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ROSE BAILEY, BENJAMIN BAUGH, STORN COOK,

STEFFIE DE VAAN, MEGHAN FITZGERALD,


JORDAN GOLDFARB, DANIELLE LAUZON, ETHAN SKEMP,
LAUREN STONE, TRAVIS STOUT, AUDREY WHITMAN
CAVALIERS OF MARS

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

Scavenger 56 The Wyeth 66


Friends in Low Places 56 The Zaius 67
This Will Do 56
Religions 69
Tomb Raider 56
Scholar 57 Astrology of Zodiac 69
Forge Documents 57 The Church of the Damsel Messiah 70
Ready to Research 57 Fire Priests of Surtur 71
Well-Read 57
Initiates of the Labyrinthine Mysteries 71
Servant 57
Wyeth Reincarnation Cycle 72
Blade Carrier 57
The Back Door 57 Yellow Silks of Ziggur 73
Unobtrusive 57 Zaius Ancestor Worship 73
Soldier 57 Mystery Cults 74
Deadly Force 57 Cities and Regions 75
Pistoleer 57
Tactician 57 Anger 75
Thief 57 Locations 75
Charlatan 57 Battlehymn 80
Pick Pocket 57 Locations 80
Sneak 57 Chiaro 83
Non-Player Combat Talents 58 Locations 84
Stand Together (Minion Only) 58
Cimmeria 88
Mob Violence (Minion Only) 58
Daring Reversal 58 Coronal 92
Evasive Footwork 58 Locations 93
Reckless Assault 58 Foresight 98
Paths 58 Locations 98
Path of the Barbarian 58 Illium 102
Path of Bloody Knives 58 Locations 102
Path of the Conqueror 58 Siren 106
Path of the Coward 58 Locations 107
Path of the Deceiver 58 Skarras 111
Path of the Devoted 59
Locations 111
Path of the Entranced 59
Path of the First Footstep 59 Surtur 116
Path of Giving Hands 59 Locations 116
Path of Jeweled Thrones 59 Vance 120
Path of Lamentation 59 Locations 121
Path of the Legendary 59
Wyeth 126
Path of Open Arms 59
Path of the Night-Thief 59 Locations 126
Path of Promises Kept 59 Ziggur 130
Path of the Vendetta 59 Locations 130
Zodiac 135
Chapter 3: Civilization 62 Locations 135
Peoples 62
Chapter 4:
The Red Martians 62
A World of Adventure 142
The Roundheads 64
The Pale The Poles 142
Martians 64
North 143
The Skarruts 66
Plains of the Pillar 143

5
CAVALIERS OF MARS

The Bone Annals 145 Razok 198


Cycnus, the Drifting Ruin 148 Yummoc 198
South 149 Friends 199
Black Rubble 149 Eora 199
Gallow’s End 151 Meles 199
The Temple of the Poppy Brides 153 Singing Spider 200
Arcadia 154 Beasts of the Desert 200
Caute (or Ghost Cat) 200
The Shanties 155
Ghosts 200
Excavations 158
Machaira 202
The Memory of Waves 160
Weasels 202
Meridian 162 Beasts of the Wood 203
Hazard 162 Cerana 203
The Honeycomb 163 Fagun Bug 203
Muniqa 164 Ikkun Parasite (Deephome) 203
The Prismatic Wastes 165 Miyuk 204
Naruk 204
Rainbow 165
Wyeth Deer 204
Cave of
the Hyaline Mother 167 Beasts of the Wastes 205
Armonica Canyon 169 Jackal 205
Scorpion King 205
Skarras 171
Steppes Locust 206
Dangling Raster 171 Ursavas 206
Hirshel 172 Beasts of the City 207
Noachia 173 Pale Martian Cities 207
Tharsis 174 Automatons (or Machine Spiders) 207
The Lunar Mosaic 174 Lapin 207
The Sleeping Witches 175 Vulture 208
Zohar That Was Promised 175 Vance 208
Salamander 208
Chapter 5: Sand Spider 208
Game Master Resources 180 Sparrow 209
Chiaro 209
Characters: The Personagenesis Machine 180
Delve Beetle 209
Adventures: The Tribulation Engine 186
Ice Hornets 209
Location 186
Milak 210
Opening Conflict 188
Illium 210
Roles 191
Glasscutter (Prismatic) Wasp 210
Tilts 191
Radium Rat 210
Secrets 193
Silicon Crab 211
Example of Usage 194
Surtur 211
Appendix A: Bestiary 196 Bharal 211
Beasts of Burden 196 Glome Bug 211
Aepys 196 Ormerian Lizard 211
Horus 197 Skarras 212
Oleph 197 Gallum 212

6
Table of Con t en t s

Laradill 212 Missal of the Witch’s Cradle 220


Sandskin 212 Photinus Lamp 220
Skulker 213 Weapons 220
Beasts of the Water 213 Cold and Glittering Knife 220
Fishwife 213 Hide and Horn Bow 220
Lamia 214 Lathed Whip 221
Lungfish 214 Sister’s Flintlaser Pistol 221
Beasts of Legend 215 Two Feet Standing 221
Blind Snake 215 Nephrite Dagger 221
Roc 215 Wolf Spider Rifle 221
Tomb Stalker 215 Rarities 222

Appendix B: Gear 217 Clothing 222


Brooch of the Damsel Messiah 222
Basic Gear 218
Caute Fur Cloak 222
Clothing 218 Anchorite’s Veil 222
Bone Angel Clasp 218 Food 222
Ghostly Scarf the Color of Rain 218 Winnowgrass 222
Jade and Black Glass Bracelet 218 Instruments 222
Leather Sawbones Satchel 218 Wyeth Harp 222
Serpentsilk Shawl 218 Seven Cresting Waves 223
Food 218 Wooden Drum, Inlaid with Silver Stars 223
Heart of Palm Wine 218 Objects and Tools 223
Sweet Crescent Bread 219 A Spoke From The Wind’s Saddle 223
Wildhoney Tea 219 Clockwork Heart 223
Instruments 219 Map of the Heavens (Stationary) 223
Aoide 219 Weapons 224
Lark’s Tongue 219 Echidna’s Tooth 224
Sea Bells 219 Opening of the Way 224
Objects and Tools 219 Staff of Life 224
Book of Gondola Tickets 219 Ten Devils Caught 224
Ceramic Meles-hair Brush 219 Building Your Own 225
Intarsia Jewelry Box 220
Maiden’s Finger 220 Appendix C: Inspiration 226

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.

My Master’s Last Moments

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

A quartet of Vancians gamble on a story

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.

In combat, Misfortune dice simply become Windfall


for the player’s opponent instead.
Talents
Most Windfall and Misfortune can be used on any Talents give your character special abilities. Basic
kind of action, although exceptions are noted in spe- or career Talents usually give you narrative effects
cific systems. For instance, consequences generated without requiring you to roll a basic action.

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

needs a full night’s rest to rid herself of the rest of the


Strain. Strain goes away completely at the end of a session.
Improvement and Change
Your character becomes more capable and gains
Conditions new abilities as the game goes on. These improvements
are purchased with Experience.
A conflict can inflict Conditions on a character,
reflecting the emotional or physical consequences of The main way to gain Experience is by following
being Taken Out. When a Condition disadvantages a your character’s Paths. Paths are general tendencies or
player character significantly, or prevents them from story arcs that you want your character to follow. For
doing something they’d otherwise be able to, the player example, the Path of the Barbarian encourages your
gets a Drama Point. character to defy local laws and customs, while the
Path of the Night-Thief rewards daring thefts.
As with Trouble, a player can only earn one Drama
Point from Conditions per scene. Each Path has two triggers: one that gives 1
Experience, and one that gives 2 Experience. When
Conditions usually last until the end of a game
your character fulfills a trigger, she gains the associat-
session, although a player can choose for her charac-
ed Experience reward. Each trigger only gives a reward
ter to suffer the Condition for longer. Occasionally,
once per session.
it will make narrative sense to remove the Condition
from play before the end of a session, such as if enough You also gain 1 Experience just for attending a
in-character time passes for an injury to heal on its session.
own. Just go ahead and do that if you need to. Experience Costs
The available Conditions are:
You may spend Experience on the following
◊ Exhausted improvements.
◊ Injured Improve a Method by one step, while decreasing
another Method by one step: 2 Experience. When
◊ In Love you do this, add one Talent linked to the increasing
Method, and remove one Talent linked to the decreas-
◊ Melancholy
ing Method. You may not decrease a Method below d6
◊ Presumed Dead this way, or increase a Method to d12.
Improve a Method by one step: 5 Experience.
◊ Trapped
When you do this, also pick a new basic Talent.
◊ Vengeful Improve a Career by one step: 3 Experience.
When non-player characters suffer Conditions, When you do this, also pick a new Career Talent.
they grant an extra d6 to non-combat rolls against Improve an Origin, Relationship, or Free Trait
them that exploit those Conditions. In combat, when by one step: 2 Experience
a player character exploits a non-player character’s Master a Combat Maneuver: 2 Experience
Condition, the player chooses one of the non-player
character’s action dice to discard, after rolling. Changing Motivations
A character can only have one instance of a Motivations may not be changed with Experience,
Condition. If a player wants to choose Injured twice, but instead are changed when you feel your charac-
then he should take Presumed Dead, instead. ter’s story needs them to. At the end of any session,
Conditions expire for non-player characters as for you may increase a Motivation by one step if you also
player characters, but the GM is encouraged to only decrease another Motivation by one step. You may not
very rarely clear a Condition for a non-player character increase a Motivation above d10, nor may you decrease
before the end of a session, since that tends to make a Motivation below d6.
players feel cheated of their victories.

23
CHAPTER TWO: RULES

Changing Trouble Rate your Origin d6.


2. Pick your first Career, and rate it d6.
At the end of any session where you feel your char-
acter’s biggest challenges have changed, you may re- 3. Name a Relationship with a friend, a lover, or a
write your character’s Trouble. possession, and rate it d6.

Character 4. Pick your second Career. Either rate a new Career

Creation
d6, or step up your first Career to d8.

5. Name a Relationship to another player’s charac-


To create a character, follow the steps below, add- ter and rate it d6.
ing Traits to your character sheet or stepping them up 6. Pick your third Career. Either rate a new Career
as instructed. Reference the Origins and Careers in the d6, or step up your first or second Career.
appendices.
1. For Origin, pick your starting point from the 7. Step up any two previous Traits once, or step up
following: one previous Trait two times.

◊ The Court: Your character has an aristocratic 8. Name your Trouble.


upbringing (although he may himself be a Servant 9. Set your Motivations and Methods.
or some such rather than an Aristocrat).
◊ Distribute a d10, a d8, and a d6 between the fol-
◊ The Street: You began your life on the streets of lowing Motivations:
one of the city-states, perhaps begging or stealing,
or, maybe more likely, doing a lot of odd jobs to ◊ For Honor... Keeping your word, standing up for
get by. the downtrodden, upholding your family name.

◊ 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

Example of Thief d8: I made my way stealing scraps, now my


prizes are... bigger
Character Creation Talents:
◊ I sit down to create Valentine, a devil-may-care Always a Way Out
swordswoman who actually cares too much. Disguise
◊ I choose The Street and Illium for her Origin, at d6. Deadly Force
Charlatan
◊ I choose Thief for her first Career, at d6.

◊ I name a Relationship with a possession, a Non-Player


Clockwork Heart, at d6.
◊ I choose Soldier for her second Career, at d6.
Characters
To create a non-player character, use the following steps.
◊ I name her partnership with Soteria, the charac-
ter of the player to my right, at d6. 1. In place of Motivations, non-player characters
have a Resolve die. For most characters, set this
◊ I choose Thief again for her third Career, step- at d6 or d8. Someone very determined might
ping up her existing Thief Trait to d8. have a d10. A d12 is unusual, and should gener-
ally be reserved for a tough antagonist.
◊ I step up her Clockwork Heart Trait to d8 and
step up her Relationship with Soteria to d8. 2. Allocate three basic Traits at d10, d8, and d6. An
exceptional character might have a d12, while a weak
◊ I name her Trouble, that she can’t stand to be outsmarted. one might go no higher than d8s. The character uses
◊ I give her For Self d10, For Love d8, and For these in place of the Methods, Motivations, and so on of
Honor d6, then With Cunning d10, With Grace player characters. These Traits should cover the charac-
d8, and With Force d6. ter’s basic actions in the story, and give a sense of who
they are. For example, a character might have Incurable
◊ I pick Path of the Night-Thief and Path of Open Arms. Gossip, Thrillseeker, or A Thousand Battle Scars.
◊ I set her Speed to 3. I select Always a Way Out 3. Decide the character’s Trouble, such as Starved
and Disguise. From her Careers, I select Deadly With Ambition, or Would Do Anything To See
Force from Soldier, and Charlatan from Thief. Child’s Face Again.

Valentine 4. Set the character’s combat Traits, if they’re likely to


end up in a conflict. Most non-player characters have
For Honor... d6 | For Love... d8 | For Self... d10 a Speed of 2. Regular combatants have 3 or 4, while
...with Cunning d10 | ...with Force d6 | ...with particularly tough ones have 5 or 6.This has a big im-
Grace d8 pact on how dangerous characters are in a fight.
Origin d6: Streets of Illium For damage, an unarmed character will generally
inflict 1 Strain, a casually-armed character will
Trouble: If there’s a trick afoot, it better be mine
inflict 2 Strain, and someone both tough and
Paths: Path of the Night-Thief, Path of Open Arms looking for trouble will inflict 3.
Clockwork Heart d8: The damnable machine
5. Pick the character’s default combat pool, with a
gives me life and strength, but I don’t know how many
number of action dice equal to their Speed. For
ticks I have left
example, an aggressive character might have
Partnership with Soteria d8: We’ve been back to Strike/Strike/Parry. The GM is free to adjust
back dozens of times, and front to front a dozen more these on the fly, but picking a standard pool in
Soldier d6: I’ve sometimes made my living as a advance makes fight scenes move faster.
hired blade; I’ve also lost it that way
6. Pick or create any special abilities.

25
CHAPTER TWO: RULES

DO YOU WANT TO HAVE A FIGHT SCENE?


Physical conflicts can be resolved as basic actions, which will speed along the flow of the ses-
sion. The combat rules are intended for dramatic duels and melees, and are only mechanically
necessary to inflict the Injured or Presumed Dead Conditions. If you don’t want to invest the time,
or don’t need to inflict a Condition, use a basic action instead.

Stat Block White d10s: Stunt dice, representing moving


around the battlefield, or taking actions that change
A non-player character stat block looks like this. the situation to your advantage.
Blue d4s: Bonus dice from sources like Drama
[Name], [short description][tab]Resolve: [Resolve die] Points and Scenery.
Traits: [Trait 1] [Trait die], [Trait 2] [Trait die], [Trait 3]
[Trait die]
Trouble: [Trouble]
The Combat Round
Combat Pool: [List of actions delineated by slashes, like Each round is divided into three phases: Taking Up
Strike/Strike/Parry][tab]Damage: [Damage] Dice, Clash of Steel and Break.
Special Abilities: [If any.]
Taking Up Dice
Combat Dice Pools
You and the other players decide your characters’
The GM can roll dice separately for individual char- tactics. Fill your hand with as many dice as your charac-
acters, or combine them all into a single pool. The former ter’s Speed rating in any combination of Strike, Parry, and
is generally appropriate for duels with one or two antag- Stunt dice. For example, a character with a Speed rating
onists, while the latter is better for large action scenes. of four might pick up two Strike dice, one Parry die, and
Action Points one Stunt die. All players take up dice simultaneously, and
don’t need to announce what dice they’re choosing.
In combat, the GM activates non-player character Then, roll the dice in your hand. Sort your dice by
abilities by spending from a pool of Action Points which action type, and then from highest to lowest.
covers all characters.
Normally, each non-minion adversary contributes Clash of Steel
1 Action Point to the scene. For a harder fight, or one The GM counts down from 10 to 1.
where multiple player characters oppose a single foe,
add 2 for the signature enemies. When the GM calls a number that you have a
Strike or Stunt die equal to, it’s your character’s turn

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

On 8, the Apprentice lunges, making a savage PARRY


swing at the boy’s head with her rock. Since her Strike
die is higher than his only Parry, she connects, sending You deftly block or evade an attack.
Action: Parry
him reeling. He takes 1 Strain. He keeps his Parry die.
Mastery: +2 to a single Parry
On 7, the boy regains his footing and slashes with
his knife. Since the Apprentice has a Parry of 7, she DISARM
leaps lightly out of the way. She takes no Strain. Her
You knock your opponent’s weapon from their hand.
Parry die is discarded.
Action: Stunt
On 6, the Apprentice Strikes again, this time aim- Effect: Disarmed advantage; opponent can’t use ma-
ing to sweep the boy’s legs out from under him. Since neuvers like Riposte or Sweep Attack until they pick up
he only has a Parry die of 4, she succeeds, and he lands a weapon using a Stunt or during the Break phase.
unceremoniously on his backside. He takes another 1 Mastery: +2 bonus to Disarm Stunt die
point of Strain.
DRAW CORPS-A-CORPS
At the Break, it’s time to make Resolve Rolls. Since
the Apprentice hasn’t taken any Strain so far in this You draw your opponent in, pressing body to body as
you grapple.
fight, the player doesn’t have to make one. If she did,
Action: Stunt
she’d use the Apprentice’s For Self Motivation, at d8. Effect: Corps-a-corps advantage; only fists and dag-
The boy, meanwhile, has a Resolve of d4. The gers can be used while advantage is in play. You or
GM rolls the die and gets a 1, so the boy is Taken Out. your foe may use a Stunt to break free.
The boy stays on the ground, humiliated. He still gets Mastery: Make a single armed Strike immediately
after drawing close
water…in the form of the Apprentice’s spit upon his
cheek.
FEINT
The player chooses to inflict the Injured You make a false attack, and your enemy’s defense
Condition…though after this defeat, she doesn’t ex- gives you an opening.
pect to see the boy or his cronies again. Action: Stunt
Effect: Opponent is distracted until the end of the
Combat Maneuvers round. One Strike against a distracted character counts
as +2 higher than normal.
Combat maneuvers are optional special moves that Mastery: The second Strike against the character
replace the effects of your regular action dice. Anyone can counts as +1
use any maneuver, provided they meet the requirements
and pay any costs. Each maneuver also has a Mastery ef-
fect, which you can buy to add additional benefits.

28
C om bat

LUNGE Most ranged weapons need to be reloaded between


You thrust forward with your entire body, putting dev- shots. This happens automatically in the Break phase. Thus,
astating force behind your weapon but leaving yourself they can only inflict a single successful Strike. However,
open to attack. ranged weapons can also be aimed, essentially combining
Action: Parry Strikes. Each Strike die in the player’s pool can be spent to
Effect: The Parry becomes a Strike. add +2 to the value of the highest Strike die in the pool.
Mastery: The Lunge deals +1 damage
Many ranged weapons can’t be used to Parry,
RIPOSTE meaning that the character must Parry as if unarmed.
Your opponent’s assault leaves her open, and you strike Parry dice can still be used to dodge ranged Strikes.
back.
Action: Parry Unarmed Combat
Effect: If your successful Parry is higher than the Strike
it counters, promote one Strike to the level of the Parry If a character lacks a weapon, she takes 1 Strain
and resolve it immediately.   for any successful Parry against an armed opponent in
Mastery: +1 damage close combat.

SHOVE Minions and Mobs


You crash into your foe with great force, pushing them
into a less advantageous position. Since having the GM track a hand of dice for each
Action: Stunt individual non-player character in a big fight scene
Effect: Your foe is moved one space. could get cumbersome, mobs of minor characters (min-
Mastery: You may also resolve your next highest ions) use a simplified set of rules.
Strike die while pushing your foe.
Each minion group has a Parry Level: 2, 4, 6, or
8. When an individual minion gets hit with a Strike
SWEEP ATTACK equal to or greater than their group’s Threshold, they’re
You swing your weapon in a wide arc, sending your killed, knocked unconscious, or otherwise removed
enemies sprawling.
from action.
Action: Strike
Cost: Exert Force The GM rolls one pool of dice for an entire group,
Requirement: Using a heavy swinging weapon with a Speed rating equal to the number of minions
Effect: Attack each enemy in space in the group who haven’t yet been defeated. Minions
Drawback: -2 to highest Parry shouldn’t usually Parry -- their dice should typically be
Mastery: No Parry penalty Strikes and Stunt.
As the Clash of Steel resolves, the GM can use any
Combo Talents die for any minion in the group.
Some minions have special abilities that they can
Certain Talents offer special effects based on combi- spend Stunts to use.
nations of actions in combat. To use a combo Talent, you
need to have the listed actions in your pool. The Talent may Challenges
also list a cost in dice. Those dice count to meet the require-
ments, but are skipped during the Clash of Steel. Action Not all dangers can be faced with steel. The he-
dice not spent to meet a cost are resolved normally. Each roes might find themselves in a burning building, or
action die can only count toward one combo per round. traversing wind-worn cliffs which may crumble at any
moment, or playing a game of chance and skill against
Ranged Weapons a criminal to gain her aid. When you want to play out a
danger over multiple actions, you can use a challenge.
Slightly different rules apply when a combatant is
Challenges use similar rules to combat, just slightly
using a flintlaser, sling, or other weapon intended for
reframed. Strikes are active attempts to overcome the
attacking at a distance.
danger, while Parries represent caution or quick think-
ing. Stunts have the same role as in combat.

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

Cimmeria’s Quinon Palace

Cimmeria 2. During your youth, rivals attacked your caravan


in the middle of the night. What did you do?
Nomadic Red Martians sparsely populate the violet
3. Your caravan once traveled near the Fibonacci
plains of Cimmeria. The Qan and the Ozaks have been
Knot, and you went inside the first rings. What
living in the area for millennia watching the rise and fall
did you see there?
of empires, including their own. A fungus that grows
on the dead, consuming corpses and creating walk- 4. Your grandfather left your caravan to travel to
ing dead that spread the fungus far and wide mars the the Atai Monastery to spend his last days. What
area. Those who make their homes there set fire to the was the last thing he said to you?
ground before making camp, and burn their dead as op-
posed to allowing the fungus to take them. Despite the 5. Your family lived in a small settlement near
common threat, the Qan and Ozaks are at war with one Qinon until a Ozak attack forced everyone to
another and have been for centuries. Whenever cara- leave. Where did you go?
vans or groups of the opposing factions happen upon
6. You once watched as someone ate a fruit from a
one another, it always ends in bloodshed, creating more
corpse tress. What happened?
corpses for the fungus to proliferate. Life on the plains is

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

5. You once traveled to the Sky Fields to scavenge


parts for sale. What did you see there?
Wyeth Valley
The Wyeth Valley is a deep crevice scarring the face
6. You trained under a master stone mason during
of Mars. Within it are lush forests, ancient trees, and the
your formative years. Why did you abandon him?
Wyeth people. Cities in the Wyeth Valley are built in and

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?

Pick One 3. When you were a child, a lone mercenary came


through town and stayed for a week. What did
1. You were born under an auspicious star sign. you learn from her?
What does your birth star say about you?
4. As a child, you befriended an elderly woman who
2. When you were an adolescent, you found out told you stories of her adventures. Who was she?
your best friend was born under an unlucky star
sign, but was hiding it from everyone. How did 5. The summer of your 15th year, crops failed due
you react when you found out? to drought. What did you do to help your family
survive the hardship?
3. When you were young, you tried to join the sky
navy, but they turned you away. Why and how 6. Bandits raided your town in the middle of the
did you react? night, killing several elders. How did you help the
town?
4. You served in the sky navy and in the shipyards
for several years when young. What stories did
you learn there?

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-

Adept canny mental powers. Others combine the arts with


ecstatic religious experiences, believing
that the alternation of deprivation and
Adepts are those skilled in the psychic arts. A
excess can stretch the boundaries of
few are prodigies, whose abilities develop natural-
the mind.
ly during their youths. Others are “gifted” after
being struck with terrible illnesses or tragedies.
Most, however, learn
the arts through long
and arduous study.
Potential adepts are
brought up as ascet-
ics, earning the

ADEPT ASTROLOGER ASSASSIN


42
C areers

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.

CAVALIER COURTESAN ENTERTAINER

44
C areers

Fixer Trappings: Metal oddments for use in manipulat-


ing machines, some kind of grease.

Fixers maintain the machines left by the great civ-


ilizations of the past. Nearly every village has at least Laborer
one fixer, charged with keeping devices such as water Laborers make up the majority of the Martian pop-
pumps or powered lights working. The great cities have ulation, whether canal-side dockworkers, skilled craft-
hundreds of fixers, available for hire. ers or peasant farmers. Martians say that toil by hand is
Talented fixers are a necessity of survival on Mars. the oldest profession, for who other than laborers raised
The most fortunate and experienced fixers maintain the pyramids or other great monuments? Who else can
great works like canals or atmosphere processors, lit- bring life from the dead soil?
erally making life possible for the remaining Martians. Farmers raise the vegetables and fungi that feed
Fixers are also the keepers of esoteric lore. Often, a par- most of Mars. They use water in greater abundance than
ticularly great machine will have its own rituals and prayers, other Martians, yet, if possible, hold it in even more rev-
as important to its upkeep as physical repair. Wandering fix- erence. For if a soldier runs out of water, he alone dies.
ers are often in search of more of this lore, as well as exotic If a farmer runs out of water, a whole village may die…
machines with which they might build a reputation. and not mercifully.

FIXER LABORER MERCHANT


45
CHAPTER TWO: RULES

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

NOBLE PHYSICIAN PILOT

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

Scavenger Fierce independence is another mark of a scaven-


ger. While few are above working together when the
need arises, many travel alone, hoping to keep the priz-
The vast wastes of Mars are dotted with forgotten es of exploration for themselves.
cities, tombs, and mines. Scavengers seek out these
strange, lost places, looking to recover treasure or tech- Scavengers are often hired as guides by travelers,
nological artifacts. Others act as prospectors, searching for they are capable of guiding a party in the wilderness
for the last remains of Mars’ natural resources. when the beaten path must be avoided for fear of ban-
dits, or because of a secret mission.
Scavengers are typically experienced desert survi-
vors, since they stray far from the canals and trade routes. Trappings: Red scarf, blue flame lantern, map with
They walk the lonely old coasts, looking for the ruins strange symbols.
of great ports on dried-up seas. Red Martian scavengers
often find themselves in conflict with the Pale societies
that make the ruins their homes. Pale scavengers, on the
Scholar
other hand, are often treated as thieves by their fellows. Scholars are the keepers of history and law, as well
as delvers into forbidden secrets. They read and write
for the masses, or practice obscure arts in the highest
towers of the aristocracy.

PRIEST SCAVENGER SCHOLAR


48
Talents

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.

Servant Trappings: Servants’ clothing,


tools appropriate to specific jobs.
The needs of the powerful must be tended to.
Princes must be dressed. Dinners must be cooked.
Callouses must be scraped from feet. Such are the
duties of servants, the oft-silent figures who take
care of households and businesses.

SERVANT SOLDIER THIEF


49
CHAPTER TWO: RULES

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

DRESS TO IMPRESS OFFER THEY CAN’T REFUSE


All eyes are on your attire, whether out of admiration, You put a business proposition in terms your audience
desire, or jealousy. has no choice but to accept.
Trait: Force Trait: Force
Cost: Exert Force Cost: Exert Force
Effect: You can determine exactly the right clothing Effect: The other party agrees to your offer, though
to impress a given audience. This can mean attracting they may not be happy about it.
attention at a social occasion, or bolstering the impres-
sion that you’re someone important. IN DEMAND
You’re rarely out of work.
Trait: Force (when selecting this Talent, also pick a
Career to link it to)
Cost: Exert the linked Career
Effect: Within less than a day, you can find work in
your linked Career.

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.

CLIMBER VANISH IN A CROWD


You scramble up, never mind the sheerness of the You’re hard to notice, or keep eyes on. In a few mo-
surface. ments, you vanish into the bustle of the city streets.
Trait: Grace Trait: Grace
Cost: Exert Grace Cost: Exert Grace
Effect: You can climb surfaces which are completely Effect: When there’s a crowd around you, you can
smooth or otherwise have no handholds. lose pursuers in it and walk casually away.

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.

FRIENDS IN HIGH PLACES


BASIC ARTISAN You are a trusted confidant to important people.
You have a modicum of training in fixing, though you Cost: Exert Career
are not as capable as a Fixer.
Effect: You can gain a single piece of information
Combo: 1 Strike, 1 Component pertaining to the nobility in the area.
Cost: 1 Strike
Effect: You may use the rest of your Strike dice as PUT IT ON MY TAB
Work dice for this phase of the fixing. You can procure even the most extravagant items, even
if you can’t actually afford them.
JACK OF ALL TRADES Cost: Exert Career
You don’t need additional training to pick up any tools Effect: Just by stating your name and rank, you can
and do a job. procure any item, no matter the expense, with expecta-
Cost: Exert Career tion to pay later.
Effect: When taking a basic action that involves any
kind of labor, add your Force die to the pool. If the
action already included Force, add an additional die.

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.

SOOTHE RAISE MORALE


You can help people overcome difficulties for a short Your wise words bolster those around you.
time. Cost: Exert Career
Cost: Exert Career Effect: Chose one other person who can recover a
Effect: You allow a character to ignore all her single exerted Trait by one step.
Conditions for the rest of the scene.
Scavenger
Pilot
FRIENDS IN LOW PLACES
IN COMMAND You know people in the underground market.
When you give orders, people follow them. Cost: Exert Career
Cost: Exert Career Effect: You make a deal with, or gain information
Effect: You give orders to a group of people, and they from, a person in the underground.
follow them, afraid to anger you.
THIS WILL DO
NAVIGATIONAL EXPERTISE You are able to find parts or materials for necessary
You cannot get lost when traveling. tasks.
Cost: Exert Career Cost: Exert Career
Effect: You are able to figure out how to get to the Effect: You find all the materials necessary for a
nearest major or minor landmark, or in which direction certain task. Additionally, when assisting with a fixing
your destination lies. action, you can use this Talent to gain an additional
Components die above your normal Speed.
THEY ALL WORK THE SAME
You can figure out how to pilot anything, even if you’ve TOMB RAIDER
never tried it before. If you’ve been in one cavern or tomb, you’ve been in
Cost: Exert Career them all.
Effect: You are able to pilot any craft. If you have nev- Cost: Exert Career
er encountered or dealt with the craft before, the Game Effect: You find your way through underground pas-
Master gains a Misfortune die. sages and mazes without getting lost.

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.

