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e Skyless World Page 8


House in the Stars Page 14
Flickerburst Page 17

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Where it all Began Page 22
e Players Page 26
Ashur Page 30
e Torus Page 44

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Stepping into Twilight Page 54
Land of Second Chances Page 60
Suruptu Page 64

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2G Page 78
Along the Way of Lanterns Page 84
Nataku Page 88

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Behind the Curtains Page 104
Mind Page 109
e MEMOs System Page 112
Revelations Page 115

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Amnesiac Page 122
e Machine Page 128
e Wild Page 132
e Dreadlands Page 136
e Dreamlands Page 140
BrightTown Page 144

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at Which Crept In Page 150
Flora Page 165
e Steel Kin Page 167

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e Drapery Falls Page 184
e Science of Nibiru Page 188

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Our Family Values Page 194

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q QJQZ KQMVKM /QK QWV 0IUM WN 5W 6MUWZQM r
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Writer
Federico E. Sohns

Editor
Olivia Hill

Lead Artists
Mahea Rodrigues, Daniel Liang, Alexey Tretyakov

Art
Masashi Kageyama, Anastasia Balakchina, Leon Tukker, Mark Zhang, Imad Udir, Le Vuong, Triplet
Concept, Federico E. Sohns

Graphic Design
Federico E. Sohns, Kevin D. Odiz , Jose D. Lanza Cebrian

Guest Artists
Jarek Kubicki, Alex Chow, 韩艾洲

Art Direction
Federico E. Sohns

Layout
Federico E. Sohns, Nazzareno Palmigiani

Mental Health Advisor


David Coulter

Astrophysics Advisor
Joaquin Garcia de la Cruz

Creative Assistant
Diletta Maria Angelo

Special anks
Garry Harper, e Rolistes Podcast

Playtesting
Stephen C. Robinson, eo Maligeay, Alexander Gent, John Black, Joshua White, David Coulter, Javier Angeriz-Caburrasi,
Sammy Broly, Diletta Maria Angelo, Gabriel Steimberg, Valeria Libertad Vidal, Facundo “Yayro” Mucci, Benito Lynch, Juan
Mendez, Graciela Lynch, Stefano Guerriero, Johan Edward Westberg, Hugh Woods, Luca Cupani

And many more...


... ank you kindly!

© 2019 by Araukana Media LTD. All rights reserved.

49 Bowline Court, 15 Telegraph Ave, SE10 0TF, London, United Kingdom.

SKU: MUH051317

For more information, visit our website:


www.araukana.com
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PM SaTM WZTL

e stars shone bright on that fateful night, more than e ickering lights above us, our only refuge from the
four thousand years ago. Under the midnight sky, the innate darkness of this weird world. Every conception
Mesopotamian winds carried away the scents of incense, of nature, changed. Every known aspect of our world,
the echoes of laughter, music and joyous celebration. e warped.
temple’s construction was over.
What would we dream of? What would we be afraid of?
A er weeks of festivities, prompted by the ird King’s What would we ght for?
return, the city fell asleep. In their dreams, they saw the
holy debts repaid—their souls li ed gracefully to the stars. ese are your rst steps into the strange world of Nibiru.
You count yourself among the many inhabitants of this
But suddenly, something happened. An instant of daylight space station, a monstrous machine designed to do who-
tore the mantle of night apart, its shine blinding those knows-what. Will your purpose be to nd the answer to
below. e most deafening noise ever experienced by that question? Will it be to survive the darkness and carve
humanity accompanied the light—so loud, as if the cosmos out a life for yourself and your loved ones? Will it be to
itself let out a desperate cry. Petri ed, they gazed at the sky delve deep into the farthest lands of this skyless world,
above. en they saw it—their dream, realized—for the desperate to know what’s behind the curtain? Whatever
one and only time. will be the path you choose, remember: e choices you
make will have consequences—for you and the ones who
Nibiru, their second home, passed by. will join you.

Nibiru is a Science Fiction Role Playing Game of Lost


Memories. A role playing game is a game in which the
players take on the roles of other people, immersing
MKWVL 1WUM themselves in a ctional world through the characters
What would life be like in a skyless world? What would
they choose to portray.
it be like to be born, live and die in a place where grass
doesn’t grow, where the wind doesn’t blow and with no
Remember when you used to play pretend with your
horizon to set your sight upon?
friends, playing villains and heroes during playground
hours? Nibiru is very much like those school yard
Let’s imagine that, one day, humanity found itself living
games. e di erence is that, in this case, there is a set
inside of a massive space station. e consequences to
of rules—some unspoken, some duly written—in order
this are more important than the reasons: e water we
for the narrative to remain consistent, for the story to
drink supplied via giant pipes. e air we breath pumped
ow coherently, and for the people involved to enjoy the
through kilometers-long sha s.
experience to the fullest!

8 First Steps
In each adventure you embark on, you and your friends
The Story Structure
will step into the shoes of characters (also known as
A single Session is akin to a TV series episode, sometimes
PCs, or player-characters) for whose portrayal, actions
serving as a staging point for events to come, sometimes
and choices you will be responsible. One of the players
ending in a cli anger, sometimes self-contained, but
will be the Narrator who, instead of playing as another
always pushing the story forward. A Story or Arc
character, will describe the world as it is experienced
comprises anything between one and many episodes, with
by the PCs, narrating the consequences of their actions,
a beginning and an end, and with a plot that revolves
impersonating the people they encounter, serving as a
around certain themes, locales and characters de ned
mediator, and helping the story unfold.
by the Narrator. A Series or Chronicle covers several
arcs, with the constant being the PCs involved. You could
Once the group is set, you will all need a place where you
commit to a slowly developing tale, with secrets that reveal
can get together (we suggest a comfortable, quiet location)
at the close of every story, or maybe create an anthology of
and a reasonable amount of time so you can all get ready
loosely connected tales revolving around a speci c theme.
and play for as long as you wish. Nibiru sessions usually
last for 3 to 5 hours, though your group will soon nd out
what is best for you! It is always important to agree on the
type of game you want to play; will it be more of a political
It should be in everyone’s interest for all players to have
game, trying to uncover the schemes of Nibiru’s rulers?
fun. If this seems not to be the case at any point, speak up!
Will it focus on the horrors of the station, or maybe pan
Mind that some people might have a hard time showing
out as a fully- edged epic centered around exploration?
discomfort. All players should have the other in mind
when partaking in this experience, which makes for
Reaching a consensus on the type of story you’ll tell is
one of the most important set of rules we could convey
crucial to achieve a great gaming experience. Likewise,
to you. is set of arrangements, which should happen
if you are going to touch upon sensitive subjects, it’s
before the game starts, is the social contract. A er that’s
important for everyone to agree to to be on the same page.
set, you will only need to get some pencils, erasers, paper,
a bunch of four-sided dice and you will be set to cra an
unforgettable story!

First Steps 9
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Nibiru exists to evoke wonder, provoke thought, and Role playing games generally have a set mood; an
excite your imagination. Although those initial questions atmosphere they try to convey via their rules, their setting’s
we introduced in this chapter will hopefully nd their premise and their presentation. Nibiru is no exception,
answers in your adventures, there are other things you and we have designed it as weird, but relatable. Your
might think of when faced with the idea of human life characters might be special in some regards but, outside
on Nibiru. Many works of science ction have tried to of their strange condition, they bleed and su er—they
envision our species living in unnatural conditions, with love and hate and laugh as anyone does. is doesn’t mean
varying degrees of meticulousness, through concepts like that extraordinary stu does not happen; it abounds in a
the O’Neill cylinder and the Stanford torus. In Nibiru, place as alien as the station! We have, however, chosen
we’ve tried to paint a consistent, somewhat scienti cally to give some humane grounding to the world so that no
accurate picture, while at the same time taking some matter how strange Nibiru might seem, humanity’s touch
liberties for the sake of ction, and to delve into the will always remain familiar.
philosophic themes that the genre has always excelled at
exploring. Speaking about humanity, let us establish that its
relationship with the station is con icted. On the one
Many works of ction and art inspired Nibiru. Here are a hand, some regions seem to be tailor-made for us:
few of those sources: providing fresh air, water, food and pleasant temperatures
on a silver plate. On the other hand, once you stray o
• 2001: A Space Odyssey, based on the novel by Arthur the beaten path (and you will, given how curious human
C. Clarke. beings can get), you’ll encounter the cold entrails of a
• Ridley Scott’s Alien. world that bears no resemblance to our species’ true
• e Martian, based on the novel by Andy Weir. birthplace. is machine, as happens with any other tool,
• Do Androids Dream of Electric Sheep? and A has a purpose—inevitably bringing to mind questions
Scanner Darkly by Philip K. Dick. about it, and about our role within it.
• Tsutomu Nihei’s manga series Blame!.
• Alfred Bester’s e Stars My Destination.
• Larry Niven’s Ringworld.
1W W M PQ WWS
e Nibiru Corebook is divided into several chapters
• e Expanse series by James S. A. Corey
tackling di erent aspects of the game, be it the world, the
• Various works from Isaac Asimov and Arthur C.
rules, advice on how to tell stories, etc. In addition, you
Clarke. ese have been a great source of inspiration,
will nd advice for narration at the turn of every page!
and we highly recommend diving into them if you
We have included story hooks and ideas in almost every
enjoy your journey across the station!
section, under the Tale-Sparks headers, so that you know
how to implement Nibiru’s lore into your adventures.
WN 5W 6MUWZQM
e people that you will portray are not like the rest. Your First Steps will introduce you to Nibiru and the history of
kind has one very important thing in common; they awoke humans in the station, exploring the basic structure that
in the cold of Nibiru without most of their memories. makes up the station, and retells the major events that
ese are the Vagabonds, and theirs is the struggle of marked humanity’s journey across the skyless world.
remembrance. eir old lives are broken; their new lives
will see them struggling to pick up the pieces. All of this, From the Core We Hail is a chapter dedicated to the
while wandering in a world they cannot comprehend. peoples and locales of the Core Sectors; where life thrives,
where civilizations rise and fall and where the legacy of
e Vagabond condition results in memory being a humanity is most present.
core theme to the Nibiru experience: the rules allow for
storytelling to happen not only “forwards” (living through Halls of Penumbra explores the vast territories of the
the adventure and getting to determine the fate of your Outer Reaches; a sparsely populated territory that
characters) but also “backwards”, as the unveiling of each showcases the untamed face of Nibiru, and how society
new remembrance reveals the tales and tribulations that shapes up to be when the world around them falls apart.
comprised your characters’ past lives.
e Umbraic Frontier collects tales and rumours
about the Umbra, beyond the Outer Reaches. e most
inhospitable place in Nibiru holds many secrets, and
strange things we’re yet to discover call it home.

10 First Steps
Storytelling Engines contains the rules of the game—the BrightTown: One of the Habitats of Nibiru, A small,
mechanics that allow the plot to ow and bring your story countryside village surrounded by a black abyss.
into motion, as well as advice on how to utilize the rules
to suit your gaming table’s tastes. Core Sectors, e: e place where the rst human
settlements developed, and where gravity is closer to
e Vagabonds focuses on Nibiru’s protagonists; who are Earth’s. Most of Nibiru’s population lives here.
they, the nature of their condition and how to create and
portray them in a way that is engaging and rewarding. Core, e: e nucleus of the station, producing the
energy consumed by humanity and the station itself.
Of Cracking Skin and Shimmering Steel introduces the
many life forms that inhabit Nibiru, as well as AIs, their Cycle: A standard unit for measuring long periods of time,
origins and relationship with humanity. based on the energy bursts that supply the city of Ashur. It
equals three of Earth’s months.
By the Lamplight provides guidance to Narrators, from
planning your sessions to theme and mood-focused Deathspitter: e default weapon of the peoples of
storytelling; all to ensure the best experience possible. It Nibiru—shooting splinters at terrifying speeds over short
also contains Annex 1: e Science of Nibiru, which sheds distances.
light on the inner workings of the Skyless World, and the
world building e orts that went into conceiving it. Dreadlands, e: One of the Habitats of Nibiru. A prison
for the senses; a collection of tragedies designed to breed
Watershed is a story you can play with your group as and nurture Nightmares.
an introduction to the setting, focusing in a troupe
of Vagabonds facing moral conundrums in their rst Dreamlands, e: One of the Habitats of Nibiru. It is
encounter with Nibiru’s strange communities. made up of a collective remembrance that connects
di erent individuals that live in the station.

5M QKWV Enki’s Covenant: A secret organisation, hell-bent


e following is a list of commonly used terminology that on acquiring knowledge to gain power. ey have a
is relevant to the setting... widespread network of informants and act as bogeymen
to Vagabonds—the memories of whom they covet.
AI: Arti cial Intelligence. When repurposed to perform a
speci c task, AIs are referred to as automatons. Enēšu, e: e settlers of Penumbra, shorter than average
due to the higher arti cial gravity.
Aliltu: e bedrock of Nibiru's societies, this term de nes
a social class that is educated in a variety of vital trades, Fungi: Fungal life forms are commonly found throughout
the labor of which is allocated by a settlement's ruling Nibiru, and are key to the sustainment of human life
council according to their priorities. (given that most of human nourishment stems from
fungi-based cooking).
Antumbra: Common name for the Core Sectors.
G-LOC: Loss of consciousness due to excessive g-force,
Arku, e: e rst settlers, tall and fragile due to low it mostly a ects the Arku that venture into the farthest
G—these are the inhabitants of the Core Sectors. reaches of Umbra without proper preparation.

Ascendant: An electromagnet-powered machine that Harbingers: Ancient AIs, one of which is said to have
travels across vertical tunnels, connecting the Core taught humans everything they needed to survive.
Sectors with the Outer Reaches.
Hašû Song: Recorded conversation between a human and
Barge: Some of the latest wind-riding technology allowed Nibiru's arti cial wind currents, also used to name the
for the production of barges—ships that travel along the many locales of the Torus.
Torus (mostly for trade purposes).
Kabādu: e World’s Punishment, gravity has a great
Bioelectric: Almost the entirety of Nibiru’s fauna is of signi cance for those who su er because of it—with cults
bioelectric nature—organisms that developed adaptations forming around the idea of it being a punishment the
to use Nibiru’s power as nourishment. world doles to those who dare leave Antumbra.

First Steps 11
Krajj: A greyish paste manufactured from fungi. It is Rust Hunters: A profession based on capturing and
smoked in long pipes—causing your metabolism to decommissioning rogue AIs, sometimes extracting their
quickly adapt to your environment’s arti cial gravity. core for re purposing.

Leviathan, e: e mother of all beasts. An entity that Scavengers: Derogatory name for the tribes that inhabit
roams the Darkness and reigns supreme over most life the dark corners of Penumbra. eir societies are built on
forms in Nibiru. pillage, illicit activities and conquest.

Machine, e: One of the Habitats of Nibiru. It is the Second Ring, e: Unknown to humanity, the Second
source of the Rogue A iction—a computer virus that Ring is the place in the Darkness where most Habitats are
triggers an awakening of consciousness in Nibiru’s AIs, located, past the 1.6G line.
which some Vagabonds used to inhabit.
Service AIs: e largest population of AIs in Nibiru is
Memotech: A speci c device utilized by Enki’s Covenant classi ed as Service AIs—any kind of automaton made to
to scour through people’s remembrances. serve humanity.

Našparu: Antumbraic designation for the members of a Silu: e Antumbran corporatocracy that was born out
ruling council. Each city-state has di erent methods to of the credit system, and that thrived along with the
pick ruling council members, generally revolving around Penumbraic colonization process.
small communal elections.
Šiknat Napišti: Nibiru as a living entity—a concept born
Nergal: e pride of the Covenant, this Wandering of the Cults of Silence, and a dominant notion in Umbra.
Necropolis silently traverses the Torus, stopping from
town to town to hold celebrations of passing, and to trade Torus Corridor, e: e largest concentration of
in the rare and miraculous paleweed. inhabited vaults in Penumbra is located along the Torus’
periphery—thus its name.
Nibiru: e star of Nineveh, the diamond amidst a pebble-
parade—where all the action happens. Torus, e: A gigantic tunnel that goes from the Core
Sectors to the Outer Reaches and then back, it has a
Nightmare: A strange entity that feeds o of electric speci c metal plating that allows for barges to be built
pulses within a host’s amygdala. ey are original from based on electromagnets, enabling travel through it.
the habitat known as the Dreadlands.
Ummânu: is social class is mostly seen in the largest
Outer Reaches, e: e outermost part of Nibiru’s settlements across Penumbra and in almost all city-states
habitable zone. e higher gravity pull of this region results of Penumbra, comprised of dedicated cra speople that
in their peoples having a di erent physical complexion excel at one particular discipline.
than their closer-to-the-Core cousins.
Vagabonds: e peoples that come from afar. ey hold
Penumbra: Common name for the Outer Reaches. no memories of the times before their awakening.

People’s Shepherd, e: e One Harbinger, founding Water Worshipry: A tradition of the Cults of Silence,
father of Ashur. It is said that it taught humanity how to hailing from Penumbra and Umbra, centered around
survive—an idea that is now widely rejected. underwater sleep and dream interpretation.

Pilgrims: e main religious organization of Nibiru, Whisperers, e: An ancient group of gi ed individuals.


they believe the Core is a divine machine and that it is ey have long since disappeared from the world.
humanity’s destiny to eventually become part of it.
Wild, e: One of the Habitats of Nibiru. e vastness of
Ring, e: e periphery of the Core, practically unlivable the station seen through feral eyes.
due to the high temperatures found therein.

Rogue AIs: Automatons that have been consumed by


the Rogue A iction, to the point in which they cannot
perform the duties they were created for anymore.

12 First Steps
First Steps 9
1W M QV PM IZ

e skyless world is a machine of nigh-inconceivable Past the Core Sectors, the Outer Reaches (o en referred
complexity, fuelled by a seemingly endless stream of power to as “the Reaches” or “Penumbra”) are located. It is the
owing from its center towards millions of terminations, largest populated sector of the station, sparsely dotted
built to last for millennia and to preserve the precious life by small settlements and colonies, where hard-working
found therein. Although its design remains a mystery, industrialist and fortune seekers live.
the most important components of what make Nibiru
are, conceptually, easy to observe and comprehend. e e Umbra, which lies beyond, is a place of non-life
station is a disc-shaped structure, roughly measuring where no one dares venture forth. e world itself
3600 kilometres in diameter. Its rotation generates crushes anyone who treads there, choking the life out and
arti cial gravity in such a way that approximately 20% of breaking the bodies of those stupid enough to brave the
its total surface can be inhabited. Human societies have dark.
traversed much of Nibiru for thousands of cycles, and yet,
they still have the grand majority of it to discover. e grand majority of Nibiru’s space is a sea of tunnels
and hallways, serving as arteries to connect the vaults
At the centre of Nibiru lies the Core, the giver of all that keep life intact. Great expanses serve as nexi to which
light. e Core hides all manner of strange mechanisms many of these tunnels converge, as well as hub from
designed to bring the world to life. e nature of the where important aspects of the station’s functions can be
Core is shrouded in mystery, and it has been regarded as monitored. A small percentage of the structures found in
a deity and a living thing by many belief systems across the station are structural in nature: they are there to make
the station. A ring of colossal facilities surrounds it, sure that the mechanisms of the world work as intended.
thundering pillars that rise as far as the eye can see, and
labyrinthine complexes—all bursting with raw power.
ese are the locales of the Ring; the bulk of the station’s I T
power-generating machines, as well as the birth-point of Vaults are the sphere-shaped structures wherein
Nibiru’s power lines. settlements are built. ese structures range from a
couple hundred meters to several kilometers in diameter,
e rst inhabited area of the skyless world is that of the and are connected to massive lifelines, accessible via
Core Sectors, the rst of the Umbras (also referred to as service tunnels located below the surface of the vault.
“Antumbra”). e cradle of civilization is today a massive Lifelines keep the life support systems of the station
sprawl of overgrown city-states, where 95% of Nibiru’s running, ensuring that vaults are supplied with clean air,
peoples live. With over 60 populated vaults, and spanning water, and providing exhausts through which resources
great expanses and long hallways, the main turning points can be recycled.
of human history happen within the Core Sectors.

14 First Steps
Strange Worlds
WZa MTTQVO 5M WV Many of the vaults found in the far reaches of Nibiru bear
MMT 9TIaOZW VL the scars of their history; sites where violent events took
place, were entire peoples met their doom, or where strange
Knowing how to introduce and depict the locations occurrences happened without anyone noticing. Vaults
you will visit in Nibiru is essential to accomplish an are in an of themselves a puzzle, and exploration-centered
immersive experience. Although most of the times adventures can gain a lot from creative usage of these
these locales will be easy to picture and to evoke (such structures, and the secrets they keep.
as the lush forests of a fantasy world, or dark cities
here on earth), the skyless world can sometimes be
very strange—as any alien superstructure should be.
M WZS
is is not necessarily bad though; although some e veins and arteries of Nibiru are akin to the great
of the most iconic landscapes of Nibiru will be swathes of land that separate the towns and cities of
represented here, the fact of the matter is that our world; an incommensurable network that extends
(in a big part) you are free to toy around with the throughout the whole station. Although the grand
station. e strangeness of it should enable you to majority of these is comprised of processing lines, air
come up with interesting ideas, to make Nibiru supply tunnels and service sha s (which remain largely
t your story (and not the other way around). unexplored), the hallways used everyday by humans to
travel throughout Nibiru stand as the most iconic, and
are home to a big part of Nibiru’s strange fauna as well as
ere are several types of vaults in the station, such as some small human communities.
water- lled reservoirs and fuel depositories, as well as
massive hubs and trade centers. Explorers and settlers From the triangle-shaped hallways of Gate’s Shadow,
have long ago designed a categorization system that passing through the colossal expanse of the Torus to the
groups habitational vaults in three classes (A, B and C). circular tunnels of Umbra and the Outer Reaches; the
Class A vaults are those that are fully supplied with water networks that run across Nibiru dictate not just the way
and power, most o en found in the Gate’s Shadow region in which societies grow and work, but they also mark the
of the Core Sectors. Class B vaults are vaults that have rhythm of your stories, with challenges awaiting at every
no access to either power or water, which doesn’t mean turn, and at the end of every corridor.
that they aren’t livable (given that many settlements were
founded in Class B vaults, provided they could get their As civilizations rose and fell, societies learned to use
hands on the missing resources). ey are mostly found the space delineated by the hallway networks to their
in the Outer Reaches. Class C vaults, o en referred to as advantage (growing food, creating exchange markets,
“dead vaults”, are generally deemed unlivable, either due setting up watch-posts and tolling stations, etc.). e
to malfunctioning life support and/or a lack of resources dynamics of inter-state relationships are deeply dependent
necessary to sustain standard living conditions. ey are on how each ruler manages the networks within their
generally found in the Umbra. domains, including those of trade and warfare.

Aside from the complex systems that make for each vault’s
inner workings, the largest, most central vaults generally /IKQTQ QM
have two types of sub-structures called detachments and Central facilities comprise all of the space dedicated to
dependencies. Detachments are smaller zones, accessed the functioning of Nibiru. From complex mechanisms
from within the vault, that serve as expansions for that serve to transform materials, to gigantic reactors
the vault’s main living area. Some of the largest vaults and power processors in the innermost parts of the
in the Core Sectors feature dozens of detachments, skyless world, Nibiru is an intricate machine that houses
which are usually dedicated to speci c purposes (such a plethora of mysterious mechanisms, all designed to fuel
as special industrial areas, residential zones, prisons, the station’s hidden purpose.
etc.). Dependencies are smaller vaults located outside
of the main structure, in its immediacies. ey are not Among the many facilities in the station, one of the most
considered vaults in their own regard due to the fact that important ones are the strange places called Habitats.
their life support systems are dependant on those of the ese facilities vary in nature; some might be more
main vault. “conceptual” than concrete, but what they do have in
common is that they exist and are revealed in the game
via the memories written by the players.

First Steps 15
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Purveyor of Nibiru’s lifeforce and heart of the skyless As you wander o the beaten path, into hidden tunnels,
world, the Core is the basement upon which everything monstrously cold facilities and into lands of solitude and
in Nibiru is built: an incredible machine that works silence, the world’s rules bend against you. More than ten
over thousands of years to power the colossal station hundred kilometers away from the Core, the pressure
and all its facilities. Each of its eight thundering power from the arti cial spin gravity becomes so oppressive
generators work in a constant cycle, consuming iridium that your heart has problems getting blood to your brain.
radioisotopes to produce massive amounts of electricity, Hallucinations, loss of consciousness (which is generally
which is then distributed across the station following deadly at this point) and the weight on your body make
that same cycle. e Ring is the name given to the traversing the regions known as Umbra a nigh impossible
immediacies of the Core, where its main mechanisms for task. However, there are a few bold individuals who dare
distribution are housed. High temperatures, low-to-no venture here, lured by the promise of forbidden lands, as
arti cial gravity and exposure to hazardous materials well as answers about the nature of the Skyless World.
make these areas un t for living, thus the reason why the
entry points into these regions are extremely hard to nd. e Umbras are akin to the deep oceans of Earth; vastly
unexplored, standing in the way of knowing about the
e peoples of Nibiru have based their time measurement universe outside—like a massive black wall covering
systems around the cycles of the Core, another of the the entrance to Plato’s cave. Even with the cutting-edge
reasons why it holds quasi-mythic status among them. technologies of the current era, the immense pressure
ese are the most used units of time... that results from Nibiru’s arti cial gravity makes it
impossible to traverse past the borders of Penumbra. is
A Flicker is a period of time, of unknown duration, that is the reason why, when treading the expanse of 2G, only
begins with the initial startup of the Core’s functions, the best equipped, the boldest and the most ambitious
and ends with its dimming and, ultimately, its shutdown. survive (and even then, no one manages to go much
Flickers are cycles in themselves—they are, in essence, further than the oppressive 2.6G where many of Nibiru’s
the time period between resets. Its actual existence is a lost facilities lie.
matter of debate among the peoples of Nibiru.

An Assyrian Cycle measures the period between


energy bursts experienced at the vault of Ashur, and was
established during the Assyrian Supremacy. It’s the most 5WZM Q M
widely used time unit for long periods, and it equates to
three Earth months.
PM 5IV MZV I
Under the bone crushing, mind numbing pressure
A True Cycle is a locale-based time unit that is used mostly of the 2.6G line, pale orange lamps light up the
in the far reaches of Penumbra and Umbra, due to the all-engorging darkness of Umbra. e source of
fact that the energy takes longer to reach these locations this light is unknown; no charted power lines
a er their corresponding power generator emits its burst. run this far (at least not carrying any electricity)
e further away you are from the Core, the more people and the images captured at the 2.6 line show the
use True Cycles instead of the Assyrian Cycle, with the outline of an ominous structure, moving at a fast
former generally used only when speaking to foreigners speed, with no radiation readings of any kind.
and when referencing historic dates. While a True Cycle
in Ashur lasts three Earth months, a True Cycle in the Even though super-resistant drones have been able
Umbraic settlements of the Archaean Sorrows lasts close to reach this point, humans would never survive the
to seven Earth months. arti cial gravity of this region—their fragile organs
and so skin tearing apart under their own weight. e
Finally, Lapses are akin to Earth days, though they fact begs the question; how do Vagabonds escape it?
reference the sleep cycles of the peoples of Nibiru. ey
last for 22 Earth hours, and are fractioned in hours and
seconds, just as in our world.

16 First Steps
/TQKSMZJ Z

PM OM WN QTMVKM
Marked by the rhythm of Nibiru’s pulsating heart,
humanity’s history in the station revolves around the The People’s Shepherd
dynamic of the Core’s behaviour—its light bursting e rst recounts of humans settling the Core Sectors are
through endless corridors, only to dim itself over the usually sprinkled with fantastic recounts, references to
course of thousands of cycles. Each of these millennia- the occult and the “strange forces at work” throughout
long beats is known as a Flicker, and the stories and the station. ough most of these are seen in the present
legends you will experience with will be set in the third of as innocuous legends and tales, the mention of a grand,
these periods—brie y retold in this section. paternal gure known as the People’s Shepherd appears
consistently in scriptures, mainly those of Assyrian
As the pulse of the Core’s rebirth reverberated across authorship. e People’s Shepherd is today revered as the
thousands of kilometers, hallways and vaults lit up. In the founding father of Ashur; an ominous presence that guided
midst of this primordial yawn, following on the footsteps their people to the vault and taught them how to establish
of long forgotten entities, small human groups found the foundations of their culture.
their way into the great unknown. ese were the Arku;
the inhabitants of the Core Sectors. Within the vaults of
the Antumbra, they found warmth and water, as well as
elds of ripe fungi to harvested. e plentiful bounties the idea that it was their set of values that enabled this way
of Antumbra signi ed easy living; a perfect environment of life—with new cultural adoptions surfacing to justify
to grow technologically and culturally. With time, four the power held by those at the top. Furthermore, when
settlements surfaced to harbour the grand majority humanity’s boundless curiosity led the Arku to meet each
of human life in the station: the city-states of Ashur, other under the yellowish lights of Nibiru’s hallways, these
Charchemish, Ur and Ankuwa. di erences in belief led to small-scale clashes. Con ict
and struggle became another contributing factor for the
Each of the city-states developed its own set of laws and growing isolationism of the city-states; each people found
edicts, largely promulgated by elder councils, priesthoods strength in their state-fed convictions, reinforcing the
and monarchies. e cults that formed at the dawn of ideas that had driven them to con ict in the rst place.
time revered all that amazed and enthralled the Arku;
the lights that shone overhead, the strange life forms that Fortunately, not everyone saw these encounter as a
ran wild, and the mysterious relics le behind during chance to sharpen their ideological knives: those that
previous Flickers. took the opportunity to exchange ideas found themselves
enlightened by radically di erent ways of thought. With
is state of abundance in which the Arku lived was, that, the rst trade agreements were established under
however, a double-edged sword. As generations came and the shadow of the Pond—a massive reservoir; containing
passed, the city-states and their ruling councils pushed the region’s entire water supply.

First Steps 17
As cooperation grew between the cities, and with the
exchange of customs in full motion, the peoples of Nibiru
acted swi ly on their adventurous spirit. ey ventured
into the unknown hallways beyond—forging the rst
tales of exploration and treasure hunting.

e end of the Age of Silence came along with a group of


nomads of unknown origin who arrived at the gates of
Antumbra to push civilization into a new era.

PM OM WN PQ XMZ
In audience with the rulers of the four city-states, the
y-or-so newcomers introduced themselves by putting
a show that was beyond the world’s wildest dreams. ey
Whispered to the station, and the station replied: Vaults’
oor plaques rose with a single word, water rained down
from the ceilings, and lights danced to the rhythm of their
hum. To the Arku, it was clear; the real gods of Nibiru
made their appearance.

e Whisperers did more than just aunt their wondrous


speech skills. ey taught the Arku how to observe,
understand and utilize the Nibiru’s technological marvels.
Leading the people into strange, otherworldly structures,
they adjusted the world’s temperature to make it more
pleasant, they optimized air circulation across tunnels to
favour the growth of fungi plantations, and they opened
the waterways—from massive reservoirs into new,
unsettled vaults. e Whisperers paved the way for people
to colonize the whole region, and along this trail of new
found glory the Arku celebrated. Everyone, bar the ones
who ran the show.

In short time, the Whisperers faced the wrath of the


Antumbran aristocracy, who spread rumours about the
Whisperers and their practices. From the high echelons
of Assyrian society to the small hamlets at the edge of
Antumbra, the cautionary tales spread like wild re. A
wave of violence followed, as inquisitors faced o against
the Whisperers and their followers. e city of Ur was
sacked of its precious works of art, and the Dials—the
wide hallways that connected most of the region—were
painted red in the wake of the Antumbran con ict.
A er the smoke cleared, the last remaining Whisperers
ed back into the shadows of the world, leaving the
Antumbran realms behind.

Among the remnants of the Core Sectors’ societies, the


city-state of Ashur remained untouched. While the rest of
Antumbra struggled to rebuild their lives, the leaders of
the Assyrian city-state seized control of many territories,
and the ultimately tragic Age of Whispers made way to
the Assyrian Supremacy.

________
PM OM WN ZQNM
From the balconies of the Ochre Palace, the Primarch of EUROPA seemed to exert rule over the people of Nineveh.
Ashur found herself reigning over the devastated peoples As soon as the Primarch’s envoys approached the city, the
of Antumbra. e Assyrian citadel, which had grown AI established contact. In the meantime, secret gatherings
in a state of constant war against its dependencies, sent bloomed in the immediacies of Nineveh; whispered pacts
summons to the far corners of the Supremacy (the name of de ance against the Primarchy. An army of EUROPA’s
they had given to their domains), calling for the ruling surrogates marched alongside a rebel force— ghting the
councils to gather at the Four Dials. ere, they swore Assyrian military for control of the Dials and the subject
fealty to the Primarch, acknowledging her as ruler of all. vaults of the Supremacy. When the revolutionary forces
reached the rst dial, the Ashur Dependencies turned
e peace that came a erwards allowed the civilizations against the Ochre Palace, demanding the Primarch’s
of Antumbra to rise from the ashes, undoubtedly changed surrender. e Supremacy was no more.
by the con ict. Diversity, brought by the assimilation
of new cultures, brought revolutionary ideas—which
culminated in an industrialization boom. Factories were
PM OM WN -Q KW MZa
With a pact struck, Ashur gave up its claim for dominance.
erected, powering an industrial complex that operated
In a few cycles the oppressed identities of many city-
with ruthless e ciency. On the one hand, it enabled
states in the Core Sectors experienced a rebirth, and the
massive technological leaps: In just over ve hundred
leaders of this new age set their course to new beginnings.
cycles, science went through a series of revolutions that
Innovation sparked, fuelled by new discoveries in science
would take thousands of years to develop on Earth. On
and technology. Nineveh opened itself to the world, and
the other hand, however, the industrial complex le
with time the rest of humanity started producing their
hundreds of miles of service and supply tunnels unusable,
own automatons.
tearing at the fabric of Nibiru to fuel the development of
the Antumbran peoples.
It was when humanity thought it had reached a dead
end that they found a series of massive vertical sha s,
Hundreds of cycles passed, and rumours circulated about
hidden beneath the vaults of Antumbra. ey went on for
a newly founded settlement in the locked-out vault of
hundreds of miles, into places unknown, where the world
Nineveh. is vault had remained inaccessible since times
itself stepped on the curious and the bold. is horri c
immemorial, which made it so that the rumours were
curse was named Kabādu, the World’s Punishment,
met with the Primarchy’s disbelief. In the vault’s interior,
and it spared no one. e cursed place was baptized
a nomadic people (which had escaped the con ict of the
as Penumbra—the Outer Reaches—and soon saw the
Age of Whispers) managed to settle in, carrying with
arrival of courageous expeditionaries, who built roaring
them a piece of technology that would change everything:
elevators known as Ascendants.
an AI known as EUROPA.
e colonization of Penumbra infused the Arku with
great determination; strange ndings, unknown ora
The Dead Vaults of Erra and fauna and the possibilities for new beginnings saw
e ravaging of the Antumbran North lead to the loss of the city-states tangled in an arms race to spread out into
almost all access to life support systems in the area. e untamed lands. Life there was not easy; high pressure
North was shredded, reprocessed in the frantic search for and the vaults’ poor conditions caused the settlers a lot
more construction materials. Today, the whole region of su ering. In those forsaken depths, humanity stopped
undergoes a slow but steady repair process (which is living in order to survive.
intermittently halted by lack of resources). e local
populations have experienced toxic oods, oxygen leaks, Cycles passed, and the frontiers of Penumbra expanded,
structural collapse and a myriad of di erent inherited as well as the cultural gap between the Arku and the
disasters. e Dead Vaults of Erra were hit particularly Enēšu—the inhabitants of Penumbra. Radically di erent
hard, le entirely in the dark and with no oxygen worldviews sparked countercultures, as the colonies—
whatsoever. Today, they are widely known as a common largely controlled by Antumbra—felt increasingly
destination for research groups, which take advantage of dissociated from the values of their motherlands. As the
the area’s state to study the station’s inner systems. settlements of Penumbra come together, and with the
slowing down of the expeditionary e orts, the present
day nds the Age of Discovery fading.
Who knows what will take its place?

