Tales from the Ether (pre-NES)

Starlife

de la terre à la lune
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Welcome, traveler, to the solar system as we know it. It is Spring of 1889. Great Britain has just launched its third ether battleship, en route to Mars, and Germany is solidifying its successful Venusian Kolonie. Other nations are tangled in their own specific theaters of interplanetary affairs. Get your crew ready and board your ether flyer. Don't forget to leave your realistic scientific knowledge at home. Going through the luminiferous aether might be a bumpy ride, so hold on tight!

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Thomas Edison, Inventor of the Ether Propeller
May 17, 1868

Ether flyer? Luminiferous aether? What's going on here?

In 1868, Thomas A. Edison invented the ether propeller, a device that could be fixed onto airships and thus propel them through what is called the "luminiferous ether". Thanks to Edison's invention, the peoples of Earth are now able to travel to other planets within the solar system. Edison launched his first primitive ether flyer in 1870, successfully taking a small expedition to Mars and (thankfully) returning unharmed. Because of this, Earth learned that Mars was inhabited by a civilized race of Martians. On Mars, Edison also discovered a material called liftwood, which revolutionized flight.

Soon, the nations of Earth were equipping themselves with brand new, steampunk air forces, with flying dirigibles and aerial gunboats. Naturally, they also developed their own version of the ether flyer, so that they could go to different worlds within the solar system, colonising them in the name of king and country. Britain was the first, establishing a foothold on Mars called the Permanent British Quarter within the Martian region of Parhoon. Belgium and France soon followed, also establishing stable enclaves on the Red Planet. Meanwhile, many expeditions to Venus from several different countries failed to return. Even a rescue expedition failed to return. Eventually, a German ether dirigible landed on Venus and discovered that some of these expeditions had been eaten by the dinosaurs which inhabit Venus. There were few survivors, and they had eked out a living on Venus for several months. The German expedition brought this information back to Earth, and nations from then on began taking more caution before heading to Venus, a world covered in dense tropical rainforest. By 1880, Germany had established the first successful colony on Venus. The British, Russians, and Italians soon followed. In this stellar Age of Imperialism, the British also established a scientific outpost on Mercury called Princess Christina Station, in 1880.

A few years passed and humans began to explore other parts of the solar system. Within this briefing, you will find a listing and descriptions of all accessible planets and the types of creatures and people that exist on these worlds. After looking into what our solar system is like, you will have to choose what kinds of characters you want in your party of adventurers, and what your ether flyer will be like as well. You'll also have to choose what nation from Earth you represent, because how else will you get a steady supply of resources, money, and supplies? Being an agent of your nation of choice, you will keep the interests of that nation in mind while embarking on your own interplanetary steampunk adventures.


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Welcome to Tales from the Ether!
+ This NES is story-driven. Interesting and creative stories are preferred. +
+ The only numbers/stats you must deal with are ether flyer design and your personal wealth. +
+ Turns are done by game season. You should post stories about events that can are occurring within a single season. +
+ Updates will be posted when I have felt a decent amount of story-telling has been done to be worthy of a nice update. +
+ Power-gaming will not be tolerated. This is a story game, not a race or competition. +​
 
Basic Concepts

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There are some basic concepts you should fully understand before embarking on your adventures.

Spoiler :
Luminiferous Ether
The Ether is the substance that fills all space, even the voume also filled by ordinary matter. Ether is the medium through which a variety of forces are transmitted through space, just as air is the medium through which sound travels to our ears. A vacuum insulates against heat or cold because there is no way for them to jump across the intervening space. Light and gravity can be felt despite the presence of the vacuum of outer space precisely because the ether is present (and can transmit those energies) even in a vacuum. Without the ether, gravity would be unable to maintain the mutual attraction of bodies at a distance and the entire Solar System would fly apart. Without the ether, light could not travel through space, and we would not be able to see the stars.

Travel Through The Ether
Once Thomas Edison perfected the ether flyer prototype in 1869, humanity was ready to embark on this new type of voyage and sail in the totally alien ocean of the ether. And although the ether has an analogue in the oceans of Earth, there are also profound differences. The first explorations of space brought the full force of Victorian science to bear on unique problems heretofore never encountered in the history of Earth. They included:
+ Computing planetary orbital positions,
+ Sealing ether flyer hulls against vacuum,
+ Protecting windows against meteor strikes,
+ Providing a power source which could work without air, and
+ Developing methods of entering and leaving atmospheres.
The challenges that faced the ancient mariners were nothing to those that faced the Victorian astronauts. But the heroism and sacrifice of the early pioneers cleared the way for an entire fleet of modern spacecraft, and ether flyers today range the entire Solar System.

The Etheric Ocean
Theorists worked to define what the ether was and how it interacted with energy and matter; practical explorers discovered how to use it, manipulate it, and travel through it. A simple analogy helps understand the etheric ocean by comparing it to an Earthly ocean. There are waves and turbulence in the ether just as there are waves and turbulence in the ocean.
The Sun: The greatest disruption in the ether is caused by the Sun. As the largest concentration of matter in the Solar System, it has the greatest effect on the ether. This solar disruption would remain in the immediate neighborhood of the Sun were it not for the solar rotation: As the Sun spins on its axis, it forces its etheric disruption outward in an ever-widening spiral. Solar turbulence is relatively uncomplicated; it is only when this turbulence is further disturbed that it becomes a danger.
The Planets: As the planets move in their orbits around the Sun, they cut across the lines of solar turbulence in the ether. The result is eddies and vortices invisible to the eye but dangerous to any etheric mechanism. In addition, the rotation of each planet itself creates additional disruptions in the ether. The planetary eddies and vortices follow in the wake of each planet and are carried outward along with the solar turbulence. Mercury has an influence on the ether far greater than its matter would imply. The planet closely orbits the Sun at high speed; its planetary disruptions are implanted in the ether early and ride outward along with the solar turbulence. Moreover, because Mercury orbits the Sun once every three months, Mercuric turbulence spreads outward throughout the entire Solar System on a constant, repeating basis. The other planets contribute their own turbulence to the ether. The disturbance is carried outward along with the solar disruptions. Local storms are created as various planetary disturbances meet and build, and turbulence in the ether becomes extremely complex.
Navigating Through The Ether: Etheric navigators must have both a general and a specific understanding of the ether and its disturbances. A general knowledge of the ether tells the navigator what kind of disturbances to expect in what parts of the Solar System. The navigator's tools are the orrery (a mechanic analogue of the Solar System which shows specific planetary positions and relationsips) and the astrolabe (which precisely measures star and planet positions). A properly trained navigator knows to avoid the lee of planets (and the turbulence in their wake), can predict the convergence of planetary turbulence based on a knowledge of their orbits, and understands the conditions that create vortices and eddies. But experienced pilots also have a practical understanding of the ether gained from long experience. They know that a certain kind of hull vibration signals the approach of a planet; that another type of vibration warns of a nearby vortex or eddy; that a particular feel to the etheric mechanism indicates a region of tenuous ether.

Land Travel
Even though much of your campaign will be played out navigating the planets, most of the campaign will be spent on land, exploring the details of those planets and engaging in encounters with enemies or traveling with friends. There are three means of land travel: by train, by animal, and by foot.
Trains: Train travel is only available on Earth (for now), and then mostly in Europe and North America. Train travel is safe, fast, and comfortable. A traveller can travel up to several hundred miles in a single day, assuming there are connecting lines.
Animals: Animal travel includes both riding a beast of burden and riding in a wagon or coach drawn by animals. Animals are somewhat limited in the sorts of terrain they can traverse. Coaches may only travel by road. Wagons and howdahs can travel by road or in deserts, hills, and prairies (steppe or grassland). Riding animals can travel in any terrain except mountains (there are some exceptions).
Foot: Most exploration will be done by foot, as an expedition on foot can go many places that animals cannot. Walking characters can become fatigued, so make sure to properly rest your characters.
Hazards: In settled areas the dangers tend to be things like enemy soldiers and brigands, while in the wilderness they tend toward ferocious animals and undiscovered native tribes. Characters can also contract fevers and dangerous sicknesses. Going through mountains will be dangerous as it requires the characters to climb.

Water Travel
Water travel includes travel on the open seas as well as on rivers and canals and in swamps. The one thing that all of these have in common is, of course, that they require a vessel. There are two types of vessels: inland and seagoing. Inland vessels are confined to rivers and canals. They tend to be shallow draft with low freeboards, which makes them very hazardous to take into the open sea, where a good wave or two might sink them. Also, they are not usually as fast as seagoing ships. Within these two categories there are three specific types of ships, divided on the basis of their means of propulsion: mechanically powered, wind-powered, and man-powered ships. Mechanically-powered ships are usually steamships. However, they may also include vessels with more exotic propulsion systems such as electric engines. Wind-powered vessels are sailing ships. Man-powered vessels are all those propelled by paddle or oar, from a canoe to a large galley. There are no oceangoing man-powered ships.
Hazards: On Earth there are frequent storms, but they are not as common as on Venus. Meanwhile, on Mars, storms are almost nonexistent. Oceangoing ships are unaffected by mild storms. Oceangoing ships will have a reduced speed amidst a severe storm. Man-powered vessels may be sunk by a storm. There are also navigational hazards, but if you have a skilled captain, this won't be as much of a problem. If the ship suffers a navigational hazard, it has run aground or had its hull, screws, or rudder damaged by an underwater obstacle. The last hazard of water travel, and perhaps the most likely, is a hostile encounter. Pirates, hostile natives, and large hungry animals/beasts are all possible hostile encounters on the water.

Aerial Travel
The most visible difference between this universe and the historical Victorian Era is the widespread use of flight, and aerial travel is an important part of your adventures. Aerial craft are held aloft by one of three possible means: liftwood, lifting gas, or dynamic lift.
Liftwood: Liftwood is the wood from a tree that grows in certain areas of the Martian highlands and which has remarkable antigravity properties (reducing the weight of a vessel to less than that of air and thus allowing it to float). Craft constructed with liftwood are often called flyers.
Lifting Gas: Lifting gas consists of either hot air or some gas lighter than oxygen, such as helium or hydrogen. Most balloons are merely novelties and not serious means of transportation. The Germans, however, have built numbers of rigid hydrogen airships powered by efficient, but expensive, engines. These are universally called Zeppelins, after their inventor Count Zeppelin.
Dynamic Lift: Dynamic lift is generated by an airfoil (the wing of a glider or aeroplane) moving rapidly through the air. There are no known dynamic lift vessels in existence in 1889, but the player characters or some NPC scientists may invent them during the course of the campaign.
In addition to their means of lift, craft are differentiated by their means of propulsion, types of which include mechanically-powered, wind-powered, and man-powered propulsion. Mechanically-powered craft are usually steam flyers (though, like water vessels, this can also include more exotic propulsion systems, such as electric engines). Wind-powered craft generally use sails. The only examples of these in existence are the stately Martian "kites". Man-powered craft are driven by a large air screw (propeller) turned by manual labor. The most common versions of man-powered aerial craft are the Martian screw galleys, although small lever-and-ratchet longboats are now carried on a number of European aerial vessels.
Hazards: As with water travel, there are more storms on Venus than on Earth and almost none on Mars. However, on Mars cloudy weather is treated as a mild storm and Mars also has wind-storms which are counted as severe storms. Liftwood flyers seldom venture out in a storm, as the turbulence of the air tends to tip the craft and cause it to lose trim. Zeppelins are also vulnerbale to storms. A Zeppelin, however, cannot easily land and wait out the storm, since it is nearly as vulnerable on the ground as in the air. Gliders and aeroplanes have trouble in storms, but if landed, are not damaged by storms to any extent. There are also hostile encounters in the air, which includes pirates, hostile sky navies, and large flying animals/beasts.

Interplanetary Travel
Travel between the planets, while not yet commonplace, has taken place since Edison and Armstrong first journeyed to Mars in 1870. Humanity now stands poised on the brink of its third decade of interplanetary travel.
Ether Flyers: All travel between worlds takes place in interplanetary ether flyers. While some small, specialized craft flying the (comparatively) short distance between the Earth and Luna use battery power, all genuine interplanetary craft are powered by solar boilers. These devices, also the product of Edison's fertile mind, utilize a large concave mirror to focus the Sun's rays on a water chamber, thus bringing the water to a boil and providing steam power for the ship. As you venture further from the Sun, the powers of its rays decrease, and eventually are insufficient to bring the boiler water to a boil. The boilers with which most ships are equipped are ineffective beyond 300 million miles from the Sun, although this range is more than adequate to reach the Asteroid Belt. The difficulties associated with large continuous pours of molten glass, and uneven cooling of large lenses, impost limitations on the ability to improve on this performance significantly. Neverless the struggle continues, and recently the H.M.S. Theseus, fitted with a Swiss Guildemarque lens in a new experimental gimbal mounting, managed to reach a distance from the Sun slightly in excess of 400 million miles before boiler shutdown forced the craft to switch to battery power and retire. This is, of course, still well short of the range needed to investigate even Jupiter, by far the closest of the transastroidal worlds.
Hazards: The two main hazards to space travel are ether turbulence and meteor showers. Either of these may cause serious damage to an ether flyer. Each time that an ether flyer crosses an orbit trace, it passes through an area of ether turbulence. Flyers often are equipped with etherometers, used to measure the ether. Pilots who are skilled in astronomy will also find it easier to navigate the ether. Meteor showers are randomly occurring events. There are other hazards to interplanetary travel, but they are not as common. These include ether pirates and hostile navies. There are three types of damage, which are injury, minor damage, and major damage. Injury indicates that a member of the crew has been injured. The wounds may be healed and the crew member can eventually regain consciousness. Minor damage indicates that the ship is damaged but that the crew can repair it. Usually minor damage will not result in the critical injuring or death of a crew member. Major damage indicates some major malfunction to the craft which cannot be repaired until the craft lands. The remaining length of time of the voyage is increased by half. If this will exhaust the ship's food supplies, the referee should provide some alternative destination where repairs can be made and additional food brought on board. Major damage can also result in the critical injuring or death of one or several crew members.
Travel Times: The planets are millions of miles apart, but it only takes 1/2 of a season (about 1.5 - 2 months) to get from planet to planet. I am simplifying travel times so that we don't have to calculate where planets are in their revolutions around the sun each turn. Here is the basic chart for travel times (this is assuming you have top speed for your ether flyer; see Ether Flyer rules for more info):
Earth <---> Mars = 1/2 season
Earth <---> Venus = 1/2 season
Earth <---> Mercury = 1 season
Mars <---> Venus = 1 season
Mars <---> Mercury = 2 seasons
Given this info, it is reasonable to write stories about your characters on Earth and on Mars within the same turn (assuming you have top speed on your ether flyer), but you must spend an entire turn traveling if you were to go from Earth to Mercury (or vice versa), Mars to Venus (or vice versa), and two turns traveling if you were to go from Mars to Mercury (or vice versa). Stories can still happen even if you are traveling for a whole turn! A lot can happen on ether flyers, so use your imagination.
 
Gameplay Concepts

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Here are some important tidbits to remember while playing this NES.

Spoiler :
Characters
Each player in this campaign will control a group of characters. Your group will be the backbone of all gameplay that occurs in this NES. There are many steps to create a character and your group, which will be detailed in another section (Character Concepts). Your characters will be a group of adventurers about to set out on their first expedition. You will then embark on many subsequent expeditions. Once your characters are created, though, there is very little you need to do to upkeep them. Characters also need equipment, such as weapons and other tools for expeditions. You must purchase items at the beginning of the NES. Equipment and items can also be obtained by adventuring. Even different modes of transportation can be acquired.