READY TO RESEARCH PISTOLEER


You are skilled in working against the clock to figure You are trained in the use of firearms.
out vital information. Cost: Exert Career
Cost: Exert Career Effect: You spend one fewer Stunt die to reload a
Effect: When assisting in a fixing action, you can add firearm than normal for the rest of the scene.
an additional Research and Ritual die to your pool,
above your normal Speed. TACTICIAN
WELL-READ Your training allows you to direct others in combat.
Combo: 1 Strike, 1 Parry, 1 Stunt
You are able to remember obscure information you’ve
read previously. Cost: 1 Stunt
Cost: Exert Career Effect: You may lend a single Strike, Parry, or Stunt die
to a nearby ally, or you may allow an ally to donate
Effect: You can ask the GM to give you a single piece any one of his dice to another ally.
of information that your character would have read
Thief
pertaining to a particular situation or plot.

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

Non-Player Combat Talents


Non-player characters may benefit from Talents DARING REVERSAL
the GM activates by spending action points. You found the perfect opening to attack. Unfortunately,
so did your opponent.
STAND TOGETHER (MINION ONLY) Cost: 1 Action Point
Your foes fight in close formation, covering each other’s Effect: When a non-player character suffers strain from
backs and guarding flanks. a successful Strike, the GM may activate this talent to
Cost: 1 Action Point allow that character to make a sudden counterattack.
The GM rolls a single Strike die, and if the result is
Effect: The Parry Level of a single minion group equal to or higher than the value of the Strike that
increases by the number of minions in the group, to a inflicted the initial strain, the Strike resolves immediately.
maximum of 9. Any member of the minion group that is Otherwise, the counterattack is ineffectual, and does
more than one space away from another minion in the not need to be Parried.
group does not receive the benefit of this effect.
EVASIVE FOOTWORK
MOB VIOLENCE (MINION ONLY)
The grace of your opponent allows him to dance
Enemies close in around you, promising violence from between your strikes, denying you the advantage of
every direction. numbers.
Cost: 1 Action Point. Cost: 2 Action Points
Effect: When a minion group resolves multiple Strikes Effect: A non-player character chosen by the GM
on the same target this round, the GM may activate this gains additional Parry dice for every enemy attacking
talent to increase the value of the Parry result needed to him past the first.
cancel Strikes by 1 for each Strike the minion group has
already landed on that character.
RECKLESS ASSAULT
Your foe throws everything she has into a series of
startling attacks. Her lowered guard could be a boon
to you, assuming you survive to exploit it.
Cost: 2 Action Points.
Effect: One non-player character chosen by the GM
may resolve all their Strikes for the round as if she had
rolled entirely 10s, for the purposes of determining the
order of actions only. Each Parry die that character
took up at the start of the round reduces the speed of
her strikes.

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

PATH OF THE DEVOTED PATH OF THE LEGENDARY


When you choose this path, pick someone or some- 1 Experience: Do something that spreads your
thing your character devotes themselves to. reputation.
1 Experience: Protect the subject of your devotion. 2 Experience: Risk death or worse to spread your
2 Experience: Risk your life to protect the subject of reputation.
your devotion.
PATH OF OPEN ARMS
PATH OF THE ENTRANCED 1 Experience: Seduce another character.
1 Experience: Pursue an item or tale of the uncanny. 2 Experience: Seduce another character...while or
2 Experience: Give over your own will to an uncanny after saving them from death or worse.
force.
PATH OF THE NIGHT-THIEF
PATH OF THE FIRST FOOTSTEP 1 Experience: Take something that does not belong
1 Experience: Find a place that has never been to you.
found before, abandoned for a long time, or kept 2 Experience: Risk your life or something greater to
concealed. take something that does not belong to you.
2 Experience: Find a place that has never been
found before, abandoned for a long time, or kept con- PATH OF PROMISES KEPT
cealed, and find a great treasure there. When you choose this path, pick a specific vow for
your character to make.
PATH OF GIVING HANDS 1 Experience: The vow is kept in the face of duress.
1 Experience: Help someone who cannot help 2 Experience: The vow is kept in the face of death or
themselves. worse.
2 Experience: Save someone from a threat as bad
as, or worse than, death. PATH OF THE VENDETTA
PATH OF JEWELED THRONES When you choose this path, pick someone or some-
thing your character has a serious grudge against.
1 Experience: Obtain wealth over the course of an 1 Experience: Inconvenience the subject of your
adventure. vendetta.
2 Experience: Spend your wealth in extravagant 2 Experience: Seriously hurt the subject of your
fashion. vendetta.
PATH OF LAMENTATION
1 Experience: Commemorate something or someone
great and lost.
2 Experience: Leave a glorious monument to some-
one or something great and lost.

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

The Red Martians


with disdain for abandoning the wealth of knowledge
and heritage remaining in the ruins of the First Martians.
Red Martians are not actually red, but instead
Of all the Martians, the Reds are small, slow, and range from tan to dark brown with a coppery undertone
frail. It is amazing they have survived as well as they have to their skin, and have hair that ranges from coppery to
considering all these weaknesses. Their strengths, though: deep black, thin and wavy to thick and curly and some-
Perseverance, intelligence, and wit clearly make up for all times even kinky. They have deep-set, expressive eyes
other lacks. and hard-edged, yet rounded, facial features.
– Excerpts from Tiendle’s Anatomy of a Martian Red Martians follow a multitude of different reli-
An ambitious people full of passionate desires and gions, tending to fall into whatever faith the prevailing
reckless abandon, the Red Martians are the most nu- city or culture they live near follows. The Reds have a
merous of the remaining people on Mars. They live strange phenomenon of developing mystery cults to one
along the canals in expansive city-states, and cling to unknown technology or element or another. Some en-
life in dust-towns where the wells have all but dried up. tire city-states are ruled by these cults. The most pop-
Others travel well-worn caravan routes across the end- ular Red Martian religion is the Church of the Damsel
less deserts. Their society is fractious, with many differ- Messiah.
ent governing bodies controlling one city or another, Red Martian cities include Vance, Zodiac, Illium,
and those who travel between or live on the edges seek and Chiaro, and they live alongside the Pale Martians
to find a niche to maintain a livelihood. in Surtur.

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-

63
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

64
Peo ples

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
65
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

67
CHAPTER THREE: CIVILIZATION

A Zaiu and a Pale Martian


celebrate a successful journey

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-

Zaiu children perform a


religious pageant

69
CHAPTER THREE: CIVILIZATION

ed to avert crisis on Mars, yet the Martians were ignorant


of the warnings. After one momentous occasion in which
The Church of
war, famine, pestilence, and plague ravaged the cities of the Damsel Messiah
Mars, the stars decided to give up on Martians. One star,
named Zodiac, felt an overwhelming sympathy for the Of all the religions and belief systems on Mars, the
Martians. She decided to sacrifice her place among the Church of the Damsel Messiah is the most widespread.
heavens and come to Mars to show them how to follow Generally, beliefs do not pass beyond the borders of the
the movements of the stars. Her brother and sister stars city-states that foster them, but the Church of the Dam-
mocked her, and told her she would become a Martian sel has a militant branch of missionaries who spread the
and never be allowed a place in the heavens again if she word of the Damsel far across Mars, setting up temples
left them, yet she did anyway. She landed on Mars, and and monasteries in almost all Red Martian lands.
created a huge crater upon impact. Those Martians who Legend has it that the Damsel was born in a moun-
looked to the sky, or watched the stars, traced her path tain village, overlooking a decadent merchant city of a
and came to find her. Zodiac taught any who came how long-vanished empire. While visiting a temple in the
to read the stars and understand their message. She only city, she noticed a priest had drawn a protective circle
had a few initiates, but she taught them all she could. incorrectly. She was very young and had no religious
The first to arrive at the site was the first Arbiter. To this training, but, despite this, she corrected a rather griev-
day, only the most devout priests are ever considered for ous error. The temple viewed her as a prodigy and took
the prestigious title of Arbiter. her in for priestess training. Against the orders of the
Another legend tells of Zodiac’s jealous brother, Do- temple, the Damsel favored ministering to the poor and
los, who wanted the people of Zodiac to worship him alone downtrodden. Soon, she grew frustrated with the cor-
in the heavens. He came to Mars in the guise of a talented ruption of the temple by the wealthy donors and she
creator, who crafted wondrous technologies for the people left, walking off into the desert.
of Mars. During the nights, he spent his time building a As she walked in the endless red sand, she encoun-
machine so vast that he had to hide it under the surface of tered a serpent who guided her to the top of an ancient
the planet. As an affront to Zodiac, Dolos built the tech- tomb, where she could see all the lands of Mars. The
nology directly under her crater, with her being none the serpent then offered her an empire of everything she
wiser. Dolos’s machine would gain control of the stars in could see. The Damsel refused the offer. It offered her
the heavens and allow him to move them as he saw fit. His supreme rule over the temple she had abandoned. She
intention was to then reveal himself as the most supreme refused again. Finally, the serpent offered her water.
star, whose will was enacted all across the heavens. One The Damsel was sorely tempted, but refused for the
night, as he was sneaking into his underground workshop, third and final time. At this, the serpent moved as if
the first Arbiter found him and subdued him. He brought to attack her, but the Damsel spoke in a holy Voice
Dolos to Zodiac for judgment. Zodiac had pity on her and smote him down, binding the creature to her will
brother and forgave him for his attempt to gain control instead.
of the Martians, but she could not let him go unpunished. The Voice remained with her, and when she re-
She pleaded to the other stars to not let him return to his turned to the city, she used it to drive the merchants
rightful place among them. Instead, she cast him into the and corrupt priests from the temple. She opened it up
heavens, alone and nameless, to ever wander the night sky as a sanctuary for the homeless and destitute, and the
as the Stranger. The first Arbiter hid the Stranger’s tech- rest of the priests became her disciples. The power of
nology so no one on Mars could ever use it. her Voice filled the imperial governor with shame, and
The last legend sits strangely with the people of he surrendered the city to her.
Zodiac. The idea that a machine might exist that can The Damsel’s message and her miracles spread
move the stars makes people uncomfortable. They view throughout the empire. Over generations, the poor
this as the domain of tricksters, and have a tendency to joined political dissidents and rose up, eventually mak-
view anyone well versed in machinery as suspect. This ing the ageless Damsel empress. She destroyed the
creates a peculiar social standing for Zodiac’s fixers. monuments to avarice left by her predecessors, and
The city relies on them to maintain the sky fleet, in ad- continued to preach the virtues of piety and humili-
dition to the needs of any large Martian city, but they’re ty. She maintained a special bond with the poor of her
often thought of as slippery and overly clever.

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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.

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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

A Skarrut with her net faces a Pale Martian


with his many blades in Anger’s arena

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

The Machine plan is to study the machine by activating it – an


endeavor that would doom Anger.
Perfect concentric plateaus. The great obelisks. Dry
CHARACTERS
weather and firestorms. All these hail back to a single
reason: Anger is built on an ancient terraforming machine 1. Atton, Pale Martian scientist with a passion for
left behind by the First Martians. When the Pale Martians tinkering (Good with Machines d10, First Martian
claimed Anger, the machine was already broken far beyond Lore d8, Competent Sword d6; Resolve d8; Trou-
their ability to repair. Instead, they repaired what they could
ble: Confined by Rules)
and used massive red stones, cut from the bedrock, to prop 2. Anxiety, adolescent Pale Martian working an
up what still stood. For a decade they worked on this and apprenticeship at the museum (Sharp Mind d8,
Scientist d8, Unarmed Combat d6; Resolve d6;
when the work was done, the city of Anger slowly piled atop
Trouble: Family Expectations)
it. The ringed machine remains accessible – sometimes legal-
ly, sometimes less so – for those interested in Anger’s past. 3. Sadinu, Red Martian infiltrator from Ziggur (Black
Blade d10, Hidden Footfalls d8, Precognition d6;
HOOKS Resolve d8; Trouble: Family Held Hostage)
1. Part of the machine is accessible in the museum, 4. Joubin, Red Martian scholar turned scavenger
where tour guides explain its inner workings, (Quick Fingers d10, True Sword d8, Good Look-
with great detail to Pale Martians, and much eye ing d6; Resolve d8; Trouble: Restless)
rolling to foreigners. Even a cursory tour provides 5. Allim, Red Martian thief with a taste for danger
interested characters with great knowledge about (Against All Odds d10, Throwing Knives d8,
the First Martians, and a plied guide can tell even Melts with Shadows d8; Resolve d6; Trouble:
more. Unnecessary Risks)
2. The highlight of the museum is a glass orb holding 6. Ossar, Pale Martian city guard (Knows the Beat
pink-flowered grass. No plant like it grows on d10, Big Sword d8, Eye for Trouble d6; Resolve
Mars, and Xeor, a merchant from Vance, offers d8; Combat: 1 Parry/1 Stunt; Trouble: Literal
a great reward to anyone who can bring him the Minded)
orb. No thief has managed the heist yet, as the
orb is as high as two Pale Martians. HAZARDS
3. Anger is never still, as neighborhoods are torn 1. The museum, patrolled by guards, yields access
down to grant access to the machine, then rebuilt to the machine. Cracks in the wall, caused by the
once repairs are done. The leaders of Anger are machine resettling, also grant entrance, but they
always looking for people to work in these build- are prone to collapse.
ing crews, and characters can make a few coins
this way. A young family – Illpa, Hator, and their 2. Following on the heels of a sandstorm, scavenger
child Anguish – refuses to leave their home in the cats sneak into the machine through an undiscov-
characters’ assigned section. ered crevasse. They attack people on the street.
4. A firestorm sweeps over Anger, and a crack 3. Automaton spiders are plentiful inside the ma-
erupts in the machine’s hull as it settles back. If the chine. Like their host, some malfunction and try to
characters act before the Pale Martians become recycle everything that moves into new spiders.
aware of the breach, they can use it to gain entry 4. The machine heats up at random intervals, caus-
to the machine’s inner workings. ing the metal floor, walls, and ceilings to burn
5. On nights when the blue star aligns with Phobos white hot.
and Deimos, strange glyphs swirl under the obe- 5. The machine is divided into airtight compartments.
lisks’ glassy surface. Their meaning has always Behind some doors, pure nitrogen lingers; behind
eluded the Pale Martians, but a young scientist others, airborne diseases.
named Varis claims she found a way to read 6. The center of the rings holds a small collection of
them. Her translation reveals disturbing informa- unused biological samples, intended for terrafor-
tion about the First Martians, and could plunge ming. While not dangerous in and of themselves,
Anger into chaos. if a scientist actually grows a creature from the
6. Iari, an adept from Chiaro, believes their five-sid- samples, it will destabilize Mars’ ecosystem or
ed pyramid and Anger’s five-spoked rings are introduce a super predator.
related. He employs the characters to sneak him
into the machine. Once inside, he reveals that his

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)

81
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-

82
C iti es and Reg i o ns

ered. The Damsel’s Tomb is a large catacomb that spans CHARACTERS


beneath the entirety of Battlehymn north of the canal. 1. Yuvenne, Red Martian curator of the tomb,
Every Matriarch and high priestess of any importance is in- (Knows all the Paths d10, A Vision for Every
terred there. The Church did not build the catacombs, they Grave d6, Trusted by the Church d8; Resolve d6,
simply built on top of an existing structure. Deep inside the Trouble: Addicted to Krem)
catacombs, deeper than the Church ever ventures, are un- 2. Soliloquy, Pale Martian Damsel-era artifact col-
told artifacts and relics left by a people of a long past age. lector (Dedicated to Work d8, Finds What She’s
Some think maybe the First Martians built the Damsel’s Looking For d6, Willing to Get Dirty d4; Resolve
Tomb, but few have ventured in far enough to find out. d8; Trouble: Church Heretic)
3. Nameless, Wyeth Exalted Missionary Sister
HOOKS speaker for the dead (Communes with Skulls d10,
1. Someone reported they saw a dead body rise Attuned to Death d4, Speaks with the Voice d6;
and walk around. They ran out of the catacombs, Resolve d8; Trouble: Has Heretical Beliefs)
but are sure it’s still down there. When the charac-
ters investigate, they find traces of purple fungus. HAZARDS
Someone brought the fungus into the tomb, and if 1. Tomb stalkers roam the deepest part of the cata-
it spreads, the outcome could be devastating. combs.
2. Screams heard in the middle of the night have the 2. The doors and hallways in the oldest parts of the
tomb’s curator on edge. She can’t find any evi- tomb open and close on their own. The path you
dence, but sees signs of a struggle. She asks the take down into the catacombs may not be the one
characters to investigate. They find some of the you need to use to escape.
tombs were recently opened, and fresh corpses
have been placed inside. A killer is storing bodies 3. Sections of the catacombs have been expanded
in the catacombs, and they must be found before through the years by the Church. These areas are
someone else dies. not as structurally sound as the original complex
and are prone to cave-ins.
3. Kuriost, a Pale Martian artifact collector, has
traced a ring of First Martian origin to the Six- 4. Yuvenne, the curator of the catacombs, patrols the
teenth Matriarch of the Church. He believes she newer tombs, keeping an eye out for looters and
was buried with the artifact, and is offering to pay those looking to deface the tombs.
the characters to enter the tomb and search for 5. Templars guard the entrance to the tomb at night,
the ring there. He’s sure she was buried with other making it difficult to just walk right in.
artifacts and treasures, and they can keep whatev-
er else they find. 6. Some areas of the catacombs have been sealed
for centuries. Opening such tombs can release
4. Looters have been visiting the tomb at night and ancient horrors into the world.
breaking open the sacred burial places of the
Matriarchs. The church is willing to pay anyone
who can bring these heretics to justice. Chiaro
5. A small group of priests entered the catacombs Chiaro was once upon the edge of a mighty river of
to pay their respects to the buried Matriarchs.
They entered the tomb over a week before, but Old Mars, built atop the ruins of a Cydonian city that it-
no one has seen them since. A search and rescue self was built atop one even older. As such, it lies among
team was sent in after them a few days later, but a network of valleys containing some of the greatest First
they have also yet to return. Getting anxious, and Martian and Cydonian tombs and monuments.
unwilling to ask the Church to send more priests, Chiaro is ruled by a council of elders. Some are
Yuvenne asks the characters to go in search of the
missing priests and the rescue party. alleged to have been children in past millennia when
the Silt Sea was parted and perhaps the last of the First
6. A mystery cult began performing rituals in the
Martians still walked the world.
catacombs at night. They deface the tombs inside
with arcane symbols and strange graffiti. The cura- The “city” is divided into two parts:
tor wants the cult found and stopped before they
do any more damage to the holy resting places. Chiaro-that-was: Home base for tomb robbers and
The Church offers bounties on any confirmed cult those who supply and trade with them. A tent city sur-
members, which could fetch the characters a nice rounded by a low wall, running as close to the monu-
purse. ments’ edge as is (probably) safe. A few less ambitious

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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?

Monks of the Blind Saint

84
C iti es and Reg i o ns

3. The Cloister’s flame beacons burn continuously HOOKS


night and day, while most of the city’s torches
burn only at night. Superstition says these bea- 1. A faint voice calls for help from within the proces-
cons take the monks’ chorus into the sky and call sor’s shadowed recesses. The deeper in the char-
out to something far away. Now, rumor has it acters travel, the more urgent its cries become. Is
that whatever it is has answered the call, and it’s someone trapped in here? Is it the spirit of one
coming. who died here, lost and forgotten? Or something
even more sinister?
CHARACTERS 2. A noble offers a ludicrous sum to any stout adven-
turer who can penetrate the processor’s defenses
1. Djada, Red Martian monk and secret Cloister re- and learn its secrets. The offer seems straightfor-
cruiter (Expressive Gestures d10, Uncanny Senses ward on the surface, but after the characters ac-
d8, Knows Too Much d6; Resolve d8; Trouble: cept, a rival noble offers an even more ludicrous
Blind when Alone) sum for the same. Will either noble take no for an
2. Whisper, nervous Red Martian Cloister retain- answer? Why are the secrets suddenly so import-
er (Orphan Raised by the Blind d8, Knows the ant?
Cloister Inside and Out d8, Apprentice Scribe d6; 3. The characters hear a rumor that the processor
Resolve d6; Trouble: Terrified of the Unknown) has begun to emit a distant mechanical hum, as
3. Docya, Wyeth scribe and superstition monger, though something was activated inside, and re-
wants the Cloister’s secrets (Persuasive Pen d10, ports say a peculiar odor lingers in the air around
Noble Connections d8, Blends into a Crowd d6; it. Is it miraculously functioning again, or is it spew-
Resolve d8; Trouble: Can’t Take a Hint) ing some kind of poison? Who’s responsible?
4. Somewhere inside the processor, a strange, multi-
HAZARDS faced clock counts down from 3,000 years. Only
1. The Cloister is guarded by two imposing Skarrut a few days are left before the final hand strikes
mercenary siblings who only allow authorized zero. What happens then? Should it be prevent-
visitors inside. (Sharp Blades d10, By Any Means ed? Can it be prevented?
Necessary d8, Stone-Faced d6; Resolve d8; Com- 5. The characters find something of incredible value
bat: 1 Strike/1 Parry) inside the processor — a gem of lost First Martian
2. During certain celestial alignments, the monks genius or a scrap of machinery made of pure ra-
shut themselves inside and chant for three days dium, something that could win them riches. But as
and three nights. While they do, the sky for miles soon as they try to leave with it, the entire place
around warps, showing otherworldly, disorienting locks down. Doors close and refuse to open, and
visions. all lights extinguish.
3. The monks are capable of uncannily-coordinated 6. One room inside the processor contains posed
combat when they fight while chanting in groups, and preserved corpses, positioned as though
almost as though they could read each other’s working on the machinery. Were they killed when
minds. (1 per player; Strike Threshold: 6) the processor was ruptured, or at some other
time? The characters can find clues hidden in
Ruptured Atmosphere Processor nooks and crannies, if they can avoid the traps.

Long ago, a massive force ripped apart the atmosphere CHARACTERS


processor to the south of both cities from the inside. The 1. Taribat, Roundhead hiring fixers to repair the
Roundheads leave it be, having no interest in its broken processor (Utterly Ruthless d10, Eye for Character
husk, and none of the few scavengers who have returned d8, More Money than You d6; Resolve d8; Trou-
from its labyrinthine guts can describe it accurately or act ble: Overzealous)
as guides. The secret of its ruin lies buried somewhere in 2. Yuyu, Red Martian scavenger who lives inside
its steel belly. Known, it might give great insight into the the processor (Last of My Kind d10, Mechanical
ways of the First Martians. But its traps are deadly, and Autodidact d8, Anything Is Food d6; Resolve d6;
its winding chambers stretch maze-like into the darkness, Trouble: Alien to All)
made impassable here and there by malfunctioning machin- 3. Shyan, Zaiu scholar studying the processor (First
ery, collapsed rubble, or razor-fanged traps exposed by the Martian Expert d12, Suffers No Fools d8, Quick
damage. Wit d6; Resolve d8; Trouble: Low on Resources)

85
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.

87
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.

88
C iti es and Reg i o ns

HOOKS 5. Siran, Ozak servant new to Qinon and planning


to escape (Mental Mapping d10, Keen Ears d8,
1. Matriarch Yeshuen came to die at Qinon’s Easily Overlooked d6; Resolve d8; Trouble: Impa-
palace. She made a lot of enemies in her time, tient)
and they are not content to let the old woman die
peacefully. Yeshuen’s family hires the characters 6. Asuran, Zaiu traveler far from home (Seeking
to guard her until it’s over. New Horizons d10, Friendly Face d8, Keen Bow
d6; Resolve d6; Trouble: Restless Feet)
2. Rumor claims the steppe fungus originated from
Qinon. The characters are hired by Jetei, a Yellow HAZARDS
Silk, to find this place of origin and return with a
sample of the fungus growing there. They discover 1. A pack of ruin jackals has taken up residence in
that Eu plans to use the fungus against rival city- the south corner of Qinon palace. These lean and
states. agile predators prey on the dying Qan.
3. Qinon is laid out in an ancient star pattern no 2. Most of Qinon remains a ruin of broken floors
longer visible from Mars. Nasralla, an astrologer and collapsing ceilings, waiting to trap anyone
from Zodiac, hires the characters to map the city. who dares explore its secrets.
When they arrive, Qinon has been struck by a 3. The fungus is particularly active in Qinon. Patrols
natural catastrophe that left only corpse stalkers. must burn away the fungus several times a night,
4. After a bloody encounter, the Qan are rife with lest it overrun the palace again.
Ozak prisoners. In an unexpected show of mercy, 4. The ghosts of ancient Qan and Ozak, killed when
they offer to trade the prisoners back to their Qinon fell, still dwell in dusty corners of the ruins.
people in exchange for yummocs and grain. They
seek outsiders to negotiate the deal for them. 5. Two rival Qan come to die in Qinon. Their mutual
hatred is not forgotten, and they set their follow-
5. Bedesh, an Ozak scholar, wishes to study the ers on each other. The feud soon consumes the
burial treasures of an ancient Qan oppressor. As palace ruins.
it’s too risky for her to go herself, she seeks out the
characters to do it for her. She provides them with 6. The old Qan treat all others as their inferiors.
a map to Qinon’s inner sanctum, but it’s badly Returning their subtle – or overt – signs of disdain
outdated. however, is a certain way to invite violence.
6. A Qan named Dologai emerges from one of the Atai Monastery
burial chambers and claims to be an emperor of
old reawakened. He wishes to lead his people Perhaps in response to the age of their enslavement,
into a renewed conquest of the Ozak and sends
out a call to arms, including for mercenaries. when they were worked until death, the Ozak take old age
Meanwhile, other Qan have no interest in a major very seriously. Atai is one of several monasteries where
war, and hire the characters to kill him. Ozak spend their last years, and it is the most elaborate
one by far. Built on the ruins of an ancient Qan city, Atai
CHARACTERS is painted in bright colors. Small flags, flying in every hue
1. Burtan, famed Qan warrior, now frail and con- from the walls and deformed trees, tell the history of the
fused (Doesn’t Get Sick d10, Trained Reflexes Ozak – black for the age of enslavement, purple for years
d8, Powerful Family d6; Resolve d8; Combat: 1 when the fungus spread particularly fast, yellow for years
Strike/1 Stunt; Trouble: Dazed Memories) of happiness and peace. Every color has its own meaning
2. Ajan, Qan guardian of Qinon and loyal servant and all Ozak are taught to read them.
of the elders (Steadfast d10, Sharp Swords d8,
Knows the Palace d6; Resolve d8; Combat: 1 HOOKS
Strike/1 Parry; Trouble: Cannot Leave) 1. Toktah, an elder Ozak, wishes to retire to Atai
3. Tagadir, Qan cavalier, accompanying their mas- Monastery, but he can’t shake the Qan following
ter on their last journey (Quick Sword d10, Witty him and daren’t lead them to the refuge. He asks
Repartee d8, Eye to the Future d6; Resolve d6; the characters to take care of the tail, landing
Trouble: No Family) them smack in the middle of the interracial con-
flict.
4. Temulan, Ozak taken prisoner decades ago,
serves at Qinon (Knows People d10, Survivor d8, 2. Whenever a new Ozak takes up monastery vows,
Multi-Lingual d6; Resolve d6; Trouble: Old Bones) she leaves behind the burdens of her life — literally
— by adding them to an odd construct made of old

89
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

90
C iti es and Reg i o ns

instead create figures of its own. These tall, face- HAZARDS


less biped creatures now seek to communicate
with the Qan and Ozak. But is this a first overture 1. A large galak, a six-legged reptile, has made her lair
to peace, or to demand complete surrender of inside the spiral. She’s laid eggs and defends them
the steppes? The characters are present when the fiercely, not to mention that her babies need to eat.
creatures make themselves known. 2. A storm rages across the steppes, with the Knot
4. While they travel Cimmeria, the characters find the and its mysteries offering the only refuge nearby.
fungus encroaching on them nightly. Eking ever 3. The Riders of Baal, comprised of exiled Qan and
closer, it leaves only one path open and this leads Ozak, claim the Knot as altar to their dark god.
the characters to the Fibonacci Knot. What force Little is known of them, but all travelers fear the
is steering them there? dust storms that herald the Riders’ coming.
5. Ozak legends tell of an ancient creature that 4. Scavengers claim that simulacra tomb stalkers,
carried a cochlea on its back. Believing the knot created from fungus, wait for any who return from
to be the overgrown remains of such a creature, exploring the inside of the Knot.
Mazir, a Pale Martian from Foresight, has hired 5. Unlike the main fields of fungus, the Knot’s spores
the characters to cut into the Knot and bring the can infect living bodies, albeit only for a short
pieces to him for investigation. time. The infected travel outward, hoping to cross
6. Once a year, the sky at the Knot colors purple the natural barriers of Cimmeria and spread the
with tiny flecks of the fungus. A scientist from fungus to new locations.
Illium, named Saman, wishes to examine this 6. Young Qan come to the Knot as part of their
phenomenon. Calling on personal favors, she combat trials, and must challenge the first thing
has been granted a small skyship to travel to the they see to a duel. Usually, that thing is a fungal
Knot, but the crew has declined to join her on creature, but not always.
the ground. She hires the characters to serve as
bodyguards and research crew. Forest of Corpses
CHARACTERS The western border of Cimmeria is marked by small and
1. Sokhar, Qan thief lost on their way to the next stunted trees. These trees rely on the fungus for sustenance,
big heist (Light Fingers d10, Fencing Master d8, using their prehensile roots to snake around the violet creeper
Easy Smile d6; Resolve d6; Trouble: Impossible and gather it in. Occasionally, corpse trees entwine a decom-
Dreams) posing corpse or corpse stalker along with the fungus, giving
2. Jihan, Ozak scholar investigating a cure for the them their ominous name. The trees’ pollen is carried on the
fungus (Mycologist d10, Hidden Knife d8, Brave ever-present Martian winds, and they produce purple fruits,
Heart d6; Resolve d8; Trouble: Long Way From which cast a waxen light. Eating the fruit opens a person to
Home) possession — and draws the disembodied like water does trav-
3. Wakar, Pale Martian historian specializing in lost elers in the desert. The host retains her mind at the beginning
relics (Ancient History d10, Master of Trivia d8, and end of the possession, as her body absorbs and expels the
Good Aim d6; Resolve d8; Trouble: Unconven- fruit, allowing her to “speak” with the possessing ghost.
tional Theories)
4. Zalin, Red Martian scavenger staying away from HOOKS
the competition (Ambitious d10, Knows a Tavern 1. Darian, a corpse fruit harvester from Vance, hires
in Every Town d8, Clockwork Hand d6; Resolve the characters to protect his workers as they make
d8; Trouble: Bad at their Job) their way between the corpse trees. The process
5. Sooran, Pale Martian scholar from Foresight plan- takes about a week, during which time the group
ning to map the Fibonacci Knot (Mathematical must contend with threats from fungus, the trees
Mind d10, Seasoned Traveler d8, Good Aim d6; themselves, the occasional ghost, and underpaid
Resolve d6; Trouble: Single-Minded) workers.
6. Junos, Roundhead and self-proclaimed ambassa- 2. A caravan merchant named Jamyin seeks pas-
dor to the fungal creatures (Flair for Languages sage through the corpse tree forest and into
d10, Eye for Opportunity d8, Quick Shot d6; Cimmeria. Repelled by the trees, she hires the
Resolve d8; Trouble: Weak Psionics) characters to burn and carve a way through. But
they discover the trees play a vital part in keeping
the violet creeper contained to Cimmeria.

