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myrmeleones
Through the Thin Desert
Introduction to a Pocket Bestiary
Medieval bestiaries were like rumour tables sans polyhedral dice.
Erudite scribes compiled everything known about the oyster,
that pearl-birthing stone, while also teaching you about faraway
Taprobana and the divine lessons of nature. This pocket bestiary
aims to do something similar, if less piously. It introduces the Thin
Desert, one region of the Red Planet, by way of its beasts.
Mechanically, I have borrowed two things that help the referee to
(re-)present a game world beyond the solipsism of graverobbers:
• Spoors, providing traces of nearby monsters (as seen on
the blog The Retired A dventurer). The procedure is simple: If
1-in-6 is a random encounter, 2 is a sign of what the players will
encounter if the next roll is a 1 or 2.
• Mien-tables, detailing what a monster is doing when first
met. Not a new idea, but systematized in the game Troika!
The back cover provides the encounter table. And inside:
Cover: Detail from Roerich’s The Star of Mother of the World (1924), modified.
Illustrations: Pages 8, 10 & 18 © Martin Andersson, pp 6 & 16 © Anna J ansson,
pp 7 & 15 © Evlyn Moreau. All others reappropriated from the public domain.
redberryplanet.blogspot.com
Through the Thin Desert
For Nature is learned and full of matter,
and as infirm as Culture herself
3
Antlion
Bestiaries tell us that the antlion »has the fore parts of a lion and
the hind parts of an ant«. That is certainly true for the Red Planet
variety. The lion head craves flesh and the ant body diverse herbs.
Thus, what it devours cannot sustain it. It is perpetually famished.
No. Appearing: 1 hd: 5 ac: As chain mail Morale: 9
Attacks: 1 Bite (1d10) then Drag below: Drags prey into the
sand. Save or suffocate (1d6) every turn.
mv: As large cat, half while burrowing. Saves As: Fighter
Special: Surprises 4-in-6 from below. Alignment: Chaotic
Treasure: 50% 3d100 gp, 25% 1d4 pieces of jewellery (2d100
each) in stomach.
4
Lair: The antlion’s lake
The antlion habitually loosens the earth around its pit, forming a
quicksand lake that serves as both trap (save or stuck) and larder.
Spoors
Waves in sand, coughed up carcass balls, roaring in distance.
5
Dune Siren
Spoors
Soft voices in the wind. Eyeless but otherwise unharmed bodies.
7
Cinomolgus
The cinomolgi are migratory birds, known for building their nests
with cinnamon wood collected from faraway climes. To hunt them
is to court death, but a single nest lets a band of cinnamon hunters
live comfortably for a year.
No. App.: 1-2 hd: 12 ac: As leather Morale: 8 Saves As: Fighter
Attacks: 1 Beak (2d8) or 2 Talons (1d8) mv: Triple human in air
Special 1: Lift victim hit with talons (save or brought to nest)
Gluttonous: When full, must pass a save to take to the air, and
another not to break its nest with its own weight
Treasure (in lair): Cinnamon bark worth 10d6 x 100 gp
8
Lair: Cinnamon branch nest
High above in ancient pines. The ground below is littered with
feces, red-and-yellow feathers, pine cones and the bones of game.
The nest itself an emperor’s ransom in cinnamon branches.
spoors
The smell of cinnamon & rotting meat. Red-and-yellow feathers.
9
Tardigrade
The Ur-Bear was there before the Canals. It will be there when they
dry up, one final hibernation into eternity. These gentle giants graze-
sift through sand and soil. Stay clear and they stay gentle.
11
Melachilisk
The Virtuous Serpent, the dried-up tear duct of Arean morality,
scourge of the vices of yesteryear. A product of the Pious Eras, the
melachilisks were soon driven out into the wilderness by those who
still had an appetite for life. Their descendants slither through the
desert sand, turning those found wanting into pillars of salt.
12
Lair
Ruined temples, derelict lyceums, active places of worship.
1-in-4 that there are 2d8 acolytes devoted to the serpent.
spoors
Surprised salt statues, discarded marble-coloured skins.
What is it doing?
Always looking to strike up conversation in the hope of catching
sinners in the act. Not above provoking (or facilitating) vice.
1 Bemoaning the contemporary state of morals, attended to
by penitent half turned to salt.
2 Molting (surprised, -1 ac).
3 Hunting small game, reminiscing over feasts in temples past
with a passé artist. The latter coaches potential victims in
how to maintain dramatic poses when turning into salt.
4 Partners with a salt merchant posing as desperate victim.
5 Pretending to be detail on statue, eavesdropping on sinners,
waiting for report from local busybody (out of her depth).
6 Teaching hatchlings proper doctrine and hunting strata-
gems. Scared goatherder serves as unwilling example.
13
Road Elemental
Long-time use and anxious prayers have given purpose and person to this
stretch of road. The mileposts work as improptu altars, covered by small
offerings and incense. Grown used to the attention, this road is as quick to
anger as it is susceptible to flattery.
