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The Interior


The Interior is the name outsiders give to the trackless blue desert that forms Vaarn's heart. It is a harsh and inhospitable landscape, and has claimed the lives of many travellers over the millennia, but there are peoples and monsters and marvels to be discovered in the vastness. The Interior is traversed by wary trade caravans, terrorised by laughing Cacklemaw warbands, and inhabited by the Faa nomads, to whom this desert is not the Vaarnish Interior but rather the world entire. The deepest deserts also play host to Vaarn’s most spectacular and regal inhabitants: the gigantic sandworms, which strike awe into the hearts of all who are lucky enough to witness them.

The Interior is a land of extremes, where the days are searingly hot, while the desert nights can grow cold enough to induce frostbite. The region receives even less rain than Vaarn’s parched southern badlands, and water is such a precious commodity that to spit upon a Faa nomad is to honor them.

No accurate map has ever been drawn of the Vaarnish Interior: the territory seems to defy rational organisation. This is a place without borders, the horizon between blue sand and blue sky no longer a stark dividing line but rather a molten membrane that swims and drifts woozily in the sun’s wine-red heat, the land making and remaking itself just as a lizard sheds its skin. The blue sands retreat from the wind, revealing structures that have lain dry and deathless and undisturbed for aeons, and then those same restless dunes shroud the ruins once again, before a living soul can name them. This is a country vast and blue, as deep with secrets as the ocean and twice as capricious. No welcome here for adventurers, but rewards might be won amongst the sands that defy human imagination.

Why Would My Players Travel Here?

Simply put, the Interior connects all regions of Vaarn to one another; the quickest route from Gnomon in the south to the Lazul Mountains in the north will always be directly across the sands; likewise a traveller from the Wall who wished to reach Ikor Quag or the Mooncradle Mountains would be obliged to charter a wind-barge and cross the deeps of the desert.

There are also reasons to make the Interior a destination in its own right. Most of Vaarn’s noteworthy ruins and vaults are located in the desert - the vastness and shifting nature of the place allows creative referees to place whatever kind of structure they can imagine in the Interior, without having to further justify its obscurity and isolation. There are also unique cultures that exist predominantly in the desert. Players who wish to locate a certain Faa nomad clan or Lithling scholar will find that they must brave the sandstorms and heatwaves in order to speak with them.

Campaigns that focus on the Interior should revolve around movement, exploration, and discovery. If your players find the trading city Gnomon too claustrophobic, then give them an opportunity to enlist as guards for a merchant’s caravan, or let them come into possession of a small wind-barge and enjoy sailing wherever fate takes them. Other adventure starters in the Interior could include rescuing an important prisoner from a Cacklemaw warband, hunting down a notorious caravan robber in order to collect a bounty, or searching for the ruins of a biotech laboratory in order to discover the cure for a virulent disease.

Desert Cultures


Faa Nomads

The travelling people of the great blue desolation. The Faa have roamed the desert since the Titans were young (or so their songs say). Generations ago, the ancestors of the Faa bestowed upon their children genetic adaptations to the harsh conditions of the Interior. The most obvious of these changes is their flesh and hair, which have taken on a blue hue that matches the sands of Vaarn. Combined with the blue robes the nomads wear, they can swiftly become almost invisible amongst the azure dunes and rocks. The Faa also boast an impressive modified metabolism that allows them to survive for weeks without taking in fresh water, as their sweat and urine are collected and purified by sub-dermal biomechanisms and recycled into their bodies. Even the eyes of the Faa have been sculpted to survive in the desert: they possess a second set of translucent eyelids, which protect their vision during sandstorms. The nomads are also famously unable to produce tears, another modification that privileges water retention above all.

In truth the Faa are no single culture, but a mosaic of families and clans who share these genetic adaptations and a lingua franca known as the Faatongue. Faa groups are wildly varied in their beliefs and lifestyles. Most are nomadic, but some Faa make permanent homes in the foothills of the mountains or around a valuable water source. Some clans are feared slavers and warriors, but others are sworn to the Pale Faith of Amun-Oh and may harm no living creature. Some Faa are legal citizens of the New Hegemony; other clans are bitter enemies of the true-kin empire. Some Faa ostracise cacogen, synths, and newbeasts, while others welcome them. Faa nomads can be found everywhere in Vaarn, from the shadow of the Great Wall to the markets of Gnomon and the fortress monasteries that speckle the heights of the Lazul Mountains, and in each place there is no concordance on what it means to be Faa.

Perhaps the only true commonality is that all Faa are fiercely independent-minded, and will leave their clan rather than submit to an authority they believe unjust. This may be the reason it is impossible to define what the Faa hold in common - whenever one way of living is pronounced ideal, there will be within that group a minority who instantly declare the opposite, and set out alone to prove it.

The Faa clans of the Interior are known for a deep understanding of sandworm husbandry, and their ability to ride the creatures, as well as methods by which the worms’ growth may be arrested, to prevent them assuming their enormous, aggressive adult shapes. The sandworms have deep religious significance to many Faa, as their secretions are used to brew the valuable psychoactive substance known as Amaranthine Sugar, an enormously potent drug that can awaken extra-sensory perception even in minds that were not born with such gifts.

Cacklemaw

They are newbeasts of a sort, although they disdain masks and seek no approval from humankind. In form the Cacklemaw are hyena-headed women, standing seven feet or more, with three-fingered hands and a terrible strength in their lanky limbs. The oaths that bound them as warriors in service of the Fallen Autarchy are long-since broken and these creatures are a blight upon humanity, killing and abducting at will and mounting daring raids into Hegemony territory. They respect strength alone, and perhaps they would have overrun the Urth by now if it was not for the constant intra-family bloodletting, as younger Cacklemaw challenge their elder sisters for status.

Two things stand out, aside from their love of violence: their mirth and their singular gender. On the first subject, the chronicler Markus of Dulcrest has written that ‘to the Cacklemaw, all waking activity is slaughter that descends into revelry; else it is revelry that descends into slaughter’. The creatures are famed for their screaming laughter, their love of practical jokes, and most of all for the grisly leather puppets they make from the remnants of defeated foes. Their religion is not well-understood, for rites are closed to outsiders, but it is known to revolve around a fool-capped puppet-demoness the Cacklemaw name ‘Grand-Mama Punch’, to whom they devote wild rites of bloodletting and clowning.

On the second subject, much has been written. Some theorise that there is an unseen caste of Cacklemaw males. Others claim the Cacklemaw are surely a clone race, emerging fully-grown from pseudowombs beneath the desert surface. Others still declare the bite of a Cacklemaw to be infectious, and believe human women are bitten by the creatures and painfully transform into new giggling monsters. Vaarnish maidens who laugh too long and too raucously, and are given to drink and loose behaviour, may be accused of having hidden Cacklemaw toothmarks festering on their bodies.

Cacklemaw swear allegiance to War Mamas, but these oaths are not binding and political support is won by the Mama who can best provide her daughters with food, drink, laughter, and violence. At present the dominant War Mamas are Mama Hecklehaw in the trackless Interior, Mama Gloatgrim in the southern badlands, and Mama Yawningfool in the Lazul mountains. Ageing matriarchs Nana Blacklaugh and Nana Rictus command small but devoted cadres of veteran fighters, who respect the older Nanas' tactical nous above the younger Mamas’ savage energy.

Lithling

The Lithling are formed from a mesh of motile crystals, each shard attracted to its neighbours and animated by an energy field far beyond the understanding of Vaarnish scholars. They walk stiffly and ponderously, but have surprisingly dexterous fingers, and are capable of skilful manipulations of brushes, pens, and other delicate objects. They are fed by wavelengths of energy quite invisible to humanity and thus do not breathe, eat, or drink, a quality that makes them masters of the harshest environments imaginable. Lithling scholars have carried out extensive surveys of the toxic landscapes of Ikor Quag, and think nothing of spending years at a time submerged beneath the ocean or the surface of the desert, composing some treatise in their calcified minds.

The lithling life cycle is as alien to humanity as their bloodless bodies. Lithling are grown from a seed, which must crystallise and bloom in a deep bath of alchemical elixirs. After decades of maturation, they are deemed fully-moulded and allowed to awaken, as large and strong as they will ever be. They are inducted into the Lithic Lyceum by their kindred, and instructed in their duties as scholars.