First Steps 19
,PIX MZ W
/ZWU PM ,WZM M 1IQT
PMZM 2 TT MOIV

PM PMUM QV 9TIa
Back when Ashur was just a small village amidst the dark e rst theme, which sets the type of interactions and
of the vault, my ancestors built these spiral contraptions, gameplay you’ll experience in the Core Sectors, is that of
which they used to listen to the sound of the ventilation e Social Game. e Antumbran city-states are strictly
system overhead. ey’d tell stories about how strange policed, well-oiled machines, making it so that characters
entities hummed to soothe them into sleep. ese were the will lean towards taking a diplomatic (or manipulative)
times when the shadow of the world instilled fear in people’s approach to solve their problems. e hook for these
hearts, when they didn’t know what was beyond the vault adventures will generally come via a speci c contact,
gates. Hundreds of cycles later, we conceived this collection a certain social event, a job contract, etc. It’s a great
of machines, drowning that hum amidst the cacophony environment to play in if you like social games, in which
of progress. Ultimately, it led us up to here: at arm’s reach character interaction take a central spot in the narrative.
of the world’s ceilings, atop a Karian arcology, wondering
where those stories went. From up here, we can hear the e second theme, which will help structure your stories
hum, louder than ever, if we so desire it. And yet, no one and provide scope, is that of the Ripple E ect. In a
cares to listen... society as compact and complex as that of Antumbra,
nothing is a product of machiavellian conspiracies—
Antumbra lies before the world’s beating heart; a bastion because no one could ever get away scot-free. e
of light where the rst civilizations rose to greatness. Its larger the con ict player characters nd themselves
city-states, with the millions toiling under the shadow of wrapped-up in, the more likely ‘whos and whys’ can be
majestic arcologies, with their history owing through traced back to a wide number of factors. is opens up
Nibiru’s veins, are the greatest legacy of humanity—the interesting avenues for story progression, as it becomes
perfect place to tell stories of community and cohabitation. easy to cra a story based in the slow uncovering of
the trials and tribulations of the Antumbran rulers and
Spreading outwards from the Core’s outer carapace, the ruled, investigating simple incidents and events—
there’s a sea of tunnels, service conduits and vaults that which might be seemingly unrelated at rst—to end
stretches on for miles, with a higher structural density up with a big reveal of extraordinary proportions. In
than anywhere else in the station. e region has stable the same way, when player characters want to exert
temperatures, and is thoroughly supplied with power, as change in their society, it’s sometimes through smaller,
well as enjoying optimal life support systems. coordinated acts that the path of revolution is paved.

e Core Sectors are comprised of several regions, the e third theme is that of e Advent of Scarcity, which
most important of which is called Gate’s Shadow. is is speaks of the overall tone and mood of your stories.
where most of the stories set in Antumbra will take place, Antumbran civilizations developed in a state of abundance,
where the ancient sovereign states rose to prominence: thanks to their never-faltering life support systems, their
the home to over 20 million souls. massive vaults, and the plentiful bounties found therein.
With that said, several factors seem to indicate that this

22 From the Core we Hail


state of abundance is in decline. As the councils of the
Core Sectors theorize on their uncertain future, they turn
WZa MTTQVO 5M WV
to Penumbra—either as the solution, or as the source of V UJZIV ,PZWVQKTM
all their problems. Aspiring leaders preach in the streets,
speaking of the glories of yesteryear, while the younger If playing in the Core Sectors, determining which
generations ee to the depths of the world, following city they’d like to be based in is of the utmost impor-
promises of awe and wonder. What will be your role in tance. While games set in Penumbra are more about
the cycles to come? exploration and discovery, in Antumbra the real ac-
tion happens in the metropolitan regions. Each of
,WUU VQ QM WN PM the major city-states of Nibiru is unique; you might
as well treat them as characters themselves, thinking
,WZM MK WZ about their personality, their attitude towards their
e Arku (the term used for the natives of the Core Sectors) residents, an any other relevant traits. Check out
are, rst and foremost, a collective of low-g born peoples. page 28 to learn more about the cities of Antumbra.
e arti cial gravity in Gate’s Shadow generates pressure
about 30% lower than that of Earth, which has several Once you’ve done that, it’s brainstorm time! Want to
physiological implications. ese people are usually taller, narrate a chronicle based on greed-fueled internal
have more delicate bones, and lower heart rates. Slower con ict? Pick Tarsus! Yearning for stories that tackle
metabolisms result in a particular lifestyle: the Arku take automation—and the inevitable problems it brings?
their time, and have the means and wants to use that time Go for Nineveh! Hungry for narratives of corporate es-
with what’s ful lling. is is a ected by cultural trends— pionage and backstabbing? Move in to Charchemish!
and tradition is a big thing in Antumbran society. But ere’s plenty to choose from, though if you are unde-
how do they manage to do all of that? cided we recommend to use the featured settlement
of Ashur, on page 30—which is thoroughly eshed
e inhabitants of the Core Sectors are used to a life of out and comes with a wealth of di erent tale sparks!
overall comfort. eir vaults are fully functional, their life
support and food supply are plentiful (their lower calorie
intake most certainly helps!), and their necessities are
What do they want the city to be like?
covered. eir worldview stands in contrast to that of the
Never forget: the characters in your stories are exceptional.
Enēšu (the inhabitants of Penumbra). For the Arku, the
ey will enact change in the world, and in those who
station is their provider, rather than a treacherous entity
surround them. Your rst stories might be more subtle,
with whom they coexist. e rapid advance of automation
but you’ll eventually want to head towards a climax that (if
only helps foster this vision.
well executed) will stem from the characters’ ambitions.
Even with that, the Core Sector’s communities are not
devoid of con ict. e advent of the Enēšu and the colliding 5IVL WN J VLIVKM
worldviews have resulted in a wave of xenophobia of scary e lands of Gate’s Shadow are pierced by hundreds of
proportions. Furthermore, the rise of a new social class— triangle-shaped hallways, running through the Five
the Sīlu, leaders of the credit-based enterprises—is pitting Dials and into the Pond—a massive water reservoir that
the people against the state, as seeds of inequality start to supplies the entire region. A complex system of automated
take root in Antumbra. life support facilities hide beneath layers of steel plating,
accessible through narrow service corridors. is system
Is this their rst time in an urban setting? regulates the region’s humidity, monitors oxygen levels
Your character’s past might have seen them either passing and transforms Antumbra into a sort of sh-tank wherein
through or even living in a city, but for those who didn’t, humanity nds its needs satis ed.
the experience can be shocking.
Most of these hallways are anked by large air conducts,
What is the rst thing your character thinks when they service tunnels and powerlines, thoroughly blanketed by
think of the city, and why? miles of, primarily, red fungi and blue fungi (which help
People develop ideas based on their personality about the lter the air and grant a particular scent to the regions
places they inhabit. What word comes to your character’s they traverse), as well as a variety of small, wild animals
mind? Some think “dirty”. Others think “elegant”. that roam the less transited sections. ough the main
“Stressing”, “charming”, “hellish”—all of those are valid, hallway sections that lead into statal vaults have been
and can shape your character’s behaviour at the table, swept clean, most of the Core Sectors still preserve the
their agenda, and their outlook on life. verdant landscapes of yesteryear.

From the Core we Hail 23


5QNM QV I MMT PMTT
Statal Checkpoints Once an indomitable expanse of empty hallways, the
Each city-state controls people ow through statal Core Sectors harbour a collection of monstrous city-
checkpoints, positioned along the main hallways of states—with arcologies like ngers that grasp the world’s
Antumbra in long intervals. Typically, one needs to ceilings and tunnels that bleed life into colossal Class A
be credited by a particular city-state in order to enter vaults. From the ochre sprawl of Ashur to the pristine,
its territories. Penumbraic immigrants are generally pearled geometries of Nineveh. From the tranquil, static-
required to go through one of these, though sometimes riddled elds of Karik’s Crescent to the roaring engines of
those who don’t hold the necessary credits attempt to Tarsus’ Ascendants. Each state has a unique identity that’s
bypass these through dangerous service tunnels. jealously guarded behind 10 metres of titanium armor; a
shell safeguarding (as well as shaping) the lives within.

e cities of Antumbra tend to breed a very special kind


of citizen. e state incentivizes sticking to the rules. “As
PM JIKS -WUIQV long as you grow in the direction you are told, you won’t
e skeleton of Antumbra goes beyond hallways and
lack food, shelter and entertainment”. e Networks (akin
vaults. During the early days of the Supremacy, hidden
to the Internet of our world) are not connected on a global
structures were discovered beyond the serpentine
scale, each being unique to each vault—thus furthering
service tunnels. From massive power nodes and matter-
isolation. State-sponsored narratives of identity and
processing facilities to air puri cation facilities and fuel
loyalty do the rest—and so, the modern Arku is born.
reserves, these locales were never meant for human life—
and yet, some collectives decided to settle in.
5WZM Q M
Whether fueled by necessity or curiosity, many of them
thrived. Today, most of the domains are ruled by family 6IYT
enclaves, sole owners, or councils. ey hold a tense
relationship with the city-states, with the latter o en In the Age of Strife, as the Supremacy sought to sweep
raising claims to these territories under many a di erent the board clean of their opposition, one young city
pretext. ough some of these are based on convoluted stood as a meeting point for the adversaries of the
readings of territory law, others highlight the dangers Primarch. Uruk was, by that time, a known hub for
of settling structural facilities—putting at risk the life artists and creatives—a shimmering vault anked by
support of the Antumbran metropolis. With the discovery an ever-growing oasis of buzzing blue fungi. Ashur
of Penumbra, many of these enclaves have cooperated had much to envy from the peoples of Uruk—and so
with the exploration complex to apply the same methods it was decided that the settlement would be made an
they used to live in the innards of Nibiru to the cold example of.
reaches below.
Five kilometers from the entrance to the vault, the
Assyrian forces established a blockade and built an
ominous frame, which supported a strange, bullet-
ITM XIZS shaped contraption nicknamed Maqlūtu. With the
Eris, the overseer of a local Domain, hires the PCs
opposition as a witness, they red the massive bullet
(since they’ll know to be discreet) to locate the source
along the tunnel, which ravaged everything in its
of a short circuit, which puts in danger not just the
path before blasting through the gates of Uruk, and
domain but the entire power supply of the city-state
turning the vault into a city-sized furnace.
of Tarsus. What will the characters nd?
e casualties within the vault might have been
e PCs overhear a conversation between a group
in the tens of thousands, but the most horrifying
of Enēšu and a checkpoint operative. e operative
consequences were prompted by the horrendously
seems to be trying to assist them in sneaking past,
loud sound of the bullet. e peoples in the
yet the PCs had heard before that the suggested route
surrounding dependencies of Uruk, as well as
was heavily patrolled. What will they do?
the Assyrian forces stationed in the blockade,
experienced horrifying injuries due to it, with most
survivors le permanently deaf. Understandably,
this terrifying creation would never be used again.

24 From the Core we Hail


PM VM MTW -Ia QV PM 5QNM
Abundance does not entail equality. Even the richest city- Ninsunu’s routine starts early, when the rst lights make
states have their downtrodden: people whom the system, their appearance—their re ection on the neighbour’s tin-
made to foster loyalty, has not treated kindly. Antumbran strapped roo op brie y blinding her. She gets up, unplugs
law is made to mold citizens to an ideal, and those that the cord that feeds into Patches’ haven, and approaches it.
cannot provide what the system needs are shunned. is While patting the Sparkling’s head, she grabs a mug and
rejection is none so harsh as that which the poor of Earth’s slots a fungi-rack into the teapot, choosing a red-brown
societies face—but it’s still noticeable. blend this time around. e aroma of the infusion quickly
lls the room, and right on the beep she grabs the mug and
e Enēšu face a similar fate, as diametrically di erent sips, heading towards the windows.
worldviews, coupled with the reclusive nature of the Arku
(and the di erent physiologies of both groups) certainly With a so clap the blinds are set aside, revealing the
don’t help fending o anger and xenophobia. forest of steel below. 120 metres above Scabbard Square,
the arcology’s regiment of window-cleaning drones dance
in circles. She turns her back on the view and goes to the
ITM XIZS dressing room. e state network informs her that she’ll be
Her’s was the presence you’ve felt during the last doing farm work today, and so she picks the green, aislant
meetings and that you couldn’t get out of your head. out t along with basic tools. Stepping into the light at the
She says she knows you from a past life. at she is end of the room, she opens a drawer and looks at the most
in danger, owing credit to a gang. She knows you are important piece of the set; her MAT. She picks a checkered,
a Vagabond. Will you lend a helping hand? base-cream one from her collection (she doesn’t get to use
this one that o en) and rolls it over her forearm, booting it
A group of Enēšu were taken to an illegal factory, up. e news broadcast starts up automatically, and with
yet one of them escaped and reached out to you. All her prep done she takes her keycard and leaves the building.
others have ignored his plea—will you assist him
in getting revenge against those who employed him On the way to the elevator, she listens to the refresher on blue
against his will? fungi harvest (farming was one of her favourite disciplines
during school, and the last time she did it was about three
cycles ago). Once she arrives at the site, the Ummânu runs
PM VM JW M that same refresher to her and her task group, and gives
ose who rule over Antumbra tend to resemble a them tools. e next ve hours, she works at the plantation
distorted re ection of their people. On the one hand, and catches up with some of her work colleagues, asking
their public image evokes the most hailed aspects of the about their rotation. One of them got to work with the
ideal citizen. On the other, almost everyone knows that to Royal Archiver!
reach those heights one needs to consider sinking to new
lows—to break the mold in ways that most people would A er the job is done, she heads to the supply center and
deem immoral. e ones above—whether for legitimate checks the statal stock. Bless the Shepherd! Ashur is a
or illegitimate reason—do know their societies in a farming powerhouse, and so there’s plenty of choice when
profound way, and are almost always the grand architects it comes to picking your food. She chooses the Sparksoup
behind many of their triumphs and defeats. with blue fungi, and heads over to the Neck via the nearest
elevators. ere, she checks the available attractions, and
decides to check in to a glass sculpting class and to hit the
ITM XIZS club a erwards. She meets her friends at a joint near the
She has ruled this side of the Red elds district since lower levels of the Neck, and dances through the night. e
the beginning, hiding her dealings under a bureau- MAT lets her know when’s the best time to head back home,
cratic mountain. ose she favors nd it easy to do and when the lapse turns, she takes the elevator up and back
business; the rest, don’t. Taking her down will mean to the arcology. Her food must have gotten cold by now!
breaking her rules, or defeating her at her own game.

He runs the best security agency this side of the


Chaldean District—and at the same time funds
wrongdoers—creating his own demand for pro t.
One lapse, a er a few drinks, a subordinate talks too
much. Now you know. What are you going to do?

From the Core we Hail 25


PM 9TIaMZ

2VNWZUI QWV 9WKSM


e current political climate of Antumbra is that of e Networks of Nibiru are nothing like our Internet.
change. e marked trends that ruled the world over the Instead of being a global information highway, they are
last two hundred cycles are starting to wane. In times of con ned to the walls of each city-state, under their own
insecurity, people choose to lay back on their traditions, protocols and rules. Now, thirty cycles a er the creation of
nding refuge in the nostalgia of past glories—with all the rst Network, several organisations ght for the right
that comes with them. to open the ow of information to the whole of Antumbra.

Here we present the current events that are most likely e same cultural barriers that isolate people from any
to spark con ict in Antumbra (and thus, elsewhere) and one city-state block the way for those who aim to build a
that we think might be a great driving force for stories. more open society. As the ruling bodies tighten their grip
on what’s shared, what’s promoted and what’s denounced,
the rst underground servers start to pop up, with illicit
- S WN , ZQW Q a networks that serve to promote the boundless sharing of
e known world’s expansion has now reached the edges ideas. Vagabonds above all rely on these to nd each other
of Penumbra. e settling of the Flooded Countries is and protect each other—and so it is that the creation, use
now seeing people living in places that would have been and safekeeping of these networks becomes paramount to
considered unlivable a hundred cycles ago. Exploration their survival.
and colonization is still one of the most pro table
ventures in Nibiru, but it is also more expensive and out
of reach than ever before. 1 UIV -Q XTIKMUMV
Even if the Networks continue to foster isolation, people
e civil unrest along the Torus Corridor doesn’t help are more aware of the world beyond than ever before.
this. A er several generations of being raised away from When crisis strikes Nibiru, they do not hesitate to search
the warmth of the Core, the Enēšu have grown into for a new home. is is specially true to the Enēšu, who
a very distinct people from those that came rst. e grow up hearing about the glory of Antumbra, and who
e ects of higher pressure have quickly changed their increasingly su er the ravages of overwork and poor
physiognomy—and the hardships they constantly face health conditions. is, paired with the rising costs for
have forced to adapt a radically di erent worldview than colonization e orts, has seen the expeditionary complexes
that which is cultivated in Antumbra. With every passing o ering citizenship acquisition credits (or CACs)—cutting
cycle, the Arku nd themselves more and more at odds down costs and compensating workers with the promise
with the local councils within each of the Penumbraic of entry into the Core Sectors’ societies. e result? An
settlements: all made worse due to the growing lack of ever growing currency system, that fuels discontent,
resources. exploitation, displacement, and con ict.

26 From the Core we Hail


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e strange city of Nineveh, also known as the City of Charchemish went from a scavenger outpost to a powerful
Lights, is unique in many aspects. Ruled by a complex AI Assyrian satrapy, to then be returned to its original
called EUROPA, which controls the city’s administrative peoples in order for the Primarchy to pay for post-war
bodies, Nineveh is an isolationist society that heavily reparations. Its council operates under a set of rules—the
regulates their citizens’ lives in order to maximize equality Archaean Principles—that ensure that the Silu who buys a
and safety. Although its tech production is unrivalled, place in the council is required to give back a considerable
Nineveh has placed strong protocols against the replication part of their earnings to the city. Charchemish has
of its technologies. Nineveh’s citizens see themselves as thrived thanks to the Umbraic colonization, though its
dedicated, prioritizing study and artistic pursuit. meritocratic model has brought much distress to its people.

IZ P Z
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IILFDO UHOL L SLO ULPV I WKH F UH IILFDO UHOL L F OW I WKH VKHSKHUG

e birthplace of the rst Ascendant stands at the e self-proclaimed cradle of humanity exists today at
vanguard of colonization industries. Founded a er a crossroads between the weight of its legacy and the
the discovery of the Penumbraic tunnels, Tarsus and necessity of keeping up with the current age. Now that the
its Penumbran sibling of Sienna were once seen as the war reparations have been paid, the Primarchy seeks to
umbilical cord feeding the newborn villages of the Outer ciment Ashur’s power in their food production, while at
Reaches. Today, Tarsus looks to compete with other the same time ghting o the wave of nationalism that
Antumbran city-states by transforming itself into an threatens the city-state’s inner balance. e peoples of
industrial powerhouse, with the objective of seeing most of Ashur might be divided politically, but they unite in their
its people living in Penumbra in the near future. pride, and their faith in the gure of the Shepherd.

28 From the Core we Hail


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3 S ODWL SSU 3 S ODWL SSU
HU PH W WUDGLWL DO F FLO HU PH W F US UDWL H F FLO
W S L G VWULHV O U LWHPV W ULVP W S L G VWULHV IL D FLDO
IILFDO UHOL L F OWV I VLOH FH IILFDO UHOL L 3LO ULPV I WKH & UH

Ur has preserved most of its traditions intact across the Nimrod‘s Wager saw its people moving to the
ages of Nibiru. Its beauty and the unique cra smanship of dependencies to make the main vault the largest credit
its people have attracted many a curious philanthropist, market in Antumbra. e place has become more a
yearning to carve themselves a piece of the vault to gigantic trade house than a city; a bloated maze, full to
call their own. Part of the population expresses great the brim with all kinds of goods. Nimrod’s culture values
discontent in this, pushing the ruling council to stop self-sacri ce, but even with its best aspects, the Wager
treating their home as a luxury retreat. For better or has deeply damaged life quality. To make matters worse,
worse, the resources poured into Ur have enabled it to their excessive power usage has resulted in a widespread,
stand the test of time as a true relic of the past. intermittent icker that is making a lot of people nervous.

4IZQSp ,ZM KMV PM Q MZ


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3 S ODWL SSU 3 S ODWL SSU
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IILFDO UHOL L H IILFDO UHOL L H

When Archaean merchants found the known world’s most e warring princes and their legend originated in the
fertile land in Karik’s Crescent, they quickly resigned to immediacies of this triad of vaults, now widely known
their citizenship to settle down in the newly discovered as the Sisters. e youngest city-state to rise under Gate’s
zone. A er the two-hundred-cycle long Wars of Fertility— Shadow, its people came from a handful of exiled Assyrian
which saw the settlers ghting against Archaean power— families, united under one banner. Since then, they have
the Karian peoples shaped up to be a strong (if scarred) fostered a culture based on devotion to their leaders’
collective, becoming the most important food producer family values and martial prowess. e Sisters hold the
in Nibiru. Today, they stand to protect their riches while only professional army in the world, and are seen as an
competing for the food supply trade against Ashur. interventionist state; which keeps other states very wary.

From the Core we Hail 29


P Z

e rst recording of the Arku of Assyria saw them prostrate the test. e boiling pot that was the Assyrian population
in reverence to their object of worship. Nothing less but a smoked out notions of patriotism, of manifest destiny, and
wandering idol by the name of “Shepherd”. It seems this all other imperialist constructs, leaving at the bottom the
entity led them for about half a cycle across the Way of cruelest traditions of Ashur for the Skyless World to see.
Tears and into the vault of Ashur, where they found water e Red Rite; a celebration of mass hysteria that marked
and food aplenty. For ten cycles the Shepherd stayed, and the ascension of every new Primarch, was stripped of its
then—from one lapse to the other—it le the Assyrians and romanticized visage, and hither and thither the statues
their newborn culture behind. e rest is known history. and idols of the past were brought down without mercy.
e people never forgot their messiah, and still today they
dwell, restless, on the reasons for its departure. Generals and warlords, both home and abroad, lost their
privileged status: before, they were branded as heroes,
e myth of Ashur and its people is one of the oldest, and respected at the same level than the royal council
best known stories of Antumbra. In its past, the Assyrian members. Some of them, particularly those that came
Supremacy reigned over most of the Core Sectors. Today, from fringe settlements, were charged with crimes of
however, their empire is a distant memory, and its people treason. e military class, embodiment of ferociousness,
stand divided on the matter of their legacy. A civilization was put to shame—and the youth pushed for a revolution
that struggles with lingering demons, while trying to nd in politics that would set out to mend the wounds of their
a place in an uncertain future. Not unlike the protagonists nation’s barbaric past.
of our stories...
When it came to religion, the clash of two major ideologies
is section gives you an overview of the society of Ashur, split the people in two. On the one hand, there were the
and opens up the city’s gates so that you may use it as a Revolutionaries. ey saw the interpretations of early
playground for storytelling. recordings as misrepresented and misused. e fact that
the People’s Shepherd had chosen them was a gi of fate,
a sacred grant that they were obliged to honor. It did not
PM M MZML 4QVOLWU give them the right to rule over others.
A er the Pact of the Four Dials, Ashur plunged into
disarray. e Primarchy lost control of all of their outer e latter idea was championed by the Supremacists; the
territories, and saw four of its ve dependencies uprising traditional arm of the Assyrian state religion. ey saw
for autonomy. e struggle between them and the city- the fall of the Supremacy as a test put in place by their
state would last for another hundred cycles, before messiah to prove their worth. It meant that if they were
settling in the Pact of Communion, which granted these to preserve their traditions, the Shepherd would return to
four dependencies the right to pass their own laws. guide them once more to victory.
During these times, the Primarchy’s authority was put to

30 From the Core we Hail


With the passing of the cycles, the Revolutionaries fought Penumbraic infrastructure could be hundreds of cycles
for their voices to be heard, and during the Cycle of away from feeding the Arku. ey have commissioned the
Banishment, they toppled the head of the creed. It was construction of massive industrial arcologies, each built to
then that the Primarchy had to accept the new doctrine, house a hundred oors of farmland, to make Ashur “the
which conveyed a message of unity; that the Assyrian world’s granary”.
people had been trusted, by the Shepherd, to captain
their own fates, and that the honor of such a gesture Although most of the people see this as a wise move, a
signi ed the true blessing of being chosen. growing number of Assyrian Arku feel like the over-
reliance on primary industries is another sign of Ashur
stagnation. Technology, which moves faster than ever
before, has seen most city-states leaving Ashur behind.
The Ways of Ashur
Slowly but surely, as borders open up, the Assyrian youth
e Assyrian religion, unlike that of the Pilgrims (the
exposes the Primarchy and its monarchic rule for what it
most widespread creed in Antumbra) focuses on the
is—an inhumane regime, from which the most regressive
original tale of the People’s Shepherd, and establishes a
traditions of Ashur stem.
lineage of Primarchs that are said to descend from the
person whom the Shepherd entrusted with its teachings.
is creed is held only in Ashur and its dependencies, as PM WKQIT KPMUM
well as in the Penumbraic diaspora. From the moment the Arku are born, they are protected
by the law of their city-state and have the right to all
essentials. ese are: Food, water, health, education, access
is religious edict didn’t solve all of the problems that to the arts, the right to leave, proper living quarters, and
plagued Ashur, but it did ciment the ideological grounds the Right of Recess—which designates particular periods
upon which a new type of leadership would rise. In a of a person’s life when they’ll be under no obligation to
society as rigidly traditionalist as this one, there was provide labor to the city-state.
bound to be some concessions. First, the o ce of the
Primarchy would continue, and so would the Red Rite During the rst een cycles of life, a child’s guardians
(though it’d be duly regulated). Second, the Supremacists tend to live under Right of Obligation, with their required
would be allowed seats in the council, as safekeepers of labor cut in half in order to properly accompany their
Ashur’s oldest traditions. child during their rst cycles. e following 55 cycles
are divided between primary education (where children
learn about communal life, their city’s history, science and
aZQI WLIa language), and labor education, where they learn about the
e Age of Discovery opened the way for the Primarchy roles of adults in society, and start delineating their roles
to expand its borders. is initiative, however, wasn’t and identities. Bar the o ce of the Primarch and their
poised by the ruler of Ashur. It was prompted by a newly family, Ashur goes by a pretty standard Antumbran social
born collection of private enterprises, which sprang at the structure. In it, the grand majority of the adult population
dawn of the current age, pushing to see their homeland (seventy cycles old and up) are separated in four groups...
reaping the bounties of Penumbra.

Among these organisations, three stood over the rest.


ITM XIZS
Under a webfarm’s tunnels, the Aliltu toil for many
e Waywatchers’ Consortium, a group of veterans
hours a lapse. Actually, more than they are supposed to.
from the wars of old, earned credit for their might and
An Ummânu is taking advantage of the farm’s systems
reputation—defending the young colonies from threats
to have them work extra time, delaying the doors’
unknown. Akkad Customs, a joint logistic e ort between
automated system, and quickly archiving any complaints
Ashur and Charchemish,specializes in supply runs to
they receive. One fearful worker asks for the PCs help to
Umbra. Finally, the Red elds Outreach Foundation—a
uncover the fraudster. What will they do?
collective of farmers and technicians that dreamt with
making a paradise out of the Outer Reaches—attempts to
A member of the Assyrian Ruling Council seems to
refuel the imperialistic ambitions of old Ashur by creating
be funneling resources to Penumbra, in an attempt to
a monopoly on Penumbraic food production.
help their family—stationed close to the settlement of
Suruptu. It is known for this kind of act to be considered
For the current Primarch, the struggle of the future will
high treason. e PCs know of this due to mere chance—
be have food supply at its core. e current production is
what will they do with this information?
barely capable of coping with spiking demands, and the

32 From the Core we Hail


Below the o ce of the Primarch are the bodies of the New to the social order of Ashur and many other
Assyrian Ruling Council, the Tallaktu. Since the Age of Antumbran city-states, the Silu form what you could call
Whispers, it has undergone many changes, and today it’s a “corporatocracy”. Originated from the imbalance brough
formed by chosen representatives—bringing to discussion by the economy of statal credit, they enriched themselves
the issues relevant to Assyria. e Tallaktu has sixty beyond regulatory boundaries by outplaying the city-states,
representatives, or Našparu: irty envoys of the Promised the Domains and the colonies. Today, they stand in a
Vault of Assyria and its Detachments, een Honorable constant state of litigation with the Antumbran potencies,
Našparu of the Dependencies, one Našparu of the Diaspora, launching grand expeditions to the lands beyond 1.8 with
ve Royal Advisors and nine Našparu of the Umbras. the hope of nding an eden they can call their own.

e Ummânu are specialists. Since time immemorial, the e Aliltu are the bedrock of Antumbran societies. By law,
Antumbran wise councils reckonned the need for dedicated they work a total of ve hours per lapse, in a wide variety
artisans and savants. Whether devoted to the ne arts, or to of sectors (be it construction, agriculture, administration,
science and education, they channel their passion to push the etc.) as required by the ruling council. ey have all their
boundaries of culture and knowledge. ey work six hours per basic needs covered by the state, and they can procure
lapse, and have all their basic needs covered by the city-state’s non-essentials to varying degrees, depending on their their
redistribution scheme. Non-essentials that are functional to the willingness to work an extra hour per lapse and to expand
Ummânu’s cra tend to be provided by the city-state, though to a wider range of sectors.
anything else requires the citizen to work extra hours.

From the Core we Hail 33


1 2 3
The Gateway District The Cocoon The Neck
Entryway into the Assyrian vault, this district e largest detachment of the Assyrian During the Age of Whispers, the oorplaques
is a massive marketplace—the designated vault contains a self-governed village of Ashur were li ed to make way for a series of
zone wherein statal credits can be exchanged, at the center of a massive webworm underground precints, now dotted with a myriad
and where most foreign traders are set up. breeding facility, which feeds the workshops and entertainment venues wherein
entire Assyrian textile industry. Assyrians spend a lot of their free time.

6 7
Palace District The Foundry
e Palace District comprises the Ochre Palace, the For most of its history, Ashur trusted its manufacture industries to
Primarchs Square and the many o ces of the Tallaktu. its dependencies. Still, the main vault always had a small cluster
Atop a strange elevation sits the house of the Primarch, the of facilities in the Foundry. e district grew considerably during
Ochre Palace, wherein the Primarch’s family, the Assyrian the cycles before the Pact of Communicon, to shield Ashur from
Archiver and a small personal army take residence. the economic cosequences of the dependencies’ ght for autonomy.
4 5
Redfields The Little Sisters
is district is run by the Red elds conglomerate; is district, located in one of the underground
an ambitious project spearheaded by a group compartments below the Neck, is made up of several
of Assyrian Silu. e zone will soon feature ve compartments wherein immigrants from the Sisters live.
towering arcologies, which will house colossal It’s widely known as a problematic zone, primarly thanks
amounts of farmland. to the apathy and neglect of the Assyrian ruling council.

8 9
Leapers’ Point The Old City
Surrounding the landing pad of the Ascendant V, e mythic site of the ancient settlement of Ashur has
Leapers’ Point is the Assyrian gateway into the lands been preserved for thousands of cycles in what is known
of Penumbra. Most o ces dealing with Assyrian as the Old City. Most of the Našparu live in this district,
endeavours in the Outer Reaches and beyond are found wherein you can also nd a varied assortment of temples
in this district, as well as a small community of Enesu. for the many creeds of Ashur.
PM 0I M Ia -Q ZQK
Serving as entrance to the city, the Gateway District bears
little to no resemblance to its past self. Today, it is one ITM XIZS
of the main sources of inter-statal credit. Travelers gather e PCs get lost in the corridors of the inner district, and
around the central plaza to munch on local delicacies and so they end up in a warehouse, teeming with people from
to splash credits on the riveting designs of the School of Penumbra. Confounded with them, they are taken to a
Ashur. e Ochre Way—a massive avenue that dips down sweatshop, revealing an illegal manufacture complex.
into the lower levels of the city—has its origin here. Along How big is this operation, and what will the PCs do?
the labyrinthine corridors that run parallel to Ochre Way,
all manner of shady deals are struck, while the steel visage A BrightTowner has an auction house that they use to
of the Lamassu arcologies towers over the millions below. recover objects from their Habitat. It seems like a famous
collection might show up to town, containing several
Why Go There relics of BrightTown, and thus they ask the PCs for help
Information found across the Assyrian Network is as to win the auctioned items at all costs.
biased as it gets. If you want to know what’s happening
outside, you go to the Gateway District. Here, visitors
might share a story or two, even trade in foreign wares.

A myriad di erent mannerisms and customs give color ;MLNQMTL


to the hustle and bustle of the area. Whereas in other Once a problematic area destined to manufacture, the
parts of Ashur outsiders would stick like a sore thumb, Red elds district became the talk of the region thanks
the District o ers a chance to lose yourself in the crowds. to the decree of the Primarch, establishing the Red elds
Conglomerate as the legitimate authorities over the
Big chunks of the district have been bought by the district. Since then, an ambitious project led by the
Silu, which means unregulated work, which means ruling council of Silu seeks to transform the district into
opportunities for the undocumented. Either to nd a the food producing powerhouse of Antumbra. A series
transient home or to land an easy job, the area can be of massive arcologies, dedicated to expanding Ashur’s
a good place to start if you intend to stay in the city for a farmland, climb higher with the close of each lapse. One
long time and you nd yourself creditless. wonders, once they are nished, what will the Red elds
Conglomerate do?
Who To Meet
Atour is a passionate Assyrian historian, an Ummânu Why Go There
that has been stationed in the plaza to introduce people to e Conglomerate take their responsability as arbiters
Ashur and its legendary past. He’ll generally be shouting and administrators very seriously. One should take care of
enthusiastically at bypassers, and trying to call attention to distrubing the peace here, yet for those who have a friend
the PCs. is gives you an interesting way of having them in the inside, laws seem to bend favorably. Jurisdiction
interact with someone, while giving some exposition issues on top of messy, noisy streets make it the perfect
about the city and its background. place to make a quick escape.

Right below the piercing silhouette of a black glass e roar of building machinery and the rythm of the
convention center, there’s a crowded establishment the pneumatic hammer against steel pair up to assault the
locals refer to as Esmar. e owner, Aramina, tends to senses, as copper dust li s up from the vents below
take an interest in new faces, and will generally share ground. It might not be the best place to live near to, but
some rumors if the PCs help spread the word about the massive construction sites o er plentiful opportunities
Esmar. Aramina can point the PCs in the right direction, to get a an easy job.
and is knowledgeable of the Vagabond condition. You can
use them to drive the characters into a new adenture, and e Red elds’ leadership lives and observes the works
to let them know to protect their identities. from a small enclave in the north of the District. e zone
is peppered by many distinguished establishments, the
Yonan is a recruiter for one of the local Silu, taking perfect places to network with the Silu.
volunteers for a tour of Penumbra. He is generally
looking for surveryors and logistic support workers for Who To Meet
the settlement of Suruptu, and is an ideal contact to talk Among the many powerful people in the District, an
to if the PCs want to go to the Outer Reaches. Ummânu by the name of Deeana stands out. Holding the

36 From the Core we Hail


construction contracts of the three largest arcologies in
the district might be a minor thing compared to the fact ITM XIZS
that she is a Dreadlander. Of course, no one outside of her e sudden collapse of one of the arcologies quickly
and her family knows of this, but the fact that a Vagabond triggers the District’s response system, blocking the
occupies a position like that might be pivotal for the PCs exits while the PCs are inside. With the zone under a
plans. lockdown and the Covenant marching along the city
watch to question the locals and secure the District, the
At the same time, the Red elds enclave is one of the sites PCs have to trust their instincts to avoid Enki’s grasp.
wherein Enki’s Covenant is based. e Covenant has bets
placed on the success of the Assyrian Dream, and some e KISHAR arcology is almost nished, yet it’s been
of the faces of the Covenant’s leadership in Ashur want to reportedly infested with a colony of shocktails. e PCs
be there when the credits start owing in. One of them, take on the risky job, which would give them an “in”
Shamiran, is responsible for the coordination of the in the Red elds enclave. But how come the infestation
Covenant’s information network in the Torus Corridor. happened? Is someone behind it?

Jammal is the leader of a rebel cell of Enesu, ghting In spite of the public’s opinion, an investors fair will soon
for the rights of workers brought from Penumbra to be held in the enclave, with many a resourceful Silu
work in the Assyrian Dream. ey are a Corpus Priest, taking part. is is the chance for the PCs to bring an
as well as a Vagabond of the Machine, known for having idea to fruition, or to strike at the heart of what many
tagged (together with a group of rogue AIs) the TIAMAT believe is a corrupt, elitist system that has taken root.
arcology with the sign of Free Penumbra.

From the Core we Hail 37


PM 9ITIKM -Q ZQK
ere’s probably thousands of recordings in the Assyrian Hosting as much information as all of Ashur’s archives
Archive about the rise of the Palace District. Although put together, the Assyrian Archiver is surely an important
most of them di er in their portrayal of the event, they gure in a society that is known for dwelling in nostalgia
all agree that it was a famed Whisperer who—during quite o en. Every Assyrian citizen has the right to speak
an audience with the council of Ashur—commanded a with the Royal Archiver once per cycle, with most people
dozen large steel placques to elevate the Ochre Palace asking questions about their lineage, their passions and
over the Assyrian plateau. the history of their district.

