted narrative machinery. If one of these generators ular power of rolled dice, taking whatever weird scraps
outputs nonsensical results, which you have no interest they offer, and making them into something wonderful.
in reconciling with your table’s particular tastes and his- This is part of the game you alone get to play, unless you
tory, then tweak to suit, ignore it, or as the astrologers do, choose to share it.
note the presence of Vesta in Phobos’s Third House, and,
without loss of honor, abandon the results and reroll. Onwards, onwards to victory or madness.
Characters:
The Personagenesis Machine
When you require a non-player character, and wish read as 13. You may also roll 1 die twice to generate
to be surprised and delighted by the unexpected, actu- the first and second digits of the lookup number.
ate the machine with eight rolls of two d6s of different You meet_______table 1+2_______ , a ______ta-
colors, and with the results on the tables, to complete ble 3______ ______table 4_______ from _______ta-
the sentence below. Dice used in the Personagenesis Ma- ble 5_______ with _______table 6_________ who
chine are read with one color representing the first digit wants ______table 7__________ but _______table
in a two-digit number and the second color representing 8____________ .
the second digit. For example, a roll of 1 and 3 would be
180
Characters: The Personagenesis Mac hine
181
CHAPTER FIVE: GAME MASTER RESOURCES
182
Characters: The Personagenesis Mac hine
183
CHAPTER FIVE: GAME MASTER RESOURCES
184
Characters: The Personagenesis Mac hine
8. COMPLICATING FACTOR
(+ OR - IMPROVES OR REDUCES THE DIE TYPE AN INDICATED TRAIT, MINIMUM D4)
11. They won’t, not without help
12. The injuries they are hiding will kill them unless they get help
13. They rarely stay in the same place long enough
14. They will do anything to keep their secrets safe
15. They only continue out of inertia
16. They need guidance to achieve this
21. When the moons shine together above, their form warps and they become something monstrous and hungry
22. At night, the weird old machine creeps closer and closer
23. They are actually dead, existing in twilight and unable to move on until someone helps them get what they
need
24. They are bound by love
25. They are fleeing a politically-vital betrothal
26. They suffer from painful seizures
31. They escaped a quarantine, and might be carrying plague
32. They fall in love too easily
33. They overindulge in food and drink at every opportunity
34. Unknown to all, they are secretly a prince fleeing their responsibilities (secretly replace Vocation with “Prince”)
35. They are hunted by enemies from the same place as they are
36. They have never known love
41. They are haunted by agonizing visions of the First Martians
42. They are as easily distracted as a newborn kitten
43. Their enemies conspire to destroy them, and any close to them
44. The Beast of Phobos stalks them for the marrow in their bones
45. They need trustworthy accomplices
46. Their debts are insurmountable.
51. They are actually a fraud and imposter (secretly replace Descriptor with “Lying” and Vocation with “Trickster”
52. They are addicted to a drug controlled by their enemy’s family
53. Their arrogance makes them profoundly unlikeable
54. They are not who they seem to be (roll again for Descriptor and Vocation when their true identity is revealed)
55. They are crippled by their profound racism
56. They dream of greater things
61. Their gambling habit will ensure they fail
62. They are tormented by memories of things they can’t change
63. The stars were cast against them at birth
64. They don’t trust anyone
65. They have lost the jewel containing their soul
66. They are haunted by demon-ghosts
185
CHAPTER FIVE: GAME MASTER RESOURCES
For example, suppose you need a quick character you a way to transform their body to match their spirit, but
can use to make a sand schooner journey more eventful the stars were cast against them at birth. ”
for your players. From this, we can also determine Sanguine’s traits.
You roll 55, 56, 35, 16, 42, 31, 22, 63. Referencing Sanguine Puglessi, drunken star-crossed poet seek-
the tables, you generate this descriptive sentence: ing truth in beauty (Drunk d6, Poet d6, From The Three
“You meet Sanguine Puglessi, a drunk poet from The Witches d6, Gorgeous to Everybody d8, Resolve d10)
Three Witches with a weird, universal beauty who wants
Adventures:
The Tribulation Engine
Life is complex and tiring, and sometimes the con-
cerns of real life consume the vital energies and fluids of
Location
a Game Master’s creativity. If stumped for ideas on how Skip this step if you know where you want the ad-
to complicate and invigorate the lives of a party of play- venture to take place (for example, in the current lo-
er characters, a beleaguered GM may rely upon Doctor cale). You will use the tables for Characters, Threats,
Jester’s latest innovation in shared interactive social- and Hooks from this locale in later stages.
ly-mediated narrative adventure game technology. The
To find a locale, roll one d8 and one d10 to gener-
Tribulation Engine provides random, but personalized,
ate a two-digit number. Use the d8 to represent the first
adventure seeds, sprouts, cuttings, and rootstock.
digit and the d10 to represent the second digit, reading
a result of 10 as 0.
186
A dventures: T he Tribulation E ngine
187
CHAPTER FIVE: GAME MASTER RESOURCES
188
A dventures: T he Tribulation E ngine
be obvious. Sometimes, the Abductor is assist- erate a Threat), drugs, exposure to the unnatu-
ed by an Accomplice, and the Kidnapped is ral, etc. In their altered state, they inflict harm on
accompanied in their abduction by a trusted Re- the Victim, who is innocent but is perceived as a
tainer, and if the kidnapping is not all it seems, Devil by the Afflicted. Sometimes, the Afflicted
a Witness may be able to reveal the truth of the is under the baleful influence of a Manipulator,
situation. and the Afflicted’s Confidants might be able to
25. Challenging Enigma: a Challenger imposes get them to a Healer who can cure their mad-
a problem on the Seeker that demands they ness, if not in time to avoid harm to the victim, at
improve their skill or ability to overcome, better least in time that it might be addressed.
preparing them for their future struggles. A 35. Harmful Imprudence: The Imprudent acts reck-
Challenger may appear cruel, but their ultimate lessly or out of ignorance, harming the Victim
motivation is to teach through adversity. Some- and/or causing the loss of someone Precious
times, a Challenger is served by Goads who to the victim, and also possibly the Imprudent.
harass or bully a Seeker in service of the lesson Sometimes, a Victim or Precious becomes a Fury
being taught, and Guides offer aid in overcom- seeking revenge for the wrong done, a Council
ing the problem and realizing the lesson being forces the Imprudent to recognize the harm they
taught. have done, or an Enabler helps them justify it
26. Frustrated Desire: A Solicitor desires something and escape the consequences.
controlled by the Possessor, who denies the So- 36. Involuntary Romantic Crime: a Lover and their
licitor their desire. Sometimes, an Arbiter stands Beloved enjoy a relationship which inadver-
between Solicitor and Possessor, and tries to tently breaks a taboo, law, or restriction, and a
negotiate a settlement. The Solicitor employs an Revealer makes the relationship known if secret
Advocate to try and convince the Possessor to or the broken taboo known if not. Sometimes,
relinquish the object, or they use a Thief to steal a Jealous Love informs the Revealer of the
the Object, which is sometimes a person. truth, Cursed Offspring of the union literally or
31. Alliance with an Enemy: A Rival and their Op- symbolically are branded with the crime of the
ponent ally against a Malevolent Third, forming Lover and Beloved, and a Monster arises, twist-
an unstable alliance in order to persecute their ed by the crime and driven to destroy the Lover
mutually-hated foe. Sometimes, a Saboteur tries and Beloved.
to undermine the alliance between Rival and 41. Accidental Kin Killing: Through an accident of
Opponent. The Malevolent Third may control a circumstances, a Killer unknowingly slays the
Dangerous Power so great, the alliance against Unrecognized Victim who is one of the Killer’s
them is needed to counter it, and their Advocate kin, relations, friends, or allies. Sometimes, the
may convince one of the attacking parties to Unrecognized Victim becomes a Secret Aveng-
change sides. er, using their status as believed dead to enact
32. Rivalry for Affection: The Object of general revenge. A Witness knows the truth of the crime,
admiration chooses the Preferred over the and may inform a Revealer who will make it
Rejected, though both vie for the Object’s known if an Investigator does not uncover the
affections, resulting in the Rejected’s resentment truth.
and possible reprisals. Sometimes, access to the 42. Sacrifice for Idealism: A Hero sacrifices a thing
Object is strictly limited by a Guardian, and the of value or a Beloved person in support of an
conflicting parties must employ a Go-Between ideal, and the thing or Beloved is taken by a
to carry messages. Creditor. Sometimes, resentment at being sac-
33. Murderous Infidelity: The Betrayed trusts their rificed turns the Beloved into an Enemy, and/
Partner, but the Partner conspires with their or the Creditor turns out to have been a Devil
Lover (or Conspirator, if the affair is not roman- seeking to ruin the Hero with the pain of the
tic) to murder the Betrayed, taking their position sacrifice.
and power, as well as breaking faith with them. 43. Sacrifice for Love: A Hero sacrifices a thing of
Sometimes, the betraying couple employs an value or a Beloved person to save a Love, and
Assassin to do the dirty work for them, espe- the thing or Beloved is taken by a Creditor.
cially if the Betrayed has a Defender and, if Sometimes, resentment at being rejected by the
successful, a Witness may know the truth of the Hero to save the Love turns the Beloved into a
crime, and have to be dealt with. Fury seeking revenge, and/or the Creditor turns
34. Afflicted by Madness: The Afflicted suffers a out to have been a Devil seeking to ruin the
break from reality, perhaps due to trauma (gen- Hero with the pain of the sacrifice.
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CHAPTER FIVE: GAME MASTER RESOURCES
44. Sacrifice Everything for Passion: A Lover feels Authority, which holds power over at least one
so strongly for the Object of their affection that lover. Sometimes, a Confidant of the Lover or
they sacrifice something or someone Precious, Beloved will aid them, and their Relations might
and when called to task for this by Authority, try and separate them to prevent either the
they destroy any who try and restrain their wrath of the Authority, or their embarrassment.
passion. Sometimes, a Defender of the Object 55. Facing a Loved Enemy: The Lover is allied with
is also destroyed, and the Authority sends their the Hater, who despises the Beloved Enemy
Deputy to stop or destroy the Lover. as much as the Lover cherishes them. While
45. Necessity of Sacrifice: A Hero must wrong the Lover and Hater must fight together against the
Beloved Victim because of a necessity imposed Beloved Enemy, the Lover must try and minimize
by a threat (generate a threat) or the actions the harm done their beloved. Sometimes, the
of a Foe able to pose a powerful threat. Some- Beloved Enemy has a Rival who may betray
times, the Hero is attacked by the Beloved them to the Hater, and a loyal Retainer to either
Victim’s Righteous Defender, who does not Lover or Beloved Enemy can act as go-between.
understand or care about the necessity, and the 56. Driven by Ambition: The Ambitious one seeks the
Foe might be moved to make their own sacrifice object or position they desire, but is opposed by
of their Love to counter the Hero’s sacrifice. an Adversary and competing against a Rival who
46. Asymmetrical Rivalry: The Superior Rival bests desires the same elevation. Sometimes, a Mentor
the Inferior Rival to win the Object of the rivalry. councils on strategy, or a Moderate councils on
Sometimes, the Inferior Rival seeks the aid of a tempering ambition with wisdom, while the Incon-
Hidden Master to surpass the Superior Rival, stant Friend might trade sides between Ambitious
reversing the roles, or the Object may flee with and Rival, based on who is winning.