Lithling have a scholarly, enquiring cast of mind, and are endlessly fascinated by the alien world of biological organisms they find themselves marooned on. The Lyceum is devoted to cataloging the minutiae of the natural world, and contains the life’s work of millions of long-dead lithling in its underground archives. Unfortunately, the records of the lithling are often of dubious usefulness to outsiders – their dissertations and essays tend to focus on the minutiae of data and experience while lacking the wider context that a human mind might find meaningful. One celebrated lithling study describes the movements made by generations of land-snails over a hundred year period, with the relative positions of each snail recorded by the second.

Travel Rules


Travel is an integral element of running game sessions in Vaarn’s Interior. Although many readers will have travel procedures that they are accustomed to using, I felt it might benefit those who feel less confident about running overland travel to learn how I do it in my own Vaarn games.

I don’t make use of detailed breakdowns of every six-mile hex between one destination or another. I use an abstracted system which boils down travel into two resources: travel days and rations. Characters need to spend both in order to make progress.

Travel Days

Vaarn is not well-mapped, and it is not recorded exactly how far one must travel between locations. Distances given by NPCs are approximations, expressed in days: ‘From here it will take five days of travel to reach the circular ruins’, for example. These estimates apply to speed on foot. If players are using a vehicle, divide the number of travel days in half.

Under normal conditions, the PCs can travel a half day’s worth of distance in the morning, and a half day’s worth of distance in the afternoon. At night they must eat a meal and rest.

Rations

Rations are an abstraction of food and water carried. Three days’ worth of rations can be carried in a single inventory slot. Unless their Ancestry exempts them, PCs must consume a ration each day. If they do not, they become Deprived, and cannot recover lost HP. Characters who are Deprived due to hunger and thirst will die after three days.

Rations can be obtained from the bodies of dead opponents or allies, so long as the referee rules that the creature is made from an edible material. Convert the dead creature’s Level into rations at a ratio of 1:1.

If you find numbers on a character sheet a bit abstract, you could use a bowl of poker chips to represent the players’ total rations. Have each player remove a poker chip from the bowl when they camp for the night, and add chips back in when they find fresh sources of nourishment.

Exhaustion

At any point during the travel day, the players may declare that they are exerting themselves in order to walk faster than usual, or are piloting their vehicle at greater speeds than normal. If the party exerts themselves in this manner, they can travel two days’ worth of distance in one day. However, they must fill an inventory slot with Exhaustion.

Exhaustion cannot be removed from a PC’s inventory until they rest in one place for an entire day and night, with no distance being covered. If a PC has no more spare slots to fill with Exhaustion, they must discard an item to make room. A PC who fills ten inventory slots with Exhaustion will die.

Getting Lost

Losing one’s way has never seemed particularly fun to me, and I assume the PCs are competent desert navigators, who will never get lost as long as they can see the sun and stars. However, some circumstances - players attempting to travel during a sandstorm, for example - demand it. In such cases roll a d6, and add the resulting number of days to their travel schedule.

Encounters

The referee should check for an encounter once during the morning of a travel day, once during the afternoon, and once per night. This is done by rolling a d6, and consulting the results below:

1 - Active Encounter. The PCs encounter a creature or situation that definitely notices them, and will actively attempt to involve them in their business.
2 - Passing Encounter. The PCs encounter a creature or situation in passing - it may be happening far away, or be a creature that is not interested in the PCs.
3 - Hint. The PCs find a hint of an encounter. This may be an object or footprint left in the sand, a flying creature glimpsed on the horizon, or similar. The entity the Hint concerned will always appear as the next Active or Passing Encounter.
4-6 - Nothing.
If the PCs are traveling in an extremely slow, noisy, or obvious manner, the referee may choose to roll 2d6 or even 3d6 for encounter checks, and use the lowest result.

Vigilance

At the start of each day, as you roll for encounters, the players may collectively roll a Vigilance Dice. This is a single d6, without modifiers. If the players roll a six, they have a guarantee of spotting their next Active or Passing Encounter before the opposing entity or group spots them. If they roll a one, the next Active or Passing Encounter will spot them before they spot it. This vigilance effect resets at the end of each day, whether the players made use of it or not.

Pursuits

Since the Interior is a large, open desert, there is a good chance that hostile parties will spot one another some time before they are able to engage in combat. In such situations, one party may choose to flee rather than fight. I resolve pursuits as a series of three opposed CON saves. If the pursuers win two of the three saves, they catch up with their quarry and immediately win the initiative in a combat round. If the fleeing party wins two of the three saves, they escape and cannot be caught.

Sometimes CON may not be the appropriate attribute to test; pursuits over particularly unsteady ground might require DEX saves, for example. The pursuit rules should only be used if there is a reasonable doubt as to the result of the chase.

Night Watches

When camping in the desert, the PCs may elect a party member to take watch. Whoever is on watch cannot benefit from a Long Rest; instead they will regain only d8 + CON bonus HP. If the party is approached by a hostile creature at night, the referee should ask the character on watch to make a PSY save opposed to the creature’s DEX. Failure grants the monsters a surprise round in combat; the aggressors strike with advantage, and the players cannot respond. After the surprise round is resolved, roll for initiative as normal.

Desert Encounters

d20EncounterTerrainBehaviour
1YurlingScrubby BushesSleeping
2Thunderstrike BirdSalt PanDying
3Battle BoarSand DunesPatrolling
4Blue BaboonHeavy ScreeMating
5Giant Azure ScorpionDried Up StreamTerritorial Display
6Lizard LionDry Watering HoleEating
7Glass TigerLarge RockRelaxing / Nesting
8GreenguardCactus FieldPursuit / Fleeing
9Grey CricketGrove of Martyr TreesScavenging
10DoppelgellerDerelict VehicleWounded
11Leopard WormWrecked SpacecraftWounded
12Indigo ServitorAbandoned TownTravelling
13BanditRuined Bell-towerPsychedelic State
14Phthalo-JackalToxin PoolsSheltering / Hiding
15PlaneyfolkCaustic GeyserCombat with another creature
(roll again)
16RegeneratorCrystalline Growths
17Tiger FlyAncient Battlefield
18Stumbling DroneFungus-choked Outpost
19AlzaboSilent Machinery
20Cacogen Pseudo-giantAbandoned Campsite

Weather


The climate of Vaarn’s Interior may be simulated using the following method: first, place a marker in the centre of the hex-chart on the opposite page. Then roll a d6 once at the start of each day the party spends in the desert, moving the marker across the hexes in the direction shown and recording the weather indicated by each. If the marker moves off the edge of the chart, it should wrap around onto the opposite side. The exception to this rule is the edges marked with an X; the marker cannot cross these edges and instead it should stay put for that day.

Weather Effects

Still

The desert landscape is still, untroubled by the susurration of the heavens. Visibility is good.

Hazy

The air is still, but mists of a lurid hue hang over the desert. Visibility is impaired and landmarks cannot be seen from a distance. Vigilance checks are made with disadvantage.

Dust Storm

The wind blows sheets of blue dust across the desert. Visibility is badly impaired. Traveling under such conditions is possible, but the pace is slowed to half normal speed. A three day journey will take six days, and so on. Vigilance checks are made with disadvantage.

Sand Storm

A howling wind blows a ferocious cloud of azure sand across the desert. Nobody travels in Vaarn’s sandstorms; the PCs must hunker down and wait out the storm. Tents or other makeshift shelters will provide adequate protection. Any encounters rolled during these days are assumed to be seeking shelter from the storm in the same place as the party.

Heatwave

Urth’s dying sun musters all the warmth it can. PCs must consume twice their normal ration of water per day if they wish to travel during a heatwave.

Worm-pollen

The sandworms of the Interior reproduce through a baroque, decade-long process of parthenogenesis, culminating in the explosive release of thousands of melon-sized spores into the atmosphere. This worm-pollen drifts back to Urth in ponderous sticky deluges that can last for weeks. Progress through shifting mounds of the stuff is slowed to half normal speed; the upside is that worm-pollen is edible, and many a starving man has been saved by the timely arrival of spores from the heavens. Treat worm-pollen days as providing d4 rations per player.

Rain

A rare bounty. The parched blue earth is blessed with water. The party may collect 2d6 days of rations per member. In the aftermath of a rainshower, the desert is conquered by a short-lived imperium of majestic flora.