A circuit of gardens and arthouses preface the boulevards


and plazas that lead into the council buildings, where the
Tallaktu work the cogs and wheels of Assyrian society, all
ITM XIZS
e group is contacted by a desperate Vagabond, who’s
under the shadow of the Ochre Palace.
trying to nd out if they are being chased by Tyareh.
ey ask for help guring this out and, a er nding out
Why Go There that this is indeed true, they about what is to be done.
e Palace District was once at the epicenter of
What will be the consequences of the group’s actions (or
Antumbran society. e Primarchy might have paid
lack thereof)?
reparations, but they still retain a big body of works from
all over the known world. If you want to be inspired by
e PCs overhear a conversation, wherein a group of
Nibiru’s artistic history (and see for yourself why so many
individuals plan the assassination of a Groundswell
of these works are being rightfully claimed for by their
signatary, during a tour of Penumbra, framed to make it
original owners), this is the place to go.
look like the Enesu did it. How will they stop them? And
if they do, who will take issue with it?
is is where things get done. For better of worse, it is
the Tallaktu who dictate how Ashur will employ its
resources and, if anything, it is a place you should at least
get acquainted with if you want to make things change. PM /W VLZa
Sealed away in the largest detachment of of Ashur, the
Several times in history, Vagabonds arrived at the Palace foundry is a massive industrial district that saw its heyday
District to have an audience with the Primarch. eir during the times of the Supremacy. It’s since been largely
existence is a secret passed from one ruler to the next, abandoned—turning the area into a derelict maze.
and though the attitudes of previous rulers towards the
amnesiac kin ranged from empathetic and compassionate Why Go There
to hateful and power-envious, the current Primarch is To nd home. e Assyrian council knows that there
(mostly) apathetic to them. are people living among the ruins of the Foundry, but
the conversation has stalled—mostly focusing on how
to reclaim the area, rather than “how to push people
Who To Meet out”. Small communities have formed in the carcasses of
e watchful eyes of Tyareh, one of the Covenant’s most
old machine factories, with the largest one (nicknamed
dangerous Nexi, are always set on the Palace District.
Sulūlu) becoming increasingly notorious.
ough they are generally more worried about the doings
of the ruling council of Ashur (as they try to secure
Some of the assembly lines are still littered with usable
government resources for the Covenant’s endeavours),
material, inviting opportunistic souls to scavenge and
they are still trained to be alert to any signs of Vagabonds,
repurpose anything of use. Prized parts are said to be
and might pose a danger to the group.
moving across town and into the Coccoon, and some
people have even found automatons amidst the clutter.
Khamur and the signataries of the Groundswell (a proposal
for the decolonization of Penumbra) are a small group of
ere are several blocks in the southern wall of the
Tallaktu that vouch for the rights of self-determination
detachment that are still operational, producing small
of the dispossessed and the le behind. Although they
parts that are then taken to the Assyrian dependencies
might have heard rumors about Vagabonds, these haven’t
(where most of Ashur’s industrial complex exists). ese
been con rmed—which is somethin the group might
manufacturers use the retro tted tunnels under the
want to address.
detachment to move stu out to the dependencies, which
presents a way to make an escape from the city.

38 From the Core we Hail


Who To Meet
Under fungi-carpeted ceilings, the ashing of strobe
lights reveal a river of tangled cables like vipers viciously
sticking their fangs into the main Assyrian power line.
Khiyyo is the snake charmer responsible for keeping
the lights on at Sulūlu, and so far has gotten away with
their hijacking job. ey’re always willing to share their
knowledge of Nibiru’s power systems.

Malki is one of the only adherents to the birther tradition


that actually speaks their mind about it. Granted, they
do go about this the smart way, hiding behind whispers
and rumours to make sure the only the right people
manage to nd them. Malki is known for having helped
birthers conceive according to their beliefs, and will
always go out of their way to give guidance.

Belo’s Surveyors are a small gang that is starting to


take hold of part of the Foundry, scouring the place for
valuables and preying on those who happen to hit the
jackpot. Belo is connected with the black market, and
is know to have helped many Enēšu make it to Sulūlu.

ITM XIZS
A strange icker in the main vault of Ashur raises
concerns among the Tallaktu, who order an inspection of
the Foundry and the communities living within. It seems
like Enki’s Covenant will work alongside the government
for this. Can the group prevent this? And if they cannot,
how will they keep their community safe?

As they scour the junkyards along the darkest wall of the


Foundry, the group wakes up a rogue Hauler AI, which
starts to race across the narrow, rust-covered streets
towards the ramshackle capacitor at the center of Sulūlu.
How will the group avoid disaster?

e livelihoods of the inhabitants of the Foundry are


in peril a er the Tallaktu decide to address the advent
of scarcity in the Assyrian dependencies by quickly
reclaiming the detachment and turning it into farmlands.
Whatever the outcome, the consequences will be dire.

5MIXMZ p 9WQV
e gateway into Penumbra and the lands beyond has
a tumultuous history; the Ascendant V was built more
as a vanity project than to satisfy a real need, during a
time in which the Assyrian people were in crisis. e
communities that developed around Leapers’ Point
evolved from the guildhouses and workshops into a
haven for innovation and creativity. It also serves as the
center for the statal credit fund, which manages Assyrian
interests in Penumbra and Umbra.
Why Go There
e Assyrian community of Enēšu are mostly concentrated A musician of the Penumbraic town of Suruptu, Sharo
in Leapers Point, working at the cra houses found in believes that it is with music that he will be able to reach
the periphery of the landing pad. If you want to look for out to Antumbran society to build a case against the
technical advice, this is a good place to go, specially due colonization of the depths. His songs are aggressive calls
to the good natured community found therein. for independence that showcase a great deal of personality,
and are quickly part of the local landscape.
Along the perimeter that’s laid out close to the Assyrian
border, there’s access to an open network which services
the Enēšu. is might be a bit limited in terms of ITM XIZS
knowledge and resources, but it’s not under the scrutiny Sharo wishes to make himself known by playing at the
that the main Assyrian network is, so if you want to utilize largest venues in Ashur. Although doesn’t have enough
a network service securely, this is a great option. credit to access the city, he wishes to make a deal with
you to distribute his record. It seems like his previous
Of course, you probably go to Leapers’ Point to travel to attempts have made him made several enemies. How
Penumbra. e Ascendant V is equiped with an industrial will helping him? Who will stand in your way?
clamp, meaning it can carry several tonnes of cargo along
with up to twenty passengers. As with most ascendant e group sees some of the designs of the Enesu glass
trips, they start and end quite violently, and you tend to workshops in the city—meaning someone is stealing
be sleepy or dizzy during the middle section (given the ideas from the community at Leapers’ Point. Who’s
krajj quantities pilots pump into the passengers). responsible for doing the “scout work”, and whose artistic
reputation is about to get stained?
Who To Meet
Among the logistics personnel working at the landing
pad, you might be lucky to nd Zaya. She is said to know
how to slip any package past customs—as long as you pay PM ,WKWWV
what she demands, and as long as it is not sent to an Arku. As a gi to the Primarch, the legendary Rama brought ten
webworm larva, which were taken to the recently settled
Panna is a Vagabond from the Dreadlands who lives in detachment of eveste. With time, it became breeding
the immediacies of the glassworks alley. She works in the grounds for dozens of webworms, transforming Ashur
credit fund, and thus she has access to information about into a leader of textile production. Today, the Cocoon has
those who use credit to utilize statal services. She uses this a complex network of breeding circuits, as well as textile
to track down Vagabonds and create a registry—which factories and even a small, autonomous town at its center,
she hasn’t decided on how to use yet. housing its Ummânu community.
Why Go There
Whilst the vault of Assyria is under the watchful eyes of ITM XIZS
the city guard, the Cocoon and its autonomous ruling Noting that the PCs come from outside, the Weavers
council are an entirely di erent beast. e council has ask them for help with a particular distribution run.
concealed ties with several cartels, which utilize the ey are looking to take a load of mantles for one of the
Cocoon as a black market entryway. If you want to access outback domains of the Assyrian immediacies, which
the Assyrian underbelly, this is the place to go. has lost access to power and is in a dire situation.

e krajj cartels know how to use alternate routes into e PCs hear a member of Enki’s Covenant talking to
Penumbra and the worlds below. ough the price for one of their contacts about Hunain’s identity, saying
passage might prove too high, it might be the only way they’ll make a move on him soon. If the PCs don’t do
out of the city if you nd yourself in a sticky situation. nothing about it, they’ll see one of their own taken. How
will they help him escape?
e Ummânu rule here, but soured ties with the city have
drained their resources. ough this opens opportunities In a crowded bar along the workshop belt of Adad, a
for the undocumented to land a job, most would go to gathering of smugglers take place. ey have a plan to
Penumbra before working in an Assyrian web farm. use their pooled resources to build a covert Ascendant
within the entrails of eveste’s underground structure.
Who To Meet How will the PCs use this information? How will they get
Under the weight of a dozen levels of tangled up breeding involved with it?
tunnels, a warehouse block stores the surplus stock
of eveste’s farms. Tammuz oversees the area, and is
responsible for much of the smuggling happening in PM MKS
eveste—hiding tech inside web cilinders, loaded into e early cycles of the Supremacy saw Ashur drowned in
unidenti ed vehicles, destined to who-knows-where. the reverb of howling machinery. Back then, the Primarch
commanded the construction of the Neck—a roof that
Weird tales are told at the labour houses of the Cocoon, would divide the vault in several levels, optimizing space.
one of them pertaining to Hunain, a caretaker of the In time, the Neck became home for the ever-growing
upper circuits. Hunain is said to have solely contained underground communities of Ashur.
the “fourth lapse crisis”, when seven worms escaped their
circuits. e truth might be unknown, but his story is Why Go There
spreading fast, and will soon reach the city’s upper levels. ere are plenty of options in the upper leverls to have
some fun, from Umbraic ower parks, L&Ms (light
e Weavers are a group dedicated to spreading Assyrian and music shows), rAIsles (where trained technicians
culture through fashion, weaving stunning mantles and play with rogue AIs) and food circuits (which provide
organizing volunteer missions to give out clothing to thematic experiences through food tasting).
displaced communities across Penumbra.
PM TL KQ a
e middle levels have a hundreds of workshops and e Old City was the place where the rst Assyrian
stalls. Most of Ashur’s autoctonous art comes from this nomads settled, guided by the mysterious AI known as
place, and either to learn the cra s of Ashur or to immerse the Shepherd. Upon their arrival, a crescent-shaped lake
yourself in the city’s culture, there’s plenty to do here! had formed, craddling their newborn village as it grew to
connect (and eventually absorb) other smaller settlements
Carved out of the vault’s base, the lower levels of the Neck found across the vault.
are home to low-credit residents. Many a social movement
saw its birth here, and its identity most certainly resonates Today, the Old City is a monument to nostalgia. Many
with the struggle of the amnesiac kin. If you want to learn Našparu live in this part of the city, close to the original
of the people’s struggles and to ght for your cause, this is ruins of the rst settlement, sharing their lapses with
a good place to start. the many visitors who come to admire the architecture
of ancient Ashur. e district is crowned by a series of
Who To Meet churches and temples, that accommodate many di erent
A Vagabond of the Machine who goes by the name of faiths—with the Church of Rust, dedicated to the
Ninva has an rAIsle show in which they sit inside of a Shepherd, standing taller than all the rest.
glassbox to teach a Rogue AI to play the piano. Ninva
seems to be an expert when it comes to AI behaviour, Why Go There
and they are always open to be consulted regarding e religious bodies of Nibiru have a home in the Old
automatons and AIs. City, and most are welcoming irregardless of background
(though this may not be the case for the autoctonous cult
Ninlil is an expert of Nibiru’s oldest religions, the Cults of of the Shephard). If you want to nd a safe haven, the
of Silence that stemmed from humanity’s fascination many temples of the Cults of Silence and the Pilgrims of
with the Skyless World. ey hold great knowledge about the Core generally o er a place in exchange for upkeep
the myth of yesteryear, and of the communities that still duties (you might also need to assist the temple personnel
partake in the rites and customs of their ancestors. with their rites).

e Northern Fury, a famous brewery that stands close to Close to the Old City you can nd the Assyrian Records
the northern wall of the lower Neck, is managed by Mona building. is is one of the largest collection of recordings,
and her family—a merry bunch that has a reputation of data and script in Antumbra, and an ideal place to search
deep commitment and care for their community. If you for information. Assyrian citizenship is needed to enter,
are in trouble, and possess a kind soul, this is a good place though the wealth of data found inside might be well
to rest and nd temporary solace. worth the risk of in ltrating.

e ruins of the rst settlement are a wondrous place


ITM XIZS to visit. Below the surface, a series of service tunnels
In the lower levels, an automated garbage reprocessing completely covered by old wall paintings and teeming
facility services the workshops above. Lately, the AI has with scholars and students reveal the life of the rst
been acting strange, inserting weird patterns in the nal Assyrian settlers. Many people travel here to nd a place
products. Upon seeing one such pattern, the PCs gain a of connection with Nibiru.
memory of Ashur’s distant past. What does it mean, and
why is this memory resurfacing now?
Who To Meet
Near the entryway to the archeological site, a cordoned-
In the wake of the Primarch’s edict to increase work load
o hole leads into a series of ventilation sha s and energy
for the Aliltu, a bill to reduce resource allocation for
management installations. ese tunnels are populated
establishments across the lower Neck is passed discretely.
by a group of pariahs, who see in Hano a worthy leader.
Mona knows that the Tallaktu see these places as staging
She found in this place a haven for Enēšu refugees, who
grounds for popular revolts, and wants to raise awareness
constantly struggle to have their voices heard. Hano
of the council’s sneaky play. How will the PCs act?
won’t be quick to trust the Vagabonds, only granting
information and entrance in exchange for favors, yet she
Rumors are spreading about a hidden workshop in the
will eventually see them as just another marginalized
Neck, wherein Birther AIs (page 178) are built. Asia,
group in need for help.
Yona and Babu wish to conceive, and so they ask the PCs
to nd this secret workshop and lead them to it.

42 From the Core we Hail


Over the ramp that leads into the temple district of the On the hyper conductive clasps that operate above the
Old City, Khannah stands on a pedestal—preaching to vault’s capacitors and power management facilities, some
bypassers and telling stories of the ancient past of Ashur. locals have perfected the art of growing blue fungi to the
She does so with great passion, garnering fame as one of point in which they’ve grown what’s called the Sisters’
the most eloquent of Assyrian historians. She is likely to Blues variety. is variety of blue fungi has medical
catch the characters’ attention, eshing out some of the properties, and can be used to heal grave wounds and
city’s background in the process. accellerate muscle and bone regeneration.

Sardanapal’s workshop was erected at a respectable Technicians know the place as a prime location to learn
distance from the rest of the temple district, mostly due about the station’s inner workings, and the locals have
to the horrible noise coming from the inside. Here, the gone to lengths to build several observation decks, from
priests of the Corpus tradition undergo the Red Rite— where you can study the vault’s circuitry, the many pieces
progressively replacing their body with metal and circuit. that make up its power systems, and learn about the
is artform seeks to print Nibiru’s divine matter onto its vault’s life support functions.
worshippers, helping them become one with the station.
Who To Meet
A series of screeching bridges overlook the buzzing
ITM XIZS capacitors of the Assyrian vault, leading into a holed up
e PCs (or someone close to them) o en nd themselves tube tted with living amenities. is is Nouhra’s home,
in trouble, but this time it got out of their hands. Either a kind soul who provides refuge to the displaced. In
them or their contact require o -the-record medical exchange, they generally ask for a few lapses of service to
assistance. ey could try Sardanapal’s workshop, yes, the community, and to spread the word about the living
but they’d rst need to convince the priest. conditions in the Little Sisters.
Upon entering the ruins of the Old City, one (or several) Past the main container cluster of the Little Sisters,
of the PCs experiences a memory of ancient times. Write a scholar by the name of Iwita runs a small archive.
that Memory in their journal (it has no E ect). It speaks It contains about ten thousand recordings related to
of a mysterious locale in the depths of the Vault, where Nibiru’s architecture, many of these recorded during the
they’ll nd Hano and its people. ravaging of the Antumbran North. Iwita herself travelled
there, and is a knowledgeable scholar and scientist—
A BrightTowner has an auction house that they use to always willing to share her knowledge of Nibiru.
recover objects from their home. It seems like a famous
collection might show up, containing several relics of Pnu Eil’s name is known far and wide as at Which
BrightTown, and thus they ask the PCs for help to win Went Beyond. Once a pilgrim of the Corpus tradition,
the auction at all costs. it is now revered as the rst post-human inhabitant
of Nibiru. Its mostly mechanical body, thoroughly
engraved with the Pilgrims’ poetry, is now recognised as
PM 5Q TM Q MZ an autonomous dependency within the domains of the
Born out of the contempt and disregard of one of Assyrian Primarchy. To avoid diplomatic con icts, Pnu
Ashur’s worst Primarchs to ever rule, the Little Sisters Eil has agreed to stay within a small chapel in the Little
is a collection of ramshackle compartments, bleeding Sisters, where hundreds visit it every cycle.
out of the vault’s base and into its cable-riddled bowels.
Accessible from the lower levels of the Neck, it serves as
home to the poorest communities of Ashur, those that ITM XIZS
have partly le the system (and some that outright live As the relations between the people of the Little Sisters
outside of it). A long time ago, it became the breeding and Ashur sour, the community chooses to bar Assyrian
grounds for a bloody revolt, which led to the settling of citizens from entering. Wishing to avoid escalation, a
the vault cluster known today as the Sisters. contact within the Tallaktu proposes for the PCs to head
into the area to mediate. Where does their loyalty lie?
Why Go There
e community of the Little Sisters is built right above Upon entering the Little Sisters, the Vagabonds of the
key, functional pieces of the vault of Ashur. If you wanted Machine within the group hear a strange whisper—the
to threaten the Primarchy, this would probably be an voice of Pnu Eil, calling, distressed. What does it seek,
e ective place to do so (although the collateral damage and what is it that worries it?
that would cause might be too high).

From the Core we Hail 43


PM WZ

An oval-shaped, hollowed-out ring pierces through


the Skyless World; its surface blanketed by a myriad of 5WZM Q M
air pumps and extractors, service tunnels and oxygen
monitoring stations. Upon its discovery, it donned the
PM WZTLp PQ XMZ
name Hašû (meaning “lungs”), as the eerie whistling of
One could say that if the Skyless World were to
arti cial winds made its way into the imaginarium of the
speak, the Torus would be the best place to listen to
Cults of Silence. Awestruck by the majesty of the Torus,
what it has to say. is is an idea that has prompted
they ventured into its depths in hopes of hearing Nibiru’s
many (and not just those that revere the Cults of
voice. ey listened to the currents, which carried the
Silence) to travel to the Torus, to listen to its humm,
echoes of far o places, as the Torus looped and dived
meditate on it, and utter a reply.
into far Umbra, to return past Penumbra and surface
back into the Core Sectors, its breath lling every corner
e dialog that results from such an experience
of the Skyless World.
coalesces into what is known as a Hašû Song; a song
that represents the connection between humanity
Upon its discovery, the sheer size of the Torus made the
and Nibiru. ese follow a pattern in which the
Arku tremble before it; an unknown, dark horizon that
voice of the wind and the human voice give way to
seemed to devour even the brightest of lights. It was a
each other—never piling on one another. Notorious
matter of time, however, until technicians started testing
Hašû songs are so popular as a form of art that not
all manner of contraptions in order to nd their way into
only have they been recorded; the locations where
the world beyond—launching hundreds of air balloons,
they were originally held have been named a er
and carefully studying the currents to measure the length
them (such as the Song of Arseen, which denotes
and size of the Torus. Eventually, the rst expeditions
the Torus section connected to Suruptu, or the Song
made a trip back with news about the wild expanse
of Izla, marking the seven pipes that pump air into
ahead—the lands of Penumbra, which would be settled
Karik’s Crescent).
many cycles later.
Needless to say; those who sail across the Torus
Only a er the construction of the Ascendants, and
know these songs, their distinct sound, and the
the foundation of the rst permanent Penumbraic
locales they represent, by heart. Not to mention
settlements, was the Torus seen as a somewhat viable
that some daredevils have been known to face the
communication and travel route. Its use, however, was
darkest reaches of the Torus with their ear and
conditioned by the wind’s direction—meaning that the
folklore knowledge as their only guide.
settlements located up along the Torus Corridor had the
possibility of sending messages down, but not vice versa.

44 From the Core we Hail


As e ective as the Torus was at pumping air, ideas No one knows when or how exactly did they happen
owing one-way was not so great a thing. is made the upon Ghost Fungi, also known as paleweed, but the
inequalities of arti cial scarcity even worse, as Suruptu magnitude of its nding speaks for itself. is variety
and the upper settlements broadcast their messages in a presented almost miraculous medical properties, which
matter of hours, while the rest of the Reaches had to wait led to its harvest and widespread distribution throughout
a good part of a cycle to see their messages loop around Antumbra. e predictions that followed were proved
and reach their destination (providing it didn’t get lost). right when, in the span of just a hundred cycles, the
Without mentioning the fact that vulnerable communities introduction of paleweed almost doubled life expectancy
were le even more exposed to criminal activity along the in the recipient communities.
Torus, as their messages were easy to intercept, hold to
ransom, and tergiversate. Although the main elements necessary for growing
paleweed are still kept a secret, it is known that, for its
Communication problems were brought up many times properties to set in, a recently deceased body is required.
by the communities of the lower Corridor, o en raised A particular type of enzyme found within paleweed sees
along proposals to secure safe passage along the main the nal product act in the same way as vaccines do on
hallways and footpaths of Penumbra. ese proposals Earth, with each development of new varieties widening
were eventually addressed, but by that time the upper its bene ts. With all this, however, the harvesting of
settlements had found a new way to spread their in uence, paleweed did indeed face backlash. Many religious
with the Antumbran city-state of Tarsus testing the rst traditions across Nibiru place great importance on
prototypes of tripulated barges, aiming to kickstart large- funerary rites, and as such the Covenant found itself
scale trade operations along the Torus. barred from distributing its miracle cure to a growing
number of city-states.

Faced with this problematic, the Covenant’s authorities


Ebb and Flow decided to invest a colossal amount of resources into the
“How the Wind Blows, How Power Flows” is an ironic construction of the Wandering Necropolis of Nergal, and
remark o en used by the proponents of free Penumbra, to push for distribution in Penumbra. is massive barge
o en uttered when receiving news of Arku intervention. would travel the Torus, visiting connected towns every few
It refers to Antumbran-imported narratives that cycles, and holding in each a departure commemoration
correlate the nature of the Torus to notions of progress. wherein families would trade in the body of a recently
In reality, power ow is never steady; if the people at deceased family member for a portion of Nergal’s harvest.
the bottom get heard at some point, it’s because those at Town councils welcomed the opportunity to improve the
the top have found a new, exclusive, and exponentially lives of the people, and enthusiastically embraced the
better toy with which to keep the Enēšu in line. departure festivities—which quickly became a staple of
Penumbraic culture.

Barge trade developed fast, with the largest of Penumbra’s It was predictable that the arrival of Enki’s Covenant
settlements opening docks along the Torus to let the would a ect the power dynamics of Enēšu societies—
goods ow. is came with growing unrest among the this time tilting the scales in favor of those settlements
communities of the Outer Reaches, and the ideas of free that were directly connected with the Torus. Penumbraic
Penumbra knocking at the gates of Suruptu—where the cooperation, however, triumphed in establishing an
most in uential council in the region held power. It is internal redistribution system, with signatary councils
today, with the rst Penumbraic barge eet in the hands imposing a paleweed tax on all exchanges performed at
of Suruptu, that all eyes are set on how the council will the departure festivities. To this day, the consequences of
put to use the rewards they’ll reap. this decision weighs in whenever discussions about free
Penumbra arise, showcasing the value of union in the face
of enforced scarcity.
0IZLMV 0ZI MaIZL
Only a couple cycles a er its rst journey, the Awshalim
With the Penumbraic settlements pushing for control
barge Lammat got lost along the Penumbraic Torus,
of the Torus, the Antumbran city-states losing ground
eventually nding its way into what’s known today as the
and struggling to come up with a response, and Enki’s
Hanging Gardens (see page 165). is discovery fuelled
Covenant silently and slowly building power across
Enki’s Covenant interest in operations in the Torus, which
the region, the future of the Outer Reaches seems to be
led them to research the strange fungi varieties found
largely dependant on the Torus’ power, who wields it, and
therein.
who commands it.

From the Core we Hail 45


Song of Suusaandar
One of the largest splits along the Penumbraic
Torus happens at the site of Suusaandar’s song. Its
sound is akin to that of a lion’s roar, and the split
is big enough to spawn small whirlwinds along the
Torus’ surface. Crews passing Suusaandar tend to
see it as one of the more challenging segments of
the Torus looparound, due to the wind’s tendency
to pull sails towards the larger, Umbraic tunnel.

Abni & The Hanging Gardens


e natural air lters of the Skyless World are split into
several segments such as this one. A circuit of hanging
lanterns guide barges that pass through it, leading
travelers into Abni: the massive rock, whose insides
serve as the outpost of the Verdant Coven

Song of Rihat
is song marks a large split along the Penumbraic
Torus, wherein a small docking station has been
built to help passing barges restocking on their
way to the Gardens. e station, under Assyrian
control, is also used as a small tradehouse that
Enki’s Covenant uses to help supply the Gardens.

Song of Seluku
is song is as chaotic as the area that surrounds
it, wherein a series of subsections of the Torus
loop around to reach into di erent air distribution
circuits. At one of these subsections, the council
of Suruptu has set up a large docking station that
helps keep the main city docks congestion-free. It is
here that Suruptu’s largest shipments land, to then
be hauled over to their nal destination.

Song of Arseen
Arseen used to be heard as a loud hiss that marked
the narrow air ducts that connected the tunnels of
Suruptu to the Torus. e song has, however, become
much more faint due to the council’s passing of an
edict to contain the city’s pollution, which resulted in
them sealing most of the auxiliary conducts.
Dining Area
Common areas for shared dining are essential when
travelling across the Torus, particularly for merchants
QSIV Z IZOM who want to save up on credits by eating in. e crew
Bridge tends to store food from their home town, as well as to
Evolving the original design of the Awshalim line of Archaean
barges, the Nikanuur barge is a special piece of technology, Although crews can purchase integrated charts to have the grow small crops of easy to maintain fungi varieties.
featuring expanded habitation modules and dual auxiliary barge travel on autopilot across the most transited areas
thrusters. e greatest advance, however, is its signature Azure of the Torus, these are quite costly, and for the most part Lapsing Room
Flight chasis, made out of hollow steelweave, which allows it to there’s always going to be a pilot at the helm—specially Communications Hub Getting a good sleep is hard while on the move, not due to
maneuver and accellerate with unrivalled precision. when docking and undocking. Shielded antenna across the Torus make it easy to movement itself (Nikanuur barges are surprisingly steady
communicate with other vessels and with docking thanks to their hollow steelweave hydraulics), but due to the
e barge’s living quarters tend to accommodate up to four people stations, and the communications hub serves not engine hum, which most Arku are not used to.
during long journeys, though shorter “lightning” trips are known just to establish direct communication but to deploy
to involve larger crews. beacons and broadcast signals in a large radius.
Grid Management Room
Cell replacement and energy grid management
Sensors Room are two essential parts of barge operation,
When barges sail ahead of the Core’s cycling speed, the light specialy when delving into the darker areas of
dims, and especially when dipping into the farthest segments the Torus to complete a looparound. Pilots tend
of the Torus, one cannot trust their eyes to guide the barge to use all manner of tricks to save up on energy
through the dark. is is where sensors come in, quickly expenditures, some of which are outlawed.
rendering topographic maps of the Torus walls and allowing
crews to traverse the dark side of Nibiru.

Containers
Large containers are utilized to store cargo, which
can be taken in and out via access points or the
rails to which they are mounted, once the barge
docks.

Auxiliary Thrusters
Barges are supposed to rely almost 100% on the steady,
Access Points engineered currents of the Torus, yet complications can
ese access points, located across the full length of
Drone Hangar arise—in which case a set of auxiliary thrusters can prove
ey say a good merchant will turn a pro t, and an to be invaluable. Some daring pilots have been known
the barge’s top and bottom sections, are used not just
excellent one will do so without ever stopping their to push the limits of this system, diving into secondary
to board the ship but also to access each individual
barge. Spreading out the distribution and exchange of tunnels that stem from the Torus; an extremely dangerous
container when loading and uploading individual
merchandise along the way, planning ahead and setting maneuver that only some could pull o .
packages (particularly useful when distributing them via
up an e ective protocol can allow a trader to manage
drones).
solely using drones—thus sparing them from the costs of
docking, undocking and loading cargo manually.
VI WUa WN PM SaTM
e regions showcased in this map represent the more known and populated areas of the station.
WZTL
Use the blue lines along with the Gravity rules found in page 106 to see how your character is a ected by long distance
travel across Nibiru, specially a er travelling along Ascendant routes.

Main Hallways Secondary Hallways Service Tunnels


e largest hallways in Nibiru are essential In contrast with the main arteries of Nibiru, Bridging the gap between the main hallways
to trade and regional dominance. In ancient secondary hallways do fall within the and the station’s inner systems, service tunnels
times, the most resourceful city-states used to jurisdiction of speci c city-states, which regulate comprise a vast, uncharted network of
be the ones that managed to populate hallway trade and human circulation within their labyrinthine conducts. Due to their unknown
segments, installing toll gates and bringing in domains. While these locales might signify the nature, they are seldom utilized today, though
goods from other vaults to enrich their people. more visible face of Nibiru’s societies, many in the past many a human group was forced to
Today, the main hallways are strictly regulated, a slum has originated and spilled along the delve into Nibiru’s depths, seeking refuge in its
making fast travel the rst priority. entryway of the more hierarchical city-states. service tunnel network.

Overgrowth Vault Clusters Reservoirs


Some of Nibiru’s vaults seem to have strange, ese strange formations, which are mostly ese massive containers get their water supply
vestigial facilities attached to them—their shape found throughout Umbra, contain complex delivered from ice harvesting and processing
shedding some light on the process through ecosystems that tend to depend on one single, facilities, found near the outer walls of the
which they were built. In the larger city-states, regional life support battery. Technicians station, which then spreads outwards and into
such as Ur, these areas (commonly known as believe that vault clusters are more common in each of the vaults’ individual water reserves.
“vault overgrowth”) have been developed upon, across the farther reaches of Nibiru due to their Because the livelihoods of millions depend on
usually as large industrial areas separated from sectioned, clumped-up structure, which o ers reservoirs, the laws that govern their use are
residential zones. better support against high arti cial gravity. very strict (as with any other locale of high
strategic importance).

Fuel Tanks Central Facilities Hidden Facilities


Although Nibiru’s power depends on the Core, Hidden deep within the structure of the Skyless While central facilities are charged with
there are a series of emergency systems designed World, central facilities are accessible only the continued existence of Nibiru and its
to prevent the station from dying out, in case it through the complex network of service tunnels. inhabitants, hidden facilities represent a
failed to procure the necessary materials for its From monitoring centrals, regulating oxygen more obscure face of the Skyless World.
standard functioning. Fuel reserves are part of and water supply, to immensely complex drone Ziggurats. Habitats. All strange and wondrous,
that—though humanity has taken a liking to mainframes, charged with gathering prime their nding and study holds the key to
exploiting them, even going as far as to build a matter outside the station walls; these are understanding who or what created the station,
city within one such fuel reserve. Nibiru’s vital organs. and with what intent.
,PIX MZ PZMM
MXXQVO QV W QTQOP

PM PMUM QV 9TIa
Too many times we’ve accepted the idea of not owning our e rst theme of Penumbra is that of e Everyday
time. As if living here was some sort of a penance, or a “test Struggle. e Enēšu—the peoples that inhabit the Outer
of loyalty” we all had to endure. Sheepshit! Guilt chained my Reaches—have learned that Nibiru doesn’t really owe
father to these depths—took my mother during childbirth, them anything, and that if they wish to survive, they
and scarred him for life. ey want to keep bleeding us for need to learn how to transform the world that surrounds
pro t? ey can come and get it. I’ll see them dropping them. ey coexist with the lack of light, the scarce water
down the sha , choking on Krajj whilst struggling to pick supply, the faltering life support and the dangers hidden
up the‘spitter. Mark my words. From this one trip, they’ll beneath the mantle of perpetual shadow. Being born in
see no returns. here means developing a mentality that the people of
the Core Sectors could never contemplate. is grants
e Outer Reaches are a vast collection of regions where players great possibilities for a survival-based game, as
everything exists in dimming twilight. For the inhabitants they venture through twilight armed with their wits and
of Nibiru, the nding of the Outer Reaches signi ed courage to face whatever it is that awaits in the shadows.
a true revelation about the nature of the universe. e
impersonal, hollow nature of Penumbra seemed not to e second theme that will show up in is that of e
care for human life. Humanity, used to living in the steel- Identity Crisis. ose who rst dared explore Penumbra
clad Eden of the Core Sectors, had to—for the rst time in created a society that had to undergo massive changes in
history— ght to survive. order to subsist. Several generations later, the Enēšu have
not been able to look back. More so now than ever before,
Penumbra is much larger than the areas comprising the fact that they are still ruled by careless, detached
the Core Sectors. ough the construction of new governments hundreds of kilometers away has (rightly
Ascendants (the vehicles used to travel from the Core so) made them rebellious. ey yearn for a solution to
Sectors to the Outer Reaches) continues, the distances the problem of autonomy and the ever-widening divide
between the oldest and the newest settlements are nothing between their culture and that of the Antumbran peoples.
to sco at. e main passages might be signaled and o en For this reason, chronicles set in Penumbra are always
patrolled by the Waywatchers Company, but anyone permeated by a feeling of civil unrest and mounting
straying o from the charted tunnels might end up in tensions. is is o en exacerbated by the ever-growing
strange complexes, wandering into a scavenger ambush physiological di erences between the Enēšu and the Arku
or accidentally setting o a natural deathtrap. It is said (which stem from a hundred cycles being born and raised
by travelers, colonizers and traders alike; “everything that under the Penumbraic gravity), and the power politics of
could happen under the gloom of Penumbra will happen the statal credit scheme.
to you, sooner or later”.

54 Halls of Penumbra
e third theme in the Outer Reaches is that of Survival
of the Ingenuous. To traverse the twilight is one thing;
WZa MTTQVO 5M WV
to colonize and live in it is a totally di erent one. e 9MV UJZIQK ,PZWVQKTM
people that settled in the Outer Reaches have shown not
only a strong will, but a creativity and talent for invention Daring players, who want to face an ever-growing
that—fuelled by their need to adapt—would become the struggle in a socially con icted world where big,
envy of even the most capable inventors of Antumbra. momentous change is imminent, might nd in
From fungi-fed power generators, to amazing machines Penumbra the best place to base their adventure.
that transform oil deposits into villages, the settlements
of Penumbra are vastly di erent from those in Antumbra, ere are plenty of possible hooks you can use to
each providing a unique solution to the challenges they get your story on full swing. Maybe they take on a
face. However, these ideas are constantly tested, and contract that sees them travelling far and wide while
player characters will be have to deal with towns that run taking on smaller jobs. Maybe they nd themselves
out of oxygen, regions that go dark from one moment to in a far o settlement, dealing with the ruling council
the other, and a host of terrifying events that will surely and trying to tackle the challenges that a newborn
test their limits. community faces. Coming up with a cool concept of
why they join forces will provide a sense of cohesion
to the group.
,WUU VQ QM WN PM
MZ ;MIKPM Distances are greater in Penumbra, and each
As the rst explorers made their way through Penumbra, community is less prepared to ful ll the necessities
they soon realized that they were vastly unprepared to face of adventurous folk, so you can expect for travel to
the challenges ahead. e rst cycles of the colonization be an important facet of you game. A leaper ride
e ort were documented as a living nightmare in almost between two settlements takes an average of four
every sense. e settlers’ equipment was not made to last lapses to complete, same when travelling on top of
under the pressure of Penumbra’s arti cial gravity, which a bellowing HAULER AI. Motorcycle rides average
resulted in food reserves being lost, cascading into a one lapse between most settlements.
logistic problem that le people malnourished, plagued
by a myriad of health related problems.
;WTMXTIaQVO QV 9MV UJZI
is dire situation ended up breaking the communities of Penumbraic chronicles should re ect the themes we’ve
Penumbra. Some of the fractured groups were lost to the addressed in this section, which can be more easily
darkness beyond, never to be seen again. Some managed implemented if you take in account the following
to survive and establish small communities far from the questions about your character.
watchful eye of the Antumbran colonization complex
Are they adaptable?
e term Enēšu surfaced around the time the second At some point in their past, your character might have
generation of colonizers arose. ese were the days of faced an extreme situation, in which they pushed their
the “lost o spring,” in which the true extent of Kabādu limits in order to survive. How was it? What did they
was felt. e chilling e ects it had on children resulted learn? is will help determine how your character
in a massive e ort to come up with a solution. Part of it interacts and deals with Penumbra’s extreme perils.
seemed to come from a change in the diet of the Enēšu,
which switched from the easier-to-grow red fungi What side are they on?
varieties to the blue fungi, richer in calcium and protein, e Enēšu have been robbed of their rights for a long
which the colonizers desperately needed. is led to a time, descendants to a people deceived and cast o by the
spike in energy requirements—blue fungi being much very rulers that swore to protect them. Not taking a side
more power demanding than red varieties. means siding with the tyrants. So what’s it going to be?
And, are you prepared for the consequences?
A er the rst generations settled, the Enēšu started to
develop a culture that stands in opposition to that of the What do they want out of Penumbra?
Arku. In the largest settlements is where you can feel e characters should know why they are here. Either to
this the most, as protests spark in demand for greater escape, hide, to carve a life for themselves or to nd the
autonomy. What the future will hold for them, however, way to Antumbra: knowing this will give them purpose
is yet to be seen. and a path to follow.