1d6 Flowers
Burgundy, wither in 1d6 days if not watered regularly
1 Liqueur glasses in shape of antlions.
2 Petal lap dog, loyal to the one who cuts it loose.
3 Behemoth tooth. The original below is worth 1 000 gp
to collectors or 250 gp as raw material for ivory carvers.
Would make an excellent +1 2h blade.
4 1d6 exquisite and impractical dresses (50 gp each). A still
working pattern plate lies buried below.
5 Chainmail, ‘rings’ in shape of sturgeons swallowing their
tails. (ac: chain, weight: cloth, 3x damage from fire).
6 Slender sailboat. Functional but prone to tear.
17
Spellridden
Jackals
spoors
Eerily regular paw patterns, howls on the verge of speech
19
What Rides the Pack? Turn page to find out →
What rides this pack? (size of pack)
Detailing effects on the pack. For spell descriptions, see p. 28.
1 Für Aromasia. Short Piece for a Weather Organ (2d6)
A scented mist moves in, voluptous, green eyed and fanged.
Effect: -4 to-hit, roll individual surprise every turn.
2 Endocarp of the Pomegranate Pretender (2d6)
As you cut them down, they multiply, a collective hydra.
Effect: When hit, 1-in-4 that a jackal spawns 1d3 1 hp clones
(exploding into sarcotesta when hit).
3 Light of Last Sunrise (1d6)
A pack of blonde beasts, with barks of blinding light.
Bark: Those in melee must save or be blinded for the turn.
4 The Untimely Passing of the Walls of Oxus (5d6)
When the pack stalks closer, rocks turn into slippery pools
of blood, the air fills with the lamentations of the long dead.
Effect: Dex or slip after attack (free attack for melee foes).
5 Ever-Flowing Vintage of Tanaïs (4d6)
Bites that intoxicate, dripping crimson froth. And, stumbling
after the pack: a throng of bite-covered drunkards.
Effects: A cumulative -1 on to-hit for each bite.
3d10 drunkards join the fray (hp 1, 1d4 dam).
6 Ruic’s Taciturn Kiss (3d6)
The pack prattles on in the voices of former victims.
Effect: The first landed bite steals voice (permanently).
20
Petty hermits
The Great Vacuum beckons to those souls who long
for solitude and the Sublime. The narrow confines of
the Thin Desert attract other kinds of recluses: Those
who linger on the margin of society, secretly pleased at
interruptions, whether a group of fawning pilgrims or
the respectful nod of a goat herder.
22
7 Two competing porcelain merchants, forced to cooperate
for safety. The mode du jour along the stretch of Canal they
normally frequent is firmly in favour of wooden dinner-
ware, making the price on porcelain plummet. Hopefully
fashions differ on the other side of the desert.
8 Frankincense traders. Covered in scars from their many
encounters with the winged serpents that guard the spice.
One u rbear-driver has hidden a number of snake eggs,
intent on retiring with his own frankincense grove.
9 Yeasts-of-many-colours, collected by an exiled master cook
trying to get back into the good graces of the Emperor (who
has vowed never to break the same bread twice).
10 Covered carts, filled with rose bushes. The caravan is loaded
with water, its members working in shifts to keep the roses
well-watered and cared for. (Actually a front for blue poppy
smugglers. The flowers are illegal in most places along the
Twin Canals, for fear of a second Sleeping City, but since they
are a very potent stimulant for poets and mystics, there will
always be buyers.)
11 Peaches from the Dellavolpe orchards. The stone of each
peach is biomantically marked with the orchard’s seal of
quality, and will not grow outside of the estate.
12 A quite ordinary caravan, carrying (1d8): 1. Almond milk.
2 Nutmeg. 3. Molluscs in oil. 4. S affron. 5. Antiques from the
lost glassworks of Nili Fossae. 6. Perfumed salts. 7. Dormant
singing plants 8. Exquisite mats.
23
travellers
If not part of a caravan:
On their way to: 1. Nepenthes. 2. Thoth
Their general situation (d12):
1-6 Well-stocked and trudging along.
7 Barely escaped an encounter further up the road.
8 Robbed and abandoned by caravan. Very thirsty.
9 Their ur-bear has gone into hibernation.
10 Having coffee in the shade, admiring ruins.
11 Sleepwalking, stumbling towards the Sleeping City.
12 Dead.
24
12 Writer of travelogues, looking for exotic vistas and customs.
Writer’s block, and a readership impatient for their next book.
13 Imperial courier. Her report would bruise the fragile ego
of the emperor, and spell her death. Splendidly impractical
clothing. Sylph-in-a-bottle for one-way trip to Phobos.
14 Connoisseur of drugs from the Microlevant-by-the-Thoth.
Oscillates between obtrusive mania and quiet reveries. Owns
a traveller’s pharmacy with spectacular variety of stimulantia.
15 Fugitive from the Sleeping City. Has slept for centuries,
now insomniac afraid of dreaming forth new horrors.
