Professional Documents
Culture Documents
ISSUE 02
LEO HUNT
WELCOME TO VAARN
Vaarn is a science-fantasy RPG setting.
It draws inspiration from novels like
Dune, Hyperion, The Book of the New Sun,
and the graphic novels of Moebius. If you
haven’t read those that’s totally fine, it
will make my theft seem original.
2
could help or hinder the players in their had their eye put out by the claws of a
goals. ravenous lizard-lion, then Gnomon is the ideal
A solid foundation for a campaign could place to locate a replacement. And so on.
involve pitting the players against the agents
of Ancamulla the Water Baron, adding the Gnomon is Yours
Hegemony Consul Larke xan Lonrot and the Gnomon is a kaleidoscope of places, incidents,
gangster Prieval Prise into the mix as people, and organisations. The city wears many
potential enemies or allies. However, other faces, and no two versions of Gnomon should be
permutations of hostile and helpful factions the same at different gaming tables. My vision
are possible. Such techniques are detailed of the city is in the end only a spark; you are
further in the following faction pages. invited to kindle it.
Enticing a party into travelling to Gnomon
should be reasonably simple. If they have
uncovered a mysterious item of exotica in one
of the vaults beneath Vaarn, then Gnomon is the
place to have it appraised. If they are seeking
an elusive NPC, then the bustling squares of
Gnomon are surely home to someone who knows
their whereabouts. If they wish to hire
mercenaries, Gnomon is riddled with such
desperate, violent wretches. If a character has
3
WATER DEBT
Vaarn is a dry and rain-starved country. In the
trackless blue deserts, clans of Faa nomads
Ancamulla and the New Hegemony
The New Hegemony claims dominion over Gnomon
battle over oases and ancient reservoirs. In and taxes all commerce there; this claim is
Gnomon, the largest city in Vaarn, the need for relatively recent, and conflicts with the Water
water is even more desperate and the city’s Baron’s ancient rights over the city.
economy is founded on water debt. One might ask why the Hegemony does not
bring its military might to bear on the Baron,
Where Does the Water Come From? and seize control of his Aquifer. The answer
By ancient law, distribution of water in Gnomon is simple: Ancamulla has a sabotage device
is controlled by the Water Baron, Ancamulla. implanted within the mechanism. If he is
The Baron’s Aquifer machine stands at the base imprisoned or killed, this device will trigger,
of the Apex, and it draws vast quantities of and the water supply for Gnomon will cease
cool, fresh water from deep within the flesh of forever. The city will collapse into anarchy
the Urth. Through a web of pipes and fountains, and destroy itself within days.
the city drinks at the Baron’s pleasure. The Hegemony could certainly depose the
Access to water is administered by the Water Baron; however, his sabotage device gives
Water Baron’s clerks and mercenaries. The poor them pause. Ruling a living city that pays
drink from public fountains, while wealthier taxes is preferable to ruling a lifeless husk.
residents of Gnomon have private pipelines Therefore an uneasy peace exists between the
installed in their townhouses. All must pay the two factions. Ancamulla provides a water ration
water tax, however, exchanging goods at the to the Hegemony’s troops and administrators
Baron’s banks for water-debt tokens that are free of charge, and in return is left to
redeemable at public fountains. Each token is tyrannise the common folk of Gnomon as he sees
worth a day’s drinking water for one person, fit.
if they take small sips. The militiamen who man The precise nature of the Baron’s sabotage
the water fountains may also exchange water for device is left to the referee to decide. If it
food, weapons, or other luxuries, depending on could be uncovered and disabled by the players,
their mood. All water in Gnomon belongs to the the balance of power in Gnomon would change
Baron, and bringing water from outside the city forever.
walls is forbidden.
Water Debt and the Players
The players must drink every day (unless they
are synthetic). Make them aware of this, and
punish them when they aren’t drinking.
Inflicting the Deprived tag on them, which
prevents them from healing lost HP, is a good
start. If they go multiple days without
drinking, you may impose stiffer penalties.
Make it clear that the Water Baron has a
monopoly on potable water in Gnomon, and that
they’ll need to pay his militia with water-debt
tokens every day.
You decide how much a token is worth, but
I suggest allowing them to trade an item slot’s
worth of equipment for a single token at the
Baron’s banks.
If your players are anything like mine,
they will immediately start trying to find ways
around this extortion. They will steal tokens,
steal water from NPCs or from the Baron’s
mercenaries, tap into private water pipes, or
try to overthrow the Baron entirely and make
water free for everyone. This is all good, as
it drives conflict. Embrace it.
4
BARTERING
Gnomon is a trading hub for all of Vaarn, and
therefore it is likely that the PCs will find TYPICAL PRICE IN WATER-DEBT TOKENS
themselves interacting with merchants during A Day’s Water 1 Token
their visit. Almost anything imaginable will
be for sale somewhere in Gnomon’s Great Souk, Sturdy Boots 1 Token
located in the Morningshade district.
Vaarn has no universally accepted Flash-bangs (5) 1 Token
currency, so interactions with shopkeepers and
Mortar & Pestle 1 Token
merchants will require the players to intuit
what the seller is willing to accept in Hourglass 1 Token
exchange for their goods.
I allow my players to make trades that seem Tube of Omni-Glue 1 Token
reasonable at a glance, assuming that an item
slots’ worth of goods can be exchanged for Flare (5) 1 Token
similar. The referee can use the table of Light Weapon (d6) 2 Tokens
approximate prices on the right to aid their
judgement. If they are still uncertain whether Motion Sensor 2 Tokens
a trade would be acceptable, they may roll d20
and refer to the table below, modifying with Autoglot Translator 2 Tokens
the PC’s EGO bonus.
Magnetic Boots 2 Tokens
9-12 They shrug and look at the sky Luxury Clothes 4 Tokens
Replacement Limb 5 Tokens
13-15 They want a different item instead
Heavy Weapon (d10) 5 Tokens
16-19 They’re willing to make the trade Heavy Armour (16/+6) 6 Tokens
Hypergeometric Object 15 Tokens
They like you enough
20+ to throw something extra in Pack Camel 20 Tokens
Auto-Chariot 50 Tokens
Small Wind-Barge 150 Tokens
Modest Townhouse 200 Tokens
5
ANCAMULLA
THE WATER BARON
• Synthetic. The Baron is a golden
box, the size of a heavy dictionary.