Nationalities
The governments of many nations on Earth are funding expeditions. That means that the government you choose will be giving you an ether propeller for your ether flyer (or, perhaps, you stole one). Each Earth nation is allowed only a certain amount of expeditions, which means only a certain amount of players can be characters from each nation. These nations are sponsoring your adventures; this does not mean you have to strictly do something for them or that you are bound to them. They are simply sponsoring whatever you decide to do, in hopes that it could somehow benefit them. They have been looking for people to adventure for them, in hopes it might reveal more secrets about the solar system that could benefit their national interests. However, direct or even indirect sponsorship isn't always the case, though. By being one of these nationalities, you are simply coming from that region. Your party can have many different nationalities, but you should have one nation you identify with the most. Your party may have different reasons for adventuring as well. Even if you are an anarchist, perhaps you identify with Russia because you were born and raised there. Here is the list of nations:
+ Britain: 7 players
+ Germany: 7 players
+ France: 5 players
+ Italy: 3 players
+ Russia: 3 players
+ USA: 3 players
+ Belgium: 2 players
+ Netherlands: 1 player
+ Japan: 1 player
This is the maximum amount of players (or groups of characters / expeditions) allowed from each nation, but that amount is not necessary to begin our campaign.

Expeditions
Expeditions are what will be the meat of our campaign together. Each player controls a group of characters, and to go anywhere you must embark on expeditions. These can range from very specific, which are adventures provided by the referee (in the context of being provided by your nation), to something a bit more broad or player-created, which can be initiated by you. There is a lot of freedom in this campaign to basically do whatever you want with your group of characters. Along the way, you will encounter new adventures and your group of characters will get into situations you did not predict. You should have some back-story as to how your group of characters met and how they met and why they are working together.

Updates
Just like the other NES that I have seen, there will be updates. But these include little to no numbers. If your group has come across some money or items, I will tell you, but normally updates will not include a lot of gifts. Updates are for me to write a story about what everyone has gotten into. In-between updates, it is fair and free game to write whatever stories you please. You should write about your adventures and what you are getting yourself into and what your goals are. Be as creative as you can. This campaign requires creativity. You can read up on the Victorian Era to get some idea of what the world was like during this time. When I post an update, it will be a collection of information and happenings derived from the stories you post. So if Player A posts that he is going to Mars, and so is Player B, I might include in the update that those players crossed paths, and then after that update they can both build upon that story arc. I will help players develop story arcs, just as a referee would help players develop story arcs in the pen-and-paper version. By the way, watch out. I can be a tricky and sneaky referee.
Turns
Updates will occur through seasons. The campaign begins in Spring of 1889, so the first turn is Spring 1889. The second turn is Summer 1889, the third turn Fall 1889, the fourth turn Winter 1889/1890, the fifth turn Spring 1890, and so on. So, each season is a turn's worth of time. Your stories can encompass any time within that season, and a lot can be accomplished within a season. Each update I will provide a list of certain actions or happenings for each player's party. For example, I might post that Player A will definitely have meteors hit their ether flyer during the next turn, or Player B will definitely be raided by High Martians during the next turn. Then they have those situations to write about during the next turn. The turn after that, I will build upon those story arcs. Don't worry - positive things can happen too!

Politics
The political situation of Earth has become much more complicated because of the existence of the ether and the settlement of other planets. Martian politics are particularly complicated because of the Martians, who do hold some anti-human sentiments due to the brutal colonization of their world by Europeans. Meanwhile, American entrepreneurs have been selling weapons to some Martian enclaves. The political situation is tense and volatile, and your characters might get in the middle of it sometimes. That is the fun of this campaign. Sometimes your nation will ask you to do a specific task, like thwart a British convoy, pretending to be pirates. There are many possibilities and the referee (me) will give you a lot of these possibilities so that you can act upon them if you wish to.

Ether Flyers
To travel to other worlds, you will need an ether flyer. Your sponsor nation has given you an ether propeller. You will get to make decisions in the design of your ether flyer. Ether flyers are expensive, so make sure you take good care of your ether flyer. A nice ether flyer will go a long way. If it is destroyed, it will cost a lot to repair. Even though all players will have ether flyers, you will have to do the majority of your expeditions on foot or on other modes of transportation. Ether flyers are great traveling from planet to planet, but you can't dig deep and explore with them as much as you can on land.

Purchases
As the campaign progresses, you might want to buy stuff. You should be in a major city to buy items. There will be a comprehensive list of items and their cost available to players in major cities (in this write-up). To buy things, it is a simple process. You have some pounds and you want to spend them. You want a rifle. So you buy a rifle. And that's that. It is very simple. You don't have to pay upkeep for this item or anything like that.

Communication
Since wireless has not been invented yet, communication between Earth and the planets is handled by orbital heliograph stations.
 
Character Concepts

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Think carefully about creating your characters, because you'll be with them throughout many adventures and expeditions.

Spoiler :
Careers
Each character in your crew will require a career. You will need to choose your crew's careers wisely, as they have to interact well with one another and provide certain skills for your ether flyer and your party. Take into account the variety of situations you might encounter on your adventures. That said, there are many different types of careers and they are all arranged by categories. Each character is allowed to have 2 careers, thus making characters highly customizable. Careers define your characters. It is assumed that all characters are novices/beginners in the careers they are not associated with. This means that a biologist can still fire a gun, but not well.

Wealth
All characters begin the game with a "fortune" or life's savings. This represents the money they have accumulated or inherited and which is available to bankroll any expedition they care to undertake. Each character begins the game with £100. This can be spent or saved. You will have to use this money for equipment (see Equipment section of the rules). You can accumulate wealth as the game continues. Money is the only number that you need to keep track of involving your characters. Money is also used to buy equipment necessary to fund inventions.

Equipment
Your characters will need special clothes for Venus, science labs, weapons, and other useful tools. You can find all of this in the Equipment section. Equipment is very rarely found in the field, and can be bought at all major cities and colonies. You can have a spending spree at the beginning of the game, stocking up on whatever you need for your adventures. Anything lost or broken can always be re-purchased, assuming you have the money.

Languages
It is assumed that your character can speak any languages which they historically would be able to speak. So, for example, a Belgian character most-likely also speaks French. Japanese characters might have some knowledge of English or French if they have visited Europe for an extended period of time. However, alien languages are impossible for characters to learn unless one of their careers is a Linguist. Don't worry: some aliens speak English or other European languages due to colonialism.

Physical Description
Your characters have physical attributes that you need to describe. This way we all know what your characters look like and can write about them if we encounter them. Think about things like hair color, height, weight, fashion, and facial features.

Background
Your characters didn't just appear out of thin air! You need to create a personal history for each character. It is definitely possible they have visited other worlds already via interplanetary ether liners or even military ether flyers. Include some interesting information about each character, and then some information about how your characters met / why they are working together.


CHARACTER PROFILE

Spoiler :
Here are some categories you should think about when creating a character profile:

Name of Character (Career / ex: Biologist/Artist)
Nationality/Hometown
Languages Spoken
Inventory/Equipment
Money £
Physical Description (height, weight, etc.)
Background/History
 
Career Listing

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There are several careers you can pick from. Each character is allowed two careers (primary and secondary). The career descriptions below are very broad and simplified. This is so each player can develop/design their characters without having too many descriptive restrictions.

It is assumed that your character has somewhat decent knowledge of all other subjects within their category of choice, but not as much knowledge as someone with that actual career would have. For example, a biologist will automatically have some knowledge in chemistry, and a pilot will also have some knowledge in medical problems. But that biologist does not know nearly as much about chemistry as a chemist would and that pilot does not know nearly as much about medicine as a doctor would. Think of it as novice/intermediate knowledge, as opposed to advanced knowledge.

Spoiler :
Inventor: This is a category on its own. You can invent new creations. Must be coupled with one of the science careers.

Physical Sciences

Physicist: Physics and the ether is your scientific focus. You can potentially invent new ether-related tools and other physics-focused creations (if paired with Inventor career).

Chemist: Chemistry is your scientific focus. This means you are an expert at explosives and chemical reactions. You can potentially invent explosives and synthetic drugs (if paired with Inventor career).

Geologist: Geology is your scientific focus. You can recognize minerals and know the workings of tectonic movements. Even though "geo" technically refers to Earth, your skills can be applied to all stellar bodies. You can potentially invent new ways to use alloys and other geological-focused creations (if paired with Inventor career).

Astronomer: You are concerned with the study of celestial objects (stars, planets, asteroids, etc.) and phenomena that originate in space.

Life Sciences

Biologist: New life forms intrigue you. You are an expert at anatomy and other biological sciences. You can potentially invent new organic medicines (if paired with Inventor career).

Botanist: You have an advanced knowledge of plants, flowers, and other things that grow. You can potentially invent new botanical oils or remedies (if paired with Inventor career).

Neurologist: The science of the brain and the central nervous system is your specialty. You can potentially create inventions that specialize in altering the mind and even thoughts (if paired with the Inventor career).

Design Sciences

Engineer: You are adept at finding structural strengths and weaknesses and can solve engineering problems. You can potentially invent new marvels of engineering (if paired with Inventor career).

Machinist: Machinery is your scientific focus. You can potentially invent new machines (if paired with Inventor career). You are a natural tinkerer and you can also repair machinery.

High Class

Pilot/Aeronaut Captain: You are an expert at the control and navigation of ether flyers, aerial gunboats, and other flying craft.

Sea Captain: Naval ships, not flyers, are your specialty. This includes submarines.

Doctor: You have gone to medical school and can expertly heal those in need.

Detective: You are skilled at tracking people and finding solutions to mysteries.

Guns & Bullets

Marksman: You are an expert shot with many different types of personal weaponry.

Gunner: You are an expert at handling heavy weaponry such as machineguns and artillery.

Big Game Hunter: You have an innate ability to track and hunt large animals and beasts.

Physical Fitness

Strongman: You are physically fit and strong. Your amazing endurance is a great asset to your party.

Brawler: Fist fighting and hand-to-hand combat seem to be your place in life, which has not always been a good thing. You are also adept at fighting in seedy bars.

Politics

Diplomat: You have an ability to talk to leaders and other officials to get your way.

Spy: Your ability to sneak around is unprecedented. You are stealthy and adept at getting information.

Linguist: You are able to speak most European languages and you are even good at learning alien languages.

The Arts

Reporter/Journalist: You are persuasive and you also have a knack for taking photographs, which could be a valuable exploit.

Actor: You are energetic and witty. You are also capable of grandiose lies.

Artist: Visual language is your specialty. This allows you to sketch and document new life forms. You are also good at memorizing physical features.

Musician: You can play several instruments and you can easily memorize and mimic sounds and music.

Writer: Wit and satire are your specialty. Your writings can be useful in reporting back to someone with the utmost talent.

Trade & Economics

Cartographer: Your sense of direction is impeccable. You are an expert at drawing up maps of both broad regions and smaller locales.

Merchant: Making the most out of your money is your specialty. You are good at trading and bargaining.

Farmer: Growing food and being skilled at fieldcraft are your specialties. You can even grow food on an ether flyer and on other worlds.

Explorer: You are skilled at long-distance hiking and wilderness survival.

The Military

Soldier: You are capable of traveling long distances and have an advanced knowledge of fieldcraft.

Cavalryman: You are capable of riding horses, but this makes you also adept at riding other animals or beasts.

Seaman: You are a naval grunt, thus making you able to greatly endure rain and water.

Military Officer: You are highly skilled at leading others in battle and other confrontational situations.

Military Tactician: You have an advanced knowledge of battle tactics.

Criminal Minds

Smuggler: Sneaking items where they aren't supposed to be is your focus. You are also good at escaping from sticky situations.

Thief: Stealing things is your focus. Stealth and the shadows are preferable to wide open space.

Anarchist: Mischief, mayhem, and revolution are your focus. This can manifest itself in all kinds of interesting ways.

The Humanities

Religious Scholar: Your focus is religions, both those of Earth and those found elsewhere in the solar system. You are an expert at detecting religious customs and researching religious secrets.

Historian: Your focus is the study of history. The history of other worlds has especially caught your fancy as of late. You can learn history quickly and have a knack for discovering secrets of the past.

Archaeologist: You are an expert at the study of past societies, both those found on Earth and those found elsewhere in the solar system. You are adept at collecting and analyzing artifacts.

Lawyer: Law is your focus. You know much about the different laws of different societies, both human and alien. You are also somewhat persuasive.

Philosopher: You study the impact of space travel on human societies. You can also better understand certain intricacies of the societies of other worlds. You are pensive and studious.

Psychologist: You exert a calming energy and you are an expert at reading people.

Religion

Priest/Preacher: You are an impressive and enthusiastic speaker. You also have the ability to calm others in moments of great stress. (priest or preacher depends on your denomination)

Missionary: You are incredibly persuasive and you are skilled at observing, understanding, and even exploiting other cultures. You also have a knack for helping others.
 
The Solar System

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The Solar System consists of the Sun and all its orbiting planets and satellites. These bodies are generally divided into the Inner (or Cisasteroidal) Solar System and the Outer (or Transasteroidal) Solar System. However, to your current knowledge, the four trans-astroidal worlds (Jupiter, Saturn, Neptune, and Uranus) are too cold and distant to have life and are beyond the current radius of action of solar boiler-powered ships, and thus are of little concern. It is the inner, cisastroidal worlds of Mercury, Mars, Venus, and Earth that are of genuine interest.

When the Solar System formed, the planets cooled out of the primordial stellar matter individually at intervals about 150 million years apart. Consequently, the planets' geological time periods are also about 150 million years apart. The first of the inner planets to coalesce and solidify was Vulcan (now the Asteroid Belt). Following in succession were Mars, Earth, Venus, and finally Mercury. For the Earth scientist, this relationship provides valuable information about the history and the future of the Earth. Mars shows what the Earth will probably be like in 150 million years, while the shattered Vulcan foretells the ultimate fate of all of the inner planets. Venus shows what the Earth was like 150 million years ago, during the age of the dinosaurs, and Mercury gives hints of what the distant prehistoric past resembled.

MERCURY

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Spoiler :
The innermost planet is Mercury. One face of the planet is constantly locked toward the Sun and, as a result, is a broiling desert; the other hemisphere of Mercury eternally faces the depths of space and is locked in perpetual winter. Between these two extremes is the Twilight Zone of Mercury - a band of temperate climate with circles the entire planet.

The Twilight Zone (The World River): The Twilight Zone of Mercury is trapped between two extremes. To one side, perpetual dusk, night, and cold; to the other, perpetual dawn, day, and heat. The Sun sets eternally in the twilight zone, yet never moves completely below the horizon. The Mercurian Twilight Zone is a band about 100 miles wide encompassing a many-channeled river which makes its way entirely around the planet. Deep river valleys lined with rocky cliffs sport exotic plant life and occasional prehistoric shelled creatures just beginning to emerge from the water onto land. Small seas are scattered throughout the zone. To one side lies a vast desert, growing hotter and hotter as the Sun climbs higher in the sky. To the other side is a vast icecap in a domain never touched by sunlight.