a Lover away from both the rivals. 61. Conflict with the Divine: A Mortal challenges
51. Infidelity: The Unfaithful Partner betrays the the design of a god or other immortal, whose
Deceived Partner, conspiring with their Lover will is knowingly or unknowingly done by a
to keep the infidelity secret or to remove the Hand, bringing suffering to Bystander and
Deceived Partner from the scene entirely. Some- Beloved alike. Sometimes, an opposing divinity
times, the Unfaithful Partner and Lover seek a uses a Pawn to interfere, a Faithful individual
ruling from a Judge, which will validate their strikes at the presumptive Mortal, and a Medi-
relationship and leave the Deceived Partner um perceives all the divine influences at play.
without recourse, while a Deceived Partner may 62. Violence from Mistaken Jealousy: The Jealous
become suspicious and acquire the help of an one is harmed by the mistake or action of an
Informer to investigate and reveal the truth. Instigator and becomes jealous of something
52. Crime of Love: The Lover and their Beloved con- of the Possessor’s. They lash out at a Supposed
spire to break a law or taboo together, which Accomplice of the Possessor’s. Sometimes, the
threatens their relationship and risks the wrath object of jealousy is a Desired person who may
of the Authority against which they trespass. suffer, and an Arbiter may be able to clear up
Sometimes, Lover and Beloved are separated the misunderstanding before anyone suffers.
by an Agent of the Authority seeking to bring 63. Mistaken Judgement: The Judge falls victim to
them to task, and a family friend of one or both the Deceiver, and then the Judge passes sen-
may try and break the relationship in order to tence against the Innocent One and the Guilty
rescue one of them from the consequences. One escapes justice. Sometimes, a Confessor
53. Discovery of a Loved One’s Secret Crime: The learns of the deception but is bound not to
Discoverer finds evidence that the Guilty One, reveal it, and those who suffer for the false
whom they love, has committed an undeniable judgement become Avengers who blame the
wrongdoing, and the revulsion they feel for Judge.
the crime conflicts with their love for the Guilty 64. Responsibility and Remorse: The Culprit has
One. A Justice seeks to punish this crime, were it harmed the Victim, and an Interrogator seeks to un-
known who committed it. Sometimes, a Confi- derstand why. A Judge assesses punishment, based
dant of the Discoverer also knows of the crime, on how the Culprit accepts and makes amends.
and may reveal it while the Justice sends an Sometimes, a Deceiver is responsible for the Culprit
Inquisitor to use whatever means are needed to believing they are righteous, and a Judge may
extract confessions. employ an Inquisitor to extract the truth.
54. Adversity Faced by Love: A Lover and their 65. Finding the Lost: The Seeker struggles to find the
Beloved face an obstacle personified by an Lost One, who has vanished. Sometimes a Beast
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A dventures: T he Tribulation E ngine
has taken the Lost One, a Trickster confounds them personally, and their actions during the adventure
the Seeker, or the Lost One has actually fled carry particular weight.
with an Accomplice rather than become lost.
Player characters who are not singled out as Protag-
66. Slain Love: The Beloved is slain by the Execu- onists are Meddlers. They participate in the adventure
tioner, and this is witnessed by the Friend who normally, but do so with less personal investment and
relays the news to the Beloved’s Lover, who acts
accordingly. Sometimes, the Accomplice of the potential for change.
Executioner intercepts the Friend and blames Make a list of the involved characters in the order
them for the slaying. you determine them.
11. Role Reversal: Swap Roles between two randomly-determined characters, and reframe the conflict accordingly.
12. Anger Among Allies: Animosity threatens to break the relationship between allied characters in conflict.
13. A Wild Character Appears: Generate a new character, and drop them into the conflict strongly allied with one
party.
14. Change of Venue: Move the conflict to another locale, which demands travel. Pick or roll for a new location.
15. Betrayal: A friendly character is revealed to have been an antagonist all along.
16. Mastermind Revealed: Generate a new character, who is revealed to be the mastermind behind the opening
conflict.
21. Disaster!: Generate a Threat, which disrupts action or a major dramatic moment.
22. Sideline: Generate a Hook, and tie it into the adventure conflict loosely.
23. Flashback: Take the character back to the time before the opening conflict and play out a brief flashback scene
that offers insight into the current state of affairs.
24. Heel Turn: An ambiguous character is revealed to be an antagonist.
25. Usurpation: A Meddler assumes a major role, displacing the previous character.
26. Love blooms in strange soil: The unlikeliest characters find unexpected feelings for one another.
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CHAPTER FIVE: GAME MASTER RESOURCES
31. Flight: A major character is driven to flee and hide, and must be found.
32. Unseen Agency Revealed: An unknown supernatural influence shapes the conflict for its own purposes.
33. Unexpected Message: A character receives a communication that changes everything.
34. Murdered Innocent: A bystander, associate, friend, or uninvolved ally of a character is killed by mistake.
35. The Gauntlet is Thrown: A challenge to a duel interrupts matters.
36. Arrogance Rules: A character rejects the advice and wisdom of another, and pursues their own, foolish course
of action instead.
41. Long Knives: One party tries to clear the field in a grand sweep, eliminating all the opposition in one spasm of
decisive violence.
42. Broken Alliance: Allied characters have a falling out.
43. Enter the Authorities: Those responsible for law, order, or resolving conflicts become involved.
44. Unfortunate Witness: A character witnesses something they should not have seen, and is endangered because
of it.
45. Unwise Affair: Passion overwhelms judgement, and people who should not dally do so.
46. A Secret Bargain is Struck: Two characters reach their own agreement, which may change their loyalties or
create a new alliance.
51. Stolen Power: The source or symbol of a character’s power is stolen, weakening them.
52. Too Good to Pass Up: A character is offered something so valuable to them that they betray their loyalties.
53. Elevation of the Humble: A minor or supporting character is elevated in importance, becoming key to the con-
flict.
54. Affliction: A character falls ill, and is weakened and may be dying.
55. History Reframes the Present: Information about what has gone before casts the current conflict into a new light.
56. Stone Heart: A character denies their former feelings for another character, rejecting them without explanation.
61. Destruction of Property: Whether accidentally or deliberately, the conflict destroys the property of a character
or ally.
62. Restless Spirits: Ghosts intrude into the conflict with their own agenda.
63. The Dead Return: A character thought dead is revealed not to be, either through trickery or accident.
64. Apocalyptic Events: Awful disaster begins, threatening everyone and everything. Use Threats for ideas, and
amplify them to an apocalyptic scale.
65. Peace by the Sword: A new party enters the conflict, intent on settling it with force if need be.
66. It was all just a dream.
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A dventures: T he Tribulation E ngine
Secrets
Some characters come with a Secret that will shake things up when revealed. Some of these will be known to
the character, and so should be shared with the player, to be revealed when it seems to make sense. Others are for
you to reveal when they make sense in the unfolding adventure.
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CHAPTER FIVE: GAME MASTER RESOURCES
Example of Usage 8 and 7 are player characters. I roll 22 and 44 for the
two Secrets.
Valentine, slim and wicked, is accompanied by So- 2 Volca (aka Qaysa), Red Martian Zodiac spy and
teria, brazen and tall. These occasional lovers and reg- navy infiltrator
ular antagonists make a foursome with the much more
Secret - Sinister Motives
laconic Numbers, who is similarly entangled with the
Apprentice, whose given name is a secret power. Their 8 Valentine
fifth wheel is Etienne, the unluckiest man on Mars. Secret - Agent of an Outside Power
Given how close his companions are sitting to their
3 Vestai of a Thousand Lights, Red Martian naval
partners around the fire, he feels little guilt sharing his
astrologer
tendency towards accidental exploration, when he sug-
gests a trip to... 7 Numbers
My players are anxious to begin, but I have no idea 5 Kaesii, Red Martian naval shipwright
where this episode will even begin. 1 Novian, Red Martian illegitimate child of nobility
The players’ characters are… I take these characters, and slide them in order into
Valentine the roles from the opening conflict.
Soteria Major Roles
Numbers Discoverer - Volca
The Apprentice Guilty One - Valentine
Etienne The Justice - Vestai
I roll 26 to determine the location of the adventure, Secondary Roles
which gives me the Sky Navy Port in Illium Confidant - Numbers
I roll 53 to decide the opening conflict, resulting Inquisitor - Kaesii
in Discovery of a loved one’s secret crime. Given this
Meddlers
party’s romantic pairings, that result speaks to me im-
mediately. This also gives me the roles I need to fill with Novian
characters. The Apprentice
Major Roles Soteria
Discoverer Etienne
Guilty One Now, things are getting very interesting. On the sly,
The Justice I ask Valentine’s player whom the swordsman might
serve covertly, and which power he might act as an
Secondary Roles
agent of in the Sky Navy Port of Illium. She considers,
Confidant and suggests “I might owe a great deal of money to an
Inquisitor underworld figure who asks me to do something on the
downlow.”
Now, to populate that conflict with characters.
There are three major roles and five players, so I roll It all comes together now.
8d8 getting 2, 8, 3, 8, 7, 5, 2, 1. When I remove the The actions begins with Valentine’s return to the
duplicates, that is 2, 8, 3, 7, 5, and 1, with Secrets for group’s shared lodgings near the Sky Navy Port in Il-
2 and 8. I check the character table for the Sky Navy lium. Soteria smells satisfaction, guilt, and somebody
Port and use it, and going around the table clockwise else’s cologne on Valentine. The promise of a well-pay-
to pick player characters, I make my character list for ing job hasn’t yet materialized for them, though Valen-
the core conflict. The 2, 3, 5, and 1 are NPC’s and the tine seems to have mostly been busy catching up with
194
A dventures: T he Tribulation E ngine
an old “friend” who works in the yard under the name Volca is, right now, on the way to the party’s lodg-
Volca, and Valentine smiles at that name. ings, intent on having it out with Valentine for the
Only Numbers (and their player) knows what Val- betrayal of trust and the threat to his own espionage
entine has been up to (beyond his dalliance) — he’s operation.
used the rekindled affection Volca feels for him to Kaesii is tossing the suspects’ chambers, growing
access restricted areas, and steal a copy of the Navy’s closer to Volca’s, where he might discover evidence of
sealed strategic orders for the next month, a theft ac- Volca’s Zodiac affiliation.
cidentally observed by Volca. Valentine confessed this Vestai is smoking dreamer’s leaf and throwing
to Numbers while deep in his cups the previous night, bones, trying to squeeze more accuracy from the coun-
something Valentine does not remember doing. terespionage forecast. The signs are confusing, because
Vestai is watching for an event like this, having two spies aligned with different groups are at work with-
seen the potential for a damaging leak in the month’s in her organization.
strategic bonecasting and counterespionage star chart. And after some time, I have two Tilts to unleash,
To prevent anyone in the chain of command — which which will shake things up. For these, I roll 24 and 44
may be compromised — from becoming aware, she’s which gives me Flashback and Unfortunate Witness.
tasked shipwright Kaesii with investigating, and given So, at some point we’ll revisit the past to inform the
him her seal to make the assignment official. Kaesii has present, and a witness to something will suffer for what
grabbed the biggest keel smiths and iron workers in the they see…
yard for backup in case things go south.
195
The world is an ordered thing. A single text chain- Where the stars resemble a beast, perhaps they inhabit
ing one creature to the other as inexorably as veeta fol- our lives as openly.
lows alpha. If you can understand the words the world The map of the stars is a map of the Martian body,
is made of, you might read the spirit out of it as easily and a map of its beasts is a map of its soul.
as you could the line of feathers along an eora’s tail.
Read closely and well, and add your own notes as you Creatures in Cavaliers of Mars have Traits and Re-
encounter the other peoples of Mars. The ones who, solve. They also specify difficulty dice for the GM to add
by accident or choice, refused the call of civilization. to his pool whenever a character tries to interact with
Your book of beasts must record both the shape and the them in three particular ways. To Fight is used in com-
secret names of each thing that creeps — under sun or bat; To Escape From is used when a character wants to
moons or blue stars. Where a beast resembles a Mar- flee the beast; and To Charm is used when a character
tian, perhaps it also knows the diseases that afflict us. wants to tame, befriend, or train it. A creature’s entry
may omit one or more of these difficulties.