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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

92
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
93
CHAPTER THREE: CIVILIZATION

send another rush of water into the plant, forcing Almeida


the water in the holding tank through the pipes.
The once-historic ruins and stone houses of Coronal and
CHARACTERS
Almeida have blended into an uncomfortable concoction of
1. Ferdinand Gaspar, Red Martian Foreman (Buy ancient stone housing, tent cities, and glistening metallic webs.
and Sell Anyone d10, Poise d8, Flattery d6; Re- As the population of Almeida has tripled in the last year, the
solve d8; Trouble: Deceptive but Inept) strain of living on top of one another has destroyed the tenuous
2. Yrahi Arujo, Zaiu Spider Wrangler (Spatially peace between the people of the valley and the mountain.
Intelligent d10, Landscaping d8, Keeps Head
Down d6; Resolve d8; Trouble: Doesn’t Respect The water- and waste-disposal systems are overbur-
her Superiors) dened. The waste tubes, that used to efficiently carry all
the waste in the city to the lava flow for disposal, are over-
3. Basurto, Red Martian Military Guard (Debonair
d10, Carousing d8, Trendy d6; Resolve d10; run with debris and outgassing. The outgassing, which used
Trouble: New to Coronal) to ignite once a day, is now releasing every 10 minutes.
4. Bautista Ferro, Red Martian Geologist (Measured With scarce resources, the older generation is becoming
d10, Antagonistic d8, Athletic d6; Resolve d8; increasingly isolationist, segregating communities within
Trouble: Vocal Opponent of Royal Policy) Almeida between the original inhabitants of the mountain
5. Leticia Cruz, Red Martian Military Guard (Knife in village and the “new” arrivals. Meanwhile, the younger
the Dark d10, Silent Stalker of Prey d8, Provoking generation is focusing their frustration on the imposing
Fights d6; Resolve d10; Combat 3 Strike/1 Parry; military force sent by the royals.
Trouble: Always Looking for a Fight)
The younger generation of Red Martians seeks democ-
6. Maria Fonseca, Red Martian Rebel Leader (Self- racy. They do not believe in the power of the class system,
less d10, Political d8, Earnest d6; Resolve d10;
Trouble: Always in the Wrong Place at the Wrong and seek to advance and rule themselves. A rebellion is
Time) growing within Almeida, and it seeks a means of redistrib-
uting the power back to the people of Coronal.
HAZARDS
HOOKS
1. The collection bubble is growing increasingly
unstable, due to decreased maintenance. 1. The old houses of Coronal are waging a war over
resources. Recruiting the disenfranchised, they en-
2. The water rushing from the geyser through gage in street fights and duels to reclaim the lands
metallic tubes and collection chambers creates they feel are rightfully theirs.
a low-lying fog, obscuring the pipes filled with
boiling water. 2. Spider wranglers have smuggled in members of
the Royal Colony to build stronger infrastructure.
3. Newly-deployed and heavily-armed military The old houses, rebels, and the military are seek-
guards do not understand the layout of the ing to control the rogue spiders.
factory. They frequently burn themselves on the
pipes and take out their frustrations on the factory 3. A young rebel is trying to recruit children to save
workers, or anyone unlucky enough to cross their them from a life of crime for the old houses. As
path. the rebels see it, working for an old house is no
different from working for the royals.
4. Spiders with metallic webs become violent when
they feel mistreated. 4. Due to the increased sediment in the pipeline
feeding the city and the reduction in services,
5. The new military pipeline invaded the original Almeida’s water supply is dangerously low.
building. The new pipeline twists around the exist- The intermittent service leads to street vendors
ing structure. Full of boiling water, the metal pipes hoarding water and selling what was once a free
run along the ground and hover at head level in commodity.
the fog.
5. The royals have learned about a growing rebel
6. The increased humidity from the second pipeline threat. People are being detained and having
led to an infestation of toxic biota, which, if ingest- their homes searched by the military. The raids
ed, leaves the person in a hallucinogenic state. are a nightly occurrence, as the city’s spider
population has decreased substantially in the last
year. Without the spiders, the city’s infrastructure
is falling into disrepair.

94
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)
95
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.

96
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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6. Bored soldiers, looking for stimulation, turn to the


new street drug for entertainment. Armed and hal- Locations
lucinating they run through the streets, defending
themselves against any perceived threats. Hooded Sisters’
Pilgrim Dormitories
Foresight The Hooded Sisters accept any pilgrims engaged in
What’s the earliest thing you can remember? Look respectful study of Hell’s Basin, or the ghosts that emerge
backward, and try to bring it out into the daylight. That’s from it. Most pilgrims stay only long enough to perform
Foresight. A relentless search into the past, to hear the such religious services as their faith requires, but there is
words of the First Martians and walk in their footsteps. To a small wing for long-term residents (Pale Martians may
name the restless ghosts of Mars and tame them. Foresight spend a year or more studying in Foresight to complete
is as peaceful as any city populated by both Red and Pale their spiritual education). Pilgrims have relatively free
Martians can be, united as they are by a common need. rein within the grounds, and are expected to assume some
responsibility for their care. It’s too dry and dim for either
There are doctrinal differences, of course. Some a garden or weeds that might choke it, but the lichen beds
treasure ghosts as confidants, teachers, and a cache of as- need regular, careful tending (either harvesting or burning
yet-untapped history. Some pity ghosts still trapped on out contaminated patches). And, of course, everything is
Mars, denied even the peace of death. Some care only always dusty.
for the lives a ghost may destroy by stealing the body of
a living Martian. (Who can truly consent to give up the HOOKS
sovereignty of their body?) But no one is indifferent to 1. The lichen beds along the southern wall are
them, because by mining the past, they hope to discov- growing almost too fast to harvest, but the
er Mars’ future. Common queries include what plan the pilgrims who eat the lichen have been reporting
First Martians had for this world, whether they’ll come strange side effects: voices, faces in the dust, and
back, and whether we can fix the damage they did. a burning desire to find someone, whose name
they heard in a dream. The effect fades in a few
The precariousness of their placement along the days, but travelers are sneaking back in — to eat
inner ring of the impact crater precludes much of a mil- more and remember. One Zaiu priest discovered
itary presence, but it also dissuades would-be-warlords. that the man she’s been seeing in her dreams is
The Qans and the Ozak, who are within easy riding alive, in Anger, and she scraped up half the wall
distance, consider it far too dangerous to one’s soul to filling a basket that will let her keep remember-
be worth any spoils, no matter how rich. And any other ing him.
Martian unwise enough to ignore the constant threat 2. Brother Aki shut himself in the Pale Martian chap-
of possession will find themselves drawn there anyway. el, seven days and nights ago. He still responds
when questioned, but won’t open the door, even
Many Pale Martian astrologers and ghost eaters for Sister Esa. He says he’s on the verge of a
spend a few years of service in the Hooded Sisters Pil- breakthrough in understanding the nature of
grim Dormitories, but only Sister Esa and Brother Aki ghosts, and must stay close to the First Martian
are permanent residents. They are probably a bit mad. artifacts they have been keeping in the sanctum’s
Zaius priests frequently make pilgrimages to Foresight reliquary. Esa believes he’s failed to integrate an
to conduct certain services for those of their clan who old ghost, and is fighting for control over his body.
have died unexpectedly, or to confer with other priests 3. Özge has become increasingly secretive about
in the library of memory. A few more prosaically-mind- her research, and why it keeps taking her into the
ed Martians are more concerned with an unusual instal- honeycomb caverns just above the West Horn
Gate. Over time, sandstorms carved tunnels deep
lation near the bottom of the crater. If you don’t mind a
into the stone, leaving a lattice of smooth tunnels
little pressure sickness, or a few stretches of rope-assist- with papery-thin walls separating them. Now they
ed climbing, you can find a massive city block of First draw those punishing winds in, away from Fore-
Martian machinery, designed to control the flow of a sight, which gets a mist of dust and none of the
canal (among other functions yet to be understood). wind’s bite. Why would an academic regularly
The only trouble is, the nearest canal is a several days’ forego what protection Foresight has to offer and
ride to the east, and there’s no ravine under the crater navigate that treacherous maze?
deep enough to carry a ship.

98
C iti es and Reg i o ns

CHARACTERS After getting her friends and co-religionists better


locations in the square, she’s started targeting po-
1. Sister Esa Who Goes With God, Pale Martian lice activity against cults she considers too young
Ecstatic (Eye for Detail d12, Knife Edge of Truth to responsibly take on new followers. Several
d8, The People’s Flesh d6; Resolve d10; Trouble: young priests have been beaten or kicked out of
Put Away Worldly Things) the square entirely. They, in turn, are recruiting
2. Ozge the Pale Martian Troublemaker (Paranatural among the traditionally-disenfranchised ghost
Academic d10, Ivory Tower Adept d8, Hungry for eaters (whose work is so macabre they’re forced
Recognition d6; Resolve d12; Trouble: I’m Not a to squat in the slaughterhouse district).
Loner, You’re Just Awful) 2. A new arrival, one who has sought no new fol-
3. Martina Three Towers Standing, Pale Martian (A lowers, nor joined another community, has been
Lifetime’s Love of God d12, Everything Has a Sys- building an effigy in the middle of the square.
tem d10, Ghost Speaker d8; Resolve d6; Trouble: Priests and astrologers alike have tried to tear it
A Voice in a Dream) down, but she’s been steadily building it despite
their interference for nearly a week. There’s a hol-
HAZARDS low inside just large enough for a Red Martian.
1. There’s a ghost eater lingering by the dormitory 3. To rejuvenate an underused portion of Oleander
gate, trying to bully pilgrims into letting him re- Alley, several shopkeepers were relocated into the
move their ghosts. He’s already harassed at least square while their buildings are demolished. The
one dignitary, but he hasn’t been caught. street communities don’t want the additional com-
2. So close to the mouth of Mars, cautes grow to petition, the shopkeepers want their storefronts
tremendous size and, as they are siblings to Mars’ back, and the contractors want to know who all
ghosts, the sisters have shown no interest in driv- these bones belong to. From the moment the first
ing them off. hammer hit the first wall, they’ve been tumbling
out clear down to the foundations, and they’re not
3. There’s an invasive colony of prismatic wasps from any animal a Foresight citizen has ever seen.
somewhere below the dormitory. Several attempts
have been made to destroy it, but the nests keep CHARACTERS
returning. There must be another one somewhere
deeper in the cliffs. 1. Barteck, a Missionary of The Church of The Maid-
en’s Bounty, Pale Martian (To Bloom a Desert
Delphic Square d12, To Speak Her Name d10, Charm a Snake
from its Skin d8; Resolve d6; Trouble: Out of
If you want a bespoke soul purgative brewed accord- Favor with City Council)
ing to your star sign, six offers to convert to religions that 2. Talin the Silent, Pale Martian (Freedom in Work
are three weeks old, or a mediated conversation with your d12, Raw and Bloody Edge of Faith d10, My
choice of ancestor, come to Delphic Square. Foresight is a Body is a Choir d8; Resolve d6; Trouble: Shaken
city full of prophets and priests, cult leaders, and scientists, Heart, Shaken Conviction)
and they all want a sympathetic audience. Naturally there 3. Parvin, newly elevated by Deborah, Pale Martian
are conmen and grifters, but the most obvious don’t last (Favorite of God and Woman d10, Peaceful
long. Annoy too many of the street preachers and you may Voice in a Peaceful Body d8, Milk of Kindness
d6; Resolve d12; Trouble: Knowing Gentrificator)
find that all the best corners are full tomorrow; play at
tarot too badly and your cards (or your fingers) might turn HAZARDS
up missing. The best games are the long ones, and in that
heady atmosphere, you may find your faith strengthening. 1. Arguments over the shape of the community
Perhaps you do need to personally banish 10,000 ghosts to (between old and young cultists, shopkeepers and
street preachers, ghost eaters and priests, the po-
return Mars to its state of grace. lice and everyone) are escalating to blows, and
HOOKS spilling out into the street daily.
2. There’s a healthy aftermarket for ensuring that a
1. A schism is forming within the street-preacher prophecy, once made, is fulfilled. Some providers
community. One of their number has made it into are freelance, listening around and following
a position of some little authority in local govern- anyone who looks displeased with their fortune
ment, and is using it to throw her weight around. (in order to help it come true as soon as possible).

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Some work closely with one or more fortune


tellers, and collect a fixed percentage of
whatever they steal. The latter tend to be more
organized, the former more violent.
3. Anxious to return to their lives, some shop-
keepers have taken up hauling away the
bones that used to be their walls. Too long
carrying them, though, and they get pale and
sickly. Longer, and their bodies start to fail
entirely. It looks almost like radiation sickness.
Memory’s Last Rest
(The Library of Memory)
Recessed deep into the caverns of Foresight, pro-
tected even from some of the dust that coats the city, is
the Library of Memory. For as long as there has been a
Foresight, an elderly woman and a score of her person-
al assistants have recorded and dutifully maintained an
archive of every memory travelers offer her. The Archi-
vist is an excellent interviewer, and the library contains
hundreds of thousands of richly-recorded memories.
Good manners will get you a peek at the filing system
she uses to collect those memories, otherwise you’ll be
at the mercy of her shelving staff and what they think
you deserve to read.
HOOKS
1. There have been a number of attempted thefts
from the section of the library called “The Time
of Roses.” None have succeeded (the library’s
anti-theft deterrents are more formidable than
the scant staff might suggest), but it’s troubling
that multiple people have tried, and that all
the thefts have targeted a single subject.
2. The Archivist never answers to any other
name, but appears in heartbeats when she’s
mentioned or requested in low, soft tones. In
living memory, no other Foresight resident can
recall another Archivist holding her position,
and none of her assistants have even ex-
pressed a desire to fill her position when she
dies or retires. Who, or what, is she?
3. Travelers who have had their memories
recorded sometimes mention a blunting of
emotion that follows the experience. All of
the facts remain, but some of the weight and
meaning have gone. Yet, when you read their
accounts, you’re almost overcome by the pure
strength of feeling that permeates them.
The Archivist unveils
an ancient manuscript

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

2. While no other creatures of any kind have made


themselves known, a dark fungus grows on some Locations
of the deepest walls, and the clouds of spores
they release leave you dizzy and forgetful. The Fortress Invincible
3. Blocks of the machinery whir to life periodically,
apparently without being touched by any mem- The Fortress Invincible may be the most heavily-defend-
bers of Roya’s dig. Are they being controlled from ed place on Mars. Here, in her shining palace that reaches
elsewhere? Or is whatever is leaving those scales into the heavens, the Princess Invincible rules unequivocally.
more active while they are at base camp? In the Moon Chamber, her Council of Judgment decides

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?

102
C iti es and Reg i o ns

The Princess Invincible presides in glory


over an execution in the Ray Chamber

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.

105
CHAPTER THREE: CIVILIZATION

Plateau Caves HAZARDS


1. One area of the cave system doesn’t function
Beneath the city, another world stretches its fingers within the normal three spatial dimensions. Tunnels
deep into the earth. Far from the clash of blades and chat- don’t lead where they should, and objects (or
ter of markets is a subtler noise: the distant, muted rush of people) tossed down a hole fall back down from
water gilding the silence of the tomb. Catacombs line the above.
upper cave system for miles, where the husk-dry, mummi- 2. In the dark of the catacombs, people have been
fied corpses of Illium’s dead are interred after their water known to vanish without a trace, and some others
is removed and returned to the reclamation systems for pro- say they hear the footsteps of the walking dead
cessing. Those with money or prestige enough are buried in just like in the children’s tales.
ornate caskets with the weapons and tools they wielded in 3. It’s easy to get lost under the city without a map,
life, while others are simply lined up in plain stone boxes or and maps are notoriously difficult to come by.

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.

Beneath the city of Siren lies a network of crystal HOOKS


caves, Nadamban. The opaque walls allow light to trav- 1. A weary traveler, coated in dust from lands
el through the pathways, refracting against the crys- unknown, enters the caves trying to escape a
tal walls, casting rainbows along the tunnels. Strong flash flood. His body is swept through the tunnels,
winds blow through the chambers; the crystal vibrates water rushing behind him and down through the
and sings. The Sireni use these songs to find their way small cracks in the crystal to the water storage
through Nadamban from the Crystal Palace to the tanks. Search the body and determine if the reser-
Temple of the Poppy Brides. voir has been contaminated.
The northern winds that sweep through Nadam- 2. A visitor from the Zodiac’s Red Martian court has
been found searching for the kings’ ghosts.
ban carry ghosts from surrounding kingdoms. To pro-
tect themselves, Sireni women wear ornate veils, and 3. Maral’s 16th birthday is quickly approaching,
the men protect their faces with thick handkerchiefs
and the Queen has demanded her daughter start
courting Sireni men to find an appropriate suitor.
knotted at the base of their skulls. Ghosts are highly
revered in Sireni culture. When a loved one passes on, 4. The princess Maral is found with one of her hand-
maidens, not wearing her protective veil. There is
their ghost is taken in by their closest relative, so that
concern that she may be contaminated.
traditions and memories can be handed down through
the generations. 5. Several members of the royal court have recently
gone missing. They were last seen near Princess
Foreign ghosts are feared by the Sireni, as their Maral’s chambers.
memories may be absorbed and replace the ancestral 6. A member of the Pashtpan abandoned his post,
line. The Queen of Siren is heavily guarded, as she guarding the kings’ ghosts. His veil is discovered
carries all of the ghosts of previous Sireni Queens. in the chamber near a broken vial.
Her daughter, Maral, will carry this burden when her
mother passes. Her guards accompany her wherever she CHARACTERS
goes, even within the Crystal Palace. When she comes 1. Maral, Red Martian Princess of Siren (Poise d10,
of age, Maral will be married to a suitor of her mother’s Flattery d8, Empathetic d6; Resolve d8; Trouble:
choosing. The Sireni man who will become the king Sheltered to the Point of Dependency)
must be free of foreign ghosts and prepared to invite 2. Taguhi, Red Martian Queen of Siren (Historical
the ghosts of past kings into his body, as part of the Knowledge d10, Keeper of Secrets d8, Political
marriage ceremony. Savvy d6; Resolve d12; Trouble: Holds Traditions
Maral’s father passed away when she was 10. His
Highest)
ghosts are stored in a crystal vial by an ancient order 3. Anot, Red Martian Stranger (Flattery d10, Ca-
of guardians, the Pashtpan. In this matriarchal society rousing d8, Hustler d6; Resolve d6; Combat 1
Parry/2 Stunt; Trouble: Wrong Place Wrong Time)
the king is merely a figurehead. However, if one of the
other families were to obtain the ghosts of the Sireni 4. Tarim, Pashtpan Loyal (Political d10, Spatially In-
kings the results would be catastrophic. The kings have telligent d8, Loyal d6; Resolve d8; Trouble: Blindly
Follows)
a vast knowledge of Sireni holdings, secrets, and infra-
structure. This information would leave the Sireni vul- 5. Vartan, Pashtpan Betrayer (Knife in the Dark d10,
nerable to attacks or blackmail by the other royals. Keeper of Secrets d8, Ambitious d6; Resolve d6;
Combat 1 Strike/1 Stunt; Trouble: Always Looking
During rare rainstorms, Nadamban bristles to life. The to Advance)
rushing water, percussive against the crystal walls, trickles 6. Anush, Handmaid (Selfless d10, Romantic d8,
and funnels into water storage tanks built into the caves. Earnest d6; Resolve d10; Trouble: In Love with the
Sireni men and women line the tunnels with crystal sheets, Princess)

107
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.

The people of Voshi, eager to


escape the weather.

109
CHAPTER THREE: CIVILIZATION

6. A group of farmers is stranded on the cliff face, in Ferma


the middle of rappelling down from a harvest, as
a storm rolls in. The farmland above Voshi is home to the oldest trees
CHARACTERS in Siren. Ferma provides temporary housing for the farmers
in the valley during their three-day shifts. During the peak
1. Levon, Red Martian Farmer (Patient d10, Em- harvest season, the farmland bustles with life as the num-
pathic d8, Poet d6; Resolve d8; Trouble: Overly ber of harvesters doubles. The shortage of caves requires
Cautious) the first shift to build a tent city for the additional workers.
2. Nerses, Red Martian Elder (Record Keeper d10, The rest of the year, the tent supplies tuck into the caves,
Personal Histories of the Sand d8, Alchemist d6; providing additional bedding and warmth in the winter.
Resolve d6; Trouble: A Scholar, Not a Practi-
tioner) The prolific fruit trees and ancient grains have sup-
3. Hish, Pale Martian Medicine Man (Bone-Picker ported the people in Voshi for thousands of years. Without
d10, Charismatic d8, Exotic Botanist d6; Resolve the indigenous plants, life in the valley would cease to exist.
d8; Trouble: Better Showman than a Shaman) Over the last few decades, seeds carried on the wind from
4. Sirvard, Pale Martian Stranger (Languishing Beau- foreign lands have settled into Ferma and threatened the
ty d10, Sepulchral Verses d8, Gossip d6; Resolve yearly crop. A growing population and dwindling food
d6; Trouble: Romantically Enthralled with Tragic source has increased the demand for cultivation and har-
Endings) vesters, a demand Ferma is struggling to meet.
5. Hrod, Possessed Red Martian Elder (Seen It All
HOOKS
d10, Murderous Rampage d8, Philosopher d6;
Resolve d8; Trouble: Haunted by Ghosts of Those 1. One of the harvesters exceeded their quota. An
She’s Killed) unripened fruit tree was harvested, destroying the
6. Siranush, Red Martian Village Matriarch (Dire crop and diminishing the yield for the following
Pronouncements d10, Knows Everyone’s Story year.
d8, Aura of Mystery d6; Resolve d8; Trouble: 2. In a heavy rain, fruit falls from the trees. Fruit
Obsessed With “Last Requests”) found on the ground is considered fair game; op-
portunistic harvesters fight one another to increase
HAZARDS their yield along the cliff.
1. Voshi sandstorms force travelers to seek refuge in 3. Unseasonably-hot weather made the grains bolt
the underground cities, where bandits exploit the early, ruining the harvest. The grains are used to
unlucky who cross their path. feed the harvesters as they work Ferma. Without
the grain, the harvesters will need to find an al-
2. A heavy rainfall consumes the dry earth in a flash ternative source of food, or be forced to consume
flood. Travelers on the surface find themselves their profits.
between a wall of swirling sand and a wall of
rushing water. 4. A strange plant has begun to grow among the
grains. Farmers who touch the weed with their
3. Anyone wishing to escape the valley has to bare hands experience stomach pains and hallu-
traverse a sheer cliff face by following a centu- cinations. One of the farmers, believes he had a
ries-old climbing rope path. vision.
4. Running low on supplies, the only way to gather 5. A man is found unconscious at the base of a tree,
food requires a strong will, a stronger back, and with a fungus-covered piece of fruit in his hand. In
a vertical cliff to get to the farmlands on the ridge his pocket is a harvester quota book; the first three
above the valley. pages are filled, but the man has no money or
5. An advantageous merchant has taken to renting crops with him, except the spoiled fruit.
sleeping pods for the harvest. His high prices and 6. Someone cut the ropes that lead from the cliff to
limited resources are breeding infighting amongst the valley floor. The harvesters have to find anoth-
the harvesters. er way down the sheer cliff face to deliver their
6. Angry ghosts trapped in the sandstorm fight to crops.
escape the storm by hitching a ride inside of a
traveler.

110
C iti es and Reg i o ns

CHARACTERS the Skarruts, accustomed to thriving on trade, went into


1. Ishkan, Red Martian Stranger (Egomaniacal d10, debt. Its quick and adaptive people eventually learned
Aristocratic Upbringing d8, Romantic d6; Resolve to make do, but not before Skarras’ debt was crippling.
d8; Trouble: Selfish Nobility) Now, Skarrut children sell themselves as mercenaries
2. Aghavni, Wyeth Camp Cook (Cleans Up Mi- and their stone masonry, once famed, has come to a
raculously d10, Master of Two Social Strata d8, grinding halt — in the dying days of Mars, more money
Structured d6; Resolve d10; Trouble: Needs to can be made from violence than from craftsmanship.
Follow a Recipe) Skarras has long since fallen into disrepair. Most of
3. Hogh, Red Martian Head Farmer (Romantic d10; the underground rivers are as dust-swept as Mars’ sur-
Botanical d8, Philosophical d6; Resolve d6; Trou- face, but a few carry heavy brine water. Ruled by the
ble: Fears Change) same mysterious forces as all of Mars’ rivers, the brine
4. Vora, Red Martian Novice Farmer (Book Smart water alternates between super-cooled — flash-freezing
d10, Ingenious d8, Hard to Kill d6; Resolve d6; anything it touches — and boiling. The plateaus of the
Trouble: Hates Tradition) city itself have crumbled, the great domed harbor lies
5. Bahan, Red Martian Scavenger (Master of Arach- dry, and the mighty towers have fallen. Entire swaths of
nids d10, Tinkerer d8, Storyteller d6; Resolve d8; the city are no longer connected to the others, as bridg-
Trouble: Haphazard Roguish Spirit) es leading to them lie broken. Only the towering walls
6. Busaban, Zaiu Master Botanist (Apothecary d10, and famous stone cisterns, which ferry water from the
Nostalgic d8, Traditional Healer d6; Resolve d8; northern pole to Skarras’ web of underground canals, see
Trouble: Diminishing Physical Health) regular maintenance. Occasionally, a Skarrut leader pro-
HAZARDS poses to repair parts of the city. Very rarely, one proposes
delving deeper into the mountain-that-was in an attempt
1. The sharp cliff face, imperceptible in the dark, has to recapture the glory of the past. Mostly, though, the
been a quick end for many harvesters over the Skarruts react with pragmatism, relocating inhabitants as
years. needed and sealing off the fallen areas. To live in ruins
2. An invasive weed is making people fall ill and while remembering greatness is the lot of Skarras.
hallucinate.
3. Scavengers strike in the night, stealing rations and
crops. Come morning, a harvester is missing.
Locations
4. Flash floods sweep farmers and harvesters over The Plaza
the cliff into the valley below.
5. A generational war is raging between the elders, The rings and plateaus of Skarras hold myriad market
who value tradition, and the Voshi youth, who squares, but ask for “the plaza” and a visitor is inevitably
long to resettle in Ferma to live a simpler, peaceful, directed to this one. The history of Skarras, carved by gen-
and safer life outside of the valley. A young man erations of masons into the plaza floor and buildings, lives
declares his intention to settle in Ferma; the next side by side with the modern era where market stalls bustle
morning his body is found at the base of the cliff. with wares and trade. No doubt the highlight of the plaza is
6. After the young man’s body was found, someone the free-fighting Skarruts, whose movements flow like des-
cut the ropes to the valley floor. A civil war is ert sand and who take on challengers for a fee. Scarifica-
brewing on the cliffs of Ferma.
tion artists await their clientele with knife and nail, to etch

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

2. Citizens go missing, and the trail of blood leads HAZARDS


to a small, unmarked building off the side of the
plaza. Here lies one of the entrances to Skarras 1. When Deimos aligns with the amber star, discern-
Mountain at the heart of the city, and caverns run ing ears hear ocean waves, and people dream
deep into the mountain’s core where dark things of the time Mars still had water. The water dream
reign. brings risk of drowning though, and some never
awake from it.
3. Recognizing the skill of the Skarruts, the First
Martians proclaimed Skarras a sister to Arcadia 2. When Skarras is closest to the sun, the plaza floor
and a third, still-lost city far in the Martian Ocean. becomes scorchingly hot.
The plaza is a massive portal to matching squares 3. A small earthquake creates cracks in the plaza
in both broken Arcadia and the unnamed city. It’s floor, and toxic saline gasses rise up from the
been dormant for years, but can be revived by boiling brine river below.
clever scavengers. 4. Skarras’ state of disrepair finally sends a tower
4. Rasul, a Red Martian thief, came to Skarras to near the plaza tumbling down. Every day is mar-
find a buyer for a piece of meteorite stolen from ket day at the plaza, leading to panicked masses
a Yellow Silk. When a bounty hunter from Ziggur in addition to falling stones.
spots him in the plaza, though, the thief quickly 5. Scarification artists etch great deeds in a suppli-
discards of the stone — by slipping it into one of cant’s skin, but beware to those who exaggerate,
the characters’ pockets. for the artist will cut out the offending falsehood.
5. The Kimmun mercenary company has found an 6. On blue-star nights, when violence is in the air
ancient, undetonated weapon in the Prismatic and the heat is unbearable, people disappear
Wastes. They’ve come to recruit Skarruts to guard without a trace. It is rumored to be the wrath of
the dig site, and anyone good with a sword is wel- the ancients.
come to sign up. What do the characters make of
this excavation of a First Martian weapon? The Shades
6. Bookkeepers offer great odds on fights, enticing
veterans and new travelers alike. When one of The top of this tower crumbled three generations ago,
the characters loses a shoo-in, the helpful book- smashing through the bridge below and causing a cascade.
keeper, Otay, proposes to erase their debt if they Only the lowest bridge, the seventh, remains, and it is
transport a small package to “a friend” in Vance. precariously piled with debris. Families gather together at
the lowest plateau, near the bridge and its tentative connec-
CHARACTERS
tion to the main city. The shadows of the tower’s jagged
1. Dagan, young Skarrut stone mason following a silhouette cast these survivors in perpetual twilight, giving
dream (Skilled Hands d10, Patient d8, Lost Caus- rise to the area’s name. As time passes, the Skarruts at the
es d6; Resolve d6; Trouble: Living in the Past) center of the Shades become less and less like their civilized
2. Usilli, old Skarrut stone carver specializing in cousins, while strange creatures rise up from the bedrock
weapons (Tough as Nails d10, Stone Cutter d8, below to hunt the remaining families.
Pole Slinger d6; Resolve d6; Trouble: Crippled)
3. Relinku, Skarrut guide showing visitors the plaza HOOKS
(Knows the Way d10, Amateur Historian d8, 1. Mezur, patriarch of a rich Skarrut family, is
Keen Eye d6; Resolve d6; Trouble: Talks too offering a reward to anyone willing to brave the
Much) Shades and evacuate his lost cousins. It’s a noble
4. Kashir, Skarrut free-fighting champion (Martial Art- sentiment, but do the cousins even want to come?
ist d12, Bluster d8, Gauge Opponent d6; Resolve And what prompted the rescue effort after three
d8; Combat: 1 Strike/1 Parry/1 Stunt; Trouble: generations?
Big Mouth) 2. When a family of seven is brutally eviscerated, in-
5. Ninsun, Skarrut guard watching the plaza (Keen habitants of the Shades approach the characters
Eye d10, Slingshot d8, Stern Voice d6; Resolve to investigate. Rather than monsters, they find the
d6; Combat: 1 Strike/1 Stunt/1M/0P; Trouble: trail leads to another family living in the Shades.
Corrupt Boss) Are they being set up, or did they really commit
this atrocity?
6. Anbat, Skarrut pickpocket operating from the pla-
za (Swift Fingers d10; Easy Smile d8; Catch Me 3. Gray-skinned mutants roam the Shades, though
First d6; Resolve d6; Trouble: Loves a Challenge) they are never seen where light falls. The charac-

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

A Skarrut priest shows zir oldest


child Sky Fields for the first time

CHARACTERS and a marbled skin rash, to a burning sensation in


the chest, trouble breathing, and possible death.
1. Pirum, Skarrut razok pilot (Expert Flier d10, Amaz-
ing Luck d8, Razok Whisperer d6; Resolve d8; 2. While the rocks of Sky Fields hover perfectly in
Trouble: Wanted by the Law) midair, they don’t keep still. Navigating them
without being squashed is tricky.
2. Anu, elected Skarrut leader of Boulder Town
(Public Speaker d10, Tough Cookie d8, Eye to the 3. Razoks are winged predatory reptiles. While they
Future d6; Resolve d8; Trouble: Won’t Bend) look fat and plump, they are surprisingly fast.
They also have strong muscles, sharp beaks, and
3. Rishuk, Skarrut inhabitant of Boulder Town (Rock foul tempers.
Farming d10, Warm Personality d8, Improvised
Weapons d6; Resolve d8, Trouble: Single Parent) 4. A gallum herd is headed straight for a rock with
freshly-planted crops. If they eat the crops, people
4. Arukan, Red Martian gallumstone harvester (Sky in nearby townsteads will starve next harvest.
Sailing d10, Rough Soul d8, Affluent d6; Resolve
d8; Trouble: Stinks) 5. Sky Fielders travel the Fields on sailing ships and
flying mounts. Both carry risks. The ships rely on
5. Hadan, Red Martian prospector from Illium (Eas- airwaves in Sky Fields: some never-changing and
ily Overlooked d10, Scientific Curiosity d8, Knife carefully documented, others capricious and sud-
Fighter d6; Resolve d6; Trouble: Has No Answers) den. The fliers range from small, vicious, and hard
6. Melodi, Red Martian escaped convict from Siren to train, to overly large, gentle, and hard to steer.
(Con Artist d10, Sweet Smile d8, Eye for Marks d6; 6. Characters staying in the Fields for longer than
Resolve d8; Combat: 1 Strike; Trouble: On the Run) half a year suffer reduced bone density, muscle
strength, and circulation. That’s not a problem as
HAZARDS long as they remain in the Fields, but becomes
1. New arrivals are beset by low-gravity illness. debilitating once they leave.
Symptoms range from joint pain, sudden fatigue,

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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.