Princess Christina Station: Great Britain established its predominantly scientific outpost on Mercury - Princess Christina Station - in 1880. It is situated at the Mercurian North Pole, and its scientists study the Sun and the local Mercurian environment. The small community is home to a faculty of 20 scientists, 50 servants and workers, six government officials, and a score of Royal Marines. Royal Navy ether flyers call on the outpost at irregular intervals, and a supply ship delivers equipment, provisions, and mail every six months. No other permanent national bases are located on Mercury. Since the establishment of Princess Christina Station in 1880, the British Royal Society has supported a number of small expeditions of scientific and economic importance within 100 miles of the Mercurian North Pole. Princess Christina Station is a sprawling complex of buildings, all of which are fairly small. Fewer than 100 people permanently inhabit the station, and their quarters and working facilities are housed in modest bungalows spread across a quiet meadow on the banks of the World River. There is a larger cleared field on which an occasional ether flyer lands, and three small aerial steam launches are tethered there as well. Several large, bushy trees remain standing interspersed between the buildings, which are connected by quiet, shaded gravel walks. The buildings are mostly stucco cottages, but several of the larger administration buildings are built of brown brick and are reassuringly English in appearance.

Riches of Mercury: Quite aside from the mineral wealth of Mercury's Hot Side, there are treasures to be found along the banks of the World River as well. The following two items are just two examples of some of those treasures.

Glow Crystals can be fond in the bottoms of swamps along the left bank of the river. They are some unknown mineral crystal which apparently is able to absorb solar energy and convert it through an internal property inherent in their structure to electrical energy. Most crystals found are of value only as curios or jewelry. Extensive prospecting, however, may lead to the discovery of one or more crystals of remarkable size and power.

Shell Glands are the shells of the giant crabs of the World River, which are dangerous if encountered. This gland, which is about the size of a walnut, is found under the creature's shell in the center of its back. It is much in demand by the perfume industry, due to its unique and powerful musky odor. Each gland must be preserved in ice to prevent it from decaying, but if properly cared for it can be sold for a decent price.

Animals: Place a "Mercurial" before each title...

A Flyer is a flying fish with translucent, web-like wings, which is adapted to breathe air. Harmless but edible.

Squid refers to as any of the variety of tentacled, Mercurian aquatic predators.

Runners are small, herbivorous versions of the gator. Harmless but edible.

Gators are short-legged, awkward, alligator-like amphibians. Larger varieties can be quite dangerous.

Fish are any one of a variety of swimming, gilled animals which attack with teeth. Only larger versions pose a serious danger.

Bagfish are very similar to jellyfish and attack using long, trailing stingers. They are of no danger to anyone other than swimmers.

Crab is a term used to refer to a variety of round, flat, shelled creatures. While small ones are harmless, large ones can tip over rafts and small boats and can be aggressive.

Serpents are giant serpents which resemble the eels of Earth but can grow to very great lengths. They will attack savagely with their razor-sharp teeth.

Centipedes are giant and inhabit the forests and grasslands of Mercury. They attack by means of their poisonous bite. They also tend to trample large animals and thrash them about to keep them off balance.


VENUS

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Spoiler :
The second planet of the Solar System is Venus. Beneath its constant shroud of clouds, Venus is a swamp world drenched with nearly continuous rainfall and withering heat. Venus is almost everywhere covered with water, but the average depth is less than 10 feet. The world-swamp is appropriate for this planet, for it is now in the Mesozoic Age of dinosaurs, and vast areas are the domain of lumbering reptiles. Although expeditions were sent to Venus as early as 1873 (using British-made Armstrong Flyers), the first one to return was the German-backed Heidelberg expedition of 1879-80. It was discovered that the peculiar nature of the Venusian magnetic field interacts with the ether in an unknown fashion which casues radically accelerated liftwood decay on that world. Germany, unable to obtain large quantities of liftwood because of its lack of a viable Martian colony (at least initially), was forced to make use of dirigibles as the lifting means for their ether flyers. When a German ether dirigible carrying the Heidelberg expedition landed at what came to be called the Kaiser Wilhelm Plateau, they found the last few survivors of the earlier expeditions, severely reduced in number due to the attacks of multiple dinosaurs and groups of hostile Lizard-men. Germany has dominated the exploration and exploitation of Venus since that time, although Russian, Italian, British, and American settlements or trade enclaves are also present. Although not as heavily colonized as Mars, Venus presents almost equal economic potential.

Geography: Venus is a younger world than the Earth and is still in an early, chaotic stage of its development. Its landforms, like its life forms, are therefore not as varied as those of Earth.

The Mountains of Venus are believed to be of relatively recent origin geologically. This surmise is necessary in order to account for the fact that the mountains have not yet eroded away under almost perpetual rainfall. Some are volcanic in origin, including the Kaiser Wilhelm range. Mount Maxwell is thought to have been active as recently as 5000 years ago, but there do not seem to have been any eruptions since then. The Aphrodite Mountains, on the other hand, seem to have resulted from some form of geological uplift similar to that which produced most mountains on Earth. n the mountains, it is not uncommon to find outcroppings of the native bedrock, especially in areas where the slope is extreme and the native plants can find no purchase. Humans often exploit these outcroppings for building material.

The Highlands of Venus receive more light from the sun, and the planet life of the highland jungles tends to resemble that of Earth in similar locations. Tree-like plants are encountered more frequently than in the lower altitudes.

The Lowlands receive less light and tend to produce plants with less energetic requirements than those of the higher altitudes. There are very few flowering plants; cycads and ferns tend to be the most common. The soil of the bogs consists of a thick paste of organic material through which the planets of the bog send shoots and tendrils seeking nutrients. The bogs of VEnus are very much like the peat bogs found in northern Europe, consisting of a thick sponge of organic matter (mostly decaying bogweed) and water. In some cases the upper layer of plant material is solid enough to walk on; in others a person will sink out of sight in seconds (bogs 60 feet or more in depth are not uncommon in the lowlands). Humans on Venus took a leaf from the Lizardfolk's book and devised a type of footgear called the bogshoe. Bogshoes are broad, flat, circular contraptions (similar to snowshoes), usually made of an open mesh to permit water to drain off. They spread the wearer's weight over a wider area and make it possible to walk atop the bogs with little danger of sinking. Quaking bogs are areas where a dense layer of bogweed lies atop a pool of less dense muck. When walked upon, the ground begins to resonate with each step, like a trampoline. If the person walking on the surface tries to go too fast, the resonations are amplified until the surface of the bogweed splits open, swallows the unfortunate victim, and closes over again, leaving an almost imperceptible seam. Quick action is necessary lest the victim perish. Within hours, the rupture will repair itself and will be as strong as before. Experienced travelers on Venus soon learn to recognize these quaking bogs. The bogs of Venus hold water like a sponge and release it gradually to trickle downhill to the oceans. For this reason, there are no small streams and few rivers on Venus, and those that do exist tend to shift position at irregular intervals, appearing and vanishing within a few weeks.

The Marshes and Shallow Seas are what bogs turn into as the planet material of the bogs thins gradually. A marsh contains mostly water, whereas a bog contains a majority of solid matter. The marshes of Venus resemble the Everglades of the American state of Florida, consisting of large expanses of slow-moving shallow water interspersed with temporary islands where eddies and currents deposit mounds of muck. Some of these islands grow their own colonies of ferns and cycads and become permanent fixtures of the marsh; others are washed away again within a few months of their creation. The marshes of Venus fade gradually into shallow seas less than a few hundred yards in depth but still permeated with growths of plant material resembling terrestrial seaweed, which extends from the bottom to the surface in some areas, and can inhibit seagoing craft in some places. These areas are sometimes nicknamed "Sargassos," after the Sargasso Sea on Earth.

The Oceans are at the centers of the larger Venusian maritime regions, called the Nordmeer (North Sea) and the Sudmeer (South Sea). Except for the cloud cover, the deep oceans are quite like the oceans of Earth and would seem familiar to almost any mariner. Surface travel is quite rare, however, because of the difficulties of navigation and the hazards presented by monstrous creatures which inhabit these depths.

Weather: The climate of Venus can be summed up very easily: hot and wet. On Venus, it is always either raining or about to rain, regardless of location (and a good thing it is, because it helps to keep the temperature down). Lightning often accompanies the heavier storms, but high winds are rare. Temperatures are lowest in the high mountain plateaus (middle to upper 90s F) and highest in the lowland areas and the surface of the seas (where the temperature averages over 110 F). Humidity is always between 95 to 100 percent, regardless of altitude. In the lowlands and on the seas, visibility ranges from less than 10 feet up to a few hundred yards, depending on local weather conditions. Higher up the fog is often thinner, but intervening terrain features usually limit visibility to about the same distance. On the upper slopes of Mount Maxwell, however, visibility is often in excess of a mile (that is, airships can be spotted at this distance - there are no other mountains near Mount Maxwell to be seen).

The Russian Enclave: Czar Alexander III has never been overly enamored of colonial ventures, but the expedition sponsored by his father in 1880 laid claim to territories on Venus and discovered a number of plants of economic significance (including the cotton tree and the aephodilia). The Russian settlements are primarily small, heavily fortified trading posts in the Aphrodite Mountain region.

The British Enclave: Because of their early exploration efforts, the British have a claim to a portion of Venus and maintain a small settlement on the Victoria Plateau, incorporating several small plantations and a number of small trading stations. The British settlements are each self-governing, but the magistrate of Fort Collingswood is considered to be in overall charge. A military bureaucracy is also present, separate from and nominally independent of the civilian one. But in practice, the magistrate and the ranking British officer cooperate in all important matters. The slopes leading up to the Victoria Plateau are steep enough to keep out the largest and most dangerous dinosaurs, but British soldiers are nevertheless stationed on Venus for the protection of the more remote British trading stations.

The American Presence: On Venus, the Americans have concentrated their efforts on developing mercantile posts rather than territorial claims, campaigning for what they call an "open door" policy of trade. American merchants have a near-monopoly on the import of one luxury item: ice. Shipped in insulated holds and stored in sealed warehouses under several feet of insulating sawdust, ice commands a high price on VEnus for obvious reasons (American merchants say it is easier to transport ice to Venus than to Calcutta). In addition, interplanetary ether flyers of American registry carry the larger part of civilian cargo to and from Venus, especially for the Italian and Russian settlements. The Americans maintain no troops on Venus, but their mercantile parties customarily travel heavily armed.

The Italian Enclave: The Italian expedition of 1880-81 made no important botanical or zoological discoveries, but it did manage to map an unexplored portion of the equatorial region of Venus. The Kingdom of Italy maintains no major military presence on Venus but has laid claim to several territories on the Sappho Plateau, where it maintains a few trading posts and plantations and keeps a few hundred troops for their defense.

The German Colony: The German colony on Venus occupies the western slopes of the Kaiser WIlhelm Mountains and has a population of about 8000 humans and an estimated 200,000 Lizardfolk. The area claimed by the colony amounts to just under 140,000 square miles, but only a minute percentage of this area has been settled by humans. Most of the population is contained in the four major cities, and in a dozen or so small trading posts and the villages that have grown up around them. The capital and seat of government of the German Venus Kolonie is the city of Venusstadt. The governor and his staff are civil servants are are part of the normal German colonial administration. A military contingent is present, consisting of two regiments of Schutztruppen. There are a few units of Lizardfolk, commanded by human officers and NCOs, but the governor does not completely trust them and insists that none of them be allowed inside the capital. Venusstadt and the other cities are protected from marauding dinosaurs by natural terrain features (steep slopes and cliffs). Most of the plantations and outlying trading posts must rely on man-made fortifications and weapons for defense against the monstrous dinosaurs. Outlying settlements must also defend themselves against the occasional bands of marauding Lizardfolk who manage to evade the overworked Schutztruppen patrols.

Lizardfolk: The name "Lizardfolk" was applied to the aboriginal inhabitants of Venus by the first humans to arrive on that world because of the creatures' reptilian appearance. Although the first groups encountered were uniformly hostile, it was soon discovered that there were many tribes of Lizardfolk who could be friendly to humans. Indeed, in 1887 James MacKenzie, the lone survivor of an 1873 expedition, was discovered living with a friendly remote tribe, having gone completely native (it was he who revealed the translation of the Lizardfolk's name for humans, Bolu Popimayama: "pale as a dead fish").

Physical Description: The Lizardfolk of Venus are upright bipeds, although when speed is desired, they will often slither along their bellies in a manner similar to a terrestrial otter sliding down a riverbank. Their feet are broad, flat, three-toed appendages, with a thick webbing between the toes which serves as a secondary means of propulsion in the water and prevents them from sinking into the much when they walk on land. Their tail is their primary propulsive organ when swimming and also serves as a portable support when they stand upright (much like the Australian kangaroo). Their arms are thin and spindly, but surprisingly strong, and end in hands which are quite human-like but for missing a digit (what a human would call the little finger). When sliding or swimming, these arms are held flat against the sides and are used in steering or braking. The head of a Lizardfolk is his most reptilian characteristic, somewhat resembling that of a terrestrial monitor lizard, but with large, batrachian eyes (presumably because of the world's dim light). Male Lizardfolk have a small horn-like projection on the nose, which they do not seem to use as a weapon except in their ritual mate selection duels. The eyes seem to protrude slightly from the face, but this is an illusion created by the thick brow ridges. There are two sets of eyelids, a transparent inner lid (which is closed to protect the eyes when swimming in relatively clear water), and a thicker outer lid, which is closed when burrowing through the mires and bogs of the Venusian lowlands. The nostrils are relatively large but can be closed by means of a sphincter muscle when burrowing through the muck. They use their nostrils underwater to "smell" prey and to locate others of their species. Lizardfolk breathe using lungs, but recent investigations have revealed a hitherto unsuspected ability: Lizardfolk can supplement their lungs underwater by absorbing oxygen and respiring carbon dioxide through their belly skin (their back skin is too thick for this process). This process is not enough to keep them alive, but it can extend their time underwater by a sizable margin and makes possible immersions of up to an hour. Subsurface navigation is accomplished by smell and by means of echo location.

Cultures and Socities: Most Lizardfolk live in an appallingly primitive state, wandering the lowlands (or swimming in the shallow seas) in nomadic, small family and clan groups, carrying their meager possessions in net bags woven of vines and creepers. Some Lizardfolk, however, have begun to ascend the path of civilization, although they are still savage primitives in most respects. Even before the coming of humanity, there were a few tribes of Lizardfolk which had developed a primitive agriculture (or aquaculture, since they are equally at home on land and in water), and were beginning to lead a more sedentary lifestyle than their nomadic neighbors. Family and clan groups coalesced under a chief or council of elders into a village, and soon villages began to combine into tribes. Agricultural surpluses accumulated and permitted specialized occupations such as warrior, shaman, priest, and so on. With the arrival of humans, some of these tribes were absorbed into the colonies. Here, they work on the giant plantations of the jungle-covered plateaus, tending plants and protecting them from the local animal life in return for food and protection (from the elements, from dinosaurs, and from the deprivations of their marauding brethren). Other tribes near the settled plateaus have prospered greatly from trade. The Lizardfolk, who are acclimatized to the hot, wet lowlands, gather the plants and other materials which humans find valuable. These they trade for various human goods at hundreds of small trade stations located throughout the lowlands.

Oma Jolima (Mother of Weapons) is a reed-like plant of the Venusian lowlands. Although relatively supple when alive, the stem hardens after harvesting, becoming an extremely tough but slightly springy substance, approximating ebony in hardness, but without the excessive weight of that hardwood, and with the flexibility of horn. By shaping the plant immediately after harvesting and allowing it to harden, the Lizardfolk make most of their weapons. Young shoots are used for arrows; slightly older shoots are used for javelins, harpoons, and spears. War clubs, axes, and maces can be made by braiding together lengths of the supple shoots and allowing them to harden. Sharp bits of bone or chipped stone are often woven into the ends of these weapons, making them quite deadly. Helmets, shields, breastplates, and other armor can also be constructed from the plant by weaving the thin shoots into the shape desired, like wicker. Since the planet hardens within an hour of harvest, great speed and dexterity are needed in order to complete the more complicated items. Before the arrival of humans, these missiles were quite light and had little penetrative power, and were therefore usually tipped with deadly poison from one of the numerous toxins available to the Lizardfolk. (Fortunately, these poisons have proven somewhat less lethal to humans than to Lizardfolk, and generally cause severe fever but seldom death.) Metal points obtained from human traders give their missiles more weight and sufficient penetration to be deadly without this barbaric and cruel accessory. The warriors of the tribes close to human settlement have given up the practice, but the more remote savages retain it.