Beasts of Burden
Aepys meters tall from spurred dewclaw to crest, and a few
hundred pounds of feathery, death-defying spirit. They
Darla kicked at the harness half-heartedly, sulking more can’t fly far with their vestigial wings, but wild aepys
than really trying to escape. But then, she was a thorough- have been observed using them to slow their descent
bred. Strong, hot-blooded, and smart enough to get bored. along steep crags, and trained aepys can maneuver and
A mount for derring-do and racing, stuck hauling the same brake better than any mount of comparable size. Male
three trunks and a dusty old man to and fro across Coronal aepys are somewhat more docile, but are bulkier and
all day. I was bored too, and at least I was allowed to men- less maneuverable, preferring to simply trample quarry
ace anyone who got close enough to see a sword point. But rather than attempt to catch it. Groups of aepys can
you bite even one princeling and suddenly you have to wear work together under sufficiently-adverse circumstanc-
a muzzle. I’m jealous, I would have liked to bite him too. es, but most choose not to, preferring to be the center
of attention.
— Excerpts from The Apprentice’s Diary
in the month of the Wind’s Saddle
Traits: Wind-Catching Wings d10, Puffed Up and Preen-
The aepys is a proud and clever problem-solv- ing d8, Thinks Outside the Box d6
er, with a beak sharp enough to remind you of your Resolve: d8
manners if you’re lax with them. They’re three to four Difficulties: To Escape From d10, To Fight d8, To Charm d8
196
Beasts of Burden
ABILITY: THRILL-SEEKER one. The GM can spend an Action Point, or the rider’s play-
Like her Red Martian companions, an aepys is adventur- er can spend a Drama Point, to automatically avoid the next
ous, and inclined toward the path with the most glory and attack or hazard that would threaten the horus or its rider.
Oleph
praise. She’s about as lucky as your average cavalier. The
GM gains a Windfall die whenever the aepys succeeds on
an action that bucks expectations or invites danger. He can
use this Windfall on behalf of the aepys or its rider. Meeting an Oleph is always a curious experience; to get
anywhere at all a formal introduction is necessary, and a gift
ABILITY: BONE-BREAKER is preferred. One must offer the heads an opportunity to dis-
A bird as big as an aepys can’t be too picky about what cuss your request in their sibilant, riddling tongue, and one
kind of meat it eats, so their beaks are sturdy enough to must also respect their decision once made (an angry oleph
crack open the joints of anything with flesh. If the aepys
inflicts Strain with a successful Strike on a living, breathing can’t be made to do anything but trample your cargo).
opponent, that opponent decreases their Speed by 1 on — Excerpts from The Apprentice’s Diary,
their next combat action. in the month of the Witch’s Cradle
ABILITY: PRECOGNITION
A perceptive rider can tell when the creature senses water
or danger. A player can roll a basic action With Cunning
to see whether the horus senses a particular event in the
immediate future. The Cavalier Career is always relevant.
ABILITY: SLIP
With sure knowledge of a specific future, a horus can ma- An oleph conversing.
neuver through the choices that lead from now to then safely,
slipping around and past dangers that are not the foreseen
197
APPENDIX A: BESTIARY
can sometimes be persuaded with promises of unusual for the right bird to swoop down on and swallow whole.
herbs or bright dyes with which to paint their skin. Their wings aren’t sturdy enough for the higher gravity
of other regions of Mars, though, where they do not fly
Traits: Put My Back Into It d10, Bigger Than You d8, so much as awkwardly glide between close objects and
Never Alone d6 complain loudly about it.
Resolve: d8
Difficulties: To Charm d10, To Fight d8, To Escape Traits: Razor-Sharp Beak d10, Doesn’t Like You d8,
From d6 Staying Aloft d6
Resolve: d10
ABILITY: TREMBLE Difficulties: To Charm d12, To Fight d8, To Escape
The footfall of an oleph is not a gentle sound. A precise From d8
strike can shake a cavalier’s bones and knock him from
his feet, un-ideally placed for subsequent strikes. The GM
can spend an Action Point to make everyone in spaces
Yummoc
adjacent to the oleph fall prone.
A leathery old yummoc leaned against the fence
ABILITY: SING A SONG OF SIXPENCE and huffed at me. It was bony and creaking, long past
the plump spryness of its calfhood, and yet I would have
An oleph’s voice is a precise tool, soft and beguiling
or vast and terrible. Where a sweet song calms and sworn it rolled its rheumy eyes at me. Even an ancient
distracts, a twin roar can deafen and stun. bull yummoc thought I was being melodramatic, hiding
out here in the pastures. But if you’re planning to accept a
Razok prince’s bargain, I suppose a little flight into the country-
side is expected. Being married never seems like it’s worth
Even a trained razok is wily and mean, and inclined the trouble in mother’s stories.
to test its rider at every opportunity. Affect disinterest or — Selina, née Tran,
boredom with their tricks and they’ll just escalate until you in the month of the Crown of Heather
react. Trick it back if you think you can, but be careful not
Yummocs are herd animals, better suited for a Mars
to underestimate it. They’ll lose respect for you and act out
that was a little wetter than it is today. Their meat and
even more if your pranks are too easy.
hide are still terribly valuable, but their needs seem less
— Excerpted from the infamous Razok training manual, tenable day by day. Enterprising ranchers have been
Wicked Lizards and the Stupid Children Who Ride Them trying to breed a more drought-resistant dame, in the
A belligerent, winged reptile native to Skarras, hopes of continuing their livelihood in the face of a
which, if caught and trained from birth, can be per- drying Mars. But it’s been tough and thankless work,
suaded to allow a rider. They aren’t domestic, exactly. skill relentlessly applied for only the slightest return.
Trained razoks are largely shunned by their wild sib-
lings, and the eggs they lay, if bred with one another, Traits: Leathery Hide d8, Follow the Herd d6, Patience
produce lizards more fearful than friendly. Their plump Is a Virtue d6
bodies are somewhat deceptive, though. Razoks are Resolve: d6
dense with muscle, and that coating of fat keeps them Difficulties: To Escape From d6, To Fight d6, To Charm
warm and fast—even in the frigid upper atmosphere of d6
the Sky Fields, where they can linger for hours waiting
198
F riends
Friends
Eora knee-high to a Red Martian (though it’s said the Pale
Martians breed eoras big enough to ride). But they’ve
“When the world was young, and the world was new got jaws like a jackal, and a mind clever enough to use
them. Eoras are sneaky and willful as pups, but pack
The eora travelled two by two animals at heart, and deeply-devoted guardians.
With fairy mites and sharp-eyed kites and bells of
sweet sea blue Traits: Loyal to a Fault d10, Relentless Jaws d8, Mischief
Kiss a lizard, kiss a lizard, kiss a lizard — you!” Maker d6
Resolve: d6
Noisy children and their beasties swarmed past me while Difficulties: To Fight d8, To Escape From d6, To Charm
I tried to drown my sorrows at a wildhoney tea counter. All d6
night spying on a dusty Illium diplomat, only to discover that
she was doing nothing more sinister than enjoying the many ABILITY: TRAP
embraces of Vance. No one was going to spare coin for the Once upon a time, eoras were tamed to herd the vast
names of last night’s lovers. I looked down over my tall glass flocks of the first Martians. And they remember in their
cup at the feathered, scaly face of the eora I’d been feeding hearts how to protect their sheep. The GM can spend an
sparrow scraps to. Well, at least I’d made a friend. Action Point to gain +1 to all Stunt dice for the eora this
action, activated after dice are rolled but before Clash
— Excerpts from The Apprentice’s Diary, of Steel begins, as long as the eora is defending another
in the month of the Crucible and the Maiden character.
There’s no more loyal friend than a tamed eora. If the beast is loyal to a player’s character, that player
may spend a Drama Point to have the GM activate this
Most feathered lizards are bipedal, and no more than ability on her behalf.
ABILITY: SNATCH
The eora has a terribly strong bite, one that can rend
flesh and shatter bone. And if he can’t get between an
attacker and his mistress, he’ll simply have to take the
arm that would strike her. When a character the eora is
defending would suffer Strain from a successful Strike
against her, the GM can spend an Action Point to roll a
single Strike die. If the result is equal to or higher than the
Strike die that succeeded against the character, transfer
the Strain from that character to the attacker instead.
If the beast is loyal to a player’s character, that player
may spend a Drama Point to have the GM activate this
ability on her behalf.
Meles
She wheezed faintly when I scratched behind her dirty
ears, and sped up to a guttural purr as I dusted the sand
and pebbles out of her striped fur. Then she shook out her
little legs and panted a bit, showing me the wet sheen on
her fangs. She must have run across some suspicious look-
ing serpents while underground. They were nearly dripping
with oily venom.
A Colony of Eoras — Blaise, canal technician,
in the month of the River
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APPENDIX A: BESTIARY
200
b easts of the desert
Traits: Passenger on the Air d12, Memory Stirs and WAY OF THE CLOSED HEART
Hearts Listen d8, Bottomless Well of Secrets d6 The desert is loneliness and the fading echoes of how it
Resolve: d10 must have been, when you could remember the stars in
Difficulties: To Escape From d10, To Fight d8, To Charm d8 the heavens and name them with a lover.
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APPENDIX A: BESTIARY
WAY OF THE DESERT SONG Traits: Hunter Among Hunters d12, No Terrain Too
The desert is a sand dune humming like a bowstring, then Rough d8, Solitude Is My Shield d6
calling out in booms and whispers when the wind rushes Resolve: d10
hard over you. Difficulties: To Escape From d10, To Fight d8, To Charm
d8
WAY OF THE SILENT STEP
The desert is hard pebbles and striped glass shards that ABILITY: FACE ALL RED
are sand-in-waiting, ready to collapse underfoot in a Once the machaira locks its jaws shut, its grip can haul a
spray of powder and crumbling rock. beast of any size over miles of terrain. Dragging it, slowly
but surely, back to its nest. It automatically wins contests
Machaira to hold onto its prey unless its opponent has a d10 or d12
in her pool.
“A slab of muscle no softer than a canyon wall slid ABILITY: RACE THE WIND
past us, feet and jaws stained red and brown. We pressed
desperately away from it, not even daring to breathe out It kills slowly, but never underestimate how swift and
soundless the machaira might be while racing to the spot
the thick scent of blood the machaira carried with it. For where it will first strike. It automatically wins contests of
all its fearsome jaws, it was as blind in this sandstorm as speed unless its opponent has a d10 or d12 in her pool.
we were. And perhaps too full of our friends to bother
chasing two more priestesses into the dunes.” Weasels
— Sun and Xueming, in the month of the Lost Child
“What do you mean, you lost it? What happened to
The machaira is an asocial apex predator, with a
the leash?”
dense coat of fur and textured paws for running across
dunes faster than all but the best-bred racing aepys. — A very concerned caravan driver
They will mind their single cub for a few months — Tame weasels, usually, are kept small and safe in
until it can run fast enough to nip at a Martian’s heels, traveling boxes. They cocoon, wrapping themselves in
and keep its mother in sight. But they otherwise prefer their long whip tail and six furry legs, and nap until wo-
to ignore one another. Because the machaira is always ken — to serve as pet rat catchers and exterminators of
hunting, and always hungry, and other lions can only be the many noxious insects that can bedevil a caravan. A
competition. Machairas are not especially bright, but wild weasel, on the other hand, is limited only by the
they make up for it in sheer strength and stamina. size of the burrow it digs itself. Specimens upwards of
After catching its prey with the four and a half meters have been seen, though never
heavy row of fangs that caught.
line its jaws, the mach- Traits: Cruel and Terrible d10, As Big as I Need
aira can simply drag to Be d8, Sharp and Beady Eyes d6
an unlucky beast
back toward Resolve: d8
its nest until it Difficulties: To Escape
bleeds out. From d8, To Fight d6, To
Charm d6
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Beasts of the Wood
203
APPENDIX A: BESTIARY
Traits: Driven to Spread d12, Thrives on Aggression d8, Traits: Follows Its Nose d10, Fair-Weather Friend d8,
Agenda of Its Own d6 Runs with Gusto d6
Resolve: d10 Resolve: d8
Difficulties: To Escape From d8 Difficulties: To Charm d10, To Fight d8, To Escape From
d8
Miyuk ABILITY: WANDERLUST
“I brought you a gift.” Even a trained, somewhat-loyal miyuk hears the song of
the woods in its reptilian heart. One day, and maybe
“Did you? Where is it?” soon, it will throw off the society of Martian folk and run
“Just here, the miyuk. To keep you safe when you go towards it again. A miyuk always knows the direction and
out among the reds.” rough distance to the nearest wooded area.