The First Forge CHARACTERS


1. Shildr, Pale Martian teller of fortunes (Flame Di-
Both workshop and place of worship, the First Forge viner d12, Numerologist d8, Wisdom Comes with
is a sacred foundry where only the most highly-respected Age d8; Resolve d6; Trouble: Terrible Arthritis)
and pious artisans may work their will upon the elements 2. Skorla, Pale Martian master artisan (Innovative
of Mars. The devout say that here in this forge is where the Techniques d10, Known Worldwide d8, Humble
First Martians invented the art of alloying metals. Each and Devout d6; Resolve d8; Trouble: Overextend-
piece crafted here is inscribed with prayers and sigils, and ed Workaholic)
never sold for money. Instead, the workshop’s bounty is 3. Asvi, Red Martian Fire Priest (Chantmaster d10,
used by the Fire Priests alone. The song of hammer and Keeper of the Electrum Chalice d8, No Mercy d6;
anvil is fortified by numinous chanting, which resonates Resolve d12; Trouble: Rivals Covet My Position)
against the cavernous walls. The First Forge is the only 4. Borsny, Red Martian First Forge guard (No Funny
place on Mars where certain rare alloys can be made, and Business d10, Personal Arsenal d8, Child of
the secrets of their making are closely kept. Priests d6; Resolve d8; Combat: 1 Strike/1 Parry;
Trouble: Low Tolerance for Liquor)

116
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-

117
CHAPTER THREE: CIVILIZATION

lains descend together into the bowels of Mars to collect HAZARDS


its bounty and sing their thanks to the First Martians for 1. An ailment characterized by a chronic cough is
the gift of endurance to withstand the mine’s perils. Clever common in Surtur, especially among miners and
devices, rigged by ancient fixers, carry the workers up and those who live near the mines. Outsiders call it
down between the mine’s levels and transport the raw met- “Surtur syndrome.”
als to the surface. Shrines dot the tunnels, and workers say 2. Down in the mines, wherever the torchlight doesn’t
that anyone who removes a haul from the mine without the reach, a sound like thousands of chirping insects
appropriate prayers is doomed to fade into a mere shadow. fills the pitch darkness. No one is certain what
makes the noise.
HOOKS
3. The miners train magma voles, large burrowing
1. The Fire Priests have failed to adequately hush creatures, to help them dig their tunnels. Normally
a rumor that someone has found evidence of a the voles are quite tame, but the scent of blood
potential subterranean water source adjacent to drives them into a frenzy.
the mines. Now, all manner of interested parties 4. The priests learn that a newly-discovered ore
scheme to claim it. they’ve been mining for months is toxic to Red
2. One of the worst mining accidents in Surtur’s his- Martians. Unfortunately, it’s already been used in
tory claimed dozens of lives 20 years ago. Now, countless projects around town.
a priest presumed dead returns, alleged to have 5. Miners must always be vigilant and cautious, lest
survived in the mines all this time. But details of his one incorrectly-opened tunnel brings down a
story don’t quite match up. cave-in, or exposes workers to poisonous fumes.
3. For one day a year, the skies above Surtur clear 6. A strong metal door blocks off a portion of the mine,
as the smoke and ash howl down from the heights painted with the Surtur symbol for blasphemy. A
to fill the mines. Some say the smoke carries the sickly light seeps through the cracks under the door.
spirits of those for whom the mine has become a
tomb. Anyone caught inside during this event is The Plaza Obsidian
certain to die, or worse.
A wide plaza on the northern side of the city is a bus-
CHARACTERS tling center for foreign trade, local social customs, and dip-
1. Karli, Red Martian chaplain and foreman (Me- lomatic functions. It takes its name from the black, glassy
ticulous Mind d8, Brawny Body d8, Beloved by surface it’s built on, the result of a centuries-old volcanic
Workers d6; Resolve d8; Trouble: Has Never eruption that covered the area with swiftly-cooling magma.
Seen the Sun) The Plaza Obsidian is one of the most sweltering places
2. Lifuin, Pale Martian youth new to mining (Dreams in Surtur, but such a rich culture grew up around it that
of a Brighter Place d10, Nimble Fingers d8, Melo- it’s always crowded anyway. Late at night, it’s home to the
dious Voice d6; Resolve d6; Trouble: Terrified of Obsidian Block, a not-so-secret slave market, and exotic
the Dark)
masquerade parties where the highly-disciplined Surtur folk
3. Olubr, Pale Martian mine medic (Keeps Everyone can let their hair down anonymously. In Surtur, slaves ar-
Going d10, Death Is Preferable to Blasphemy d8, en’t allowed to work in the mines — instead, they perform
Gentle Manner d6; Resolve d8; Trouble: Strict
Faith) domestic tasks or manual labor for construction crews.
4. Zabaia, Pale Martian trying to purchase a mine HOOKS
(Royalty of an Arcadian Tribe d10, Business Sav-
vy d8, Endless Resources d6; Resolve d8; Trouble: 1. One of the characters dances with a mesmerizing
Doesn’t Understand Surtur) masked partner several nights in a row, until they
suspect their partner is someone they call enemy
5. Gamelat, Roundhead adept working for the Fire by day. By night, though, the sparks fly, and their
Priests (Sense for Deposits d12, Master Cartog- partner starts to show signs of deeper interest.
rapher d8, Volcano Hermit d6; Resolve d10;
Trouble: Shunned by My Own People) 2. A black-market artisan promises to teach the
characters a holy secret of the Fire Priest smiths,
6. Canary, Red Martian thief posing as a miner obtained at high cost, for a price. Such a secret
(Desperate Times, Desperate Measures d10, Lies could be uniquely lucrative, but could also send
are Livelihood d8, Cheerful Grin d6; Resolve d8; the characters to a fiery death should they be
Trouble: Someone’s Onto Me) discovered practicing it.

118
C iti es and Reg i o ns

Revelers in Surtur celebrate


the Small Moon Festival.

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

Vance, its many levels set


beneath its towering tombs.

120
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)

Locations 2. Petal, Wyeth caretaker and rumormonger (Incur-


able Gossip d10, Landscaping d8, Keeps Head
Down d6; Resolve d4; Trouble: Loves a Good
The Plaza Arez Scandal)
3. Rhial, Red Martian admirer and hanger-on (Flat-
The wealth of the Arez family is one of the wonders tery d10, Carousing d8, Fashionable d6; Resolve
of Vance, or so the Arez’ have always felt. The plaza that d6; Trouble: Duelist Groupie)
carries their name is a monument to their glory. Several 4. Vanetto Furiosi, Red Martian assassin (Lethal Duel-
tiered orchards boast a colonnade of bronze statues lioniz- ist d10, Provoking Duels d8, Gambler d6; Resolve
ing the patriarchs and matriarchs of the Arez family, inter- d8; Combat: 1 Strike/1 Parry/1 Stunt; Trouble:
spersed with small, expensively-maintained trees. The park Detested Throughout the City)
is a popular place to be seen during the day, and famously 5. Mirth, Pale Martian shadowy murderer (Knife in
dangerous at night. Rich as the Arez are, they would rather the Dark d10, Silent Stalker of Prey d8, Signature
divert funds to the latest commissioned sculpture than pay Bloodletting Style d6; Resolve d8; Combat: 1
the Hounds’ wages to keep the Plaza safe after dark. Strike/1 Stunt; Trouble: Seeks a Worthy Opponent)
6. Andromache, Red Martian sculptor’s apprentice
HOOKS (Humble and Inoffensive d8, Talent for Sculpture
1. The Plaza sees many nighttime duels for honor d8, Earnest d6; Resolve d6; Trouble: Caught an
and love. The characters are asked to be the sec- Arez Noble’s Eye)
onds for one such duel, perhaps for both parties.
But the paramour in question shows more favor to HAZARDS
one of the characters than to the two duelists… 1. There are robbers and assailants in the Plaza
2. One of the rarer trees in the garden is ailing, and more nights than not.
nothing is working so far. The Arez know of a rare 2. A disgraced Arez intends to commit suicide under
alchemical treatment that may help, and will com- his grandfather’s eye, and isn’t above taking oth-
mission adventurers to retrieve it rather than suffer ers with him.
the loss of face from a visible failure.
3. The Arez’ hired guards have instructions to spare no
3. A small band of refugees has taken to camping force when evicting people from the Plaza at dusk.
in the Plaza at night. The Arez want the vagrants
gone, by any means necessary, but the drifters 4. Some say there are Arez ghosts entombed in the
offer a counterproposal — information about the statues, which emerge if anyone damages the
walking weapon that destroyed their village. bronze in any way.
4. Rumor has it that one of the Arez ancestors steps 5. It’s rare for Hounds to come through the Plaza at
down from its pedestal and paces the Plaza at night, but when they do, they’re prone to assume
night. It does not seem to respect its own blood- anyone they come across is a robber.
line, and has driven Arez youths from the park. 6. An Arez has planted poisonous thornbushes and
Is it a powerful ghost, a mechanical wonder, or toxic fungi at the base of a “beloved” parent’s
something else entirely? statue.
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CHAPTER THREE: CIVILIZATION

The Palace of the Dog CHARACTERS


1. Solas Tireen, Red Martian adjutant to the Dog
If the palace of the prince is a brilliant jewel, the Pal- (Organization and Materiel d10, Diplomatic
ace of the Dog is the sharp-pronged steel clasp that clutches Interpretation d8, Every Hound Knows a Blade
it. The Dog of Vance makes his home in a simple-seeming d6; Resolve d8; Trouble: Keeps the Dog’s Ugliest
tower with narrow windows that gaze out over the bar- Secret)
racks, training yards, stables, and armories that comprise 2. Miordas Cavenem, Skarrut grand swordmaster
his true holding. The stones here are caked with dust, (Lord of Blades d12, Veteran Campaigner d10,
sweat, and even blood: the pigments of the city’s military Instruction Through Pain d8; Resolve d8; Combat
strength. One pack of Hounds or another is inevitably S1/P1/M1; Trouble: Would Do Anything To See
Child’s Face Again)
sparring in the courtyards at any hour, and the poorer
soldiers drink within the Palace’s Spartan taverns instead 3. Cur, Red Martian raw Hound recruit (Learning the
of the finer wineshops of Vance. Ropes d8, Raised in the Dredge d8, Easily Over-
looked d6; Resolve d6; Trouble: Starved With
HOOKS Ambition)
1. The Dog allows his soldiers some luxuries, for 4. Toxotes, Zaiu Zodiac-born Hound quartermaster
the sake of morale, but sternly rations the num- (Knows Every Weapon d10, Supply Train Lo-
ber of indulgences per soldier. An enterprising gistics d8, Defend the Supplies d6; Resolve d8;
pleasure-broker could make fine coin smuggling Trouble: Suspected of Harboring Zodiac Secrets)
delights in past the quota-keeping pursers, and 5. Nicola Dravant, Red Martian Hound stablemaster
back out the next morning. (Rides Like a Storm d10, Veterinary Medicine
2. One of the many mercenaries of Vance stands d8, A Way with Beasts d6; Resolve d8; Trouble:
out as a singular beauty, catching the hearts of Cares More for Beasts than Hounds)
civilians and fellow Hounds alike. The guards 6. Oriante, Red Martian obsessive military engineer
organize an impromptu tournament, in order to (Armorer and Shipwright d10, Scholar of the
establish a civilized queue for each enamored Ancients d8, Tireless d6; Resolve d6; Trouble:
warrior to try their suit in turn, while hoping the Promised Prince a Sky-Navy)
object of their adoration is watching.
3. A timid merchant wishes to sever a contract with a HAZARDS
bullying guard, but lacks the spine to do so alone. 1. When one is taking a stroll through any casual
They contract the characters to accompany them approximation of a military compound, there is
to the Palace of the Dog and help deliver the always a danger of soldiers who decide they care
unfortunate news to the hard-eyed slayers. little for your face as is.
4. A Hound company has recently severed its con- 2. The trained beasts are sometimes ill-tempered and
tract with its patron merchant house, citing irrecon- prone to turn on those using them, and the stable-
cilable differences in religion and philosophy. The master doesn’t accept “self-defense” as an excuse
Dog is concerned that an uncontracted company for injuring them.
with strong opinions is trouble waiting to happen, 3. In times of peace, soldiers get bored. Alcohol
and wants the freelancers reconciled, re-enlight- flows. Words are spoken. Fists fly with a remark-
ened, or relocated. able nonchalance as to the particulars of whom-
5. The Hound beast-tamers command a high price, ever they contact.
and merchants wealthy enough to hire them also 4. A band of narcotic-crazed anarchists take it into
sponsor the trips to find eggs and young for the their heads to topple the Dog and thus usher in a
beast-tamers to train. Bringing back a ferocious new order of disorder. Anyone nearby is likely to
pup or rare egg is also the only way to purchase be caught in their blast radius.
a master falconer’s trained beast for one’s own.
5. A band of Hounds makes an arrest on trumped-up
6. A pack of Hounds confiscated a cartload of charges, having been paid very well — possibly
goods and drove it back to the Palace of the by one of the characters’ enemies — to carry out
Dog. Hidden among those goods is a rare and some coin-weighted version of justice.
wondrous treasure, or a box of secret letters,
something that is best stolen back before the Dog 6. An impromptu sparring bout turns suddenly danger-
notices this hidden bounty. ous, as one of the principles switches to naked steel.
Was it a dire insult, or some infection in the spleen?

122
C iti es and Reg i o ns

Hangman’s Garden It Quickly d8, Discerning Eye d8; Resolve d8;


Trouble: Wracked With Ennui)
Beauty and morbidity can walk hand-in-hand in Vance. 2. Othell Catash, Zaiu grave-goods auctioneer (Up-
A long-ago prince insisted on having the bodies of executed sell d8, Personal Histories of the Deceased d8,
traitors and criminals displayed for the public’s edification. Legalist d6; Resolve d6; Trouble: Irregularities On
And so he built the Hangman’s Garden, a public park the Books)
dedicated to the fate of enemies of the state. His successor, a 3. Bier, Red Martian lowly gardener (Bone-Picker
kindlier sort, chose to beautify the grim spectacle with more d10, Exotic Herbologist d8, Petty Thief d6; Re-
flowering plants and gently-curving sculpture — but she solve d6; Trouble: Can’t Get Rid of This Ring)
kept the execution grounds, as a soft reminder of the rule of 4. Israfel, Pale Martian morbid poet (Languishing
law. Now the Hangman’s Garden is one of the most beau- Beauty d10, Sepulchral Verses d8, Aristocratic
tiful places in Vance, if one doesn’t mind the sight of skulls Gossip d6; Resolve d4; Trouble: Romantically
Enthralled By Tragic Endings)
tangled in thorns or gilded corpses posed like statuary.
5. Mors Annuvin, Red Martian groundswarden
HOOKS Hound (Seen It All d10, Deft Hand With a
Cudgel d8, Philosopher d6; Resolve d8; Trouble:
1. A particularly notorious criminal escapes justice, Targeted by Underworld)
and a sizable bounty is posted. The reward for
the fugitive’s cadaver is a mere tenth of what’s of- 6. Annataris, Pale Martian self-proclaimed speaker
fered for a live capture, especially with no marks with the dead (Dire Pronouncements d10, Knows
or blemishes that might spoil the display. Everyone’s Story d8, Aura of Mystery d6; Resolve
d6; Trouble: Obsessed With “Last Requests”)
2. One of the executed corpses on display turns
out to still be alive, the beneficiary of insufficient HAZARDS
poison or electricity, or a botched strangulation.
A hasty argument begins in the Garden as to 1. The Hangman’s Garden is reputed to be an ideal
whether this proves the culprit’s innocence, or if place for people who’ve “earned it” to meet an
the criminal is legally dead at this point. appropriate fate. Old enemies keep an eye out
3. The characters learn that the key to an enciphered for rivals who enter the place.
map is tattooed on the body of a murderer recent- 2. Despite the rituals performed at dawn and dusk,
ly sentenced to death. If the corpse is transformed and the offerings left before the most tortured
into art, the tattoo will be lost. It’s a race to steal displays, there is, of course, always a risk of
the corpse — or at least its skin — before the em- ghosts.
balmer artists transform it into a monument. 3. The Garden is a common destination for people
4. The characters obtain evidence that a captive is who feel they have little left to live for. Occasion-
innocent of the crime committed. Unfortunately, ally one indulges in narcotics and strives for an
the executioners find their prisoner exceptionally artistically-tragic death, blade in hand.
beautiful, and have their hearts set on crafting a 4. One of the displays was made from a criminal
masterpiece to move the hearts of all Vance. who had a dangerous device implanted while
5. A traveling troupe performs a satirical play exploring an ancient ruin. The device’s countdown
among the garden of corpses, lampooning the has finally ended.
so-called right of one Martian to give death to 5. An elaborate sculpture comes crashing down,
another. The prince’s guards pay close attention — the splinters of bone far less dangerous than the
is this insurgency, and if not, will it matter? razor-sharp glass shards.
6. A young couple plans to commit suicide in the 6. A demented killer aspires to join the executioner
Garden, and have their star-crossed love immor- artists, and prowls the garden at night to find
talized forever. They plead with the characters for someone to assist with an “audition.”
assistance in distracting the guards and setting up
the display. Can they be talked out of it? Or is the The Dredge
artistic opportunity impossible to pass up?
The finer the district in Vance, the quicker the canals
CHARACTERS flow. The Dredge, then, is the lower section where the water
1. Montresor Ketch, Red Martian maestro execu- flows slowest. The canals are fetid and almost stagnant, and
tioner artist (Gilded Cadaver Sculptor d12, End so (by reputation) are the denizens. Disgraced nobles and

123
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

Wyeth 2. Niccia used to run a successful gum tree orchard,


but parasites have infected her trees. Now, she’s
nearing bankruptcy. In a last effort to regain her
Wyeth Valley is the greatest canyon system on Mars, position, Nicia seeks out the characters to carry
a gash in the world’s surface thousands of miles long and the parasite to other orchards, thus skyrocketing
plunging to depths that even the First Martians did not fully the price of what little gum is left — including hers.
explore. Sheltered and set apart, the depths of Wyeth house 3. A new mutation of termites has erupted in Wyela,
an ecosystem unlike any other on Mars. The Wyeth women burrowing into the trees and wooden houses, and
claim the valley’s upper range, building their cities in trees even attacking the Wyeth’s bark-skin. The Wyeth
that were already ancient when the Cydonians rose to pow- seek a team of fleshlings, immune to the termites,
to stop the threat and find its source. Rumor quick-
er. Here, they tend orchards yielding thick, succulent fruit ly spreads that the Witch Queen is behind the
for the tables of the rich and powerful, and farm the coveted plague.
healing gum and esoteric krem spice. Trading in a bounty
4. The mayna tree yields fruit only once every four years.
that has no equal on Mars, Wyeths grow fat in chits. Its fruits are incomparable in their bittersweet taste,
Even opulent riches and towering canyon walls do not and awaken psychic powers in those who eat them.
protect Wyeth absolutely though. The Witch Queen rules Seven mayna fruits are up for auction, and the charac-
in her Labyrinth to the west of the valley, and she sets her ters are hired to represent an anonymous bidder in the
prolonged, and at times bloody, bidding war.
ambitions toward the Wyeth’s domain. The greatest threat
to the Wyeth women, however, comes from below. In the far 5. The roots of Wyela have seen too much water
dark of Wyeth Valley lies a great rainforest, dangerous as it recently, causing them to rot. The lowest-lying
buildings needs to be evacuated, and their peo-
is beautiful, home to predators that cast their gaze upward to ple rehomed — a massive undertaking. In addition
the sun — and prey that roams freely there. The Wyeth erect to immediate help with the evacuation, the Wyeth
great barriers against these incursions. They patrol the forests seek out people to find the responsible stream,
surrounding their cities and seedling groves, where unborn deep in the forest, and dam it.
Wyeth children gestate under the attention of the Wyeth 6. A feud between two Wyeth families has escalat-
husbands. Even with all the precautions, though, clever pred- ed into open warfare. A third family employs the
ators break through to remind the women that the greatest characters to mediate between the rivals and restore
danger to their way of life lies right beneath their feet. peace to Wyela’s streets — by any means necessary.

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)

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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.

An exhausted Wyeth relaxes


by inhaling Krem vapor.

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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.

CHARACTERS Seedling Grove


1. Baltu, Skarrut guard with an eye for the right Wyela’s seedling grove lies hidden in the forest, away
customer (Will Kick You Out d10, Good Judge of from the city proper and protected from outsiders. The air
Character d8, Protective d6; Resolve d8; Combat: carries the scent of life, the grass is soft, and sunlight filters
1 Parry; Trouble: Soft Spot for Women)
through the great canopy. Wyeth women give their unborn
2. Lylan, Wyeth working at the krem den (Eye for children over to the care of the Wyeth husbands, who
Money d10, Corrupting Influence d8, Steady regulate their own oxygen and temperature output to create
Supply of Krem d8; Resolve d8; Trouble: Skims off
the Top) perfect conditions for the seed pods. The trees’ dexterous
vines gently turn the seeds, ensuring every child her time
3. Mizre, Red Martian looking to waste their inheri- in the sun. This symbiotic relationship is as old as Wyeth
tance (Famous Father d10, Cash Flow d8, Good
with a Sword d6; Resolve d8; Trouble: Family itself, though only the women know what the husbands get
Feud) from it.
4. Hungo, Roundhead adept seeking spice visions HOOKS
(Telekinetic Abilities d10, Reader of Heavens d8,
Trade Connections d6; Resolve d8; Trouble: Spent 1. Leonor is wanted for crimes committed in Surtur,
All Savings on Krem) and enforcers have followed her back to Wyeth.
Now the time has come for her to visit the nearby
5. Arliea, Wyeth prophetess who sees future oppor- seeding grove, and she asks the characters to
tunities (Loyal Customers d10, Palm Reader d8, protect her on her journey.
Cold Reader d6; Resolve d6, Trouble: Lied to the
Wrong People) 2. A Wyeth husband killed the seed pods under
his care. Communicating with the tree as only
6. Cynan, Wyeth prophetess who sees dark things they can, the Wyeth women learn that he did so
(Interpret Omens d10, Cult Followers d8, Con Art- because the pods were “infected.” But with what?
ist d6; Resolve d6; Trouble: Cannot See her Own And is it true, or did the husband make a mistake,
Fate) or even lie? The women are too close to the mat-
ter to be objective, and hire the characters to get
HAZARDS to the truth.
1. Krem is a highly-addictive substance. When a 3. A large, ape-like predator has emerged from
character imbibes krem, their player rolls against Wyeth’s deep. Having a taste for seed pods, the
2d6, with the GM increasing the die size for creature has already decimated one seeding
every time the character used krem before (with a grove. Can the characters stop it? And is the beast
cap of 2d12). a unique mutant, or the first of a new threat?

128
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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?