Biology of Life on Venus: In general, life on Venus is simpler, more primitive, and less well-developed than on Earth. There are no higher forms such as mammals or birds, and there are few flowering plants. The dominant fauna on Venus are collectively referred to as dinosaurs, because of their close resemblance to the extinct terrestrial life form of the same name. Since the dinosaurs of Earth are extinct, it is impossible to determine the exact relationship (if any) between the dinosaurs of Venus and those of Earth. Many of the larger dinosaurs are very difficult to kill with weapons smaller than light artillery, and these present a danger to all travelers. Hundreds of varieties have been cataloged. Some of the most common are brontosaurus, tyrannosaurus, ceratopsians, stegosaurus, and hadrosaurs, but this is by no means a comprehensive list. The highland jungles are home to numerous small lizards of every sort. One variety, the pacyosaurus, has been domesticated by several of the more advanced tribes of Lizardfolk as a draft animal and mount. In addition to these land fauna, there are also sea creatures including plesiosaurs, ichthyosaurs, and a variety of primitive fish (and many other types - again this is not a comprehensive list). There are small flying creatures such as insects, but there are no birds and bats. Aside from the insect-like creatures mentioned, flight on Venus is the sole province of a few reptilian creatures similar to the pterodactyls of Earth's bygone ages. The largest of these has a wingspan of three yards and weights just under 35 pounds. The smallest is the size of an Earth pigeon.

Life on Venus: Visitors to Venus will find a number of interesting and amusing aspects to the world. Their clothing (leather goods in particular) will grow a thin coating of green slime unless sprayed with carbolic acid every day or so. Though rubberized clothing is resistant to the climate, it is also quite heavy and hot, while most conventional clothing soon becomes rotten and reduced to rags. Iron and steel which are not properly cared for will soon turn to useless lumps of rust. Wood must be treated with creosote, carbolic acid, or some other chemical preservative or it will rot away within weeks. The humidity will turn the stiffest of starched collars to a sodden rag within minutes (the new celluloid collars are a must for any gentleman on Venus). Anyone who ventures outside must decide whether it is worse to be drenched in the open air or remain drier but hotter inside a rubberized canvas sou'wester. Travel is mostly by airship, and long-distance journeys are usually made above the cloud layer to lessen navigational difficulties. Travelers on foot will need special footgear in the bogs. Weapons are essential. Travelers in the lowlands must be prepared to defend themselves from the attacks of giant dinosaurs, and travelers outside settlements must be prepared for the attacks of hostile Lizardfolk.


EARTH

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Spoiler :
The Earth, as the original cradle of humanity, is the standard against which all other worlds are judged. It has the greatest variety of life and possesses the richest of resources. Even though Earth may not seem as exotic as the other worlds, there are still a plethora of secrets on Earth to be explored. There are many strange tales abounding, such as giant squids in the Atlantic, an island of monstrous humanoids, and even a whole other world near the center of the planet.


LUNA

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Spoiler :
Of all the inner planets, only Earth has a companion of any significant size: the Moon, known more properly by its astronomical name, Luna. Luna is 2160 miles in diameter (3392 miles in circumference). Surface gravity is only 16 percent that of Earth. Luna has no surface atmosphere and no surface water, two aspects which make it extremely inhospitable to visitors and difficult to explore without specialized equipment. Occasional expeditions on the Lunar surface have, however, discovered numerous entrances to subterranean (or, more properly, sub-Lunar) grottoes and caverns, and some evidence of habitation. Initial forays into the grottoes discovered that within a mile below the surface of the world the gravity had risen sharply, to an estimated 30 percent of that of Earth, and that traces of atmosphere are present. Deeper still, the honeycombing caverns of the Moon are inhabited by a few varieties of animals and some fungus-like plants.
 
MARS

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Spoiler :
The planet next outward from Earth is Mars. Mars is an arid planet which long ago lost the water of its seas to the iron oxides of its desert sands and the ice of its polar glaciers. Ancient civilizations dug vast networks of canals to carry what water there was to the drying, dying fields and cities. But today, even after herculean efforts, Mars is a dying planet. One mystery which continues to confound scientists is why the surface gravity of Mars is so close to that of the Earth and Venus, both of which are considerably larger. While the orbital period of Mars indicates that it is indeed denser than its two sunward companions, it is not sufficiently so to account for this discrepancy.

Background: For centuries the dark red mystery of Mars has excited the imagination of humanity, and so it was little wonder that Edison chose the red planet as the destination of the first interplanetary ether flyer expedition. Accompanied by Jack Armstrong, an intrepid Scottish explorer and soldier-of-fortune, Edison set out on January 6, 1870 and arrived on Mars on March 9. The landing was a rough one and tore open the hydrogen balloon used to lift the ether flyer into the atmosphere. The two explorers would have been stranded on Mars forever were it not for the fact that the planet was inhabited. Edison and Armstrong landed just outside the city now known as Syrtis Major, and they were taken prisoner by the Amraamtaba IX, the local potentate. Armstrong soon learned the Syrtan language, however, and Edison impressed the Martian ruler with his tremendous technical knowledge. The pair were soon freed, and Edison was provided with the materials necessary to repair his balloon and generate the hydrogen needed to fill it. Within months the repaired flyer was ready to carry Edison, Armstrong, and a curious Martian back to Earth. The return trip was without incident, and the expedition landed outside of Cincinnati, Ohio on August 7, 1870. The Earth was electrified. Edison and Armstrong received fame and fortune. Within a year dozens of companies were manufacturing Edison Flyers, and vessels of several nationalities were soon making regular trips to Mars, with rapid and dramatic changes for both worlds. Martian liftwood met the Industrial Revolution, and neither planet would ever be quite the same again.

Physical Character: Mars has a diversity of terrain fully equivalent to that of the Earth. In broad terms, the world is divided into the ancient seabeds, the vast deserts, the craggy mountain ranges, and the polar icecaps. The most salient feature of the red planet, however, the one which has shaped what the world is today, is the lack of rainfall. It never rains on Mars. The free water of its ancient seas vanished long ago and is now frozen in the glacial wastes of the polar icecaps or chemically locked in the rust-red deserts. Without free water, there is no evaporation cycle to feed clouds, and therefore no rain. Mars has a diameter of 4200 miles and a surface area of 55.4 million square miles. Although Mars is much smaller than the Earth, its surface gravity is only about 10 percent less. A 200-pound man would weigh about 180 pounds on Mars. The Martian atmosphere is a breathable one and is very similar to Earth's. Its most distinguishing feature is its lack of humidity, which reflects the overall dryness of the entire red planet.

Time: The Martian day is 24 hours and 37 minutes long. This length is within three percent of the length of the Earth day, and most Earthmen find that the slightly longer day presents no problem in acclimatization. Although special pocket watches which keep Martian time are manufactured, most visitors simply use their own watches and clocks, adjusted to run three percent slower. Mars orbits the Sun at a distance of 141 million miles and has a year of 687 days. The Martian year is divided into seasons determined by the level of water in the surface canals. There are four seasons on Mars: Flood, flow, low flow, and surge.
Flood is the short season in which polar meltwater rushes down the canal, and it marks the beginning of the growing season. It begins with the first swell of meltwater and lasts until the water level has again receded below the level of the canal promenades. Especially in regions closer to the poles, this rush of water overburdens the capacity of the canal, often reaching to the tops of the levees and overflowing to the croplands and fields beyond. Navigation is often difficult during this time.
During Flow Season, water fills the Grand Canals to within a few feet of each bank, but there is no surge, and navigation is easy and unimpeded (equivalent to summer and fall on Earth).
Low Flow Season is the dry season; water in the Grand Canals is reduced to a mere trickle. To enable traffic to continue during the dry season, low flow channels were cut into the bottoms of the Grand Canals to contain what little water remained (about 30 feet deep, sufficient for almost any canal boat or barge). While these channels are filled, the rest of the canal bottom is almost completely dry.
Surge is a short season which occurs sometime during Low Flow. As the Low Flow Season progresses in one Martian hemisphere, the Flood and Flow seasons are taking place in the opposite hemisphere. Some of the water flow from the opposite hemisphere makes its way, eventually, to canals on the other side of the world. The surge of water that does manage to make its way to the other hemisphere produces a temporary replenishment of water in the canal beds. Travelers not acquainted with local conditions risk being caught in the deadly flow of a surge.

Flora, Fauna, and Flight: The drying of Mars millions of years ago spelled the end for most mammalian life forms, and with their extinction came the next step in Martian evolution: the flyers. Flyers could range far and wide in search of water and in search of the prey that water could support. Natural selection and little-understood components of the soil led some planets to develop lifting effects that negated the effects of gravity. Absorption of these elements in the diets of some animals led to the emergence of a lifting gland in these beasts. These animals can flat in the air by shifting the orientation and strength of their lifting gland's power, using wing-like flaps of skin for propulsion, steering, and fine maneuvers.

Recent History: For millennia, the various city-states of Mars existed, sometimes warring, sometimes cooperating, until a great leader arose to bring Mars into a golden age.
Seldon was the name of a great military leader on Mars who existed 5000 years ago, the equivalent of Alexander the Great on Earth. Seldon united many Martian city-states and came from the small mountain kingdom of Gaaryan (before the seas receded, it was the island kingdom of Gaaryan). The city-state leaders who cooperated with Seldon's empire became the canal princes of Mars; virtually all Martian rulers today trace their power to those original oaths of 5000 years ago. The Seldon dynasty went on for 3000 years, and Seldon's Empire repaired and properly maintained many of the Grand Canals. After 3000 years, this empire was torn by civil war and the canals became the responsibility of the individual city-states along them. The canals of the poorer city-states soon fell into disrepair and became marshes or dry channels as the money and resources normally used for their maintenance went to buy and equip military forces. The civil war destroyed some city-states and impoverished others. By the time the war finally ended, civilization on Mars was a shadow of its former self, and the magnificant empire of the Seldon Dynasty was nothing more than a few dozen petty principalities, collections of city-states under some particularly capable canal prince.

The Present Political Landscape: Before the coming of humans, the major Martian city-states were in rough equilibrium, although a few of them stood out above the rest.
The Oenotrian Empire was a rising star in the region south of Syrtis Major, rapidly dominating the older principalities of Deltoton, Astrapsk, Iapygia, and Avenel in diplomatic and (occasionally) military campaigns of conquest. With the coming of the humans, and particularly with the establishment of a British Crown Colony in Syrtis Major, the Oenotrians have been thwarted in their northern expansionist plans. The present war between the British and the Oenotrians was almost an inevitable result of the political and diplomatic climate in the Syrtis plateau resulting from the human settlement there.
The Boreosyrtis League is not a civil entity, but a loose mercantile confederation with many similarities to the Hanseatic League of the later medieval period on Earth. The cities of the Boreosyrtis League have a complete monopoly on the production of bhutan spice, the prime British export from Mars (after liftwood). The league's headquarters is presently in the city of Umbra, where the major mercantile houses and princes of the cities of the league send their representatives to the League's Grand Council.
The Astusapes mountains are inhabited by High Martians, ruled by a number of greater or lesser kings from their "kraags", or mountain fortress-cities. The kraags are nearly invulnerable fortresses, carved from the heart of one of the rugged mesas or cliffs that permeate the region. The highlands are also the source of liftwood, and liftwood and the kraags are the twin pillars of High Martian power. Raiding the trade routes to the north was a minor sideline that brought them into conflict with the Boreosyrtis League and the British. The predominant high king of the Astusapes region was the master of Kraag Barrovaar, King Hattabranx, until a British raid weakened his power in February of 1888. Since that time, the area has been in a state of flux.

Technology:
Canal Martians are the most civilized and the most technologically advanced Martians. It is they who manufacture gunpowder, cast guns (when they can get the metal), and build the largest and most advanced cloudships. Despite this, however, the Canal Martians possess a stagnant culture and have not made a single major scientific discovery in centuries.
Hill Martians are more primitive than Canal Martians, both in appearance and in technological advancement. They are still capable of relatively sophisticated creations in many different kinds of wood, although they lack the practical and artistic metal-working skills of the Canal Martians.
High Martians are a brutish lot, both physically and technologically. Although they can work metal, they prefer to obtain manufactured goods by trade or brigandage, or as tribute. As masters of the high places where liftwood grows, they have a monopoly on the most important item of trade on the planet.

Cities and City-states: Cities on Mars tend to occur at the junctures of canals, which produce trade and serve as dependable sources of water for the inhabitants. The great cities of Mars were originally established by traders and merchants at the junctions of the Grand Canals. Wherever the Grand Canals met, some trade could be expected, and a city was the natural consequence. A city-state consists of a central city and the arable land around it (including a number of lesser communities). Martian city-states are easily classified in size, power, and wealth by a simple indicator: the number of canals extending from the city. The original city-states were built during the Brifanoon (the Age of Water). They were wonders of Martian science and optimism, but are now in decline. The technology that built the vast cities is long vanished. When the final drying of Mars began, advanced technology became a luxury the Martians could ill afford. Labor, always in short supply, had to be committed to agriculture. The decay could not help but accelerate. The spectacular Martian cities still stretch for miles beyond the canal banks, but most areas are abandoned, and the Martians now restrict themselves to buildings closest to the canals and waterways.
 
MARS (continued)

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Spoiler :
Syrtis Major (picture 1, picture 2): The city of Syrtis Major is situated at a major junction of several grand canals and was a major city-state and mercantile center for centuries before it became the capital of Seldon's empire. The remains of the Imperial palaces are still imposing, although most of them were abandoned long ago. One of the smaller palaces is now inhabited by Amraamtaba X, Prince of Syrtis Major, deposed by the British in 1880. The British now control Syrtis Major as one of their crown colonies.

The Belgian Coprates: By 1889 the Belgians had completed the conquest of the Great Coprates Rift Valley, and an uneasy peace has settled there between Belgium and the Martians of the valley.

German Western Dioscuria: Until recently, the Germans were unable to obtain any significant colonial possessions on Mars. Their most extensive settlements to date are the trade stations in Western Dioscuria, and the military posts necessary to protect them. The Germans have two main aims on Mars: to acquire a source of liftwood to produce the most advanced aerial gunboats, and to break the British monopoly on the bhutan spice trade.

French Idaeus Fons: French presence on Mars is limited to the Idaeus Fons region, but France's influence is widespread. It is only the lack of political support on Earth that keeps the French from claiming a larger area on the red planet.

Japanese Euxinius Lacus: Japanese presence on Mars is still small and mostly limited to the experimental scientific research stations and trading posts at Euxinius Lacus. Japan is trying to prove itself as a modern, influential power, and so desires to expand its presence on Mars.

American presence on Mars: American interests on Mars were twofold. First, and most importantly, there was a great deal of money to be made on Mars, and Americans have always managed to show up whenever there was a penny to be squeezed out of something. Second of all, there was the question of national prestige. Edison was an American, after all, and had led the way. A country like the United States could not afford to be left behind scientifically or militarily. Americans concentrate in no one place on Mars. American merchants can be found almost anywhere there are human settlements, and American diplomatic legations are maintained at every major human colonial enclave. The main military presence is the contingent of U.S. Marines with the legation at Syrtis Major. American merchants will sell Martians anything, up to and including modern repeating rifles and ammunition, a fact that is a sore point with most nations, but one which the Belgians are particularly disturbed about.