• His original brain was human;
Ancamulla copied himself into a
mechanical body centuries ago.
• Has attachments that allow him to
see, hear, speak, and manipulate
objects. He can walk, but is usually
carried around on a pillow by one of his
wives.
• Bored, petty, rude. Enjoys being
begged for things.
• Hoards wealth inside his opulent
palace, but gets little joy from it.
• The Baron Wants: to expel the
Hegemony from Gnomon.
6
THE BARON’S
MILITIA
• Rabble of thugs, cutthroats, and
layabouts. Used by the Water Baron to
collect debt and guard the public
fountains.
• Wear the Baron’s livery: green and
yellow. No standard-issue weapons or
armour.
• Known for violence, extortion, and
dishonesty.
• Maintain a master ‘dry list’ of
water debtors; helping any of these
people drink is a crime.
• Faction Base: the Baron’s Aquifer
machine.
Notes: Swaggering bullies who will only Notes: Commands a group of militiamen;
attack if they outnumber their will always be found guarding a public
opponents. fountain.
7
HEGEMONY CONSUL
LARKE XAN LONROT
• True-kin. Assigned to rule Gnomon by
the distant Hegemon, Praise Their Name
One Thousand Times.
• Regards the position as a
punishment; hates Vaarn, hates Gnomon,
wishes he were back in the Hegemony. Has
been here for decades.
• Sophisticated, morose, heavy
drinker. Black rages. Often hungover.
• Tall, handsome, and commanding. Dark
hair, dark clothing, never sweats.
• Sarcastic, shrewd, and deeply
depressed.
• Larke Wants: to be relieved of his
Consulship in a manner that will allow
him to retain his pride. Has no idea how
this could be achieved.
8
HOUSE
LONROT
• The dominant Noble House in Gnomon.
Transplants from the New Hegemony. Big
fish in a small pond.
• Wear livery of black and purple.
• Equipped with the latest Hegemony
tech.
• Will support the Fifth Legion in
operations within the city. Do not
police the streets, except on the Apex.
• Faction Base: the Consul’s Manse, at
the peak of the Apex.
Notes: Well-equipped and trained, but Notes: When Consul Larke would take
not as numerous as the Legionaries or the lethal damage, a Lictor can choose to die
Baron’s militiamen. instead.
9
COMMANDER
LOONFLOWER
• True-kin. Ranking commander of the
New Hegemony’s Legion in Gnomon.
• Big, forceful, jolly, energetic.
• Moustache, thinning hair, flushed
face. Sunburns easily.
• Cheerfully bigoted towards all non
true-kin characters. Knows lots of jokes
about cacogen.
• Loves poetry. Writes bad poetry.
• Believes he’s engaged in a civilising
mission. Vaarn can be tamed.
• Loonflower Wants: to keep order and
ensure the Hegemony’s borders are safe.
10
THE FIFTH
HEGEMONY LEGION
• The Hegemony’s occupying military
force in the city.
• Only true-kin can become legionaries,
although cacogen, newbeasts, and synths
serve as auxiliary soldiers.
• Easily recognised by their scarlet
uniforms and Hegemony accents.
• Patrol the city streets and walls,
watching for unrest.
• Rivalry between the Legion and
Ancamulla’s militia, which can become
violent.
• Faction Base: the Legion barracks at
the Noonfort.
11
ABBESS FAUNIA
• New-Sheep. Spiritual leader of the
Church of the Promised Sun.
• Grandmotherly, soft-spoken, frail.
• Believes her faith will one day lead
to the rejuvenation of Urth’s dying sun.
Leads long and arduous rituals to this
effect.
• Dresses in the colours of the Sun
That Was And Will Be: argent white and
gleaming gold.
• Ambiently psychic; can always tell if
someone means her harm.
• Faunia Wants: to grow her flock and
live to see the coming of the Promised
Sun. She would do almost anything to
hasten its arrival.
12
CHURCH OF
THE PROMISED SUN
• Religious faith. Their scripture and
religious practices are focused on the
renewal of Urth’s red sun.
• Dominant religion in Gnomon. Many
shrines, churches, and wall frescoes
dedicated to this faith.
• Recognise one another through
sunburst medallions and the greeting ‘May
you live to see the Promised Sun’.
• Priests wear golden robes and smiling
sunburst masks.
• Prayers held at sunrise and sunset,
the dead are burned on pyres.
• Faction Base: the Temple of the
Promised Sun, on Gnomon’s Apex.
Notes: Carry doses of Summerbalm (heals Notes: Will do everything they can to
for d8 HP). avoid spilling red blood inside the
Temple.
13
PRIEVAL PRISE
• New-Jackal. Smuggler and a crook;
runs the underworld of Gnomon.
• Laughs a lot, unpredictable, very
violent. Widely feared. Can switch from
jovial to murderous and back in a
heartbeat.
• Addicted to opiates and amphetamines.
• Incredibly gaudy and tasteless dress
sense.
• Owns the Black Lotus Club, a seedy
dancehall. Often found in the back room.
• Prieval Wants: to take drugs, kill
anyone who insults him, and for people to
laugh at his jokes.
14
PRIEVAL’S CREW
• Criminals, scum. Motley crew of
newbeasts.
• Favour loud, colourful clothing,
gaudy weapons, and flamboyant jewellery.
• Live the fast life: chariot races,
gladiator fights, card games, opium dens.
• Move goods and collect debts for
Prieval.
• Top dogs in Gnomon’s underworld. If
you’re trying to do something illegal,
you’ll have to deal with them sooner or
later.
• Faction Base: the Black Lotus
nightclub, near the southern wall of
Gnomon.
HD: 8 Armour: 11
16
THE CRIMSON
COURT
• Lawyer-gladiators who decide the
outcome of trials in the ring.
• Gnomon’s criminal cases are decided
through these trials. Defendants may
fight in person or they may hire an
Advocate to fight for them.
• Merchant’s contracts are sealed with
the Crimson Mark, exposing contract-
breakers to a challenge in the ring.