CHARACTERS Sprawling outward from one of the Atmosphere


Processors, Ziggur is ruled by the Roundhead Eu of the
1. Shard, Roundhead scholar investigating rumors of Seven Yellow Silks and his acolytes. It’s a rough city
Deephome (Procurer of Ancient Knowledge d10, — Eu’s personal guards dispense law, and there aren’t
Highly On-Task d8, Head of the Class d6; Resolve
d6; Trouble: Relies Solely on Books) enough of them to create the kind of dictatorship some
other city-states enjoy.
2. Niciama, Wyeth sentinel guarding the deep forest
from fleshlings (Camouflage d10, Silent Killer d8, Eu is reputed to be a mighty sorcerer and thauma-
Gives One Warning d6; Resolve d6; Combat: 1 turge, and can sometimes be seen surveying his city
Strike/1 Parry/1 Stunt; Trouble: Cold Heart) from one of the gardened terraces of the Processor. The
3. Riza, Red Martian fixer looking for fame (Comes exact nature of his personal powers is open to dispute,
Prepared d10, Sharp as a Razor d8, Plays Well but he is commonly believed to have developed abilities
with Others d6; Resolve d6; Trouble: Scrawny). of the mind as far beyond those of other Roundheads as
4. Jaliqai, Skarrut bodyguard with nothing better to Roundheads are beyond ordinary Red Martians.
do (One With his Weapon d10, Strong Arm d8, The safest places in the city are the Atmosphere
Silent as Nightfall d6; Resolve d8; Combat: 1 Processor itself, which serves as Eu’s manse, and the
Strike/1 Parry; Trouble: Listless)
merchant quarter, where traders from Vance, Surtur,
5. Maruk, Red Martian Cryptozoologist, looking and other cities maintain a mercenary guard. Most for-
for new species (Not Afraid of Anything d10,
eigners stay in or near the merchant quarter.
Font of Knowledge d8, Can Make a Meal Out of
Anything d6; Resolve d8; Trouble: Underestimates The First Martians demolished a substantial complex of
Danger) ruins to build the waterway and the Processor, and most of
6. Kuchar, Qan veteran of a dozen expeditions the surface stones from these ruins have been carried away
(Hard Boiled d10, Will Try Anything d8, Steady to build the houses and hovels of Ziggur. However, the base-
hand d6; Resolve d8; Trouble: Loyalty Issues) ments of Ziggur are often only a few layers above great ruins
of the Cydonians and other past Martian cultures.
HAZARDS
An unusual site lies west of the city: a giant, ridged
1. Deephome lies in the rainforest of Wyeth, which dome resembling the head of a tomb stalker, but over a mile
is one of the most inaccessible regions on Mars. in diameter. The dome can be seen clearly from high points
Dangerous beasts are many, as well as quicksand
and deep chasms. in Ziggur...as, occasionally, can the small army of lesser tomb
stalkers that prevent any from approaching it. This appears
2. Ikkun parasites cause increasingly-violent halluci- to be the largest gathering of tomb stalkers anywhere be-
nations. The Wyeth are immune to the pests, but
creatures made of flesh aren’t. sides the Cydonian Labyrinth of Chiaro-that-was.
3. Ikkun hounds, large, red-skinned predators with
rows of razor teeth, are certainly the most danger- Locations
ous species appropriated by the Ikkun parasites.
4. A scavenger found her way to Deephome, only
The Processor
to be infected by the parasites. She attacks other
Martians on sight, as her hallucinations paint them There are many atmosphere processors on Mars, by
into monsters. necessity; in Ziggur the emphasis is on The. This massive en-
gine is the source of the city’s water, its many terraces hous-

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C iti es and Reg i o ns

Illieu prepares a sacrifice


(not shown: a nigh-impossible rescue plan)

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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CHAPTER THREE: CIVILIZATION

CHARACTERS the city, noticeably more welcoming, and arguably quite a


1. Niurt, Roundhead harried Yellow Silk priest (Re- bit safer. The traders employ a small regiment of mercenary
lies on Status d10, Keeps the Processor Functions guards, recognized by their gold-hued helms and facial scars.
Running d8, Menial Errands d6; Reslove d4; Some exacting city planner laid out the quarter’s establish-
Trouble: Bottom of the Pecking Order) ments to match the geography of Mars itself, so the star-
2. Obasya, Red Martian concubine to Eu (Waiflike marked inns catering to Zodiac are close to the skewer-hous-
Charm d10, Slip Unseen Through the Corridors es selling Chiaro cuisine. In the interests of diplomacy, the
d8, Epicurean d6; Resolve d6; Trouble: Unwitting Yellow Silks are officially prohibited from capturing sacrifices
Informant to Eu) in this quarter, making it a prime haven for escapees.
3. Darut, Roundhead dispassionate Keeper of the
Sacrifices (Loyal Gaoler d10, Master of Cudgel HOOKS
and Scourge d8, Self-Taught Anatomist d6; Re- 1. Ordinarily, the authorities look the other way
solve d8; Trouble: Hated By his Underlings) when valuable visitors bring some of the more
4. Shemaaz, Roundhead captain of Eu’s personal harmless “proscribed goods” into the quarter,
guard (Ruthless Duelist d10, Interprets Orders as to permit comfort and maintain goodwill. A
Needed d8, Talent for Poetry d6; Resolve d8; rules-minded acolyte is changing that, in an at-
Combat 1 Strike/1 Parry/1 Stunt; Trouble: Divid- tempt to rise in Eu’s esteem. The acolyte will have
ed Loyalties) to be discredited, subverted, or vanished, whatev-
er causes the least stir.
5. Yusut, Red Martian steward of the kitchens (Exacting
Bookkeeping d10, Knowledge of Worldly Cuisine 2. The merchant guards’ scars are sometimes self-inflict-
d8, Underappreciated d6; Resolve d6; Trouble: ed, but it’s best to have witnesses. A guard is interest-
Blackmailed for Dipping Into the Private Reserves) ed in acquiring some fresh scars in front of a crowd,
if she can find a blade skilled enough not to maim
6. Utnish, Roundhead Yellow Silk water-scrivener her in the process, and morally flexible enough not
(Water Logistics d10, Petty Bureaucratic Mischief to mind the dubious honor of the situation.
d8, Hard-Hearted d6; Resolve d6; Trouble: Most
Hated Person in the Processor) 3. The Yellow Silks are only officially prohibited from
capturing sacrifices in the Merchant Quarter. The ac-
HAZARDS tual rule is “don’t let the foreigners see you make the
capture.” When a fugitive begs for asylum among
1. A poorly-maintained condenser malfunctions, the characters, the covert spies of the Yellow Silks
sending gouts of scalding steam through a corri- are certainly watching to see what they do.
dor and necessitating quick repair.
4. Two merchants from rival cities have built
2. A band of criminals attempts to rescue their com- gray-market empires in the quarter, and each is
rade from the Scarlet Stair, inciting fearful riots as looking to edge the other out. Puissant characters
the Yellow Silks try to quell the crowds. would make fine additional muscle, and there’s
3. A bookkeeping error cut off a small district’s even the opportunity to play both sides if one’s
water rationing, leading the thirsty and desperate subtle enough.
citizens to protest at the Processor. 5. A recent theft left a merchant without coin to pay
4. Razor-billed, short-tempered birds nest among the his guards. He turns to the characters for help,
upper reaches of the Processor’s tines, making either in quickly acquiring some valuables to keep
repair work even more dangerous. the guards in line, or in providing security for a
dangerous but (he assures) very profitable deal.
5. The Yellow Silks claim to have disarmed all the death-
traps in the Processor. The truth is that they avoid those 6. Someone has been poisoning merchants, and
they don’t understand. Beware disused corridors. leaving xenophobic threats at the scene. It may
be an attempt to drive out the foreigners, or it may
6. The guards chosen to escort sacrifices to the Scar- be a ruse to conceal another series of thefts or the
let Stair are chosen for their stoicism in the face of elimination of rivals.
blood. Several have begun to enjoy the sight.
The Merchant Quarter CHARACTERS
1. Hashmut, Roundhead local justice (Detail-Mind-
Foreigners in Ziggur usually stay within the bounds of ed Legalist d10, Grudging Diplomat d8, Petty
the merchant quarter, marked by its green roofs and pen- Intrigues d6; Resolve d6; Trouble: Irregularities in
nants. The area is slightly more prosperous than the rest of the Records)

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

6. The sunlight at sunset during the equinoxes strikes CHARACTERS


a particular northern beacon at just the right an-
gle to create kaleidoscopic refractions throughout 1. Zafir, Red Martian freelance duelist looking for
the tower. The refractions induce violent hallucina- work (Taunting Manipulator d10, Canny Swords-
tions in those caught within the lights. man d8, Trades on his Reputation d6; Resolve d8;
Combat: 1 Strike/1 Parry/1 Stunt; Trouble: Debts
The Slanted Grove Almost Without Number)
2. Safeera, Pale Martian shrine maiden to the Lost
The Slanted Grove rings the city as the procession of Child (Soothsayer d10, Secret Cutthroat d8, Vul-
star signs rings the night sky. The lush gardens and orchards nerable Charm d6; Resolve d8; Trouble: Burden
that feed the city are interspersed with 12 lesser parks, each of Orphans’ Vengeance)
one housing a shrine to one of the zodiacal signs. The lesser 3. Iasmina, Red Martian black-market gardener
parks are, of course, popular spots for mediation, assigna- (Psychotropic Gardener d10, An Extract for Every
tions, performances, and duels. They can even go largely Taste d8, Silver-Tongued Barterer d6; Resolve d6;
unnoticed, if one is daring enough to hold an event in a park Trouble: Under Threat of Acquisition)
where the ruling sign is considered unlucky for the endeavor. 4. Nasreen, Red Martian idle noble with peculiar
When two people meet in the Slanted Grove, for reasons of goals (Carouser and Gallivanter d10, Money-
love or war, it is considered foreordained.
lender d8, Amateur Astrologer d6; Resolve d6;
Trouble: Prisoner of Own Superstition)
HOOKS 5. Pira, young, disreputable Red Martian fog-monkey
trainer (Surprisingly Nimble d10, Fetch It While
1. The masters of the larger orchards pay exception- Nobody’s Looking d8, Perfectly Innocuous d6;
ally well for rare plants. At present, the bulbs of Resolve d6; Trouble: Authorities Are Catching On)
certain cultivars of constella-lilies fetch outrageous
sums in Zodiac and beyond. Status-seekers are 6. Jafal, temporarily-embarrassed Zaiu scholar-poet
willing to risk bankruptcy to own these precious (Esoterically Verbose d10, Between Situations d8,
flowers with the stars written in their petals. Thirsty for Opportunity d6; Resolve d6; Trouble:
Offended the Wrong People)
2. The annual census of the Slanted Grove is a
solemn occasion, thick with ritual. The order of the
HAZARDS
gardens is meant to reflect the order of the skies.
More than one gardener or even shrine-priest 1. In order to protect their precious crop of sap-
is willing to hire clever rogues to help them trick phire-pears, a family has taken to loosing semi-
the Nominators, obscuring their true resources in trained glitterspindles in their orchards during the
favor of something more respectably ordered. evening. A few of the surly arachnids have begun
3. At the great Conjunctional Festival, astrologer-priests to roam.
of the 12 shrines offer prizes to whoever can provide 2. The rivalry between the Desert Spider and River
the most moving testimonial about how their birth sign shrines has grown worse of late, with each shrine
aided them in a time of great need. They don’t even recruiting bands of bully-bravos to harass their
care if the stories are true, as long as they’re inspira- neighbor’s faithful.
tional. Their rivals, though, might feel differently. 3. When a meteor shower is predicted, the gardens
4. A priest fears she won’t go into labor in time for fill up with gamblers wagering on the starfalls. The
her child to be born under the right sign. She insists most potent liquors are produced for the event,
on a particular elixir made by a hermit alchemist and often the sharpest knives.
in the deserts outside Zodiac. She offers esoteric 4. Some gardeners grow poisonous fruits that are
blessings as a reward if the characters can retrieve easily mistaken for more succulent fare. A few
it before the sun passes from the house of her sign. hide these trees among their more harmless rela-
5. Two shrines are feuding over a donated work tives, and allow would-be thieves to test the year’s
of art that was begun under one star sign and toxicity.
completed under the next. The characters are the 5. A few orchards attract rapacious birds that can
closest thing to impartial judges they can find. easily maim anyone drawing near without the
6. A strange poison is seeping into the roots of an appropriate metal cage-masks.
orchard, apparently from below. The characters are 6. Some of the trysts in the Orchard are more forbid-
offered exotic alchemical rewards if they can explore den than others, and protected by overzealous
the lower tunnels of Zodiac and discover the source, guards.
whether accident of nature or deliberate sabotage.
137
CHAPTER THREE: CIVILIZATION

The Shipyards CHARACTERS


1. Azimuth, eccentric Red Martian genius shipwright
Outlanders would argue that the bristling towers of (Skyship Engineering d10, Risky Modifications
Zodiac’s shipyards are as magnificent a treasure as the d8, Cheerful Soliloquy d6; Resolve d6; Trouble:
Panopticon itself. Here, workers sling themselves from Embarrassing His Rivals)
silken lines and clamber across lattices of scaffolding to 2. Antaryaz, Skarrut captain of security (Watching
assemble the elegant starsailors, or to clean and repair For Foreigners d10, Capable Warrior d8, Pious
the veteran skyships resting at their elevated quays. The d6; Resolve d8; Trouble: Targeted By Illium Spies)
shipyards’ overseers are selected from those with the most 3. Tiefa, nimble Zaiu bread-seller to the workers (Up
auspicious nativity charts, for the strength of Zodiac must and Down the Scaffolds d10, Overhears Things
be husbanded by the luckiest as well as the wisest. Dashing d8, Fine Breads For Sale d6; Resolve d6; Trouble:
captains sell transport across the skies even to outsiders, as Ailing Mother)
long as the omens are good and the price is appropriate. 4. Masruun, Red Martian rabblerousing labor
leader (Rally the Workers d10, Skyship Engineer-
HOOKS ing d8, Good with a Hammer d6; Resolve d8;
1. The annual Dust Regatta is about to begin. Trouble: Reputation as a Troublemaker)
Wealthy and unscrupulous ship owners are 5. Rahaz, Red Martian freelance navigator (Recall
always looking for talented free agents to en- Charts from Memory d10, Reading the Stars d8,
sure them a win in the aerial race, whether hired Old Skysailor’s Tales d6; Resolve d6; Trouble:
aboard their own ship or smuggled aboard a Urge To See Ancient Wonders)
rival’s. 6. Taburo, Pale Martian emotionless smuggler
2. A skyship captain made a wager that he can (Intricate Planner d10, The Value of Things d8, It’s
retrieve a jewel from the floating ruin of Cycnus, Only Business d6; Resolve d8; Trouble: Neglected
and rashly swore an oath on his birth stars to suc- Family)
ceed. The captain is in desperate need of blades,
enough so to recruit them in any way possible. HAZARDS
3. An Illium spy attempts to infiltrate the shipyards 1. When a plank, hammer, or gutter-torch falls from
and learn the latest secrets of Zodiac shipbuild- a workman’s hand, or when a workman falls
ing. The characters could be enlisted either to aid entirely, the ricochets off the scaffold and spars
the spy’s efforts, or to thwart them. It promises an could send it, or them, in any direction.
opportunity to rise in the esteem of either city (and 2. Dangerous work means dangerous workers.
fall in the other’s), but beware of learning too Some criminals work off their sentences in the
much… slings, but not all of them lose their taste for blood.
4. A message from the Arbiter must reach the other 3. A crippled skyship lists in its dock, damaging the
side of Mars, and at all possible speed. The tower to the point of possible collapse.
skyship Flare is hiring security for the voyage,
including outsider blades. They clearly anticipate 4. A saboteur strikes at a skyship under construction,
some danger that can attack from the skies — an Il- using explosives to bring it crashing to earth, and
lium warship, great predatory birds, or something possibly the docking tower as well.
else? 5. A sniper chooses one of the higher towers to
5. A Zodiac skyship limps into port, badly damaged. take shots at a dignitary touring the construction
Its crew spins a tale of being attacked by a flying facilities, and any other targets of opportunity that
ship manned by corsairs. Where could they have strike their fancy.
gotten such a thing? The Arbiter immediately plac- 6. A damaged gravity engine begins leaking terrible
es a massive bounty on their heads, with triple alchemical toxins, as likely to mutate a Martian’s
rewards if the stolen ship is brought back as well. flesh as choke their lungs or hemorrhage their
6. The shipwrights have discovered that a wondrous veins.
glass-like metal drawn from ancient ruins has
excellent promise in creating more powerful and The Shrouded District
reliable gravity engines. A hollow mountain filled
with such ruins becomes the site of a new gold Every city requires its underclass. In Zodiac, those
rush, with ample opportunity for profit. unlucky enough to be born under unfortunate con-
junctions, or even under those less-reputable star signs,

138
C iti es and Reg i o ns

gather in the Shrouded District. The Inauspicious, CHARACTERS


as they’re known, range from beggars and criminals 1. Jokul, Zaiu roustabout and muscle-broker (Knows
to honest drudges — certainly more honest than the Someone d10, Back Alley Brawler d8, Nose For
charlatan priests who make good business selling “lucky Trouble d6; Resolve d8; Trouble: No Such Thing
hours” where beneficial stars might temporarily offset As Enough Coin)
one’s poor fate. The rough and asymmetrical district 2. Masreena, Red Martian philanthropic noble in
attracts most foreign visitors, as there are no secrets to disguise (Tend To the Ailing d10, Earnest Intensity
steal here, and the luck of the Inauspicious isn’t some- d8, Elude the Family Guards d6; Resolve d6;
thing that can rub off on the more fortunately born. Trouble: Forbidden To Enter the Quarter)
3. Anrafir, Red Martian errant priest of an unlucky
HOOKS sign (Visionary Soothsayer d10, Star Ritualist d8,
1. Once a month, the priests of the ruling sign gather Petty Cutpurse d6; Resolve d6; Trouble: Never
to transfer children; those born Inauspicious are Leaves Well Enough Alone)
given to the families of the district, while those 4. Shehab, “the Meteor,” Red Martian displaced
born into the district to luckier signs are escorted blade-for-hire (Merciless Reputation d10, Bru-
to new homes. The event always sees a few peo- tal Fighting Style d8, Scrounging for Work d8;
ple try to hide, reclaim, or switch their children. Resolve d8; Combat: 1 Strike/1 Parry/1 Stunt
2. A heretical priest is preaching a creed that Trouble: Ruined a Prominent Marriage)
describes the zodiacal signs as equal in celestial 5. Rubiyar, Red Martian gossip and fortuneteller
fortune, and blames the low status of the Inauspi- (Rumormonger d10, A Hundred and One Divina-
cious as human error. The priest is rapidly gaining tions d8, Always Moving d6; Resolve d6; Trouble:
followers, which worries certain figures in the Blasphemer)
Panopticon. But doomed causes have a way of 6. Qalif, Red Martian beggar and assassin (Un-
drawing heroes… expected Blades d10, Simply a Poor Maimed
3. A beautiful youth approaches the characters for Beggar d8, Cautious Observer d6; Resolve d10;
assistance, claiming to have been born under a Trouble: Bent by Weighty Responsibilities)
nobler sky. It is a tale of jealous rivals who forged
a false nativity chart, and had the youth con- HAZARDS
demned as Inauspicious. If the characters obtain
proof of the true birth, they’d gain a most grateful 1. Though it’s highly illegal, small bands of thrill-seek-
friend in high standing — assuming the story’s true. ing, high-class citizens come slumming incognito
to prey on the Inauspicious, and also upon any
4. An alchemist is attempting to refine a variant of unfortunate witnesses.
krem that would allow the partaker to view the
turning heavens in their true glory. Unfortunate- 2. When either moon crosses into one of the inaus-
ly, there are still some flaws in the product, and picious zodiacal constellations, the district erupts
a friend of the characters falls very ill, gasping into a festival during which all laws are rescinded.
about the pitiless space between the stars. 3. Shipyard workers maimed in accidents come
5. A small group of Pale Martians have settled to the Shrouded Quarter to beg. Some turn to
into the district, much to the displeasure of many robbery, convinced they’re still more star-favored
neighbors. The dislike appears to be mutual, than the Inauspicious.
leading many to question what it is they truly seek 4. A gang of superstitious youths decides to do
in Zodiac. The theory is that they keep some First something about their poor fortune, and begins
Martian secret that must be unlocked by the key waylaying outsiders to prove that someone’s
of Zodiacal religious knowledge: two traditions worse off than they are.
like two parts of a sundered amulet. 5. A sickness spreads through the district. The Arbiter
6. A scruffy insect breeder has developed a strain of declares it part of the inevitable misfortune of the
scintilla-scarabs that are practically identical to the Inauspicious, and dispatches only a token force of
pedigreed pets of the highest-class districts. Other overworked doctors.
breeders want to extinguish this business expedi- 6. The quarter is home to many cheap distilleries
ently, before their own prized strains become less catering to the unlucky. The signature spirit, nadir,
singular, and therefore less valuable. tends to make drunks melancholic — and some-
times, nihilistically violent.

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.

145
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

5. A salvager baron is hatching an audacious


scheme to break the gravity engines inside
Cycnus, bringing the city down in a selected
South
Black Rubble
valley, that it may be more conveniently looted. If
volunteers don’t show themselves for this hazard-
ous errand, they might be coerced.
Where the Northern Pillar defies the mind to en-
6. A group of lesser noble scions intend to colonize
Cycnus, taking control of the engines and estab- compass its scale, the debris fields of the Southern Black
lishing a new city-state. They have ships, engi- Rubble defy the heart to encompass the tragedy. The cat-
neers, and guards, and are paying well to acquire aclysm that shattered the Southern Pillar must have rung
more of each. And they might even succeed…. the world like a gong, the rain of fragments a hellish drum-
ming for hours. Whatever geography existed there before
CHARACTERS the cataclysm was obliterated, leaving a broken landscape
1. Parthenos, Red Martian Zodiac explorer (Archae- of chaos terrain, craters, fissures, and twisted fangs of ice
ologist d10, Skyship Engineer d8, Eyes on the caused when the polar snow pack was melted by impact
Horizon d6; Resolve d6; Trouble: Reputation On heat, then rapidly re-frozen into tortured forms. The lands
the Line) of the Southern pole are littered with fragments of the pil-
2. Gaff, shipwrecked Illium Red Martian skysailor lar, from pieces the size of mountains to those merely the
(Make the Most of Luck d10, Avoid Being No- size of boulders. Weirdly, there seems to be a minimum size
ticed d8, Sail the Skies d6; Resolve 3; Trouble: of these fragments - none are smaller than can be encom-
Desperate to Return Home) passed easily by twenty people linking hands.
3. Nul, amnesiac Red Martian hermit (Unexplained The greatest fragment is Lamentations, a mountain
Cydonian Memories 5, Mechanical Idiot Savant
4, Forager 3; Resolve 3; Trouble: Doesn’t Know of black pillar material named for the tiny Pale Mar-
Face of Betrayer) tian community huddled beneath it, tending the Field
of Farewell, a place of duels, suicides, and executions.
HAZARDS Those who die on the Field never leave ghosts or spirits
behind, but die utterly and beyond all recourse. Even
1. The 10-foot-tall, four-armed mechanical sentinels
of Cycnus disable as often as they kill, and carry the stars forget those who die there.
away living and dead. (Three Crescent Swords The uncanny light of the Uncoupled Ring gives
d10, One Interposing Shield d8, Implacable d6; the whole of the Southern Black Rubble an unsettling
Resolve 5; Trouble: Inscrutable Orders) quality, especially prominent in the half-year night of
2. Sky lampreys are ribbon-finned flying amphibians, the polar region. The barely-visible purple makes some
peculiar to Cycnus. (Diving Bite d10, Lashing minerals glow with virulent, unhealthy light, as well as
Tail d8, Awkward Flier d6; Resolve d8; Trouble: some cloth, metals, certain grooming accoutrements,
Guard Rainwater Pools)
and most people’s teeth. As the saying goes, “In the
3. Sometimes the engines holding Cycnus aloft falter, South, assassins never smile.” Among those who dwell
and the city plummets for a few seconds before under this light, tumors and lesions are epidemic on ex-
regaining its levitation, hurling its residents into
disarray. posed skin, and denizens of the region wear veils and
robes that completely hide their bodies.
4. The tunnels in the lower mountain are filled with
the traps and hazardous mechanical workings The shattering of the Southern Pillar did serve
common to Cydonian ruins. some scholars of the First Martians’ technologies. By
5. With all the work it takes to get to Cycnus, rival studying the largest fragments, they determined that
plunderers are often violently disinclined to share, the pillar — and presumably its Northern sister — was
and sometimes come armed with old relics. hollow. Further, that the wall thickness varied through
6. A gravity engine misfire causes one of the tum- the pillar’s height, from a thickness of up to a mile,
bled sections of ruin to fall up, along with anyone to a thinness of only a few dozen feet. The pattern of
within, and any ship lines tethered to the stones. these thickenings and thinnings must have served some
purpose in the pillar’s function, but none know what it
might have been. Or indeed, what the interior of the
Southern Pillar might have once contained.

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CHAPTER FOUR: A WORLD OF ADVENTURE

A Weeper encampment among Black Rubble

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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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

152
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.

154
Arc adi a

All around the foundered ancient city, there is


the wild growth of modern settlement, lawless and
The Shanties
ungoverned. These shanties are deadly for the un- For hundreds of years, the desperate, the greedy, the
wary, always hungry to chew up the idealistic or in- hopeful, and the lost have wandered across the Memory
nocent. What order there is here is enforced by the of Waves, and found their way to Arcadia. They were
gangs that control the shanties, the excavations built lured by its half-buried Lower Domes, and the still-mag-
in and through Arcadia, and the surrounding territo- nificent Greater Dome, its once-clear material now
ries — the silt-fine wastes of sand called the Memo- scuffed by the sandstorms of ages to dull semi-trans-
ry of Waves. These gangs vie for control, each with a lucence. To those so lured, the hints of shapes within
firmer hold over one of Arcadia’s major locales, but make promises of desires become real. But these desper-
always striving to claim the other two. In the shanties, ate seekers cannot live on their dreams alone, cannot
the deadly newcomer Generous Hagatha is dominant. sleep on beds of hope. They might aspire to the clouds,
In the excavations, Old Devontine of the Devontine but they live in the shanties, which are as ramshackle
Clan still hangs on, his old-fashioned style of criminal- and wild as a razor gull’s rookery.
ity marking him as the winner in the last generation’s
The shanties surround Arcadia, but swell most at
gang war for control of Arcadia. Out in the Memory
the southeast and northwest, where the main caravan
of Waves, it is the Sandfish Cult that holds sway, con-
routes from Devotion and Heartbreak come in.
trolling absolutely the water supply of Arcadia, and
worshipping at weather-worn altars with their strange They buildings of the shanties are a wild affair,
and secret rites.   tents and shacks, huts, and rubble-built compounds.
Arcadia balances precariously on the lip of chaos Most building materials, other than bagged sand, are
and violence, held back only by the canny greed of its scavenged from Arcadia — plates of weird metal,
ganglords, none of whom are entirely confident in their sheets of sail-like cloth, slabs of the dead, metallic coral
ability to defeat the other two. cut from the foundations of Arcadia by diamond wire
saws, and whatever rubble and rubbish can be dragged

Shanties surround the


ruins of Arcadia.

155
CHAPTER FOUR: A WORLD OF ADVENTURE

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,

156
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

Excavations The next domes, the Three Greater, are as broken


as the Three Lesser, though only two were destroyed
Rising in rickety height all about the Arcadian domes in the cataclysm. The centermost dome was breached
are the excavations, working structures where materials via unknown means by the grandfather of the Devon-
and wonders are exhumed from the sand-choked city’s tine clan’s current elderly patriarch. The Pale Martian
carcass. They’re cleaned, sorted, catalogued, and then known simply as Old Devontine maintains that the se-
filtered out into the shanties, to the markets, traders, car- cret to breaching First Martian domes is one his family
avans, relic hunters, private buyers, and others in the busi- keeps, and this exclusive knowledge is one of the reasons
ness of selling the scraps of meat picked from the bones of the other two gangs dare not strike directly, for if the
the dead city. The excavations almost form a city-within- Old Devontine dies, that secret will be lost. The Great-
a-city, and are sharply delineated from the shanties. Those er Domes contained the residences of the priest-engi-
who live in the excavations often consider the people of neers of the city, and the fabulous machinery and sacred
the shanties parasitic, living off the labor of the excavator auto-occultic incanting engines that powered the city,
guilds, and the trade their work attracts. This is an attitude and allowed it to prosper beneath the crush of the lost
encouraged by the excavations’ dominant gang. waters. These domes produce few trinkets, but much
wealth is made providing guided access to the wonders
The excavations are controlled by the Devontine
they contain to academics, engineers, and those seek-
Clan, who’ve organized for stability for decades. Each
ing to reclaim the lost knowledge of the First.
profession with the excavation has their own guild or
association, and the Devontines encourage this, as ex- Finally, the Unbreached Dome. It is twice the size
torting a central organization is easier than extorting of the Greater domes, and holds unknowable wonders,
individual workers. Within the excavation, there are unlimited wealth, the power to change the world, gods,
wine shops and brothels, dance halls, physikers, pro- goddesses, and all manner of sacred unions of divine
fessionally-associated mystery cults, and markets for gender, depending on who you ask, and what drugs
working and domestic supplies. The Devontine Clan they are addicted to. There are half a dozen religions
works to keep as many people as possible within the dedicated to the Mysterious Pearl, and the world’s great
excavations, and tries to prevent as much of the trade cities and universities maintain (at not inconsiderable
as possible from leaking out to the shanties. expense) departments and agents who monitor the ex-
cavations around the Unbreached Dome. Some seek a
If Arcadia were a canal oyster, open on the half
covert way to open it, others, by means cunning as a
shell, awaiting the lips of a decadent gourmand, then
stiletto or blunt as a bootheel, seek to stop all serious
domes are an embarrassment of pearls. There is a curve
efforts to breach it.
of the Three Lesser domes, then a larger curve of the
Three Greater, and finally, raised high on the top edge What it contains, none can say without recourse
of the up-tilted city shell, the Grand Dome. This pearl to faith. But those who watch it will swear that they
is still unbroken, and indeed is pearlescent when kissed can see movement within sometimes, and the vague
by the sister moons. forms, suggesting perhaps buildings or palaces, change
over time.
The Three Lesser domes are mostly buried, cracked
and filled with shifting sands. The lowliest excavators HOOKS
scavenge what they can here, from digs prone to col-
lapse, shorn up poorly with scavenged materials. The 1. Prandish Vineto approaches the characters with
an incredible offer — exquisite artifacts of the first
Three Lesser domes were, most likely, the residenc- quality and functional tools of the old priest-en-
es of the city’s common citizens, fabulous by modern gineers of the Greater Domes. In trade for these,
standards, but merely adequate by the standards of the Vineto asks that the characters assist in faking her
First Martians. From here, many domestic artifacts of death, and exfiltrating her from Devontine-con-
unknown purposes and functions are scavenged, along trolled territory.
with baubles and trinkets, most nonfunctional, mere- 2. The characters are almost bowled over by a fleeing,
ly curiosities bound for the bulk market and sold by filthy youth. Reen Scutt is pursued by Huula Ver Ar-
weight, to one day find their way into a bazaar on the gola and a skirmish party of Devontine soldiers. She
outskirts of Foresight, having acquired a rich and color- begs the characters to take a message to Brother
ful story and a polish of wax along the way. Rat-Tooth in the shanties, before vanishing into the
maze of digs and scaffolding. Huula will be very in-

158
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.

159
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.

160
Arc adi a

HOOKS out pausing. If they continue to observe the thing,


it will float across the Memory of Waves until it ar-
1. The caravan the characters are traveling with rives at a hidden grotto, screened by fans of dead
is stopped by a party of Sandfish cultists who coral. There it will slowly descend, legs retracting
appear from the Memory of Waves in a swirl into its head, then coming to rest. A figure will
of dust. The caravan master, Garl Reginto, with emerge from the grotto, doing something complex
whom the party may have become friendly, is and obscure to Tall Fellow. If they can creep close
confronted, and presented with evidence of water enough to see the person’s face, they’ll be struck
smuggling. He claims no knowledge of the illicit by the unchanging smile of delight it wears, and its
water, admitting only to the Sandfish-approved eyes, half-lidded as if in in pleasure.
traveling ration all caravans are allowed. They
wish to take the master away, to ascertain the CHARACTERS
truth of his statements. He and his guard wish oth-
erwise. If nobody intervenes, violence will erupt. 1. Matron Eel Bone Bless, newly ascendant Red
2. The famous adventurer, poet, socialite, and mer- Martian pontiff of the Sandfish cult (Mistress of
cantile force of nature Margolite De La Experita Mother Ocean’s Dead Children d12, Playing at
Extravaganta wishes to travel rough in the Mem- Politics d10, Initiate the Mother Ocean’s Inner
ory of Waves, plumbing its secrets. Who better to Mystery d10, Resolve d12; Trouble: Struggling to
hire as guards, guides, and companions than the Cement Control over Cult)
characters? 2. Water carrier Anemone, Red Martian Sandfish
3. The renowned expert on First Martian civilization, spymaster (Spy and Master to Spies d10, Call
Professor Hershel Saenendoa is worried — his the Mother Ocean’s Dead Children Home d10,
research into modern and ancient astrological Evasion and Escape d8, Resolve d10; Trouble:
systems has revealed what he believes to be a Struggling With Crisis of Faith)
flaw in the modern reckoning, a blind spot in the 3. Margolite De La Experita Extravaganta, Red Mar-
prediction of world-altering events. To prove his tian magnate adventurer (Consummate Adventur-
thesis, he must make astrological observations at er d12, Social Dynamo d10, Wealthy Beyond all
the geographic loci of events — seven locations in Reason d10, Resolve d8; Trouble: A string of jilted
the Memory of Sands — which will allow him to lovers and spouses follows close behind)
pinpoint the causal nexus. He predicts cataclysm 4. Garl Reginto, Caravaneer, Red Martian occasion-
within a decade if he cannot complete his re- al smuggler (Sensible Caravan Master d10, Can
search. Handle Himself d8, Dicker like a Hazardi Pimp
4. Water carrier Anemone approaches the charac- d8, Resolve d8; Trouble: Gambling debts mean
ters, conveying a request for them to attend upon he’s under the thumb of whoever holds his mark-
her master, Matron Eel Bone Bless at the Holy ers)
Skull of Al’Aloon, the Sandfish cult’s most sacred 5. Professor Hershel Saenendoa, Red Martian schol-
temple. “Do you see?” the stern head priest asks ar (Geo-Astrologer d12, Peripatetic Scholar d10,
them, after showing them an empty cistern, “The Scrappy Academic d8, Resolve d10; Trouble:
waters dry, the wells empty. There is a great thirst Predictions Rarely Believed )
in our Mother, but only those who may walk free-
ly in shanty and excavation might find its cause.” 6. Sister Shell, aspirant Sandfish acolyte, and secret
The characters may suspect they are being devotee of the Gutter Prince (Deep Cover Cult
dispatched to find a sacrifice for this mother of the Agent d10, Gutter Prince Mysteries d8, Vs.
cult, one which might make the precious trickle Sandfish Mysteries d6, Resolve d6; Trouble: The
flow once again. conflicting initiations are starting to tear her mind
in two)
5. While passing a group of silent, robed Sandfish, one
bumps into a character with uncharacteristic lack of HAZARDS
deference. Later, they will find a crumpled wad of
sandy paper in their pocket, with a simple note in 1. The Memory of Waves is a sharp and thirsty
uneducated scrawl: “RAHT TOOF — THAY SAE NO place, full of natural hazards and unnatural haunt-
SEEKRET. OLD MAN DI TO BRAAK EGG.” ings. One can fall into a crevasse, be slashed on
6. Within sight of Arcadia one night, the characters corals, succumb to thirst, or fall prey to bandit or
witness a violent commotion, and from the city the sea ghost.
weird, bulb-headed form of Tall Fellow emerges 2. Sandfish guard their secrets jealously, and will call
into the open waste,s pursued by a party of the their dead swimming allies to slay those whose
Old Devontine’s soldiers, who it will slaughter with- who see too much.