Russian gulags at Hecates Lacus: Russian presence on the red planet is evidently a continuation of the Great Game, and many assume that the Szar's ministers, in their obtuse way, intend to use Russian presence as a bargaining chip for the lands they really want in Asia - perhaps as guarantees of a free hand in Persia or Sinkiang. Others, however, impugn darker motives to the Russian presence: The Ochrana (the secret police) has already transported a hundred or so political exiles to gulags at Hecates Lacus on Mars, and it would seem that more will soon follow. Russia does not seem to be in a position to exploit the resources of Mars, and it has a vast, ill-explored region of its own on Earth to occupy it for years to come. What Russia does have, however, is a very large army, an autocratic ruler, and a reputation for dealing roughly with primitive peoples.

Liftwood (picture) is the greatest single resource that Mars produces. It is a fabulous sapwood that carries within it the ability to defy gravity. The Martians have always used liftwood. Their famous sky galleons are utterly dependent on liftwood for their flying abilities. But liftwood is scarce and expensive. The small liftwood trees take years to reach maturity, and they only grow on remote mountain plateaus. Liftwood trees grown in cultivated valleys or along the Grand Canals are outwardly idential, but they lack the vital spark, the essential combination of nutrients and minerals available in the highlands. Gathering liftwood is a dangerous proposition. First, a suitable grove must be located. Second, an expedition must be mounted to reach the grove and cut the mature trees. Immature trees quickly lose their lift and are a waste of time. Third, the expedition must safely escape back to civilization, avoiding or fighting the High Martians who invariably consider the trees to be part of their territory. Using liftwood is not a simple process. A liftwood log is a knotty, gnarled piece of wood infused with a sap that imparts its lifting properties. Using liftwood requires careful construction. Liftwood panels are mounted on pivots or in gimbals which allow them to be adjusted for proper lift. Cables connect each liftwood panel with the trimsman's levers. The trimsman is responsible for maintaining the proper balance of liftwood throughout the vessel. By twisting individual panels, ship lift can be increased or decreased, and the ship rises or falls. Liftwood deteriorates as its sap loses its vital power. A good, seasoned piece can last up to 10 years, but over time very single piece must be replaced. The magnetic field of Venus, it was discovered, causes liftwood to decay completely within a few days, and so it cannot be used properly there.

Bhutan Spice is a flavorful and mildly narcotic product of the bhutan plants, which are presently grown only by the cities of the Boreosyrtis League. The plant itself is little studied, because of the difficulty of obtaining samples. The bhutan plantations are fenced in, heavily guarded, and worked by slaves. Access to a plantation has only been granted to a few humans, and then only for a few hours under heavy guard. The spice is in very high demand, both on Mars and on Earth, and is high-priced. The British have managed to conclude treaties of protection with the Boreosyrtis League, and now are the sole dealers in the spice, a fact that angers Martian and non-British human alike. Several nations, Germany in particular, have made several attempts to break the British monopoly on the spice trade, but they have not been successful.

Gumme is a substance similar to rubber, but which retains its pliability and elasticity at lower temperatures, down well below freezing. It is also much less likely to break down chemically under high heat, which makes it usable under a wider variety of circumstances than rubber. Like ruber, gumme is a plant sap, but unlike rubber, gumme is not easy to cultivate. Its leaves are razor-sharp, and the bark is incredibly tough. The sap itself is a skin irritant before processing (to Martians, anyway... humans do not seem to be affected as severely). Gumme occurs only int he area called the Coprates and was not a popular crop in the time before the coming of humans. The Belgians, whose seizure of the Coprates area was perpetrated largely in order to establish large gumme plantations using forced labor, control virtually the entire harvest, as other nationalities are unwilling to use the Belgian methods of agriculture.

Moabite Fire Jewels: The plains of Moab are the source of one of the most prized precious stones on Mars after the diamond: the Moabite fire jewel. These stones are found in alluvial deposits throughout the Moabite plains, washed there by titanic floods at some time in the distant past. Until heat-treated they are colorful, but not spectacular, and can easily be passed over by the inexperienced traveller. When heated in a fire, and suddenly cooled, however, the stones fracture into millions of internal crystals. Most stones shatter into useless shards. About one in 10 keep their crystals interlocked but become translucent and refract light in patterns of breathtaking beauty. Easily worked with files and gravers before fire treatment, they can be shaped into almost any pattern desired, and Martian craftsmen are capable of astoundingly beautiful works of art.

Minerals and Metals are scarce on Mars, with copper, tin, zinc, gold, and silver occurring with about equal rarity. For this reason, any metal object on Mars is prized (although gold, because of its color, is valued the most), and chieftains and kings of the High Martians can often be found with copper as well as gold and silver ornaments. Petroleum is extremely rare and has never been found in economically recoverable quantities. Coal is present in some areas, and is the fuel of choice for powering steam engines such as those on aerial flyers.

Skrill Riders: In the wastelands far to the west of Syrtis Major live a people not restricted to the gashant beasts for their mounts. These people have perfected the handling and husbandry of a beast more ferocious, more deadly, and far more terrifying - the razor-taloned skrill of the caves and crags of the Martian highlands - to rule what would be the broadest domain on the blood-red face of Mars, if they had a single ruler.
The Queln - People of the Sky: As a society of warriors mounted upon fast, sleek beasts of the air, it is only natural that the Queln riders would become raiders and plunderers, preying upon the canals, caravans, and city-states of their civilized brethren. Attacks by war-parties of skrill riders upon an unsuspecting canal city have been the Queln child's dream and the canal child's nightmare for many centuries. Queln bands base themselves in practically every one of the remote mountain regions of Mars where their mounts can breed and feed on the shrubs vital to maintenance of a functioning lift gland. Their range, however, is vast, and raiding parties can be found almost anywhere. Especially troubling are the groups that have settled into the Astusapes Highlands in the last year; their raids have begun to take a significant toll on the spice trade. Some suspect the hand of Bismarck is involved in this. Queln society is organized in clans, which consist of several dozen family groups, and each clan is governed by a rithall, or skylord, and his council of elders. As with most Martian societies, females are not allowed access to positions of power. All young males are trained in the use of the khivatt, which is a short spear or javelin, and the riding of the skrill. Females are in charge of preparing the hunted animals for nightly feasts and gathering wild roots, berries, and other plants to round out the Queln diet. Such gathering would be impossible without the assistance of the skrill. Older beasts, no longer fit for war or the hunt, are turned over to females. Trespassers to a Queln village are rare because of the remoteness of these settlements. However, all travelers on the face of Mars are subject to Queln raids, especially if they are in small groups and carrying valuable objects, such as firearms. Prisoners are universally dealt with in the same manner - brought before the skylord for judgement and execution. However, remember that a skylord is subject to the same motivations as other Martians, and if captives can convince him that they would be useful in his service, or that they have some knowledge or item that would be useful to him, they might be spared. The Queln are a variety of Hill Martians.

High Martians (picture) are the savage rootstock from which the other two varities of Martian descended (Hill and Canal Martians), and are the terror of Canal Martians, Hill Martians, and humans alike. They are repulsive, short compared to other Martians, and have a stooped, apelike posture. Their coloring is much darker than that of the Hill Martians, and their hair is almost uniformly black, growing thickly over their backs and shoulders. They have wing membranes, which they use for propulsion and steering (as their lifting gland from liftwood provides the basic flight capability). Like other Martians, their hands have three fingers, but they are otherwise similar in form to the human hand. Their three-toed feet are grasping appendages very much like their hands. Several High Martian family groups form a clan, under a single sky leader. A number of clans will band together under a king. The monarchy is usually hereditary in the more "advanced" tribes, but the most primitive High Martians are ruled by whoever can best all comers in single combat. The advanced tribes of High Martians (such as those in the Astusapes Highlands) use lowland slaves to tend their liftwood groves (which, with brigandage, are their main source of income). High Martian language has not been an easy subject to study, but they do speak Koline, which is the trade language of the Canal Martians. High Martians live in kraags (mountain fastnesses) and mountaintops, venturing out from time to time to capture slaves or to loot passing caravans. Kraags are laboriously carved out of the solid rock by slaves. The entrances are high up the sides of a mountain and accessible only from the air. Inside, there are one or more large shafts running up and down in which the masters fly from level to level. The largest room is always the throne room of the king. High Martians are like intelligent apes when compared to the Canal Martians, but with a difference: they can fly. High Martians never lost their lifting gland or its ability to carry them through the skies of Mars. Their behavior is bestial and barbaric in the extreme. They can work in wood when they need to, but usually buy ships from the Canal Martians, paying in liftwood. Their ships are exclusively screw galleys, and their turncranks are exclusively slaves, captured from caravans or from nomadic Hill Martian clans. They wear loincloth and leather harnesses. Bracelets, anklets, rings, necklaces of crudely beaten gold set with gemstones, silk ribbons, animal bones, teeth and hair, spent brass cartridge cases, scissors, and other booty has been seen used for decoration.

Hill Martians (picture) are the frontiersmen of Mars, living on civilization's edge. They are slightly smaller than Canal Martians, which leaves them taller than all but the largest of humans. They are stockier and somewhat closer to human proportions. Their most notable feature (aside from their coloration) is the fatty mass or hump between their shoulder blades, which is a water storage organ and an adaptation to their arid habitat. This hump does not stick out to any great degree, but it does serve to give them a more massive appearance about their shoulders. In color, they are darker than the Canal Martians, tending towards brown or red hair (occasionally black). Their skin is a deeper ocher tone than the Canal Martians, more of a golden brown than a pale yellow. Hill Martians live on the edges of civilization; they are the frontiersmen of Mars, living in regions beyond the reach of the canal princes' power. They have no single culture, because each group has adapted itself to a different locale, and each group must modify its customs and behaviors as it travels. The Queln are a variety of Hill Martians. There is also the domain of the Wagon Masters of Meroe, which is a hill and plains society which follows the migrations of the ruumet breehr herds for their livelihood. They use the beasts for everything and move about in huge single or multifamily wagons pulled by the gigantic beasts. Each evening, they form the wagons in a giant circle. There are also the [i\Riders of the Nepenthes-Thoth[/i], similar to the horse-tribes of Earth, approximating a cross between the Sioux of North America and the Tartars of Asia. Naturally, they ride gashants instead of horses and roam the vast Nepenthes-Thoth and Neith Steppes. They hunt, trap, and raid caravans and their more settled cousins. Hill Martians are organized into clans. The attitude of the individual Hill Martian varies greatly. Most have had no association with humans but harbor a mild dislike based on rumors of the Belgians. Hill Martians respect courage, determination, and skill with weapons. Demonstration of these qualities will go a long way toward impressing them. They wear some form of primitive homespun made from plant fibers of the steppes, or clothing fashioned from the skins of animals.

Canal Martians (picture) are the most advanced of the three Martian races, but their culture, though responsible for Mars' highest cultural and scientific achievements, has begun to decay. They present a pleasing (albeit still quite alien) physical appearance. They are similar to humans, but are tall and slender with a massive chest cavity (necessitated by the atmosphere of Mars). In coloring, they are fair, having fine hair and pale ocher skin. Some humans feel their large, pointed ears give them a faint resemblance of the elves of human myth. Canal Martians represent 35,000 years of civilization. While consummate farmers, accomplished builders, and skilled artisans, they are nevertheless obviously a society in decline, to which their inability to maintain the more complicated machinery found in many canal pumping stations is ample testimony. The culture of the Canal Martians is stagnant and unchanging, their arts have become incomprehensibly baroque and degenerate, and their science is without the innovative spark which characterizes human intellectual activity. The Martian inventive genius, which built the magnificent Grand Canals, is a little-used faculty of late. The precise details of local government vary from city to city, but there are many general similarities. Almost all of the city-states are ruled by hereditary monarchs called canal princes. In many cities, there is a governing council of nobles (also hereditary) in addition to the prince. Mercantile families are a palpable power in the larger city-states, and they are often at loggerheads with the princes and the noble families. A complex bureaucracy has grown up in the larger city-states, in some places appointed by the prince, in others filled by competitive examinations similar to those of the ancient Chinese. In all cases, the higher levels of government are unalterably corrupt, and it is nearly impossible to do anything without multiple payments to a series of local officials, inspectors, and bureaucrats (travelers with experience in the Ottoman Empire should encounter few difficulties).

Languages: There are over 200 Canal Martian languages and dialects cataloged by Professor Forbes-Hamilton of the British Museum, although only about a dozen are in common use and, of these, only four are likely to be encountered in the British colony. High Oenotrian is spoken by the cities of the Oenotrian Empire and is understood in most of the neutral city-states of Syrtis Major. Parhooni is, with English, the official language of the British Crown Colony of Syrtis Major. It is understood by most of the neutral city-states of Syrtis Major. Koline (trade-speech) is the trade language of Mars, spoken by almost all canal boatmen, merchants, and cloudship crewmen throughout the planet. It is a primitive language, but it is easily grasped and serves its purpose well.

Animals: The animal life of Mars is diverse and too large to be properly detailed completely. Here is a brief catalog of the more interesting or dangerous creatures.
The Steppe Tiger is a cunning hunter and will attempt to get very close to its intended prey before making a quick charge and a kill. It can run very quickly for perhaps 10 or 15 seconds, but its speed drops off rapidly after that, and it relies on surprise and its one quick sprint to make the kill. Its primary means of defense are its claws, which can slash even the hide of a ruumet breehr badly. For the kill, however, it relies on its massive jaws to snap the victim's neck or spine. It will not generally seek out trouble unless hungry, but it is quite territorial and will tend to attack any interlopers, particularly humans.
Green Koko are large, predatory water snakes that can grow up to 20 feet long. They are not venomous, although they have impressive fangs with which they grab and hold their prey. Their main means of attack is by constriction, and their coils, once placed, are extremely difficult to remove.
A Cissawaan is a lithe, fast water lizrad which feeds on fish but which will attack almost anything in sight, including ruumet breehrs. Cissawaans are usually found in groups of up to 50, and they have been known to tip over canoes. The best defense seems tobe to climb a tree, as they are clumsy out of water, cannot climb at all, and will soon lose interest and wander off.
The Eelowaan is a long, snake-like, flying predator and is a particularly vicious animal, which will apparently attack for the sheer pleasure of it. It mainly feeds off of small herbivorous animals, but it will attack very large prey as well. Its means of attack (nonpoisonous fangs, constriction), size (up to 20 feet in length), and general look suggest that it at least shares a common ancestor with the green koko. But its capacity for flight, by manipulation of lifting membranes biochemically similar to liftwood trees, is clearly the product of radically divergent evolution.
Great Kommota is a gigantic flying scavenger, long thought to be extinct, which shows a disturbing tendency to attack small ships by dropping boulders on them, which has caused the crash of at least one vessel and may account for other disappearances over the years.
A Roogie is a smallish dog-like beast which travels in packs of up to 20. They will often split up into smaller foraging parties if kills are scarce. When they find a kill or potential kill, they will give out with their peculiarly screeching bark to summon the rest of the pack.
Knoe Shoshu is a rare scavenger long thought to only be a native rumor. It consists of a central body chamber, roughly like a slightly flattened and elongated sphere, covered with fat and a rubbery, gray-brown hide. It moves by means of four large, heavy flipper feet and grasps its prey with four long tentacles. It appears to eat small creatures alive and whole when forced to hunt, but it will inject a poison through its mouth stinger into larger prey and take the carcass back to its lair for consumption at its leisure. Fortunately, this poison is now known not to be fatal to Earth humans, although it does cause unconsciousness followed by a period of disorientation and weakness.
The Gashant (picture 1, picture 2) is the Martian version of the horse. They are upright quadrupeds generally found in herds of from 20 to 70 animals. They defend themselves, when cornered, with their thick, hard forelegs (which have atrophied into blunt stumps), their heavy tails, and their teeth, although none of these are particularly effective weapons. A gashant's main defense lies in flight, and although its speed is less than that of an eegaar, it has powerful legs and impressive endurance. The domesticated gashant is the principal draft animal and exclusive cavalry mount in use by Martian troops. The tough, wiry gashants of the Nilosyrtis Hills are particularly prized by troops who have to operate in difficult or arid country,a nd are the only gashants used by the Meepsoor Lancers.
The Flying Skrill (picture) is a flying plant eater, which appears to subsist off of the leaves of liftwood trees and bushes. It grows to be quite large and has been domesticated by the Queln.
The Ruumet Breehr (picture) are giant vegetarians native to the wetlands of Mars, though they have proven surprisingly hardy when used in the dry canal caravans. Now wild ruumet breehr herds are fairly common in the desert as well. The domesticated version is used in many caravans to the near-total exclusion of gashants, and ruumet breehrs can be seen from a great distance towing giant carts or majestically carrying the weight of a large howdah on their backs. Unaggressive for the most part, ruumet breehrs will attack if they perceive a threat to their young and will usually charge rather than flee if they are attacked.
The Eegaar are basically the Martian deer, hunted by the steppe tiger. They are very fast (the swiftest of Mars' land animals) and they have a danger cry.
 