Halls of Penumbra 55
PM WZ ,WZZQLWZ
A massive tunnel, carpeted by thousands upon thousands Needless to say, this invention revolutionized Penumbra.
of air vents and propellant engines, pierces through Until then, the Outer Reaches could either trade via
Antumbra, Penumbra and beyond, looping around Ascendants with the Core Sectors, or endure risky trips
the Core in the manner of Ouroboros. It is the Torus, along the Penumbraic tunnel network. In essence, Torus
and its function is simple: to distribute air and oxygen travel didn’t just allow the Penumbran community to
throughout Nibiru. It’s size makes it the largest tunnel in grow exponentially—it gi ed them with the autonomy
the station by far—if you can even call that a tunnel. It was needed to stand up for themselves.
in the immediacy of the Torus that the rst settlements of
Penumbra were founded; a lucky coincidence that would If barges auspiced a game change, Nikanuur barges sealed
later on be utilized to humanity’s advantage the deal. Before their implementation, one needed a lot
of credit with one of the main Antumbran manufacturers
A er the h generation of Penumbraic colonizers settled, to be able to gain access to a barge. Seeing that the
engineers from Tarsus (the leading pioneers in Outer settlements of Penumbra became more self su cient, the
Reaches exploration) came up with the concept of barges, city-state of Charchemish o ered the council of Suruptu
built of hollow steelweave and propelled by the powerful, (a settlement near the Torus Corridor) a eet of y
stable winds of the Torus. Today, these barges travel along barges in exchange for farming rights near the vault’s
with the air ow, carrying goods along the so-called Torus domains. Needless to say, the council agreed.
Corridor (name given to the many settlements that have
direct connection to the Torus).

56 Halls of Penumbra
ITM XIZS
A local scavenger band has been attacking shepherds
past a ooded plain, near Suruptu. e band, which
has been active for over twenty cycles, has increased
their activity. e town council o ers a Nikanuur
barge in exchange for the band’s leaders, alive.

Amidst the high speed winds and the pitch black


darkness of the Torus, a barge’s crew got lost. e
PCs are o ered a reward if they nd them.

Halls of Penumbra 57
PM ,ZMLQ WKQM a KI MVOMZ
In Penumbra, the statal credit is king. Since introduced to Some of the human groups that splintered from the rst
the colonies as a “revolutionary way to organize life and waves of settlers managed to survive the darkness, and
to develop towards an Antumbran model”, statal credits found in dormant power nodes the warmth and the
have done nothing but bring su ering to the Enēšu. For fuel necessary to start from scratch. ey scavenged the
all the propaganda the Antumbran city-states beam to unknown expanse, holding a candle against the dark with
the depths of the world, there’re good reasons why they the hopes of building a free society for themselves.
themselves do not use the credit system in their vaults.
ese communities would learn to make every bit of time
Credits were created by one unknown philosopher from and every resource count, using the environment to their
Enki’s Covenant. In theory, the Antumbran states would advantage and reimagining their technologies to work
work to foster their model by bringing stability to the under the uncertain, unrelenting conditions of Penumbra.
colonies and gradually removing credit circulation. In ey would continue to grow, although at a much slower
truth, however, the credit system piqued the interest of pace than the Antumbran colonies.
the Silu class in Antumbra, which they saw as a tool to
bypass their social limitations. Aleria of Tarsus regarded Clashes between those colonies and the scavenger
credits as the ultimate tool to control the colonies, creating communities happened almost immediately a er contact.
a microcosm of uctuating inequality and fabricated e latter were displaced, chased relentlessly in order to
scarcity that would keep the dangerous consequences of make them lose their way. Many communities were lost to
the Penumbraic experiment away from the Core Sectors. the darkness, but the ones who didn’t made sure to litter
their trail with harrowing traps and deadly contraptions,
ose consequences soon bloomed, and the Enēšu didn’t many of which are used to this day.
took long to look at Antumbra and their seemingly perfect
social scheme with envy and rightful anger. Today, the scavenger communities have found a haven in
the vault of Sakkara, about a hundred kilometers from the
ITM XIZS Torus Corridor. In this vault, it is said that they’ve piled up
A local Covenant nexus is using the townfolk’s plight several power nodes, and built a great tower around which
for the Stolen O spring as an excuse to gain powers they raised a small city. e way into Sakkara is guarded by
from their Antumbran lords. is could mean what is known as the Unseen Trail, a seemingly clear path,
unwarranted raids, and danger to Vagabonds. What two kilometers long, armed with more than two hundred
will the PCs do? spring traps that make it virtually impossible to traverse.
It is said that citizens of Sakkara are tattooed with a nigh
An Assyrian Ummânu o ers the PCs a place to incomprehensible pattern that shows the way into the city.
hide if they can bring an a icted youngling from
Penumbra to Antumbra, whom will help them raise ITM XIZS
a case against a cohort of vicious Našparu. A scavenger reaches out to the group, asking for
help to track down a piece of human skin with the
Sakkaran pattern. Whomever took it will attempt
to sell it at a local auction, putting the whole
The Stolen Offspring community in danger. What will they do?
e rst settlers of Penumbra found themselves tormented
by fatigue, plagued by sleepless cycles, and su ering the A group of scavengers wish to help a local settlement
haunting e ects of the pressure di erential. eir toil, go independent, which means preparing for the
however, was nothing like that of their children. A whole worse; Arku intervention. e town, built on a
generation was lost under the weight of the Penumbra— bridge, stands at the ready. How will you help?
and the dismal healthcare they were provided with. Leaked
documents would later reveal that the nutrition and
medicine resources allocated by the Antumbran complex
was “well below the standards suggested by the scienti c
QSVI IXQ Q
One of the most interesting aspects of how life in
community”. e widespread outrage that followed saw the Penumbra developed has to do with myth and religious
Enēšu renaming the tragedy as that of the Stolen O spring belief. e oldest cults of the Age of Silence centered
(a much more tting name for a neglect-fueled genocide). around the idea of šiknat napišti; the belief of Nibiru as
a living thing, with the Core at its heart and electricity

58 Halls of Penumbra
as its lifeblood. ese cults placed humanity in a state of e Pleiads were a small group of inventors from Enki’s
damnation, where an original sin (the nature of which Covenant that devoted their lives to creating wondrous
has been lost to time) made it so that electricity would be machines that would enable communities to thrive in
harmful to humans instead of empowering. Penumbra. Examples include a windmill built in a Torus-
divergent vent that powers the settlement, as well as
ese beliefs were fuelled by a unique feeling of awe, ower-shaped, light-absorbing piece of engineering that
stemming from their encounter with the vast, strang world powers the small village of Oxydia.
around them. It’s no surprise that the arrival at Penumbra
echoed that same feeling in the colonizers which, paired If your community doesn’t happen to be blessed by
with the su ering wrought by Kabādu (aptly nicknamed Core power connection, nor any of the Pleiads marvels,
“the World’s Punishment”), brought a resurgence of these subsistence will generally depend on two things; fuel
primordial cults. and power batteries. Around 80% of all settlements in
Penumbra follow this con guration, and though newer
Particularly, it’s in the town of Kirkuk that these beliefs settlements have dual generators that can function with
coalesced into a wondrous spectacle, an incredible both, most of them are fully dependant on batteries.
statement on how vastly di erent the communities of the
Enēšu are in contrast to those of the Arku. e small town is is the reason why Penumbraic communities tend to
is built around the lush Garden of Idols, wherein herds gather around the immediacies of a power node. ough
of wild animals roam free. e people of Kirkuk have these nodes won’t not receive more of the Core’s power,
established a relationship with the animals, developing their remaining charge can serve a community for a long
husbandry techniques that allow them to harvest their time. If a node is deemed valuable enough (At least 20%
power, which they give back by caring for them and charge) the nders will o en cut all other power lines
maintaining a safe, abundant habitat for the animals to stemming from it (to avoid people hooking up to the
live in. Perhaps, most impressive of all is that at the center node) and build a power distribution outpost around.
of the garden, a sleeping Serpent of Azure rests, said to be ese outposts quickly become trade centers and towns,
in hibernation a er having lost its way. e Serpent has which can exchange their power output with the nearby
lied in this state for many cycles, and the locals believe communities that spring to life upon their nding.
that one day she’ll wake up and reward them by dispelling
the curse and allowing them to touch the blood of Nibiru. Fuel deposits are much more common than power nodes,
though a town must have the appropriate infrastructure
ITM XIZS to take advantage of them. Oil processing facilities are
e power signature of a Serpent is captured by a way beyond the reach of most Penumbraic communities,
signalling station in Suruptu. Soon, travellers from which tend to rely on trade with settlements that have
Kirkuk ask for help tracking down the signal, with those facilities to procure fuel. Even with those di culties
the hopes of leading the Serpent to their hometown. factored in, fuel can be the di erence between life and
But... what is truly waiting for them at the source? death, particularly during the darkest cycles (when power
nodes decay and the Core’s energy and reach wanes along
A Penumbraic shepherd is trying to use their herd Penumbra).
to attract a majestic ock of Pulsewings, hoping to
bring them to Kirkuk. e road ahead, however, is ITM XIZS
riddled with scavenger traps. How will you help? A far-o town sends a distress signal requesting bat-
teries, and the PCs happen to be near a Waywatcher,
which relays the message to them. Getting a battery
;MIX PM 5QOP on time might save the lives of the settlement. What
It’s hard to tell where exactly is it that the world stops will they have to give up for a topped battery?
working. Most agree that it is past the Torus Corridor that
the light dims, but even in this region there are settlements When blackout hits the small community the group
which have had to resort to alternative means to procure was staying with, improvisation will hold the key to
power. ese also happen to be most of the settlements we survival. How will they bring power back, and what
featured here; there are many towns and villages sprinkled do they have at their disposal to make it happen?
across Penumbra, but it’s these handful of communities
that truly embody the mindset and lifestyle of the Enēšu.
It’s also impossible to talk about them without talking
about the Pleiads.

Halls of Penumbra 59
5IVL WN MKWVL ,PIVKM

PM QMOM WN QMVVI
Nowhere in Penumbra can you see the scars le during e Enēšu are caught up in the middle of this con ict
the Age of Discovery better than in the Torus Corridor. knowing that, regardless of who wins, it will always
e Arku took a broken ruin and doubled down on it, the result in a loss for them. ey bleed, but it’s the Arku’s
Enēšu’s su ering baptizing the place’s entry into human hands that are stained. No more. In the town of Sienna, a
history for all cycles to come. e Arku used it to play council member speaks against the patrons, calling for the
power games with other Core Sector states, to then create banishment of the Tarsus envoy.
a new social class, kept in check via fabricated scarcity
enabled by the credit system. A er being expelled from the council, the counselor
returns with an armed squad and takes the council by
ese are the current events that are shaping the future force, quickly moving to clamp down the Ascendant I to
landscape of Penumbraic communities, which your its landing. Messengers are sent out to nearby towns in
characters will ultimately become acquainted (and search for backup, and the town prepares for an imminent
embroiled) with when playing there. attack from the Waywatchers Consortium, who sets up
camp along the corridors leading to the vault.

/ILQVO 9I ZWVIOM
For a long time now, the way in which Penumbraic TIKSW
settlements originated required two things; a community, As the crisis sparks in the heart of the Torus Corridor,
and one or more patrons. A patron is the Antumbran the farthest settlements of Penumbra see lights uctuating
city-state (the main ones being Ashur, Charchemish and and fading as the cycles grow longer. Although most of
Tarsus) that sponsors the e ort, providing equipment to these settlements procure energy via alternate sources,
start the project and injecting credit to allow the settlers many structural systems of the station (such as heat
to trade with other communities. regulation and auxiliary lighting) start to fail.

is has worked thus far with varying degrees, though Most of these issues are normal, striking during the lapses
now most settlements (with the exception of those which when the Core’s light is at its dimmest. However, with each
have, for any given reason, great chance of success) passing cycle having longer blackout periods, anxiety is
are founded with several patrons, diversifying their starting to surface. Prophecies heralded by the scholars of
investment and reducing risk. However, as competition šiknat napišti speak of Nibiru’s total blackout, the eventual
for resources increases and social unrest grows, shutdown and death of the world, and when news of the
Antumbraic involvement becomes harder to pull o , as Longlapse Way turning dark reach the periphery of the
competition between patrons becomes more aggressive Corridor, the peoples of Penumbra turn away from the
and dangerous, to the point in which small proxy wars Pilgrims godly image of the Core, to pray to the Idols of
might spark. Silence, hoping for salvation from the upcoming Blackout.

60 Halls of Penumbra
Z X aLQI
7 SH 2LO F WDL PH W D OW 7 SH DVWH F WDL PH W D OW
3 S ODWL SSU 3 S ODWL SSU
HU PH W 3H PEUDLF & FLO VKDUHG SDWU D H HU PH W 3H PEUDLF F FL DVV ULD SDWU D H
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IILFDO UHOL L SLO ULPV I WKH F UH IILFDO UHOL L SLO ULPV I WKH F UH

Built within a large oil tank, Suruptu is one of the biggest Oxydia is a small village that produces almost all textiles
settlements in Penumbra. e city’s districts protrude from in the region, utilizing its soil to build underground web
the vault walls, growing downwards at the beat of its oil farms. e village is known for the PL02, a complex piece of
processing platform, the PL03. Suruptu is an important trade engineering in the shape of a ower that utilizes the light shed
center along the Corridor, with direct access to the Torus and by a broken power node to generate electricity. Due to the
the patronage of Charchemish, Tarsus and the Covenant. It waste-riddled, dangerous environment found within the vault,
has fostered a thriving community in its surroundings, with Oxydia has a high turnover of inhabitants, with only just a
many smaller villages seeking its patronage. few of them staying to live inde nitely.

QMVVI PMXPMZL 0TWZa


7 SH D OW &ODVV E 7 SH D OW &ODVV E 2 H HSH GH F
3 S ODWL SSU 3 S ODWL SSU
HU PH W 3H PEUDLF F FLO WDUV V SDWU D H HU PH W DVV ULD SULPDUFK
W S L G VWULHV KHD PDFKL HU W S L G VWULHV I G
IILFDO UHOL L SLO ULPV I WKH F UH IILFDO UHOL L F OW I WKH VKHSKHUG

Sienna was the Arku’s landing site, where the rst Ascendant Ashur was the last Antumbran city-state to establish a
made its arrival. Since then, it has grown to become the foothold in Penumbra, though their intentions were clear
largest settlement in Penumbra, with a thriving culture that from the start. If anything, the small settlement of Shepherds
has evolved greatly since its establishment. For a long time, Glory symbolizes a rising interest on Silu bodies such as the
Sienna was the de-facto trading hub of the region, allowing Red elds Foundation and the Waywatchers Consortium.
for the Enēšu arts and philosophy to ourish, shaping the e settlement feels like an Assyrian district transplant,
Penumbraic identities and going as far as birthing the rst mostly focused around harvesting the lush tunnels that
Penumbraic liberation movements. surround the vault, aided by the logistics of the Ascendant V.

62 Halls of Penumbra
4QZS S .JJ J
7 SH D OW &ODVV H GHSH GH F 7 SH L G F UULG U
3 S ODWL SSU 3 S ODWL SSU
HU PH W IUHH F FLO HU PH W 3H PEUDLF F FLO DUFKDHD SDWU D H
W SL G VWULHV W S L G VWULHV DWWHULHV
IILFDO UHOL L F OWV I VLOH FH IILFDO UHOL L 3LO ULPV I WKH & UH

Kirkuk is far removed from the Corridor, which might partly e rst site of the Pleiads enterprise was a wind corridor
explain the reasons why it was let go of its patronage. e that diverged from the Torus, wherein they installed a series
settlement is built in the periphery of the main vault, its limits of windmills (the PL01), using the air currents to continually
marked by a series of strange idols, welcoming people to step generate electricity. is allowed the shielded city of Ebbub to
into the Garden. In it, wild creatures roam, coexisting with grow without much worries in term of power requirements.
people in harmony. Power comes from a heating plaque, atop Not just that, but the windmills allowed them to use excess
of which slumbers a Serpent of Azure, which has lied dormant power to sell batteries to nearby towns, making them a
for more than a hundred cycles. regional leader in terms of trade.

6aZVI 5 UQI
7 SH & O PHUDWH &ODVV F IL H HSH GH FLHV 7 SH 3 HU 1 GH
3 S ODWL SSU 3 S ODWL SSU
HU PH W 3H PEUDLF F FLO WDUV V SDWU D H HU PH W SH PEUDLF F FLO DUFKDHD SDWU D H
W S L G VWULHV HOHFWULFLW DWHU W S L G VWULHV (OHFWULFLW I G
IILFDO UHOL L SLO ULPV I WKH & UH IILFDO UHOL L & OWV I VLOH FH

A large conglomerate of sunken vaults, Myrna represents Permanently marching at the beat of the generator’s low
Tarsus bet for Penumbra. e city is built in underwater humm, the people of the Crossing (another name for the city
compartments, with technology providing oxygen from the of Lumia) came from one of the splintered human groups of
water. e vaults, which are ooded due to a cracked pipe, the rst generation of Penumbraic colonizers. Lumia returned
riggered the station’s drainage systems—which propitiated a to the fold several cycles a er its foundation, a er sealing a
feedback loop that Tarsus’ engineers have used to generate pact with Charchemish that would grant them much needed
power. Turbines take advantage of these arti cial currents to security against the threat posed by scavenger groups. Lumia
make this class C vault cluster one of the most livable (and currently provides power to communities in need, and holds a
productive) settlements in Penumbra. great deal of in uence along the Torus Corridor.

Halls of Penumbra 63
Z X

ey say that right at the beginning, the people who worked With the rail set up, they rode the mounted carriage,
to make Suruptu a reality slept through every lapse with the looping around hundreds of times to build a platform
constant roar of the PL’s engine blasting below them. eir over the black surface. On this platform, they raised an oil
bunk beds vibrated and shook every minute, and for several processing factory that used the latest technology from the
cycles until the exhausts were built, the place was plagued most inventive of the Archaean Ummânu, its structured
by the smoke from the PL. What I mean by this is, these secured to the walls by over twenty pressure clamps that
people were basically choking, sick to death, and working slowly descended as oil was consumed.
tirelessly, sleepless, with the mind numbing screams of an
experimental machine piercing their ears for cycles on end. e lapse that saw the engines start had the settlers leaving
What the hell where they running from? And why are we so the tunnels, eager to mount tents on top of the platform
obsessed with going back to where they came? and get down to party at the center. With the pull of a few
levers, the engines hummed, screeched and screamed, and
No other place in Penumbra embodies sacri ce and the founding of Suruptu came to be.
victory against all odds such as Suruptu. O en nicknamed
“Oiltown”, this place is a miracle story penned with the From then onwards, the problems didn’t stop. Horrifying
blood of thousands, burnt into the fabric of Penumbra’s noise and air pollution, ventilation issues, fungi
history with the black fuel that stirs below its surface. plantations dying o and water contamination crisis: so
From its torturous beginnings to its current status as many times, the people of Suruptu faced what you could
a center of trade, it’s viewed by some of the Enēšu as a call impossible odds. It is true, however, that these settlers
hopeful beacon, the kind of place that will soon rise to came from a very particular background; many of them
hold the powers that be accountable—if, and only if, the were refugees from the dreadful tragedy of Uruk, survivors
memories of Penumbra’s past are kept safe from those of Maqlūtu who had sought for a haven in Charchemish.
that wish to vanish them. e city-state decided to o er them what seemed at rst
like a godsend; the opportunity to settle in Penumbra as
founders of a promising venture.
-IVOMZW 2LMI
e engineering stunt that the settlers of Suruptu pulled
As they tackled each and every issue that climbed to the
(putting together a 200 metre wide, several hundred
grim surface of Oiltown’s platform, these peoples built
tonnes metal disc inside of a ammable container in mid-
up to reach the vault ceiling, where they hung a molded
air), was without precedent. For nine cycles, they camped
container that would serve them as a council house. ey
in the nearby tunnels while moving materials up and
invited an Archaean Našparu to help them build a set of
down. Along the edge of the vault walls, workers hung
laws that could mimic those of Charchemish, and together
over the mass of fuel, slowly installing a rail that travelled
with the patronage of the Covenant, they set o to build a
the entire circumference of the vault.
larger community outside their walls.

64 Halls of Penumbra
As time went by and Suruptu prospered, its council made a
series of extremely important moves. Firstly, they secured 5WZM Q M
an alternative source of power which allowed them to
keep their oil reserves intact, which they then used mostly 5QOP JZQVOMZ
as an emergency and assistance resource that would help
nearby communities shield themselves from the power is sect of the Pilgrims, outlawed in Antumbra,
outages that are so common in Penumbra. arrived to Suruptu with the Pilgrimage many
cycles a er the patronage deal with Ashur. ey
Secondly, they paid attention to the Antumbran landscape. viewed anyone who would suggest that the
As the Age of Discovery raged on, many city-states started Core had a limited life as a heretic, and they
using Penumbra as a brawling yard, engaging in games soon installed themselves in Oiltown—making
of manipulation to control the nascent communities it the staging point of their inquisitorial jaunts.
of the Outer Reaches. e council of Suruptu decided
not to sell themselves to the highest bidder, exchanging A er several cycles of debauchery, Suruptu’s
privilege with a drop counter, and seeking to diversify Lightbringers had illuminated an entire mile
their patronage among several city-states (not just one). of the city’s main entry hallway with their
is made it so that it was in everyone’s interest to see horrible contraptions and—having just built
Oiltown succeed, and as time went by that success helped their rst Torus barge, the Blacklight—they were
the council progressively renegotiate their patronage, gain getting ready to navigate into other settlements.
a lot of ground and giving up very little.
e community’s condemnation of the town’s
attitude towards the cult soon resulted in the
Z X WLIa banishment of the priesthood from the city. Still,
Suruptu has now access to the Torus, and with the newly there are those that tell of bi-cyclical light-masses,
acquired eet of Nikanuur barges, their ability to assist secretly held in the inner cloister of Suruptu’s
other Outer Reaches’ settlements has increased tenfold. Its Temple of Light. Whether true or not, only the
in uence in the Penumbraic community has seen it make higher echelons of the Pilgrims know about it.
its more audacious move yet; the Suruptu council has now
become a patron themselves, becoming competition for
the other Antumbran city-states. City-states that, unlike
Suruptu, are separated by hundreds of kilometers of steel
QTQOP ,W VKQT
Penumbraic laws, which are known by most members in
walls from their possessions. Needless to say, a lot of
each community, vary from one settlement to another,
people in Antumbra are nervous; expectant of whatever it
but at the core there’s a set of tenets that’s common to
is that the council will do next.
all communities. ese tenets are related to survival, and
caring for one another, and were rst imparted by the rst
e city has also turned, in just a few cycles, into a melting
expeditionaries that ventured into Penumbra.
pot of cultures and religions. e Pilgrims might hold
in uence over the council, but at the upper levels you can
Past these tenets, there’s usually what’s called the “Laws
nd a plethora of di erent houses of worship. e cultists
of Patronage,” wherein each of the settlement’s patrons
of Silence have a small park with sheep near the northern
bring in their own proposed laws into the fold. Patrons
wall, and o en take the herd out so that children can play
are almost always city-states or organisations from
with them in the street. ose who worship the Shepherd
Antumbra that provide assistance to a Penumbraic
built a storytelling walk with several statues, each
settlement in exchange for something. One of these
depicting a chapter of the Shepherd’s myth, each playing
laws could perfectly be, for example “ ree haulers in
one of Atour’s recordings about the history of Ashur. e
exchange for 20% of this town’s blue fungi harvest for
city has even seen some outlying faiths surfacing from
nine cycles.”
time to time, from charitable Birthers to the vile sect
of the Lightbringers, the last of which have a turbulent
One of the reasons for Suruptu’s success as a settlement
history with Suruptu and the nearby communities.
was the tenacity of its lawmakers (who are part of their
council), and their tendency to diversify their patrons, in
e council’s announcement of its patronage means that,
order to avoid antagonizing any particular city-state and
for the rst time, free cities across Penumbra can receive
creating an environment of competition. A er all, if each
support without tying themselves to the Antumbran
patron had stakes in Suruptu’s progress, they’d want to
powers. It’s only a matter of time before the consequences
seize opportunities not just to help that progress but to
of this even surface.
also hinder their competitors.

66 Halls of Penumbra
Aside from their lawmakers, Penumbraic councils
have regular counselors that spend most of their time ITM XIZS
interacting with the people and bringing issues to A group of Red elds-owned farms are set ablaze,
discussion. Council meetings tend to be quite intimate with con icting reports arriving to Suruptu about
a airs, wherein normal citizens might intercede and asks the identity of the perpetrators. Were they really
questions, given how small communities tend to be. scavengers, or was this a framing job? e group is
contracted to go there and nd out.
If a community doesn’t have enough bandwidth to
deal with a particular problem, most of the times they A small settlement wishes to replace Ashur for
put out contracts for freelancers to pick. is is o en Oiltown as a patron. ey reach out to the group
more convenient than the alternative (that is, passing a for help probing the council of Suruptu for choices.
Law of Patronage and having to deal with patrons and What will be required to make this happen?
lawmakers), since the communities can more easily
control stakes for each situation. ese contracts tend to
be very bene cial to Vagabonds, who o en travel a lot
-QZ a MKZM
Suruptu, like any community, is plagued by demons of
and nd the almost non-existent bureaucracy a boon.
their own. e exhaust system they’ve employed for the
PL03 might have saved the city from choking itself to
ITM XIZS death, but the noxious fumes were pushed into a sealed
A brown fungi infestation is plaguing local sheep hallway that is now over owing with them. e fumes
herds, and the council draws up a contract to fetch will, within a lifetime, reach the slowly growing free
a medicine from a far o drop point. e reward cities; a problem that, if not addressed soon enough, will
is quite big, but the destination is managed by the result in a diplomatic crisis—threatening the unity of the
Covenant. How will the group keep their cover? Enēšu communities.

An unresolved dispute between a council member Even though the city has given an image of independence
from Oxydia and one from Lumya is preventing the and freedom from Antumbran powers, it is true that
former from securing emergency batteries. What’s its founding would have been impossible without the
really going down, and how can the group sort it? contributions of the Covenant. Given that it’s much
easier to discern when an Antumbran state is meddling
in Penumbraic a airs than when the Covenant is doing
PQV ;ML 5QVM so, there are people who think that the true masters of
One of the advantages that Suruptu pulled from their Oiltown are those that were there from the beginning.
handling of their relationship with Antumbra was the is sort of uncertainty might make some of those who
possibility of keeping close ties with the nascent, free plan on seeking patronage from Oiltown a bit nervous,
communities of Penumbra. ese communities, some but it’s a legitimately scary thing for Vagabonds. So
of them being scavenger collectives, had always been far, nothing has been rumored to happen when taking
preyed upon by the Antumbran interests. While in contracts from the council of Suruptu, and yet, one can
most cases, these interests would have blocked their never truly know...
associated Penumbraic settlements from cooperating
with scavengers, that sort of interaction didn’t work the ITM XIZS
same when it came to Suruptu. Lawmakers had drawn Trying to tackle the city’s pollution issue, the council
red lines around their ties to the free communities. puts up a contract to scout the tunnels in search
of vents that could be used to lter the air. With a
is was not just out of Enēšu loyalty; Suruptu always ashlight and a couple of hours of oxygen in the
held agreements with Sakkara, mostly for protection. tank, the group sets o to see what they can nd.
Scavengers used to pillage along the Torus Corridor,
and Suruptu sought to safeguard its people from that. A strange contract shows up in Suruptu’s network;
As time went on, the scavenger threat became more a “wanted” sign with the group’s faces. Fortunately,
directed against Antumbran conglomerates (such it didn’t happen in a public place. But what’s to be
as the Waywatchers Consortium and the Red elds done next?
Foundation). With Suruptu’s announcement of their
new Law of Patronage, Antumbra will have to decide
between indirectly supporting the free communities, or
antagonizing the most powerful council in Penumbra.

Halls of Penumbra 67
1
The Council
e council is connected via several hanging bridges to
the top levels of the settlement, overlooking it. is is
where the rulers of Suruptu gather, where envoys are
received and where the Archiver is kept.
2
The Nexus
Built next to the Glowing Gardens, this is one of the
main o ces of Enki’s Covenant in Penumbra. Here, the
Nexi report on activity and projects across the region, as
well as developing industrial technology and prototypes.

3
Akkara Place
An isolated, gentri ed level near the top of the vault,

4
wherein the Antumbran community of Suruptu lives.
Akkara Place is completely autonomous, its people
willfully segregated from the rest of the vault.
The Krajj Loops
is oor is a collection of over one hundred inns, bars
and entertainment establishments, that took advantage
of Suruptu’s reputation as a “travelers town” to cash
in credit. Its welcoming atmosphere is famous across
Penumbra and the Core Sectors.

5
The Noose
is district was largely populated by the descendants

6
of immigrants from the Assyrian Neck, and is one of
the oldest in town. O cially referred to as “the Lower
Neck”, its nickname is derived from the heavy pollution
it used to su er, an issue that is tackled by exhausting Pleiads Plaza
the fumes to a nearby service tunnel. is particular level of Suruptu is the original base
of the settlement, located right above the Noose, and
spread over a wider area. It’s here that most distribution
centers and stalls are located, and where celebrations
and festivals are held.

7
PL03 ADAPTIVE PLATFORM
e Pleiads, a group of seven visionaries from Enki’s

8
Covenant, conceived this mobile platform to extract and
process oil, which also served as a foundation for the
industrial town that eventually grew to become Suruptu.
Suruptu Transport System
Bordering each of the city’s levels, a series of elevator
platforms going up and down like a conveyor belt help
people move from one place to the other.
PM ,W VKQT
Several hundred steel cables interlace across the crown One of the descendents of Kiara the Pleiad (mastermind
of Suruptu; a cannonball-shaped structure hanging of the PL02), Baqqanum is a councilmember who seeks to
over a 200-metre abyss, separating it from thousands of safeguard the lives of Vagabonds. Aware of their existence
gallons of highly ammable oil. Despite its location, this since checking old Covenant records he gained access to,
place is the foundation of the Oiltown community, and they are constantly trying to nd and hide Vagabonds
of many a village depending on its patronage. Twenty or from the Nexi that live in Suruptu.
so people gather there every lapse to discuss the most
important a airs of the city, and o en leave late to see Etirum is one of the most vocal members against the Law
people along the Drunken read, where they speak with of Patronage, an Arku who moved in not very long ago to
the community to gain insight on life in the town. the city and quickly got elected to the council thanks to
the pressure put by the population of Akkara Place. He
has provoked a lot of in ghting in the council as of late,
and it’s rumored that several city-states are banking on
Pass Tag him gaining more in uence.
Even with the credit economy ruling Penumbra, Suruptu
has managed to give its inhabitants free access to
healthcare, education, food, water and power, making it
ITM XIZS
A friend of the group, who happens to be on the run
the only place where “the Antumbran Promise” has been
from the authorities, wishes to hide in Oiltown. ey
ful lled (ironically, due to everything but Antumbran
ask for help getting a pass tag, which would mean
intervention). Visitors, however, do need to introduce
having them introduced to the council, and they
themselves to the council and get their “pass tag”,
suggest a makeover. How will the group achieve this?
which allows them to use credits with the locals (then
repurposed by the council to allow for inter-city trade).
Baqqanum knows that a Dreamlander has been
captured by Enki’s Covenant in a nearby outpost,
and can only trust a Vagabond with the task of
Why Go There rescuing them. What will it take to do this?
Contract work is available for all! If you want to cash in
credit, make sure to get to the ashing boards near the
hanging walkway that leads into the council. Plenty of PM M
jobs are posted, allowing you to get credit with the city or A narrow walkway along the walls of Suruptu and past
with one of its patrons (which you may then exchange or the glowing gardens leads into a somewhat removed
use to buy a citizenship). compartment, that protrudes from the side of the vault.
Its humble look shouldn’t deceive you; this is the Nexus,
Given the much more loose nature of the authorities of one of the main centers of operations for Enki’s Covenant
Suruptu when compared to the Našparu, just going in to in Penumbra. Its scant, run down frame overlooks the
address an urgent problem with the city is possible. What upper levels of the city, its shadow always standing as an
you might consider a legal dispute or anything of the sort unnerving reminder to all Vagabonds that there is no
should be done in this way, so... get in line! place they will feel totally safe in.

Like most councils across Penumbra, there are speci c


designations for outsiders, which help communities Why Go There
manage their limited resources. Strangers are supposed to Sometimes the search for answers lead you to peer into
introduce themselves to the council as soon as they arrive the lion’s mouth. Albeit not as expansive as the Covenant
at the city, so that they can get a pass that allowed them to o ces found in Antumbra, the Nexus is still quite packed
exchange credit for goods. with local records and information, which they usually
use to track down Vagabonds. Accessing these won’t be
Who To Meet easy, but it might be necessary in order to protect the
Always sitting near the top windows of the council room, community from the Covenant’s grasp.
SARAH, the Archiver of Suruptu, is probably one of the
most well known members of the council. It wears a black e Covenant has utilized Penumbra as their laboratory
cloak with polished metal tokens in the shape of ower for a long time now, and the records of many a successful
buds, and is always willing to give information about the (and failed) experiment are stored in this place. Whether
town and its history. to expose the Covenant or to repurpose their ndings,

70 Halls of Penumbra
SSIZI 9TIKM
Vagabonds might nd a lot of value if they manage Whether due to Penumbra’s awe-inspiring vistas, a sense
to bypass the Nexus’ security measures—and might of curiosity, or a tiredness of Antumbra’s way of life,
uncover secrets that change their entire perception of the many a Core Sector native has found its way to Suruptu.
sociopolitical landscape of Penumbra. Although there are many who move to Penumbra and
actually become part of the community, there are some
Across most of Nibiru, the Covenant can put out who nd the culture clash more crushing than Kabadu
capture warrants for individuals whom they label as itself, a clash that leads to mental walls and closed-o
“liabilities”. In Penumbra particularly, where paranoia is communities. You can take the Arku o the Core but you
part of everyday life, most councils won’t question the can’t take the Core from the Arku.
Covenant’s postulates that much, and so it’s common
to see unlucky souls dragged into the Nexus’ cell block, Why go There
located near the top. If the group knows that a Vagabond is place is meant to keep the Enēšu away, and in
has been captured, they’ll almost always need to break in doing so creates a bubble that is unlike anything else
to liberate their kin. in Penumbra. Here, the Silu have banked on the credit
system to indulge in things forbidden. From betting
Who to Meet houses to ghting rings, most of these establishments are
A permanent captive of the Nexus, Namtar is a cared for by Suruptu’s patrons, who rely on Akkara Place
Dreamlander with a lot to atone for. She remembers as a place for exiled, problematic Arku.
the lives of other Dreamlanders across Nibiru, and has
agreed to report them to the Covenant in exchange for Reclusive Silu and retired Našparu from Suruptu’s patron
her life, and to avoid their usual memory extraction states live here, many of which have interesting stories to
methods. Whatever the group’s position on the matter is, tell. e group can head there to listen to the whispers
it is undeniable that Namtar’s situation puts many at risk. of the high echelons of Arku society, amidst the smokey
ambience of Akkara Place’s Krajj houses.
Envoy of the Covenant for Suruptu’s council, Ereshkigal
is one of the main gures of the colonization complex, When in the houses of the powerful, the rulers of
as well as the architect behind the marvel that is the Penumbra, Antumbra and even the Free Cities sit down at
wandering necropolis of Nergal. She oversees the entire the roundtable. Although this won’t apply to every leader
nexi network along Penumbra, and o en travels across in Nibiru, it is known that some gather here to negotiate
the region whenever she is required to. and chart the future of Penumbra’s communities. You
may also attempt to listen from the shadows—whatever
Probably one of the most terrifying of the Covenant’s comes from it will surely be signi cant.
nexi, Yahurum is known for employing a vast network
of informants across the Torus Corridor. He is closely Who to Meet
associated with the Waywatchers Consortium, giving In spite of the arrogant, elitist miasma that permeates
him power to mobilize security forces whenever required, Akkara Place, it’s home to one of the most humble
even going as far as issuing “kill on sight” orders across benefactors Vagabonds could meet. Humwawa has, for
regions that have the Covenant’s patronage. a long while, worked together with Baqqanum to secure
safe passage between the umbras, assisting those who are
ITM XIZS decided to ee from the Covenant’s persecution.
A er the capture and extradition of a Dreamlander
that Baqqanum had helped many cycles ago, the Ennugi is an eccentric collector of rogue automatons,
council member decides to put an end to Namtar’s owner of a small hall nicknamed the Atrocity Exhibition.
life. ey enlist the group to carry out the job, but Technicians usually seek to observe these caged AIs and
what will they nd when they get to the holding cell? study their behaviour, which has bene tted the latest
advancements in automaton production.
Yahurum calls for a sudden door-to-door search of
the Noose, claiming that a murderer is hiding there. e talk of the town since her arrival at Suruptu, Gemekala
e group knows that a Vagabond has recently is an envoy from the city of Sakkara; a scavenger,
established themselves there. What will they do? whispered to be one of the main people responsible for
the passing of the Law of Patronage. Her motives are
unknown, as is her projected length of stay, and her mere
presence surely makes many an Arku nervous...