161
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

A Red Martian couple visit the


Honeycomb on an ill-conceived holiday

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.

163
CHAPTER FOUR: A WORLD OF ADVENTURE

6. An enterprising merchant plans to start a honey farm


of his own. He has already begun to cultivate similar Muniqa
fungi in tunnels under his manse — now all he needs It seems like one of any number of market towns
is a pupal queen, delivered intact so it can begin a
hive of its own upon emergence. near Vance. Perhaps the people seem a bit stiff. Perhaps
visitors are politely, but firmly, encouraged to conduct
CHARACTERS their business and move on, and perhaps no one ever
actually sees meat come out of the slaughterhouse, but
1. Gur, Skarrut tunnel guide (Navigate the Honeycomb
d10, Soporific Smoke Grenades d8, Vanish Into the still. It’s ordinary. Boring. The kind of place you become
Shadows d6; Resolve d6; Trouble: Powerful City Debt) an adventurer to get away from.
2. Dieco Ranvan, Red Martian Vancian toxicologist Except for the fact that not a single, solitary person
(Exotic Poisons d10, Web of Intrigues d8, Self-De- lives there. Every citizen of Muniqa, every animal in their
fense d6; Resolve d6; Trouble: Marked for Death pens and every plant in their gardens, is a First Martian
by Own Teacher) automaton. They’re incredibly lifelike — other than the
3. Zizz, Red Martian tribal speaker-to-the-shelled- aforementioned stiffness; unless one is injured it’s virtu-
ones (Manipulate Hive Workers d10, Insect ally impossible to see through the façade — but subtle
Cultist d8, Chitin Blades d6; Resolve d8; Trouble: cues like the lack of an actual harvest, the fact that only a
Abandoned Past as Vancian Noble) very few children seem to live in the village, and the fact
4. Sussur, Red Martian veteran nectar harvester that none of the private homes have any of the necessary
(Smoke Gun d8, Hive Knowledge d8, Keep Skin facilities for living people, hint that something is amiss.
Intact d6; Resolve d6; Trouble: Rare Addiction)
The inhabitants mostly resemble Red Martians
5. Iaco Mannocor, Red Martian opportunistic entre-
from early adulthood to near-senescence. A few chil-
preneur (Business Savvy d10, Wall of Guards d8,
Double-Dealing d6; Resolve d4; Trouble: Sank dren and representations of other peoples exist, but they
Too Much Money Into This Enterprise) are very much in the minority. Although they appear
6. Isidore Deimoran, Red Martian enthusiastic to be fully-functional living beings, the Muniqs cannot
naturalist (Innocent Charm d8, Amateur Student reproduce sexually — when a family desires “children,”
of Zoology d6, Concealed Pistol d6; Resolve d4; they must wait for (or cause) another member of the
Trouble: Poor Threat Assessment) community to cease functioning, at which point the
parts can be repurposed. Typically, the “parents” donate
HAZARDS some of their redundant mechanisms, as this is the clos-
1. The finest nectar is produced by brewer wasps of est they can come to passing on their genes. Due to the
the apex hive. inevitable breakdown of components, this isn’t a closed
2. The barrel-sized vespid predators called hon- system: The population is steadily declining.
ey-hawks prey on targets who smell of a hive.
HOOKS
3. In a hive of docile glittershells, a small group of
nectar aficionados have set up a camp. Their 1. A string of disappearances, young men and wom-
elixir of choice makes them increasingly paranoid en from surrounding villages, leads back to Muni-
and territorial toward other Martians. qa. All were last seen leaving a social event with a
man from the town — harvest balls, town festivals,
4. Several of the more intoxicating nectars are and the like. The perpetrator is trying to reverse the
brewed from large, purplish, psychotropic bracket automata’s population decline by replacing failed
fungi. The tunnels become more dangerous when mechanical components with biological ones. Sev-
the fungi are sporing. eral of his “children” are hidden in a cellar beneath
5. A battle breaks out on the border between two his house — and some of them seem to be alive.
hives, and the pheromonal aggression spreads 2. While passing through the town, characters are
quickly throughout each. Normally-docile workers approached by a wide-eyed Roundhead who qui-
lash out at anything not of the hive. etly begs them to help him escape. It seems he’s
6. The base camps of nectar harvesters are tense, one of the few who can repair the ancient autom-
paranoid places. Gathering nectar is very dan- ata, and he’s being held hostage for his services.
gerous work, and harvesters are quick to defend 3. Word reaches Muniqa of an ancient vault full of
their take against anything they see as banditry — similar automata, long inactive. The village elders
especially when honey-drunk. will pay handsomely for any that are brought

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

The Prismatic Wastes


A vast, empty quarter stretches from Vance to Hell’s a…singular experience), but they’re at least partially sus-
Basin. Once a swathe of sandy scrubland, it was long tained by the deadly radiation of their homeland. They’re
ago the site of a terrible war amongst the First Martians. not feral, but theirs is a harsh life, and the choice between
Whatever weapons they deployed in that war are thank- attacking travelers and dying is no choice at all. Wise Mar-
fully lost to the dust of history, but their effects linger still: tians don’t dare risk the deep Wastes, where the glass is 10
Across the landscape, the sand has been fused into sheets meters thick and hot as a griddle, but stick to the outskirts
of multicolored glass. Green and gold, red and blue, sil- where the Chromat keep trading camps. Rich Martians
ver and deep violet — by airship, on a cloudy day, it’s a the world over love Prismatic glass for sculpture, stained-
hypnotically-beautiful sight. On the ground, in the harsh glass windows, and experiments both scientific and mysti-
light of the noon sun, it can blind you, if it doesn’t cook cal, and there’s a killing to be made trading the trinkets of
you alive or starve you to death. And then, of course, you the city-states to Chromat glass-collectors.
have the Chromat to worry about.
Picture them: perhaps the size of a Red Martian, but Rainbow
hunched and twisted, with deeply pitted eyes and near-lip-
Rainbow is the largest and most continuously popu-
less mouths. Skin a patchwork of different colors, all so
lated of the Chromat trading camps, situated at the end
translucent you’d think they were made of the glass of
of a road that once led from Vance to some forgotten city
their homeland. They need to eat and drink like anyone
in the Wastes. The glass ground cover is thin here, so thin
else (and watching their organs work through their skin is
that a strong blow or a falling body can crack it. Officially,

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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

Worshippers at the Cave of the Hyaline Mother

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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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

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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

CHARACTERS though how varies from person to person. Even those


1. The Dune-Lover, Red Martian wanderer (Medium who leave Noachia can’t escape it — so, most say, why
for the Wind d10, Desert Dweller d8, Haunting bother?
Beauty d8; Resolve d8; Trouble: Dogged by the
Past) HOOKS
2. Ashok, Zaiu troubadour and troupe leader (Joy- 1. A merchant sets up shop along the most direct
ous Song d10, Generous Soul d8, Dune Favorite route into the city, spreading word of a genu-
d6; Resolve d6; Trouble: Wrapped Up in Others) ine fountain of youth from Ziggur to Illium, and
3. Phion, Red Martian trapped in a sand prison charging for admission. Nobody warns his cus-
(Life Is Honor d12, Precision Swordsmanship d8, tomers what awaits them in the gray city.
Knack for Provocation d6; Resolve d8; Combat: 2. The characters are dragged before Noachia’s
1 Strike/1 Parry; Trouble: Desperate Enough for kangaroo court on some nonsensical charge, and
Anything) the crowd eats up every minute. The penalty is
death, but fortunately, one of the city’s denizens
HAZARDS agrees to represent the characters’ case. But is the
offer sincere, or just another part of the show?
1. Living scorpions with carapaces of scintillant glass
roam the dunes, thirsty for the blood their dead 3. A reclusive cult of Noachim that lives in the aban-
cousins spurn. doned sewers under the streets claims that one of
the characters is their god reincarnated in mortal
2. Shelters under the Radium Plateau’s sweltering form, insisting that they take their rightful divine
heat can vanish as easily as they form, leaving place and deliver the righteous from their immor-
those relying on their shade to the sun’s severe tal curse.
glare.
CHARACTERS
Noachia 1. Imbrael, Red Martian pleasure seeker (Narcotic
Noachia, the dystopian paradise. Noachia, the dusk Tolerance d10, Wild Abandon d8, Contagious
Laugh d6; Resolve d8; Trouble: Addicted to Every-
city of angels. Noachia, where death has no meaning
thing)
and life isn’t far behind. These are the rumors passed
from caravan to caravan on the Radium Plateau about 2. Anixion, Red Martian self-imposed exile (Plateau
Wanderer d8, Pack Rat d8, Glows in the Dark d6;
the gray city, worn like a grandfather’s abandoned coat
Resolve d6; Trouble: Haunted by the Deep)
by its reckless squatters. The people here drink from the
well they call the Deep, which plunges headlong into 3. Jarizur, Red Martian gang leader (Rousing Battle
Cry d10, Steals from Everyone d8, Fiercely Terri-
the depths beneath the Plateau to bring up cool water. torial d6; Resolve d8; Combat: 2 Strike/; Trouble:
It sustains life the way water should, but also in ways Impatient)
that it shouldn’t.
The few who call the dead old city home cannot HAZARDS
age or fall ill, cannot starve or wither. If they’re killed, 1. The gambling dens of Noachia rival Ziggur’s
their bodies are committed to the Deep and, within a Inverted Court for oddities, but beware playing
fortnight, they rise reborn from mud and clay, just as to win — outsiders aren’t told that prizes run the
they were…at least, on the surface. Since they don’t gamut of extreme experiences.
fear death and life is unchanging, they constantly seek 2. A few sects among the Noachim believe them-
new ways to feel alive and think nothing of wanton selves chosen by some higher power to decide
violence. After so many years of resurrection with the who lives and who dies. Their judgments are
radium-saturated miracle waters of the Deep in their seldom rooted in compassion or justice.
veins, the Noachim glow with an otherworldly light, 3. One menacing cutpurse is much the same as
and they’re all linked by an eerie but subtle similari- another — literally. The characters are hounded
ty that makes outsiders shiver without knowing why. by an endless series of violent thieves no matter
where they go, all speaking eerily-similar words.
They each can feel what the others feel to some extent,

173
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.

Zohar That Was Promised


about to erupt into violence.
2. Pavonis’ prized glaciers lie just under the surface
of the rock face, protected from erosion and the
harsh sun. Village ice miners carefully chip away Then come ye to Zohar and behold the promise of Ses-
bits of pumice and basalt to get at the water inah fulfilled. In the valley of the tree shall ye be washed in
beneath. But, every year, the ice melts faster and the blood of the faithful and be guarded by wrathful angels
faster. How can it be preserved? set about thee to the ruin of thine oppressors.
3. The village of Escha on the slopes of Ascraeus — The Book of the Zoharim, Wanderings 7:13
sits directly in the path of a massive landslide that It lies many months’ journey south of Arcadia, in
the dream oracles say will come any day now.
But the villagers refuse to leave, claiming that the the forgotten valley of a long-dry river. It is Zohar, the
goddess has given them signs. Can signs alone Place That Was Promised, and by a miracle of Sesinah
save 100 lives? of the Ten-Faces it sustains the Zoharim in the wastes
— for in that desolate place where naught should bear
CHARACTERS fruit, a great tree climbs toward the heavens, and the
1. Annikki, Red Martian dream oracle (Mineral tree is named Zohar. Pure, clean water drips from its
Brewer d10, Ecstatic Dreams d8, Unshakeable branches, and its fruits are healthful and sweet. The
Faith d6; Resolve d8; Trouble: Addicted to the Pale Martians who dwell around it call themselves
Brew) the Zoharim and say that, of old, their ancestors fled

175
CHAPTER FOUR: A WORLD OF ADVENTURE

Arcadian persecution under the guidance of a proph-


et named Alhaz, who led them to their foreordained
home. They are few in number and devoutly religious,
though the faith of Sesinah is all but unknown outside
the valley of the tree.
The Zoharim religion is one of intricate mystery.
They believe that Zohar is a representation on Mars of
the mind of God, and believe that by climbing it they
attain oneness with Sesinah. This is not as easy as it
seems: Zohar stands over 100 meters tall, and its bark
is slick with sap that induces a state of euphoria when
it comes into contact with bare skin. The high priests
of the Zoharim recognize 10 Stations of the Tree, cor-
responding to the 10 Faces of God, and only the most
pious can climb the entire path.
Visitors are welcomed in Zohar, for God commands
that the stranger be cared for, but they are also feared:
according to the Zoharite faith, their valley is protected
by angels set at either end, who guard them from dis-
covery and subjugation by their old masters. Strangers
coming into the valley are a warning that the angels are
displeased, and must be offered sacrifice to regain their
blessing. The Zoharim do not sacrifice their guests, of
course: Rather, for every stranger who comes to Zohar,
the Zoharim choose a promising youth from their own
number and hang them from the lowest branches of the
tree.

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

a young Zoharite approaches the characters HAZARDS


and begs them to help him get out. It seems he’s
marked for sacrifice and doesn’t want to die. Of 1. Trying to climb Zohar to prove one’s enlight-
course, slipping away in the night just means the enment to the Zoharim. The higher you go, the
High Priest will choose another sacrifice in the thinner and slicker the branches become — and
morning. the more potent the narcotic sap.
2. Travelers entering the Valley of the Tree seem to
CHARACTERS attract fierce storms and rockslides, almost as if
an occult hand were guiding the disasters toward
1. Hazim, Pale Martian High Priest (Voice of the them.
Community d10, Rock of Faith d8, Initiate of the
Seventh Station d6; Resolve d10; Trouble: Ambi- 3. The sand beneath Zohar has been watered with
tious Under-Priests) the blood of many of the faithful. When the wind
howls and the dust storms roll in, the ghosts of
2. Kulak, Pale Martian Mother of Wisdom (Choos- ancient sacrifices frolic around the tree, seeking
er of the Slain d10, Very Sharp Knife d8, Quiet whom they may become.
Devotion d6; Resolve d6; Combat: 1 Strike/1
Parry/1 Stunt; Trouble: Never Climbed the Tree)

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

1. NAME, PART THE FIRST 2. NAME, PART THE SECOND 3. DESCRIPTOR

11. Red 11. Cogleostri 11. Morose


12. Gorgeous 12. DeVance 12. Famous
13. Aria 13. Valentine 13. Irascible
14. Early 14. Bussolano 14. Childish
15. Lucca 15. Lightfinger 15. Larcenous
16. Green 16. Castlagarda 16. Trustworthy
21. Alessi 21. Tarek 21. Lying
22. Black 22. Aguinaga 22. Doomed
23. Siena 23. Moon 23. Possessed
24. Umber 24. DeSerafin 24. Driven
25. Sane 25. Costa-Condradi 25. Smooth
26. Amilia 26. Tsa 26. Heartbroken
31. Callis 31. Ferriz 31. Oathbound
32. Violet 32. Gohar 32. Fool
33. Gemma 33. Sagessa 33. Crude
34. Nico 34. Elbatanawy 34. Educated
35. Trista 35. Knows Secrets 35. Drunk
36. Sanguine 36. Delirachio 36. Insightful
41. Arlo 41. Fan 41. Elderly
42. Lucky 42. Delfin 42. Star-mad
43. Santo 43. Sun 43. Addict
44. Bleak 44. Schiavokla 44. Talkative
45. Neph 45. Saadauri 45. Haunted
46. Osir 46. Ariza 46. Honorable
51. Nubin 51. Wei 51. Unhinged
52. Orange 52. Verabenova 52. Fastidious
53. Xao 53. Ahmin-Geb 53. Enormous
54. Chiniq 54. Volpe 54. Cursed
55. Forgotten 55. Hendhal 55. Filthy
56. Vaughn 56. Puglessi 56. Laconic
61. Mahaska 61. Yei 61. Cultured
62. Prince 62. Nerinavari 62. Creepy
63. Ochekka 63. Quillion 63. Dapper
64. Zandophen 64. DeZodiac 64. Boisterous
65. Aubergine 65. Redhand 65. Master
66. Lalawythika 66. Brevarusso 66. Dead

181
CHAPTER FIVE: GAME MASTER RESOURCES

4. VOCATION OR AVOCATION 5. FROM... AT LEAST LATELY


(GRANTS A D6 TRAIT RELATED TO
11. Assassin KNOWLEDGE OF THE INDICATED LOCALE)
12. Pirate
11. North Pillar Region
13. Coachman
12. Vance
14. Sailor
13. Arcadia
15. Soldier
14. Arcadia — the shanties
16. Poet
15. Arcadia — the excavations
21. Adept
16. The Prismatic Wastes
22. Cultist
21. Coronal
23. Nomad
22. Surtur
24. Thug
23. Foresight
25. Astrologer
24. Battlehymn
26. Spy
25. Battlehymn - Southside Slums
31. Inquisitor
26. Illium
32. Composer
31. Skarras
33. Magus
32. Chiaro-that-is
34. Informant
33. Chiaro-that-was
35. Prophet
34. Chiaro — Tomb Valleys
36. Explorer
35. Chiaro — Cloister of the Blind Saint
41. Tinker
36. Hazard
42. Scribe
41. Noachiq
43. Dream Seller
42. The Sleeping Witches
44. Bandit
43. Cyncus
45. Guard
44. Ziggur
46. Balladeer
45. Zodiac
51. Engineer
46. Dangling Raster
52. Con Artist
51. The Honeycomb
53. Automaton
52. Muniqq
54. Cartographer
53. Anger
55. Merchant
54. Anger — the markets
56. Sculptor
55. Anger — the arena
61. Investigator
56. Siren
62. Zealot
61. Cimmeria
63. Thief
62. Cimmeria — Qinon Palace
64. Occultist
63. Cimmeria — Forest of Corpses
65. Painter
64. Wyeth
66. Antiquarian
65. Wyeth — Deephome
66. Southern Black Rubble

182
Characters: The Personagenesis Mac hine

6. TROUBLE OR SECRET DEPTHS


(+ OR - IMPROVES OR REDUCES THE DIE TYPE AN INDICATED TRAIT, MINIMUM D4)
11. Only months to live (-Resolve)
12. A crowd of hangers-on and followers (+Resolve)
13. Uncanny insight into the immediate future (+Descriptor Trait)
14. Knowledge of your current troubles (+Resolve)
15. A death warrant in their home city (-From Trait)
16. A strange lingering odor (-Resolve)
21. A pigheaded attitude (+Resolve)
22. An unexpected familial relationship (+Resolve)
23. A tendency to be hypnotized by music (-Resolve)
24. Always another concealed weapon (+Vocation)
25. A bone-deep ache for revenge (+Resolve, -Descriptor Trait, +From Trait)
26. Dueling scars (+Resolve, gain “Flashing Blade” at d8)
31. A weird, universal beauty (+Resolve, gain “Gorgeous to Everybody” trait at d8)
32. Ink-stained fingers (Gain “Incredibly Well-Read” trait at d8)
33. More confidence than ability (+Resolve, -Vocation)
34. Modesty about impressive skill (-Resolve, +Vocation)
35. A surprisingly-high bounty (+Resolve, +Vocation trait, -From trait)
36. A highly-infectious disease (-Vocation Trait, -Resolve, +Descriptor Trait)
41. A nostalgic character (+From trait)
42. Astrological tattoos (+Resolve, +Descriptor Trait)
43. A hidden parasitic twin skilled in the dark arts (Gains “Parasitic Adept” trait at d8)
44. More passion than sense (+Resolve, +Descriptor Trait, -Vocation Trait)
45. A necklace of ears (+Resolve, -From Trait)
46. A salty vocabulary (+Resolve, -From Trait)
51. Haunted eyes (-Resolve, +Vocation Trait)
52. Vulnerability to iron and bone (-Resolve when wounded by iron or bone)
53. Well-worn boots (+Resolve, +Vocation Trait, +From Trait)
54. A cursed aura (+Resolve, -Home Trait, -Background Trait, +Vocation Trait)
55. Transplanted maichara glands (+Resolve, +Vocation Trait, -From Trait)
56. A string of jilted lovers, some of whom seek revenge (+Resolve Trait, -From Trait)
61. No memory of how they arrived (-Descriptor Trait)
62. Uncanny pheromones (+Resolve, Gain “Intensely Persuasive” at d8 when dealing with own species)
63. The appetite of 10 hungry Pale Martians (+Resolve)
64. A wicked sense of humor (+Resolve, +From trait)
65. An intelligent parasite (-Resolve, +Descriptor Trait, -Vocation Trait)
66. A ghost-bone flute (Gains “Play the dead to life” trait at d8)

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CHAPTER FIVE: GAME MASTER RESOURCES

7. MOTIVATING NEED OR DESIRE


(+ OR - IMPROVES OR REDUCES THE DIE TYPE OF AN INDICATED TRAIT, MINIMUM D4)
11. An exotic drug (+Resolve, until obtained, then -Resolve)
12. The respect of their distant mother (-Resolve, +Descriptor trait, +Vocation trait)
13. Transcend mortality (+Resolve)
14. Vengeance (+Resolve)
15. Their shattered confidence (-Resolve)
16. Found a dynasty (+From trait)
21. To become madly wealthy
22. A way to transform their body to match their spirit (+Resolve)
23. The memories sold to the Faceless Gondolier (+Resolve, -Descriptor Trait)
24. Enact secret revenge on the heroes
25. To be the best they can be (+Resolve, +Descriptor trait, -Vocation trait)
26. A good death, a proud death
31. To inherit their family’s estates (+From trait)
32. Defeat the fears that plague them (-Resolve)
33. To avoid anything resembling hard work (-Resolve)
34. An end to this suffering, but one that won’t damn their soul (-Resolve)
35. See again the face of their god (+Resolve, -From trait, -Descriptor trait)
36. To be respected, or at least feared (+Resolve)
41. To save their lover’s spirit from the cold hell between the stars (+Resolve, gain “Necroastrology” trait at d8)
42. To produce a masterwork (+Resolve, +Vocation trait)
43. Their stolen eye (+Resolve, -Descriptor trait)
44. A worthy protégé to teach (+Vocation trait)
45. Regain their lost honor (-Resolve)
46. A reason to go on living
51. Good drink, good friends, a quiet life (-Resolve)
52. To write the definitive guide to their particular interest (+Vocation trait)
53. Feast upon the meat of all the peoples of Mars (Gain “Secret Cannibal” trait at d8)
54. A new lover (+Resolve)
55. To find a worthy opponent (+Resolve, Gain “Artist With the Blade” trait at d8)
56. Find their lost family (+From trait)
61. A successor, worthy of the name (+From trait, +Vocation trait)
62. To kill…one more time…just one more time…only once, I promise Mother, only one more kill… (-Resolve, gain
“Secret Murderer” trait at d8)
63. Something new, something to ease this crushing curse of boredom (-Resolve, +Descriptor trait)
64. Become the greatest of their vocation to ever live (+Vocation trait)
65. To make their broken heart into unfeeling stone (+Resolve, -From trait)
66. Their freedom from indenture to a hateful master (+Resolve)

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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

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CHAPTER FIVE: GAME MASTER RESOURCES

Sanguine Puglessi performs the


song of their joy and mourning.

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

ANGER SIREN NORTH POLE


1. The Market 29. Nadamban 58. Plains of the Pillar
2. The Purple Light 30. Himk 59. The Bone Annals
3. The Arena 31. Voshi 60. Cycnus, the Drifting Ruin
4. The Machine 32. Ferma
SOUTH POLE
BATTLEHYMN SKARRAS 61. Black Rubble
5. Temple of the Voice 33. The Plaza 62. Gallow’s End
6. North Side Canal 34. The Shades 63. The Temple of the Poppy Brides
7. South Side Slums 35. The Revolution Underground
8. The Damsel’s Tomb 36. Sky Fields ARCADIA
64. The Shanties
CHIARO SURTUR 65. Excavations
9. Cloister of the Blind Saint 37. The First Forge 66. The Memory of Waves
10. Ruptured Atmosphere Processor 38. Volcanic Gardens
11. Ice Caravan Camp 39. Surtur Mines MERIDIAN
12. Tomb Valleys 40. The Plaza Obsidian 67. Hazard
68. The Honeycomb
CIMMERIA VANCE 69. Muniqua
13. Qinon Palace 41. The Plaza Arez
14. Atai Monastery 42. The Palace of the Dog THE PRISMATIC WASTES
15. Fibonacci Knot 43. Hangman’s Garden 70. Rainbow
16. Forest of Corpses 44. The Dredge 71. Cave of the Hyaline Mother
45. The Guildhall of the Mourners 72. Armonica Canyon
CORONAL
17. Xeta Geyser WYETH RADIUM PLATEAU/SKARRAS
18. Almeida 46. Wyela 73. Dangling Raster
19. Riberia Fogo 47. Krem Den 74. Hirshel
20. Vale 48. Seedling Grove 75. Noachia
49. Deephome
FORESIGHT THARSIS
21. Hooded Sisters Pilgrim Dormito- ZIGGUR 76. The Lunar Mosaic
ry 50. The Processor 77. The Sleeping Witches
22. Delphic Square 51. The Merchant Quarter 78. Zohar That Was Promised
23. Memory’s Last Rest (The Library 52. The Yellow Cloister
of Memory) TRAVEL
53. The Inverted Court
24. Service Entrance to the West 79-80. Travel between two loca-
Horn Gate Machine tions. Roll twice more on this
ZODIAC
table.
ILLIUM 54. The Panopticon
25. The Fortress Invincible 55. The Slanted Grove
26. Sky Navy Port 56. The Shipyards
27. University of Illium 57. The Shrouded District
28. Plateau Caves

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CHAPTER FIVE: GAME MASTER RESOURCES

Opening Conflict ships might be familial, or could be organiza-


tional — all parties belong to a business, a cult,
Roll two d6s, and read the results as a two-digit
a religion, a gang, or a secret society. Prior to
the crime and vengeance, all had a reasonably
number, the first die indicating the first digit, the sec- amicable relationship. Sometimes, other kinfolk
ond die indicating the second digit. Let us all remem- or retainers are involved, including the Broken
ber and thank Georges Polti, who foresaw our eventual One, who is shattered by the crime and the
need to generate dramatic conflict with a roll of two vengeance for it, the Disbeliever who refuses to
six-sided dice, and constructed his The Thirty-Six Dra- believe the Avenger’s claims, the Peacemaker
matic Situations accordingly. who seeks to settle matters, valuing peace over
justice, and the Quieter who cares only for the
Each Conflict defines the core struggle underpin- reputation of the family, and covers up crime
ning the adventure, and defines some Roles, which will and vengeance.
be filled with player and non-player characters. These 15. Escape and Pursuit: The Fugitive flees punish-
roles imply relationships among the characters drawn ment, hounded by the Pursuer because of a
in, but are also fairly roomy containers, and are able to misunderstood crime. Sometimes, a Judge has
accommodate many different characters. The combina- declared the Fugitive guilty and may or may not
tion of character — their particular place in the world, question that judgement, a Protector takes the
motivations, personality, and position — and role jux- Fugitive in and offers them safety and succor at
taposed against other characters informs the drama. some personal risk, and a True Criminal might
exist who is really guilty of the crime.  
Character roles in bold type indicate major or es- 16. Usurpation: The Power is defeated by the
sential roles for the conflict, while those in italics are victorious Enemy and thrown down from their
secondary or supporting roles. seat of rule, which is taken by the Enemy, while
11. A Plea for Relief: A Persecutor’s actions or deci- the Power may escape with the help of the loyal
sions oppresses the Supplicant, who seeks relief Lieutenant who is captured in their place or
by an appeal to the Authority, the results of escapes and leaves the Power in enemy hands.
which are uncertain. Sometimes, an Advocate Sometimes, a Betrayer helps the Enemy defeat
speaks on the Supplicant’s behalf, and access the Power, a Messenger carries news of the de-
to the Authority is controlled by a Gatekeeper. feat to the Power’s friends and Distant Relations,
and an Enemy Agent pursues any remaining
12. An Escape from Justice: The Unfortunate has loyalists.  
committed some trespass, and is justly pun-
ished by the Threatener, until a Rescuer helps 21. Cruel Misfortune: the Unfortunate suffers at the
the Unfortunate escape. Sometimes a Guard hands of the Master, who is goaded to greater
keeps the Unfortunate from escaping on their cruelty by the Devil. Often, the Unfortunate
own, a Hidden Ally helps the Unfortunate, or does not know why they are made to suffer or
a Guide leads a Rescuer to where the Unfortu- who inflicts it. Sometimes, Bystanders are caught
nate is held, where a Torturer may be inflicting up in the Master’s cruelty, and the Devil will not
the Threatener’s punishment. After a successful be satisfied without a Sacrifice.
rescue, the Hound may pursue. 22. Revolt: The Tyrant is plotted against by a Revo-
13. Vengeance for an Unpunished Crime: The lutionary and Conspirators who seek to over-
Avenger suffered because of the Criminal’s throw the Tyrant’s rule. Sometimes, an Assassin
actions, and those actions were never justly is retained to eliminate Tyrant or Revolutionary,
punished. Denied justice, the Avenger seeks and the Tyrant is served by the Loyal Retainer to
revenge. Sometimes, an Avenger has the help the very end.
of an Accomplice, and sometimes the Criminal 23. A Daring Robbery: The Bold Leader, with the
was assisted by Conspirators in their crime or help of their Lieutenant, commits an audacious
by a Dupe who helped the Criminal without theft of something the Adversary treasures
realizing it , and is served by a Henchman, who enough to secure with a Guardian, and the
does their dirty work. Bold Leader may or may not escape clean.
14. Vengeance of Kin upon Kin: The Guilty Kin com- Sometimes the Bold Leader is assisted by Spe-
mits a crime against a relation, the Victim who cialists, has the help of an Insider and, after the
may exist now only in memory or as a ghost. robbery, is pursued by the Adversary’s Hunter.
The Avenger is kin to them both, and seeks ven- 24. Kidnapping: an Abductor takes the Kidnapped
geance on behalf of the Victim. These relation- from their Guardian for reasons which may not

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
190
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.