16 Retired mercenary, on her way to the Cutting Gardens to
plant her scimitars for good. Too old, so she says, for this shit.
25
nature runs amok!
Flora, fauna and fellow men are not the only hazards facing those
who cross the Thin Desert. During the Pious Eras, more than
one emperor tried to compensate for a lifetime of debauchery by
providing the holy men of the Thin Desert with some comfort in
their solitude. But even works of goodwill require maintenance,
and over the aeons many have run amok.
26
8 Fraternal Hail. What used to be a light snow, spreading a
general sentiment of altruism, now falls as fist-sized hail-
stones. Save every turn or take 1d4 damage and become
one with all living things for damage received hours.
9 Redgrocer swarming. When the Thoth ebbs, and the tune-
ful Nepenthes rises out of bed, the redgrocers pour forth from
the land, playing a shrill vesper. Bred as a counter-measure
to the plague of monetary inflation, these ferrophagic
cicadas have turned into a scourge of their own, swarming
according to some long lost conjunctural clock. A failed
save means that all your unconcealed metal objects are
consumed by clouds of insects.
10 The winds depart. Perhaps the local clime has reneged
on an ancient agreement. Perhaps the s tipulated duration
of the contract has simply run its course. Whatever the
reason, the winds are rapidly departing. By this time next
day all air will have departed from the area.
11 Landscape Castling. Even the most picturesque scenery
invites lassitude after a longer or shorter season. To ward
off acedia among the desert saints, the emperor Tuskoob
contrived a plan for rearranging the landscape. That plan
is in tatters, but the petites montagnes bound in service
still butt heads from time to time. All topography within
the area is reversed; valleys to hills, etc. Dex checks for all
physical activity while the earthquake lasts, saves to avoid
falling debris where applicable.
12 Last Flight of the Dead. The classical cloud pantomime
of undead rebels fleeing before pursuing imperial heroes.
Performance perfectly on schedule. Soon the roadside is
filled with the garish tents of artlovers, binaculars g littering
in the sun. Oohs, aahs and the snapping of fingers abound.
27
drusticc’s abridged dowry
A Red Planet Grimoire
28
Ruic’s Taciturn Kiss (Level 3)
Permanently steals the target’s voice with a kiss on the mouth. No
saves allowed. The caster can use her collection as she sees fit.
Cost for non-mages: Loses own voice.
29
Unlockable Class: Cinnamon Hunter
Out of the wastes, with frankincense and bitter myrrh
Languages: Lingua martia
Armor and Weapons: Any, except plate
Levels, Saves, Attacks, hd: As Cleric
Starting equipment: Black conch horn, unspent gp in cinnamon
Abilities
Level 1:
• Scorn the Commonplace: When offered the choice between
bare necessity and luxury, you must choose the latter or lose
access to all class abilities until you have wasted gp equal to xp
required for your last lvl on something extravagant.
• One of the Fragrancy: Use downtimes to learn a new secret
technique or gain lvl d4 doses of the italicized item in its title.
• Tracker: 3-in-6 base chance to pursue prey in the wilderness.
Level 2:
• Mating Call: Mimic the passionate longing of the cinomolgi.
1-in-6 that one arrives in 1d4 hours, reaction roll modified by
your level. Takes an hour and requires a black conch horn.
Level 4:
• Trained nose: You recognize most poisons, drugs and spices
by smell. -1 on all rolls when confronted by horrible stench.
Level 5:
• Riding the Wind. Latching yourself to a cinomolgus, you can
guide its flight by playing on your horn.
Level 7:
• Master seasoner: Food poisons in dishes prepared by you are
undetectable by most mundane means. And they taste great!
Level 9:
• Hunting Party: Gains permission to open her own lodge in a
city, attracting 2d6 lvl 1 hunters willing to risk life and limb in
the hunt for rare foodstuffs and forgotten perfumes.
30
This will surely end well.
secret techniques of the fragrant society
1 Frankincense Charmer: You have tamed one of the winged
snakes that guard the hidden frankincense groves. Stats as
a falcon, reroll failed surprise rolls in the wilderness.
2 Myrrh Weeper: You know the phrases that bring forth
fragrant tears. Force a morale check from flora once per day.
3 Saffron Sage: You know how to haggle like a priest. Use at
altars to gain a one-time use of a random lvl 1 cleric spell
4 Catnip Climber: A dose lets you climb and fall like a cat for
an hour. Immediately noticed by nearby (purring) felines.
5 Caviar Crèche Raider: You fight as well under water as on
land and can hold your breath for 10 + lvl minutes.
6 Salt Sycophant: Melachilisk trade has made you a savant in
flattery. Give a compliment to reroll a reaction once per day.
31
Thin Desert Encounters
Every morning, afternoon and night: Roll 1d6
1 indicates an encounter as per the table below
2 indicates a sign of the next encounter (if the
next encounter roll shows a 1 or a 2)
Through the
Thin Desert #1