Wyeth Deer
I crouched near the edge of the vulture’s nest, still as
a cat. Its mistress was long gone, but my scrambling along
the cliff face had startled the prize I wished to extract.
Long past the time my calves had seized, I was rewarded
by the chirping song of a family of wyeth deer, creeping out
between the interlocked branches of the nest.
— Excerpts from the autobiography of Bathsheba
Prince, noted Archaeologist and Grave Robber
The Wyeth Deer is not precisely from Wyeth, but
its deep green, mossy body suggests the lush forests the
A Miyuk on the prowl. Wyeth protect. A family of deer is voracious and will
breed prodigiously if their chosen burrow is dense with
204
Beast of the Wastes
insects and parasites. Small packs tend to form symbi- ABILITY: SPORE
otic relationships with larger predators; by using their The breath of a Wyeth deer contains a tiny filament of its
articulated hoof-like digits to climb delicately through poison; a gas that dizzies and blinds even strong men.
the dense underbrush of a nest, they can easily avoid The deer can perform a Breathe maneuver with a Strike
disturbing its occupants. And, since deer flesh is highly die. If the attack hits, its target loses his vision for the
toxic (though hallucinogenic to Pale Martians), they scene, and whenever he moves in combat, he does so in
a random direction.
are well protected from those predators whose nests
they inhabit. ABILITY: DISAPPEAR
It is very hard to find a Wyeth deer that does not wish to
Traits: Friends Meaner than Me d10, Quick and Light- be seen. As long as it blends in with its surroundings or
footed d8, At Home Anywhere d6 has plenty of cover in which to hide, a player requires a
Resolve: d6 d12 in her pool to attempt to find it.
Difficulties: To Escape From d8, To Charm d6
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APPENDIX A: BESTIARY
Steppes Locust
“As per our arrangement, a tally of our engagements
this season:
Losses: 3 yummocs, 8 Squires to various soldiers, 2
Cavaliers of the Thorn Arch
Gains: 30 whole locust chitin plates, assorted decora-
tive fragments, 200 kilos of dried locust flesh
Coronal officially requests aid, in the form of 1 family
of cavalry officers, in return for 30% of the chitin returns
and all of the processed locust meat.”
— Letter from Maristela Zarko, Duce of the West
Gate, Knight of the Order of the Golden Maiden to
Börte of Qongirat, Ambassador of the Ozak Nations
The locust is a huge, destructive insect native to the
steppes, but invasive throughout the wastes. Every part of
the locust is valuable, from chitinous shell to gamey meat,
but you’ll have a devil of a time getting it. Even one is a
challenge, and a swarm is deadly to all but the most skilled
fighters. The Ozak and Qan nations will even pause their Ursavas form a rare alliance to
endless war against one another to eradicate a swarm. set upon a caravan
Smaller fragments of their shells are often used as knife
handles, but one rarely kills a locust without shattering the
chest-plates too badly to use them whole as armor plating. As big as a machaira, but smarter, meaner, and able to use
tools and tricks to lure a meal away from its bodyguards. A
Traits: Deadly Swarm d10, Flesh-Eating Mandibles d8, bear so vicious that it can’t stand the sight of its own cubs,
Iridescent Chitinous Armor d6 and abandons them at birth, perhaps later to kill them in
Resolve: d8 the territory disputes travelers can hear from miles away.
Difficulties: To Escape From d10, To Fight d8, To Charm A creature as happy to eat its own as it is to eat a Martian.
d8
Traits: Master of Deception d10, Vicious Cannibal d8,
ABILITY: SWARM Claws the Size of Your Head d6
One locust knows where to find its hive, and how to call Resolve: d10
its hatchmates to itself. Difficulties: To Fight d10, To Escape From d8, To Charm
d8
Ursavas
ABILITY: LONELY CRY
Never answer a wail from deep in the wastes. If you’re An ursavas has a flexible voice, and while it can’t quite
lucky, the worst thing you’ll find is a nest of locusts. More match the words of Martians, it can mimic the sobs and
likely it’s an ursavas trying to lure you away from the firelight frightened cries they make.
to catch an easy meal. Be as wary of food untouched along a
trade route. A scorpion king might only kill one yummoc, but ABILITY: JAWS OF HUNGER
the bear that set the trap is hoping to catch all of us. A particularly old or clever ursavas might engage in a
— Excerpts from The Apprentice’s Diary, prolonged stalking attempt — first destroying the supply
wagons of a caravan, then luring clusters of travelers
in the month of the Stranger off-road with food stolen from their own pockets. If an ur-
Ursavas are a campfire story to frighten young cava- savas has the time and resources to play the long game,
step its To Escape From die up to a d10.
liers into doing their duty and carefully tending a caravan.
206
Beasts of the City
207
APPENDIX A: BESTIARY
208
Beasts of the City
to herd targets together or pick off a straggler. Their Who put them there? Surely not the slick-shelled beetle
ingenuity is limited, though, and they’re both too stupid sculptures that dotted the hallway. I heard a creak and
to be worth training and too numerous to effectively startled, dropping my light. It cracked and flickered, and in
exterminate. They range through the southern edge of the darkness, I heard 100 heavy feet.
Chiaro clear down to Anger, though they give the Pris- — ’Just’ Pietro,
matic Wastes a wide berth. a self-proclaimed Prince Among Thieves
Delve beetles are smart enough to be patient and
Traits (minion group): 1 per player + 1; Parry Level: 2 loyal, but their thoughts move at a slow crawl compared
Difficulties: To Charm d10, To Fight d6, To Escape From d6 to even other steadfast guardians of Cydonian treasure.
At least partly a construct, their wants are few, and both
Sparrow their claws and their senses are unnaturally sharp. They
dwell in entrances and antechambers, warding off those
“When sparrow spoke and wren fought, the sparrow graverobbers as can be dissuaded by the neatly snipped
woke again one morning, and was bathed in morning bones gathering on the stone floors before them.
light. The golden glow it gave her feathers pleased her,
so much richer and brighter than her common brown
speckles. But morning became day became night, and the Traits: Pincers Sharper than Surtur Blades d12, Sees in
the Dark d10, Jealous Hoarder d6
gold evaporated off her wings like alchemy. Now sparrow
Resolve: d8
was vain, but also clever. To keep her feathers gold, she’d
need to ask dawn for a filament of heaven, to keep nestled Difficulties: To Fight d10, To Escape From d8, To Charm
d8
in her breast. So she woke again, savoring the gold that
would soon be hers, and flew toward the sun, rehearsing
her request. But the day grew hotter and the sun beat
Ice Hornets
against poor sparrow, until she faltered, and fell. She slept
“I’ve never felt so cold in my bones as when we
all day and all night, pinned by the sun’s heat. And when
stumbled on a hornet’s nest buried in the glacier. The two
she woke, her feathers were bronzed all over, but her face
miners closest to them were struck in the chest. They barely
felt hot and sore. She was golden down to the shaft of her
had a moment to scream before their lungs started freezing
feathers, but her face had been burnt black. Now tell me,
shut. That’s why I call myself lucky. I only lost an arm.”
children. Did sparrow get the better of that bargain?”
— Tycho Nara, a cavalier lucky enough to get old.
— Clodia, to her elementary school class
Near the very northern pole, an awful insect makes
Golden sparrows are a terrible pest, and a danger
its way in the world. An ice hornet’s sting paralyzes with
to crops of grains and fruit alike, but the sweet tones of
cold, and flesh touched by it will always need to be cut
their songs keep them alive as both pampered pets…
away before the chill leaks into your heart. The heat
and a plentiful source of food for Vance’s poor.
from a living body both attracts and distresses them,
drawing them close to attack, but confusing their sens-
Traits: Dulcet Song d10, Selfish Moocher d8, Quick es. Fire provokes them, and in their rage they’ll sting
Flight d6 themselves dry — ripping the stingers out of their body
Resolve: d6 to freeze into stillness everything nearby.
Difficulties: To Escape From d6, To Charm d6
ABILITY: BONECHILLER
The air should have stank, with so many bodies on
the ground. But it was strangely sterile. The way an empty A hornet will strike the closest mass of heat it can detect, and
house smells, when no one has ever lived there. Yet here pierce deep. If their stinger strikes bone, the cold will creep
through your marrow, freezing your bones until they crack. A
was a pile of thieves a span deep, arranged as if for a pyre. character steps a Trait down by one die for each Strain be-
209
APPENDIX A: BESTIARY
yond the first she suffers from an ice hornet in a single scene, to
a minimum of d4. These Traits recover at a rate of one die per
scene until the end of the session, when they recover fully.
Milak
“I don’t know that we drove it off, per se. I think it just
got full.”
— Tamiko Rodriguez, caravan driver
Mars did not dry out all at once. At first it was only
the odd dry summer. Then all summers out of memo-
ry were arid. Then all seasons. The water slowly disap-
peared from air and soil beneath Martian feet. Some
Martian beasts had time to adapt. The fish that breathed
air could also wallow in mud. The wallower could also
walk on land. Generations later, and the milak can crawl
out of canals in search of richer prey than the silt of a riv-
erbed can provide. Eoras, hounds, aepys, people. Milak
are what passes for an amphibian on Mars — snakelike,
with heavy coils and a pacifying bite, and legs just long A shopkeeper finds their wares
enough to speed a retreat back underwater with its prize. unexpectedly infested with
glasscutter wasps
Traits: Canal Dweller d10, Swift and Sinuous d8, Indis-
criminate Palate d6
Resolve: d8
ous they are, though. It’s true they breed prodigious-
Difficulties: To Escape From d10, To Fight d8, To Charm d6
ly, but something must kill enough of them that their
Radium Rat
Every terrible thing you’ve heard about them is true.
They eat carrion of any kind. They’re immune to the
radiation of the wastes. They steal bodies that (if ever seen
again) they leave bursting with wasp larvae. Kill them if “But doesn’t natural philosophy teach us that the
you must; run if you can. strongest animal prevails?”
— Excerpts from The Apprentice’s Diary, “No, Cinna. Sometimes it’s enough merely to survive.
in the month of the Scalpel Survive long enough to pass on your legacy to more chil-
dren than the beast that is different from you.”