Prismatic Tempest

The sky bruises with clouds of midnight blue. Howling winds carry scouring sheets of sand across the landscape. Thunder rends the air and polychromatic lightning caresses the desert like the tendrils of a jellyfish deity. No travel of any kind is possible, and the PCs will take 3d6 electrical damage every hour they spend above-ground.

Weather Hex Flower

What You Find In The Sand

For use when the party searches a corpse, a wrecked vehicle, a deserted house, etc.

01Torn Robe51Length of Chain
02Black Candle52Long, Thin Bronze Needle
03Leather Sword Belt53Mortar and Pestle
04Empty Traveller’s Pack54Newbeast’s Mask
05Dried Poisonous Plant55Rusting Padlock
06Bronze Bell56Pair of Tweezers
07Glass Container of Paprika57Pair of Spectacles
08Plastic Container of Cooking Oil58Pair of Chrome Earrings
09Steel Flask of Tea59Pair of Grimy Goggles
10Silk Glove with Seven Fingers60Plastic Bottle
11Rusted Key61Plastic Pouch of Psychedelic Drug
12Cracked Mirror62Hard Bread and Cheese, Wrapped in Cloth
13Jade Statuette of a Sandworm63Pouch of Red Wax
14Jackal’s Tooth64Pouch of Exorcist’s Salt
15Newbeast's Tooth65Pouch of Cooking Salt
16Bag of Dried Flesh66Ring with the Seal of an Autarch
17Plastic Bag That Holds Human Teeth67Rusty Set of Manacles
18Belt Made from the Skin of a Lizard-Lion68Set of Dominos
19Blood-Soaked Linen Bandage69Set of Bamboo Eating Utensils
20Broken Spyglass70Set of Gaming Dice
21Broken Pistol71Set of Lock-Picks
22Broken Arrow72Set of Metal Working Tools
23Broken Memory Crystal73Set of Playing Cards
24Broken Clock74Shard of Flint
25Cast Iron Skillet75Shovel
26Metal Disc, with Rune Scratched into the Surface76Single Feather
27Ceramic Pot Sealed with Wax77Single Chess Piece
28Ceramic Tiles78Syntax Engine, Ruined by Sand
29Can of Pre-Collapse Survival Rations79Small Pouch of Bones
30Coil of Razor-Snare80Small Hourglass Filled with Strange White Sand
31Ancient Coin, Embossed with an Autarch’s Sigil81Oxygen Mask
32Plasteel Hunting Knife82Smoking Pipe
33Crude Map of the Surrounding Area83Stick of Chalk
34Crumpled Paper, Decorated with Lewd Pictures84Stick of Charcoal
35Crystalline Vial of Ink85Synthetic Eye
36Decaying Scroll86Synthetic Hand
37Desecrated Holy Symbol87Tangled Bundle of String
38Watercolour Painting of a Monster88Tattered Elastane Cloak
39Functional Memory Crystal89Spent Ammunition Case
40Glass Bottle90Thin Wire with a Hook
41Glass Vial of Blood91Tinderbox
42Glowstone92Dice Engraved with Arcane Symbols
43Handful of Stone Spheres93Vial of Acid
44Handful of Ceramic Shards94Vial of Indigo Dye
45Golden Container of Ashes95Vial of Antitoxin
46Large Glass Jar96Wax Tablet and Stylus
47Large Shard of Stained Glass97Wooden Flute
48Pouch of Dried Herbs98Worn Whetstone
49Pouch of Caltrops99Old, Yellowed, and Illegible Scroll
50Linen Sandal00Human Embryo, Preserved in Cyro-Flask

Exotica

Not-Sword
A blade engraved with paradoxical LogLang glyphs. Synthetic creatures cannot recognise this weapon as a blade, nor can they recognise the bearer of the sword as a living being.
Amaranthine Sugar
Fabulously valuable substance, extracted through patient husbandry from the bodies of adult sandworms. Ingestion greatly boosts the psychic strength of biological creatures. Each dose grants one new randomly rolled Mystic Gift.
Bottled Thicket
Glass vial containing weaponised seeds. When the vial is broken, the seeds germinate and begin an astoundingly rapid life cycle, sprouting into a dense tangle of iridescent vines within seconds.
Gecko Gloves
Finely woven nano-cloth gloves. Allow the wearer’s hands to stick to any surface with a near-unbreakable grip.
Tempest Cannon
Heavy weapon (d12, 3 slots). Creates tiny, incredibly violent thunderstorms wherever its shells explode. Must be refilled with a day’s worth of water after each combat.
The Crimson Cantos
Small, unassuming volume of poetry, bound in crimson leather. The book’s contents are neuroactive, and always guaranteed to fling the reader into a murderous rage. Readers must EGO save or violently attack the nearest living creature.
Bedazzling Blade
Off-handed parrying sword, made in the Fallen Autarchy. Has an inbuilt trick - the blade can briefly glow as brightly as the sun, blinding one’s opponent. Of interest to collectors of rare weapons.
Aegis of the Empty-Minded Sage
Golden amulet, worn in the centre of the forehead. Renders the wearer immune to mind control, telepathy, and all other forms of psychic intrusion. The aegis does this by totally suppressing the wearer’s memory and personality, rendering the bearer near catatonic until the amulet is removed by a companion. Of dubious utility.
Exorcist’s Sidearm
The Bullet-witches of Ka-El believed no spirit was beyond the influence of a properly armed gunwoman. This sorcerous sidearm fires a rotating trepanation round, which can violently evict the demons from a possessed man’s skull at an alarmingly long distance.
Holo-Bow
A novelty crossbow, which ‘fires’ very convincing holograms of arrows.
Bounty Beacon
May be used outdoors to signal an ancient supply satellite, which drops a Support Pod containing a week’s rations for a long-dead reconnaissance unit. Only works once.
Lazarus Cap
Grim necrotech helm. If applied to the head of a fresh corpse, will re-activate the brain. The effect only lasts while the cap is worn, and does nothing to arrest the decay of the flesh.
Hedondroid
Synthetic partycrasher. Crude android that is powered by alcohol, and can unerringly locate parties, orgies, weddings etc. within a five mile radius.
Prison Orb of the Miniature Beast
A hypergeometric orb the size of a grapefruit, with a scarlet upper hemisphere and a pallid lower hemisphere. Used by the citizens of a long-faded civilisation to imprison a collection of tiny fighting-beasts, and compel them to do battle with other beast-masters. 4-in-6 chance the Orb still contains a Citrine-coated Volt Rat (HD 1, Armour 13, d6 electric tail), hungry and trained to kill without hesitation. 2-in-6 chance the Orb holds nothing but the desiccated corpse of a forgotten beast.
Autarch’s Nectar
Honeyed golden tonic containing gene-sculpting nanomachines. When drunk by a biological creature, grants a permanent +1 boost to three Ability scores. Only works once.
Babble Grenade
Neuro-active hand grenade. All living creatures caught within the blast will find themselves unable to understand spoken or written language, and their own speech is likewise gibberish. The effect lasts for a day.
Helm of the Unerring Hound
Hunting apparatus from the Fallen Autarchy. Black, hound-shaped mask that fits over the human head and inserts biotech probes up the nostrils. Boosts the wearer’s sense of smell to superhuman levels.
Mr Skuggly-Wuggly
A pink-furred synthetic bear, roughly the size of a domestic cat. Mr Skuggly-Wuggly was designed to amuse the children of a long-lost era, and speaks in comforting rhymes and calming nonsense. Secretly longs for death, but is unable to request this.
Ditto Gun
Revolver that generates weaponised temporal anomalies when its bullets impact a target. These anomalies inflict a wound identical to the most recent injury suffered by the target, with a matching damage value.
The Book of Sand
Hypergeometric book with an infinite number of pages, each filled with dense paragraphs of minuscule, utterly illegible text. All efforts to decode the book will fail, although it could provide the fuel for an eternally burning fire.

Creating Regions


The Referee can generate regions of Vaarn using the following method. This technique will not create detailed maps encompassing every feature of the terrain, but rather a simulacra of a landscape that will fuel a few sessions of gaming.