• The Advocates are skilled fighters,
and will not take a case they feel is
unworthy.
• Bailiffs of the Court issue
summonses and enforce Nyxia’s
judgements.
• Faction Base: the Crimson Court.
BAILIFF ADVOCATE
Biological Biological
17
LONGTOOTH JAK
• Elderly Alzabo: a fearsome extra-
solar predator, which retains the
memories of the human beings it devours.
• Resembles a bear with purple fur.
• Consumed so many brains that she has
achieved sentience, a rare occurrence.
• Erudite, patient, hungry.
• Speaks with many different voices.
• Religious figure for a coven of
worshippers.
• Jak Wants: safe, reliable supply of
human corpses with interesting memories.
VILLAIN: Jak is still a monster, even if she is a very intelligent one. To make her
an antagonist, play up the creepy cannibal aspect of her coven. Have the players hear
sinister stories about corpses going missing before funerals, and family crypts in
the Tomblands being ransacked. Maybe the Friends of Jak prefer live flesh for their
feasts? A hidden society that practiced such wicked rituals would, of course, be a
topic of fear and revulsion amongst the common people of Gnomon. Someone who rooted
out this cabal would enjoy a favorable reputation in the city.
18
FRIENDS OF JAK
• Secretive cult. They have members
embedded within all other factions.
• Few members, but they are fanatically
dedicated to Jak.
• Robed and hooded during their rites.
• Recognise one another through certain
gestures and phrases.
• Take part in cannibalistic rituals,
which give them access to the memories of
the dead.
• Experiencing these memories is
addictive; slowly turns you into a ghoul.
• Faction Base: the tunnels beneath the
Hushed Archives, an empty library in the
Lantern District.
Notes: Robed and hooded when it is time Notes: The advanced stages of the
to gather. They use Jak’s morale score transformation brought about by Jak’s
if she is present. rituals elongate the limbs and teeth.
19
FACTION
CONFLICTS
The crux of a campaign that focuses on Gnomon Prieval Prise, the Friends of Jak, and the
will be conflict between the major factions. In Crimson Court are underworld or fringe
general, the factions are designed to have factions, which exist without the consent or
certain natural allies and natural enemies knowledge of the larger factions. These three
within the city. groups operate in tandem with one another;
The Water Baron’s stranglehold on the Prieval supplies bodies to the Friends of Jak,
water supply allows him to intervene in all the Crimson Courtiers help Prieval enforce
aspects of Gnomonian politics. This will business contracts, and so on. This is not to
naturally put him in conflict with House Lonrot say there will never be violent conflict between
and the Hegemony Legion, who represent a the underworld factions; in fact it is likely
foreign conquering power that does not there will be. However, they all share a
recognise his authority. disreputable reputation.
House Lonrot and the Hegemony Legion are If the referee wishes to seed some
natural allies, but canny players may find a way interactions between members of the factions
to set them at odds. The Consul’s desire to during a campaign in Gnomon, they may use the
return to the Hegemony might set him against table below. Mirrored results may either be
Loonflower. discarded, or treated as conflict within the
The Church of the Promised Sun will not faction in question. Members of the same
intervene in minor conflicts, but the Abbess organization need not have identical goals,
would begin preaching against the Water Baron after all.
if he deprived large numbers of citizens of
water, or against Lonrot if the Hegemony
committed some massacre.
9
Prieval’s Crew Impress Friends of Jak
10
11
Friends of Jak Arrange the Death Of Prieval’s Crew
12
13 Church of the
Crimson Court Collect Debt From
14 Promised Sun
15 Noble House
Renege on a Deal With Fifth Hegemony Legion
16 Trade Cartel
17 Urban Shrine
Locate House Lonrot
18 Pit Fighters
19 Philosopher’s Guild
Cure the Sickness Of Water Baron’s Militia
20 Gang of Criminals
20
OTHER
FACTIONS
There more than seven factions at work in a Titan Cults
city as diverse as Gnomon. In later sections The great machine suzerains of Urth are long-
of this publication you will find generator dead, their ego-engines scrubbed clean by
tables that will let you create your own trade weaponised logicphages. The quiet and colossal
cartels, urban shrines, minor noble houses, and ruin of their final thoughts is sealed beneath
philosopher’s guilds, all of which can act as Vaarn in decaying lattices of memory-crystal;
smaller, less powerful factions. However, if their memories entombed within miles of neural
the reader desires a brief overview of some of network-shunts that lie, cold and shattered,
the less mundane factions who are at work in in bunkers beneath the mountains.
Vaarn, and would almost certainly have an agent True devotion, however, can never die, and
or two posted in Gnomon, such information can the machine gods still have worshippers. Synths
be found here. and humans alike wish that the Age of Titans
might come again. They wish that the citizens
Seekers of Eyeless Wisdom of Urth might once more travel the stars,
Self-knowledge and spiritual purity are guided by HYPERION’s golden lantern; wish that
achieved not through enlightenment, but justice might again be done by THEMIS; wish
through a slow and patient process of that GAEA would once again administer to the
endarkenment. There are other powers in this sick and that patient METIS would map the
grand and mysterious cosmos that require no sun roiling paths of the future.
to thrive; should the residents of Urth not The Titans are dead, they say, but what
therefore seek to follow their example? There mankind’s arts once birthed, mankind’s arts
are other sources of illumination than the red could restore again. Titan cults, devoted to
and ailing star that squats, bloated and weak untangling these sacred mysteries, are found
like a sated tick, in the high-vaulted sable throughout Vaarn. It would be strange if none
vastness of the heavens: we speak of course of within Gnomon’s walls wished to see the Titans
the interior illumination that comes when one rise once more.
has renounced all prosaic and urthly sights.
We seek those who do not fear the coming death
of the sun and the blackness it will herald;
those rare, strong minds that can be opened to
celestial messages that emanate from the most
distant and lightless of spheres.
Not all the blind beggars who sit at the
corners of streets in Gnomon are sightless, as
the compassionate might suppose, due to
misfortune. Some chose the dark.