The prismatic wasps, iridescent as the glass they
shear to build their towering nests, are native to the “But then, weak humours can prevail alongside the strong. How
Prismatic Wastes. And somehow, they survive happily do we guard against weakness when it might be all around us?”
in the shadow left by a weapon that melted the stone “Search deeply in the eyes of everyone you see. Watch their
and sand to heavy sheets of radioactive glass. Fist-sized movements. Inform the authorities if you suspect they might har-
and easy to provoke (though why would you want to?), bor a secret weakness. We will know the ways of finding it, and
a swarm can easily overpower any lone Martian des- the animals among us will thank us for our careful husbandry.”
perate enough to make the trip, and maim a party of — Lucien Ooms,
well-armored soldiers. No one knows quite how numer- instructor of Natural Philosophy and Adaptive Arts
210
Beasts of the City
Radium rats came, in time, to tolerate the rigors be precarious. They mostly scrape lichens and mosses clean
of life in Illium. Skin and eyes bleached by generations off the rocks, but when that’s particularly scarce, they’ll steal
of irradiation, they’re pale in daylight, with squinting glome feed, or graze in the dry plains to the west.
red eyes. Their bite carries a little of the poison in their
veins, giving the victim a slow-moving radiation sick- Traits: Natural Rock Climber d8, Evasive Prey d8,
ness. They don’t live long, eventually falling to the sick- Screeching Call d6
ness in their bones, but they live long enough. Resolve: d6
Difficulties: To Escape From d10, To Fight d6, To Charm d6
Traits (minion group): 1 per player + 1; Parry Level: 2
Difficulties: To Escape From d10, To Fight d6 Glome Bug
ABILITY: RADIATION SICKNESS “They’re not very pretty, and you need to shell them
Whenever radium rats inflict a Condition, the GM gains a in a thresher before you can start fermenting the ammonia
Misfortune die to represent radium exposure. out. But once you’ve pureed that paste, and smoked it for
another few months, it’s delicious — I swear.”
Silicon Crab — Atticus Juniper, rancher and Glome Paste Booster
Always check your blades. Hold them to the light Glome bug is an acquired taste outside of Surtur, but
and check for glinting webs scattered along the length of quite popular there (despite how thoroughly it needs to be
the blade. A disreputable dealer will try to prevent you, or processed). It’s not hard to see why. They’re hardy, indiffer-
keep the lights in his storefront dim and diffuse to trick you. ent to the freshness of their feed, practically immune to the
Insist on holding it up to sun- or starlight. punishing heat, and astonishingly idle. Even their downy
hair, if you can gather enough of it, makes a thread that’s
— Nancie Sade-Waker, author of A Thousand Blades
an adequate substitute for flax or silk. In fact, being a glome
of Mercy: Compendium of the Many Blades of Mars
rancher is preposterously easy — provided you can tolerate
Silicon crabs are ore eaters. They burrow into improp- handling an acre of meter-long millipedes on a daily basis.
erly-mined or inadequately-smelted minerals, creating tiny
weaknesses and imperfections. A blade made by a tired Traits: No Heat Too Scorching d8, Effortless Survivor
hand, from metal she did not smith herself, might crack d6, Soft but Gross d6
along the crystal webbing left in crab-infested metal. Resolve: d6
Difficulties: To Charm d6
Ormerian Lizard
Traits: Insidious Burrower d8, Smells Ore from a Mile
Away d8, Too Small for the Naked Eye d6
Resolve: d6
Difficulties: To Charm d10 “And why were you baiting lizards in the hills?”
Surtur
“Are you going to give me stitches or what? I’m filleted
ass to elbow here.”
“I’m just making conversation. If you’d rather I didn’t
Bharal give you a chance for the opium to kick in I suppose I could
get started now.”
“Be as agile as the bharal, turning your face toward “....would you believe my Gemma wanted a pet?”
what you must do this moment. The past is trajectory, the — Pavel Schiaparelli, to an aggrieved surgeon
future will not arrive until you succeed at the present jump.
Be swift, children. Discover what is needed today.” Ormerian lizards demand a wide territory, and
guard it with a single-minded fury. Beaked and barbed,
— Tucki Badwater, to her pack of cutpurse orphans
with thorny crests to flag their anger, they constantly
Prancing up and down the mountains, easy as you patrols the borders of the rocky wasteland they claim.
please, you can find little herds of bharal, mountain ungu- Mated pairs will patrol in shifts, one parent guarding
lates with long twisting horns and soft black fur, so sure-foot- the clutch while the other menaces intruders. They do
ed that they hardly seem to notice that the rocks even could not make particularly tractable pets.
211
APPENDIX A: BESTIARY
Traits: Heavy Barbed Tail d12, Keen Eyes d8, Sharp striking one with a stone. That’s all the welcome I’ll know
Toothy Beak d6 what to do with. Kill a laradill for me.”
Resolve: d10 — Aradella Castile, picking a caravan to follow,
Difficulties: To Fight d10, To Charm d10, To Escape and already homesick
From d8
Perhaps eons ago some laradill ancestor harassed the
Laradill
“That’s how I’ll know I’m home, once my feet draw An unfortunate traveler
me back. I’ll hear the screeching of those menaces from a inhales a sandskin.
day away, and I’ll know that in that moment a little child is
212
Beasts of the Water
ABILITY: WHIRLWIND Traits: Hardy Endurer d10, Fangs to Tear Flesh d8, Non-
chalant Intimidation d8
If given the chance, a sandskin will pour itself into the still
living flesh of any Martian that walks and speaks. Desper- Resolve: d8
ate to have form and voice again, unable to sustain either. Difficulties: To Fight d10, To Escape From d8, To Charm
d8
213
APPENDIX A: BESTIARY
214
Beasts of Legend
Beasts of Legend
Blind Snake sky. If it lived at all, its slick fins would slide through
the icy clouds of the north — hunting the ghostly sky
It creaked, shifting dust and rubble off its segmented fish that live there, and haunting the broken First Mar-
body, and roared experimentally, as if trying to remember tian cities that dwell along the edge of the glaciers. The
how it was done. The temple shook around us, and I had shadow cast by a roc foretells ill omens, disease, and
maybe as much as a minute to figure out how to keep us all secret wars. One born under his wing will be a monster
from dying alongside this architecture. or a prophet. A person who could break the world.
— Numbers, in a bit of a pickle
Traits: Silent Flyer d12, Blots Out the Sun d8, Questing Eye d8
A few still live, insofar as their kind does, curled in the
Resolve: d10
bones of the eldest cities. The head of a blind snake could
Difficulties: To Escape From d12, To Fight d8, To Charm d8
comfortably house a Pale Martian, curled up to sleep in a
skull with no eye sockets. And yet they seem to see — track-
ing grave robbers throughout the city complex in which
Tomb Stalker
they have nested, sleepily guarding the gates to treasures
“The call is unmistakable. A high whine will cut the air,
not seen in a millennium. In the meantime, they chase
metal shrieking as it pounds toward our trap. With any luck,
young Martians out of the palaces of their betters. However
we’ll have bought ourselves a few minutes to run past the
massive the rest of a snake’s body might be, they’ve gone
entryway it’s been idling in front of. With less, our distraction
stiff with disuse, and a snake generally chooses not to follow
will fail as soon as it gets within firing range. And no way to
a robber too far outside of their tombs and tabernacles.
tell for sure which it would be until we’re already running.”
Some adventurers believe they don’t truly live. — Zuzuka Yeshvan, a native guide giving a thrill to
That they’re either constructs like the tomb stalkers, some Vancian nobles playing at grave-robbing
or the machine spiders cultivated by the Pale Martians.
Either way, they dream in the stone, eternally listening
for some signal that hasn’t come.
Roc
When the world was young, when the world was new
A clouded sky might come when the moon was blue
His strong back carries the Stranger between empty places
His silent wings cover over our faces
Their trackless search leaves no traces
The shadow they cast holds danger, it’s true
May the secret they’re seeking not be about you
— A Children’s Book of Robber Verses
It’s said that the roc carries The Stranger on his
back, even today. And together they watch for the se- A tomb stalker pursues a looter
crets the land offers up when it forgets to fear the open
215
APPENDIX A: BESTIARY
Tomb stalkers are strange machines that haunt the Creatures struck by the death ray are alleged to expe-
Cydonian monuments. Most who encounter a tomb rience swift deadening of the nervous system, before
stalker see it at a distance, or hear its low, keening voice being raised and drained of vital fluids by the stalker’s
on the wind. tentacles.
Tomb stalkers stand at a variety of heights, though Tomb stalkers are the bane of those who raid the
rarely less than three stories tall, on three flexible, metal Cydonian temples and graveyards, but whether they are
limbs. These limbs descend from a ridged, metal head, active guardians, opportunistic predators, or something
from which also dangle a variety of manipulators and else entirely remains a subject for campfire speculation.
tentacles.
The characteristic rust coloring of the tomb stalk- Traits: Cyclopean Death Ray d12, Gargantuan Tripod
er gives credence to the theory these machine-beasts Legs d8, Subterranean Sand Prowler d8
spend long periods of time lurking beneath the sand. Resolve: d10
Difficulties: To Fight d12, To Escape From d10
Their most-feared ability is the death ray, a beam
of light emitted from the stalker’s single, ovoid “eye.”
216
What you wear tells a story about who you are Together, you begin to have a picture of who you are,
now. Your clothes mark you as a mendicant or a run- and what happened to bring you to this moment. Pick
away prince or a holy sister at arms, and the people an item (or two) that evokes where you’ve been or who
you pass on the streets of Vance know you by the you’ll become, or what you learned while hiding from
things they’ve seen another sister do. It shapes their a tomb stalker in Chiaro-that-was. Then, decide how
expectations of you in subtle ways, and not always you came by it, and what befell its former owner. After
how you’d prefer. Do you dress to create those per- all, you lived to tell the tale, no matter how unlikely it
ceptions, or subvert them? To calm the heart, or fire seemed at the time. Now both halves of that story are
it? To pass invisibly, or provoke scrutiny? What you yours to describe — the victory and the consequences.
carry tells another story about who you have been. To invoke the positive aspect of an item, spend a Drama
Your hands hold the signs of who you’ve chosen to Point to gain its Benefit. To invoke the negative aspect,
be. Rough or soft, agile or strong, they offer a truth suffer its Drawback and gain a Drama Point.
about what you value and what you had to do to keep Most gear is just what it appears to be. A sword is
yourself in bread and water. Do you carry a spear? An often only a sword, a flintlaser only a pistol. But some
astrolabe? A satchel of herbs and as much of a medi- items are special, and figure meaningfully into your story.
cal kit as you can afford? For gear that is simply itself, consult the following table.
217
APPENDIX B: GEAR
Basic Gear
Clothing Leather Sawbones Satchel
A worn, thin case filled with wyeth gum and sphag-
Bone Angel Clasp num moss, butterfly tape and laudanum.
Benefit: Most of what an itinerant surgeon might
A small buckle of bone and iron, carved into the shape need to keep body and soul together. Remove up to 2
of a six-armed angel. additional points of Strain when treating a wound as
Benefit: Pin her at your heart, and take even a with the Expert Treatment Talent.
dram of solace, wherever it may be found. Reroll a Mis-
Drawback: But not exactly of the highest quality.
fortune die when it comes up a match, and put off doom
This scalpel was scrubbed dry with sand, that thread
for another day.
stored soaking in milk of poppy. When you roll a 1 on
Drawback: A blessing is only as strong as the faith your Career die to treat a patient, also inflict the In-
of the blessed. If you suffer from a Condition, change a jured condition.
Misfortune die’s result so that it matches another die.
Serpentsilk Shawl
Ghostly Scarf
the Color of Rain Endless yards of shed salamander skin, woven into a
body-enveloping shawl.