  1. Take a sheet of blank paper. A4, or something of equivalent size, will do nicely.
  2. Drop a handful of dice onto the paper. I suggest using five or six dice to create a decent sized region, but there is no upper limit. The more dice you drop, the more regional features you will create. You may use any size of dice up to d20, but be aware that using smaller dice sizes will constrain the results.
  3. Draw circles around the dice where they fell, and note the number showing on the dice. Consult the Location Type table below to find what kind of location has been created.
  4. Draw lines connecting each location to its neighbors. Locations need not connect to every other location on the map; two or three connections per location is quite adequate. These lines represent known travel routes between the locations. If the locations are very close on the page, roll d6. If they are a moderate distance apart, roll 2d6, and if they are very far apart roll 3d6. This dice roll gives you the number of days it will take to travel on foot between the two locations.
  5. Travel routes that connect two even-numbered locations, or an odd and an even-numbered location, are (relatively) safe. Travel routes between two odd-numbered locations, however, have a hazard associated with them. Consult the table below for inspiration.
  6. Now that the broad shape of the region has been created, return to each location and use the tables provided in this zine to generate more specific details about each one. Write down your ideas for each location inside the circles. You are not obliged to abide by the results of the tables if they don’t fit your concept for the region.
  7. If you need more details about the region as a whole, roll on the Landscape Type table below to get an idea of the general terrain. You can also roll to find out the origin of the region’s name.
  8. Build a region-specific encounter table using the bestiary. There sample encounter table in VOV #1 if you need inspiration. The character of the region you have generated should inform the encounters you seed it with. A region that contains the ruins of a synth factory will likely have malfunctioning synths lurking around, whereas a region with lots of settlements may have an abundance of trading caravans.
  9. Last but by no means least, think of a few NPCs who might be found in the region, and what they might want from the party. Use the Story Seeds table if you are stuck.
d20Location TypeTravel HazardLandscape TypeRegion Named For
1RuinBandits Control the RoadFeatureless SandsFamous Resident
2SettlementSalt Pan
3OasisHunting Ground of ChromavoreHard Rocky PlainLocal Wildlife
4Holy PlaceDried-up Lake
5WreckProwled by Argent ShepherdDried-up RiverNatural Wonder
6VaultTowering Monoliths
7LandmarkSandworm Spawning GroundsMesasNatural Hazard
8Bandit CampLow Hills
9Bounty Hunter's CampVery Windy; Guaranteed SandstormsSingle MountainFamous Monster
10LairToxic Lake
11ArchiveRoving Cult Searching for ConvertsToxic RiverLong-Dead Settlement
12ArcologyFungal Forest
13GraveMalfunctioning Synths Demand a TollCrystal GrowthsForgotten Religion
14Science-Mystic's AbodeWindswept Plateau
15Trade PostRoad Watched by Cacklemaw ClanMountainousLocal Weather
16Hegemony CampWinding Canyons
17Faa Nomad CampWarring Faa NomadsAbandoned CityNatural Resource
18Cacklemaw DenCactus Fields
19AnomalyUnexploded LandminesRiddled with CavesName No Longer Understood
20(Roll d20 twice and combine results)Garbage-strewn Wastes

Story Seeds

d20NPC AWants ToNPC BAdded Complication
1Village ElderImpressVillage FoolSandstorms
2Faa WarriorBandit KingHungry Alzabo
3Blind OracleMarryTomb ProspectorPackbeast Stampede
4Sly BanditWealthy MerchantDrunken Bandits
5Uptight SynthBetrayFamous Bounty HunterPointless Local War
6Cacogen ArtistAstronomerFaa Nomad Wedding
7Hegemony Tax CollectorCollect Debt FromRelic ThiefFamily Curse
8Water ProspectorBoastful SoldierAn Impostor
9Titan CultistPunishCamel JockeyUnrequited Love
10Spice MerchantJealous WidowA Deadly Duel
11Pedantic HereticLocateHedonistic PoetPsychic Children
12Escaped SlaveCruel InquisitorMurderious Clone
13Sin EaterAbductNaive PhilosopherCarnivorous Tree
14Retired GladiatorBeautiful SniperMalfunctioning AI
15Tiny CacogenDivorceEnormous CacogenPoisoned Harvest
16Amorous New-BeastAlchemistSecret Cult
17ExorcistCure Sickness OfSynth SurgeonRigged Chariot Race
18Monkey BreederPossessed BarberMistaken Identity
19Wandering MusicianDiscreditCard CheatBlackmail
20Clone CatcherWealthy LayaboutPsychedelic Visions

Ruin

Vaarn is studded with the fractured remnants of the works of the ancients; the desert a dolorous mosaic of squandered ambitions and forgotten marvels. Broken by time and eroded by the mastication of the azure sands, these hollow vessels are known nonetheless to house both horrors and wonders.

d20What Was It?And Then?And Now?AppearanceShapeOther Feature
1Interrogation HallsBreweryDesolate ShellOpulentDomeInhabited by Planeyfolk
2Cryogenic ChambersCriminal's HideoutFragmentedArchChoked with Synthetic Vines
3Orbital Defence TurretBath HouseIntact But EmptyLoomingTowerHas Hidden Water Source
4Cyborg ConstructionOssuaryCrumblingOrbHas Abundant Food Source
5Munitions FactoryMonasteryFaa Nomad CampsiteGraffiti-CoatedShellHas Abundant Drugs
6Cloning FacilityBarracksGiganticKnifeContains Exotica
7UniversityBrothelHideout for BanditsTranslucentBottleSecret Weapons Cache
8Nanotech ForgeInnBat-InfestedFlowerContain Wild Animal Nest
9Power GeneratorTheatreCacklemaw DenSunbleachedHandUsed for Sacrifices
10Noble's ResidenceGladiator PitHalf-CollapsedEyeAncient Defense Systems Active
11Autarch's TombMadhouseHegemony OutpostThreateningHeadUpsetting Decorations
12Chemical PlantObservatoryCrookedPyramidSwallowed by the Sands
13Psychic Training FacilityMystic's AbodeMonster LairToweringSlabFire Damaged
14Pleasure GardenTitan Cult ShrineMonolithicPrismRadiation Poisoned
15Transit HubHydroponic GardenScience-Mystic's AbodeDazzlingCubeServitor Synths Still Function
16Farm ArrayBattle SiteDecrepitWheelCrashed Vehicle Present
17Bioengineering FacilityQuantum Daemon ShrineGrave SiteSand-scouredTorusEncrusted with Crystals
18Medical FacilityTrading PostIll-OmenedNeedleOvergrown with Fungus
19Communications ArraySlaughterhouseHoly PlaceBeautifulBowlHypergeometric Portal Inside
20Space PortPrisonMoltenZigguratConceals Long-Burried Threat