Roles Assign the characters in order to the major roles


listed in the opening conflict you selected previously
Roll a number of d8s equal to the number of play- unless, of course, the role majorly interferes with their
er characters plus the number of major roles in the preferred play style, or otherwise is a role they do not
opening conflict. Compare results of 1 through 6 to wish to play. When out of major roles, assign remain-
the list of Characters for the locale you are using to ing characters to Secondary roles, following the above
determine who they are. A result of 7 or 8 indicates a guidelines. If you have more characters than roles, any
player character is personally involved. You may ran- extra after the last role is filled are dropped. Player
domly select which player character is indicated, de- characters become Meddlers, like those unselected in
termine it randomly through a die roll or the drawing the previous step.
of straws, on a volunteer basis, by selecting the next Consider for a moment the location of the conflict,
player in line, or base it on the characters’ longstand- this particular arrangement of characters, and what this
ing grudges and passive-aggressive resentment. implies about their relationships in the opening action
Matching values indicate a Secret associated with of the adventure.
that character.
If established non-player characters are in play, use
Tilts
d12s rather than d8s. A result of 7, 8, or 9 indicates an Roll twice on the following table using the two-d6
established NPC is involved. A result of 10, 11, or 12 method for generating two-digit numbers. This gives you
indicates a player character is involved. two Tilts, which will throw off the equilibrium of the open-
Personally-involved player characters are Protago- ing conflict, and break its symmetry (if your players have
nists — the stakes and conflicts of the adventure affect not already done so with their own devilish ingenuity).

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.

11. Secret sibling 41. Secret princess


12. Undeclared love 42. Unrevealed skills
13. Thief 43. Living a lie
14. Imposter 44. Agent of outside influence
15. Addiction 45. Nursing a grudge
16. Family connection 46. Subject to unnatural transformation
21. Traitor 51. Cursed to enjoy no happiness
22. Sinister motives 52. Hunted by old enemies
23. Hidden agenda 53. Stole from an ally
24. Parent 54. Helped an enemy for mysterious reasons
25. Child 55. Doomed to die in the end
26. In Debt 56. Secretly under the control of another
31. Heresy 61. Really in it for the money
32. Not left handed 62. Masquerading as somebody else
33. Blackmailer 63. Wants to see the world burn
34. Blackmailed 64. In service to an alien god
35. Murderer 65. Reincarnated lover to a reincarnated enemy
36. Incriminating documents to be sent to authorities 66. Disconnected from reality
if they die

Accusations fly within


an unlikely family.

193
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

Horus Leathery and hump-backed, the oleph is a prickly,


but potentially loyal, beast of burden. They range from
“Tha simpleton, tha dim leakyface puella. Wilst tha one to three meters at the shoulder, with twin heads on
cry all contrariwise ‘cause tha great furry lizard sees blood long-stalked necks. These heads speak to one another,
on the stone? Tha chose this. Now get ye up and move after a fashion, in cryptic riddles, and seem to appreci-
along quickwise. Preparing, us. Girding, or whatever tha ate humor about the end of all things. Olephs can be
soldiers do. At least tha has a sword, all myself has is a found in the southern Martian deserts, but they claim
book and a lackawit farmgirl.” to be from elsewhere: a home to which they cannot re-
turn, and to which a lonely oleph may sing when the
—Gemma Hosepha Jones,
moon is blue. Native to some warmer climate, they pre-
with a peculiar way of encouraging
fer to avoid the cold wastes north of Chiaro, but they
The horus knows, in a small way, what will be.
With a rider clever enough to ask, it can tell you about
the certainty of water, or hospitality, or violence in the
future of itself and its rider. But not the possibility of
them. Where there is doubt, or chance, it cannot see
clearly enough to understand what lies ahead. A presti-
gious beast perhaps, and beautiful too — with a lovely
sleek cloak of downy fur, and large slitted eyes. But not
always one well-favored by fortune.

Traits: Responsive Mount d10, Hard to Spook d8, En-


chanting Looks d6
Resolve: d6
Difficulties: To Escape From d12, To Charm d6, To Fight
d6

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

199
APPENDIX A: BESTIARY

A meles is an amiable, if somewhat dim, friend to


farmers and archeologists alike. Slow, patient diggers
Singing Spider
the size of a young aepys, who can hollow out broad She reached out to caress a sparkling leg with her
irrigation tunnels and gently uncover dangerous, po- finger. “It’s true, then? You actually found one.” Parmys
tentially-unstable digging sites. While less clever than twitched the cage away again. “Careful! You’ll corrode it if
an eora or an aepys, the meles is sturdier and less prone you keep trying to touch it like that.”
to skittishness in the face of danger. Perhaps because,
protected by dense fur and a strong venomous bite, they — A jeweler and her thief lover
can largely fend for themselves in the face of any but Singing spiders are tiny, delicate animals (multi-legged,
the most persistent predator. but not true insects) that pair-bond, and spin glass filament
webs. They’re native to the Labyrinth of Night, where they
Traits: Slow and Steady d10, Venomous Bite d8, No leech silicates from the stone walls, and absorb “rain” from
Sand Too Thick d6 the Labyrinth’s storms. Highly prized by specialized jewel-
Resolve: d12 ers, who can coax them into spinning both beautiful jewel-
Difficulties: To Fight d8, To Escape From d6, To Charm ry and complex musical structures. A mated pair is a lavish,
d6 expensive gift, typically given between lovers.

Traits: Virtuoso Weaver d10, Mated for Life d8, Dweller


in the Dark d6
Resolve: d6
Difficulties: To Charm d8

Beasts of the Desert


Caute (or Ghost Cat) Traits: Haunting Gaze d10, Desert Camouflage d8,
Worldly and Wise d6
Resolve: d8
Cover your mouth in a sandstorm, my love-
Difficulties: To Charm d10, To Escape From d8, To Fight d6
I hear a caute on the wind,
A caute carrying its kin; ABILITY: SECRET
Come creeping from the valleys with the sand at her back, The caute has heard your name on the wind, and it knows
A sigh in her throat, and a hungry host. a paralyzing fear to whisper in your ear.
Cover your mouth in a sandstorm, my love- ABILITY: GHOST MISTRESS
Leave her sage and hyssop, A caute doesn’t summon ghosts (perhaps out of profes-
Leave her honey and wine, sional courtesy), but knows the ways of their eyes and
their voices. Cautes are immune to haunting and can’t be
She’ll creep down to the valleys with the sand at her feet, possessed against their will.
A smile in her throat and a quiet ghost.
— A Children’s Book of Robber Verses Ghosts
Cautes, they say, are haunted; every tiny alley whelp I looked into the yawning gulf of Hell’s Basin and
and roaming desert beast is a messenger to the hungry ghosts wept. Even if I stood here with my mouth open for 100
of the desert storm. Superstition, clearly. And yet, uniquely nights, I might never find Anatolia. I might never even
of Mars’s many peoples and beasts (and more besides), the know if she made it here. Maybe her spirit was at rest.
caute can travel safely through the whipping sandstorms. In
— Dysis Horae, Sister of Anatolia,
the midst of those biting winds, it steps neatly through the
in the month of the Stranger
gusts, triple-lidded blue eyes sensing every creeping thing
that shivers and waits for the storm to end. In daylight, only A ghost knows your name like you know how to
the blue of those eyes can distinguish the red and silver pelt breathe, in a secret way that burns and chokes if you try
of a caute from the sand on which it lies. to stop. And the more it knows, the longer it can stay in

200
b easts of the desert

THE DESERT’S GRASPING


HANDS
You may find your ghosts have other ways.
A way is something a ghost knows because
of who they are (invoking how they died,
or something they’re lacking, or some driv-
ing desire), expressed through some qual-
ity of the desert. Ghosts, by a forgotten
pact, cannot touch a living Martian with-
out permission. So a ghost who died by vi-
olence might have a way that invokes the
pain of that violence (either emotional or
physical), but cannot inflict stress or injury
by their own hand. They might inflict the
heat of the sun, or the smoothness of the
sand, or the endless horizon, but cannot
themselves burn or abrade or create new
madness where there was none before.

A traveler at the eye


ABILITY: POSSESSION AND HAUNTING
of a ghost storm
A ghost needs to succeed at a basic action to possess
someone unwilling to receive it. It can use basic actions
to haunt people with whatever ways it knows, their effects
the shadows of living, carried by dust and storm. If you perceptible or invisible to anyone present as it desires,
breathe a ghost in, it can live again, a little — curling into and a successful haunting is a lasting effect that gives the
your body and whispering into your ears and your heart. GM Misfortune.
Some Martians, out of loneliness or longing or love of the
WAY OF THE STINGING EYES
divine, welcome ghosts into themselves. To hold on to a
remembered lover, to walk more closely the steps of the The desert is dust and sand and the salt of your own
first Martians, to not be alone. Most possessions are less sweat, grinding relentlessly against you — eyes painted
black against the glare, grit crawling under your skin.
willing, though, and not all ghosts feel compelled to be
truthful about who they once were. A ghosteater might WAY OF THE BURNING VOICE
draw one back out of your heart, but it’ll leave a mark. A
The desert is endless heat and the dizzy rage of exhaus-
long blue streak where the incision was made, and scars tion, driving harsh words (and more besides) from the
where the memories it touched used to be. mouth of your sister.
Ghosts as a community have ways, but not every
ghost knows every way. A way might evoke how a ghost’s WAY OF THE COOL BREATH
first body died, the missing thing that’s still tying them to The desert is cold down to your bones, the dry air draw-
Mars, or a desire too strong to sate. A young ghost might ing water from your breath with every exhalation.
know two; an experienced or especially resilient ghost
WAY OF THE OPEN HAND
might know four or more. When a ghost calls up a way,
they can choose to terrorize a single traveler or split their The desert is need, running low on, and then out of, the
attention and haunt a traveler’s companions as well. things that keep a caravan moving —water and wine,
hope and mercy.

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.

201
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

Maichara close on their prey

202
Beasts of the Wood

Beasts of the Wood


Cerana respectable den will make an effort to keep their guest
free of pests and insects. But the deeper the addiction,
The air hummed, soft and low as a sigh, louder than the less likely a customer is to notice in the first place.
thunder. Moving slowly, like a dance through the high
grasses, she lifted the thatch and wood roof and pulled out Traits: Ravenous Blood-Drinker d10, Too Small to Hunt
a frame — exposing wax, larvae, and honey alike. Gently, d8, Breeds Uncontrollably d6
she tapped the larvae into a sealed jar, and slid an empty Resolve: d8
comb in to replace the one she’d removed. Larvae for the Difficulties: To Escape From d12
white’s poison-tipped arrows, wax for the reds, and honey
for home. Ikkun Parasite (Deephome)
— Mellifera, beekeeper
“Everything is so much clearer, now. All the twinges
While you can harvest a kind of spicy syrup from the in my heart when I looked into the crowds of Vance. All
nests of locusts, the cerana is the only true bee of Mars. the little fears that plagued me and whispered in the night.
It’s native to the cool grassy fields along the cliffs of the They were for a reason. They brought me here, and a
Wyeth Valley, but invasive among any grasses where the Naruk spoke to me through certain signs. It taught me how
occasional rain might fall. Unfortunately, it relies on to spot the monsters wearing Martian faces, and what to
certain flowers to produce edible honey, so while small do when I found them. I’ve been running all my life, but
colonies occasionally appear in the Labyrinth of Night, now I know what I’m running towards.”
they produce only a toxic blue fluid — phosphorescent — Weis, rubbing the sleep from his eyes
like the plants that line the walls of those caverns, but
no more edible. The Wyeth have cultivated them safely The mind is delicate, balancing the complex hu-
for generations upon generations, though. They harvest mours that form reason and understanding and emo-
the wax that makes their skin supple and their wooden tion. But the body is sturdy, and will steadfastly work
goods shine, the honey they feed their children, and the to reclaim lost abilities, compensating for any lack with
paralyzing poison they use to hunt those that might dis- whatever it has to hand. Some lucky folk (and beasts)
turb the tranquility of the valley. may find a disease that lays their brother low does not
affect them. Some are ill for a day, or a week, but shake
it off. Some never stand again. Their minds break in
Traits (as a swarm): Hive Mind d10, Poisonous Sting subtle ways, and their bodies move and work and speak
d8, Attracted to Bright Colors d6
with a different sort of guidance. The Wyeth do not suf-
Resolve: d6 fer from ikkun parasites. Their skin is thick, and even
Difficulties: To Escape From d8, To Fight d8, To Charm soft-barked babies throw off a parasite like a passing
d6
cold. Other Martians are not so lucky. Their skin is easy
Fagun Bug to pierce, and their bodies unprepared to shake off the
damage an ikkun can wreak on their minds. The luck-
iest suffer from hallucinations, ever more violent over
“We’re a respectable establishment, Menia. And we
time, but tolerable with skilled treatment. For some,
must be seen to keep the fagun off their soft skins. But,
the worm hooks deep into them, and their mind breaks
well, the urgency varies. Use the soft bristle brush for the
apart to accommodate it. They may look, and some-
newcomers, they’ll wake more easily when pinched, and
times behave, as if they remained their old selves, but a
spot the bites on their skin more quickly. An old hand, on
crawling madness has been triggered within.
his third day, won’t wake enough to smell the insecticide. If
his skin is oily, he can be persuaded not to notice.” The more aggressive the beast (or Martian), the
— Petra to Menia, a daughter and a new apprentice harder it is to shake off. Some hounds, now known by
their systemic infection with ikkun parasites, carry it in
Tiny red spiders are drawn to the smell of krem their saliva, which can easily infect skin broken by their
and hot flesh, and will sting those who sleep away their triple rows of jagged teeth.
nights — drinking tiny drops of their spiced blood. A

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.

“You got me an ill-tempered snake dog to keep me safe


while traveling. And what am I to do when it hares off into
Naruk
the desert, as it will do because I’m not a beast trainer?” “Once, when the forest was young, and the husbands
— Helania, third of six, picked up root and traveled among us, the naruk spoke and
in the month of the Broken Spire walked as Wyeth do. With clever hands they crafted, and with
clever minds they spun, until one found the first krem pod.
Even the Wyeth have cause to catch and tame
They smelled deeply of its spice, and turned all their crafts
hounds. In this case, a six-legged serpent of a hound,
toward it, until one by one they forgot their cleverness in love
cold-blooded, long-legged and crammed with sinewy
of its scent. We learn from them, this way, not to breathe it too
energy. A miyuk might only reach a sister’s thigh, but
deeply, or too often, lest we forget our own way.”
it can be brave and true, for a time. The wildness can’t
be trained out of them though, and from time to time — Thamyra, to a pod of young girls
they escape back into the forest, or out into the deserts The naruk, these days, are small and fierce, with
beyond. brilliant blue fur easily spotted among the leaves of the
trees they guard. Their teeth are too sharp for speech,
but sharp enough to crack a pod, and bite the hand that
might take it from them.

Traits: Greedy Bastard d10, Dexterous Climber d8,


Needle-Sharp Teeth d6
Resolve: d6
Difficulties: To Charm d10, To Fight d6, To Escape From
d6

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

Beasts of the Wastes


Jackal ABILITY: SOMA
The bite is not so sharp as to wound badly. A sting and
They fell to a sleeping sickness, one after another. A a gash that even a child could bandage, shrugged off
when the jackal runs. But the weariness, you can feel it
great dry beast with black eyes and dusky skin slithered in your bones. When the jackal successfully bites some-
back to their camp night after night to drink the moisture one, the GM gains a Misfortune die to use against that
out of them. Not that I would have mourned them, they character. Until that Misfortune comes to pass or vanish-
were going to leave me in this cage clear back to Chiaro. A es, the character’s Speed is reduced by one and she must
slave maybe, if they couldn’t get a worthwhile ransom. But succeed at a basic action, opposed by the jackal’s Traits,
as each one broke apart into dust and mummified bone, I once per scene or fall into a deep sleep.
couldn’t help but fear the bite that would catch me trapped, ABILITY: DRINK
without even a knife to defend myself.
At its leisure, the jackal can return to a victim and drink its
— Tilly Eugene, body dry, leaving nothing but dust and powdered bone
expecting to not remain a prisoner much longer behind. If it has several uninterrupted minutes to feed on
someone, one of that character’s Traits becomes exhaust-
Jackals can be found amid the mountains and ed, even if it’s currently a d6. If the last of a character’s
steppes, and some small packs prefer the stony comforts Traits becomes exhausted this way, he’s drained and will
of Chiaro’s ruins. Long and slender and so flexible as to die if the jackal feeds on him again.
be almost boneless, they can squeeze through a crack
the size of a Red Martian’s hand and pop an improperly Scorpion King
sealed door off its hinges. It retains water in small blad-
ders throughout its body, and reabsorbs it only sparingly, “It would be pitiful if it wasn’t trying to kill all our livestock.”
allowing it to sleep under the dry dust of a courtyard for — Afua, a trader and rancher
months at a time. The toxin it secretes leaves a hunter
so tired as to forget their surroundings. This allows the Scorpions nest in that which has been allowed to dry
jackal to return to an unconscious meal some hours lat- and desiccate in the wastes of Mars. Left too long, their
er, when their heart has slowed almost to stopping and limbs will begin to fuse together. Starving and half mad, a
they’ve lost the will to wake. mass of claws and stinging tails will burst out of the mummy
and stagger through wastes and half-broken temples, look-
ing for enough food to sustain their many, many mouths.
Traits: Pliable as Putty d10, The Color of Dust d8, Clings
to Life d6
Resolve: d10 Traits: Many-Limbed Horror d10, Insatiable Hunger d8,
Wasteland Rover d6
Difficulties: To Escape From d12, To Charm d8, To Fight
d6 Resolve: d8
Difficulties: To Fight d6, To Escape From d6

205
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

Beasts of the City


Pale Martian Cities NoABILITY: NET
one knows the lay of a web better than its weaver;
and no seeker could move so quickly through it. Add one
Automatons to a machine spider’s Speed as long as it’s in its web.

(or Machine Spiders) ABILITY: DECONSTRUCT


What lands in the web of the weaver is a gift to the weav-
“Who resembles the steppes locust, which satisfies er and the web, and quickly, with their gentlest teeth,
its every desire? They are the Martians who, after being they will cease its motion before grinding it fully at their
struck down by our enemy’s arrows, take those arrows up leisure. A machine spider gains an extra Strike die against
and pierce our heart again with them. anyone in its web.
Who resembles the machine spider, which satisfies the
needs of The People? They are the Martians who, when
Lapin
showered with our enemy’s arrows, remain untouched Oh how they cried in the dead of night, ghostly
because they are dressed in holy bone. and haunting as they grieved their dead sister. None
Children, burn away your fickleness, and turn your would speak to us after that, even the lapins from
passion always towards The People. Be the Martians who, families too far away to have possibly known. They
under a torrent of arrows, shatter them and force them into just fall silent at our approach, staring angrily, and
the hearts of our enemies.” would not take up their tending or their song until we
— Sister Dorotheus of Metanoia, left again.
Letters for the Third Egg Year — Jessamyn Jacobs, assistant to Bathsheba Prince
and writer of Seven Chronicles of Valerian and Castilleja
The machine spiders are hand-sized creatures that infest
the ruins of First Martian cities, collectively weaving enor-
mous webs out of stinging silken cords. Whatever their orig-
inal purpose, they are now cultivated by the Pale Martians
to weave the watertight fabrics from which they build their
homes and make their clothes. With some careful training
and a talented herder, they can even be used to weave the
seamless containers Chiaro relies on to ship chunks of glacier
water south. While they meticulously demolish any material
(biological or not) that gets caught in their webs, it isn’t clear
that they eat what they catch, so much as break it down into
usable parts. When one ”dies,” its nestmates immediately
descend on it to dismantle its corpse, and build a new spi-
der to replace it. Only the very lucky have ever managed to
preserve an automaton body from this fate, and none have
quite discovered the mechanism by which they spin.
Special Note: Automatons are not naturally com-
bative, and seem only dimly aware of anything outside
their meditative weaving, but if provoked or pursued,
they will retreat deeper into their nest.

Traits: Master Crafter d10, Single-Minded with Purpose


d8, Mechanical Beast d6
Resolve: d10 Lapin mourning one of their own.
Difficulties: To Fight d6, To Escape From d6, To Charm d6

207
APPENDIX A: BESTIARY

Tiny hares, made of horn and glass, congregate


along the glacier wall in families of 20-30. They sing,
and know, and farm in a small way. Harvesting those
Vance
seeds and grasses as can be found so far north, and
planting the salvage in fields they till with their siblings.
Salamander
They make decisions as a group, operating as a hive “Rats and salamanders in the grain, cautes chasing
with queens and daughters, and communicate through them about, and dizzy arrayed all around in mine store-
them (somehow) to other families hundreds of miles houses. What does us have weasels and peacocks for, if not
away. A lapin removed from her family will wither — to catch verminy bits? Mother-of-pearl, tha keeps the house
losing speech, then song, then heart. At the moment not at all.”
she dies, her family will take up a wail, changing their
— Pepper (Susanna) Vipert,
family song forever. Their mournful singing has been
Quartermaster to the House of Nacre, Castor, and Silk
the focus of study for a few Pale Martian academics, but
lapins seem contemptuous of Martian research on their Salamanders may have originally been from Arca-
words, and rarely make an effort to explain themselves dia, but like rats and the poor, they will always be among
to those outside their species. But when the moon is us. In the wild, the tough-skinned lizards eat most any-
blue, families across the glacial fields come together and thing small enough to get their jaws around. But ones
sing sweet and high. And the ice trembles with their that stay too long in the city develop a taste for sweets
small voices. and grains — sneaking through cracks in storehouses
and bakeries, and stuffing themselves silly. More skin
Traits: For Family d10, We Are All Connected d8, and cartilage than meat, and bitter enough (though not
Moves Glaciers to Weep d8 poisonous, per se) that they’re not worth much to eat.
Resolve: d8 So no one much bothers to catch them for a pot. A
Difficulties: To Escape From d6, To Charm d6 handful of skin could patch your boots though, if you
were in a bad way.
Vulture
Traits: Adaptable Little Bugger d8, Wall Walker d8,
“Not every beast of Mars has the spark of understand- Doesn’t Give Up d6
ing, but of the ones that do, many choose to remain as they Resolve: d6
are. What does civilization offer the vulture or the lapin? Difficulties: To Charm d6
What jokes can they tell, free from the burden of legitimacy?”
— Sister Nimas Regula, of Patience, Sand Spider
Letters for the Tenth Movement
I saw a gray scurry far down the dune, long legs
No more wicked than any other beast that eats flesh scratching up through the grass by the brackish irrigation
for its supper, but perhaps more reviled for it. Vultures ditches. I whistled and dug into my pack for a rifle and a
are smart and sensible, and speak to one another in a soft bag of rocks. If there was one sand spider there were 20,
clicking language rich in sardonic humor. Their small and someone needed to get eyes on the flanking group while
hands can wield rough tools, but they are largely unin- I blundered into the obvious trap.
clined to turn those tools on other Martians. They prefer
instead to build themselves complex nests in high, safe I got a whistle back, and another from the ranch
hills, unreachable by ursavas or machaira. There they porch. Someone’s been keeping the home fires burning,
engage in circular debates about what Mars is made of, I see. Well, the more the merrier, and the more likely the
which are considered disproven (and therefore uninter- yummocs will make it to morning.
esting) by the higher orders of Martian thinkers. —Ayo Nkechi Poole, hired hand and sometimes
sharpshooter in the month of the Stranger
Traits: Architect of the Skies d10, Philosophical Thinker Individually, a sand spider isn’t much. A ball of gris-
d8, Clever Scavenger d6 tle and meanness half the size of an underfed eora. But
Resolve: d6 a pack of them can be clever, engaging in group tac-
Difficulties: To Escape From d8, To Fight d6, To Charm d6 tics and minor trickery — laying traps, forming teams

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

Chiaro Traits: Dive Bomb d10, Roused to Fury by Heat d8,


Magnetoreception d6
Resolve: d6
Delve Beetle Difficulties: To Escape From d10, To Charm d8, To Fight 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

Illium numbers don’t overwhelm Illium’s streets.

Traits: Glasscutting Stinger d10, Blinding in the Light d8,


Glasscutter Hardy Survivor d6
(Prismatic) Wasp Resolve: d10
Difficulties: To Escape From d10, To Fight d8, To Charm d8

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

Skarras sailors of ancient Mars. Today, its grandchildren squawk


and chase and menace Martians on land. Their calls are
deafening and cacophonous, and in the early morning
Gallum hours many Skarras children hunt them for both pen-
nies and sport. They are somehow even more aggressive
“Beauteous choice sire, a pearl of great price. See tha how during mating season, when they have been known to
it glitter-dances in the crystal light? Beveled from the loveliest chase one another miles away from their nests, biting and
veins of whalestone tha has ever seen. A fine gem, tha.” pulling at each other’s feathers all the while. They’re edi-
“Whalestone? A poetic name to be sure. What sort of ble, if you can tolerate the noise to get at them.
rock is that when it’s at home?”
“Oh, uh, carcibum callcinatea laxidasia...the, uh, gray Traits: Loud and Raucous d8, Cranky Aggressor d6,
Flagrant Food Thief d6
kind what comes from mill-mining in the south fields.”
Resolve: d8
“How charmingly evasive. I’ll take the lot anyway, but Difficulties: To Charm d10, To Escape From d8, To Fight d6
10 centimes a gram and not a bit more of your highway
robbery. …Oh, and one merchant to another, think of a
better fake name next time.’”
Sandskin
— Priyana Jubilee, respec’able merchant to The stony teeth ground painfully against my skin, but
The Quality of Mars and Peregrine Janit, who is only dug against the surface. Too dull to pierce my leg, only
already calculating a very substantial markup
Fat herds of gallum float in the Sky Fields south of Skar-
ras, grazing on the long strands of kelpy weeds and tillandsia
brush, held aloft by the low gravity. They aren’t especially
aggressive, except insofar as a nearsighted beast too big to
see its sides might bash an inattentive Martian against the
rocks. To manage that bulk on a diet of weeds and nettles,
gallum must wring every last fiber out of their cud, which
they digest at length in stomachs like pressure cookers. The
odd pebble or rock that gets sucked up alongside is subject-
ed to the same acids and pressures, creating gems of unusu-
al color and luster. (They’re very popular in Coronal and
Zodiac, though one suspects Skarras merchants neglect to
mention their origin as glorified gallstones.)

Traits: Takes Up Space d8, Powerful Suction d6,


Low-Gravity Dweller d6
Resolve: d6
Difficulties: To Charm d6

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

worry at it and hope to pull it loose. It would have been trag-


ic if it wasn’t trying to maul me to death and steal my skin.
Skulker
— Karel, philosophically regretting the spirit he Two skulkers padded softly down the alley, casual-
would soon bind ly knocking over trash cans to critically examine their
Sandskins are barely living. A swirling cluster of contents. One was already carrying a long bone, and the
rock and dust (and some say, fragments of ghosts too cracking noise it made as the beast turned it over and over
weak to have a soul to call their own). They crave flesh, in its jaws echoed up to the attic we were hiding in. Hope-
any will do, to pour themselves into. Their desperate fully they weren’t hungry enough to hunt.
longing remains unfilled though. Even if they pour their — Sasha, recounting her childhood in
dust into the mouth of a captive, whatever spirit pos- A Debt Eternal: The Secret History of Skarras
sesses them simply reforms, hours or days later. There
is no peace for a sandskin, not even the peace of death. Some distant cousin of the caute, perhaps. A skulk-
er is heir to none of the caute’s mysteries, but endowed
with stamina and fangs that outclass most city beasts.
Traits: Unflagging Desperation d10, Miniature Sand- They have an unfortunate taste for the flesh of Mar-
storm d6, Shifting Form d6 tians, though. They are dangerous creatures to leave
Resolve: d10 alive, but also dangerous creatures to seek out and kill.
Difficulties: To Escape From d10, To Charm d8, To Fight d6

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

Beasts of the Water


Fishwife
A cloud of fishwives moved past us, bumping against the
bottom and sides of the canal ship, scorching it slightly with
errant tendrils. And damned if that Roundhead didn’t reach
out for one, ignoring the razorfish pulled to the surface by their
light. He had lungs enough to scream at length as they swarmed
his arm and started pulling him in, and we started pulling him
back. He might live, he was lucky there was a sawbones on the
ship in the first place. But the damage done to his face was quite
extensive, and there was nothing left of the eyes to speak of.
— Excerpts from The Apprentice’s Diary,
in the month of the River
The fishwives light your way in the deepest canals,
luminescent under the waves. And that brightly-col-
ored light can reveal things hiding in the silt below you
that you might prefer not to see, or be seen by. Their
long jelly tendrils leave black burns on the skin, and a
tightness around the heart when you stray too far from
water. But a fishwife is also filled with the silkiest pow-
dery smoke, which, when breathed deeply from one not
quite dead, can speed the mind of an adept past reason, Sailors give a fishwife a wide berth
to let them see things no one else has known.