21
DISTRICTS
OF GNOMON
Morningshade Sights in the Lantern District:
The north-western district of Gnomon, shaded • An open air debate between two schools of
by the Apex when the sun rises in the morning. Neo-Neo-Relativists.
The Morningshade district is industrious and • A dealer of rare books, smoking hookah on
prosperous, home to striving merchants. The their porch.
primary landmark in this district is the Great
Souk of Gnomon, the vast open-air market that • A sacrificial procession, heading to one
operates from sunrise to sunset. of the neighbourhood shrines.
22
Tomblands Other Landmarks
To the south of Gnomon lie the Tomblands. • The Noonfort - a bastion of solid stone
Ancient customs forbade the burial of the dead that protects the northern gates of Gnomon.
within the walls of the city, and thus the Currently occupied by the Fifth Hegemony
southern road leading from Gnomon is lined with Legion. If the Hegemony arrest the party, they
windowless abodes to accomodate those silent will take them here.
ancestors. This charnel-district extends for
some distance beyond sight of Gnomon’s walls; • The Docks - a rumpus of ropes and timber,
Vaarn is old and the dead outnumber the living. where teams of dockhands unload the wind-barges
Criminals and others who find themselves that berth amongst the towers ringing Gnomon’s
unwelcome in the city proper make squalid homes western wall.
amongst the bones. Groups of bandits haunt the • Nomad Camp - the Faa nomads do not sleep
ruins, and there are rumours of more dangerous in houses with four walls and in any case they
creatures still that have crept in from the are banned from the city after dark by Hegemony
blue wastelands and make their lair amidst decree. Clans that are visiting Gnomon to trade
monoliths and unsealed crypts. will be camped at the Eastern Gate of the city.
23
GNOMON
The City of Shaded Markets
1
2
4
8
11
24
1 - Consul Lonrot’s Manse 7 - Faa Nomad Camp
5
7
9 10
12
25
STREET HASSLE GROUP LOCATION SOURCE OF CONFLICT
26
BUILDINGS
ORIGINALLY AND THEN NOW
1 Cybernetics Surgery Destroyed by Fire Abandoned Shell
2 House of Healing Scribe’s House Hegemony Barracks
3 Jeweller’s Shop Orphanage Gambling Den
4 Courthouse Beggar’s Flophouse Passion-House
5 Slaughterhouse Expensive Townhouse Tea Rooms
6 Spicer's Storehouse Rowdy Tavern Martial-Arts School
7 Occultist's Abode Slave Barracks Philosopher’s Guildhall
8 Church of the Promised Sun Farrier’s Workshop Quiet Tavern
9 Cobbler's Workshop Hydroponic Garden Gladiator’s Barracks
10 Bath House Nunnery Cheap Boardinghouse
11 Leatherworker's Abode Distillery Expensive Boardinghouse
12 Schoolhouse Alchemist’s Abode Prison
13 Prison Weapon Dealer’s Abode Music Hall
14 Architects’ Guildhall Shrine to the Titans Puppet Theatre
15 Sawmill Dry-Goods Store Fighting Pit
16 Mask-Maker's Workshop Grocer’s Shop Bakery
17 Matchmaker's Abode Butcher’s Shop Pet Shop
18 Shrine to Amun-Oh Owned by a Madman Glassmaker’s Workshop
19 Library Armourer’s Forge Florist’s Shop
20 Fortification Astrologer’s Tower Coffee House
27
MERCHANTS
1
NAME
Aakarma
MANNER
Unkempt
FLAVOUR
Rabid Fan of Odd Sport
2 Umatri Suave Laughs at Own Jokes
3 Summine Tired Goods Comically Low Quality
4 Ratian Disfigured Carried Around by Their Sons
5 Strinch Fierce Curses the Hegemony
6 Meadshark Mild Curses the Water Baron
7 Khatri Sleazy Curses Consul Lonrot
8 Dungbird Gaudy Looking for Investors
9 Attle Sullen Weird Feud with Other Merchant
10 Izberel Over-friendly Gleeful Gossip
11 Olovo Suspicious In Debt to Prieval Prise
12 Goodson Talkative Obvious Scam Artist
13 Fordonn Mute Religious Maniac
14 Leves Sickly Extremely Bigoted
15 Ancia Agitated Obsessive Haggler
16 Griddles Dirty Trying to Marry off Their Aunt
17 Luxie Lecherous Assisted by Sullen Child
18 Jacquen Drunken Stingy and Cheap
19 Obritt Helpful Knows all the Best Night-Spots
20 Zavitsy Kindly Sells the Best Goods in Gnomon
28
MERCENARIES
Should the party wish to engage the services of hired swords, Gnomon’s taverns and courtyards
have no end of scoundrels and layabouts who seek a day’s dishonest work. Roll d20 to discern who
is available. Sample stats are given below; feel free to modify them as needed.
Notes: Will work for meals and water. Notes: Will demand a retainer of two
water tokens per day, plus a share of any
valuables or Exotica the party finds.
29
NOBLE HOUSE
The Noble Houses of Gnomon trace their
ancestries to the reign of the Autarchs,
with land-holdings that have been
maintained for millennia. These families
are decadent, lethargic, insular, greedy,
suspicious of outsiders, contemptuous of
those who work for a living, and seethingly
jealous of the growing power of the merchant
class. Many nobles have never set foot
outside the decaying complex of mansions
that encrusts the Apex. Within the
cloistered walls of their homes, they set
themselves to infighting, treachery, and the
pursuit of frivolous obsessions.
3 Love (Forbidden)
Matriarch of
Matriarch a Rival House
4 Love (Unrequited)
30
HOUSE SIGIL ANCESTRAL HEIRLOOM THE FAMILY SHAME
31
TRADE CARTEL
There is lucrative business to be done in
Gnomon, and great wealth arouses great
passions in those who envy it. Successful
merchants have deemed it prudent and
profitable to band together into
professional fraternities that safeguard
each member and provide an insurance
policy in case of losses or disputes.
Outsiders may complain about shady
dealings, price fixing, tax fraud, and
violent extortion, but these cartels have
a firm hold over much of the market, and
it would take more than the sour gossip
of the unsuccessful to dislodge their
grasp.