THE ASTEROID BELT

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Spoiler :
What was once a large planet, named Vulcan by astronomer-historians, orbited the Sun at a distance of 257 million miles. More than 300 million years ago, the world exploded as a natural consequence of its age, to create a band of rocky asteroids that today circle the Sun in an otherwise vacant orbit. The individual asteroids are gathered in a swarm of chunks revealing a cross-section of the shattered world. Most of the chunks are simply rock or iron or sandstone. Some, however, are surface pieces with evidence of long-lost, long-extinct Vulcan races, structures, and artifacts.

The Asteroid belt is a dangerous place. While only twelve objects within the asteroid belt have classifications of "Q" or higher, nevertheless, thousands of smaller "A" class objects exist, and possibly tens or hundreds of thousands of objects that are too small to even be considered proper "asteroids" (generally less than 1 mile in diameter) but nevertheless pose a threat to navigation.

Not only is there a substantial risk of collision with objects in the belt, particularly small objects that are difficult to detect, but etheric hazards abound as well. The etheric turbulences and eddies caused by asteroids are very small compared to that of a planet, but the number of objects in the asteroid belt makes these currents chaotic and unpredictable. An orrery is generally no help as few orreries show even the largest asteroids, and even the most advanced only show a few dozen out of the thousands of asteroids in the belt. The Asteroid belt is, still, largely uncharted.

The Asteroid belt is at the fringe of human exploration in 1889, and very few vessels can reach beyond them. Solar boilers need to be tuned perfectly to operate in the belt, and a misalignment of even a single degree could mean losing steam, and once lost it is difficult to get back.

Nevertheless, the potential mineral wealth of the belt has attracted thousands of people, who prospect among the asteroids and search for precious metals, particularly gold, and also the possibility of discovering ancient artifacts. A few asteroids in the belt seem to be fragments of the surface of a lost planet which was shattered long ago, and a few intrepid explorers have recovered evidence of a culture long ago lost.

Taking advantage of the difficulty of navigation, many less savoury characters make the belt their home as well. The Belt is beyond any law, and finding a haven within the belt is practically impossible without knowing the location. So, the belt has become a haven for pirates, smugglers, thieves, and wanted men, who use the asteroids as the perfect hiding place.

Prospecting: Looking for minerals in the belt is difficult and demanding, but can often be rewarding, also. Most asteroid prospectors look for gold, as this is generally the most valuable mineral and will reward the prospectors' efforts handsomely. Few other minerals are economical to be worth looking for, though silver, worth about £5000 per ton in 1889 prices, is also sometimes sought when gold cannot be found. Asteroids in the belt fall into three broad categories (though a number of sub-categories exist also):
+ C-type (Carbonaceous), more than 75% of known asteroids: extremely dark (albedo 0.03); similar to carbonaceous chondrite meteorites; approximately the same chemical composition as the Sun minus hydrogen, helium and other volatiles. Carbonaceous asteroids are generally of little value though potentially the material could be refined to create materials useful for human life.
+ S-type (Silicate, or Stony-Iron), 17%: relatively bright (albedo .10-.22); metallic nickel-iron mixed with iron- and magnesium-silicates. Stony-Iron asteroids have good potential value as they have a good variety of minerals.
+ M-type (Metallic, or Nickel-Iron), 5%: bright (albedo .10-.18); pure nickel-iron. These asteroids are almost entirely metallic, and potentiallly contain many heavier metals, though they tend to have more uniform composition than S-type asteroids.

Below are some asteroids of importance.

Vesta: Vesta is a particularly bright object in terms of the reflectiveness of it's surface; it is nearly white and has the highest albedo of any asteroid. Though Vesta is actually smaller than Ceres, from Earth Vesta actually appears brighter than Ceres, and can be barely made out with the naked eye on a clear dark night. From Mars, when Vesta is at opposition it is even brighter, and Martians refer to Vesta as "Kasula'as" which translates roughly as "watchdog." Vesta is still largely a mystery as no formal expedition has ever made back it from there. At least three attempts have been made in the last five years, one was forced to return without reaching Vesta, having been hulled by a small asteroid, and the other two never returned at all. Astronomers believe that Vesta may be at the core of a cloud of small asteroid fragments and navigation near there must be difficult. Nevertheless, Vesta poses a lure for many astronomers, who hope to discover why Vesta is indeed so white in colour. This notion has found its way into the scuttlebutt of asteroid pirates and prospectors, most of whom avoid Vesta carefully. Nevertheless, it is possible that some humans have visited Vesta and have managed to keep it quiet; it would be impossible to be certain without visiting there.

Eunomia: Eunomia was the object of one of the first gold rushes in the history of the asteroid belt, and a few prospectors still search there, though no significant gold strikes have been made since 1883. Eunomia is large enough to have some small amount of gravity and is easy enough to find compared to many smaller asteroids. Interest in Eunomia has largely dried out, however.

Juno, the Lost Moon: Juno is the first recorded place where evidence of a spacegoing civilization was discovered in the Asteroid Belt, when the Montpierre expedition returned in 1883 with evidence of a strange alien base built on the surface of the asteroid. The French government maintains to this day a research base there dedicated to studying the ancients and their artifacts, and has created some significant international tension by refusing to allow foreign scientists to study there. Despite Juno's small size Juno is nearly spherical in shape, and the fact that a base exists on the surface seems to disprove the notion that the asteroids all were fragments of a single body, as the base must pre-date the event that would have shattered the lost planet into asteroids. One of the scientists at the French base, Dr. Georges Gérard, points out that Juno may have in fact been a moon orbiting the destroyed planet. Much of Juno's surface has been blasted with asteroid impacts and one such impact struck the base, leaving it lifeless and heavily damaged. Despite the fact that the base has been all but destroyed, many foreign powers worry that the French will make some sort of discovery that will gain them some sort of military advantage. Many other nations have been clamouring to have a look, and on occaision pirates have made raids on the French outpost. Many believe that these raids have been sponsored by other European powers hoping to get their hands on some alien technology. Since early 1885 the French navy has guarded the base from attackers, and since then no raid has been successful.

Ceres, the Big One: Ceres is the largest of the asteroids and was the first to be discovered, in 1801 (though Martians have known about Ceres for millennia; at opposition Ceres is faintly visible to the naked eye from Mars and Martians call it "Zaharaka'as" which could be translated as "Shadowhound"). Though tiny compared to even the smallest planets, Ceres is large enough to have a noticeable (though small) level of gravity and holds a trace atmosphere close to its surface. The atmosphere is thin, and extends no more than a quarter-mile above the world's surface, and tends to "pool" in the many craters on Ceres' surface. This atmosphere is perhaps 1/100th as dense as Earth's and is impossible to breathe, but it's presence has allowed man-made compressor units to gather enough air to pressurize small caverns and surface dwellings, to allow humans to live there. Ceres boasts the belt's only true human "settlement," the city of New Carthage, located at the Cerean north pole. The term "city" is perhaps an exxageration, and "town" might be more appropriate; at any given time New Carthage has a population of around 1,000 people. Roughly half of this population consists of migrants, be they ship crews or prospectors in port for a brief stay. The rest of the population are more or less permanent settlers, who have set up shop serving the traffic coming to and from other asteroids. New Carthage is a rough and ready town, with little in the way of law or organization. A red light district employs some 30%-40% of the resident population, and gambling, prostitution, and narcotics can all be had at ridiculously high prices. New Carthage turns a blind eye to the pirates that operate in the belt (in fact, their stolen goods are an important part of the economy) and many pirates will be in town to spend their loot. Violence is common, though one sacrosanct law of New Carthage is that firearms are not allowed (since an accident could cause explosive decompression) but virtually everyone carries melee weapons of some sort.

Pallas: The second largest asteroid, Pallas has an orbit nearly the same as Ceres. Their period of revolution is so close that they travel about the sun at almost exactly the same pace, and only approach one another every 500 years or so. At present, Pallas is about 1/10 of an orbit behind Ceres, and this distance changes only slowly, but since this is roughly 90 million miles Ceres cannot easily be used as a convenient staging point to explore Pallas. Nonetheless, Pallas was explored extensively by John Forrest Maugham in 1881 and was claimed by Maugham for the British Crown. So far, however, the crown has not shown any particular interest in exploiting this claim, though Maugham was knighted for his work.

Others: There are many other asteroids that have not even been fully explored. More advanced solar boilers will be required to reach some of these (called the "outer belt"). When vessels approach the outer belt, mysterious events can occur. Other asteroids are within range of current solar boiler technology, but asteroid prospector vessels have found very little of interest on these asteroids.
 
Ether Flyers

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Each player in this campaign will begin the NES with their very own ether flyer. This is your own, personal ether flyer, in which your party of characters will travel around the solar system. As if that wasn't special already, each ether flyer will be of different design. Your ether flyer is a unique invention itself, being a one-of-a-kind model.

Designing your ether flyer is not a very complicated process, but you must think what kind of ether flyer you want. Do you want an ether flyer capable of top speed? Or would you rather have it armed to the teeth and travel at slow speeds? The choice is yours. You also must decide what kind of craft is it. Is it a steel-plated frigate, a science vessel, a merchant ship, or a dirigible? There are many ways to describe your craft.

Each ether flyer has a maximum capacity of 100 tons. This is a relatively small ether flyer, on par with the smallest explorer craft employed by most nations at this time. You are an adventurer, and as such you are given a small craft. During this NES, you may find that you can increase the maximum tonnage of your flyer or you may even find that you can invent, build, or find a completely new flyer altogether. You can follow these steps to create your ether flyer:

Spoiler :
1. Lift
For the ether propeller to work, the entire craft must be lifted to an altitude of 24,000 feet. Thus, the first thing you will decide is what form of lift it will use. The lift value of your craft will limit the final weight and thus influence all other design decisions made later.

Hydrogen Lift
Advantage: Your craft can freely navigate Venus (and all other worlds) without any problems.
Disadvantage: Your flyer must refuel at hydrogen stations (available at all major colonies) after each interplanetary trip.

Liftwood
Advantage: Your craft can freely navigate most worlds without refueling. You can also rise to 24,000 feet in altitude fairly quickly.
Disadvantage: Your craft will not operate on Venus.

2. Ether Propeller (1 ton)
German players are restricted to Zeppelin ether propellers. American players will always have Edison-brand ether propellers and European players (aside from Germany) will always have Armstrong-brand ether propellers (Japan also uses Armstrong propellers). There are no differences between ether propellers.

3. Power Plant
Only limited amounts of oxygen can be carried in your ether flyer, and these supplies need to be supplemented with large numbers of green plants just to meet the needs of the passengers and crew. Any sort of power plant which requires combustion (which includes coal-fired and oil-burning steam engines as well as internal combustion engines) is out of the question (though these could be used when on-planet). As electric batteries cannot store enough energy to power a long interplanetary flight, a solar boiler is the only practical source of power. Your boiler's power value will adjust your craft's weight and speed. The weight of the solar boiler is twice the power value. Here is a useful chart:

Power Value A (80 tons) = top speed
Power Value B (40 tons) = all travel times x2
Power Value C (20 tons) = all travel times x3

4. Atmospheric Propulsion
If your ether flyer is intended to maneuver in the atmosphere on-planet and on land, it is a good idea to mount an air screw (propeller) and motor. there are certain atmospheric speeds that your ether flyer can be capable of, based on the amount of propellers (screw-and-motor combos) your flyer has. For every ton of screw-and-motor combination devices equipped to your flyer, you will be able to travel 100 miles every day. Since turns are done by season, and not day, this is purely for use in story-telling. Even though this is the case, ether flyers with higher atmospheric speeds will find it easier to perform certain tasks and may be offered adventure proposals that focus on speed or maneuverable combat. It matters.

Atmospheric Power Plant
Screw-and-motor combinations require raw power to function, and solar boilers will not function deep in the atmosphere. Thus, another kind of power plant must be installed. Since it will only be used in atmospheres, it may be a combustion power plant, such as a coal-fired boiler or a steam engine. All of these power plants use fuel, either coal, oil, or refined gas. The type of atmospheric power plant you want totally depends on you, and there is no difference depending on which one you choose. This is to keep things relatively simple (though strictly speaking, steam turbines and gas turbines are probably the best!). Each atmospheric power plant weighs 1 ton. Here is a chart of available power plant types:

Conventional Boiler (Coal)
Forced Draught Boiler (Coal)
Petrol Boiler (Oil)
Internal Combustion (Oil)
Steam Turbine (Oil)
Gas Turbine (Gas)

Refueling stations for these fuel types are available at all major colonies, but refueling is not incredibly strict. Just make sure you don't travel thousands of miles without refueling!

5. Armament
There are special variants of artillery and machineguns that can be fitted onto ether flyers. These weapons will operate within the ether and on-world. To keep this simple, you dedicate a certain tonnage of your ether flyer to weaponry. Here is a chart of available weaponry (weights include ammunition and all other necessary accessories):

Artillery
1-pounder (Hotchkiss) Rotating Cannon (1/4 ton)
3-pounder (Hotchkiss) Rotating Cannon (1/2 ton)
6-pounder Breech-loader Cannon (1 ton)
9-pounder Breech-loader Cannon (1.5 tons)
12-pounder Breech-loader Cannon (2 tons)
20-pounder Breech-loader Cannon (4 tons)
40-pounder Breech-loader Cannon (8 tons)
5-inch Howitzer (8 tons)

Machineguns
Gatling .50 (1/2 ton)
Gatling 1-inch (1 ton)
Nordenfelt 5-Barrel (2 tons)
Large bore Heavy Maxim (3 tons)

Hotchkiss guns were mainly used by Europeans (and Japanese), but not Germany. Since this is a major alternate history NES, you can say your ether flyer has a German or American variant of the rotating cannon, or use historical versions. Or, no matter what nation you are, you can just say they are rotating cannons. Such details are up to you. Rotating cannons were lighter artillery weapons mainly used for close-distance ship-to-ship warfare. The breechloaders pack the most punch, but they are heavier guns and for somewhat long-distance warfare. Machineguns are pretty much anti-personnel guns, but they can also be used to attack/defend against lightly-armored vessels and lighter aerial gunboats. Machineguns are also light-weight and quickly movable.