Settlement

d20The HousesLocal IndustryNotable Structure
1Hide YurtsHunting and ScavengingAncient Forge
2Clay Brick HutsAgriculture (Fungi)Slave Pit
3Underground WarrenAgriculture (Cacti)Deep Well
4Repurposed TrashAgriculture (Seven-Fruit Trees)Slender Silver Tower
5Neat Plastic CubesAgriculture (Water Vines)Radar Dish
6Grimy TowersMetalworkingAbandoned Theatre
7Vine-covered VillasMining (Glowstone)Holy Catacombs
8Huge EggshellsMining (Plastics)Birthplace of Famed Musician
9Chrome SpindlesMining (Sky-seeking Stone)Birthplace of Famed Warrior
10Repurposed VehiclesMining (Synth Parts)Birthplace of Famed Tyrant
11Repurposed Weapon ArraysLeatherworkingGlowering Autarch Statue
12Moulded GlassBreeding PackbeastsMemory Crystal Library
13Hanging from a CliffBreeding Fighting BeastsForbidden Grave
14Atop Colossal StiltsPotteryHuge Carnivorous Plant
15Made from BoneCarpet WeavingStatue of Void Saint
16Living Biotech StructuresHerding (Lizards)Shunned Shrine
17Inside a CaveHerding (Zoxen)Enigmatic Obelisk
18Inside Vast CorpseHerding (Land Parrots)Automated Clock Tower
19Inside Mutant TreeHerding (Giant Snails)Artificial Landmark
20Huge Communal TentBrewingCentral Ruin
d20GovernmentMood of PopulaceCommunity Lacks
1Secretive OligarchyCowedSoldiers
2Idiot KingRebelliousFood
3Two Rival FamiliesCreativeClean Water
4Puppet RulerManicMen
5Automated CommunismPiousWomen
6Ruled by CultistsWarlikeChildren
7Paranoid TheocracyDestructiveMusic
8Strong-willed MatriarchParanoidSilence
9Decadent MonarchyComplacentPeace
10Oracular Severed HeadDividedBooks
11Council of EldersSuspiciousMemory
12Synthetic PhilosophersWelcomingSafety
13Benevolent DictatorDecadentJustice
14Psychic Hive-MindObsessiveDrugs
15Neo-Anarchist CommuneJubilantSanity
16Bandit ChieftainHostileMedicine
17Ruled by LotteryBewilderedInformation
18Gun-worshipping PriestsFanaticalHope
19Ruled by Eccentric AILecherousMachine Parts
20Power Struggle (Roll twice and combine)ContentedClothing
d20NPC ASource of ConflictNPC B
1Respected Member of GovernmentEnvy (Property)Resident, Correctly Regarded as Foolish
2Envy (Success)
3Loathed Member of GovernmentLove (Forbidden)Resident, Who Pretends to be Foolish
4Love (Unrequited)
5Spouse of Governing FigureLove (Triangle)Resident With A Hidden Connection To The Notable Structure
6Unpaid Debts
7Religious LeaderBoredomResident With A Hidden Connection To The Government
8Taxes
9Respected WarriorRobberyHermit, Who Lives Outside the Settlement
10Gossip
11Violent, Lazy ThugAdulteryArgumentative, Widely-Disliked Resident
12Conspiracy
13Scholarly, Introverted CitizenGluttonyNaïve and Trusting Resident
14Mistaken Identity
15Respected ArtisanWild, Baseless AccusationsConspiratorial, Mistrustful Resident
16Addiction (Drink)
17Despised Artisan, Known for Shoddy WorkAddiction (Narcotics)Community Pariah, Ostracised for Unjust Reasons
18Wedding Plans
19Disreputable MysticBlackmailStranger, Just Passing Through
20Murder

Oasis

The land parches and withers beneath a wine-red sun, yet even here one may glimpse fragments of paradise.

d20The WaterWhat's Here? (x2)Who's Here? (x2)Custom Of The Oasis
1Very BlueDate PalmsTrading CaravanPay Toll
2Leaks from MachineryFlamingosNo Bloodshed
3Incredibly ClearTowering RockMoonlit Sacrifices
4Umber and SiltyRusted War MachineNo Bathing
5Still and GlassyAutarch StatueFaa NomadsRitual Combat
6Black and MuddyFlowering BushesVow of Silence
7Almost GoneIbisRuled by Chance
8Full of FishLurking CrocodilesHegemony ScoutsSacred to Men
9Tastes SourBlack ObelisksBounty HuntersSacred to Women
10Algae-chokedDecaying BuildingsTitan CultistsConsult Computer
11FetidAddax HerdWandering MysticsConsult Oracle
12Full of PlasticSolar PanelsTravelling CircusMust be Naked
13Rusty RedArcology DomeMendicant WarrorMust be Veiled
14Warm and BubblingCrystalline GrowthsEscaped SlavesAn Animal Is Holy
15Champagne ColouredFungal GrowthsSunburnt ExilesAn Animal Is Profane
16Deep and SilentBroken PillarPilgrim MonksLaughter is Prohibited
17Inside a CaveGraveSynthsSacred to Petty God
18Healing PropertiesWrecked SynthsCacklemaw WarbandDrug Ritual
19Sugary SweetMud HolesExultant in DisguiseWater Ritual
20Mildly PsychedelicSacred CavesFamous MusicianFasting

Holy Place

None can predict the capricious and bemusing vessels through which the divine will make itself known, but such relics - whenever they manifest themselves - are meticulously preserved, and tended to by venerable orders.

d20LocationFocus of WorshipHoly ToTended By
1Decrepit KeepAncient BookChurch of the Promised SunNobody
2Sand-swallowedHoly Bee HivePale Faith of Amun-OhFamily of Tiny Cacogen
3Petrified TreesCaged BirdThe Thrice-Born SageSentient Plant
4Ring of StonesEnormous GemstoneSeekers of Eyeless WisdomEunuch Priests
5Rough AltarBeautiful StatueChurch of Sevenscore MoonsChaste Priestesses
6Underground ChurchAncient ComputerTemple of the Binary DevotionAutomated Priests
7Glass PagodaBroken StatueThe Blue Goddess of Empty PlacesLithling Monk
8ZigguratCrystal SkullAzathoth, the Daemon SultanBlind Old Woman
9Broken TempleWooden IdolCult of KRONOSMasked Mutes
10Dried-up OasisPolychrome ThroneCult of METISSentient Wasp Hive
11Looming StatueCrystal DiademCult of MNEMOSYMLearned Monks
12Ruined VillageAncient ShoeCult of HYPERIONWarrior Monks
13Fungal ChurchUrn of AshesCult of GAEAGuardian Synth
14Chrome TowerMummified JackalCult of COEUSPack of New-Jackals
15Windy HilltopMolten StatueCult of THEMISParanoid Exiles
16Hidden CaveMummified ChildFaa Nomad AncestorsFaa Nomads
17Missile SiloAncient TelescopeA Solar SaintCacogen Oracle
18WreckLevitating OrbA Fungal SaintMycomorph Oracle
19SettlementSynthetic HeadA Void SaintBeggar Monks
20RuinHuman ToothNameless, Forgotten GodMonster Lair

Wreck

All journeys must end - some more dramatically than others.

d20VesselConditionOriginal CargoCause of Wreck
1Wind-bargeDecrepitSpiesBandits
2Auto-chariotLaser-searedMasksSabotage
3Dune SkuggyBurnedWaterSandstorm
4Armoured CrawlerCorruptedSoldiersFuel Ran Out
5Stilt StrutterSun BleachedMemory CrystalsLandmines
6Kite WagonRustedGunsDisease
7Transport ZeppelinShatteredSlavesWarfare
8Hegemony OrnithopterClovenCoffeeFaulty Machinery
9Orbital SatelliteDisintegratingPrisoners of WarSimply Abandoned
10Autarchy War StalkerGraffiti-coatedHereticsBiotech Infestation
11Water Prospector's RigRiddled with HolesWineNanomachines
12Autarch's Pleasure BargeSkeletalRefugeesFaa Nomad Ambush
13Colossal ExosuitShreddedFungusCacklemaw Ambush
14Ancient SubmarineInside OutEmbryosFaulty Navigation
15Ancient WarshipOvergrownLithling SeedsDrunk Driving
16Ancient Steam FerryLootedBombsIncompetent Officers
17Ancient TrainHalfway RepairedCyborg PartsCrew Mutiny
18Ancient Fighter JetOccupiedSynthsAttacked by Monster
19Motile HomeSurprisingly IntactHoly RelicsEMP Blast
20Pre-Collapse SpacecraftSome Features WorkExoticaOrbital Weapon Strike

Vault

The ground beneath the desert is riddled with passageways, tunnels, shafts, and other entrances to the underworld. Who can say what long-buried secrets such locations conceal?

d20EntranceTunnelsOriginal FunctionOther Feature
1Steel Blast DoorsHalf-FloodedFallout ShelterBandit Hideout
2Back of Tiny CaveFilled with SandTransport TunnelsHaunted (Planeyfolk)
3Enormous CraterDusty and SilentBioweapon ResearchHaunted (Chromavore)
4Narrow Fissure in CliffCrystal-encrustedTime Paradox ResearchAncient Defence Cannons
5Through Old SewerBlood Red WallsLanguage Virus ResearchVending Machines Still Function
6Atop MountainDecorated TilesGeothermal Power StationStrange Lights
7Opens at Full MoonFire-DamagedNuclear Power StationPower Source Active
8Scrawled With RunesWinding and NarrowHypergeometry ResearchHypergeometric Rift
9Functioning LiftDescend into the UrthDeep Core MiningGuard Synths
10Broken LiftSomehow Absorb SoundMilitary Command PostCacklemaw Den
11Functioning EscalatorLightless and DankTitan AI Memory BanksScience-Mystic's Abode
12Broken EscalatorSpiralling, StrangeTitan AI Cooling SystemPoisonous Gases
13Ruined Train TunnelLit with Bioluminous MossSeed BankCarnivorous Fungus
14Beneath Toxic WaterSurprisingly CleanInterrogation ChambersJanitor Synths
15Air Filtration VentFull of Ancient CorpsesSynth ProductionHologram Cinema
16Infested with BatsIncredibly ColdIllicit Cloning FacilityFrozen Embryos
17Barricaded from InsideEnormous and EchoingSpy Network BaseLost Archive
18Below ArcologyBattle DamagedAutarch's HideoutMonster Lair
19Below SettlementWhite and SterileHidden ResrviorHoly Place
20Below RuinFilled with GarbageRecycling FacilityContains Exotica