3 Love (Forbidden)
The Head’s Scion of a
Trusted Advisor Rival Cartel
4 Love (Unrequited)
9 Robbery
Foolish Merchant Delinquent Debtor
10 Gossip
11 Adultery
The Treasurer Crooked Customs Agent
12 Conspiracy
13 Elderly, Respected Gluttony
Hegemony Tax Collector
14 Merchant Mistaken Identity
15 Young, Wild, Baseless Accusations
Major Supplier
16 Hungry Merchant Anonymous Letters
17 Poisoning
Clever, Sly Clerk Major Buyer
18 Embezzlement
19 Greedy, Blackmail Difficult but
20 Corrupt Clerk Murder Necessary Customer
32
NAME (A) NAME (B) NAME (C)
1 Benevolent the Five Wheels
Association Of
2 Auspicious Pious Tradesmen
3 Felicitous the White Lotus
Brotherhood Of
4 Propitious Sober Merchants
5 Bountiful the Ebon Shepherd
Consortium Of
6 Generous Thrifty Companions
7 Amiable Honest Friends
Syndicate Of
8 Congenial the Fatted Calf
9 Cordial Charitable Mercers
Confederation Of
10 Gracious Enterprising Fellows
11 Cautious Resourceful Traders
Union Of
12 Amicable Generous Vendors
13 Concordant the Lucky Heron
Order Of
14 Harmonious the Golden Bough
15 Courteous Prosperous Dealers
League Of
16 Unanimous Respectable Neighbours
17 Consolidated Equitable Brokers
Society Of
18 Affiliated Candid Vendors
19 Common Even-Handed Gentlemen
Company Of
20 Reciprocal the Bountiful Urn
1 Wine
Outstanding Debts Collected
Bribery From a Noble House
2 Chocolate
3 Carpets
Outstanding Debts Collected
Arson From an Urban Shrine
4 Honey
5 Olives
Outstanding Debts Collected
Smuggling From a Philosopher’s Guild
6 Cheese
7 Bread
A Business Rival
Water Theft to Disappear
8 Paper
9 Salt
A Hegemony Tax
Insurance Fraud Collector to Disappear
10 Camels
11 Sacred Puppets
To Hire Guards For
Price Fixing a Lucrative Trade Caravan
12 Hats
13 Boots
To Find Out Who Burned
Shoddy Goods One of Their Warehouses Down
14 Knives
15 Synth Parts
A Rival Cartel’s
Intimidation Warehouse Burned Down
16 Beer
17 Spices
A Rival Cartel’s
Tax Evasion Treasurer Kidnapped
18 Tea
19 Coffee
To Have a Rival Cartel’s
Murder Trade Caravan Robbed
20 Tobacco
33
URBAN SHRINE
The Church of the Promised Sun is not the only
faith followed in Gnomon. Traders have
brought more than the sand in their boots and
the cargo in their saddle-bags to the city of
shaded markets; their creeds have been
carried with them, and there are a plethora
of gods, demigods, quantum daemons, fungal
sages, and void-saints worshipped at shrines
throughout the city. Some of these sanctums
are tended by hundreds of priests and
acolytes, but most are smaller affairs, that
boast only a handful of curates and
worshippers. They are sacred all the same.
3 Love (Forbidden)
The Shrine Keeper’s Dull, Devout Worshipper
Adopted Child
4 Love (Unrequited)
34
GOD ASPECT (A) GOD ASPECT (B) HOLY RELIC
1 Tiger Old Man Saint’s Finger
2 Hippo Honey Badger Preserved Head
3 Warrior Horse Golden Cup
4 Child Sandworm Ancient Coins
5 Bee Synth Eternal Flame
6 Locust Fungus Mysterious Box
7 Shark Crystal Sacred Flower
8 Cockerel Crown Golden Scythe
9 Hawk Ibis Musical Instrument
10 Owl Wolf Manifold Crystal
11 Mother Serpent Arcane Machinery
12 Blacksmith Egg Unexploded Bomb
13 Scorpion Fire Preserved Heart
14 Spider Wind Immortal Animal
15 Crone Storm Sacred Beehive
16 Antelope Sword Beautiful Robes
17 Jackal Hammer Illuminated Texts
18 Sun Spacefarer Carved Figurine
19 Moon Lantern Black Throne
20 Star Goat Intricate Head-crest
35
PIT FIGHTERS
There is nothing that clears the mind
after a day of work like the sight of a
stranger’s blood on freshly-raked sand,
and the city is alive at night with the
roars of the spectators and the cries of
the fallen.
3 Love (Forbidden)
Ticket Tout, Who Works
Owner’s Spouse the Street Outside
4 Love (Unrequited)
36
GLADIATOR NAME (A) GLADIATOR NAME (B) APPEARANCE
1 Morgo The Butcher Gaunt
2 Agrippa The Red Jovial
3 Gugri The Sweetheart Burn Scars
4 Raiche Bonecrusher Face Tattoos
5 Zakarpino The Hammer Glum
6 Kharye The Sly Brawny
7 Fennik The Poet Corpulent
8 Calmar The Unblooded Dirty
9 Borondorin The Mute Missing Limb
10 Pavgory The Strangler Missing Eye
11 Hallpox Ironskull Black Teeth
12 Bereth The Gentle Golden Teeth
13 Lenna The Preacher Outrageous Haircut
14 Rainadder The Fool Totally Hairless
15 Yelaspezia The Lucky Frighteningly Happy
16 Diamo The Merciful Glowering
17 Lismus The Cheat Intense
18 Verekholm Earthshaker Scholarly
19 Palatar Blacktooth Elderly
20 Helmonia The Golden Beautiful
37
PHILOSOPHER’S
GUILD
The Great Collapse scoured the wisdom of
the ancients from the surface of the
Urth. Only shards of their discoveries
remain, but the merest glimpses of what
once was are enough to compel some to
dedicate their lives to a desperate
search for those squandered truths.