Soothingly cool, but sturdy against the sand. When Benefit: Papery and soft to the touch, but sturdy
wrapped around a neck, it flutters even where there is no enough to resist the bone-drying desert wind. Add an
wind. extra d8 to your pools for resisting environmental haz-
Benefit: Shades your eyes from the sun and your ards for the session.
mouth from the ghosts lurking in Mars’s terrible winds. Drawback: A figure shrouded in discarded skin
Discard a Misfortune die associated with a ghost’s ac- may look otherworldly in the dusk between cities. In-
tions. human. Exert your Cunning or Grace die.
Food
Drawback: Rain is so rare, and moisture so prized,
that a reminder of Mars’s soft and easy days is often met
with an unkind word. Someone takes offense and picks
a fight.
Heart of Palm Wine
Jade and Black The syrup of life. See how it sweetens, then cheers,
Glass Bracelet then sours — all in one night.
Benefit: Tap a palm tree and collect its sap. In an
Creamy green and smoky scales lazily circling your hour, it will have become sweet and syrupy; in two, it
arm, each etched with one of Hy’s 77 names. becomes a potent brandy. You drink it while it’s still po-
Benefit: Remember what you have already done in tent — step any exerted or exhausted Trait one die up
the sky’s name, something forgotten and strange, and (no farther than your maximum die size).
repeat it. Step an exerted or exhausted Career one die Drawback: By morning it will have fermented into
up (no farther than your maximum die size). a pot of sap so sour even an oleph won’t touch it. You
Drawback: It’s a conspicuous choice, to remind those drink it after it’s gone rotten, subtracting one from your
around you of the secrets you have at your command. You Speed for the rest of the scene.
draw the suspicious scrutiny of a major power here.
218
Basic Gear
219
APPENDIX B: GEAR
that will pierce theirs. An adept can take a basic action Benefit: Know the days of the Witch’s masses, and
to learn one secret about a non-player character with- know the way to spin a hiding place from glass and
out exerting their career die. shadow. To wrap the world around the secret that is
Drawback: Yet years later and people still smell yourself. Exert a career die of d8 or higher to be com-
the dirt of the fields on you. The doors of society re- pletely unnoticed for a scene.
main just as closed as they were when you left your Drawback: The Witch’s child was never found.
family behind you. Someone learns a secret about your The character finds herself unnoticed for a scene when
past that you’d rather hide. she doesn’t want to be.
Weapons
caress. You become obsessed with the box and paranoid
someone will take it from you.
Maiden’s Finger
Cold and Glittering Knife
A delicate multitool, handle engraved with the story
of the Maiden’s crucible. Second sister is shown looking Three finger-lengths of icy bone, edged with glass
sharply toward the point of its blade. harvested from the Prismatic Wastes.
Benefit: Sharp and strong, with tools as flexible Benefit: Nothing cuts more silently than a glass knife,
as a spider’s leg. Temporarily gain an extra white d10, and the poised cat carved into its blade catches the blood
which automatically rolls a 10. Once you use it, the that might mark a killer’s hands. Inflict 1 extra Strain on
materials or tools it represents are no longer available the target of your choice at the Break of a combat. This
for the rest of the scene. Strain cannot be removed until the next session.
Drawback: Skill is a fine and clever thing, and op- Drawback: The marks left by a glass blade glisten
portunities to use that skill will quickly become their unhealthily in the sunlight. A strike that doesn’t kill
own reward. Regardless of whether those opportunities will never heal, slowly poisoning the blood. You gain a
need taking. Temporarily gain an extra white d10. You rival dead-set on vengeance.
can use it as many times as you want in the scene, but
each time you do, the GM gains a Misfortune die. Hide and Horn Bow
Missal of A long, thin antler — bent to fit a Pale Martian arm
220
Basic Gear
221
APPENDIX B: GEAR
Rarities
Clothing er. Fully refresh an exerted or exhausted Career die.
The first time you use any non-adept Career Talent af-
terward, pay its cost twice — exert a die twice instead of
Brooch of once, use two Stunt dice instead of one, etc.
the Damsel Messiah Drawback: Wall yourself into your mind, and you
may never find your way out. Your body might burn,
A radium-flecked triptych showing the Damsel Messi- but your mind would ever remain. You can’t use any
ah rejecting, then binding an elder serpent, before stepping non-adept Career Talent for the rest of the session.
Food
onto her throne in Hy-Brasil.
Benefit: The damsel withstood temptation, look-
ing down upon the kingdoms of Mars, and turned her
tempter into her servant. Stand firm against any who
might influence you, and put them under your heel. For
Winnowgrass
the rest of the scene, ignore any attempt to influence You could eat it. When the grass grows only in dry
your perception or beliefs, either verbally or supernatu- patches along the edge of a hollowed-out glacier. When the
rally. Your mind cannot be read by an adept. aepys is terrified and the oleph exhausted. When you can’t
Drawback: A demon underfoot may serve, but remember the last time food passed your lips.
they do not stop being a demon. You become overcon- Benefit: At that moment, winnowgrass will keep
fident and allow someone to automatically succeed at you alive. Filling and nutritious, and so close to the
one action to influence your perception or beliefs. edge of the world you don’t have many choices. The
dreams are passing strange, though. Replace the Ex-
Caute Fur Cloak hausted or Injured condition with Melancholy, and gain
a d8 against environmental hazards for the rest of the
Dappled red and gold and gray as the desert sand, scene. Gain 1 Strain, which cannot be healed until the
warm at night and cool during the day. A cloak that gives end of the next session.
your eyes the faintest cast of blue.
Drawback: But perhaps you would have been bet-
Benefit: Snug in your cloak, shielded from the dust ter to eat the pack animals instead. Gain 1 Strain, which
around you, know that you are protected even as the cannot be healed until the end of the next session, and
storm rages. Ignore any environmental hazard. suffer distracting hallucinations until it’s healed.
Instruments
Drawback: Cautes may quarrel amongst them-
selves, but do not take kindly to the loss of a single hair
on the head of even one kitten. Nor is a ghost (when
looking for an acquaintance who went missing) in-
clined to be forgiving. You encounter an angry caute or Wyeth Harp
ghost — or both — who has a bone to pick with you.
A singing bowl shaped from the bow of a wyeth hus-
Anchorite’s Veil band, strung across with crystalline wire, inlaid with black
and shining shell.
Turn your eyes ever inward. See only the path stretch- Benefit: Hear a song of plenty, of companionship,
ing out in your mind, and with every step your grasp will and never feel alone. Hear the song of your ancestors
strengthen, your reach extend. rustling in the trees. Remove any Condition.
Benefit: Adepts see a different world, and move it Drawback: Hear a song of eternal industry, of sis-
in secret ways. Close your eyes and study that which ters upon sisters, and never a moment of solitude. Hear
you find within. Then, without those distractions, you’ll the song of not even a soul to call your own. Temporar-
find yourself unfettered by distance, unflagging in pow- ily replace one of your Traits among Origin, Careers,
222
R arities
or Relationships with a Trait that belongs to another traveling towards the Labyrinth by half, and double the
character (player or non-player) with a die size equal to time spent traveling away.
or lower than yours, for the session. Drawback: Whatever is drawing the spoke back
223
APPENDIX B: GEAR
be directly killed or brought back to life with the Map, Drawback: Murderer will be the nicest thing they
but a future fate can be accelerated, postponed, or mod- call you, when your exploits come to light. For the rest
ified (with player permission). of the session, exert your highest current Motivation by
Weapons
one die at the end of every scene in which you don’t kill
or destroy something with this blade. Traits exerted this
way don’t refresh until the end of the next session.
224
Buildin g Your Own
225
Cavaliers of Mars takes its inspiration from pulp element tends to happen on its own, and the latter is
fantasy and historical fiction. Some sources are more a good technique to consider when planning your ses-
romantic, others more exotic, and all thrilling. sions, whether as player or GM.
Fantasy Lankhmar, as a setting, has been adapted for role-
playing games many times. TSR’s Lankhmar: City of
The Adventures of Eric John Stark, by Leigh Brackett Adventure, by Bruce Nesmith, Douglas Niles, and Ken
Brackett depicts an ancient Mars of crumbling tow- Rolston, is one of the best sandbox-style city books ever
ers and forgotten horrors beneath the ice. Her hero, produced for gaming. Mongoose’s Lankhmar and Nehwon
Eric John Stark, is a hardboiled barbarian, a mercenary supplements, by Aaron Dembski-Bowden, hew close to
who’d make a great Cavaliers protagonist. Brackett’s the bleaker tone of the early stories. Finally, Pinnacle’s
Mars often seems haunted, with its strange talismans Lankhmar line includes a very adaptable book of adven-
and sinister ruins...a feeling appropriate to exploring tures called Savage Tales of the Thieves’ Guild.
the world of Cavaliers of Mars. Dictionary of Mu, by Judd Karlman
All of Stark’s adventures are good inspiration, but A supplement for the Sorcerer roleplaying game by
the most influential on this book are “Black Amazon of Ron Edwards, Karlman’s epic presents a sweeping vision of
Mars” and “The Secret of Sinharat.” Recent editions of Marr’d, a parched and desolate planet. Dictionary is equal
most of the Stark stories are available from Paizo Pub- parts the Hebrew Bible and Robert E. Howard’s Conan,
lishing. yet wholly remade by Karlman’s unrestrained imagination.
The Adventures of Fafhrd and the Gray Mouser, Here you’ll find witch kings with legions of scheming brides
by Fritz Leiber and grooms, gray aliens plotting their escape from slavery,
and the Damsel Messiah herself, savior of mythic Hy-Brasil.
Leiber’s stories of wandering swordsmen and exotic
metropoles are perfect models for Cavaliers adventures. Dictionary of Mu was another early influence on
Particularly consider some of the lesser-known stories Cavaliers of Mars, and by twists and turns of desti-
like “Claws from the Night,” which feature exotic crea- ny (and Judd’s gracious permission), you’ll find a few
tures and customs, as well as bizarre cults. “Claws from echoes of Marr’d upon our Mars.
the Night” also dwells on the city of Lankhmar’s skyline The Dying Earth, by Jack Vance
of shattered temples, an image very appropriate to Mars. Vance’s first Dying Earth anthology is, with the ex-
Also have a look at Adept’s Gambit, an early novella about ception of the overt sorcery, about exactly the kind of
strange curses and a journey into the eerie unknown. characters and locations we’d expect from Cavaliers of
The two heroes’ adventures also rely on wry hu- Mars, though some of the protagonists aren’t appropri-
mor and perverse circumstance, particularly as the se- ate player characters. His description of the city of Kai-
ries goes on. In playing roleplaying games, the former in in “Turjan of Miir” could readily be Vance or Zodiac.
226
fantasy | Historical Fiction
It was night in white-walled Kaiin, and festival ornate and exotic language. He’s a great influence for
time. Orange lanterns floated in the air, moving as atmosphere, and originated the idea of the end of the
the breeze took them. From the balconies dangled world as something long, melancholy, and a bit roman-
flower chains and cages of blue fireflies. The streets tic, rather than apocalyptic.
surged with the wine-flushed populace, costumed in My personal favorite Zothique tale is “Morthylla,”
a multitude of bizarre modes. Here was a Melantine a love story that blurs the line between hungry ghosts
bargeman, here a warrior of Valdaran’s Green Le- and living outsiders.
gion, here another of ancient times wearing one of
the old helmets. In a little cleared space, a garlanded Historical Fiction
courtesan of the Kauchique littoral danced the Dance
of the Fourteen Silken Movements to the music of Captain Alatriste, by Arturo Pérez-Reverte
flutes. In the shadow of a balcony a girl barbarian Pérez-Reverte’s Madrid is a city of intrigue and gos-
of East Almery embraced a man blackened and in sip, power and violence. It’s a city in a Golden Age...
leather harness as a Deodand of the forest. They were but, as the narrator notes in Purity of Blood, the com-
gay, these people of waning Earth, feverishly merry, mon people see very little of that gold.
for infinite night was close at hand, when the red sun The titular Diego Alatriste, hardboiled swashbuck-
should finally flicker and go black. ler, is an ideal Cavaliers of Mars protagonist. So is his
enemy, the cruel Italian swordsman Gualterio Malates-
The sequel, The Eyes of the Overworld, follows trav-
ta. The translated novel and its sequels are full of won-
eling ne’er-do-well Cugel the Clever, who might make
derful passages like this:
a diverting antagonist for a Cavaliers game.