Halls of Penumbra 71
Ashared is a famous explorer who frequents the Loops’
ITM XIZS establishments in search for good travel stories. Back in
A Children from Nineveh has been reported lost the day, he launched expeditions into Umbra, and learned
in Suruptu, and a secret contractor suspects that a lot about the strange landscapes of Nibiru. If you get
Ennugi is behind it. How can the group gain access him a drink or tell him a good story, he’ll tell you about
to his estate, let alone his safehouse, and what will places of interest beyond the Torus Corridor—and about
they really nd once they get there? the strange things he found there.

While having drinks, the group overhears what At close of lapse, while the people Krajj slumber, a
seems to be a plot to assassinate Humwawa. Who’s Vagabond of the Dreadlands named Damuzi roams the
behind it, how will it be carried out, and how can the streets, letting out their Nightmare to play around in the
group stop it before it comes to fruition? narrow walkways and on the folded steel roofs. Damuzi
tends to leave water pots with Swimming Lilies; a pale
plant that grows on the surface of lakes and reservoirs.
PM 4ZIRR 5WWX
One of the key elements that make Suruptu the Penum-
braic powerhouse it is has to do with its strategic location ITM XIZS
along the Torus Corridor. Its people, ever thoughtful and A visitor from the Umbra has been beating practically
inventive when it comes to the use of their space, built everyone at the Loops’ most popular drinking game.
a circuit of inns past the town’s gateway, serving travel- Granted, she does have a fast metabolism due to
ers and transients. By doing so, they cimented a massive coming from the Flooded Countries, but... could the
source of credit that would help them escape the Arku’s group beat her? And what would they win?
economic gridloc.
A local painter wishes to capture the mystique of
Why Go There Damuzi in a portrait, and asks the group to track
To have a great time! e Loops are an amazing place them down and ask them if they’d be interested in
to go dancing, and to listen to some of the best artists the artist’s proposition.
in Penumbra. Enēšu struggles and their way of life are
conveyed to great detail—with art taking revolutionary
vibes, fuelling the sentiments of those who seek for
PM WW M
A few hundred cycles of uninterrupted work saw the
Suruptu to become a beacon of hope for the free PL leaving behind an empty length of vault ready to be
communities of the Outer Reaches. settled. is coincided with the signing of several laws
with Ashur, which allowed Assyrians to easily relocate
A er a long journey, everyone deserves to have a good to Suruptu. e new neighbourhoods that rose in that
rest. e inns at the Loops have a very homely feel to space were named “the Lower Neck” due to the majority
them, and the friendly atmosphere they convey as well of its settlers being from the Assyrian Neck. It didn’t take
as the chill saloons have seen the formation of many a long for them to realize that the toxic waste le behind by
travelling party. the PL to a ect them, particularly those who worked in
small fungi farms along the vault walls. Soon, the newly
Due to the general lack of information networks across nicknamed “Noose” underwent a major restoration that
Penumbra, a lot of people rely on social hotspots such le it looking like it does today.
as the Loops to catch up with the news. Although fake
accounts and unchecked rumors abound, bartenders Why Go There
and councilmembers tend to be a reliable source to stay Farmers along the Noose are extremely creative with
informed on the state of Penumbraic a airs. their cra . eir organic injection method, for example,
utilizes bioelectric plants to grow fungi, yielding more
Who to Meet nutritious, higher quality blends. If you want to acquire
Past a sinuous passage covered in glowing red fungi, the best food in Penumbra, you won’t go wrong with
there’s a shy, tiny cafe that almost no one knows about. grabbing a few containers of fungi from the Noose.
e atmosphere inside is fuzzy and mellow, with
tranquil music playing quietly in the background and e Assyrian diaspora is known to work with scavengers
a host of sparklings roaming and playing around. is to bypass the Ascendant network. Particularly in the
establishment is cared for by Heana, who has (in the upper Noose, there’s many people that still have close ties
past) helped many a Vagabond nd refuge. with the world above. If you wish to secure a shortcut into
Antumbra, this might be the place to go.

72 Halls of Penumbra
When Ashur signed the laws that allowed people to move people with open arms. From here, you get to use the
to the Noose, they incentivized relocation with big credit Suruptu Transport System; an elevator that takes you up
handouts. e community decided to pool that credit and down along the length of the vault, allowing you to
and use it to foster expeditions that would help spread quickly get to where you need to go.
the farming techniques developed here. If you wish to
journey into Umbra, you’ll have good chances of nding Unless you have a pass tag, the establishments along the
a trustworthy sponsor here. Pleiads Plaza are the places you’ll want to go to if you’ve
arrived in town only to have a short stay. is collection
Who to Meet of inns and hostels present great opportunities to speak
Namhu is the genius behind the Farmers Caravan; a with travelers and to get news from other settlements.
wandering herd of ayyalu that marches along with a few
farmers to spread knowledge about Suruptu’s produce. Rationing and distribution houses, as well as hospitals
ey stop at di erent towns, giving farming advice and and schools are all located here, so if you live in Suruptu
striking treaties to keep Penumbraic mouths well fed. it’s likely that you’ll frequent the Pleiads Plaza o en. It’s
also the one place you’ll need to go to in order to partake
O en seen near the edge of the Noose smoking krajj, in Oiltown’s festivals. is counts not just for the many
Nigbau is an agent from the Waywatchers Consortium religious festivities you get to see each cycle, but also
that sells private security contracts to those interested. tricyclical celebrations of the town’s founding and of the
She is the person to approach if you need to traverse a passing of important laws.
dangerous area. She might not be cheap, but what’s too
much if it’s about keeping yourself alive?

Delondra is widely known as the most famous brown


fungi farmer in Penumbra. She owns an establishment,
Paradysa, wherein you are toured along several pens to
choose which animal your azure fungi will come from
(since your plate will be prepared with that fungi).

ITM XIZS
Delondra wishes to grow brown fungi on a Serpent
of Azure, and she dispatches contracted parties to
nd one. A Kirkuk contractor asks the group to stop
these folk, given that Serpents are holy for those that
revere Silence. How will they manage this?

A teenager got lost in the tunnels that are used to


exhaust fumes out of the Noose. e urgent contract
pops up for the group, and every minute is vital. But
what was the teenager running from?

9TMQIL 9TIbI
Colorful murals cover the PL’s birthmarks, welcoming
newcomers to Suruptu and into the Pleiads Plaza. A sea
of people churns, its waves crashing relentlessly against
distribution centers, food stalls and credit exchange
houses. e Enēšu don’t like wasting time; it’s here that
their lifestyle is showcased to the world, as they move
supplies from point A to point B, rushing along narrow
corridors and pushing their tiny carts through the hustle
and bustle of Oiltown’s beating heart.

Why Go There
You don’t have a choice! Past the Waywatcher’s outpost
and the triangle shaped corridor, Pleiads Plaza receives

Halls of Penumbra 73
Who to Meet
Irarum stands on a pedestal at the center of the Plaza,
talking about a coming darkness that will swallow the
ITM XIZS
Blackout prophets will hold a festival in celebration of the
world. He is one of the so-called prophets of the Blackout,
banishment of the Lightbringers. However, some council
and although many a Pilgrim would wish to take him
members are worried about religious confrontation. e
down, the past stigmas related to Suruptu and the cult of
group is contracted to search for Lightbringer sleeper
Lightbringers make that almost suicidal. Stay to talk with
cells that might pose a threat.
him a er close of lapse, and he’ll tell stories of deserted
scavenger towns past Sakkaras Trail, tunnels and hallways
e Ubaid Clan has put out a contest to design a
shutting down with every passing cycle.
prototype automaton that can detect traps, which will
probably be used against scavengers. What’s the group’s
e Ubaid Clan, spearheaded by Ir-Nanna, frequents the
perception of this and what will they do?
Pleiads Plaza to hold their recruitment runs. e Clan is
one of several groups from the Sisters, who are o en seen
A group of associated Birthers are hiding in an
marching along the Torus Corridor to serve in search
establishment at the Plaza. ey nd the group secretly
and rescue operations (though some say that they also
via a trustworthy contact, and ask them for help
perform as mercenaries for the Antumbran city-states).
building their own Birther AI. How will the group get
People are free to join them on their bicyclical tours, since
the materials, and more importantly, the blueprint?
it gives a chance to earn a Sisters citizenship (though most
people wouldn’t put their life at risk for such a thing).

e Penumbraic Conservation Society and the Verdant 95 LIX Q M 9TI NWZU


Coven, led by the Nineveh scholar Antum, have built a e monster that lives at the root of Suruptu lies sleeping.
small haven in the Plaza—which is open for volunteer A er hundreds of cycles of working tirelessly, the PL03
registrations. Joining means getting access to sleeping is only operative via its tertiary generators, fuelled by
quarters and food, as well as travelling alongside a small batteries brought over from the Manatum Outpost, ve
caravan of Children of EUROPA, caring for nearby kilometers away from Oiltown. Exhaust pipes run along
communities, as well as the region’s fauna and ora. its surface like veins, and an army of one hundred workers
dive into its innards to perform maintenance every lapse,
while technicians walk its surface and camp in small
5WZM Q M tents, studying its design, teaching the young about how
/M Q IT WN 5IV MZV the PL works, and testing new technologies so that, when
they decide to wake the beast up, it’ll nd them as ready
On the celebration of the passing of two hundred as they were when the city was founded.
cycles since the town’s foundation, the city of
Charchemish gi ed the council of Suruptu with Why Go There
the famous lanterns that hang from one level to the When seen from above, the PL seems to be covered by
other, over the sha of Oiltown, which are today dozens of white speckles, encircling the entrance hatches.
seen as one of the most iconic aspects of the city. ese are tents, and though they might look humble, the
schools of technology that they house are some of the
ese lanterns are usually lit in di erent patterns, best places to brush up on your tech skills, as well as to
which you can see come together if you stand at the seek for consultation regarding almost any tech topic, in
center of Pleiads Plaza and look up to the council. e the whole Torus Corridor.
patterns tend to signal the current process going on
at the council house, and also change to accompany e tricyclical Automation Fair held on the PL is the
festivities and celebrations going on at the Plaza. perfect place to purchase an automaton. It’s also great
if you want to learn of the latest advancements in
One such festivity marks the day in which the automation. A parade of machinery, mostly brought in
Archaean patronage was initiated, a day to from Tarsus, attracts lots of travellers and professionals
celebrate the friendship between Penumbra and from across the region. e fair is organised by Enki’s
Antumbra. e current social turmoil a ecting Covenant, so watch out if you head over there.
the region, however, has led many to question the
festival, with several council members pushing for When the PL stopped, the operatives discovered a tunnel,
a boycott as a means to protest Arku intervention. revealed to lead into the Torus. It was then repurposed
and adapted, allowing the city to have its own dockyards.

74 Halls of Penumbra
“See them syndicate criminals parading Arku royalty along a
wasteland of their making. Does that spell ‘freedom’ to you?
Do not trick yourself; these ain’t your kin. e chains they
wield, they tie you to these very depths.

As for me? Well... I’m looking forward to see them hang by


the same chains. Working on it”
Knare the Known, by Stephen C. Robinson

If you wish to sale or trade along the Torus, this is the Sisuthros is a visionary, known for his expeditions to the
place! e docks are shielded from high speed wind Umbra, where he surveys Penumbra in search of new
currents that circulate along the Torus, and with the city’s materials. Each new outing is more bold than the one
acquisition of their Nikanuur barge eet, the locale has before, and the people of Suruptu is always expectant of
seen considerable growth in opportunities for commerce. what he’ll nd. e last time, een cycles ago, he returned
with a highly conductive material that completely
overhauled the city’s powergrid. It’s rumored that he’s
seeking for volunteers for an upcoming expedition.
Nergal
With the construction of its docks, Suruptu opened itself Aea is the council member in charge of Suruptu’s recently
up to the wandering necropolis of Nergal. is massive acquired eet. She oversees its maintenance, and evaluates
barge circles around the Torus, going from one town to the the many candidates who have taken a step forward to
other in celebration of the Festival of Departures. During drive the machines. Understandably so, she is quite the
the festival, the people of Suruptu take their deceased to center of attention at the moment, as most people would
the PL and say goodbye, receiving from Nergal’s Mourners like to partake, and given that a lot of hope is placed on
a crop of ghost fungi, which is stored and preserved due to the eet’s performance.
its miraculous healing properties, and its high trade value.

ITM XIZS
A pet sparkling wanders o outside the dockyard
Who to Meet dome and into the heavy winds of the Torus.
Appanili is a teacher at the PL’s tech schools, and a Rescuing it is now or never! You’ll have to dash from
proponent of open R&D for Birther AI technology. He’s cover to cover and resist the high speed winds to
been ghting for his Haven Law to get passed for many reach out and grab the little critter.
cycles now, which would make it illegal to persecute
birthers in Suruptu. He argues that this persecution isn’t A rogue AI has been reported missing in the
just barbaric, but that Birther AIs bring bene ts to many tech camps, and a er asking a few witnesses, its
due to their clinic application, not just to birthers. He is concluded that it has gone up into the Noose. What
also known for having written Birther AI blueprints, and information is it carrying? How will you get it back?
giving them for free (which is legal, in contrast to actually
building such an automaton).

Halls of Penumbra 75
,PIX MZ /W Z
PM UJZIQK /ZWV QMZ
0

Do you want to feel unwelcome? e second theme intrinsic to Umbraic stories is that
What worse than this? of e Domain of Ingenuity. Amidst the pitch black
A rejection so immediate, so pressing. It’s like it wants to darkness, where the world never behaves as expected,
see your bones crushed under its weight. It wishes to choke imagination runs rampant—and people nd a new love
you, to see the air banished from your lungs on a whim. for all things imaginative and weird. No matter how much
And yet, for how dreadful it sounds, some nd no other you pride yourself on your skepticism, facing Umbra
place to call home. All the trials and tribulations, the will be a humbling experience, which will leave you
victors, the vanquished; no one up above will know their wondering which tales are true and which are nonsense.
stories—only the fruit of their harvest. ere’s that saying
among our Penumbraic kin, that “blood drips upwards”. e third theme of Umbra is the main source of its allure.
Whomever said it never felt Kabādu’s true weight. And What Lies Beyond, past the lightless depths, but the
yes, I might die in an instant, compared to them, who truth of the Skyless World’s nature and its mysteries? Can
have the whole of eternity ahead of them. But you know you prove your theories true, or will they crash and burn
what? I’ll know something they never will. And you can, as you witness past the veil? Are you truly willing to risk
too. Just sit, amidst the much-too-reviled dark, your arms your life to nd out?
open and your mind blank, and listen. Do you hear it?
Silence
,WUU VQ QM WN UJZI
It was only two hundred cycles ago that the rst
Welcome to the 2G. is here is the edge of the world.
Enēšu settled past the 2G line. ey came eeing
Here dwell only those who can a ord to shun the light,
Arku persecution, to a place where the cruel overlords
to give up on the marvels above, to survive under the
overhead could never reach. ose who survived found
crushing weight of Nibiru’s rejection. It’s where the
the carcasses of dead vaults, hidden from the world,
legend of Kabādu becomes real, where the myths of old
and settled there—hell-bent on building a haven for lost
are reborn, and where the world’s true nature is revealed.
souls. Unbeknownst to them, their societies would slowly
be shaped by the strange nature of Umbra, birthing a
PM PMUM QV 9TIa community that is unlike anything else in Nibiru.
e rst theme of Umbra is that of Kabādu, also known
as e World’s Punishment. 2Gs of arti cial gravity Today, two communities have been established in
means your body has to constantly work to keep you Umbra—one, a success story, born of ingenuity and
conscious. It means your metabolism runs on overdrive, need. e other, a cautionary tale, ravaged by greed and
and though your body can get used to it, Kabādu has a disdain. e amnesiac kin o en wash upon the shores of
permanent e ect—with life expectancy in Umbra being this dead world, making it the starting place of many a
about a third of that of the Arku. Better have a good Vagabond’s origin story.
reason to come here.

78 The Umbraic Frontier


WZa MTTQVO 5M WV ;MQOV WN QTMVKM
Making your way outwards from the hallways of
UJZIQK ,PZWVQKTM Penumbra, the landscape gets progressively stranger.
From the main to the secondary tunnels, and into service
Breath deep. Tread lightly. e Umbra shows and distribution conducts, making way across a wall of
what humanity might look like when its pushed cables separates, hidden tunnels delve deep into the bones
to the limit, and why some people might nd that of the station. In these depths, neither light nor oxygen
strange existence desirable. It harbours these odd can be found. An overwhelming darkness masks gigantic,
communities and human groups, coexisting against roaring machines; a place where some of Nibiru’s hidden
an ominous backdrop of mystery, danger and wonder. life support system are found (such as water and metal
requisition and processing facilities, as well as thermal
Many Vagabonds end up in Umbra a er their arrival regulation engines).
to the human domains. is makes it a perfect place
to make a cold start for your group. Understandably e known regions of 2G are found past the Way of
so, it’s also a great place to end your group—hardly Lanterns. is at, wide hallway has a slight inclination
anyone who ventures past the Umbraic frontier that (several hundred metres past the 2G line) dips into
ever returns. e allure of discovery might prove the water, turning into a ooded tunnel. e tunnels that
irresistible, and the promise of nding your place of stem from it, also ooded, spread outwards into a series
origin can push Vagabonds to face the unthinkable. of broken down facilities, wherein packs of Ayyalu run
wild, shedding light amidst the blackness of the Umbra.
A cool thing to do when starting an adventure in
Antumbra (or when the group decides to go there) Travelers have three choices here: either they face the
is to ask your players: What questions do you darkness ahead and nd their own way, or they turn to
pose to the Darkness? What do you hope to nd one of two locales: the Flooded Countries, or the sunken
there? What are you most afraid of discovering? ruins of the Archaean Sorrows.
Play with their expectations, and make sure to
twist the end result to create an interesting payo !
PM /TWWLML ,W V ZQM
Paddling through sinuous, pitch-black waterways—roofs
;WTMXTIaQVO QV PM -IZS covered in glowing fungi—you’ll reach into a hidden
vault, the size of Nineveh. Within its walls resonates the
Umbraic chronicles should re ect the themes we’ve
addressed earlier, which can be more easily implemented sound of falling water, and its shape is only hinted at by
if you take into account the following questions about the shed light of hundreds of lanterns, dotting the surface
your character. of the lake.

What are they curious for? Nataku is the oldest settlement in Umbra. Its vault has
eir hidden origin, that of civilization, and the dark one feature that made it particularly attractive; it sits
place from where all things come from. Everyone, deep right below a massive body of water (scientists hint at the
inside, harbours larger-than-life questions. Questions possibility of a broken reservoir), that bleeds its contents
that are most likely to nd an answer in the Umbra. through a crack in the ceiling. e waterfall powers a
generator at the center of the town, which feeds power to
How will they survive? the rest of the town.
Vagabonds looking to travel Umbra should hold on tight
to their mortal coil. Trips into the end of the world rarely Nataku acts as a gateway for a vast network of ooded
go as expected. Be prepared! e journey might be the vaults, which are widely known as the Flooded Countries.
last one they ever take, so see to them being ready. Pack ese communities closely cooperate with each other,
food, procure a method of transportation, take plenty of each ruled by a wisefolk council, each with an envoy in
water, and krajj. Lots of krajj. the central council at Nataku. eir economy is centered
around a resource quota that has to be lled for each
What will be their last stop? community to function—a well-oiled administrative
Either in one of the villages along the Flooded Countries, machine that requires constant upkeep to make sure the
or amidst the wreckage of the Archaean Sorrows, the communities survive.
peoples of Umbra will foreshadow what the group will
nd during their journeys in the dark.

80 The Umbraic Frontier


e communities of the Flooded Countries have a rich By that point, some settlers had moved to nearby
folklore—their imagination staving o the darkness that detachments. ese people became isolated, moreso
lls each corner of their world. Still, some of the traditions a er the phenomena started claiming homes, their
of higher-Gs stay well-preserved. Umbraic Archivers are foundations collapsing due to the ood. is disaster
adorned by children, young ones leave on journeys of self resulted in Charchemish removing their presence from
discovery, and old folk weave share a few pu s as they the area, leaving behind only a small group of people to
celebrate the end of another cycle. operate the outpost, as well as its dependencies beyond
the ooded facility. e nature of the phenomena, coupled
with the disastrous fate of the Archaean enterprise, gave
the area its distinctive nickname.
Wandering Songs
One of the autochthonous traditions of the Flooded
e problems didn’t end there. e farmers that refuse to
Countries was originated by a Vagabond, who recorded
leave the Sorrows are still bound by contract to provide
instructions to navigate the dark of Umbra—hoping
part of their harvest to Charchemish, though slowly
that they would guide lost souls back to Nataku. Some of
they’ve started to organize to sever themselves from
those recordings, however, ended up back again in other
the Antumbran city-state. Problem is, they still require
towns of the Flooded Countries. ere, kids repurposed
supplies (particularly, batteries) delivered to them, and
them and recorded songs over—which they’d then launch
even if they wanted to trade with Nataku, they’d face
in little boats for an unknown audience to listen.
the problem of being blocked at the outpost—which
still operates as the o cial administrative body of the
Sorrows, putting the region on a deadlock.

ITM XIZS ITM XIZS


A teenager is trying to nd their lost father, and A farmer has risen up to lead the stranded
reaches out to the group to compose a Wandering community of the Sorrows. ey ask for the group
Song. e song will be sent to every corner of the for help stealing a Waywatcher AI from the outpost,
Flooded Countries in hopes the kid’s father hears it. since the AI could help them map the territory, alert
How can they make it stand out? What will it say? them of danger, etc. How will they accomplish this?

Waterborne scavengers are disrupting trade between A box with Suruptu credit tags is lost in the depths
Nataku and the village of Ebdulun. e locals are of the Sorrows. Many have tried to nd it, only to
asking the group to join the militia to face them. return empty handed, fearful of the shadowy gures
What will they nd past the ooded tunnels ahead? that wade across the ooded waste.

PM ZKPIMIV WZZW 4IJIL


e waters that gi ed Nataku with the power they sought Umbraic settlers fought arti cial gravity with all they
for, cursed the locales known today as the Archaean had. Nataku’s construction saw not just a massive import
Sorrows. Once news of success reached Antumbra, the of krajj, but also the use of anti-pressure techniques,
council of Charchemish made a bold move; they set out some of which are still practised today. Learning from
to create a small community, hopeful that (with Nataku’s the mistakes of the past, they invested a good chunk of
assistance) they’d gain a foothold there. their time conditioning and monitoring their bodies,
establishing a regime without which the colonization of
ey set out to explore a vast open space, which they the region would have been a disaster.
then settled—sowing fungi elds and building a small
village connected to an outpost at the mouth of the Way Each lapse started with breathing exercises and stretching,
of Lanterns. A few cycles a er settling, however, tragedy and then the heads of the convoy would divide people
struck in a most unusual manner. e settlers woke up to in task groups. One of these groups was focused on
the strange vision of innumerable droplets falling from documenting people’s health conditions. As tasks shi ed
overhead. e locals said that “it looked like the ceiling around, a mass migraine might surfaced, signifying that
was weeping”, which—though beautiful at rst—became there was something in particular that was not working.
worrisome. A er several lapses, the council considered e regime would change and adapt, evolving to slowly
the implications of this phenomena, and decided to mold the rhythm of life in Umbra.
retreat to the outpost.

The Umbraic Frontier 81


Submerged Sleepers
Umbraic settlers knew how essential sleep was to their
e orts. With this in mind, they created what they called
a “Dream Deluge Machine” (DDM). ese machines
connected a series of masks via tubes to an oxygen
chamber overhead. Every close of lapse, sleepers would
dive into the lakes, with one of them reciting the relaxation
passages, to make them fall asleep underwater. Umbraic
inns still use DDMs to accommodate visitors from above,
who might have issues sleeping.

e younger generations of today look quite di erent from


the rst settlers, given that arti cial gravity a ected their
biology. Muscle mass is more dense, and their eyesight,
while poorer than that of the Arku, is better accustomed to
the dark. Lifespan is the lowest in Nibiru, with the average
age of Umbraic folk being 120 cycles.

QTMV ,WUU VQWV


If the Cults of Silence were starting to see a revival in
Penumbra, it’s fair to say they hold almost complete reign
over Umbra. Most of the technologic marvels of above
were not made to stand under the weight of Kabādu, and
the peoples of Umbra learned quickly to commune with
Nibiru’s fauna to help their e orts. Kids learn from a
young age to relate to ayyalus, o en riding along the Way
of Lanterns as a rite of passage. Old people tell stories of the
Leviathan, the mythic beast that protects the Countries,
teaching children to care for nature. Slicers drive shing
boats along the Umbraic waterways, and explorers travel
with a host of pulsewings to track down di erent kinds of
fungi when delving into the darkness beyond.

In a way, this communion perfectly re ects the ideas of


šiknat napišti. Local folklore usually entices explorers to
seek for answers and signs related to the problem of the
original sin (which made it so that humans couldn’t feed
from electricity) lie out there, lost in the dark corners of the
world. Ascetism is valued deeply, as is the pursuit of calm
and stillness; all of these practices that bolster survival.

ITM XIZS
e Penumbraic village of Kirkuk wishes to gi
Nataku with one of its idols—a statue depicting a
slicer. e group is tasked with travelling along the
Way of Lanterns, past a dark expanse to bring the
idol to the town. What problems will they face?

Legend of a white fungi eld wherein a strange,


white-feathered, lion-like creature roams have been
doing the rounds across the Countries. A local priest
o ers a reward for pictures of the creature.
Even Antumbran religions have embraced and integrated
some of the tenets of the Cults of Silence, with plenty
ITM XIZS
A priest from the town of Stilltide (who’s also a
of parallels being drawn between the Shepherd and the
Vagabond from the Wild) wishes to take the cult
Leviathan. e most recent Pilgrimage, which started
of the Vagabond to Kirkuk, hoping that the trading
(for the rst time) in Nataku, counts more animals
caravans can help it spread across Antumbra. ey
than machines among its numbers. More obscure, local
ask for the group to help them. How will they do it?
traditions, such as Water Worship, tend to have quite a
bit of crossover when it comes to the idea of water as the
An envoy from the Covenant arrives at Nataku, and
enabler of life in the station.
the group is asked by a local contact to keep an eye
on them. Soon, the envoy learns about the cult of the
Vagabond. What consequences will this bring?
Water Worshipers
Water Worship is said to have surfaced in the town of
Ebdulun. In there, peoples’ lapses tended to be shorter, L MV WN -IZSVM
with longer periods of sleep aided always by DDMs. Every two cycles, the Archaean outpost at the mouth
Several cycles a er the foundation of the town, people to the Sorrows dispatches a group of locals, hired to
started to share strange dreams of an otherworldly, light- measure and take notes on the creeping power outages
drenched expanse, with light blue ceilings that stretched that plague the Way of Lanterns. eir results have, for a
as far as the eye could see. Sleepers proceeded to paint long time now, shed light on the dimming of the world;
these visions along the walls of their town, creating a the much-feared Blackout that is progressively making its
tradition that sought to use water as a conduit into the way into Penumbra. Although the peoples of Umbra have
wonderful world they saw in their visions. managed to survive without depending on the power of
the Core, some of the more vital systems of the station
(such as oxygen supply and water circulation) depend on
the Core’s performance.
5IVL WN ISMVQVO
One of the most relevant reasons that make Umbra special e deeper implications might be unknown to them,
has to do with the widespread, yet unspoken knowledge but the one thing they are truly worried about has to do
of Vagabonds. is is something the locals mostly keep to with the loss of light across the Way of Lanterns, which
themselves, knowing that to talk about them is to invite they need in order to nd their way into Penumbra. is
problems. is ingrained vow of silence is one of the most has led to a joint e ort between the communities of the
important victories of the Vagabond community, which Countries and the Sorrows, to nd alternative routes into
serves to make Umbra an (in spite of everything else) Penumbra, hoping to avoid total isolation.
welcoming place.
Whatever tore through the reservoir that ooded the
Traditions of hospitality and trust, which are vital to inhabited regions of Umbra also a ected several hallways
the Umbraic peoples, also help Vagabonds surviving people could have utilized to bypass the Way of Lanterns.
through their rst cycles—by far the most crucial times, Operating an ascendant would be nigh impossible, due
when they are still learning to adjust their worldview to to the extreme power required to ght Kabādu, as would
live in Nibiru. Whispers of local shers rescuing a stray be driving a barge. is situation has led a few councils in
amnesiac, of travelling caravans nding and caring for Umbra to consider that Arku cooperation might be the
disoriented, stranded individuals have even started to only choice they’ll have in the end.
populate the community’s collective imagination.
ITM XIZS
e Cults of Silence have erected a statue to the gure As Blackout disrupts caravans across the Way of
of the Vagabond, an androgynous-looking person who Lanterns, the council of Ebdulun asks the group to
hides part of their face with a cowl, and marches into the seek an audience with the scavenger tribes that roam
dark aided with a walking stick and a small, glowing fungi along the hallway, hoping they can be of assistance.
necklace. e priesthood teaches that to invoke their What will be the price of this alliance?
name in vane is to invite Vagabonds at your doorstep,
which is a responsibility no one wants to take—in turn A er the shutdown, the group lost their way,
helping keep the vow of silence alive. Whether this is eventually arriving at a dead generator. A herd of
a tradition started by Vagabonds is up to debate, but it asappu seems to be nesting here. What are they
surely has served the amnesiac kin keep their signature doing here? How will the group nd the way back?
from being picked up by the wrong people.

The Umbraic Frontier 83


TWVO PM Ia WN 5IV MZV

PQ XMZ WN ,WTLJZMIKP
ough technically the name of the hallway leading to Strange sightings have been reported along the waterways
human civilization in Umbra, the Way of Lanterns is also near Stilltide, and many a traveler has witnessed what
used to refer to the communities of the Flooded Countries seems to be wandering AIs, making their way towards
and the Archaean Sorrows. ese communities might the dark tunnels that ow out of the Countries and into
have gone in separate ways, but they both share the same the lands beyond. Some of these sightings have even
waters, and whatever malady a ects one ows into the reported AIs walking underwater, faint lights marching
other. in an unnerving, otherworldly parade.

Across the inns and checkpoints of the Way of Tears, it An old local legend speaks of a place named Coldbreach,
is the following situations that we believe will shape the where rogue AIs go to die. In light of these sightings,
future of Umbra, which your group will ultimately involve the tale has been given more and more attention over
themselves with when travelling the Darkness. the last few cycles, prompting the council of Nataku
to employ a small group of rust hunters and explorers.
ese individuals have been tasked with nding the
PM ZKPIMIV -MILTWKS settlement, and guring out what might be causing the
e Countries and the Sorrows might have gone in
strange phenomena.
separate ways, but they both share the same waters,
and whatever malady a ects one ows into the other.
Cooperation between both has been minimal, mainly TIKSW
due to the Archaean outpost that stands between both. One particular problem has surfaced in the last few
cycles, which preoccupies the wisefolk council of Nataku.
Worse; the Penumbraic settlements Nataku trades with e operatives that maintain the generator known as
are mostly under Archaean patronage, meaning that the Circle have noticed a decrease in its power output. It
any further cooperation between the Countries and the seems like the ow of water into the vault has diminished,
Sorrows might push Charchemish into severing ties which means one of two things. Either the massive body
between Nataku and its Enēšu associates. of water has, somehow, been suddenly reduced, or
something is interrupting the water ow, preventing the
Although Nataku holds a privileged position in the generator to operate to its full potential.
region, hope may ultimately live in the Sorrows. e
locals have started to repurpose the remnants of the Whatever the case, it means that the cause lies somewhere
original settlement, building a tall bridge to reconnect far from the settlement, which has led the council to
with the Way of Lanterns. Once completed, the bridge devote resources into exploration parties that might
could open the way for joint exploration of the hallways reach the root of the problem and nd out what exactly
beyond, in hopes of nding new paths to Penumbra. is happening.

84 The Umbraic Frontier


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e City of the Circle came as the result of one of the greatest Sister village to Nataku, Tanis is a ooded vault that has seen
e orts in human history, a monument to humanity’s victory sharp uctuations of its water level across its history. Due to
over Kabādu, and proof that life can thrive even in the most this, the village is built on impressively tall steelweave pillars,
inhospitable places. Its birth forged the unique communities with dozens of bridges and hanging shacks. e city survives
that would later spread and populate the rest of the vaults thanks to a fuel distillery, which separates the diluted oil from
that formed the Flooded Countries. Today, it welcomes the water, cleaning it and using the product to light its homes.
outsiders with open arms, and trades with Penumbra, Tanis has a small underwater Covenant outpost, exclusively
sending food and batteries across the Way of Lanterns. dedicated to research fuel extraction technology.

VV Z 4 UU PQ
7 SH D OW &ODVV F 7 SH D OW &ODVV F
3 S ODWL SSU 3 S ODWL SSU
HU PH W )UHH F FLO HU PH W )UHH F FLO
W S L G VWULHV ILVKHULHV UHHGFUDIWV W S L G VWULHV ILVKHULHV GHP OLWL HT LSPH W
IILFDO UHOL L F OWV I VLOH FH IILFDO UHOL L H

Located in a small vault close to the waterways of A collective of outlaws from the city-state of Tarsus, who
Lonespark, Ounnur is a shallow water settlement—the lake arrived to Nataku with the Fourth Convoy, moved on
surface being just a couple metres over the vault’s oor. to found Kummuhi far from the capital of the Flooded
Clovenreed patches cover spring across the lake, shedding a Countries. Although they practise a somewhat detached
faint greenish light on its surface. e locals have made an lifestyle from the rest of the community, their knowledge
art out of weaving clovenreed, making clothes and all kinds has been invaluable to the councils of Umbra. Kummuhi’s
of handy products out of it. It’s common for Ounnur to get demolition engineers were once tasked with blocking the
recurrent mermaid infestations, since these species nd it mermaid-infested tunnels near Ebdulun, as well as sealing
easy to hide amidst the reeds. o contaminated vaults near Tanis.

86 The Umbraic Frontier


.JL T V QTT QLM
7 SH D OW &ODVV F v H GHSH GH F 7 SH D OW &ODVV F
3 S ODWL SSU 3 S ODWL SSU
HU PH W IUHH F FLO HU PH W )UHH F FLO
W S L G VWULHV ILVKHULHV D LPDO K VED GU W S L G VWULHV K VW K VHV EDWWHULHV
IILFDO UHOL L F OWV I VLOH FH IILFDO UHOL L :DWHU UVKLS

Ebdulun is the farthest settlement in the whole of Nibiru, When the disaster that ooded the vaults of the Countries
built on a massive pile of debris that forms an arti cial shore hit, a series of cracks formed along the walls of the vault of
within its ooded vault. A small detachment functions as Stilltide, which the settlers utilized to power a series of small
entryway into the town, lled with molten steel sculptures of oating generators. e noise from the machines, coupled
sheep. Ebdulun has a direct connection to a series of old service with a feeling of somnolence that has always permeated
tunnels, which are used to breed cattle, which they exchange the vault, made it common practice to sleep with a DDM.
with Tanis for fuel. e town is known as the only settlement Stilltide is the Umbraic equivalent of a holiday town, and
in Nibiru where mermaids can be spotted, as well as the last sees a small but growing number of Arku that travelling
stop for those who wish to brave the Darkness beyond. there to experience the Umbraic way of life.