9 Philosopher, Robbery
Driven Mad Spouse of A Philosopher
10 By Their Research Gossip
11 Adultery Former Student,
Talented, Arrogant Who Broke
12 Student Conspiracy the Guild’s Code
13 Stupid, Wealthy Gluttony Former Student, Who
14 Student Mistaken Identity Founded Rival Guild
38
GUILD NAME (A) GUILD NAME (B) GUILD NAME (C)
1 Benevolent Order Of The Golden Twins
2 Hermetic Brotherhood Of The Alabaster Hound
3 Esoteric Sisterhood Of Learned Masters
4 Philanthropic College Of Quiet Brethren
5 Learned Association Of The Auspicious Owl
6 Arcane Lyceum Of Somber Scholars
7 Recondite Institute Of Theoretical Harmony
8 Sagacious Organisation Of Star-Blessed Unity
9 Orphic School Of Revealed Wisdom
10 Wise Guild Of The Purple Tower
11 Rational League Of The Red Lectern
12 Gnostic Federation Of The Black Stork
13 Apt Society Of Querulous Investigation
14 Astute Union Of Theoretical Surveyors
15 Sophic Partnership Of Harmonious Students
16 Brilliant Gathering Of Humble Philosophers
17 Watchful Family Of Solipsist Lectors
18 Judicious Fraternity Of Ceaseless Scrutiny
19 Cordial Fellowship Of Beneficent Inquiry
20 Auspicious Syndicate Of Remorseless Discovery
9 Quantum Physics Fast Between Dawn and Dusk Obtain Item of Exotica;
Currently Possessed
10 Fungus Take Vow of Silence By a Noble House
39
GANG OF
CRIMINALS
3 Love (Forbidden)
Brutal Enforcer Art Forger
4 Love (Unrequited)
5 Love (Triangle)
Young, Naïve Orphan Crooked Customs Agent
6 Debt (Gambling)
7 Quick-fingered Debt (Water)
Owner of a Safe House
8 Pickpocket Debt (To Prieval Prise)
9 Fence of Robbery
Head of Rival Gang
10 Stolen Goods Gossip
11 Charming Adultery
Killer for Hire
12 Con-artist Conspiracy
13 Aged, Cynical Gluttony Owner of
14 Burglar Mistaken Identity a Passion-House
15 A Risky Plan
Cunning Forger Gambling House Owner
16 Addiction (Drink)
17 Addiction (Narcotics)
Petty Smuggler Street Musician
18 Snitching
19 Blackmail
Sharp-eyed Lookout Owner of an Orphanage
20 Murder
40
GANG NAME (A) GANG NAME (B) THEIR LEADER
1 Golden Street Mob
Soft-Spoken Psycho
2 Mossy Boot Crew
3 Graveyard Shift Rascals
Cheerful and Cunning
4 Flaming Horse Gang
5 Big Skull Crew
Hulking Brute
6 Jade Scorpion Company
7 Knucklebone Outlaws Synthetic Brain Inside
8 Wild Rooster Raiders Unlikely Object
9 Shrieking Madmen
Actual Child
10 Ghost Panther Ring
11 Pink Flamingo Squad
Wears a Weird Mask
12 Red Tooth Outfit
13 Howling Crab Troupe Parasite Inside
14 Daggerhead Posse Other Gang Member
15 Milkshake Cabal
Blind Psychic
16 Rattlesnake Bandits
17 Smiling Demon Clowns
Creepy Old Woman
18 Left Handed Rustlers
19 Lucky Domino Sneaks
Scion of Minor Noble House
20 Harlequin Wretches
41
TAVERN
The Water Baron may have a monopoly on
fresh water, but he does not have one on
booze. Gnomon is awash with alcohol and
drugs, brought from the four corners of
Vaarn and beyond. In the tavern,
Gnomonians from all walks of life gather
to forget the day’s troubles, meet
friends old and new, and get drawn into
petty conflicts with heavily-armed,
drunken strangers.
3 Love (Forbidden)
Owner’s Spouse Widely Loathed Regular
4 Love (Unrequited)
9 Robbery
Bartender Local Thug
10 Gossip
11 Adultery Wealthy but Miserly
Bouncer
12 Conspiracy Regular
19 Blackmail
Dancer Owner of a Rival Tavern
20 Murder
42
TAVERN NAME (A) TAVERN NAME (B) TAVERN NAME (C)
1 The Jolly Sandworm
Hotel
2 The Miserable Alzabo
3 The Cat and Jackal
Inn
4 The Fighting Zebra
5 The Dancing Bull
Bar
6 The Golden Boar
7 The Red Cockerel
Club
8 The Black Scorpion
9 The Dead Cactus
Tavern
10 The Peach and Dog
11 The Thirsty Egg
Lounge
12 The Lonely Goat
13 The Furious Camel
Saloon
14 The Noble Autarch
15 The Drunken Fool
Taproom
16 The Bell and Crone
17 The Lily and Child
Retreat
18 The Pale Soldier
19 The Sacred Nomad
Cantina
20 The Lucky Priest
43
NPC CREATION
ANCESTRY GENDER BODY DRIVE
1 Tall Craves Drug
2 Short Craves Drink
3 True-kin Frail Religious Mania
4 Muscular Seeks Revenge
Male
5 Fat Pay Off Debt
6 Thin Pilgrimage
7 Skeletal Escaped Slave
8 Cacogen Hunched Fleeing the Law
9 Lopsided Collect Debt
10 Lithe Craves Fame
11 Gnarled Craves Wealth
12 Squat Craves Knowledge
Female
13 Newbeast Bloated Missing Family
14 Gangly Missing Friend
15 Child-like Hates a Rival
16 Tanned Unrequited Love
17 Synth Gigantic Forbidden Love
Androgynous
18 Wiry Craves Power
19 Stout Create Art
Mycomorph Nonbinary
20 Injured Carnal Lust
44
COMMON NAMES
Adria Eschilia Kavinder Obert Sourhow
Ajishir Flammer Kiddaw Oromiel Suffe
Alaith Fokin Kimov Ostamir Touronisi
Anchat Fundil Kouri Othonous Trimona
Ashali Galad Leechpie Pantperch Turlan
Bellas Gandil Lemmaith Pastan Twitchpike
Blake Gartsnake Leves Phaniel Ulfgan
Bluelady Giouri Limnos Pieta Ullsnake
Brant Gorlas Liquiem Pranbir Unukat
Breeze Grapple Listheap Pulchib Vardotas
Butter Greyknott Longue Rainwrig Virinum
Calmir Hadriel Maiam Rattlemell Voussa
Cassi Hallencrag Maraki Riverhow Whipman
Catscree Harptree Mathos Romseed Windir
Celeg Hezen Megal Safos Xiambia
Cherren Histle Meisa Salaios Xidao
Crowinder Homite Mendar Sallowfell Yemell
Dabia Hyssos Michess Sanger Yondersoul
Dollyn Idriel Muskmallos Saskat Zevenon
Dyland Illhead Narth Sertdeat Zwiede
CAREERS
Alchemist Butcher Exorcist Mask Maker Rope-maker
Apothecary Card Cheat Falconer Mason Scullion
Architect Carpenter Farrier Mercenary Sculptor
Armourer Cartwright Felt-maker Midwife Slave (Domestic)