Landmark

d20Natural LandmarkArtificial Landmark
1Colossal CactusFlickering Hologram Billboard, In Language No Longer Spoken
2Husk of Dead SandwormCairn of Blue Stones
3Rock Resembling HandTall Intimidating Totem
4Rock Resembling FaceEnigmatic Stone Circle
5Toxic GeyserBanquet Table, Laid For A Hundred Guests. Somehow Never Ages or Changes.
6Meteor Impact CraterGlowering Statue of an Autarch
7Gigantic Petrified TreeBlack Rectangular Monolith
8Enormous Humanoid SkeletonStatue of Reclining Woman
9Huge Empty Snail ShellCliff Face, Painted with Fresco Honouring The Titans
10Tall Rock with Eye-like HoleIndestructible Chrome Tower, Without Windows or Doors
11Vast Network of Termite MoundsAncient Lighthouse, Empty and Decaying
12Single Pale Martyr TreeVast Hologram Projector Array; Displays Glitchy, Obscene Images
13Lonely Blue MesaGleaming Sword-like Shard of Orbital Debris
14Inexplicable Coral Reef, Long DeadUnbreakable Glass Tesseract; Verdant Jungle Dimly Visible Within
15Enormous Glowing Crystal GrowthStrobing Lattice of Hard Light; Serves No Clear Purpose
16Rock, Resembling A Grieving WidowField of Broken Solar Panels
17Iridescent, Unbearably Salty LakeVast White Marble Hand
18Looming Extinct VolcanoFallen War-Synth, So Old It’s Part of a Hillside
19Bulbous Fungal ChimneyAncient Siren Pole, Broadcasting Unintelligible Warning
20Plain of Uncountable Bleached SkeletonsBottomless Dark Pit, With Unnaturally Smooth Sides

Bandit Camp

d20TypeLeaderWeaponsThey Want
1Ex-GladiatorsInjured GladiatorMartial ArtsWater
2Sly MycomorphsSmall but IntenseBite and ScreamFood
3Hegemony DesertersOne-Eyed WomanCrossbowsGold
4Escaped SlavesRogue SynthBlowdartsWeapons
5Luckless DriftersSelf-styled KingThrowing AxesSacrifices
6Doomsday CultExiled NoblemanSwordsNew Recruits
7LepersTells JokesSlingsMedicine
8SlaversInfamous OutlawSpears and NetsForbidden Books
9Cruel Synthetic ChildrenSilent BruteFlailsFungus
10Ghoul ClanScrawny GeniusRocket LauncherSynths
11False MonksEx-CourtesanPoison GasChildren
12Fungus-riddled ManiacsSmiling PsychopathRevolversSlaves
13Businesslike ThugsDelusional DrunkardRiflesEntertainment
14Gibbering CacogenSadistic GluttonCrude JezailsWine
15Maskless NewbeastsCalm and PoliteAncient CannonBeer
16Gang of FoolsApologetic but FirmCombat LasersForgiveness
17Scantily Clad WomenLustful and CrudeSonic WeaponsTo Eat You
18Elderly ThievesCartoonishly EvilTrained BeastsSingle Combat
19Hegemony SoldiersLeaves a Calling CardPlasma RiflesYour Eyes
20Gentleman RobbersRobin Hood-esquePsychic PowersYour Teeth
d20NPC ASource of ConflictNPC B
1Bandit LeaderEnvy (Property)Rival to Leader’s Authority
2Envy (Success)
3Leader’s Trusted UnderlingLove (Forbidden)Talkative, Annoying Bandit
4Love (Unrequited)
5Leader’s Ambitious UnderlingLove (Triangle)Lazy, Useless Bandit
6Unpaid Debts
7Leader’s Despised UnderlingBoredomScholarly, Educated Bandit
8Petty Rivalry
9The Best Cook (of a Bad Bunch)Cheating at CardsReligious, Psychotic Bandit
10Gossip
11The Best Shot (of a Bad Bunch)AdulterySharp-eyed, Paranoid Bandit
12Conspiracy
13Widely Disliked BanditGluttonyTough-talking Bandit, Secret Coward
14Mistaken Identity
15Ferocious, Feared BanditWild, Baseless AccusationsPrisoner, Who Keeps the Camp Tidy
16Addiction (Drink)
17Very Young BanditAddiction (Narcotics)Prisoner, Who Aids with Cooking
18Division of Loot
19Ancient, Decrepit BanditBlackmailWealthy Prisoner, Kept for Ransom
20Murder

Bounty Hunter's Camp

It is commonly known that those seeking to escape the New Hegemony’s justice will flee into the deepest reaches of the Interior, preferring a brief harsh life full of uncertainty to a brief harsh life filled with terrible certainty. It is likewise commonly known that there exists an eccentric and vibrant fraternity of misfits, who attempt - both for profit and for pleasure - to fetch these fugitives back.

d20HunterHuntingTheir MethodThey Want
1Grim and ScarredHereticPatient StalkerA Lead on their Quarry
2Avuncular and EvilBandit KingGuns Blazing
3Psychotic SynthMurdererUse PoisonHelp Killing Dangerous Quarry
4Three-headed CacogenConmanUse Gas
5One-Eyed New-WolfWater DebtorElaborate DisguisesHelp Catching Dangerous Quarry Alive
6Remote-Controlled ArmourGambling DebtorSniper Rifle
7Young and BeautifulLivestock ThiefTranquilliser CrossbowHelp Killing Someone You Know
8Depressed DrunkardAdultererShoot First
9Husband and Wife TeamRogue SynthAlluring Honey TrapHelp Bringing Prisoner to Distant Settlement
10Looks Way Too YoungCacklemaw ExileEnlist Big Posse
11Clean Cut and HeroicFaa NomadsBribes for InformationHelp Bringing Prisoner To Distant Arcology
12Dashing WomaniserWater Token ForgerReliable Informants
13Flamboyant Old WomanPoisonerTrained MonsterHelp Bringing Prisoner To Faa Nomads
14Clone SiblingsChild KillerQuiet Abductions
15New-Baboon, Riding HumanOath BreakerSecret Martial ArtHelp Capturing Science-Mystic Alive
16Veteran SoldierRunaway BridePsychic Gifts
17Famous ExileRunaway GroomExpert Desert TrackerHelp Killing Dangerous Monster
18Sacred AssassinDisgraced ClericUse Camera Drones
19Faa Nomad TrackerHegemony DeserterUtterly IncompetentHelp Escorting Prisoner to Gnomon
20Psychic MuteOwn Family MemberAbsurdly Complex Traps

Lair

The wild places of Vaarn are well-stocked with monstrosities of all stripes. The prudent traveller sleeps lightly, keeps a weapon close at hand, learns to sight these miserable pariahs of the Urth well in advance of their sighting him, and will avoid at all costs the places such creatures dwell.

d20InhabitantAppearanceWarning Omen
1Argent ShepherdRuined ChapelMadmen Affixed With Argent Halos Beg Party To Turn Back
2Chrome-Feathered SailbackFlat Basking PlainChrome Feathers Float on the Wind
3d6 Quill-SpidersBurrows in EarthAn Antelope, Limping, Leg Full of Quills
4ChromavoreColourless Cactus GroveColourless Husks of Faa Family
5d6 HiveymenGruesome Black HiveSingle Sable Bee Crawls on Ground
6d6 Lizard LionsSun-kissed Basking RockDiscover a Shed Skin
7d6 Battle BoarsShaded DustbathBoulders With Tusk-Marks
8AlzaboDeep CaveHear A Child’s Voice, Which Echoes Oddly
93d6 Pthalo-JackalsShallow DensHear Howling on the Wind
10d4 Pseudo-GiantsCrude Brick HutsRemains of a Hegemony Skiff, Stomped to Pieces
11d6 Lambent LynxDen High in the CliffsElectrical Taste in the Air, As If Before A Storm
123d6 Blue BaboonsRocky OutcropExcrement Heaped Everywhere
13d6 Walking WombsFoul-smelling SinkholeWide Dragging Tracks In the Sand
143d6 Tiger FliesTall Papery NestTell-tale Buzzing
15d4 RegeneratorsHuman-skin TentsCrude Idols Made of Bones
16Thunderstrike BirdRoosts on MesaHuge Tar-black Feather Caught on Cactus
17d4 Glass TigersLurk On Salt FlatsCorpse with Tell-tale Bite Marks
18Amaranthine Death-WormPoisoned TreeHuge Sinuous Tracks in the Dirt
19Xanthous MycomorphFungal ThicketYellow Spores on the Wind
20d12 GreenguardAbandoned FortificationsEnamel Bullets Embedded in Rocks