The roleplaying game of the same name, from Pel- Truces from his adversaries, like periods of pros-
grane Press, is also excellent and has a number of sup- perity, were brief for this singular man, the hobgoblin
plements that can be raided for your own game. of his enemies and the delight of his friends, who one
The Manuscript Found in Saragossa, by Jan Potocki moment might be mingling with nobles and scholars
and the next scrabbling in his purse for the last mara-
Retell The Eyes of the Overworld by way of The Turn of vedi. Changes of fortune... which so loves to change,
the Screw and you’ll get this picaresque adventure novel, and almost never for the better.
except that it vastly predates either one. Potocki’s novel
is an exercise in just how tangled together a lot of seem- As with most of this list, the whole series is worth
ingly-separate adventures can get, the kind of crazy quilt reading. After the eponymous first book, have a look at
a Mars full of scoundrels and heroes might actually be. Purity of Blood and The Cavalier in the Yellow Doublet.
Perhaps the thing it does best is tell a story about We’ve heard good things about the Spanish role-
deeply superstitious characters suffering strange events playing game based on the series, but haven’t been able
without the author making a clear statement on whether to read it ourselves.
their beliefs have a basis in fact. That’s a strong compo-
The D’Artagnan Romances, by Alexandre Dumas
nent of Cavaliers of Mars, where you’ll tell the stories of
a superstitious people who may or may not be right. The Three Musketeers and The Man in the Iron
Mask are the best-known in this series, but all are
The Martian Romances of Edgar Rice Burroughs
worth reading. Dumas’ characters, while often easy to
Burroughs invented planetary romance. A Princess cheer for, are rough-edged and often as put upon by
of Mars and its sequels are an unending parade of thrill- their loyalties as they are uplifted by them. But more
ing action and encounters with strange beasts. Bur- than that, Dumas is on this list because he defined the
roughs’ fantastical creatures are his greatest (though villains of the swashbuckler. It’s hard to envision the
not only) influence on the present work, conjuring as genre without its Cardinal Richelieus and Milady de
they do thoughts of entire unearthly ecosystems. Winters.
Zothique, by Clark Ashton Smith Another Dumas novel featuring Cardinal Riche-
Smith set his most memorable adventures on lieu, The Red Sphinx, was recently retranslated into En-
Zothique, the last continent in the world’s last age. He glish by Lawrence Ellsworth.
was a poet as well as a fiction writer, and it shows in his
227
APPENDIX C: INSPIRATION
A NOTE ON CONTENT
Much of the media suggested here is older and has politics that are disturbing by modern standards, par-
ticularly with regard to gender and race. We recommend approaching these sources with a critical eye.
The Dictionary of the Khazars, by Milorad Pavic Gentlemen of the Road is also good gaming inspi-
This might actually belong in the fantasy section. ration for many of the same reasons as Leiber’s sword
Like Gentleman of the Road, below, it concerns the tales, which strongly influenced it.
mysterious kingdom of the Khazars, about whom we Goddess, by Kelly Gardiner
know very little. Pavic’s book, however, is substantially A fictional biography of real-life swashbuckler and
stranger and more exotic than Chabon’s. Take this pas- opera star Julie d’Aubigny, Goddess styles itself as the
sage, describing a princess: confessions of a dying woman…but one who’s hardly
repentant. The result is an alternately dashing and mel-
At night, she wore a single letter on each eyelid,
ancholy whirlwind of a novel, spanning love affairs, re-
inscribed as are those put on the eyelids of horses
bellion, and fame. The way Gardiner writes d’Aubigny’s
before a race. The letters came from the proscribed
look back has very much the same feeling as our look at
Khazar alphabet, in which each letter kills as soon
the last days of Mars.
as it is read. Blind men wrote them, and the la-
dies-in-waiting shut their eyes when they attended to D’Aubigny herself was a major influence on Cava-
the princess in the morning, before her bath. Thus, liers of Mars, and it’s worth looking up more flamboy-
she was protected from her enemies while she slept. ant accounts of her life online.
Royal Flash, by George MacDonald Fraser
Such customs would fit the aristocracy of the Red
Martians well, and who’s to say there aren’t First Mar- The Prisoner of Zenda as retold by cowardly and un-
tian or Cydonian glyphs that could kill even as they’re lucky Victorian scoundrel Harry Flashman...who can’t
mirrored in the mind’s eye? seem to help coming out as the hero. Flashman is a bit
of a swashbuckler, but has more than a little in common
Gentlemen of the Road, by Michael Chabon with Cugel the Clever. Flashman could be a Cavaliers
This novel follows two adventurers in an Eastern of Mars protagonist, but also consider Rudi von Stern-
European kingdom where “a Jew’s worth was measured berg, the murderous sellsword, whom we’ve adapted as
by his steel.” Chabon creates a distinct historical place... a Martian villain multiple times.
while at the same time making it a place outside our
understanding of history. The result is simultaneously
grounded and fantastic.
228
Index
A Hazards 76
Hooks 75-76
Career 43
Invisible Blade 53
Action 8, 20 Locations 75-79 Slip the Knife Deeper 53
Basic 20-21, 26 Market 75 Taste of Poison 53
Exceptional 22 Machine 79-80 Astrologer 14, 31, 32, 41, 43, 69,
Failed 21 Origins 34-35 98, 180
Misfortune 21 Purple Light 76-77 Arbiter. See Arbiter
Non-Player Character Points 26 Aoide Foreordained, 53
Successful 20-21 Benefit 219 Master 53
Windfall 20-21 Drawback 219 Portents 54
Adept 31, 105, 169, 213, 220, 222 Arbiter 43, 46, 69, 70, 135 Quick Read 54
Career 42-43 Arcadia 108, 111, 142, 143, 154, Astrology 32-33
Dowsing 53 175, 176, 208 Arbiter. See Arbiter
Psychometric Master 53 Devontine Clan 155, 158 Zodiac 69-70
Telekinetic Control 53 Excavations 158-160 Atai Monastery 89
Windspeaking 53 Generous Hagatha 155, 156 Characters 90
Adept Arts Memory of Waves 155, 156, 160- Hazards 90
Psychometry 31, 53 162 Hooks 89-90
Telekinesis 31-32, 53 Sandfish Cult 155 Atmosphere Processor, The 130-131,
Telepathy 32 Shanties 155-157 142
Alhaz 176 Arena Characters 132
Almeida 93 Characters 78 Hazards 132
Characters 95 Hazards 78 Hooks 131
B
Hazards 95-96 Hooks 77-78
Hooks 94-95 Armonica Canyon 169-170
Anchorite’s Veil Characters 170 Battlehymn 71, 80
Benefit 222 Hazards 170 Church of the Damsel Messiah. See
Drawback 222 Hooks 170 Church of the Damsel Messiah
Ancient Mariner 46-47 Sites 169-170 Damsel’s Tomb 82-83
Anger 65, 75, 106, 108, 209 Arsia the Maiden 175 Locations 80-83
Arena 77-78 Ascraeus the Matriarch 175 Matriarch 71, 80
Characters 76 Assassin 43, 50, 125, 149 North Side Canal 81-82
Bleeding Cut 53 Origins 35
229
CAVALIERS OF MARS
South Side Slums 82 Blue Oculus 153 Cavalier 8, 16, 27, 43, 44, 60, 121,
Temple of the Voice 80-81 Blue Pyramid 152 206
Beasts of Burden Bone Angel Clasp Fast Footwork 54
Aepys 60, 86, 196-197, 200, 202, Benefit 218 Flashing Blades 54
210 Drawback 218 Mounted Combatant 54
Flying Terro 16, 43 Bone Annals 145, 148 Cave of the Hyaline Mother
Horus 43, 60 197 Characters 145, 148 Characters 167
Oleph 60, 145, 197-198 Hazards 148 Hazards 167-169
Ostoro 16 Hooks 145 Hooks 167
Razok 198 Book of Gondola Tickets Ceramic Meles-hair Brush
Yummoc 66, 88, 198, 221 Benefit 219 Benefit 219-220
Beasts of Cities and Regions. See Drawback, 219 Drawback 220
Chiaro Beasts; Illium Beasts; Skarras Challenges 29-30
Brooch of the Damsel Messiah
Beasts; Pale Martian Beasts; Surtur
Benefit 222 Damage 30
Beasts; Vance Beasts
Drawback 222 Parry Level 30
Beasts of the Desert
Rating 30
Caute (Ghost Cat) 200, 208, 213,
222 C Strike Level 30
Ghosts 37, 38, 74, 93, 98, 107, 152, Career 24 Change 23
178, 200-201 Improvement 23 Character Creation 24-25
Machaira 60, 202, 206 Talents 21, 53-57 Example 25
Weasels 202 Careers 20, 42-50 Personagenesis Machine 180-186
Beasts of Legend Adept 42-43 Characters 20
Blind Snake 215 Assassin 43 Chiaro 13, 16-17, 35, 207, 209
Roc 215, 225 Astrologer 43 Cloister of the Blind Saint 84-85
Tomb Stalker 17, 84, 87, 130, 160, Cavalier 43, 44 Elders Council 83
215-216, 217 Ice Caravan Camp 86-87
Courtesan 43, 44
Beasts of the Wastes Locations 16-17, 83-88
Entertainer 44
Jackal 199, 205 Ruptured Atmosphere Processor 85-
Fixer 33-34, 45
Scorpion King 205, 206 86
Laborer 45-46
Steppes Locust 203, 206, 219, 221 Tomb Valleys 8, 87-88
Merchant 45, 46
Ursavas 17, 206, 209 Chiaro-that-is 16-17, 35, 84, 86
Noble 46, 47
Beasts of the Water Chiaro-that-was 16-17, 33, 35, 83-
Physician 46, 47
Fishwife 213-214 84, 87, 130, 217
Pilot 46-47
Lamia 214 Chits 13
Priest 47, 48
Lungfish 214 Chromat 165, 166, 169
Scavenger 48
Beasts of the Wood Church of the Damsel Messiah 35,
Scholar 48-49 62, 70-71, 80
Cerana 203
Servant 49 Cimmeria 36, 63, 88, 114, 171
Fagun Bug 203
Soldier 49, 50 Atai Monastery 89-90
Ikkun Parasite (Deephome) 203
Thief 49, 50 Fibonacci Knot 90-91
Miyuk 204
Carven Skyward Faces 87 Forest of Corpses 91-92
Naruk 204
Caute Fur Cloak Locations 88-92
Wyeth Deer 145, 204-205
Benefit 222 Qinon Palace 88-89
Blackglass 169
Drawback 222 Cities. See specific cities.