Astrologer Chandler Gambler Miner Slave (Military)
Bag-maker Charcoal Burner Gladiator Minstrel Shepherd
Baker Charioteer Glassblower Miracle Healer Sin Eater
Bandit Cheese-maker Goatherd Monk (Temple) Stonecutter
Banker Chirurgeon Goldsmith Monk (Beggar) Storyteller
Barber Clerk Gravedigger Needle-maker Swineherd
Basket-maker Clock-maker Hangman Pack Handler Tailor
Bastard Farmer Clone Catcher Herbalist Painter Tanner
Belt-maker Cobbler Hunter Parchment-maker Tax Collector
Blacksmith Cook Illustrator Preacher Thatcher
Bookbinder Con Artist Inquisitor Plasterer Thug
Brass-worker Cutpurse Jailer Poet Trumpeter
Brewer Drunkard Jeweller Porter Watermonger
Bridle-maker Dyer Leadworker Potter Wet Nurse
Broom-maker Embroiderer Leatherworker Prostitute Woodcarver
Bureaucrat Engineer Locksmith Rag Gatherer Wool-winder
45
RANDOM DRAMA
NPC A DESIRES TO NPC B
46
CHANGES IN
GNOMON
No city stands still, and certainly no city as of all their Legions in the heartlands of the
chaotic and vibrant as Gnomon. If the players Hegemony. Nobody’s quite sure when the soldiers
leave town for a while and come back, here are will come back. House Lonrot are left in charge
some things that might have changed while they of the city, with only their modest household
were gone. guard to enforce the Consul’s will. If anyone
was ever going to make a play for Gnomonian
• An Inspector Calls. The distant Hegemon, independence, this is their chance.
May Their Reign Last One Thousand Years, is
displeased with the tax-flow from Gnomon, and • Language Plague. A reckless vault-raider
feels a firmer hand is needed. A cabal of brought some awful relic of the Age of Titans
Hegemony Inquisitors have arrived, and they into the city, and a rapidly-spreading language
have established a new branch of the House of virus is threatening the populace. The disease
Questions atop the Apex of Gnomon. Even Consul compels sufferers to endlessly repeat a strange
Lonrot and Commander Loonflower are not immune mantra, and all those who hear the words of the
to the attention of the Hegemon’s Inquisition. chant run risk of infection themselves.
The white-robed Brides of Truth walk through Citizens have stuffed their ears with wax and
the city like ghosts, followed by groups of are ringing every bell they can find to drown
mute, black-robed Grooms, their dangling out the chants of the infected. The Hegemony
proboscises itching to suck the lies out of Legion struggles to keep order as the
someone’s skull. People are vanishing from Philosopher’s Guilds compete to find a cure.
their homes at night. Nobody knows who may be
an informant. And what exactly is the Grand • Great Fire. Nobody is sure how it started,
Inquisitor doing, up there in his windowless but a fire is either currently raging or has
tower? devastated a great swathe of the city’s crowded
townhouses. Choose one of the NPCs the party
• Rain Will Come. How much longer must the has grown closest to during the course of the
good people of Gnomon suffer under the Water campaign: they have either lost their home or
Baron’s yoke? How many more outrages must they are in imminent danger of doing so. How did the
endure? A new voice promises liberation from fire start? Was it deliberate? The streets are
the Baron’s rule. This preacher stirs the surely full of gossip.
populace with their tales: myths of free water
for all, falling from the Vaarnish sky as it • Gathering of the Nomads. The disparate
did long ago. They call this preacher the clans of the Faa nomads have gathered outside
Rainmaker. Mobs of their followers gather in the walls of Gnomon for their once in a decade
the public squares, wailing and lamenting and Great Moot. A tent-metropolis has appeared
imploring the sky to bless them. The great and overnight, dwarfing the aged, rigid construct
good of Gnomon are, understandably, less than of stone that calls itself Gnomon. The streets
keen on this preacher riling up the masses. throng with the roaming people of Vaarn’s
Someone really ought to do something about that endless deserts. Toasts are drunk, marriages
fanatic. between clans are arranged, ritual duels end
with both participants dead in the ring, and
• The Legions Return. The Hegemon, May Their the souks are filled with the bounty of the
Blade Cut Down the Unforgiven, has urgent need deepest azure sands.
47
APPENDIX:
TONGUES OF VAARN
HEGEMONIC STANDARD - The language of CACKLEGAB - The speech of the loathed Cacklemaw
bureaucracy, taxation, legal contracts, debt, matriarchies. Raucous and harsh. Has ten words
and edicts. The official tongue of the New that describe the sensations of biting into
Hegemony, and therefore the ‘official’ tongue warm flesh, and no word for ‘love’. Difficult to
of the occupied areas of Vaarn as well. Not pronounce if you don’t have a muzzle.
widely heard outside of Gnomon. AUTARKIC - The language spoken by the Autarchs
VAARNISH - The lingua franca of Vaarn and the and their subjects. The stratified caste system
surrounding regions. Vaarnish is the of the Autarchy resulted in a stratified
linguistic bridge between Faa nomad tribes, language, where slaves and lower caste citizens
Cacklemaw clans, Hegemony troops, the denizens were only permitted to speak Low Autarkic. The
of Gnomos, the vertiginous theocracies that High variant is an entirely different tongue,
roost within the Great Wall, and all other sharing only a few characters.