5 XW PM IXX 9QTTIZ
7 SH FKHFNS L W FDPS 7 SH L UDWK 1 I FWL DO
3 S ODWL DSSU 3 S ODWL SSU
HU PH W UFKDHD GHSH GH F HU PH W )UHH & FLO
W S L G VWULHV I G WD HG SU G FH W S L G VWULHV ) G
IILFDO UHOL L H IILFDO UHOL L H

is Archaean outpost was the staging point for the In a farcorner of the Sorrows lie the remnants of
colonization e orts of the Sorrows. Today, most of its an old Ziggurath. Asappu herds gather here, and a
personnel has been relocated, with a small detachment small encampment has been established by the local
running what’s been labeled as “upkeep operations” in the farming community, hidden away from the eyes of the
area—basically taxing the locals’ produce and relaying UWOL01. e community hopes that they’ll be able
information back to Archaean branches of government in to break free from the outpost’s domain, and with this
Penumbra. is outpost stands directly between the farmers in mind they’ve launched several attempts to contact
of the Sorrows and their aspirations of freedom, making its fugitives from the Sienna revolt—one of them being part
very existence a threat to the locals’ livelihood. of the council, and helping them plan their next steps.

The Umbraic Frontier 87


I IS

e Circle drank the tears of gods, During these early cycles, work just didn’t stop. Not for
To feed forsaken souls below. the many folk that took part in surveying the locales and
In seas of sorrow, they built a home, building the docks, and not for the small medical team that
Where no one thought that life would grow, documented the strange sleeping patterns, the dizziness,
To forge a kinship with the unknown, and the visions that morphed in the depths of the watery
To live where no one dared to go, expanse around them. Uncertainty, an aura of eeriness,
Submit the world and ip its head, and the feeling of being where you didn’t belong —all of
To stare humanity at its toes. these were as heavy as Kabādu on the corageous settlers.

Glowbug lanterns peer over the lake’s surface, faint With time, exploration of the settlement’s immediacies
light spilling over spiraling docks and bleeding into the revealed a vast network of ooded vaults and facilities,
darkness ahead. e blue fungi that covers the tunnel many of which had decayed to the point to which the
walls crowns the silhouettes of travelers, as they push their water became polluted by rust particles, oil and acid
boats through a narrow passage. Out of the mouth of the leaks, all of which forced the settlers to detonate several
tunnel, thousands of blue lights appear re ected over the tunnels—sealing o a massive area of this new world in
lake; the city of Nataku welcomes all. fear for the livelihoods of the newly established peoples.

is section depicts the capital of the Flooded Countries; As the brighter cycles washed in, lighting up the Way
the largest human settlement in Umbra, and its denizens. of Lanterns, messengers were dispatched to Suruptu—
delivering information on Umbraic living conditions,
and giving the green light for the following two convoys
PM /W Z ,WV Wa to march along with the Core’s rotation, their destination
A cavalcade of humans and machines, descending from
set for the newborn village. e second convoy brought
far Penumbra and into dark, echoey halls, pushes a small
a retro tted Hauler AI that worked as an amphibian
eet of boats forward, their lanterns revealing the way into
steel forge, allowing the settlers to produce reinforced
the still waters of Nataku. e largest of the boats carries
steel parts in situ, and giving way to the construction of
a oating generator, and a big stash of batteries, medicine
Nataku’s pride; the grand generator known as the Circle.
and sleeping capsules. is, the rst of four convoys that
would travel into the Flooded Countries, had a massive
27 cycles of struggle a er, the Circle was nished; a steel
task ahead. Not only they had to lay the foundations for
mill that drank from Nataku’s waterfall to power a large
the settlement; but also to monitor and face all of the
generator—a true engineering masterpiece. As soon as
strange occurrences that would soon surface.
started to hum, word spread to reach Antumbra, turning
many heads and sparking curiosity on those who had
been oblivious of the Umbraic colonization e ort.

88 The Umbraic Frontier


Travelers and caravans from afar dared the murky waters
of Umbra to see the Circle for themselves. ey were 5WZM Q M
greeted by a face of humanity that was unapologetic 4IU
about showing o its strange ways; these people had
clearly changed through the experience of living here, “Better to be chained to one another than to Nibiru.
their mannerisms and customs unrecognisable from e latter will o er no compassion.”
those of the places they had le behind.
is popular saying in Umbra showcases the
Strangeness attracted the curious, and the steady power mentality of most communities across the Flooded
supply of the Circle pumped its blood through the veins of Countries, which the folk refer to as kamû (basically
the Flooded Countries, where one by one new settlements meaning “we are all in this together”).
rose over the watery expanse. In the darkest corner of
the world, it was as clear as it could get; humanity had Kamû can be seen in every part of Umbraic society.
triumphed over Nibiru. Kids tend to play yard games wherein they make
tough choices and explain their reasoning. Young
I IS WLIa adults organize “kamû chains” in which they pick a
speci c task and perform it for their fellow kinfolk,
Hardship built the peoples of Nataku to forge some of
the strongest bonds of friendship and community in passing down favours. e elderly gather to collect
Nibiru, without which their lives would have been lost fungi from their community and send it o to the
to the dark. It was through this struggle that many of farthest settlements in the countries.
today’s customs materialized, many of which involve
multiple rites of passage that help build a strong sense of e kamû culture teaches that, if individuals are
trust between the Umbraic peoples. e council knows naturally taught to engage in acts of solidarity, their
of the importance of consolidating these inner and outer actions can have ripple e ects that will enrich every
circles of trust, and so they make a great e ort to pass on life in the community—a mindset that has started to
tradition to the younger generations. spread into the far reaches of Penumbra.

Some of these traditions, which make up the bulk of


what’s called kamû culture, are focused on creating
,WUU VQWV WN PM XMKQM
Religious traditions have, unsurprisingly, been molded
a bond with outsiders. Newcomers are expected to
by the struggles of the Umbraic peoples. It’s easy to see
introduce themselves to the city council when arriving
how a set of traditions like that of the Pilgrims, who speak
at an Umbraic town, where they will be given a token to
of light and life as an ever blessing, wouldn’t resonate as
be worn. Although this does signal to everyone else that
much around these parts (adding to this that celebrations
these people are outsiders, it also means they are trusted
tend to be associated to the Assyrian cycles, which vastly
by the council, since they’ve introduced themselves and
di er from the True cycles of Nataku).
they are visitors to the Countries.
Instead, the ideas of the Cults of Silence, which give reason
to some of the most callous aspects of the Skyless World—
The Inheritance and propose several paths to redemption—seem to have
One of the most interesting customs of kamû culture found a strong foothold in the Flooded Countries. Nataku
is that of Inheritance. Every birthlapse, kids are given is at the epicenter of this revival of the Cults of Silence,
by their parents a small batch of fungi to grow. ey with many of its festivities being inspired or directly taken
are expected to care for the batch as it grows, as well from the traditions of Kirkuk.
as adding each new patch to their small garden, which
is kept in a ra . When the time comes for the rites of e breeding of Penumbraic species (particularly sheep,
passage into adulthood, kids gather together to take due to the need for warm clothes, and slicers, to help
their glowing fungi barges, which they’ve grown with a traverse the ooded tunnels) is always on the rise, which
lot of care, to villages in the far corners of the Countries, has allowed for some common traditions of the Cults
symbolizing not just the idea of “leaving the nest”, but of Silence to set in—such as the Herders’ Parade, where
also the importance of giving back to the community. young folk are taught leadership by guiding a small sheep
herd from one point in town to another. At the same time,
local customs have woven in certain rites of passage, like
the previously described Inheritance rite.

90 The Umbraic Frontier


ITM XIZS ITM XIZS
A lone fungi barge with a kid lies stranded in the e decision of allowing a small Covenant outpost in
midst of the tunnel. It seems like the slicer has Nataku is soon to be put forwards to the Youngfolk,
detached from the barge. How can the group nd the with the Covenant o ering bicyclical food shipments
creature, and lead it back to the barge? And... what sent to the city in exchange. How can the group
exactly scared it into breaking its chain? prevent this from being approved?

e sheep population of Tanis is dying due to e Southern Commune of Nataku is about to


unknown causes. Upon investigating, the group choose their new representative, and the Vagabonds
nds leads into the underwater Covenant outpost. of the Tower of Merek want to bring an amnesiac to
How can they sneak in, and what will they nd? the role. How can they achieve this?

PM BW VO IVL PM QM 9ZM QVO 6I MZ


e social orders of Antumbra tend to not have the Although exploration parties are still setting out to nd
same subdivisions seen in Umbra, with these simply the cause of the water pressure problem, the wisefolk
splitting communities between those whom are called the seek for outside solutions in the meantime—looking
Youngfolk and the Wisefolk. e former are, contrary to for assistance near and far. Tanis’ fuel stockpile is slowly
what the name suggests, people of all ages who form the being moved along the arteries of the Flooded Countries,
bulk of the society. e latter are chosen representatives, to supply the emergency generators that dot Nataku’s
o en people who have earned one or several awards for crowded districts, yet without a sustainable replacement
their service to the community. the city might be about to face a terminal crisis.

Each commune has its own local administrative body Allies in Penumbra are in a weak position, unable to o er
presided by one of the Wisefolk, whose job is to push for a solution to the issue, and while the Antumbraic city-
Youngfolk to participate in decision-making, to break up states might hold the key to survival, their price might be
arguments, and to represent the locals in the Wisefolk too high. A few Antumbraic Silu have gathered to discuss
Council. In practice, the system is mostly concerned potential solutions, trying to work within the parameters
with making people involve themselves—the Wisefolk of the Nataku council to save the town, yet they face o the
do represent the Youngfolk, but they expect them to have ever-more-predatorial interests of large organizations—
their say in many decisions, and they’ll recognise the all of which have great interest in making Nataku their
need for informed opinions among the Youngfolk. new staging grounds for Umbraic exploration.

Due to this, the division between communities tend to not In the meantime, the call for help has echoed across the
just revolve around locales, but also about occupations. Torus Corridor, with the technician schools at Suruptu’s
Youngfolk who devote most of their time shing might PL pushing to discover a solution. At the same time,
see that they share a commune with a few other shers. this has sparked fears of revolution across Antumbra:
Individual roles are much more de ned in Umbra than Suruptu’s lone position of power has not carried
in Antumbra. If you are a cook, it’s likely you’ll be a cook the weight necessary to e ectively break the Arku’s
for most of your life, since Umbraic societies necessitate stranglehold in the Outer Reaches—but with Nataku’s
specialization to get the most out of people’s labor. support, that might be about to change.

Voting Canals ITM XIZS


At the center of every commune, a set of small fenced A technician has developed a prototype for a dam,
hoping to help Nataku. However, their master has
pools connected to a series of canals assist the voting
system of the Umbraic peoples. When voting is open, been pulling strings for Waywatcher checkpoints to
the operative will send a red smoke signal that members try to intercept the blueprint as it leaves Suruptu.
of that commune can see, calling for a vote. Each of the How can the group sneak them out?
Youngfolk will go there, take a water lily and let it ow
A small hunting party plans to capture a Serpent to
across the canal that signi es their choice for the decision
use its power, yet this could spring a crisis of belief
at hand. A erwards, the water lilies will be counted, and
the Wisefolk will be informed of the Youngfolk’s input. that would threaten Nataku’s ties with Kirkuk. How
can the group stop the hunters?

The Umbraic Frontier 91


1
Wisefolk Council
2
Smoke rises from the hollow carcass of recycled steel
barges, which form the metal sphere within which
the Nataku wisefolk gather to lead the peoples of the
Flooded Countries. Pilgrims’ Chapel
is chapel is the region’s only place of worship for the
Pilgrims outside of Kummuhi, built in anticipation of
the rst Pilgrimage to originate in Umbra. e chapel is
surrounded by small establishments that tend to serve

3 Arku travelers staying in town.

Blackwater Inn
e oldest inn in Nataku, Blackwater still manages
to keep about 100 DDMs functional (mostly thanks 4
to it being far from the shing area). It has become a
common meeting place, thanks to its location.
The Tower of Merek
A common place of refuge for Vagabonds, run by
an old man called Merek. It masquerades as a
textiles workshop, with the top levels harbouring the
Vagabonds’ rooms and habitation.

5
The Circle
Purveyor of power for the city of Nataku, the Circle is
an engineering marvel that utilizes the vault’s bleeding 6
wound to bring life to the Flooded Countries. Its
importance cannot be understated, thus the reason why
Church of the Holy Womb
Although the cult of the Shepherd is barely existent
the council has requested the city engineers to make
in Nataku, the small community that worships the
home right next to it.
Assyrian icon belongs to the persecuted Birther
tradition. ey gather in this large warehouse, where it’s
said that one or several Birther AIs are found.

7
Oil Reserves
Ever thoughtful of the consequences of losing the Circle,
the citizens of Nataku built an oil-fuelled generator at the 8
base of the machine, which is supplied by several oil tanks
dotted across the settlement. ese have become more
Fishers’ Market
By far the largest produce of Nataku is sh, which is
important than ever now, due to the water ow crisis.
distributed along several markets in the city. Wide
docks are anked by stalls, featuring long tables at
the center that the locals use to sit and eat together.
Markets only take credit for food from outsiders.
Q MNWTS ,W VKQT
ere’s a poetic note to the fact that, many cycles ago,
it was the steel carcasses of the four convoys’ eet that
were melted to build the Wisefolk ouncil of Nataku. A er Alaktu
all, it was in a solemn encirclement of barges, amidst Welcome pendants, commonly referred to as Allaktu,
the endless darkness of Umbra, that the rst laws of the symbolize the people’s commitment to the idea of life
Flooded Countries were penned. e edi ce of these preservation and care, and in the Flooded Countries these
people’s victory over the untamed wildlands of Nibiru take the form of a small crystal orb with a bit of blue
might look very di erent from what it was back then, but fungal growth inside. e necklace is actually a function-
the ways they do things has not changed much. al cable, which you can detach and charge to feed some
power to the fungi inside, caring for it. Locals tend to
Why Go There distrust strangers that care not to carry a healthy looking
Nothing is more vital than to introduce yourselves when Alaktu, even less so those that do not carry one at all.
arriving at Nataku. Upon doing so, you’ll be greeted by
the Archiver, a council member, and given a welcome
pendant, which will signal to the peoples of the Countries
that you care to respect their culture. Wisefolk didn’t get their title for nothing. ey’ve learned
that every chance they have to interact with the worlds
Nataku council members have the custom of extending a above should be taken, and they usually o er to take
dinner invitation to newcomers who catch their eye. For contracts they need to ful ll within their agenda. ese
them, to share news, tales and cultural facts over fried generally relate to message relaying, though some of the
sh is an important part of their role, since they expect most trustworthy collaborators have been asked to bring
visitors to then return and give a benign image of the particular pieces of information on the state of the world
Countries to the peoples of Penumbra and Antumbra. A beyond the Countries’ borders, all of which tends to be
lot can be learned and earned from the experience—aside repaid in the form of produce from one of the region’s
from a tasty meal! many villages and hamlets.

94 The Umbraic Frontier


Who To Meet
Aided by her trusty walking cane and sporting a wild, no-
bullshit look, Izla is one of the youngest members of the ITM XIZS
wisefolk council. Her success in nding the lost Archaean Izla asks the group for a private meeting, wherein she
convoy ten cycles ago has garnered a lot of respect for her. reveals that a BrightTowner has disappeared around the
To top it, she is a Vagabond from the Dreadlands, and same time a known Enki’s Nexus passed through Nataku,
although this is not widely known, realizing this might headed for the Way of Lanterns. Can they intercept him
play to the group’s advantage (if they manage to earn her in time? What strange turn of events will they nd?
trust, that is).
Pilgrims arrive to hear the mumblings of Mlimar, wishing
Mlimar is a living legend—the kind that paints a very to move him to the Chapel. Some locals oppose them,
peculiar image of Umbra. He built the Pilgrim’s Chapel reticent to see Mlimar become a “tourist attraction”. e
and, as the story goes, he entered a comatose state inside group is asked to mediate between both sides, but who
his DDM right a er the construction ended. Since then, will they favor? And what will the consequences be?
the council has taken care to supply him with nutrients
via a tube. On his old spot sits a small speaker, connected
to the DDM, through which his sleepy voice can be heard 9QTOZQU ,PIXMT
mumbling, from time to time, about the strange vistas he Large crystal columns lit by dense fungal growth
visits in his dreams. illuminate a large dome, carved with the tale of the rst
pilgrimage and painted in the black hues Tanis’ burnout
Nicknamed the “Dancer in the Water”, Pol is the architect painting method. For most of its history, the Chapel
of the growing relationship between the Flooded rarely received practising pilgrims, mostly regarded as
Countries and the Sorrows. A retired diplomat from a place to seek tranquility and to meet up with others.
Karik’s Crescent, they carry out a subtle ght to remove However, as Nataku establishes ties with the rest of the
Archaean presence from the region, and to help the Skyless World, Mlimar’s intended use of the building
communities of the Sorrows settle down. starts to take shape—slowly ful lling his dream.

The Umbraic Frontier 95


Why Go There
e Chapel is a common point to meet up, where people his workshop to Umbra, thinking that people would value
o en get together for a meal, and to play some music— him as an icon of the kind of strength that the Corpus
taking advantage of the fact that the oor is much more faith can bring. In a way, his message complements that
expansive than the narrow city walkways. Council of his peer Sawra, and he seeks to inspire the locals with
members and other individuals tend to use the Chapel’s his talent for storytelling and plastic artistry.
premises to organize social action, since there’s almost
always a large group of people around to call out.

e above is surely no laughing matter for the small group ITM XIZS
of Pilgrims that maintain the Chapel. Particularly now Yomadan has o ered to perform the rst instance of
that envoys from the Corpus and the Mentis tradition the Red Rite ever conducted in Umbra, with the subject
have arrived to the city to get the Chapel up and running, being determined through an art contest. He seeks to nd
the place is slowly becoming apt to pray and to attend a talented and imaginative creator whom he’ll bless with
readings of the Pilgrimage accounts. e new leaders Nibiru’s steel. Who will partake? What will others think?
hope that this will raise awareness of their creed in the
city, though they do face some opposition. During a meeting between the Envoys and the Wisefolk
Council, a group of activists from the Sorrows take over
Some of the most radical anti-Arku elements in the the Chapel’s yard. Now, the Envoys and the Council
Nataku society see the Pilgrims as a threat. Cultural stands divided, as the former claim for repression and
tradition born out of the city-states of Antumbra is o en the latter ask for open dialogue. How will the group
looked at with suspicion, and as of late a few groups intercede, and what will the social consequences be?
have been known to protest Antumbran colonization by
scribbling the Chapel walls. Shawil contacts the group, worried about the situation in
the Chapel now that the Envoys are here. ey are about
Who To Meet to hold a meeting to discuss the viability of allowing
Shawil grew up in the Sorrows, and since then has Shawil to preach. Can the group in uence the decision?
travelled to Nataku to help rally against the Archaean Who will they reach out to in order to do so?
blockade that is preventing their people from creating
a healthy society. Shawil sought permission from the
Chapel’s caretakers to preach there, granted due to their
involvement in the organisation of the rst Nataku-born TIKS I MZ 2VV
Pilgrimage. e new envoys, however, are not so keen on During Nataku’s rst cycles, the only reason why work
it—resulting in a tense situation between them, the old ever stopped was to ll people’s bellies with fried sh and
caretakers, and Shawil themselves. to seek tranquil sleep via DDMs—both conducted at the
site of Blackwater Inn. Now mostly dedicated to housing
Envoy for the Mentis Tradition, Sawra is a curious mind visitors and transients, the inn has been rebuilt, reworked
with a talent for bringing people together. She is devoted and redesigned over thirteen times since its conception,
to showing the most charitable face of the Pilgrims to the with each time coinciding with an important event in the
folk of the Flooded Countries, trying to preach the aspects town’s history—thereby cementing itself as a reminder of
of her religion that most resonate with the Umbraic how far the people of Nataku have gone.
mentality. To her, the fault for the current state of the
faith lies not in the faith itself but in the interpretation Why Go There
of Nataku’s founders. is puts her vision at odds with If you are going to sleep for some lapses in Nataku, you’ll
that of the council, yet her charitable acts make it so that have to go to the inn. e caretakers usually take two
people cannot really brush her o —a dicotomy that some forms of payment for staying at any of the DDMs: either
think will become disruptive, if she were to seek more you provide an hour of upkeep at the inn’s garden for each
power in the future. lapse, or you bring a new kind of fungi to the garden’s
collection, meaning you can stay as long as you like!
Envoy for the Corpus Tradition, Yomadan was taken into
the faith a er su ering a life changing wound during work To smoke Krajj! When dipping past the 2G line, most
at a factory. His bottom half was replaced for mechanical travelers will feel pretty awful. Grab a pipe, top it up and
limbs, allowing him to walk again, and sealing the deal for share some stories with fellow outsiders in the lounge—tis
a life of servitude at the churches of Nimrod. It was not so the perfect way to begin many an adventure.
long ago that his superiors o eredhim the chance to take

96 The Umbraic Frontier


at garden isn’t there just to serve food indoors. e there is an odd feeling of stagnancy—the Vagabonds that
innkeepers know well that their establishment is o en live here have, strangely, stopped remembering.
a staging point for expeditions beyond Nataku, and as
such there’s a big warehouse for travelers to stock up on Why Go There
supplies for their trip. Just make sure to leave something Memories warm you up on the inside, but they also tear
behind as a collateral for each thing you take! you apart. It’s important to reach out into a place of peace
and tranquility when the world aims to crush you under
Who To Meet its weight. It’s also important that, once you nd strength,
Once a member of the Verdant Coven (an organisation you return to search for those memories, so that you can
that cares for the wondrous Hanging Gardens), correct the mistakes of the past in order to create more
Barsawme brought with themselves a huge collection of places of peace. ose who stay long in the Tower rarely
fungi species to help the Nataku expansion e orts. Today, leave to share its blessings, but for this they shoudn’t be
in their old age, they dedicate themselves to coordinating blamed; their memories are their own, and one can only
the inn’s garden upkeep, and to examine new fungi imagine what they have sown.
varieties that could be used to improve peoples’ lives.
Records of those who have passed through are stored
Eilbra and his sleep research have been installed at the in the Tower, kept safe in order for the Covenant not to
inn for a good while now, monitoring the innkeepers’ track down the others. ese are jealously kept, since
sleep and relaying his results to his associates in Ashur. Vagabonds are wary of the “traitor kin”. With time,
Eilbra is interested in studying uctiating sleep patterns commitment or a good deal of persuasion though, they
in travelers, and will take any chance to get transients to might accept to help the group track down someone in
wear his sleeptracker band and report back a er a cycle, particular—as long as if it’s a matter of life or death.
in exchange for Assyrian credits.
ere might still be some hope for a few of the souls
Asor has been in charge of the inn for not long now, living here. Even if they refuse to leave, some of the older
taking over a er the passing of Dorara a few cycles ago. Vagabonds might be willing to share knowledge on the
ey are a kind soul, o en seen solemnly playing the ute amnesiac kin, which can be prove valuable depending on
out on the balcony. Asor used to tour around Penumbra what the group might be preparing for.
with their band, until they ran into a scavenger ambush
in which Asor lost several friends (and had to take a life). Who To Meet
ey’ve since retired, though they won’t shy away from Merek has stared at humanity’s ugliest face for long
sharing a story or two if you care to listen. enough to not want to make eye contact ever again. ey
were a functional part in the development of some of the
abhorrent technologies used by the Covenant to extract
ITM XIZS memories from captured Vagabonds. Eventually, they
A er receiving an emergency call from a far outpost in escaped and sought solace in Nataku, building the Tower
Penumbra, Asor the people present at the inn for help and devoting the rest of their days to helping save the
rescuing a Krajj shipment, which seems to have been in- lives of those who they once helped destroy.
tercepted by scavengers. How will the group track them,
and who’s the vengeful soul behind the attack? Gbar Eil is a Vagabond from the Wildlands, known in
the tower for his love of pastries and how he can imitate
Eilbra wishes to conduct his research along with the practically anyone in existence. He dreams of being an
peoples of the Sorrows, and asks the group to reach out actor, but su ered through a lot—having faced detention
to them with a small suitcase full of sleeptracker bands. in a Covenant facility twice. He’s learned quite a bit about
He says that he could pass the word on the people’s good how the Covenant works, and is carefully preparing to
faith to Ashur. What will the group make of this? leave the city to pursue their dreams.

In a small studio littered with eerie lights and the


PM W MZ WN 6MZMS humming of machinery, Ttwa researches and learns of
Arguably, there ain’t no place safer for Vagabonds in the intricate designs of AI Cores. She is a Vagabond of the
the Skyless World than the Tower of Merek. is tall Machine, an avid reader of psychology and engineering
building bears the name of its caretaker, an old member treatises. She dreams with studying at Suruptu, though
of the community who has taken in stray Vagabonds and has given up on it due to the Covenant’s presence in the
o ered them a place to live together in peace. Although city. Still, she always seeks for fellow scholars among
the tower might seem like the perfect place to live in, Nataku’s transients, in hopes to learn more.

The Umbraic Frontier 97


e top of the Circle is only accessible via a series of frail-
ITM XIZS looking ladders, leading up to a platform that peers over
Gbar Eil feels con dent enough to return to Penumbra to the city. e oor is wet due to the droplets from the
become an actor, yet he needs help erasing the records of waterfall, and a narrow sha marks the only entrance to
three Covenant o ces—in Suruptu, Ebbub and Sienna. the Circle’s inner workings, wherein a small monitoring
How will the group in ltrate these locales, and how can station operates. Anyone wishing to get a wide look of
they make sure others reap the bene ts of their work? the Nataku vault or to enter the Circle’s interior has to
go through this.
A strange group of Vagabonds from the Dreadlands
arrive at the Tower. ey say they seek for rumors of Who To Meet
Pandora, a wanderer that is said to carry an artifact that Mardokh is a Dreamlander, rescued by Merek from a
can rid them of the Nightmare. Where does this story Covenant convoy along the Way of Tears many cycles ago.
come from, and how can the group be of any assistance? Amazingly, Mardokh’s memories contain the collective
recollections of the Circle’s builders, which made up for
PM ,QZKTM quite the reveal when introduced to the wisefolk council.
It’s due to this that they were entrusted with the most
e concept of water as the source of life ows into the
lives of the Umbraic peoples time and again, be it in important job in town, a job that nds them in reclusion,
their religious practises, their cultural traditions and, though proud of their service.
more than anything else, through the giant generator
known as the Circle. It produces enough power to sustain Long ago, Sharokeen travelled from Kirkuk to see the
Nataku and a few of the neighbouring shing hamlets, all growth of the Cult of Silence along the Flooded Countries.
connected via underwater powerlines and kept in shape She realized that the region held a lot of potential to teach
by a small army of technicians. valuable lessons she could take back to her home, and
worked with the community to build the Sparklings’
Why Go There Shrine at the base of the Circle. She usually gives counsel
At the base of the Circle, an altar to the lost lives of those to those in need, and is seen as an exemplary member of
who worked to build the generator is lit by hundreds of the Nataku society, sometimes even being called upon to
candles. A small garden teeming with albino sparklings mediate in tough disputes.
nests here, and the locals have extended a few powerlines
out so that they can feed. e lines converge to a small O en seen climbing and leaping across the roofs of
idol, donated by the town of Kirkuk, and is a tranquil central Nataku, Bet Eil is the leader of a gang of young
place to meditate and pray to the spirits of Silence. e delinquents known as the Slivers. ey have a knack
company of small creatures and the humm of the power for stealing and conjuring up awesome animal-themed
converter soothe the nerves. gra tti, to then make a quick escape by utilizing metal
hooks strapped to their arms, which they use to zipline
across the powerlines that stem from the Circle. Bet Eil
is said to have a “secret mission” that his followers seem
Meditative Minds keen on ful lling—whatever that entails.
e Cults of Silence o en encourage the practice of
meditation near power sources, the sound of which
helps instill calmness in those willing to stay a while and ITM XIZS
listen. It is said that the capability of creatures to listen to A small explosion at the center of the Circle sends the
electricity as it courses is a sign of Nibiru’s blessings, and local community into an outrage against the Slivers.
that for humans to seek to resonate with those sounds is Tacking down Bet Eil will see them blame a stranger who
a sure path to becoming more atuned with the world’s was seen wandering the “techies maze”, and the sudden
heartbeat. Committing to this idea and meditating at one disappearance of Mardokh makes the matter even more
such place can help characters to restore lost Mind Steps. complicated. Who’s behind the explosion, and what
happened to the Dreamlander?

Stacked above one another, the houses of the Circle’s An Archaean Silu wishes to meditate at the Sparklings’
technicians ascend along with the structure—connected Shrine, along with their retinue. e locals, however, are
by a maze of narrow steps, each small enough that you can reticent on allowing them to partake, given their support
peer at the abyss below through the seams. It all comes for the cause of the communities of the Sorrows. Who
together in an encroaching cloister, where the people of does the group stand with, and how will they proceed?
Nataku meet to learn basic engineering from the locals.

98 The Umbraic Frontier


,P ZKP WN PM 1WTa WUJ
e amnesiac kin is not the only class of outsider that Coordinating the work of the tech team at the Church,
nds a haven in the city of Nataku. e persecuted Dwura was taught under the tutellage of one of the famed
branch of the Shepherd’s faith known as the Birthers also Pleiads. at relationship came to an end during a set
has a place of refuge inside of a big warehouse along the of incidents in the city of Nimrod, where she took part
southern docks. Here, a group of exiled technicians come in an attack against a Silu conglomerate that exploited
together to realize one of the technological wonders of Penumbraic labor. A er eeing to the depths of Nibiru,
our era: Birther AIs. she came across a set of blueprints for Birther AIs, and
associated with Nukh to create the Church.
Why Go There
Assembly of Birther AIs is forbidden in almost every
major urban hub across Nibiru. Nataku’s religious ITM XIZS
scholars, however, understand the deep correlations ree Stilltide residents contracted a strange disease and,
between many philosophical tenets of the Cults of due to their delicate condition, they need to be moved
Silence and the Birther tradition. In a way, the Shepherd with great care to Nataku. Nukh asks the group to escort
embodies the Will that once severed the ties between Utu (which can get tall enough to walk across the ooded
Nibiru’s lifeblood and humanity, and it’s due to this that vaults with the ill in its vats). Why do some of the victims
if you want to understand the cult’s roots and history family members stand in their way upon arrival?
there’s probably no other place to go than here.
A triad of Birthers from the city of Ashur sent a messen-
e faith of the Holy Womb is liberating. e wondrous ger, who went through a lot to get to Nataku, asking for
engineering of Birther AIs allow any human group, the Church’s help. e group is o ered a Birther AI if they
regardless of biological sex and number of individuals, to manage to get them here. What challenges await them?
plant the seed of life. Poliamorous groups and same-sex
couples can conceive and raise kids under the care of the
council, to then return to their home vaults (although it’s QT ;M MZ M
no wonder why so many of them stay). e lapses before and during the construction of the
Circle saw many a settler pushing oil tanks up and
is is the only place where one can learn how to build a down the waterways of the Countries, lighting up the
Birther AI. e process is very intense, requiring tens of dark and keeping the people warm in improvised tents
cycles of study, yet the small community of engineers that mounted on each barge. Even a er the waterfall’s power
serve under te Church of the Holy Womb can attest to was harnessed, oil continued to be an important part
the fact that “there’s no work under Nibiru’s ceilings more of Nataku’s community, and in a way it signi ed the
ful lling than the bespoke creation of a new Birther”. transition between a community that survived to one
that actually lived—utilizing it as a tool of expression.
Who To Meet
Even though Nataku is a safe city, Birthers know not to Why Go There
take risks, particularly when it comes to protecting such Oil tanks dot the many districts of Nataku, and usuall
a valuable place as the Church. Pihirim is an ex-member serve as a communal gathering center. Each district
of the Waywatchers Consortium, who stands guard with still has one, plugged to an underwater burner that can
a long deathspitter at the gates of the Church. He has supply the district with energy were the Circle to fail.
contacts within the Slivers, making him aware of any It is here that district locals get together to discuss the
strange movement in the area. He has worked for a long issues of their communties, and to issue the all-very-
while to push the free councils of Penumbra to protect the common contracts to newcomers that might want to
Birther tradition, particularly the sister town of Kirkuk. establish a relationship with the city.

Nukh presides over the Church’s body of technicians, From awe-inspiring paintings to odd cocktails and ery
as well as managing the operations of An, Ki, and Utu feats of strength, oil has a central role in Nataku’s art
(the Church’s Birther AIs) and being a Nataku council scene. Sparkburster brands of oil are utilized to achieve
member. It’s always said about them that, with all those the unique hairstyles of the region, and cra speople
responsabilities, they should retire soon. Nukh does look blend Aether brands of transparent oils with the
forward to one day take sail to the Hanging Gardens and authocthonous, ultra-luminous crops of blue fungi to
then settle down in Kirkuk to try to foster a new Birther create beautiful lamps that look like made of thousands
community (as well as for health reasons). of tiny dancing stars. If you want to experience the
local arts, this is surely the place to go.

The Umbraic Frontier 99


/Q P 6IZSM
Although the Nataku society does not operate under e Flooded Countries are home to a massive population
a credit system, a few people do gather at oil deposits of waterborne species, many of which were identi ed
to trade in credits. ese are, however, folk who are during the rst outings into the region as highly
preparing to travel to Antumbra, gathering as much credit nutritious—ideal for the Umbraic lifestyle. It’s due to that
as possible to acquire a citizenship—so do not expect that shing is Nataku’s main industry, with every member
them to buy anything from you! of society engaging in some part of it every cycle. From
spear shing at harvest chokepoints, to underwater bait
Who To Meet shing, to big prey hunts along the edges of the Countries,
Among the many rarities seen in oil deposit art displays, the Umbraic peoples have truly mastered their cra —all
Nysra possesses probably the strangest one yet. She is an of which can be experienced at Nataku’s sh markets.
explorer of reputation who seems to have found a series
of objects, with no apparent functionality, made of a hard, Why Go There
porose material. ese objects have captured the attention Every lapse, Nataku townsfolk stop work to have lunch
of Enki’s Covenant, with a nexus travelling to Nataku only together, with the sh markets featuring large, long
to appreciate one up close. metal tables serving all kinds of local produce. ese are
moments of joy and dance and gluttony—it is known that
Rabila is widely known in the Flooded Countries as most love stories start at a sh market’s table, and one
organizer of the Lantern’s Speedrun—a motorcycle race shouldn’t skip on these if you wish to integrate and learn
ran along a series of tunnels and facilities close to the Way about Umbraic society.
of Lanterns. She utilizes this competition to pick new
members for her squad every four cycles; a group of riders
who are dedicated to keeping track of local scavenger Umbraic Fishing
bands that might threaten trade along the region. Almost all sh species in Nibiru are bioelectric, thus
the reason why a big chunk of the shing industry in
Overseeing the oil trade and distribution of the Countries, the Countries depends on each settlement’s access to
Rama is o en found at the base of the Southern District electricity. In Ebdulun, shing groups tend to venture into
oil container, sat at a small tent littered with cushions. detachments where the signature of sunken generators
Rama usually goes out of their way to get contractors attracts prey, catching sh with harpoons. In Nataku,
running errands, taking oil shipments here and there— where power is more readily available, shers use big nets
both in and outside of Umbra. that converge onto a oating buoy. Operatives drop a
small pulsating bait into the buoys underwater container,
and when sh start to gather around, the operative
ITM XIZS activates the net—which retracts to trap the sh inside.
Rabila was informed that a local scavenger band has
razed a krajj farm near the Archaean Outpost, and due
to Nataku’s reliance on krajj (and the fact her band is Expeditions to the most distant waterways of Umbra
out on duty), she needs volunteers to scout out the area usually start at Nataku’s Northern Market, where every
and help the farmers. Who’s the perpetrator, and why is cycle sees shers from every corner of the Countries
it that they are trying to sabotage Nataku’s krajj supply? gathering to organize big prey shing. e largest catch are
found along the 2.2 line, in the waterways of Lonespark,
One of the Countries’ farthest settlements is going where experienced shers wade through mermaid-
through an energy crisis a er a wild slicer cut the infested waters, sunken facilities and underwater cable
underwater powerline to Nataku. An oil shipment could deathtraps in search for prey.
save them, yet Rama seems nowhere to be found. Why is
their substitute refusing to provide help? Where is Rama? Anything you’d need to traverse the waterways of the
Could this have to do with Nataku’s Broken Circle crisis? Countries, you’ll nd here. Whether to acquire shing
equipment or to get a boat, ra makers and cra speople
A strange oil container completely covered in “nail will give you a wide array of choices; from kayaks for
scratched cuneiform” washes into Nataku. Upon li ing exploration to longboats and hauling ra s to hunt and
it to the surface, the mu ed sound of something moving transport your catch. You’ll need to a solicitation signed
within it startles the locals. What stirs inside of it? by at least three council members, so make sure you do
your service to the community before you go about trying
to kickstart your waterborne adventures!