Breechloaders are usually mounted within rotating hydraulic turrets, unless they are broadside, in which case they are inside the ship pointing out from the sides (behind a layer of armor, which is beneficial). The rotating cannons are also mounted within movable, rotating hydraulic turrets, but they are lighter weight and thus those turrets can move faster than the breechloader turrets (though the breechloaders deliver much more power behind their shot).

There is also placement of your weapons, which mainly acts as a descriptive story element (in a way, all of this is a descriptive story element - we just want it to be customizable). The following placements are appropriate:

Ventral Forward: Weapons mounted underneath the fuselage at the front of the ship.
Ventral Aft: Weapons mounted underneath the fuselage at the rear of the ship.
Forward Sponson: Projections from the side of the craft near the front.
Aft Sponson: Projections from the side of the craft near the rear.
Broadside: (port/starboard) Guns inside the vessel protruding from the side of the ship (usually symmetrical).
Forward Deck: Guns mounted on the front part of the deck.
Mid-deck: (port/starboard) Guns mounted on the middle section of the deck (usually symmetrical).
Rear Deck: Guns mounted on the rear part of the deck.
Wings: Weapons mounted on the wings of the craft, if the flyer has wings.

6. Crew
An ether flyer requires a pilot to fly it, so one of your characters must be a pilot. It is not necessary, but it would be useful to have an engineer or machinist on board. Any character can operate guns, but characters specialized in gunning will obviously be better. Because your ether flyer is relatively small, you don't need a huge crew. But it is reasonable to assume that each gun on your craft will need a minor crew member, and some other minor crew members could also be on your craft. They are great for story purposes. However, they can never leave the general radius of the ether flyer, and cannot (will not) accompany you on your adventures outside of the ether flyer. Be reasonable about how many minor crew members you have. Even cruisers typically don't have more than 200 souls on board.

7. Armor & Cargo
Any left-over tonnage can be dedicated to exterior steel armor plates. Cargo for fuel is already included in your power plant weight. Free cargo space is useful for carrying heavy objects or special adventure inventory. Any weight left-over can be dedicated to cargo space. Cargo space not only serves as areas of the ship that could hold cargo, but also as free weight. More cargo space will thus make your ether flyer more light-weight and a little bit faster.

8. Physical Description & Background
You have an ether flyer! How did you get it and why? Did you make it yourself or invent it yourself (in which case you should be a character associated with such things career-wise)? What does it look like? This is the area in which you can describe in detail the physical description of your beautiful ether flyer. To help you out, here is a picture of an example ether flyer. If you need help deciding things like the length and height of your ether flyer, look at some examples of Aerial Flyers.

NPC Ether Flyers
Ether flyers of all sorts have been constructed and launched by all major nations. This is not a comprehensive list, but just some of those NPC ether flyers. Every update, I will post where some of these are currently located.

Great Britain
Ether Observer Mark II (HMS Hermes, Pegasus I, Pegasus II, and Pegasus III)
Brittania Class Long-Range Ether Cruiser (HMS Drake and 2 others)
Ether Battleship (HMS Duke of York and 2 others)
Ether Explorer (HMS Intrepid)

Germany
Ether Zeppelin Airship (several, but the best are the five Luftshiff or LZ-1)
Ether Zeppelin Battleship (one, the LZ-41)
Ether Zeppelin Scoutship (several LZ-5)

France
Ile-de-France Ether Cruiser (Ile-de-France, and then two more the Normandie and Gascogne are in construction)

Italy
Some small ether craft, cruiser in construction

Russia
Some small ether craft, cruiser in construction

Belgium
Ether Observer Mark II (two)
Brittania Class Long-Range Ether Cruiser (one)

America
Heavy Ether Cruiser (U.S.S. Enterprise)

Japan
Some small ether craft


ETHER FLYER PROFILE

Spoiler :
You will need to create a readable profile for your ether flyer. Here are some fields you should think about:

Name of Ether Flyer
Lift Type
Ether Propeller Type
Solar Boiler Power Plant Value
Atmospheric Power Plant Type
Propeller # (x100 = miles per day / range)
Armament (# and placement)
Crew (# of minor crew members)
Armor Plates (in tons)
Cargo Space (in tons)
Physical Description & Background (height, length, other details)
 
Aerial Flyers

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Due to the discovery of liftwood, flight has been revolutionized. Since this discovery, European nations, the United States, and Japan have launched several different classes of gunboats. In addition to the nations of Earth, the Cloudships of Mars continue to impress visitors to the red planet. This section is for an overview of certain types (but not all types) of aerial gunboats and other steampunk aerial flyers travelers might encounter on their adventures.

Spoiler :
Aerial Gunboats

British Steam Launch
This is a small craft popular with exploratory missions. It has accommodations for eight. Its armament consists of a single five-barrel Nordenfelt machinegun in the bow.

British Aphid Class Aerial Gunboat (Aphid, Ladybird, Sandflea, Firefly, Wasp, Hornet)
Lift: liftwood
Engine: steam
Length: 90 feet
Height: 20 feet (not including the mast)
Weight: 160 tons
Range: 1,000 miles
Armament:
+ 1 6-pounder breech loading cannon
+ 2 one-pound Hotchkiss rotating cannon
Crew: 15

British Dauntless Class Aerial Gunboat (Dauntless, Daring, Danger)
Lift: liftwood
Engine: steam
Length: 135 feet
Height: 21 feet
Weight: 200 tons
Range: 1,000 miles
Armament:
+ 1 6-pounder breech-loading cannon fixed under armor
+ 1 6-pounder breech-loading cannon mounted on the fore
+ 4 3-pounder Hotchkiss rotating cannons (2 on each wing mount)
+ 2 Nordenfelt machineguns on the broadside (2 on port, 2 on starboard)
Crew: 26

British Locust Class Aerial Gunboat (Locust, Dragonfly, Tse Tse, Yellow Jacket, Grasshopper)
Lift: liftwood
Engine: steam
Length: 190 feet
Height: 23 feet
Weight: 275 tons
Range: 800 miles
Armament:
+ 2 ventral forward 6-pounder breech-loading cannons
+ 1 ventral aft 6-pounder breech-loading cannon
+ 4 forward sponson 3-pounder Hotchkiss rotating cannon (2 on each side)
+ 6 broadside 9-pounder breech-loading cannons (3 on each side)
+ 1 forward deck 12-pounder breech-loading cannon
+ 2 ventral forward gatling 1-inch
+ 4 rear deck Nordenfelt (2 on each side)
Crew: 45

British Thunderer Class Aerial Monitor (Thunderer)
Lift: liftwood
Engine: steam
Length: 230 feet
Height: 21 feet
Weight: 350 tons
Range: 600 miles
Armament:
+ 8 broadside 9-pounder breech loading cannons (4 on each side)
+ 2 forward deck 20-pounder breech loading cannons
+ 4 forward sponson 3-pounder Hotchkiss rotating cannons (2 on each side)
+ 2 ventral forward Nordenfelt
+ 4 aft-sponson 1-inch gatling (2 on each side)
Crew: 60

Rutledge Flyer Mark II
Lift: liftwood
Engine: steam
Length: 63 feet
Height: 26 feet
Weight: 50 tons
Range: 3,000 miles
Armament:
+ 1 forward deck .50 gatling gun
+ 2 broadside Nordenfelt machineguns (1 on each side)
Crew: 3

Balaclava French Aeronef
Lift: liftwood
Engine: steam
Length: 100 feet
Height: 19 feet
Weight: 180 tons
Range: 1,000 miles
Armament:
+ 1 ventral aft 4" gun
+ 2 ventral forward 4" gun
+ 1 forward deck Nordenfelt machinegun
Crew: 15

American Eagle Class Sloop (Eagle, Valley Forge, Saratoga, Ticonderoga)
Lift: liftwood
Engine: steam
Length: 200 feet
Height: 21 feet
Weight: 300 tons
Range: 1,000 miles
Armament:
+ 1 ventral forward 6-pounder breech-loading cannon
+ 1 ventral aft 6-pounder breech-loading cannon
+ 2 1-pounder Hotchkiss rotating cannon on wing mounts (1 on each wing)
+ 4 broadside .50 gatling (2 on each side)
+ 2 bomb racks
Crew: 15

Yashima Class Aerial Gunboat
Lift: liftwood
Engine: steam
Length: 93 feet
Height: 17 feet (not including steam funnel)
Weight: 250 tons
Range: 700 miles
Armament:
+ 2 forward sponson 6-pounder breech-loading cannons
+ 1 forward deck 9-pounder breech-loading cannon
+ 2 ventral forward 1-pounder Hotchkiss Rotating Cannon
+ 2 broadside 1-inch gatling gun (1 on each side)
+ 4 broadside .50 gatling guns (2 on each side)
Crew: 26

Airships

British Aerial Battery
These batteries use liftwood to allow them to ascend. However, they have no motive power. They remain stationary and can often have small docking stations for aerial gunboats. The purpose of these batteries is to ensure the defense of cities and towns from enemy airships amidst the escalating arms race.

Zeppelin
There are a variety of non-ether Zeppelins deployed by Germany on Earth, Venus, and to a lesser extent, Mars. These have varying armaments depending on the model, but usually they have heavy firepower and heavy armor, but are quite slow. They are usually powered by gasoline and thus can usually only refuel at German stations. The LZ-41 is the Battle Zeppelin.

Luft Stellung Wotan (Aerial Fortress)
Limited quantities of liftwood have been obtained from trading stations in German Western Dioscuria on Mars. The result has been the Wotan Class Aerial Fortress, a behemoth of an airship that moves very slowly, but has a respectable range of 800 miles. In addition to a conventional liftwood array, these aerial fortresses also use several hydrogen gas cells for added buoyancy. They have eight large propellers and are heavily armed. There is currently only one Wotan Class Aerial Fortress.
Engine: gas
Length: 300 feet
Height: 25 feet
Weight: 500 tons
Range: 800 miles
Armament:
+ 8 broadside 12-pounder breech loading cannons (4 on each side)
+ 2 forward deck 20-pounder breech loading cannons
+ 2 aft deck 12-pounder breech loading cannons
+ 2 aft deck 1-inch gatling guns
+ 4 forward sponson 3-pounder rotating cannons (2 on each side)
+ 2 ventral forward 9-pounder breech loading cannons
+ 2 ventral aft 3-ponder rotating cannons
+ 4 aft-sponson Nordenfelt equivalent (2 on each side)
Crew: 70

Fort Courage, Independence Class American Aerial Cavalry Fort
The United States has a vast amount of territory that it needs to control. The Independence Class Aerial Cavalry Fort has further improved the ability of the US to react in a more timely manner to events within the country. It is equipped with multiple cannons and it is able to project strength beyond the fort because of its several aerial gunboat docking stations, perfect for sloops or gunships.

US Army Aerial Mount
This is an odd little craft. It is a fast-moving steam-powered aerial "mount" for the quick transport of soldiers or cavalry across the battlefield. It has a single, massive propeller on the bottom, providing lift stability, and a single 3-pound rotating cannon at the front.

Martian Cloudships

Coming soon.
 
Equipment

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Your characters will require equipment. Equipment can be purchased at the very beginning of the game or in any major colony or city. Some of the equipment can also be found throughout your adventures. You can use this equipment for story purposes and it serves practical purposes.

Your clothes or other pieces of fluff that add on to your character are completely up to you. The other clothes listed here, such as heavy duty or rain clothing, is more specialized and will need to be purchased. If you want a character to have a mechanical finger or something absurdly steampunk, that is fine with me. If you have other items you want your character to have, and they are not listed here, feel free to make them up. You can also make up a price in £ for them. This list is not comprehensive and its purpose is to give you a general idea as to the prices of scientific equipment, tools, weapons, etc.

One other thing to add is that equipment can be invented. New types of weird steampunk guns can even be invented! See the inventions and research rules for more info on that. As new inventions permeate society, they will be listed here and will be available for purchase.

Spoiler :
Scientific Equipment
Binoculars (Field Glasses): £4
Dissecting Kit: £6
Doctor's Bag and Supplies: £3
Chemical Laboratory: £6
Biological Laboratory: £6
Electrical Laboratory: £6
Magnifying Glass: £1
Microscope: £5
Navigation Instruments: £12
Telegraphic Instruments: £1
Telephonic Instrument: £2
Telescope: £2
Surveying Instruments: £12
Wire, Insulated: £1 per mile

Tools
Axe: £2
Portable Forge: £6
Hatchet: £1
Machete: £3
Knife: £1
Lockpick Set: £5
Portable Photography Lab: £7
Excavation Tools: £2
Carpenter Tools: £4
Instrument-maker Tools: £7
Metalworker Tools: £6
Gearworker Tools: £6
Bear Trap: £2
Small Animal Trap: £1

Traveling Gear
Travel Bag: £1
Blanket: £1
Portable Camera: £4
Camp Stove: £2
Rain Clothing: £3
Heavy-duty Clothing: £1
Gramophone: £3
Miner's Lamp: £1
Lantern: £1
10-man Tent: £6
Two-man Tent: £3

Explosives
Dynamite: £5 per 50 lbs case
Nitroglycerin: £1 per 5 lbs case

Firearms
Revolver: £2
Light Multibarrel Pistol: £1
Heavy Multibarrel Pistol: £1
Bolt Action Rifle: £2
Bolt Action Carbine: £2
Lee Metford Bolt Action Rifle: £2
Breech-loading Rifle: £2
Lever Action Rifle: £3
Lever Action Carbine: £3
Long Hunting Rifle: £6
Heavy Double Rifle: £10
Nordenfelt Light Machinegun: £20
12-Gauge Double Shotgun: £3
12-Gauge Lever Action Shotgun: £5
20-Gauge Double Shotgun: £2
12-Gauge Scattergun Shotgun: £5

Melee Weapons
Bayonet: £1
Sword/Saber: £2
Great Sword: £10

Heavy Ordnance
1-pounder Hotchkiss Rotating Cannon: £160
3-pounder Hotchkiss Rotating Cannon: £180
6-pounder Hotchkiss Rotating Cannon: £220
6-pounder Rifled Breech-loader: £200
9-pounder Rifled Breech-loader: £250
12-pounder RIfled Breech-loader: £300
15-pounder Rifled Breech-loader: £400
20-pounder Rifled Breech-loader: £500
40-pounder Rifled Breech-loader: £1000
5-inch Howitzer: £1000
7-pounder Mountain Howitzer: £200
Hale Rocket: £5
 
Research & Inventions

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The concept of inventions is one of the most interesting aspects of this game. Inventor characters can create new devices and objects based on their scientific specialty. To invent something, you obviously must have the Inventor career, and that career must be paired with one of the following science careers: physicist, machinist, biologist, chemist, engineer, geologist, or botanist. Inventions require time and money to finish.

Spoiler :
Research & Construction
Inventions are created through two steps: 1. Research, and 2. Construction. You must research your invention and figure it out before you build it. And then you must build it. The most magnificent inventions can take several years to finish and will drain a lot of £ from the pocket of adventurers.

Primary & Secondary Science
Some invention categories have a primary science and a secondary science. The primary science must be one of the Inventor's careers (in addition to Inventor). The secondary science can be one of the careers of another character in your party, effectively allowing members of your party to work together to invent something.

Invention Proposals
To invent something, you must propose an invention. Once you propose an invention to the referee, the referee will inform you how much time it will take to research that invention, and then how much money it will take to build the invention (once research has finished). I will also tell you which primary and secondary careers are required. You should probably propose inventions privately (through PM) so that other characters/players in the solar system do not attempt to invent something before you or steal your idea.