Archive

To forget is to be human, for the burden of an unceasing memory is too great for the mortal mind to withstand. Some resist the creeping triumph of oblivion, erecting great libraries and charging these structures with the endless remembering their frail minds cannot bear.

d20Archive OfAppearanceThe ArchivistsThey Want
1Books (Holy)DustyGlum NunsRare Object Retrieved From Elsewhere in Vaarn
2Books (Fiction)CollapsingPedantic and Rude
3Books (Obscene)ClutteredSalacious BigotsA Stolen Item From the Collection Retrieved
4Memory CrystalsLabyrinthineSenile Synths
5SeedsDarkBored HedonistsPlayers to Intervene in Internal Power Struggle
6Fungal SporesDazzlingLazy Mycomorphs
7EmbryosGrimyTiny LithlingA Sealed Wing Of the Archive Explored
8EggsChaoticMaternal New-Parrots
9MapsMalfunctioningAscetic MutesAn Archivist Escorted To Distant Settlement
10PoemsElegantCultists Who Worship Decay
11Video RecordingsSereneIgnorant of What They CollectA Rival Archive Raided
12MusicSqualidWorship Their Collection
13Play ScriptsSterileChattering ImbecilesTo Send A Message to a Science-Mystic
14Art (Paintings)OrderedAttack Outsiders
15Art (Statues)PollutedDesperately Seeking RecruitsTo Locate an Archivist Who Vanished in the Stacks
16Art (Conceptual)OccultAfflicted by Strange Illness
17TaxidermyForebodingWhispering New-SpidersMonster Lair Removed From Archive
18Preserved BrainsCheerfulMasked Philosophers
19Titancreed SyntaxBurnedCruel and CalculatingVault Beneath Archive Explored
20InsectsInfestedParanoid and Isolated

Arcology

Arcologies are self-sufficient, hermetically sealed artificial ecosystems, which protected the true-kin through the fevered centuries of the Great Collapse. They have long since been unsealed and released their inhabitants into the blue lands of Vaarn, but these domes are still a common sight in the wastes and are often occupied, as their subterranean gardens offer a stable source of water and food.

d20DomeInhabitantsAbundanceLack
1BrokenAbandonedMeatOlives
2MoltenFresh WaterFish
3Sand-swallowedHermitSaltBeer
4DingyMysticGuzzlelineMen
5BlackenedEscaped SlavesCoffeeWomen
6Self-RepairingGhoulsWineChildren
7Barely IntactHegemony DesertersBreadMusic
8Booby-trappedNewbeastsJewellerySilence
9ReinforcedSemi-Feral OrphansBooksLivestock
10FunctionalAmnesiac ClonesFruitBooks
11WarlikeElderly MutesInformationCoffee
12DelicateConceptual ArtistsBellsBread
13OrnateOrchestraDrugsSpices
14WelcomingFungus CultistsLivestockDrugs
15Garden-likePolygamous ChurchSkilled LabourSanity
16ElegantLepersMusical InstrumentsMedicine
17DevotionalWarrior MonksSlavesInformation
18FloodedPsychic ChoirCheeseNew Blood
19GeodesicAndroids Pretending to be HumanWeaponsMachine Parts
20PerfectExoticaClothing

Grave

Vaarn is above all else a land heavy with endings, and tombs punctuate the desolation with grim regularity.

d20LocationGrave ForBurial MethodGrave Quirk
1Ruined VillageAutarchy SoldiersUpside DownHas Been Desecrated
2Large CaveTitan-era ProgrammersIn Salted EarthBelieved Cursed
3Secret CaveAutarchy NoblesIn Decorated UrnHas Been Robbed
4Below Floating CrystalAutarch’s ConsortMummifiedVisited by Ghouls
5Lonely HilltopNewbeastsLaminatedHome to Rare Animal
6Dry River-bedSynthetic WarriorHeld in Preservation TankBelieved Haunted
7Dry Lake-bedSynthetic PoetHeld in Anti-Entropy SphereCoins Left In Tribute
8Imposing CryptSynthetic OracleCryogenic PodFood Left In Tribute
9Cactus GroveNotorious HereticSurrounded by Grave GoodsSwords Left In Tribute
10Ring of Standing StonesCacogen MysticCrystal CoffinCandles Burning
11Under Petrified TreeFaa Nomad AncestorsBiotech SarcophagusMemorial Tree
12Below Huge StatueFaa Nomad ProphetWearing Lifelike Death MaskEngraved Mantra
13Elegant PagodaPowerful PsychicSky BurialMemorial Fountain (Dry)
14Looming EdificeFamed SwordsmanConsumed by FungusRitual Artwork (Ugly)
15Plain of StonesBandit KingFood for Sacred FlowerRitual Artwork (Good)
16Near WreckHegemony RangersBelow CairnSite of Pilgrimage
17Near OasisMassacred Faa NomadsInside Stone CubeSynthetic Grave Keeper
18Near RuinHegemony ExultantInside Hypergeometric ArtefactHideout for Bandits
19Near Holy PlaceAutarchFrozen Outside Time-streamEntrance to Vault
20Near SettlementExtra-Solar ExplorersNot Really DeadMonster Lair

Science Mystic's Abode

Certain avenues of philosophical enquiry are best pursued in the deepest deserts, far away from curious neighbors, the reach of law enforcement, or indeed any conceivable restraint save one’s own threadbare conscience.

d20AbodeThe Science-MysticResearchingThey Want
1SecludedCloaked, Masked, DecayingImmortality‘Volunteers’ for Experimentation
2ArmouredBooming Voice, Tiny BodyTelepathy
3Vine-chokedSallow and SmellyMind ControlTo Hire A New Assistant; Don’t Ask About the Old One
4DarkDazzlingly BeautifulAntigravity Field
5SpirallingPlastic-fleshed SynthTime StasisTo Dispose of a Rogue Creation
6SentientDouble-faced CacogenTime Travel
7WheeledOstentatious New-TigerTime ParadoxA Fabled Chemical Substance; Found In Nearby Ruin
8TransparentPermanently InvisibleHypergeometry
9CrystallineBrain in a VatSynthetic AnatomyA Fabled Artefact; Said to be Held by a Faa Nomad Clan
10Sword-likeLevitating IdiotSynthetic Psychology
11ToweringTerrified of their ReflectionNewbeast BiologyBody Parts of Local Monster
12SevereFlesh-eating MycomorphNewbeast Psychology
13DecadentExtra Arms Grafted On BackMycomorph BiologyRevenge on Ex-Assistant; They Stole Research
14BuriedNeurotic New-LynxMycomorph Psychology
15OvergrownStuttering SynthLanguage VirusAn Armed Escort To Explore A Distant Vault
16ElegantBashful MurdererTeleportation
17DevotionalIcily PoliteTitancreed SyntaxAn Armed Escort to Accompany Them to Gnomon
18PyramidBlood-drinking CacogenAncient Super-weapon
19Deceptively NormalWay Too FriendlyContact AzathothAssistance With An Obviously Dangerous Experiment
20Floating OrbGlows in the DarkSpace Travel