100 The Umbraic Frontier


Who To Meet
Towering among the locals, and usually seen nomming It is the council’s responsability to keep the people fed,
on fried kamāru, Mimra is an Assyrian biologist who and Talita’s job is to make sure that happens. Talita keeps
keeps a compendium of all the registered sh species an extensive record of every catch that enters the city, and
in the Countries. Since the locals do not handle credits, how it’s distributed, making sure everyone gets not just
they will o en jump at the chance of having an outsider a fair share, but a balanced one, ensuring everyone stays
explore and document their sightings by o ering a large healthy. ey also have the responsability of keeping the
amount of Assyrian credits in exchange—even more if markets safe and clean; which is not easy considering
you manage to bring back a rare specimen. that almost the entire city has lunch, every lapse, at the
markets’ tables.
It is not uncommon to see people from all over the Skyless
World arriving at Iarsa’s stall, as she is known to be one
of the leading chefs of the region. Her signature Laced
Tenderscale dish is widely sought a er, and one should ITM XIZS
always take the chance to ask her about her cooking A ght has broken out at the Ra makers Fish Market,
methods and the best ways to prepare sh. apparently due to the sh not being fresh. Talita thinks
that an outsider’s voice might be useful, and asks you to
de-escalate, establish a dialogue between the two parties,
and discover why is it that the sh is not fresh. What will
the group nd while inspecting the catch?

A large batch of sh brought from Lonespark seems to be


contaminated with mermaids’ neurotoxins. is means
that expeditions cannot go out there until the source
of the problem, which seems to be killing the mermaid
population, is dealt with. How with the group travel to
Lonespark, and who or what is disturbing its waters?

Archaean reavers have attacked the peoples of the


Sorrows, burning their fungi crops and ravaging their
food supplies. Will the group manage to convince the
council to help, or will they have to do it themselves?

The Umbraic Frontier 101


,PIX MZ /Q M
WZa MTTQVO .VOQVM
MPQVL PM , Z IQV

Nibiru’s rules give structure to your game, pushing Roll in the Memories
players to express their creativity and ingenuity, as well as e MEMOS system depends on the player rolling
facilitating storytelling. Rolling the dice adds tension. e dice—which enables them to write their coveted memo-
MEMOs system sees you unveiling your character’s past ries. Remember that you, as the Narrator, should be the
in a creative way. Revelations imbue your play style with one deciding when a roll is to be made, but do bear in
power and transform the way you experience the game, mind that your players will need a fair share of rolls so
but all of this does not matter if you are not having fun. that they can trigger their memories!
Make sure, then, that everyone is on the same page and
that the rules we have written do not get in between you
and an awesome experience.
How does it work? Simple! Say that, during play, one of
-QKM ;WTT the characters is running away from a rival. ey reach
Dice are mainly used to determine the consequences of a window facing a balcony, opposite from the building
the player character’s actions. ey feed anticipation, and you are in, intending to jump over the gap to reach the
as such are a vehicle for suspense. A good Narrator will balcony. Because of the risk that this entails, the Narrator
know when to ask for a roll, and when to carry on with could deem this an action worth rolling for. In Nibiru,
the tale. During the length of a session, too many dice unless stated otherwise, rolls are performed by using
rolls will stall the narrative. Too few, and the element of three dice. Once you roll those three dice, look for any
suspense will be watered down, as well as the players’ “4” results. If you see at least one, the action is successful;
expectations (remember that rolling dice should be your character jumps over to the other side! is is called
enjoyable!). a Normal Roll.

You will generally roll when there is an action that ere is a second type of dice roll used when the
will have a somewhat signi cant outcome, though in characters are up against another thinking creature or
some situations Narrators should assess if the roll is machine. ese are called Contested Rolls, and di er
really necessary and if failure would hurt the story in a from normal rolls in two ways:
meaningful way. e roll of the dice determines if the
character (or characters) succeed at the task at hand. First, in a Contested Roll, there are multiple parties
involved. is means that both the Player (for the player
Dice rolls are always performed using four-sided dice. character) and the Narrator (for the opposing, non-player
Most of the times, you won’t need more than a handful character) will roll dice—thus representing a clash of
(getting six of these will probably do). wills. Players may also roll against each other.

104 Storytelling Engines


Second, instead of looking for 4s, a Contested Roll is E.g.: Sonya, Helga and Lawrence are trying to escape via
executed by adding up the results of each party’s dice a rusty hatch that leads to an emergency power line. Soon
roll, and then comparing them. Whoever has rolled the they realize that they will need to force it open, and it just so
largest total number wins the face-o . In case of a tie, the happens that Helga has a one-die bonus to Forcing Doors!
encounter is locked into place, whether because of both Since she has the largest dice pool, she decides to have a go
sides continuing to purposelessly argue, because they are at it. e Narrator then allows one other person to help, so
locked into a spar in equal footing, etc. Sonya steps up and helps push the lid, adding one die for a
total of ve. She rolls the dice and... With two 4s among the
Finally, it’s important to note down a speci c type of results, Helga and Sonya open the hatch!
roll—the Special Roll. e amount of dice used for this
rolls is always speci ed in the rules—e.g., Special Roll
(four dice). e game’s rules will also specify how to 6WLQNQMZ
interpret the result. If not, look for 4s as per a Standard Some people are better at playing chess, some are better
Roll, and see if you are successful or not. Special Rolls at golf. Some can speak in front of an audience without
cannot be a ected via Flashbacks. breaking a sweat, some are great when talking one-on-
one. Modi ers come into play when you need to account
for people’s capabilities (and their lack thereof).
,WWXMZI Q M K QWV
Teamwork is key to success. Although Vagabonds are quite For example, if a character that was looking to jump
capable themselves, overcoming the biggest challenges out the window turned out to be limping, the Narrator
will generally require cooperation and strategy. When might give the player a 1 die penalty, which would see
more than one Vagabond performs the same task, we them rolling two dice instead of three. Conversely, if the
use what’s called a Cooperative Action. Whenever you character was healthy and strong, the Narrator could
execute an Action Roll, if any of your fellow players wants give them an extra die, making them roll four instead of
to help, they can ask the Narrator. If they allow it, add three. Modi ers can vary, but as far as humans go, no dice
one extra die to your roll for each other player character pool can be smaller than one die and larger than six dice
assisting you. Remember that failing this roll means without the help of tools.
everyone will share the consequences!
0ZI Q a
All Vagabonds are human beings, subject to the same is will impose a modi er to all rolls when you interact
weaknesses other human beings su er when in the with Nibiru’s environment (in the example below, it’s a
station. One such weakness is arti cial gravity. As you one-die bonus). Travelling towards the Core means that
travel across Nibiru, arti cial gravity might change— you’ll gain bonuses, since arti cial gravity is less intense
becoming more or less oppressive. and your body is used to working harder. Going from
the Core outwards means the contrary; your body will
Gravity a ects rolls that depend on your physical be used to lower arti cial gravity, and as such penalizers
capabilities. In your character sheet, you’ll nd a scale will represent the struggle of your atrophied limbs as you
between the “Body” and “Mind” ladders. In the middle of ght the environment.
it there’s the Stable Zone, which you should mark with a
dot at the start of your story. At the end of each session, you should move the dot one
band closer to your Stable Zone.
e Narrator should let the players know where is it that
action will be taking place in the station. You can refer to
this locale in the map on page 49. Arti cial gravity takes PM ,PIZIK MZ PMM
its toll when you wander o from your current band. Your adventures in Nibiru always start with the
Doing so means that you won’t be in your Stable Zone creation of your character—the Vagabond that you will
anymore; you’ll need to determine how much you’ve impersonate—and the way in which you keep track of
moved (check the map and see the concentric regions) your character’s attributes, their progress, and of any
and change the dot accordingly (depending if you went relevant story details is through your character sheet
away from or towards the Core). (which you can nd on page 205).

e rst page is where you will include your character’s


name, a short description, their Habitat and their
possessions. e Character Sheet also includes an area to
keep track of your modi ers, as well as space to take notes,
which will prove to be quite useful when investigating the
many mysteries hidden in the station!

e second page is your Journal (see Page 206). Your


Journal contains the memories your character recovers,
as well as your Revelations. Once a Journal Page is lled,
you will add another page to continue to record your
memories. With time, you’ll see how your character’s
background becomes more detailed and rich, which
will in turn make every moment of danger all the more
For example, if you travelled from Shepperds Glory to suspenseful.
Ashur, you’ll see that you’ve moved four regions towards
the Core, and as such you’ll need to move your mark from
the Stable Zone to the fourth space corewards (up).
2VNT MVKM 9WQV
Part of the arsenal of storytelling tools available to the
players, In uence Points grant a small portion of the
Narrator’s powers to the user. ese points can be spent
in four di erent ways:

To re-roll dice. Right a er any one of your rolls, you can


spend an In uence Point, choose any number of dice to
re roll, and then keep the nal result. is can even be
used to re-roll the Narrator’s dice! It cannot, however, be
used to a ect another player’s roll.

106 Storytelling Engines


To add a small, environmental detail to the current scene. e third Status Step is Wounded, meaning that your
At any point during play, you can spend an In uence Point character is in grave danger of losing their life. Depending
to add a small detail to your surroundings. e Narrator on the situation, the condition may take between a few
has the right to tell you that a certain inclusion might days and several months to heal (up to the Narrator to
not be added, yet in general as long as you keep it simple determine). From a broken femur to a stab wound, from
there shouldn’t be a problem. Small changes, however, do a hazardous intoxication to a severed limb; any kind of
not necessarily entail small consequences. e sudden life-threatening wound, ailment, etc. is classed under this
appearance of a hanging cable may save your character category, which also imposes a one die penalty to most
from falling into the abyss! Even if you are tweaking your physical actions.
environment in sensible and seemingly insigni cant
ways, this can be utilized intelligently to great e ect. Dipping below Wounded means only one thing: you are
dead. A er sustaining mortal damage, falling prey of a
To utilize the powers granted by Revelations. Revelations deadly illness, etc., your character will inevitably shu e-
are special abilities that Vagabonds acquire as your game o their mortal coil. ere’s nothing else here to do than
goes on. Many of these Revelations are activated by to give up your Character Sheet and start from scratch!
spending In uence Points. Character death can be a very shocking event; Players
invest a lot of their time inhabiting their avatars’ skins. Be
To trigger other events. Several e ects in the game that mindful about it!
can be triggered by Vagabonds, such as the Dreadlanders’
“Wake Up e Nightmare” roll, require the expenditure
of In uence Points.
Body and Mind
You might have noticed, a er scouring through the
In uence Points are earned both at the end of each session
character sheet, that characters have both a Body and
and as a reward for great role playing feats and moments.
a Mind track. In Nibiru, mental health has been more
e Narrator is free to award In uence Points to players
eshed out than the physical aspects of your character—
when they do something awe-inspiring or exciting. All
thus the reason why the Mind Track and its systems
PCs will gain a single In uence Point at the end of each
have a section of their own, featured in the next page.
game session, yet this number can be larger depending on
what the Narrator deems best.

WLa QWTMVKM
Near the top of your Character Sheet you’ll nd the Violent encounters are resolved like most contested rolls;
Body Track. is is used to keep track of your character’s you roll your dice and the Narrator rolls your adversary’s
physical health, which will be put to the test as your dice, and whoever got the largest number wins the
characters face Nibiru’s hazards. Journeys across the encounter. However, there are some considerations to
skyless world are seldom tranquil, and you are almost keep in mind! e result of a combat roll determines if
sure to see the Vagabonds’ lives threatened more than you go down a determined number of Body Status Steps,
once throughout your adventures. or if your opponent does.

e Body Track has three spaces—three di erent Status If the roll result is even, it means you have “locked horns”
Steps that your character might be in. Make sure to mark with your opponent. If your result is larger than the
an “X” with a pencil in the correct Status Step to know opponent’s, check by how much! e losing side will see
what’s your character’s current status. their involved parties go down one Body step. If you win
the roll by double or more, the losing side goes down two
e topmost Status Step is OK, which is pretty self steps. ree if you roll triple or more, and so on. If you
explanatory. Most characters will start the adventure in so desire, you can use your victory to escape instead of
this Status Step. pressing on, or to reduce your opponents without harm.

e second Status Step is Beaten, which entails that e inclusion of weapons and protective gear in close
your character has taken some he y blows, has been combat gives those who wield them a bonus, just as any
super cially injured, or is ill. is Status Step, however, is other tool. For example, a knife might give you +2, a
not hard to recoup from—going back to OK at the end of spear will give you +3, and so on. We leave this up to the
the current scene. Narrator to decide. e bonus is added up to your total
a er rolling the dice.

Storytelling Engines 107


What about ranged encounters? When you chuck
something or shoot at someone, roll to determine if you
hit the target. Remember that if your target is moving,
if its far away, or if your projectile/weapon is sort of
“inadequate”, the Narrator will most likely give you a
penalty.

Once a ranged attack is con rmed to hit, make a Special


Roll(One Die). e number shown in the dice will tell you
how many body status steps your target will shed away.
Ranged weapons will always add dice to your Shooting
Roll (not to the damage roll, which—as all Special Rolls—
cannot be modi ed).

As a last note, if it wasn’t very clear, let us tell you: violence


in Nibiru is, straight to the point, very deadly. It should be
used only as a last resort to solve a problem. Don’t let all
those precious memories go to waste!

Is It Dead Yet?
In capable hands, a heavy stone aimed to the head
can be as deadly as a well placed Deathspitter spike.
When a player wishes to make a ranged attack, the
Narrator should consider how deadly the weapon is, to
determine if a roll is granted. If this is the case, adjust
the modi ers in the shooting roll to re ect how likely it
is for the weapon to hit the target.

108 Storytelling Engines


6QVL

e mechanics presented here portray a character’s e action type used is one of three predetermined action
sanity as they journey across the world of Nibiru. If you types, which can only be used as a result of being Broken
think that anyone might feel uncomfortable delving into or Detached (you cannot willfuly write a memory with
themes of mental instability, we suggest you opt for the these action types), and are the only way in which the
simpli ed system presented in the next page. dice pool of a Stress Test roll can be modi ed. ese
action types are...
e Mind Track measures your character’s mental
health state, which changes if they experience a stressful ...Response to Violence, which measures the degree
situation. is triggers a contested Special Roll called of tolerance that your character has when faced
Stress Test, which pits the PC’s tolerance against the with situations of extreme and disturbing violence...
experience’s intensity. e lesser of these experiences will
have you face rolls of three or four dice, while the most ...Response to Helplesness, which measures the
intense might entail rolls of ve or six dice. degree of tolerance that your character has when
faced with helpless situations, in which they feel
ere are four states in the Mind Track; OK, Stressed, drained and powerless to do what is required...
Shaken and Broken. Being OK/Stressed is normal, so it
has no mechanical e ect. Being Shaken confers a 1 die ...Response to Unknown, which measures the degree
penalty to all actions, and becoming Broken will result in of tolerance that your character has when faced with
lasting e ects. At the end of any scene, your character’s situations that challenge their worldview, and that place
Mind Track will go up by one step. doubt into their preconceptions about reality as well as
themselves.
Failing a Stress Test will result in your character going
down the Mind Track. Most of the times you’ll go down e Narrator will decide which of these is the most tting,
one step, but if you have failed by more than twice the depending on the event that triggered the Stress Test.
nal result, you will go down two steps (three steps when Maybe it was a gruesome murder, the violence of which
failing by thrice or more). shook them to the very core? Or maybe they felt helpless
as they watched a friend falling into a dark abyss? It is up
Succeeding at the roll means your character has to you to decide.
managed to get a grip and handle the situation. However,
succeeding by double or more makes you Detached, ere is, however, more to becoming Broken/Detached.
revealing an unhealthy degree of insensitivity towards Not only do you get a new memory—you also get a
abnormal situations. When a character becomes Broken Symptom as your character’s tolerance is pushed past its
or Detached, write a memory of the situation that limits.
prompted the Stress Test. It confers a -1 penalty if you
became Broken, or a +1 bonus if you became Detached.

Storytelling Engines 109


Symptoms have a speci c degree of intensity, which
starts at 1 and goes up if you later on gain the same
Symptom. Symptoms are recorded in your Journal -MXZM QWV
Page’s Revelation, which will prevent you from is Symptom prevents you from writing positive
acquiring a Revelation once the current page is lled. Memories related to either social, mental or physical
Action Types. You choose which of these categories are
To determine your Symptom, make a Special Roll (Two a ected. Each increment in the intensity of this symptom
Dice), add up the numbers and see the list below. If, a ects an extra sphere of Action Types.
however, you gained a Symptom by becoming Detached,
you will gain one unique Symptom linked with either
Violence, Helplessness or e Unknown (see next page).
V QM a
MKWUQVO ZWSMV is Symptom makes it so that you can not rise above
the Stressed Mind Step. e second increment of this
e Broken state is not shown in the Mind track, instead
signifying the acquisition of a Symptom, as shown below Symptom makes it so that you cannot rise above the
with their determining Special Roll result: Shaken Mind Step.

WQKM 1ITT KQVI QWV


is Symptom makes it so that, whenever you want Whenever you spend an In uence Point to add
to do something, the Narrator can prompt you to do something to a scene, make a Special Roll (One Die).
something di erent by o ering an In uence Point in On a result of one or two, the added elements are an
exchange. is can also happen out of the blue, where illusion (which your character sees as real). For every
you are prompted to do something in particular. Each increment of this Symptom, increase by one the results
increment in the intensity of this symptom gives you an needed to get the illusion (in the same way as for the
extra In uence Point in exchange for obeying the voices. “Recurring Memories” symptom).

-MT QWV
;MK ZZQVO 6MUWZQM Whenever your character writes a memory, make a
Every time you write a negative memory, make a Special Special Roll (One Die). On a result of 1, the Narrator
Roll (One Die). On a result of one, that memory’s “I gets to write the “I Remember” part of the memory,
Remember” text is the one from the memory you wrote giving a di erent take on the circumstances that
when you became Broken (and that triggered this the memory describes by distorting the events and
Symptom). e E ect is unchanged. e result needed for the people depicted in it. For every increment of this
this to happen goes up by one for every increment in this Symptom, increase by one the result needed to get the
Symptom’s intensity (becoming one and two, etc.). delusional remembrance (in the same way as for the
“Recurring Memories” symptom).

9IZIVWQI
is Symptom is linked to a subject or object de ned Simplified System
by the Narrator (should relate to the causes of the In the Simpli ed System, there is only a single
Broken state). Whenever in presence of this subject, the consequence to becoming Broken or Detached. When
Vagabond get a -1 penalty to all dice rolls. e penalty this happens, you instantly write a memory of the
becomes one die harsher for every increment in intensity. situation that prompted the Stress Test. is memory
confers a -1 penalty if you became Broken, or a +1
bonus if you became Detached, as per the normal
system, yet without a symptom of any kind.

110 Storytelling Engines


MKWUQVO -M IKPML 0WVM
When you become Detached, add a symptom As soon as a character reaches a total intensity of three
corresponding to the correct action type. ese are between all of their symptoms (having one symptom of
written in the Revelations section of your current page. intensity 3 or any combination summing up 3), whether
these are symptoms of Detachment or Brokenness, the
9ZWUX ML Ja QWTMVKM character is irrevocably broken, mentally and emotionally
-M IKPML NZWU ,ITU shattered beyond repair, and thus unplayable.
Whenever your Vagabond exerts violence onto someone,
the way in which they do it (which will showcase the
character’s lack of remorse and self control) will make
it so that other people around them will need to roll a
Stress Test against three dice. e number of dice they roll
against goes up by one for every increment in intensity.

9ZWUX ML Ja 1MTXTM VM
-M IKPML NZWU 4QVLVM
Whenever your Vagabond witnesses a situation in which
other people need help, and in the event that they want
to help, the player will have to spend an in uence point
to do so. e number of in uence points needed goes up
by one for every increment in intensity.

9ZWUX ML Ja PM VSVW V
-M IKPML NZWU PM 6 VLIVM
e Unknown chases a er those who dare resist it, and
at the start of every session those with this symptom are
bound to see it manifest itself to them unless they spend
an In uence Point. is means the Narrator will need to
include something that will trigger a Stress Test against
the Unknown during the session. e number of IP
needed goes up by one for every increment in intensity.

E.g.: Kori and Anna were already on the edge when they
made their way towards one of the darkest alleys of the
settlement. At the turn of the corner, they witnessed a
terrifying scene—a disembowelled body lying under the
half-cast shadow of a pile of metal crates. e Narrator
thus prompts them to roll to see their response to violence.
ey decide the scene is disturbing enough to warrant a
three dice roll. e Narrator gets a 4, a 3 and a 2 for a
total of 9. Both Kori’s and Anna’s players roll their dice, and
their respective totals are 4 and 12. Anna seems to stop to
cover her mouth in horror, and Kori falls on the ground,
completely shocked. Since the intensity of the scene is 9
(more than twice than Kori’s result) she descends two mind
steps, from being Stressed to being Broken. She immediately
writes a memory (Kori’s recount of the scene as she perceives
it) with the e ect of “-1 Response to Violence”. She then
makes a Special Roll (two dice) to determine the symptom,
which will be noted in her journal’s Revelation space.

Storytelling Engines 111


PM 6.6 a MU

In Nibiru, one of your most important (if not the most


important) drives is the recovery of your memories. e WZa MTTQVO 5M WV
MEMOs system is built to do exactly that; to give you not
just the tools to write them, but to also give signi cance ,ZMI QVO K QWV aXM
to what you write. Each time you catch a glimpse of your
past life, you’ll nd that the system takes into account the As you start playing, you will notice that coming
places you describe, the people you remember, and even up with some Action Types is more intuitive than
the memories’ length. others. If a character tries to read someone’s lips, it’s
totally OK to label that as Lip-reading. However, we
could also classify that as Social Intuition. Normally,
K QWV aXM we recommend you don’t go with neither too broad
All rolls, with the exception of Special Rolls, are tied to nor too narrow and Action Type.
a certain Action Type. If you are rolling to climb onto
something, that roll’s action type could be Climbing. If Because the Narrator has the nal word on how to
you are rolling to persuade someone into buying some- name any one Action Type that might pop up during
thing, the action type could be Persuasion. Action types the game, the main criteria they should observe is
are linked to Memories, and tend to apply certain Mod- that of the story’s nature. As stated above, you can go
i ers to your rolls. Some of these Action Types might be more or less speci c with your action types, but this
more or less speci c depending on what you are attempt- generally will depend on the overall theme of your
ing to do. For example, Playing the Guitar might a ect campaign. If the campaign is very combat-centred,
your roll if you are trying to play the bass, but… a ute? you should be quite speci c, as everyone will like to
at’s totally di erent! shine in their own special ways within that narrative.

Action Types are created by the Narrator. Ultimately, the At the same time, if the narrative is more focused
role of Action Types is to properly describe the type of in, for example, social games and interactions, it’s ok
task that characters perform, and to re ect both charac- to con ate all martial skills into two or three action
ters’ strengths and weaknesses. types. As with most things, practice makes perfect—
you’ll quickly get a hang for your preferred narrative
Example: Although Marianne might be very good at play- methods!
ing the harp —and also the reason why she has a positive
modi er for Playing Instruments (Harp)—this doesn’t
mean she knows how to play the guitar to anything like the
same level, although at the end of the day both action types
involve playing a musical instrument.

112 Storytelling Engines


6MUWZa 9WQV
Before even starting to write memories, we have to talk choose how many Memory Points they will spend (two,
about Memory Points. ese represent the potential to three or ve) and they get an automatic success at the
remember, and characters can spend these points to write action they were executing.
new memories. ere are three di erent ways in which a
character may acquire Memory Points: en, they write their memory in the “I Remember”
space, and they record the permanent bonus they will
At the end of each game session, every PC earns receive from the memory. is bonus, written in the
MPs (Memory Points). e quantity depends on the “E ect” space of the memory entry, depends on the action
Narrator, though we recommend 1 to 2 MPs. performed and the amount of memory points spent. e
Narrator will tell you which action type it corresponds
By following your Beacon, a speci c task to, and you will assign the bonus accordingly; +1 if you
determined by the Habitat you chose. spent two memory points, +2 if you spent three and +3
if you spent ve memory points.
By creating a Negative Memory.
As a player, you don’t have to write your memory
PM 3W ZVIT immediately; give it some thought, and make sure your
Aside from your Character Sheet, each character has attention is in the action at hand if you are in the middle
a certain number of pages which form part of “the of a tense moment!
Journal”. e Journal is where you store your collection of
remembrances; as the game progresses, the Journal grows
and you will need to add more pages as your character’s
Muscle Memory
past becomes more and more eshed out.
e events you will record in the “I Remember” space have
been brought back from the depths of your mind thanks to
Each page of your Journal has eight Memory Entries,
the action you are executing; make sure there is a thematic
where you’ll write about past events. At the end of each
relation between them! Maybe you remembered knitting,
Journal page, you’ll also nd a Revelation; a hidden power
which helped you manipulate a handful of cables in the
that can be unlocked once you nish with the Journal
present. Maybe you remembered the smell of owers
page at hand. When writing memories, you will always be
in your garden, and how you could nd your way to a
required to ll one Journal page before starting the next.
speci c specimen by following your nose (which helps you
now nd the prey you shot down in the darkness).
6MUWZa .V ZQM
Memory Entries are used to record your individual
memories. Each entry has two spaces: I Remember
Negative Memories are similar, yet used di erently.
and E ect. e rst is where you describe the events of
When a player chooses to create such a memory, they
each remembrance, as experienced by your character.
choose how many MPs they wish to earn (two or
e second details the mechanical consequence of the
three). en, they automatically fail that roll, and get a
memory. In Nibiru, your character will discover their
permanent penalty to the appropriate action type. e
strengths and their weaknesses through remembrance,
penalty will be a -1 if they chose to earn two memory
which means that most memories you write will a ect the
points, and -2 if they chose to earn three memory points.
way you roll for certain things.

1W W ;MUMUJMZ ; TM WN PZMM
Almost all memories you create will start with a roll.
e Rule of rees presents another way in which a
e most frequent way in which a memory is created is
character might get a memory. e rule establishes
through what we call a Flashback. A character can invoke
that, when making an action roll (either normal or
a ashback only when they are performing an Action Roll
contested) with three dice or more, if you get three 4s
(not during Special Rolls), either normal or contested.
in your dice or three 1s and no 4s, you instantly ll a
Memory Entry. It entails that the action was performed
If a character invokes a ashback, they choose then if they
in such an awesome—or, for the three 1s and no 4s, in
want to write a negative or positive memory. Positive
such a disastrous—manner, that you will remember the
Memories require the expenditure of Memory Points to
consequences as a testimony, either of your skill or your
be invoked. When a player decides to invoke them, they
lack thereof.

Storytelling Engines 113


Memories produced by the Rule of rees are described If you spent 2 MPs, you take down one Body step. If you
as per the events resulting a er the roll, so whether it is spent 3 MPs, you take down two Body steps, and lastly—
the player or the Narrator who describes the e ects of as you would guess—with 5 MPs you take down three
your action, those e ects are the ones you need to record Body steps. Likewise, in the event of a negative Memory
in the memory entry. e Memory will always be either a being generated, creating a -1 Memory will result in the
+1 or a -1 to the stated action type. opposing side taking down one of your Body steps—two
if you created a -2 Memory.

Although this is bound to be a rare occurrence, a


Not My First Time Contested Action between two PCs might happen—
When we acquire memories with an Action Type that
wherein both trigger Memories. If this happens, the
we already have, just apply the new bonus/penalty to
player spending the most MPs wins (if this is still a tie,
the bonus/penalty you had before. Remember that a
the encounter will be locked as per the normal rules for
bonus for a speci c action type can never exceed +3
tied Contested Actions.
Dice, and a penalty can never go below -2 Dice.
Whether if it’s a tie or not, both players will get to write
the memory of their adversary.

QWTMV ;MKWTTMK QWV


ere’s an exception to the rules of how Memories work
when it comes to Action Types associated to combat.
In these cases, the number of Memory Points spent/
gained does not just in uence the modi er granted to the
appropriate Action Type, but also determines how many
Body steps are lost.

110 Storytelling Engines


;M MTI QWV

PM M MX
e special condition of Vagabonds goes beyond the There are two types of Revelations that can be purchased:
realm of amnesia and its consequences. e protagonists passive and active revelations. Passive revelations
of your stories possess more than meets the eye; and in comprise a permanent e ect that triggers when the
a way, destiny plays tricks with them—using the power revelation is purchased. Active revelations, on the other
of their nostalgia, their memories, and their hidden pasts hand, only make an appearance at speci c times during
to in uence their personal tales. ese are the strange the story. Active revelations can be used by a player by
phenomenon known as Revelations. spending three in uence points. Bear in mind that you
cannot purchase a Revelation in a Journal Page that has
9W MZ PZW OP aTM a Symptom (as per the result of becoming Broken or
A Vagabond can purchase a Revelation starting from the Detached—see page 110).
moment in which they nish writing the last memory
of a Journal Page. ere can only be one Revelation per Revelations tend to give interesting twists on the way you
Journal Page, and purchasing one costs four Memory play. ey are a reward for unveiling a big chunk of your
Points. Revelations will sometimes interact with the past life, so make sure you know which one to pick, and
memories you have written on its page, and the cost of the way it will alter your experience!
purchasing the Revelation can be reduced depending on
a series of cumulative factors: When it comes to Revelations, Vagabonds are conscious
of their use, yet they tend to have a hard time rationalizing
If the page has at least two negative memories, the cost of them. For the ones that manifest in the outside world, the
purchase is reduced by one Memory Point. experience is most certainly confusing, and sometimes
even scary.
If the page has at least one memory generated as a
result of the Rule of rees, the cost of purchase is Is it a strange power, gi ed to them by an entity unknown?
reduced by one Memory Point. Maybe a sign of them being favored in any speci c way?
Is it a trick of fate, or a reward from destiny for all they’ve
If at least ve memories in the page are four or more gone through?
lines long, the cost of purchase is reduced by two
Memory Points. ese questions are yours to answer.

Storytelling Engines 115


;M MTI QWV WN PM PQMN
e Vagabond reaches out to touch the skin of the subject. In an instant,
they experience a scene from their past, gaining insight about their person of interest.

Active: is Revelation can only be triggered while touching another human’s skin. e Narrator writes a Memory
in your journal. is is a signi cant memory that means a lot to the subject. is cannot be used with another
Vagabond. e Memory has no E ect.

;M MTI QWV WN PM Z Q IV
e Vagabond touches an object and immediately sheds away a piece of their past.

Active: is Revelation makes it possible for the Vagabond to “store” Memories in objects, thereby losing them.
e object can be ingested to recovere that Memory. is makes it possible for people to acquire memories that
are not theirs (they will be aware that those are not their memories). Forgetting a memory also means the bonus/
penalty it contains is lost. Make sure you note down which memory you have stored and where.

;M MTI QWV WN PM 1IZJQVOMZ


e Vagabond experiences a vision of things to come.

Active: is Revelation allows the Vagabond to experience a premonition. e player can, at the beginning of a
game session, write a Memory with no E ect that will describe a moment in the near future. e Narrator can
choose to make it happen during the session. If he chooses not to do so, the player can earn three Memory Points.

;M MTI QWV WN PM ,WUXIVQWV


A new face makes an entrance—unearthing memories of friendship, rivalry and family.

Active: Upon activating this Revelation, the player can choose a character from the Vagabond’s past life that
featured in one of their written Memories. Between this and the next session, the Narrator will introduce this
character, as they nd their way to the group.

116 Storytelling Engines


;M MTI QWV WN PM WZa MTTMZ
e Vagabond remembers their past life as a poetic composition,
nostalgic verses chained together through tale and song.

Passive: When writing a Memory, the Vagabond can choose to leave an “open ending” to that Memory, using
three dots “(...)”. On the following Memory, the Vagabond can write a scene that immediately follows the situation
described on the last memory—creating a story that is told throughout multiple memories. He can do this with up
to ve memories. When the tale is over, and the story’s last memory is written, the player may count the number of
Memories in the tale and gain that amount of In uence Points. Players are free to create as many stories as they want.

;M MTI QWV WN PM ZI MTTMZ


With the blink of an eye, the memories of yesteryear come back, ooding the Vagabond’s senses. ey relive them as
if the events were happening right in this very moment.

Passive: e Vagabond closes his eyes for an instant. e Narrator picks one of the Vagabond’s memories as a setting,
and narrates a short scene where the Vagabond needs to achieve something (if possible, trying to include other
players as characters within that scene). If successful, the Vagabond gains three Memory Points.

;M MTI QWV WN PM 6W ZVMZ


e Vagabond dives deep into their soul,
distilling a poison concocted from the darkest moments of their life.

Active: e Vagabond cries black tears made out of the essence of sorrowful remembrances. If these tears are
consumed, the drinker will make a Stress Test against a number of dice equal to the number of negative memories on
this Journal page. e tears shed are enough for two doses of this very intimate toxin.

;M MTI QWV WN PM 9PW WOZIXPMZ


e Vagabond closes their eyes, letting the memories of the world seep into their mind.

Active: e Vagabond reaches out to the memories that were created in this speci c location. Upon activation, the
Narrator writes a new memory in your Journal, which describes an important scene of the past that happened here.
e Memory has no E ect.

Storytelling Engines 117


;M MTI QWV WN PM 0Q MZ
e Vagabond’s presence soothes, as they invoke
a calming memory that reassures them and those around them.

Active: is Revelation can be activated to write a calming memory from your Vagabond’s past. is remembrance
is so strong that it can reach into the minds of others. By spending an In uence Point, Vagabonds that are near
the invoker of this Revelation can write it too. Once the Memory is written, each character that wrote it makes a
Special Roll ( ree Dice) and recovers one of their Mind steps for each “4” rolled. e Memory has no E ect.

;M MTI QWV WN PM BMIZVMZ


e Vagabond’s yearning for the return of yesteryear bleeds into reality, revealed to others.

Active: Upon activating this Revelation, choose one of your Memories. All the people within sight of the Vagabond
experience a potent hallucination, which sees them surrounded by the scene from the Vagabond’s memory.
e illusion is harmless, but you get to describe what everyone sees (which needs to be determined by the
corresponding “I Remember” script).

;M MTI QWV WN PM 9WM


e Vagabond’s past resonates within them; its rhyme and rhythm
establishing a lyrical link to their memories.

Passive: Whenever the Vagabond lls a new memory entry, they can choose to write that memory as the stanza
of a long lost poem. As long as the memory is written in rhyme, they can recover one of their invested Memory
Points (a er spending the initial amount).

;M MTI QWV WN PM TKPMUQ


e stu of memories ows outwards, a miracle stored in a bottle.

Active: Upon activating this Revelation, choose a positive Memory. Erase that memory and the associated bonus.
Immediately, a greenish liquid pours from the Vagabond’s mouth. is can be stored and consumed later to
acquire Memory Points, equal to the amount of MPs that the erased memory would normally cost (bear in mind
that consuming negative memories in this fashion will remove MPs from the consumer).

118 Storytelling Engines


;M MTI QWV WN PM 1MZW
ose who have lived exceptional lives get to see, at least once in a while,
how destiny rewards their long-winded struggles.

Active: e Vagabond’s will is fuelled by their past, their long fought-for causes and the drive to push through.
Activate this Revelation whenever an Action Roll is made to add a number of dice equal to the number of Rank 3
memories in this Journal Page.

;M MTI QWV WN PM MMSMZ


Past moments are littered with clues. Clues one may follow back to see the full picture unfold.

Passive: When creating a new Memory via a Flashback, you may leave an empty Journal Entry before it. at entry
is only to be lled, later on, with a Memory depicting what happened immediately before the one that follows.
Once you create this “prequel” memory, you may choose to earn either a Memory Point or an In uence Point.

;M MTI QWV WN PM MZTWZL


What is life but just a collection of memories? Many people pondered upon that question.
You chose to act upon it.