Patenting
Once you have invented something, that invention will be made public. You can even make money by patenting and selling your inventions. Players can make their own versions of inventions that already exist, but these inventions must have a new, defined purpose for being re-invented. Typically, it is easier to patent and sell your inventions if they are simple. More specialized inventions are more interesting, but they will probably only be used for your own personal endeavors.

Example Research & Inventions
Below is a list of example research and the resulting inventions. This is not a comprehensive list, and there are several other categories that can be created by players. These are just examples.

Spoiler :
Transportation (Engineering)
Space suit
Submarine
Heavy tractor
Diving suit
Deep-diving submarine
Walking tripod
Hydrofoil
Land juggernaut
Mole drill

Electricity (Chemistry, Physics)
Hand lamp
Batteries
Electric engine
Long wire power
Electric rail gun
Energy cells
Lightning cannon
Superconductors
Wireless power transmission
Electric rifle

Biochemistry (Biology, Chemistry)
Preserved food
Aspirin
Sleep gas
Antibiotic
Strength elixir
Mind control drug
Water-breather
Tangle cord
Food pill
Synthetic nutrient
Infrared sight liquid
Prolonged hibernation device
Synthetic liftwood

The Ether (Physics)
Ether propeller
Ether sail
Etherometer
Hertzian wave communicator
Freeze ray
Weather control ray
Mind control ray
Gravity focus ray
Gravity control

Optics (Physics, Machinery)
Telescope
Range finder
Armor glass
Infrared telescope
Heat ray
Transvisor
Invisibility device

Geology and Metallurgy (Geology, Chemistry)
Superhard steel
Rustless iron
Woven steel
Mineral detector
Cast stone chemical
Transparent aluminum
Volcanic control device
Earthquake control device

Flight (Engineering, Physics)
Hydrogen lift
Personal conveyor
Glider
Parachute
Improved liftwood
Autogyro
Helicopter
Monohydrogen

Precision Machinery (Machinery)
Photophone
Torpedo
Orrery
Quick-firing gun
Gyroscope
Improved torpedo
Analytical engine
Inertial compass
Mechanical man
Underwater gun

Power Production (Physics, Chemistry)
Forced draught boiler
Petrol boiler
Solar boiler
Internal combustion engine
Steam turbine
Gas turbine
Energy cells
The atom

Combustion (Chemistry)
Fuel refiner
Smokeless powder
Liquid fire
Welding
Detonite
Rocket engine
Coal gasificator
Noiseless powder
Hellfire
 
Atlas of the Worlds

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Here is a series of maps relating to our solar system. Some maps have hexes; ignore them. We do not use hexes in this campaign, as our turns are done by season.

rule1.gif

EARTH
Spoiler :
Map of Earth

The United Kingdom
The United Kingdom is arguably the most powerful nation on the face of the planet. The reigning monarch of the United Kingdom is, of course, Queen Victoria. In addition to vast colonial holdings in India, Africa, Mars, and Venus, Britain retains smaller territorial enclaves in the West Indies, the South Seas, the Middle East, and the Mediterranean. A signatory (along with Italy and Austria-Hungary) of the Mediterranean Agreements of 1887, Britain maintains important naval bases at Gibraltar, Alexandria, and Malta, and obtained sovereignty over the island of Cyprus as a result of the Congress of Berlin. However, Germany's overseas expansionist aims, coupled with Austrian designs on the Balkans, are a source of increasing concern.
Population: (England, Scotland, Wales) 37 million.
Allies: No major ones.
Enemies: At various times and in different areas - Russia, France, Austria-Hungary, and Germany.
Aims: Stability.

France
Following crushing defeat in the Franco-Prussian War of 1870, the 2nd Empire of Napoleon III fell and was replaced by the 3rd Republic, with the current president being M. Sardi-Carnot. While public sentiment was strongly in favor of recovery of the lost provinces of Alsace and Lorraine, Chancellor Bismarck's skillful policy of alliances meant that France would stand alone in any conflict with Germany and would certainly lose (although increasing friction between Germany's ally Austria-Hungary and the Russian Empire have made Russia increasingly open to French diplomatic overtures). In reaction to continental frustration, the military has undertaken a vigorous policy of colonial expansionism in Africa and Asia, and on Mars.
Population: 41 million.
Allies: Russia, under certain limited circumstances.
Enemies: Britain, Germany.
Aims: Reestablish France as a respected world power.

Italy
Italy has only existed as a unified state since the middle of the century. The reigning monarch is King Umberto I, and the government under Prime Minister Crispi is currently pursuing a vigorous colonial policy for reasons similar to those of France. Although France assisted Italy in gaining its independence from Austria, France is an eclipse while the German star shines brightly. Crispi has deliberately sought an alliance with Germany (and thus also with Austria-Hungary), but needs foreign adventures to distract the attention of the Italian citizenry from the northern borders. Austria-Hungary still holds territory inhabited by ethnic Italians, and irredentist sympathy (a desire for the return of these territories to Italy) runs high. The fighting in Eritrea and Abyssinia, and on Venus is intended to counter this.
Population: 34 million.
Allies: Germany, Austria-Hungary.
Enemies: None.
Aims: Expansion of colonial empire, particularly in Abyssinia and Tripoli.

Germany
The policies of crafty old Chancellor Bismarck have provided the German empire with a dense web of alliances which have virtually isolated France, her traditional enemy. The centerpiece of this system is the Triple Alliance consisting of Germany, Austria-Hungary, and Italy. Several smaller countries have joined the treaty system as well, most notable among them being Romania. Although Russia and Britain are becoming increasingly hostile, traditional animosity between them prevents formation of a genuine alliance, as does the traditional hostility between Britain and France.
Population: 57 million.
Allies: Austria-Hungary, Italy, Romania.
Enemies: France, United Kingdom.
Aims: Expansion of the colonies.

Russia

Belgium

The Netherlands

United States of America
The Monroe Doctrine, by which the United States forbade any European power from establishing colonies on either of the American Continents, truly fell by the wayside with the opening of the Ether. The United States, however, remained fairly isolationist, adhering to Washington's wishes that the US stay away from alliances with European powers. Despite their innate wish for isolation, the happy accident of Edison's nationality has forced the United States into the interplanetary stage. Quickly moving to secure itself against the expansion of imperial powers, the US finds itself an industrial powerhouse, but with few ties to foreign powers.
Population: 70 million
Allies: None.
Enemies: None.
Aims: Counter foreign imperialism.

Empire of Japan
Japan has only been a modern nation for a few decades but they have accomplished much during that time. Finally having a few years of stability after several rebellions and minor uprisings the Empire of Japan has caught up to the rest of the world. As the first modern non-western power the Empire of Japan is the joker in the deck. Japan has begun to expand her influence and continues to grow in all ways. The Empire of Japan has so far established no formal alliances, but they have also not created enemies yet. Emperor Meiji continues to rule Japan and is pondering expanding Japan's influence to the interplanetary theater.
Population: 40 million.
Allies: None.
Enemies: None.
Aims: Expansion, gain allies.


MARS
Spoiler :
Map of Mars

Syrtis Major: Map of Syrtis Major
The British Crown Colony and Martian city-state. British domain includes the city-states of Avenel, Meepsoor, Haatt, and to a lesser extent Parhoon and Moerus Lacus.

Oenotria: Martian city-state currently at war with Britain.

Coprates Valley: Map of the Coprates Valley, Part 1 / Map of the Coprates Valley, Part 2
The Belgian Coprates and location of New Amsterdam.

Idaeus Fons Region: Map of Idaeus Fons French Colony
The French presence, which includes a series of trading posts in between Idaeus and Nilokera.

Western Dioscuria: Center of German presence, including trade and military outposts.

Boreosyrtis League: Trade league mentioned in the rules.

Hecates Lacus: Russian gulag.

Euxinus Lacus: Japanese trade and science outposts.

Gorklimsk: Map of the Swamps of Gorklimsk
Location of collapsed canals and the resulting marshes which are infested with pirates.


VENUS
Spoiler :
Map of Venus / Map of Colonized Regions of Venus (excluding Russian holdings)

Fort Collingswood: Map of the British Colony
On the Victoria Plateau, the center of the British colony.

Venusstadt: Map of the German Colony, Part 1 / Map of the German Colony, Part 2
In the Kaiser Wilhelm Mountains, the center of the German kolonie.

Nuova Firenza: Map of the Italian Colony
On the Sappho Plateau, the center of the Italian colony.

Aphrodite Mountains: Map of Aphrodite Mountains / Map of the Russian Colony
The center of Russian interest.


MERCURY
Spoiler :
The World River: Map of the World River, Part 1 / Map of the World River, Part 2
Location of Princess Christina Station, the British scientific research center (it is located on the left banks of the large lake to the right on the second map). Remember that from space, the World River actually runs up and down Mercury, and not from east to west.
 
F . A . Q .

j5chsp.jpg

Spoiler :
A question, are there Fullmetal Alchemistesque mechanical limbs by any chance?

This NES is, at its heart, a steampunk science fiction NES. While it is more Jules Verne-influenced, some weirder more modern interpretations of steampunk are acceptable. Mechanical limbs are okay, as long as they are a descriptive element. If you want a mechanical limb that actually has a purpose other than aesthetically replacing your arm, you must invent it.

So how many characters can be in a group?

Each player is allowed to begin the NES with 4 characters. This can increase to up to 7 as we play. Characters can be introduced via stories, but you must have permission from the referee for them to join your party.

Are we restricted to the technology available to our country? What if we're more criminal elements?

I'm leaving this open to you for story-telling. How did you acquire your weapons for your ether flyer? Maybe you are German anarchists with a Hotchkiss cannon. How did you obtain it? That is something you will need to describe, though it doesn't have to be described right away.

So are these going to be the only planets, or are Saturn, Jupiter, Uranus, and Pluto going to be available later?

For now, there is not technology available for ether flyers to have their solar boilers be powered by the sun while that far away. The HMS Intrepid explorer ether craft from Great Britain is testing some new tech to reach some of those worlds. They might be discovered later, but for now, we focus on Mercury, Venus, Mars, and to a lesser extent, Luna and the Asteroid Belt. In campaigns of this I have played before, we did some fun stuff with moons of Jupiter, but not until later on in the campaign.

Question: How come players MUST use their nationality's propeller? Why can't, in the future, they upgrade them?

All ether propellers function in the same way.

Can you take the same job twice?

No, just once, unfortunately.

Can we assume that history is the same (besides the space stuff)?

Yes, definitely. Everything else will be the same, for the sake of simplicity. But starting from Spring 1889 (when we begin), events can definitely dramatically change course from the way they historically occurred.

Where is the Ottoman Empire in all this?

The Ottoman Empire is being its historical self, without the technology, money, or prestige to colonize other worlds.

What exactly would a diplomat do? Would they stay on Earth and manage diplomacy between the various nations or travel to the other worlds and handle it there?

It is just a career, so it is something that a character may have done in the past, or something they are doing now. It has provided them with certain skills. If your character WAS a diplomat, you can create some backstory there. If they are currently a diplomat, you can also decide. Maybe they are a diplomat negotiating with the Boreosyrtis League regarding bhutan spice... maybe they are part of an envoy to make peace with the Martians south of Syrtis Major. And so on. They definitely don't have to stay on Earth. They can be part of a larger adventuring party.

Are hybrid type crafts allowed? (Ones that are both Atmospheric travel vessels and ether ships?)

Almost all ether flyers are also atmospheric travel vessels. Ether flyers are basically the finest ships, and aerial gunboats are typically lighter crafts (with some exceptions). In the ether flyer rules, you will see a section dedicated to atmospheric travel for your ether flyer. It is almost absolutely necessary for your ether flyer to have a separate atmospheric power source and propellers, in addition to your ether-centered solar boiler and your ether propeller. Otherwise, you won't get anywhere!

Venus is where my character's focus would most likely be, would that be unreasonable for a national whose country's focus is on Mars?

Remember that your nation is simply sponsoring you. They are not giving you many specific tasks (maybe sometimes they will, but very rarely). They are just putting their name on your adventures, kind of like a grant. So even if you are a band of criminals, you have still somehow obtained the right to adventure off-Earth in the "name" of your nationality. This isn't strict, though, because your nation wants you to explore whatever you want to explore. So if you want to explore a planet your nation has no interest in so far, that is perfectly fine.

Does each player have to own a flier, or if I want to play a scientific research part into say Venus that works for a certain university I can assume they/the government supply the flier but only for the research time and I must return it at the end (and hope for more research support)?

How you obtained your flyer is up to you, but it is yours indeed. Your government has supplied you with the ether propeller, or maybe you stole it. The flyer itself may have come from somewhere else. Maybe another inventor designed it. You should give some background as to how you obtained your ether flyer. Also, your flyer can be a science vessel of sorts. How you describe it is up to you.

Does it have to be a nation sponsoring us? I can't imagine my characher accepting anything from a nation, couldn't I just steal a flyer from some country?

You can be as creative as you want with it!

My linguist speaks Lizardfolk and I would be glad to make it a more specific dialect, but I don't see them listed on the Venus spoiler, are they somewhere else?

I would just pick a geographic area of Venus, and that will basically be a dialect (you can say the region around a specific colony, or region around a geographic area, such as the Sea of Helena, etc...). Just look at the map and pick an area and you'll be fine. You will still understand most Reptilian, and the other dialects will most-likely understand what you say, but still - good to be specific.

What sort of tools should a mechanic have?

Electrical lab, gearworker tools, instrument-making tools, maybe some wire... magnifying glass... etc. I am pretty easy about that kind of equipment. You can make stuff up. The equipment list is just a general list, not really comprehensive. Just take away £ where you feel necessary if you want equipment not listed there (example: Van Gogh's sketchbook was £1).

I was imagining that the weapons wer not stationary...more like b-52 bomber rotating and moving platforms? So like my broadside wouldn't shoot simply straight they could be moved somewhat but wouldn't be able to bear all the way forward.

Is this right? If not can I say it is?

Think of how warships were set up at that time in history. Most certainly the breechloaders could be moved on pivoting hydraulically powered turrets on the decks, along with platforms, rotations, etc. And in this alternate timeline, there would be levers, gearwork platforms, and so on. However, breechloaders are still heavy. So the breechloaders are still flexible, but I'd say the lighter rotating cannons (Hotchkiss, etc.) are even more easily movable/faster, and the machineguns are the fastest/most flexible. Though the breechloaders pack the most punch. Also remember, even though there are pivoting turrets, that doesn't mean all of your guns should be in pivotal turret formations. Many warship guns historically were inside the ships, protruding from the sides to keep them armored. And all of your ship's guns on your deck in pivoting turrets might be bulky and inefficient. But all of these decisions are ultimately up to you. There are many design options, and I am leaving a lot of freedom for that. You can describe it as much as you want.

ALSO, lighter artillery (the rotating cannons) are mainly used for close-up ship-to-ship warfare, whereas the breechloaders are more powerful and for a little bit more distanced warfare. And machineguns are pretty much anti-personnel, but they can also be used to attack lighter, not as heavily armored craft.
 
I was thinking a Belgian Aristocrat seeking adventure as a scout for new colonies for Leopold. I'm thinking of naming him George Antoine Kurtz.

That sounds great. He might be interested in traveling to other parts of Mars, helping subjugate the Coprates, or finding areas to colonize on other planets like Venus or even Mercury.
 
I'm thinking either a Scots-Canadian (So British) Explorer of some sort, surveying Venus, or a Dutch Ether Pirate.
 
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