230
Index
D
Clockwork Heart Clash of Steel 26
Benefit 223 Taking Up Dice 26
Drawback 223 Combat Talents Damsel, 70-71
Cloister of the Blind Saint Non-Player Character. See Non-Play- Damsel’s Tomb, 82
Characters 85 er Character: Combat Talents Characters 83
Hazards 85 Combo Talents 29 Hazards 83
Hooks 84-85 Conditions 23 Hooks 83
Clothing and Jewelry Exhausted 23 Dangling Raster
Anchorite’s Veil 222 In Love 23 Characters 172
Bone Angel Clasp 218 Injured 23, 26 Hazards 172
Brooch of the Damsel Messiah 222 Melancholy 23 Hooks 171
Caute Fur Cloak 222 Presumed Dead 23, 26 Sites 171-172
Ghostly Scarf the Color of Rain 218 Trapped 23 Deephome 129
Jade and Black Glass Bracelet 218 Vengeful 23 Characters 130
Leather Sawbones Satchel 218 Conflict 8, 26 Hazards 130
Cold and Glittering Knife Consequences, Lasting. See Lasting Hooks 129-130
Consequences
Benefit 220 Ikkun Parasite 203-204
Coronal 36-37, 92-93
Drawback 220 Deimos 152
Almeida 94-95
Combat 26-27 Forges 16
Locations 92-98
Actions 20-21. See also Actions Lance 104
Riberia Fogo 96-97
Dice Pools 26 DEIMOS System, 20
Vale 97-98
Example 27-28 Delphic Square
Xeta Geyser, 93-94
Non-Player Character 25-26, Characters 99
58 Courtesan 8, 43-44, 142, 227
Hazards 99-100
Rally 22 Accepted Everywhere 54
Hooks, 99
Round, 26 Importance of Ceremony 54
Desert 12-13
Second Wind 22 Seduction 54
Brigands 12
Strain. See Strain Whispered Secrets 54
Towns, 12
Unarmed 29 Crystal Palace 106, 107, 108
Devontine Clan 155, 158
Weapons. See Weapons Cults, Mystery. See Mystery Cults
Devotion 154, 155, 160
Combat Maneuvers, 28-29 Cunning Talents 51
Dice 8, 20-21
Disarm 28 Always a Way Out 51
Bonus 26
Draw corps-a-corps 28 Bribery 51
Misfortune 21
Feint 28 Cheat 51
Parry 27-27
Lunge 29 Disguise 51
Resolve Roll 22
Mastery 23 Hidden pockets 51
Scenery 30
Parry 28 Improvised tools 51
Strike, 26-27
Riposte 29 Lawyer 51
Stunt 26
Shove 29 Vouchsafe 51
Windfall 20-21
Strike 28 Cycnus
Disaster 22
Sweep Attack 29 Characters 149
Dolos (Zodiac’s brother) 70
Combat Round 26 Hooks 148-149
231
CAVALIERS OF MARS
Drama Points 8, 22
Gaining 23
F Location 98-102
West Horn Gate Machine Service En-
Spending 22 Fellowship of Futility 150 trance 101-102
Dread 171 Ferma Forest of Corpses
13th feed. See Gallow’s End Characters 111 Characters 92
Dredge 123-124 Hazards 111 Hazards 92
Characters 124 Hooks 110 Hooks 91-92
Hazards 124 Fibonacci Knot Fortress Invincible
Hooks 124 Characters 91 Characters 103
Drifting Ruin. See Cycnus Hazards 91 Hazards 103-104
Dusk Cities 17 Hooks 90-91 Hooks 102-103
Dust Storms 12, 13 Field of Farewell 149 Fourier Spire 68, 74
Dust Towns 41 Fire Priests 46, 65, 71, 116 Free Trait Improvement 23
First Forge 71 Friends
E Characters 116-117 Eora 196, 199, 200, 210
Earth 13 Hooks 116 Meles 199-200, 219
Echidna’s Tooth, 224 Hazards 117 Singing Spider, 200
G
Benefit 224 First Martians 8, 14, 62, 71
Drawback 224 Automatons 164
Entertainer 44 Chiaro 17 Gallow’s End 151
Distraction 54 Foresight 98 Characters 152
Impressive Physique 54 Canals 13 Hazards 152-153
Inspiration 54 Fixer 33-34, 45 Hooks 152
Keeping Up with the News 54 Cobble Together 55 Game Master (GM) 8
Eos Towers 18 Director 55 Actions 20
Equipment I Made It, I Know How It Works 55 Adventures: The Tribulation Engine
Mastercrafter 55 186-187
Benefit Effect 22
Food Break 34
Drawback Side 22
Heart of Palm Wine 218 Calculated Risk 34
Eu of the Seven Yellow Silks 46, 50,
73-74, 130-131, 133 Sweet Crescent Bread 219 Customizing Elements, 225
Servants 46 Wildhoney Tea 219 Opening Conflict 188-191
Exalted Missionary Sisters 71 Winnowgrass 222 Personagenesis Machine 180-186
Excavations, 158 Forceful Talents 51-52 Resources Example 194-195
Characters 159 Dangerous Reputation 51 Roles 191
Hazards 159-160 Demolish 51 Secrets 193
Hooks 158-159 Dress to Impress 52 Taking Up Dice 34
Mysterious Pearl 158 In Demand 52 Tilts 191-192
Three Greater Domes 158 Offer They Can’t Refuse 52 Gameplaying 8
Three Lesser Domes 158 Foresight 37, 65, 98, 150 Garment-Renders 124
Unbreached Dome 158 Delphic Square 99-100 Gear
Experience 23 Hooded Sisters Pilgrim Dormitories Table 217
Extasia Caerulea 154, 156 98-99 See also Clothing; Food; Instruments;
Library of Memory 100-101 Objects and Tools; Weapons
232
Index
233
CAVALIERS OF MARS
N
Lathed Whip Memory’s Last Rest. See Library of
Benefit 221 Memory
Drawback 221 Merchant Nadamban 106
Leather Sawbones Satchel Appraisal 55 Characters 107
Benefit 218 Career 45, 46 Hazards 108
Drawback 218 Good Deal 55 Hooks 107
Library of Memory Well Traveled 55 Nephrite Dagger
Archivist 100 Merchant Quarter Benefit 221
Characters 101 Characters 132-133 Drawback 221
Hazards 101 Hazards 133 Noachia 173
Hooks 100 Hooks 132 Characters 173
Life Speakers 72, 73 Meridian 120, 162-165 Hazards 173
Living Storm 104 Hazard 162-163 Hooks 173
Lore 22 Honeycomb 163-164 Noble
Lost Places 16-17 Muniqa 164-165 Career 46, 47
Lunar Mosaic Method 20 Command Respect 55
Characters 174 Cunning 24 Friends in High Places 55
Hazards 174-175 Force 24 Put It on My Tab 55
Hooks 174 Grace 24 Non-Player Character, 25-34
Improvement 23
M
Action Points 26
Minion 29 Character Creation 25-26
Machine Mob Violence 58 Combat Dice Pools 26
Characters 79 Stand Together 58 Combat Talents 58
Hazards 79 Missal of the Witch’s Cradle Conditions 23
Hooks 79 Benefit 220 Daring Reversal 58
Maiden 18 Drawback 220 Evasive Footwork 58
Maiden’s Finger Mobs 29 Mob Violence (Minion Only) 58
Benefit 220 Money. See Chits Reckless Assault 58
Drawback 220 Moonrise Fleet 104 Stand Together (Minion Only) 58
Map of the Heavens Motivation 20 Stat Block 26
Benefit 223 Changing 23 North Pillar Plains 144
Drawback 223 Honor 24 Characters 144
Maps 30 Love 24 Hooks 144
Master 10 Second Wind 22 Threats 145
Matriarch of Battlehymn 71, 80 Self 24 North Pole 143-149
Medicine 16 Ms. Turhan 140 Bone Annals 145, 148
Memorable Roleplaying 22 Muniqa Cycnus 148-149
234
Index
O
Ozaks 36, 43, 63-64, 88, 89 Avocation 182
P
Complicating Factor 185
Objects and Tools From . . . 182
Book of Gondola Tickets 219 Palace of the Dog Motivating Need or Desire 184
Ceramic Meles-hair Brush 219-220 Characters 122 Name, Descriptor 181
Clockwork Heart 223 Hazards 122 Secret Depths 183
Intarsia Jewelry Box 220 Hooks 122 Trouble 183
Maiden’s Finger 220 Pale Martian Beasts Vocation 182
Map of the Heavens 223 Lapin 207-208 Photinus Lamp
Missal of the Witch’s Cradle 220 Machine Spider (Automaton) 207, Benefit 220
Photinus Lamp 220 215 Drawback 220
Spoke from the Wind’s Saddle 223 Vulture 208 Physician
Obsidian Block 118 Pale Martians 8, 14, 64-65 Career 46, 47
Old Devontine 155, 158 Anger 34-35, 65 Expert Treatment 56
Oleph Bones 145 Crisis 65 Quick Treatment 56
100 Temples of the Red Bone Bloom Foresight 65, 98 Soothe 56
143 Priest 47 Pillars 142
Opening of the Way Scavenger 48 Pilot
Benefit 224 Surtur 39, 62 Career 46-47
Drawback 224 Panopticon 135 In Command 56
Origins 20, 34-41 Characters 136 Navigational Expertise 56
Anger 34-35 Hazards 136-137 They All Work the Same 56
Battlehymn 35 Hooks 135-136 Plateau Caves 106
Bazaar 24 Path of the Barbarian 23, 58 Characters 106
Caravans 24 Path of Bloody Knives 58 Hazards 106
Chiaro 35 Path of the Conqueror 58 Hooks 106
Cimmeria 36 Path of the Coward 58 Plaza 111
Coronal 36-37 Path of the Deceiver 58 Characters 113
Court 24 Path of the Devoted 59 Hazards 113
Dust Towns 24, 41 Path of the Entranced 59 Hooks 111-112
Foresight 37 Path of the First Footstep 59 Plaza Arez 121
Improvement 23 Path of Giving Hands 59 Characters 121
Siren 38 Path of Jeweled Thrones 59 Hazards 121
Skarras 38-39 Path of Lamentation 59 Hooks 121
Street 24 Path of the Legendary 59 Plaza Obsidian 118
Surtur 39 Path of the Night-Thief 23, 59 Characters 119
235
CAVALIERS OF MARS
236
Index
237
CAVALIERS OF MARS
238
Index
Hooks 126
Krem Den 127-128
Z Arbiter 135
Astrologers 43
Locations 126-130 Zaius 14, 43, 65, 67-68 Astrology 69-70
Seedling Grove 128-129 Ancestor Worship 73-74 Entertainer 44
Witch Queen 126 Caravans 40 Fixers 70
Wyela, 126-127 Foresight 98 Flying ships 16
Zigger, 13, 40-41
X
Locations 135-139
Assassins 43 Noble 46
Xeta Geyser 93 Atmospheric Processor 130-132 Panopticon 32, 135-137
Characters 94 Entertainer 44 Pilot 46
Hazards 94 Eu of the Seven Yellow Silks 130, 131, Shipyards 138
133
Hooks 93-94 Shrouded District 138-139
Gallow’s End 151-153
Slanted Grove 137
Y Hangman 152
Zodiac (star) 70
Inverted Court 134-135
Yellow Cloister 133 Zohar That Was Promised 175
Locations 130-135
Characters 133-134 Characters 177
Merchant Quarter 132-133
Hazards 134 Hazards 177
Noble 46
Hooks 133 Hooks 176-177
Soldier 50
Yellow Silks 40, 73, 131, 132 Zoharim 175-176
Yellow Cloister 133-134
Yellow Veil 153 10 Faces of God 176
Yellow Silks 47, 73
10 Stations of the Tree 176
Zodiac 13, 41
Zomek Windships 43
239
NAME: STRAIN:
PLAYER: SPEED:
PRESUMED DEAD
TRAPPED
VENGEFUL
TRAITS
Trait Rating Description
NOTES