corners of this vast blue ruin. Spoken by many, Low Autarkic pictograms and audio
but the mother tongue of few, Vaarnish is recordings can be widely found across Vaarn,
considered by linguists to be a descendent of and some aged synths and planeyfolk still
Low Autarkic, with loan-words plucked from the fluently speak this tongue. Due to the shared
Faatongue, Hegemonic Standard, and the obscure vocabulary with modern Vaarnish, most
dialects spoken within the Great Wall. residents of Vaarn can understand at least some
of the Low Autarkic script they see around
FAATONGUE - The language of the Faa nomads. them. High Autarkic, however, is an imposing
Does not have a written form; appears to be monolith of a tongue, studied only by scholars
directly derived from nomad-tongues that were with an interest in Vaarn’s deepest vaults.
old even before the Fall of the Titans. Most obscure of all is the variant script
Faatongue is the language of open spaces; of that was reserved for the consorts of Autarchs,
sandstorms and patience and praying for rain. a secret court-language of high-born spouses.
The Faatongue is notable for its strange and Scant written examples have survived, but a
fluid concepts of time and distance, and its complete lexicon of the Consorts’ High Autarkic
vast number of words for differing shades of would be a great prize.
blue.
TITANCREED - The language spoken by the mighty
LOGLANG - The internal syntax that drives Titans, and their human and synthetic subjects.
synths; also functions as their mother tongue This language is not simply dead: it was
and private speech. LogLang is expressed using violently killed by the same AIs that birthed
mathematical propositions, and statements can it, and even attempting to learn Titancreed is
be encoded into circular fractal glyphs, in the fraught with danger. The Creed’s lexicon was
flickering of infrared beams, or in ultrasonic sustained by the Titan AIs’ ego-engines and
tones. general-syntax drivers, and when those great
Biological creatures can learn to read the minds went mad, their Titancreed went mad along
written form of LogLang, although speaking with them.
fluently is impossible without a synthetic brain Fragments of the chrome gods’ speech can be
and the ability to emit infrared light. LogLang uncovered the archives of many ruins throughout
is believed to be a simplified form of Vaarn, but unpacking the concepts encoded
Titancreed, hastily assembled by the synths in within is very dangerous, for the seeds of
the confused years following the Titanomachy. compulsive insanity are sown throughout the
NOOSPEECH - The language used for psychic Titans’ last messages, and they can grow
communications. There is no ‘spoken’ form of unchecked in the minds of synths and humans
this language, nor can it be written down. Some alike. Language viruses have been discovered
claim this is the universal language shared by in Titancreed messages that can re-format a
all sentient beings. Noospeech is very difficult biological or synthetic brain within hours,
to lie in, as the listener will have access to transforming kind and meek scholars into
your internal moods and beliefs as they hear emotionless automata who fanatically pursue
your words; however, lying is not impossible, perverse and dangerous goals. It is not known
if one is trained in the correct methods and whether these traps were intentionally laid,
imbibes the right drugs. some final revenge on whoever might come to pick
the machine gods’ bones; or if they simply
represent the dying thoughts of minds that were
always beyond our ken.
48
FINE DINING INGREDIENTS (x2) MAIN DISH SIDE DISHES (x2) BEVERAGE
A C K N O W L E D G E M E N T S
Vaults of Vaarn is compatible with Knave by Ben Milton, a Creative Commons Attribu-
tion 4.0 Licensed product. Knave can be bought here: drivethrurpg.com/product/
250888/Knave. The material published here is likewise presented under a Creative
Commons Attribution 4.0 license. Feel free to remix, copy, hack, and add to the
contents of this zine; I ask only for credit to be attributed. // The Vaarn setting
has been inspired by many sources. The novels that have been the biggest influence
are The Book of the New Sun by Gene Wolfe, Dune by Frank Herbert, and Hyperion by
Dan Simmons. Vaarn also owes a lot to the artwork of Jean ‘Moebius’ Giraud, Kilian
Eng, and Decadence Comics. I have also been inspired by the videogames Rain World
and Caves of Qud. The art on page 46 is inspired by an animation loop by Beeple. //
I would like to thank everyone who bought, commented on, or downloaded the first issue
of this zine; it meant the world to me. I would also like to thank my Sunday gaming
group, who were the first to explore Gnomon. // Further content, such as play reports,
lore, and a downloadable character sheet, can be found at vaultsofvaarn.wordpress
.com. I am also on Twitter: @infrabeige. Please give me a shout out if you liked what
you read here, it always makes my day.
When a traveller is adrift in the blue dunes of Vaarn’s desert, he dreams
of a city. When the camel’s hump sways beneath him, he dreams of a
cushioned alcove in a tavern, with learned conversation and hookah smoke
coiling languidly in the air; when Vaarn’s red sun beats upon his head he
dreams of cool avenues shaded by demure and welcoming lemon trees.
Oppressed by his loneliness, the traveller dreams of a city where the
crowds embrace him and strangers greet him as brother; when he swills the
last dregs of water around blistered gums he dreams of a a fountain in a
public courtyard, where the daughters of the neighbourhood arrive to draw
water and eye a handsome stranger.
Gnomon, the city of shaded markets, at first appears to be this dream
made solid. There are taverns with cushioned alcoves, as the traveller
sought; also he will find learned conversation and hookah smoke, wide
avenues flanked by lemon trees, public fountains and smiling maidens and
strangers who greet him as brother. There are many sights in Gnomon, sights
beyond the traveller’s dreams: glittering mezzanine gardens and parades
of masked hierophants, guild halls where cone-hatted clerks ponder their
ledgers of debt, babbling souks where the merchants mutter their bargains
like mantras and even memories may be bought for the right price. Truly
this was what he sought in a city.
So bewitched is our traveller, he scarcely notices that the merchants’
smiles do not reach their eyes, that the women who wave from passion-house
windows have faces brittle as porcelain, that each stranger calling him
brother has an accomplice reaching into his pocket. It is only as he leaves
under cover of darkness, with a head ringing from cheap wine and a purse
empty as his stomach, that the traveller begins to curse Gnomon, the
undreamed-of city, the gilded trap.
RPG ZINE 02