Trade Post

d20LocationWho Trades Here? (x2)What is Traded? (x2)
1Large TentHegemony SoldiersWater
2CrossroadsFaa Nomad RaidersInformation
3Beneath Great CactusFaa Nomad HerdsmenMemories
4Echoing CaveCacogen DriftersMusic
5Beneath Glowering IdolFurtive MonksOlives
6Sheltered ValleyCacklemaw ExilesWeapons
7Atop Great RockOracle’s CaretakersArmour
8Within Huge SkullServants of a Petty GodPottery
9Within Huge Empty ShellVault RaidersJewellery
10Ancient TollboothA Science-MysticDried Fish
11Stone FortLithling ScholarsLivestock
12Grove of Martyr TreesGnomonian MerchantsPrisoners
13Dried Up OasisMercenary BandPsychedelics
14Polluted LakeshoreRoaming ScavengersFlowers
15Near Faa Nomad CampSecretive HermitSynth Parts
16Near Hegemony CampLowly GoatherdsCamels
17Near WreckPious SynthsBooks
18Near Holy PlaceDeranged SynthsCarpets
19By OasisPack of NewbeastsMedicine
20Inside RuinTitan CultistsExotica
d20NPC ASource of ConflictNPC B
1Owner of the Trade PostEnvy (Property)Successful, Pompous Trader
2Envy (Success)
3Owner’s SpouseLove (Forbidden)Sly, Scheming Trader
4Love (Unrequited)
5Owner’s SiblingLove (Triangle)Elderly, Naïve Trader
6Unpaid Debts
7Owner’s HeirBoredomYoung, Cruel Trader
8Petty Rivalry
9Peacekeeper at the Trade PostRobberyReckless, Hotheaded Trader
10Gossip
11Peacekeeper’s Sinister DeputyAdulteryWhining, Annoying Trader
12Conspiracy
13Studious ClerkGluttonyBrawny Youth, who Assists a Trader
14Mistaken Identity
15Dishonest ClerkWild, Baseless AccusationsPerformer, Who Entertains Traders
16Addiction (Drink)
17Lowly ServantAddiction (Narcotics)Fortune-Teller, Just Passing Through
18Shoddy Goods
19Orphan, Found in the DesertBlackmailWandering, Scheming Stranger
20Murder

Hegemony Camp

Vaarn is considered one of the least desirable postings a Hegemony soldier can receive, and patrolling the Interior is considered the least desirable duty within the Legions assigned to Vaarn. The Hegemony camps found amongst the blue dunes are generally sparse, miserable, and paranoid affairs, garrisoned by the most mutinous and untrustworthy soldiers the New Hegemony has to offer.

d20Unit TypeCommanderCamp MoodActivity
1Deserters (d6)DeadPanickedTreating Wounds
2MissingSurlyPreparing for Combat
3Scouts (d6)DyingMutinousCleaning Campsite
4WoundedStressedCooking
5Weirdly OptimisticDowncastWeapons Drill
6Raving MadSleepyRepairing Gear
7Rangers (d8)IncompetentLazyTroop Inspection
8SternParanoidBurying Dead
9WaveringStoicWaiting for Orders
10SteadyDerangedGambling
11Synth-Hunting Team (d8)GrimFuriousSleeping
12BloodthirstyHopefulFeeding Prisoners
13MeasuredOptimisticHunting Wildlife
14ColdCelebratoryExecuting Prisoners
15Legionaries (d20)ShrewdSuspiciousSearching for Water
16CompetentBoredCombat With Monster
17LoathedGenerous
18RespectedDrunkenCombat With Faa
19Artillery Unit (d8)AlertOverconfident
20BelovedMournfulCombat With Cacklemaw

Faa Nomad Camp

d20LeaderThey HaveThey WantMood
1Stern PatriarchMeatMeatAngry
2Stern MatriarchDatesWineScared
3Council of EldersOlivesBeerMourning
4Charismatic VisionaryCheeseSaltTalkative
5Wounded Old WarriorWeaponsWeaponsSullen
6Husband and Wife, arguingHidesInformationWarlike
7Husband and Wife, happyPrecious MetalShelterContemplative
8Young HotheadMachine PartsSlavesPious
9Drug-addled OracleMedicineEscaped PrisonerCrazed
10Sinister SlaverSpicesCaptured BrideSuspicious
11Lecherous PatriarchDrugsRunaway GroomCheerful
12Lecherous MatriarchSpare LivestockRevenge: Other FaaWary
13Twin Brothers/SistersFabricsRevenge: MonsterOverconfident
14Blind Brothers/SistersFungusRevenge: HegemonyArgumentative
15Skilled Worm-tamerSugarRevenge: BanditsProud
16Frail GrandmotherCyberneticsMissing ChildSilent
17Skilled SharpshooterTonicsMedical HelpPraying
18Cruel PsychicBooksHumiliate Other FaaCelebrating
19Power StruggleExoticaTo PartyDrunken
20AnarchyWaterWaterBoastful
d20NPC ASource of ConflictNPC B
1Clan LeaderEnvy (Property)Rival to Leader’s Authority
2Envy (Success)
3Leader’s SpouseLove (Forbidden)Spouse of Rival to Leader
4Love (Unrequited)
5Leader’s SiblingLove (Triangle)Child of Rival to Leader
6Unpaid Debts
7Leader’s Respected ChildBoredomClan Member, Considered Foolish
8Honor
9Leader’s Contemptible ChildRobberyClan Member, Considered Dangerous
10Gossip
11Old, Frail ElderAdulteryClan Member, Injured in Battle
12Conspiracy
13Cunning, Manipulative ElderGluttonyPrisoner, Captured in Battle
14Mistaken Identity
15Feared Old WarriorWild, Baseless AccusationsCantankerous Storyteller
16Addiction (Drink)
17Young Warrior, with Something to ProveAddiction (Narcotics)Skilled Tracker
18Wedding Plans
19Widow of Previous LeaderBlackmailSkilled Artisan
20Murder

Cacklemaw Den

The dens of the Cacklemaw are not difficult to locate - one must simply follow the sound of uproarious merriment, of weapons being discharged wildly, of discordant and rowdy music played fast and poorly, and of vehicles being driven in circles with no apparent destination.

d20Sworn ToWeaponsActivityThey Want
1Mama HecklehawBowcastersSleepingMeat
2Rusted BladesFleeing
3Ornate RazorwhipsIn-Fighting
4Envenomed SpearsFuneral
5Impulse RiflesSingingWater
6Mama GloatgrimHellblastersDrunk
7Storm GunsPsychedelic Ritual
8Throwing KnivesSacred Puppet Show
9BlunderboresRustling LivestockDirections
10Prism CannonsExtorting a MerchantTribute
11Mama YawningfoolNailgunsTransporting PrisonersJokes
12Flesh-rippersRepairing TentsMusic
13Nets and TridentsGamblingCruelty
14Spore LaunchersMarking TerritoryRepairs
15Laser RiflesCookingWeapons
16Nana RictusExploding JavelinsFighting (Other Monster)Drugs
17Shrieker BombsBooze
18Glue GunsFighting (Other Cacklemaw)Shelter
19Nana BlacklaughHegemony AutoriflesReinforcements
20Teeth and ClawsFighting (Faa Nomads)Prisoners

Anomaly

There are more things in the Heavens and Urth than are dreamed of in your philosophies. There are more things. There are always more.

d20QualityFormPrimary EffectSecondary Effect
1DazzlingWebInverts Local GravityInduces Paranoia
2NauseatingMistHeals InjuriesTotal Silence Nearby
3FloatingCaveTranslates LanguagesAbsorbs Light
4SingingTowerReanimates DeadExtreme Cold Nearby
5Mist-likeLotusMerges Creatures TogetherStrange Music Audible
6GlitchingTreeMakes PropheciesStrange Voices Echo
7LuminousPoolOther Universe VisibleLocalised Weather System
8RadioactiveFountainImplants MemoriesTime Flows Strangely
9Self-replicatingStoneImplants Mystic GiftsInduces Mania
10QuicksilverSkullInduces AmnesiaAlways Nighttime Nearby
11Many-eyedPrismInduces DelusionsInduces Mutations
12IridescentCubeKills IndiscriminatelyRusts All Metal
13ToxicPyramidInduces EmpathyExudes Lightning
14CrystalSphereTransforms MatterExudes Flames
15SpeakingHouseTeleports MatterExudes Toxins
16MobileMiasmaCreates PlaneyfolkCreates Solid Light
17BlossomingWaterfallCreates MonstersNanomachine Cloud
18BurningInfantGrants Visions of PastInfection with Virus
19MesmerisingShellGrants Visions of FutureInfection with Fungus
20TerrifyingHelixMakes Thoughts SolidInfection with Spirit