213
APPENDIX A: BESTIARY

Traits: Searing Tendrils d10, Adept Tempter d8, Biolumi- d6


nescence d8
Resolve: d6 ABILITY: CANAL SONG
Difficulties: To Escape From d8, To Fight d6, To Charm The lamia sing, perhaps constantly, in tones too deep for
d6 Martian ears. But the water hears them, and it ripples and
churns to deliver what favors a lamia might ask of it.
Lamia ABILITY: STONE SONG
The song of the canals is too deep to hear, except in The canals are mapped, as well as they can be, but
your bones and in the pattern of the ripples on the water. maps are unreliable. Roads might snap shut behind a
I don’t know to whom they are singing — themselves, or cargo ship — its sailors drifting in the dark for hours
other lonely serpents, perhaps. But I’m sure it is not I. I’ve before reemerging suddenly in another place, the stone
lost more than one sailor to that thrum. One day they up groaning and quavering around them. Sailors are super-
and swim away, fish and eels parting before them. Perhaps stitious, and blame the lamia.
they’ve finally been lured, only waiting for the serpent’s
jaws to close around them. Lungfish
— Roya Turhan, Captain, and child of Captains
Practicality is fashionable this year. Little princesses
Few Martians have seen a lamia. Not because they’re
and lordlings taking knife lessons and learning to fillet a
so mindlessly violent as to destroy anyone who might
yummoc. Filling their private water supplies with import-
spot one, or necessarily because they’re rare. Lamia are
ed lungfish, as though they weren’t already buying up the
just regularly too smart to be caught. Certainly a sleek
sweetest water. It takes being very rich indeed to make
scale as long as a Pale Martian’s hand might float by on
poverty and risk look so sleek and well-groomed.
the water, or the deep scratches made by some slithering
beast might be heard echoing along the canal. But they — Excerpts from The Apprentice’s Diary,
appear to not wish to be found, and take some pains to in the month of the Lost Child
avoid those stout-hearted or foolish enough to look for Barely alive, but precious beyond measure, a lung-
a sea serpent on purpose. Those that have succeeded fish is a living water filter. Left to their own devic-
report a creature so long its coils could not be counted, es, they can even turn the brackish water that pools
with a broad face that called to mind a Pale Martian. around a glacial melt into sweet, palatable water. Placed
Often they are caught while defending a clutch (never in a cistern, they will slowly eat the soluble minerals
more than two eggs), and the words they whisper while and ancient or exotic bacteria one might find in water
driving an adventurer away shake one’s teeth with deep shipped from 1,000 miles away. A lifetime of heavy met-
vibrations below hearing. Some sailors believe they are al consumption makes them appallingly toxic, and too
coming to understand the songs the lamia sing, the low valuable to risk eating besides.
tones that echo through the caverns, shaking the water
and disrupting navigation. And certainly it is language
of a sort, but not one we’ve learned to speak. Traits: Water Cleanser d12, In Demand d8, Mud Hiber-
nator d6
Resolve: d6
Traits: Elusive Recluse d12, Voice of the Deep d8, Con- Difficulties: To Charm d8
stricting Coils d8
Resolve: d10
Difficulties: To Charm d10, To Fight d8, To Escape From

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.

Traits: Seismic Communication d10, Massive Coils d8,


Ancient Guardian d8
Resolve: d8
Difficulties: To Fight d10, To Charm d8, To Escape From d6

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.

ITEM CLOSE 1+ DISTANCE PARRY/STUNT


Bow 0 3 Parry as Unarmed
Blunt Object 1 (2 if heavy) 0 (thrown) Parry as Unarmed
Dagger 1 1 (thrown) Can be used corps-a-corps
Flintlaser Pistol 1 2 Parry as Unarmed
Polearm/Spear 1 1 (thrown) +1 damage on a Lunge
Staff 1 1 (up to 2 spaces) Move foe 2 spaces instead of one with Shove
Sword 1 0 (thrown) Gain Windfall on successful Riposte
Unarmed 1 n/a 1 Strain per successful Parry against armed foe in Close
Quarters; can be used corps-a-corps
Whip 0 1 (up to 2 spaces) As Unarmed; if used to Disarm, automatically gain foe’s
weapon

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

Sweet Crescent Bread Lark’s Tongue


“Red for the blood our ancestors shed on Mars’s sand, Sing a morning song, a message of daybreak whistling
sweet for love’s embrace, shaped like the moons that soar through a metal pendant
in our skies.” Benefit: If you play it when the moon is high, for
Benefit: Remember that you are a laughing child as long as your breath fills the flute, the pale, cool dawn
of Mars. The product of those who would not lay down will hold back the sun. Reduce the Strain caused by an
and die just because the world was ending. Step any environmental hazard by 1 for any number of people no
exhausted Method back to your maximum die size, and more than one space apart.
gain the Melancholy Condition. Drawback: As soon as you stop, the sky will re-
Drawback: Remember that life is quick and death member, and its heat and light will leap forward to re-
is long, and once upon a time your ancestors also be- turn to their business. You also take any Strain that an
lieved themselves ageless conquerors and everlasting environmental hazard inflicts on one character adja-
lovers. Gain the Melancholy Condition and encounter cent to you, for the scene.
a ghost before the end of the session.
Sea Bells
Wildhoney Tea
The whispering echo of an ocean storm, trapped in a
Honey gathered from locust nests, steeped with red, hollowed-out stone.
charcoal to leech out the poisons and insecticides. Brewed Benefit: A sea bell can sense its mother, no matter
softly with such herbs as a careful witch might harvest how deep underground, and will point you to her. Exert
from her own rooftop. any career die of d6 or higher to find the direction and
Benefit: See Mars brighter, with crisper lines and general distance of the nearest water source, as with
heroics as yet undone. Another sip, another burst of Dowsing.
potential leaping from your fingertips. Step any ex- Drawback: A sea bell draws you just as close to all
hausted die back to your maximum die size, and gain the other deep desert creatures who crave sweet wa-
the Melancholy Condition and 1 point of Strain. ter. All creatures within a few miles can sense you as
Drawback: Stop, and find yourself crashing against though they used Dowsing to find you.

Objects and Tools


a wall whose height you can’t imagine. The next time
you would exert a die, exhaust it instead.

Instruments Book of Gondola Tickets


Aoide Does it matter how I got them? The dockers’ guild
stamp along the spine—just there. Can’t forge that.
Coffee and honey, baglama and aoide and mando- Benefit: Close enough to legal tender, and there’s
lin—voices low and syncopated, whispering in your ear still half a book left. Gain passage (poor quarters) on a
hours after the cafe doors closed behind you. gondola or canal barge.
Benefit: No love song sounds as pure, no anthem Drawback: Don’t let anyone look too close at that
as patriotic as played across an aiode’s trichord strings. guild stamp…too late. Discard the item.
Feel, and it feels with you, filling the hearts of anyone
who will listen. Remove an Exhausted Condition, or 1
point of Strain.
Ceramic Meles-hair Brush
Drawback: The aoide mourns with you, too. No Fired clay flecked with silica, stuffed with bristles from
heartbreak is more shattering, or failure so clearly fore- a meles too old to till and too homely to stud.
ordained. Take on a Condition that someone in your Benefit: A hundred strokes a day to leave your hair
audience currently suffers, while that person loses it. shining and bright, to focus your mind into the arrow

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.

Intarsia Jewelry Box Photinus Lamp


Intricately carved with designs of small flowers and Painted inside with lucem ferre, carved into the shape
deep deserts, wrought in bone and metal. of a beetle on a string.
Benefit: A puzzlebox for small treasures, protected Benefit: Adjust the wings to light your way. The
by a complex interlocking mechanism. As with Hidden barest tick to read by, two wings to flood a room. Gain
Pockets, store any small item in the box surreptitiously. a bonus d8 to your pools for the rest of the scene when
Only the owner of the box can open it or detect its observing or navigating a darkened environment. This
presence. light cannot be extinguished by an adept.
Drawback: When warmed by your hands, the pat- Drawback: Lots of things are drawn to a light in
terns grow hypnotic and distracting. Long after you put the darkness. You encounter a threat that wouldn’t
it down, you long to touch it again, not to open but to have found you otherwise.

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

the Witch’s Cradle


and strung with a dark red hide, supple with use.
Benefit: To train an archer, begin while her grand-
mother is an egg. Bend a bow that her daughter will
When her city began to smoke and burn, the Witch
wield. No arrow flies so far as legacy. Whenever you
hid her child in a cradle of glass and sweet reeds, burying
aim for the rest of this combat, add an extra Strike die
them in the hollow of a wyeth tree.
to your pool.

220
Basic Gear

Drawback: You carry a bow for everyone but your-


self, and have nonetheless devoted your life to it. Gain
Two Feet Standing
the Vengeful Condition, focused on someone you love. A beaten-ore hand and a half sword, gray and pale
Lathed Whip and stark as the glaciers. Circling the pommel, an enamel
painting of a Zaiu feast day.
Two meters of tanned yummoc hide, barbed with Sur- Benefit: Carry yourselves first on the backs of your
tur-forged steel, grown heavy and lithe with use. family’s dreams for you, then on your teacher’s, then on
your own. Your success is their safety. Their love is your
Benefit: The whip that drove the Lost Child’s fa-
shield. Reroll one Parry die, and take the better result.
ther across the wastes as he stained Martian sand red.
After a successful Strike, draw your target into close Drawback: How can your achievements really be
range and inflict an additional 1 strain for every turn your own, when every stroke of your blade is for them?
you are entangled together. You cannot use parry dice Reroll one Parry die, and take the worse result.
while entangled.
Drawback: Every strike of the lathed whip must
Nephrite Dagger
draw blood. And the longer it lays in your hands, the Heavy and sharper than a cruel word, with a handle
easier that will seem. Next time you want to inflict a carved in the shape of a roaring machaira.
Condition other than Injured, it becomes Injured in-
stead. Benefit: An ostentatious blade, to remind its target
of who its owner is, and what they might get away with
Sister’s Flintlaser Pistol doing. Redirect the consequences of a matched Misfor-
tune die to someone else.
Before she left home, she pressed her old gun into your Drawback: A blade to be recognized, and remem-
hands. “For luck.” bered. A signature for any actions its owner might take.
Benefit: Even the nicks where bone met blade have Someone spots you with the weapon and realizes she
been worn smooth, and her careful hands kept it in per- owes you vengeance for a past deed.
fect order. Spend an action observing a fight through
the pistol’s sight, then narrate a fact about the scene or Wolf Spider Rifle
a non-player character in it. For the rest of the scene,
add a Stunt die to your pool on any actions that refer- A bolt-action rifle with a kick that’ll give you cause for
ence that fact. second thoughts. Rounds that’ll knock straight through the
carapace of a desert spider, and annoy a locust away from
Drawback: Wherever she went, a pistol was not a soft target.
enough to protect her. You can’t take up any Parry dice
as long as you wield this weapon for the rest of the Benefit: Not many guns that will put a spider pack
scene. off their prey, or rap firmly enough on the chitin of a
locust for it to even notice. When you aim and success-
fully hit, move your target one space as with the Shove
maneuver.
Drawback: Getting a locust to notice something
else means, of course, that it’s noticed you. Every ene-
my that can do so attacks you next round.

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

Seven Cresting Waves


toward the labyrinth is unlikely to be friendly to the one
who bears the spoke when it arrives. As above, but as
soon as you arrive, a threat makes itself known, and you
A bone flute forever cold to the touch, smelling of can’t leave until you’ve dealt with it.
seawater, carved with crashing waves.
Benefit: When the oceans were young, the ca- Clockwork Heart
nals sang this song in their hollow throats and waves
crashed on their shores. Raise the levels of the canal See it hiss with steam as a doctor with stained black
you are traveling, and change the direction of its wa- fingers maneuvers it into place. See the blood thicken and
ters, for the scene. turn oily as it passes through. See it beat. See your lover
Drawback: Call the river and call the flood. A ris- breathe again.
ing tide carries upward all the creatures that slept in Benefit: A purring heart to take the place of a flesh
the silt below your barge and your feet. You encounter one. Carefully wound and cunningly made, so close and
multiple subaqueous threats that you otherwise would yet so unlike the heart that it replaced. Move from a
have avoided. Presumed Dead Condition to Injured, or Injured to Ex-
hausted. If you would be Taken Out of a combat scene
Wooden Drum, Inlaid with during the session when you activate this Benefit, you
Silver Stars cannot choose to stay down. After you gain your first
Condition, get back up and rejoin the battle until you
gain a second one or the scene ends.
Feel the heart of the forest beating under your palm,
feel your mind opening to the sky, feel the stars falling in. Drawback: Driven by breath, it will beat in their
Benefit: Lose yourself in a rhythm the tombak chest, though for how long who can say. A year, perhaps,
draws out of you, and see the stars clearly in your mind. or 20? A lifetime, perhaps, or too many? If you would be
Know, while you’re playing, the fates those stars predict. Taken Out of a combat scene during the session when
Divine the future, treating your Astrology Career die as you activate this Drawback, you cannot choose to stay
a d12 for the duration of the scene. down, no matter how many times they beat you. Each
time you gain a Condition, get back up and rejoin the
Drawback: To open your mind to the stars draws battle until the scene ends.
their attention to you as well. You might find yourself
with more of a destiny than is strictly healthy. Gain two
destiny dice as though you had failed a ritual divination.
Map of the Heavens
(Stationary)
Objects and Tools Golden and glass and glimmering in the heat of Eos,
locked behind a hundred crystal doors, is a star chart that
A Spoke From can change the course of the heavens.
The Wind’s Saddle Benefit: With a careful hand, you can change the
shape of someone’s fate — change the face of their des-
“Of course, of course, the chariot shattered to pieces tiny.
in the ancient mariner’s ride. There couldn’t be fragments Drawback: The future isn’t fixed, exactly, but
around today. Yet watch it hover in your hand, see it point prophecy won’t be dissuaded by the mere passage of
toward the Labyrinth of Night.” time. After all, a hard eye and a quick temper might
Benefit: A fragment of petrified wood that seems mellow, but how many Martians do you know who have
to catch in the air, floating, dragging you slightly with ever truly changed the ways of their heart?
every step. And pointing unerringly toward the valley Both effects are narrative, and should be discussed
where it was once buried. Orient yourself unerringly among players. A player or non-player character cannot
toward the Labyrinth of Night. Reduce the time spent

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.

Echidna’s Tooth Staff of Life


A backsword made from the eye tooth of a canal Cut from young, still-green wood and cured under the
lamia, carved in the shape of a rearing serpent. desert sun. It’s been known to bloom when touched by rain
Benefit: Echidna’s teeth are sharp enough to cut and live water.
the tether between a soul and its body, between a shad- Benefit: The staff has broken many bones, but nev-
ow and the floor. Strike a blow that never heals, dealing er taken a life. And it falters, bending away from any le-
1 permanent Strain to the target. thal strike you might make. When coercion or a super-
Drawback: That which Echidna puts asunder can natural ability would force you to hurt or kill someone,
never be joined again. Strike a blow that puts your foe you automatically resist the effect.
closer to the threshold of death — when you inflict any Drawback: It can’t be held peacefully by someone
Strain and activate this Drawback, your enemy learns who tries to kill. After every blow, it turns a little in your
the secret of how you will die if events proceed along hands. For the rest of the session, you suffer one Strain
the path they’re on. for each Strain you inflict.

Opening of the Way Ten Devils Caught


Cut away the flesh, and you are left with a body. Cut A hollow bone blade hot as breath, humming faintly in
away the falsehood, and you are left with the truth. That is its sheath like voices shouting from far away.
the way of the swordsman, to kill even words. Benefit: To be struck is to smolder from the inside,
Benefit: Open the path for a new truth by cleansing the wound packed full of embers and the feeling of 100
the world of an old one. Empty the stage of players, and hands reaching into your flesh. On a successful attack,
sweep it clean. Automatically succeed at killing a per- you inflict 3 extra Strain to a target. That Strain cannot
son or destroying something of value with this sword. be healed by rest.
Then, roll a basic action For Honor against yourself, For
Drawback: The blade that holds them is cracking,
Self. Add a difficulty die to the second roll based on the
oh so slightly, along the fuller. When unsheathed, cin-
total Strain you have inflicted on player and non-player
ders flick out, scorching the length of the fracture. Dev-
characters this session: 0-1, d6; 2-3, d8; 4-5, d10; 6+,
ils, once caught, do not stay caught forever. When you
d12. If the first roll fails, immediately inflict the Injured
suffer any Strain from an attack, you take 3 additional
Condition on any player or non-player character in
Strain, which cannot be healed by rest.
your vicinity.

224
Buildin g Your Own

Building Your Own


We can’t, of course, encompass the breadth of Mar- or session, and create a downside by considering how
tian life. So here are some guidelines for coming up with the item can make your character’s life more compli-
your own items. When creating a new piece of gear, cated in an interesting way. If the Benefit is powerful or
start by describing the object. How does it look, smell, provides a climactic turnaround, the Drawback should
or feel in the hand? be equally powerful or climactic. Particularly devastat-
For example: ing or complex Benefits may come with downsides of
their own to fully express the story of the item — in
• Rough-hewn stone blade cases like this, you can make the Drawback the other
side of that coin by borrowing that downside and then
• Cold silver torq, showing a roc in flight building upon it.
• Clean, freshly-transcribed hymnal Remember that Benefits and Drawbacks are a ma-
jor part of the Drama Point economy, so their effects
Then, describe in story terms how the object can be
should reflect the kinds of dramatic situations you want
used to help you.
your character to get into.
For example:
For example:
• Stability and persistence of purpose can over-
• Benefit: Turn one Parry die into a Strike die af-
come more obstacles than clever blades.
ter dice are rolled. Drawback: Turn one Parry die
• The roc carries the Stranger on his back across into a d8 before dice are rolled.
the empty places of the world, learning the secret
• Benefit: Exert any Career die to learn a secret
things that settled folk forget to see.
about a player or non-player character, as with
• The 900 names of gods and angels, in crisp new Telepathy. Gain a d6 to use this secret against
calligraphy, waiting to be sung to the faithful and them for the duration of this scene. Drawback:
faithless alike. Someone knows you possess the roc’s eye, and
vows to pry what you know from your mind.
And how the object could be used against you.
For example: • Benefit: In a scene with an audience, reroll a
Motivation die and take the better result. Draw-
• Persistence can easily become unwieldy force, back: In a scene with an audience, reroll a Moti-
and stability — a blunt tool that goes unsharp- vation die and take the worse result.
ened.
Fixers can further modify gear with temporary up-
• No one is glad to learn that a stranger knows grades, special abilities, and the like. If your character
them, particularly the homeless wanderer who is is a fixer, you can use the fixing system (p. 33) to alter
born under the Stranger’s sign. items after you’ve built them using these guidelines.
By default, the Benefit and Drawback of a piece of
• Mars is stuffed full of gods, and everyone’s got a
gear that a character picks up along his travels aren’t
favorite. To sing anyone’s name is to invite spirit-
readily apparent. Fixers and psychometers can use their
ed debate on whose is superior.
abilities to glean these easily. Others must spend time
Finally, devise unique mechanics that embody the and effort to draw the knowledge forth with trial and
Benefit and Drawback you’ve described. Draw a practi- error, research the item in a forgotten tome, or seek out
cal power from the narrative effects by considering how someone who knows more about it.
the Benefit might specifically help the player in a scene

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

Clockwork Bees 18 Break 27 Hazards 149

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

Generous Hagatha 155, 156 Characters 108 Silicon Crab 211


Merry Band 156 Hazards 108-109 Improvement 23
Ghost Cat. See Beasts of the Desert: Hooks 108 Initiates of the Labyrinthine Mysteries
Caute Hirshel 172 71-72
Ghost Eaters 74 Characters 173 Instruments
Ghostly Scarf the Color of Rain Hazards 173 Aoide 219
Benefit 218 Hooks 172 Lark’s Tongue 219
Drawback 218 Honeycomb 163 Sea Bells 219
Ghosts 178. See also Beasts of the Characters 164 Seven Cresting Waves 223
Desert: Ghosts Wooden Drum with Silver Stars 223
Hazards 164
Glass Pit 166 Wyeth Harp, 222-223
Hooks 163-164
Graceful Talents 52 Intarsia Jewelry Box
Hooded Sisters’ Pilgrim Dormitories
Acrobat 52 98 Benefit 220
Climber 52 Characters 99 Drawback 220
Free Running 52 Hazards 99 Inverted Court
Showoff 52 Hooks 98 Characters 134-135
Vanish in a Crowd 52 Horizon’s Terror 102 Hazards 135
Guildhall of the Mourners 124 House of the Black Pillar 144 Hooks 134
Characters 125
J
Hy 18
Hazards 125 Hyaline Mother 167
Hooks 125
I
Jade and Black Glass Bracelet

H Ice Caravan Camp


Benefit 218
Drawback 218
Hanging Apes 171 Characters 86-87 Jewelry. See Clothing and Jewelry
Hangman’s Garden 123
K
Hazards 87
Characters 123 Hooks 86
Hazards 123 Illium 13, 37-38, 169 Keeners 124
Hooks 123 Council of Judgment 102 Krem Den
Hazard Tent City 162 Entertainer 44 Characters 128
Characters 162 Flying Ships 16 Hazards 128
Fortune Tellers 32 Fortress Invincible 102-104 Hooks 127-128
Hazards 162-163 Locations 102-106
Hooks 162 Noble 46 L
Heart of Palm Wine Pilot 46 Laborer 45-46
Benefit 218 Plateau Caves 106 Basic Artisan 55
Drawback 218 Priest 47 Jack of All Trades 55
Heartbreak 154, 155, 160 Sky of Navy Port 104 Scrapper 55
Hell’s Basin 13, 37, 165, 169 Soldier 50 Labyrinth of Night 63, 174
Hide and Horn Bow University 105 Initiates of the Labyrinthine Mysteries
Benefit 220 Illium Beasts 71-72
Drawback 221 Glasscutter (Prismatic) Wasps 210 Lacuna fissure 175
Himk 106 Radium Rat 210-211 Lamentations 149

233
CAVALIERS OF MARS

Lance of Deimos 104 Memoria 124 Characters 165


Lark’s Tongue Memory of Waves 160 Hazards 165
Benefit 219 Characters 161 Hooks 164-165
Drawback, 219 Hazards 161-162 Mysterious Pearl 158
Lasting Consequences 20-21 Hooks, 161 Mystery Cults 74-75

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

Map 146-147 Vance, 39-40 Path of Open Arms 59


North Pillar Plains 142-144 Wyeth Valley 39 Path of Promises Kept 59
North Side Canal, 81 Zaiu Caravans, 40 Path of the Vendetta 59
Characters 81-82 Ziggur 40-41 Paths 23, 58-59
Hazards, 82 Zodiac 41 Pavonis the Mother 175
Hooks, 81 Osseous Bibliognost, 145 People 14-15
Nowhere Plains 74, 171 Outcome 8 Personagenesis Machine 180

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

Hazards 120 Roundheads 64 Scythe of Phobos 104


Hooks 118-119 Scavenger 48 Sea Bells
Plot Twist 22 Surtur 39, 62 Benefit 219
Poles 142. See also North Pole; South Vance 39-40, 62 Drawback 219
Pole Zodiac 62 Seedling Grove 128
Pride of Illium 104 Red Bone Bloom 143 Characters 129
Priest Regions. See specific regions Hazards 129
Calming Presence 56 Relationships 20 Hooks 128-129
Career 47, 48 Improvement 23 Self-Sacrifice 22
Raise Morale 56 Religions 69-74. See also specific re- Serpentsilk Shawl
Ritual Fervor 56 ligions Benefit 218
Princess Invincible 50, 102 Resources 13 Drawback 218
Prismatic Wastes 165-170 Revolution Underground 113 Servant
Armonica Canyon 169-170 Characters 114 Back Door 57
Cave of the Hyaline Mother 167-169 Hazards 114 Blade Carrier 57
Rainbow 165-167 Hooks 113-114 Career 49
Purple Light 76 Riberia Fogo 96 Unobtrusive 57
Characters 77 Characters 96 Service Entrance to the West Horn
Hazards 77 Hazards 96-97 Gate Machine. See West Horn Gate
Hooks 76-77 Hooks 96 Machine Service Entrance
Roundhead 42, 62, 64 Sesinah of the Ten-Faces 175, 176
Q Most Holy 143 Seven Cresting Waves
Qan 36, 43, 63-64, 88 North Pillar 143 Benefit 223
Qinon Palace 88 Yellow Silks 73 Drawback 223
Characters 89 Ziggur 64, 130 Shades 112
Hazards 89 Ruptured Atmosphere Processor 85 Characters 113
Hooks 89 Characters 85-86 Hazards 113
Hazards 86 Hooks 112-113
R Hooks 85 Shanties 155-156
Characters 157
Radium Plateau 37, 102, 172, 173
Rainbow 165
S Hazards 157
Characters 166 Sandfish Cult 155, 160 Hooks 156-157
Hazards 166-167 Scarlet Stair 131 Shipyards 138
Hooks 166 Scavenger Characters 138
Rally 22 Career 48 Hazards 138
Range, 30 Friends in Low Places 56 Hooks 138
Red Cities 13-14 This Will Do 56 Shrouded District 139
Red Martians 8, 14, 62 Tomb Raider 56 Characters 139
Battlehymn 35 Scholar Hazards 139
Chiaro 35, 62 Career 48-49 Hooks 139
Church of the Damsel Messiah 70-71 Forge Documents 57 Siren 38
Cimmeria 36 Ready to Research 57 Ferma 110-111
Illium 37-38, 62 Well-Read 57 Himk 108-109

236
Index

King 106 Pistoleer 57 Volcanic Gardens 117


Locations 106-111 Tactician 57 Surtur Beasts
Maral 107 South Pillar 142 Bharal 211
Nadamban 107-108 Ring 142-143 Glome Bug 211
Queen 106 Shattered 149 Ormerian Lizard 117, 211-212
Voshii 109-110 South Pole 149-154 Surtur Mines 117-118
Sister’s Flintlaser Pistol Black Rubble 149-151 Characters 118
Benefit 221 Gallow’s End 151-152 Hazards 118
Drawback 221 Temple of the Poppy Brides 153-154 Hooks 118
Skarras 38-39, 66, 111-115, 171- South Side Slums 82 Sweet Crescent Bread
173, 174 Characters 82 Benefit 219
Dangling Raster 171-172 Hazards 82 Drawback 219
Hirshel 172-173
T
Hooks 82
Locations 111-115 Southern Black Rubble 142, 149-151
Noachia 173 Characters 151 Talents 8, 21
Plaza 111-112 Fellowship of Futility 150 Cunning. See Cunning Talents
Revolution Underground 113-114 Field of Farewell 149 Forceful. See Forceful Talents
Shades 112-113 Hooks 150-151 Career. See Career Talents
Sky Fields 114-115 Lamentations 149 Combo 29
Skarras Beasts Threats 151 Graceful. See Graceful Talents
Gallum 212 Uncoupled Ring 149 Selection 24
Sandskin 212-213 Weepers 150 Temple of the Poppy Brides 38, 106,
Skulker 213 Speed 20, 24 107, 108
Skarruts 14, 65, 66 Spiders 92 Characters 154
Sky Fields 114 Spoke from the Wind’s Saddle Hazards 154
Characters 115 Benefit 223 Hooks 153
Hazards 115 Drawback 223 Sites 153-154
Hooks 114 Strain 22-23 Temple of the Voice 80
Sky Navy Port 104 Just a Scratch 22 Characters 81
Characters 104 Stranger 70 Hazards 81
Hazards 104 Stunts 27 Hooks 80
Hooks 104 Disarm 28 Ten Devils Caught
Slanted Grove 137 Draw Corps-a-corps 28 Benefit 224
Characters 137 Feint 28 Drawback 224
Hazards 137 Surtur 16, 39, 174 Tharsis 116, 174-177
Hooks 137 Entertainer 44 Lunar Mosaic 174-175
Sleeping Witches 175 Fire Priests 71 Sleeping Witches 175
Characters 175 First Forge 116-117 Zohar That Was Promised 175-177
Hazards 175 Locations 116-120 Tharsis Mountains 175
Hooks 175 Merchants 46 Thief
Soldier Noble 46 Career 49, 50
Career 49, 50 Plaza Obsidian 118-120 Charlatan 57
Deadly Force 57 Soldier 50 Pick Pocket 57

237
CAVALIERS OF MARS

Sneak 57 Dredge 123-124 Sister’s Flintlaser Pistol 221


Tholak 153 Entertainer 44 Staff of Life 224
Tomb Stalkers 17 Guildhall of the Mourners 124-125 Ten Devils Caught 224
Tomb Valleys 87 Hangman’s Garden 123-124 Two Feet Standing Sword 221
Characters 88 Hounds of the Prince 120-121 Wolf Spider Rifle 221
Hazards 88 Locations 120-125 Weepers 150
Hooks 87 Mercenaries 16 West Horn Gate Machine Service En-
Tools. See Objects and Tools Noble 46 trance 101
Traits Palace of the Dog 122 Characters 101
Careers 20 Plaza Ares, 121 Hazards 101-102
Exerting, Exhausting 21 Priest 47 Hooks 101
Methods 20 Prince 120 Whirling Threnodists 124
Motivations 20 Soldier 50 Wildhoney Tea
Origins 20 Vance Beasts Benefit 219
Relationships 20 Salamander 208 Drawback 219
Speed 20 Sand Spider 208-209 Winnowgrass
Traveling 13 Sparrow 209 Benefit 222
Triggers 23 Venus 71-72 Drawback 222
Trouble 22 Voice 70 Winnowgrass
Changing 23 Volcanic Gardens 117 Benefit 222
Turham, Roya 101 Characters 117 Drawback 222
Two Feet Standing Sword Hazards 117 Witch-queen 71-72
Benefit 221 Hooks 117 Wolf Spider Rifle
Drawback 221 Voshi 106 Benefit 221
Drawback 221
U
Characters 110
Hazards 110 Wooden Drum with Silver Stars
Uncanny 31 Hooks 108-109 Benefit 223
Drawback 223
W
Uncoupled Ring 149
University of Illium 105 Wounds 16
Characters 105 Warfare 16. See also Combat; Wur Tribe 143
Hazards 105 Weapons Wyela 126
Hooks 105 Wastes. See Prismatic Wastes Characters 126
Ur Tribe 143 Water 13 Hazards 127
Weapons Hooks 126
V Flintlaser 16 Wyeth Gum 16
Vale 19 Spearpoints, Daggers 16 Wyeth Harp
Characters 97-98 Cold and Glittering Knife 220 Benefit 222
Hazards 97 Echidna’s Tooth 224 Drawback 222-224
Hooks 97 Hide and Horn Bow 220-221 Wyeth Reincarnation Cycle 72-73
Vance 13, 14, 39-40, 162, 163, 165 Lathed Whip 221 Wyeth Valley 34, 39, 63, 65, 66-67
Assassins 43 Nephrite Dagger 221 Characters 126
Astrologers 43 Opening of the Way 224 Deephome 129-130
Dog 120 Ranged 29 Hazards 126

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:

EXPERIENCE: DRAMA POINTS:

MOTIVATIONS METHODS CONDITIONS


For Honor... ... With Cunning EXHAUSED
For Love... ... With Force INJURED
For Self... .. With Grace
IN LOVE
TALENTS MELANCHOLY

PRESUMED DEAD

TRAPPED

VENGEFUL

TRAITS
Trait Rating Description

NOTES

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