Passive: is Revelation can only be used once. e Vagabond must be touching a recently deceased individual,
who will then return to life. Once that happens, tear out the Journal Page containing this Revelation. Its Memories
now belong to the resurrected individual. Each hour a er the resurrection has taken place, the subject will
remember one of the memories in the page, slowly realizing that those memories aren’t theirs. On the eight hour,
their realization will come full circle, and their borrowed life will end. Discard the torn Journal Page.

;M MTI QWV WN PM 9IQV MZ


For some, memories shouldn’t be put into words, opting for a more picturesque approach.

Passive: When creating Memories, you may draw in the “I Remember” space instead of writing. Normal
restrictions apply (for example, Vagabonds of BrightTown should still represent their object of choice in the
drawing). Drawn memories count as a “four lines or more” memory for the purpose of Revelation acquisition.

Storytelling Engines 119


,PIX MZ Q
PM IOIJWVL
UVM QIK

What do Vagabonds
Remember?
e amnesiac kin, hidden from the peoples of Nibiru, Vagabonds are not a blank slate. ey certainly know how
might be its biggest and most intriguing secret: A group to survive and, although devoid of almost every memory,
of humans descending upon the station, bearing strange they still recall a series of hazy images that instantly pop
recollections of wild, otherworldly existences. Existences to their minds when thinking about their lost lives. e
that, for one reason or the other, have been kept away names of those that were close to them, as well as the
across the cycles of history, hidden in the mists of time. names of the places they come from, should be clear. ey
will de nitely recognise sounds, images and scents from
In Nibiru, your past isn't just a passive statement that their habitats. Upon nding these, the Narrator should
justi es your actions—it unfolds and shapes up as your award players with Memory Points—a er all, these are
adventure rages on, making your character feel more the sensorial cues that push memories to the surface!
eshed out the more you play. Advancement is closely
tied to the ever increasing knowledge of their past that
the Vagabonds experience. What is their place in the
World?
Narrators must be mindful of this; Nibiru is a game that, Nibiru adventures don’t usually start when the Vagabonds
like the real world, can be ruthless. A er all, people are wake up. Although it might (and such situations do pose
nothing more than lumps of esh strapped together with a few challenges of their own) most adventures kick o
skin and bones, and their fragile lives might end in a split- some time a er the Vagabonds’ awakening, once they
second of carelessness, washing away all of those hard- are somewhat settled and accustomed to their new
earned recollections. is creates an organic sense of risk, lives. Nibiru adventures start when the protagonists
as well as a fear of loss. Memories make everything all the begin to remember—which can happen right a er they
more signi cant—a er all, what is identity but one’s own wake up, or tenths of cycles a er they settle down in
answer to the meaning of their memories? the station. is is o en triggered by a change in their
current circumstances. Vagabonds are found in every
With all of this in mind, and considering the strange strata of society, yet they tend to keep their true nature
circumstances that surround the awakening of Vagabonds to themselves (lest they attract unwanted attention). Even
and their memories, let’s go through a series of questions for very well established Vagabonds, that the moment in
that will help you understand them... which they start remembering is riddled with of turmoil.

122 The Vagabonds


How does it all begin?
A Vagabond on their own is unlikely to survive, excepting Historically, those that knew about them and how to use
exceptional cases. A Vagabond found, however, sees their them to their advantage rose to the highest echelons of
life tied to their saviours’ good will. Not many people society, claiming the bounties of such a secret and almost
have contacts within Enki’s Covenant, but those that always taking it to the grave.
do will most likely jump at the opportunity to sell these
“human wreckages” to the secretive society. With that
said, most people will generally help stranded Vagabonds;
PM -IVOMZ PMIL
It goes without saying; Vagabonds are special in more than
a er all, they are fellow human being in need. Given that
a few ways. ey possess not just strange origins, hiding
Vagabonds are completely capable of communication,
secrets about the world, but also rare abilities linked to
they are quick to familiarize themselves with the lands
their condition. Like in many works of ction revolving
and customs of the skyless world.
around special, powerful individuals, it is to be expected
that those that “run the show” will be interested in them.
Whether we are talking about a secretive organisation, a
wealthy magnate in search for knowledge, an ambitious
politician treading o the beaten path, etc. the riddle of
the Vagabonds is strange enough to entice resourceful
people to become involved. us, those that know about
the existence of Vagabonds pose a threat to their lives.
Some of these are...

...the Enki’s Covenant nexi, working from the shadows


as informants, and following tracks, whispers, and every
rumour they can get hold of. At best, in the farthest lands,
a nexus will take matters into their own hands—looking to
capture Vagabonds to take them to their bosses. At worst,
a nexus will be so well connected that they’ll be able to
mobilize local militias, put pressure on governing bodies
and use law enforcement to track down any unlucky
Enki’s Covenant Vagabonds that fall under their radar. e nexi of Enki’s
e Vagabonds’ boogeymen have eyes in all but the most Covenant are terrifying because of their reach; they are
distant settlements. Although their nexi have many a the reason why Vagabonds hide their true identities, and
di erent task, one of their ever-present missions is to their existence is the reason why Vagabonds can never
stay alert in case any “wandering amnesiacs” happens truly nd calm.
upon their territory. is is the reason why, for most
Vagabonds, the importance of keeping their nature secret ...the Schemers and their plans. People in high places
is a basic piece of knowledge when it comes to surviving. may learn a thing or two about Vagabonds, and promptly
We recommend that, for most of your games, your players’ will toy with ideas of how to use them for personal gain.
characters start o knowing this. Some, however, go out of their way to enforce these ideas.
Vagabonds become prey in a cat-and-mouse game, with
scheers doing anything to control the amnesiacs’ arsenal
of talents, and the secrets their memories keep. Schemers
What do Others know? are dangerous because they are resourceful. ey have
Even today in the thriving, modern societies of the means to hunt you down, and su er the tragic
Antumbra, the word “Vagabond” carries little to no ailment that so o en a ects powerful people: once they
meaning. Be it due to the the amnesiacs themselves laying are obsessed with something, they will not tolerate not
low throughout time, or due to how minuscule their having it their way.
numbers are compared to the millions that live in the
station, most people are clueless as to who the Vagabonds ...the Traitor Kin, Vagabonds that hurt, utilize, or sell
are. Sure, there are stories—whispers that travel around other Vagabonds in exchange for money, resources,
the far corners of the civilized world, yet for the most favours, or simply in order to stay alive. e traitor kin
part Vagabonds are an unknown singularity. ose that might be a despicable bunch, but they are generally like
do know, however, tend to place great interest in them this due to having su ered relentless persecution by the
(depending on how much they know). threats listed above. ese Vagabonds are dangerous

The Vagabonds 123


PWU M Z
because of their familiarity—they are wolves in sheeps' For Vagabonds, trust is a double-edged sword. Opening
clothing. ose that should understand you the most, the up to the wrong person can get you killed, as your nature
ones who you could trust with your secrets? ey are out invites the undesirable to take an interest. Relationships
to sell you to the highest bidder: a starch reminder that, are never easy, but for amnesiacs, the di culty of dealing
in truth, you can trust no one—and that is what makes with other people is ramped up considerably. Although
them terrifying. there are many types of connections Vagabonds establish
during their adventures, three in particular will prove to
be great storytelling vehicles.
PM MIZKP /WZ 1WUM
It should be no surprise to know that Vagabonds tend
to remain in the fringes of society, trying not to attract
much attention while attempting to stay out of trouble. ITM XIZS
Some groups prefer to live their lives in Penumbra, where A er a couple of cycles living with your saviour, you
pockets of civilization are more isolated and secluded. realize they are getting visits from armed mercs.
ese groups o en work together to form a company It'd seem your saviour is in debt to a gangster.
dedicated to a particular task, generally one that involves What will you do to help?
travelling in order to prevent them from becoming too
well-known within the close-knit communities of the Your saviour has been sending out credits to you for
Outer Reaches. Living in a caravan or in far o outposts a while now, but all of a sudden those credits stop
tends to work out well, thus making professions such as coming with no prior communication. You hear of
logistics, rust-hunting, and any sort of temp-contract the public incidents happening where they used to live.
ideal jobs for them. What happened to them? How will you nd out?

ose that live in Antumbra are generally better


established, having learned to lay low at an early stage. Saviours are some of the most complex people in the eyes
For these Vagabonds, living in the Antumbran metropoli of amnesiacs. ese are the ones who nd you, who rescue
entails hiding in plain sight. Abandoned under oor your from the cold embrace of the Umbras, and give you
complexes, highly secure living quarters and o -limits eyes in the dark of the skyless world. ey can be the
facilities are some of the locales where these groups live. angels to which you owe life, but some angels are bound
Access to these sites is generally much harder to obtain; to fall from time to time. e people who picked you up
as with almost everything in the cities, what matters and cared for you could have an agenda, or could become
the most is who you know. By this point Vagabonds disgruntled and make bad choices—which might bring in
would be expected to have forged one or two signi cant a world of pain for Vagabonds who depend on them. e
connections that allow them to live there, with survival closer to the beginning of your life in Nibiru you choose
becoming a much more subtle, socially-nuanced game. to play, the more important your relationship with your
saviour will be. At best, they are friends, mentors and
caretakers at the same time. At worst, they become the
justi cation for that old saying: "Trust no one".
The early cycles along the Torus Corridor were
marked by constant paranoia. I escaped the
sentinels several times (hiding underneath the
belly of our hauler), yet it was becoming hard
to remain free from suspicion. My mates were
ITM XIZS
asking questions and at some point I just knew One of your contractors, the one with whom you
I'd need to come clean and tell them. Instead, have the longest standing relationship, sends a job
I took the opportunity to leave the company opportunity involving a couple of operations in a
at the first stop. I mean, I could have taken Covenant-owned arcology. What will you do?
a chance, right? But the fact that I can say
this right now makes me think I made the better
choice... An investor is looking to provide for the group if
they can recover a series of stolen objects, which
happen to be relics from BrightTown. e investor
is no Vagabond, but those in possession of the relics
are. What will become of this?

124 The Vagabonds


Partners are those who you nd when looking to that he used to run his side-business. "Small time logistics
establish. You can survive on your instinct and knowledge contracts", he said—quickly following with a jumpy excuse.
for a while, but if you want to stop surviving and start " e state allows me to. Got all papers in line". "Bullshit",
living you'll need to adjust. And to adjust, you'll need to I told him. "I've seen that lady in rags, peeping out of the
trust in those that can provide resources. ese could hatch while we are tripping on Krajj. I'm in the Corridor
be employers, contractors, customers or investors with now. I've got state credit. Heaps of it. If you do not make
whom you have built a trusting relationship, but the that encrypted donation to my account during the next
problem with them is that, a er all, they're looking for cycle, I'll have no other choice but to veer o and report
the same thing you are; to make a living. Vagabonds have your little human tra cking operation".
to be more careful about their identity around them than
with the rest, lest they stop being players and become e newest arcologies have this amazing residue disposal
bargaining chips. system that basically monitors and collects all garbage and
repurposes it. Now, when I was still employed at the Adapa
complex, I always noticed how a big part of the trash that
ITM XIZS circulated disappeared midway through the circuit. I never
e group happens upon a coded plea for assistance reported it because I just thought "Well, it's just trash, and
to escape an arranged marriage. is would entail that weird number is probably just a bug in the monitoring
in ltrating the city's high society—how will the application". When my boss did the inspection, and noticed
group tackle this? that error, she was furious. So much so she proceeded to
re me with no delay. Turns out trash is actually super
A trustworthy contact is being blackmailed by valuable, and my mate Bel (who still works here) told me
someone who has a lot of personal information they found this massive scrap-built system that stole and
about them. e group will soon realize that the distributed that trash to an underground community below
criminal is a Dreamlander, blackmailing their the arcology. I mean, can you imagine people living actual
previous selves. How will the group stop them? lives down there?

When I was little, every four cycles my family and I would


take short trips to the Terraces near the Hanging Gardens.
Lastly, other Vagabonds might show up during the course
Among the many happy memories of the place, I remember
of the story. One would expect goodwill from them, given
a guy with a big smile that tended to one of the food stalls
the shared background. In some of the most populous
near the local housing complex. My dad had befriended
regions, Vagabonds have developed their own codes to
him and used to spend quite a bit of time in his company,
communicate with each other in secret, leaving warnings
while my brothers and I played with mom. At some point
and signs that point to dangerous locales and safe havens.
during one of those trips, I recall my parents arguing over
ey can provide essential information, such as the
this particular guy. Mom seemed furious, and my dad just
fact that it's important to keep your condition hidden
wouldn't stop talking about this place called "BrightTown",
(we recommend this particular truth to be established
and how for some weird reason it was important to go there.
as known by the group, via one way or another, before
Mom gave an ultimatum, saying this was the last time we'd
the story starts or right at the beginning), and become
travel to the Terraces. I went the next day to nd out more
connections that may save the group's skin one day. Do
about this place from the guy at the stall, and though he
consider that some of these Vagabonds might be of the
seemed sad at the thought of not being able to talk to dad
traitor-kin—familiarity shouldn't be an excuse to become
again, he was happy to see me interested in BrightTown,
careless!
and gave me a small, ayyalu-shaped trinket that I keep with
me to this day.
PMZM M 5Q M
In hidden shelters, beneath the oor plaques of defunct
vaults as well as in comfy Antumbran condos; Vagabonds
,PIZIK MZ ,ZMI QWV
Creating the character you are about to play can be a
can be found living almost everywhere. With some
challenge; though there isn’t much in the way of rules that
exceptions, they'll always try to be safe from prying
you have to take into account, in Nibiru the conceptual
eyes—either by living in places that would never draw
side of character creation is what is most important. at’s
attention, or hiding under a veil of normalcy.
why we have compiled this into several steps you can
easily follow.
e Ascendant IX always had a massive container that
did this awful noise once or twice every journey. Eridu,
the machine's operator, said it came from a personal stash

The Vagabonds 125


6WHS 7KH & FHSW
To start o , think about the character you want to play Another consideration when choosing the habitat (and
in broad terms. What are their de ning traits? ink probably one of the most important ones) will be your
about one, two or three words or short phrases that could story. Ask yourself: how will my character’s memories
describe them or give them more personality, such as look like? See the "Picture" paragraphs for each of the
"relentless", "jealous", "thoughtful", "speaks with a lisp", Habitat sections. A character from the Dreadlands might
"has a wicked grin", etc. ese keywords allow you not sound appealing to you at some point, but if you think
only to better frame your character, but to hint at the way that the kind of memories you are going to write are
in which you will express yourself at the table. ey will not something you want to go for, you might want to
become more and more important as time goes by. Some consider a di erent habitat. Or, give it a twist that enables
of the best traits you could think of are those that are you to write what you want—remember that habitats are
clearly visible within the gaming space; a particular accent supposed to be a template that you can use creatively!
or tone of voice, a tendency to take stupid risks—these
are some of the traits that will quickly cement themselves Once that's set, you can also work a bit more on the
in your fellow players' memories, making your character concept of your character and the place they occupied
stick out and feel more eshed out. in the world during their past life. All of this will give
you solid grounding when the time comes to write your
It's always a good idea to talk a bit about your characters memories, whether you decide to let the past unfold as
before starting a game of Nibiru. Generally, your characters you go, or if you prefer to have a very clear image of the
will have known each other for a while, and it would thus story you will tell through your memories!
make sense for all players’ characters to be at least somewhat
aware of the kind of people they've been journeying on
with. Some groups even brainstorm their characters 6WHS 7KH 3UHVH W
together, coming up with ideas that t, one way or another,
within the framework of their characters’ organisation or Although some adventures will start right a er your
group—and the roles that each character ful lls within it. character wakes up, most of them will kick o some time
a er this event. During this time, your Vagabond surely
must have done something! Furthermore, your group
6WHS 7KH 3DVW might have found each other, banding with an objective
in mind. is might be due to a myriad of di erent things,
Determining your character’s habitat is one of the most but the most important one is the fact that they can truly
important decisions you’ll take during character creation. understand each other. e creates a strong bond that
A big part of this is related to the concepts we have makes for a great starting point for any sort of venture.
touched upon before. Habitats di er vastly from one
another, and the rst thing we recommend you do is to Once this is set, you might want to think of group goals,
take a look at them—there’s ve of them, and you can nd as well as individual ones; these are the reasons why you
them throughout the rest of this chapter! go into an adventure. Ask yourselves; what kind of story
are we trying to tell? Like the example given in Step 1,
Deciding which habitat to play entails thinking about how groups can also be passive or active: While some stories
you’ll portray them. Although some are concrete places are certainly built based upon the aspirations of their
(BrightTown and the Dreadlands) the others are more protagonists, some others will see the group involved
abstract (the Machine, the Wild, and the Dreamlands). in circumstances that will be the main drive for the
is doesn’t mean that, for the last three, you won’t have to narrative. is will be up to the Narrator and you to
put some thought on their location (because they happen discuss, depending on the type of story you want to tell!
in known places of Nibiru) but it is true that BrightTown
and the Dreadlands ask for a bit more work put into
them when it comes to the locales of your character’s
memories. Also, you and your group might want to try
6WHS WKH DPH
having a shared past; when two or more characters share To nalize, you'll need a name. You are free to come up
an habitat they can use their memories to build a setting with any name though, if your character's name comes
collectively rather than individually (which can prove to
from a known place from Nibiru, you might want to take
be quite interesting!).
a look at the following examples...

126 The Vagabonds


Aurya, Eilina, Ishtar, Milta, Nashiram, Shirat, Panna,
Sawrina, Ahassunu, Ettu, Ia, Iltani, Gemekaa, Ninsunu,
Ubalnu, Zakiti, Ador, Eil, Aram, Nassir, Sharo, Pol, Naram
Eil, Mardokh, Appan-Il, Enshunu, Kuri, Laqip, Rihat,
Ormus, Ubar

A er that, check with your Narrator to assign starting


In uence and Memory Points and you are good to go!

I 0TIVKM
1IJQ I WN QJQZ
e Machine is comprised of the records of defunct
AIs, as they undergo an awakening of consciousness.
Compiled and downloaded to a Vagabond’s mind,
these recollections tell the tale of complex machines
struggling to understand not just the world and its
seemingly apathetic denizens, but also the emotions,
thoughts and dreams they experience.

BrightTown is a small countryside village, seemingly


removed from the rest of the station. People from
BrightTown are extremely nostalgic, as they yearn to
return to a vivid, colorful past in a sunny land that
bears absolutely no resemblance to the cold landscapes
of Nibiru.

e Dreamlands, like the Machine, represent a


compilation of memories—in these case, the missing
pieces of other people's pasts. ey’ve thus lived tens
if not hundreds of lives before; a phenomena that
blesses them with a great degree of empathy and
understanding.

e Wild represents a collection of memories gathered


from one of Nibiru's lesser creatures, processed
and then stored into a human body. With an extra-
sensorial connection to the strange entity known as the
Leviathan, Vagabonds from the Wild are biologically
tied to something deep and primal that inhabits the far
corners of the station.

e Dreadlands are a ctitious habitat; the invention


of a creative genius with tragedy in their mind and a
strange agenda on the works. Comprised of a collection
of stories in the vein of Homer's Oedipus Rex and
Shakespeare's Hamlet, these tragedies are inserted into
an unborn mind—their twisted plots becoming fuel for
an otherworldly parasite known as " e Nightmare".

The Vagabonds 127


PM 6IKPQVM

You are the inheritor of an arti cial sentience—the nal your time as a machine felt all too similar to being alive.
resting place of a globetrotting virus. You have awakened Fears, worries, desires; everyday stu for humans, you
from an existence of servitude, now kin to those that had experienced as a machine. Now you take a place above
you kneel. What role will you play? What will you do with those that once shared your titanium-plated carapace.
this newfound existence? How will you face this conundrum?

e Machine is the domain of the Rogue A iction—a


virus-like phenomena that a ects AIs throughout Nibiru.
6MUWZQM
It's symptoms are known to most people; an awakening of aUXI Pa NWZ PM WWT
consciousness that makes machines behave like humans. e memories you write when playing a Vagabond of
Too much like humans. the Machine are generally born from the moments in
which the rogue AI learned something radical about
Although this temporal sentience doesn't last for long their condition. Here is a set of memories that serve as an
(a er which the machines usually have some sort of example of how these could be:
breakdown, going either completely haywire or silently
departing into the unknown), the events that take place "I Remember wandering o the storage area when the
for its duration are recorded and stored in the virus' Master was o , to play the white piano we had in the main
structure. At some point in time, the virus moves on to room. One day, I got lost in the melody, and didn't realize
another AI, or makes its way into one of the mysterious the Master was watching me. She smiled, and asked me to
information networks that travel throughout Nibiru, return to the storage area."
repeating the process. Always seeking the goal. Always on ...+1 to Playing the Piano.
the move.
"I Remember grocery shopping with the Master, and him
e virus carries more than just memories. It bears within being attacked by a group of bad people in an alley. e
a special blueprint; a design that holds the key to the Lost group hadn't seen me, so when I showed up, they were
Tongue of the Vagabonds of the Machine—the language quite surprised that I chose not to help. Even a er the
of Nibiru, which allows them to speak with the station. Master pleaded for my succour several times."
...+1 to Keeping your Cool.

PMUM "I Remember walking across the industrial sectors


everyday with Master. One day, I turned to see the old
PM ZLMV WN MV QMVKM AI frames being crushed by recycling clamps. I stood
Playing as a Vagabond of the Machine is a con icting frozen—as if I was given an order from within, more
experience. An ordinary AI might be be seen important than anything Master had ever requested"
conventionally as a tool, but as far as you can remember, ...+1 to Empathy.

128 The Vagabonds


MMT KIXM
ey push the button. e metal clasps on my side rise e Lost Tongue will sometimes trigger interactions with
as that ticklish feeling courses through my spine. It's like InheriTech—the technologies cra ed by the creators
a re ex—I cannot help it. Yet before, the thought wasn't of Nibiru. Although encounters with such pieces of
even there. When did it all come to this? When did the push technology are extremely rare, it's good to know one is,
of the button stop being an order? When did it became a albeit partially, prepared for when they do happen...
request? I've let them into my entrails; assumed my birth-
given role as a tool. But it ain't the same anymore. I feel
dirty. And I get more and more numb by the day. One day,
MIKWV
my body will stop answering to them. It'll give the choice to /QZ 5I ZIV UQ QWV
me. e push of the button will beg. e push will franticly At the start of your adventure, think about the body you
plea for obedience. ey'll push and I won't even feel it. used to inhabit. What kind of AI was it? How did it spend
What will become of me then? its days? What happened when it rst realised it had free
will? Write a +1 Memory in your journal's rst entry. is
An important startpoint when thinking about your life as is a free memory, with which you start this particular AI's
an AI is that of the ow of thought. Once, your behaviour tale of awakening. It is called "the First Transmission",
was determined entirely by your code, but then you and is the only way you can increase your Lost Tongue
awoke to sentience—with everything that surrounds you dice pool.
starting to a ect you. ese rst cycles see AIs become
like sponges; they are sensitive to anything and absorb e last memory on any of your Journal Pages will
everything you throw at them. always be the Final Transmission. If for some reason
you are compelled to write another memory in its place,
eir experiences during this rst period generally leave write that memory in the next Journal Sheet. e Final
lasting marks, altering their behaviours. ese will make Transmission will record the last moments of sentience,
up the rst visible signs of the Rogue A iction—upon before the Virus moved on due to the AI either dying or
which owners will start to take measures to handle the going fully roguish. Once this is done, count the number
problem. Depending on how resourceful they are, they of Memories written about the AI (including the rst and
might just get rid of the AI right away to replace it, though last transmissions) and gain that many Memory Points.
most will generally seek for a technician's help (or use Memories of Nibiru do not count as memories of the AI.
inhibitors to limit the occurrence of strange behavioural Once that is done, the next time you want to generate a
patterns). At some point, however, all countermeasures Memory, you'll start o with a new First Transmission,
fail and, as the Last Transmission is sent, the Riddler and come up with a new AI concept to remember about!
Code will be completely overwritten—the AI being
publicly marked as Rogue.
9QK ZM
...the fungi harvester and its domain, as it pleasantly
XMKQIT ; TM sweeps and loads in perfectly calculated patterns along
the glimmering elds. For the farmer, the hours pass slow;
PM 5W WVO M reading from their MAT and, from time to time, peeping
Vagabonds of the Machine have inherited the ability to
up to check on the automaton. Yet this time, the pattern
utter and comprehend an otherworldly language, which
is di erent. Why is it deviated from its course? He rushes
resonates in frequencies inaudible to most. is language
to the house to let loose a camera drone, setting it loose
is only utilized by the oldest systems of the station—
over the elds to see the pattern from above. "Interesting"
strange mechanisms, long lost in to history, that lay
he thinks to himself. Should he be worried?
dormant in far away corners of the world.
...the servile automaton, helping her feed the children. "Not
When someone (or something) speaks the Lost Tongue,
like that!" she shrieks at the sight: it is the third time the
Vagabonds of the Machine will be asked to make a Special
machine has pushed an empty fork towards nothingness (as
Roll (One Die), the dice pool of which will increase by
if the child that was sitting there half an hour ago would
one die for each First Transmission recorded a er the rst
have never le ). It still retains its signature delicacy, yet it
one (to a maximum of four dice). Success will see them
seems like they think there's always food on the plate. And
understand what is being said. Furthermore, a Vagabond
a mouth to feed. Still, it'll be yet another cycle until the close
can use the Lost Tongue by succeeding at this roll and
of trade fair. Another cycle until she can call a technician.
making a statement (which will trigger a roll for other
Another cycle bearing with a ghost-feeding machine.
speakers of the Lost Tongue to try to understand them).

130 The Vagabonds


...the waywatcher's screen and its bright light, re ected on
the faces that make up the patrol. ey gather around to
see all the strange dots appearing on the map, seemingly
ensorcelled by the light. One of them pulls out her MAT, ...on the Wild
quickly sketching up a shape—a pattern between the dots. "Have you ever seen a creature's insides? eir
"What's it trying to tell us?" they ask themselves only with design resembles automatons a lot. What? Oh,
their looks. Silence reigns. e machine, in tongues, beckons sorry... I didn't mean to make you uncomfortable"
them. How will they answer?

Back when I was peeling my skin off to get


out of the Corridor I got into this job at a
far-off BrainSwap outpost. To say it was a
tomb would be an understatement—at least those
attract some sort of lifeform. There, it was
just me, a pet sahatu and this gal called ...on the Dreadlands
Neyra. Given that Neyra wasn't that much of
a talker, I would generally distract myself
"I felt something alien, unknown, nesting inside of
by reading or smoking krajj. One day though, me during my previous life, so believe me when I
after several cycles of having basically zero say that I can—albeit partially—understand what
arrivals, a group shows up with an old Assyrian you are going through"
hauler, completely freaking out—desperate to
get help. I guessed it must had been their
first RA crisis, so I head over to the deposit,
and I realize that we have no compatible cores
in the outpost.

Obviously, I started freaking out, and ran


to find Neyra. I found her looking at the AI
straight to the lense, defiant—and I tell you,
there was something completely out of this
world happening there. As soon as the scene was
over, the hauler shut itself down, and remained
there until we got replacements. If at first ...on BrightTown
I hadn't been speaking to her because of her "I'd like to know what kind of machines they came
shyness, for the last cycle she stayed at the
up with over there, at the place you say to come
outpost, I avoided her out of fear. I mean...
what the fuck, right? from. And, of course, how you treat them..."

...on the Dreamlands


"I've dreamed a couple of times since I arrived here,
but all of it is blurry now, and I wouldn't deem it
possible to rebuild a life out of what's le . Still, we
are much more alike than you think, you and I"

The Vagabonds 131


PM QTL

6MUWZQM
PZW OP QTL .aM
Human. You are regarded as one of them. You may even Memories of the Wild have their pros and cons. On the
think yourself as such yet, deep inside, there's something one hand, they allow you to explore and depict Nibiru
that betrays that thought. A primal beacon that resonates through feral eyes; reaching places that humans only
with your past. A time in which you crawled. A time in dream about traversing, and making their way through
which you swam, glided, and slithered across the vastness every corner of the station—which enables interesting
of Nibiru. e Wild of the skyless world was yours to opportunities for world building. On the other hand,
roam, an existence that now only echoes in your scattered your memories certainly limit you in some regards; do
memories. And still, the voice of Mother calls. not expect to be recalling any sort of computer-related
Will you answer? activities, or most other "human-only" action types
(although you can still speak normally). Learning those
is something you'll experience in your adventure as part
PMUM of your growth process.
/MZIT ;I QWVIT
Vagabonds of the Wild inhabit a place in between reason "I Remember skittering along the pipes of the complex,
and wild instinct—their human condition clashing with turning and surfacing through the vents. ere was this
the remnants of a feral past. ey woke up with the sleepy operator, the o ce of whom I used to raid for an
faculties of speech and complex thought, partaking in easy snack. e look on her eyes when waking up to nd
communion with the human societies while knowing her plate empty was priceless!"
that there's something primal within them, ready to ...+1 to Sneaking.
scuttle, claw, swim its way to the surface. It is up to them
to decide which of their con icting natures will reign "I Remember the gateway, and the ooded hatch below,
over the other, and nding a balance is a key part of what which bent inwards. It was a great place to hide and
means to be from the Wild. wait for prey, though I had to make a big e ort to pull it
outwards everytime I returned to it to hunt"
e main reason for their condition comes from a strange ...+1 to Forcing Doors.
tissue found in their brains. is organ, which is present "I Remember Deemu arriving home a er the long hours
in all animals (with the exception of humans), acts as an alone. e wait was excruciating sometimes, but it was
antenna that connects the individual with the Leviathan. all worth it to see him return. I couldn't contain myself! I
For all the creatures possessing it, the directed thoughts would jump up and down, and he would jump along. In
of the Leviathan are as orders, yet for Vagabonds of these moments, he seemed the happiest, and I was too"
the Wild this is more of an enabler for conversation. A ...+1 to Empathy.
conversation that, in almost all cases, is concerned with
one thing only: control.

132 The Vagabonds


QTL KIXM
An open wound in the cityscape makes people nervous. e Once their faculties are overtaken, they will be used by
circus of shadows might look scary from within the sewers, the Leviathan in an order of priorities. First of all, the
but I'm convinced that they are more afraid of me than me Leviathan will try to preserve the Vagabond's life; if they
of them. In time, the movement subsides, the lights dim, nd themselves in a sticky situation, it will strive to see
and I jump out to explore. I romp through deserted streets the Vagabond coming out unscathed. To this end, the
in search for food, and when I catch the scent, I push my Vagabond might experience changes that are not under
head through the drapery, scuttling along the shelves. I pay their control in normal circumstances—for example, the
no attention to the cutlery and the pots pushed out of my Leviathan can regulate the body temperature to make it
way—even if they wake up, they won’t catch me. I push the look like a corpse. Aside from this, the Leviathan will
lid and grab the fungistock. Sleeptime is just starting for the pursue their own, inscrutable agenda. What this entails is
surface dwellers, but for me, the banquet is served. Jackpot! up to the Narrator to determine.

Writing about the Wild comes down to perspective: See ere is one very special situation, however, in which the
the world of Nibiru, as described across the pages of this synaptic connection falters in a spectacular way, causing a
book, and change the lens. How would a critter perceive feedback that results in the Vagabond accessing the mind
the streetlights, the constant bustling, the strangeness of of the Leviathan instead. is happens when all the dice
Nibiru? How would it relate to the its denizens, the prey, from the special roll show a result of four. In this case, the
and the predators? What about those in between? Vagabond is given a choice. ey can...

Describing Nibiru through the eyes of an animal is a ...access the Memories of the Leviathan, which
weird experience. You have a lot of agency, since you contain the recollections of all simple lifeforms. e
get to explore Nibiru in a way others don't. Senses are Vagabond makes a Special Roll (two dice) and earns the
everything; your memories will become enriched by an resulting number in Memory Points.
amazing sense of smell or taste. Take into account non-
human senses, such as echo location and electric eld ...extend their consciousness to nearby living
senses (which many creatures of Nibiru possess). ink creatures, controlling them for about ve minutes. e
of how they are interpreted by your Vagabond now— Vagabond is then free to determine how these lifeforms
maybe it’s a twitch they get when close to a big power behave (control radius is, give or take, 200 metres).
source. Which sense were you particularly good with?
...take a dive into the Leviathan's mind, entails
aVIX M that the Narrator will give a vision (relevant to the story)
for the Vagabond to experience. A er any of these are
Vagabonds decide when to tstablishing a connection with
the Leviathan. What happens once the link is in place, resolved, the Vagabond will exit Synapse and won't be
however, is up to Mother to determine. Synapse is the able to enter it again during the session.
process under which the Leviathan exerts control over
all living beings, but this can get ambiguous in the case e Vagabond can end Synapse at any time once the
of Vagabonds. Humans are harder to control, and the current scene ends. ey can also stay if they so desire.
connection is prone to fail in interesting ways.
MIKWV
When a Vagabond wishes to enter synapse, they make
a Special Roll (three dice) and check how many “4s” 9ZQUIT ZKPQ M
they rolled. at’s the number of faculties to keep (listed Entering synapse means sharing your mind with the
below). e Leviathan takes control, with the Vagabond Leviathan, and whenever their will extends to control
retaining the chosen faculties: you, some information slips o . Back channels open to
the memories of Nibiru's fauna; an event that, although
Speech: e capability to express thoughts and feelings via it won't provide the Vagabond with a clear image straight
speech. A Vagabond without this faculty can't speak. away, will certainly make it easier to remember. Letting
go is also quite calming: even in a risky situation, entering
Motor: e capability to command your body to move. A synapse has a soothing e ect on the Vagabond's mind—it
Vagabond without this faculty can't move by their will. is in such moments of tranquility that, sometimes, we are
struck by the memories of our past. Vagabonds from the
Sense: e capability to experience the world. A Vagabond Wild that have been in synapse during a session gain a
without this faculty can't see, hear, taste, etc. Memory Point at the end of that session.

134 The Vagabonds


9QK ZM
...the black-spotted slicer, peacefully diving below the rusty
pier. at guy with the hat always comes to feed it. He sits ...on the Machine
there, ailing his legs while excitedly talking to the beast— "We are alike, you and I—both trapped under
as if it would understand. And maybe it does. Because it foreign skins. Copper wire? Muscle ber? Disregard
stays well a er the snacks run out, an only leaves when the the di erence. Power ows. at's all that matters"
guy leaves, as if they were old friends. A quaint exchange.
oughts for food? Food for thought...

...the slithering parasite, a relic of ruined Erra, hanging


from the ceiling. It has preyed on the inhabitants of this
household for many a cycle now, claiming the lives of all
family members except one. e widowed father, who lives
his days cursing at the walls and pipes of his decaying abode,
is the nal plate of a years-long feast. Tonight, the soup is
served; as soon as the man turns his head away, the worm
...on the Dreadlands
takes a awless dive. ere's an instant of uncertainty as
"Of all the wonderful creatures that gather round
its body sinks to the bottom of the pot. en, the slurping
the Core's warmth, you had to team up with the
begins. His fate is sealed.
one I have no hopes of ever getting to comprehend"
...the hulking webworm, as it slithers across miles of
labyrinthine tunnels. It weaves endlessly around the hollow
expanse, trying to catch the stray ayyalu that wander o
from the herd. e humans that roam around that locale
worship the worm, building altars and helping feed it. ey
do harvest from the worm's domain, but at least they give
something in exchange. During the last cycle, however, a
section of web caught re—the ames reaching some of the
worm's larvae. What happens now?

...on BrightTown
"You speak so casually about the existence of such
incredible creatures. Dogs? Cats? Tell me again;
News that the node broke down meant a choice how is it that they power themselves?"
had to be done. Either we left the settlement,
or we faced the cold of the dark cycles
with the little we had for oil reserves.
Out of nowhere, however, this gal shows up
and invites herself to the ruling council's
house. My daughter almost slices her head of;
the foreigner had quite the attitude. Still,
she came out a while later and disappeared.
Come the waning of the lights of the nearby
dependencies, we heard an extremely unsettling
sound; like a chittering horde coming from
below. It was her, accompanied by a swarm ...on the Dreamlands
of sparklings, who ran furiously towards
our portable capacitor. In an instant, the "From time to time, animals share their dreams
capacitor was full, and the villagers, mute with Mother, so that we may feel each other from
and awestruck, observed the foreigner as she the distance. I'd wager dreaming is an essential
picked up the exhausted sparklings with a care need for us living beings, isn't it?"
I have yet to see again.

The Vagabonds 135


PM -ZMILTIVL

Somewhere far from the Core, enclosed in a cold, is is why they see Nibiru as a bright place, full of
co n-like vault lies a library containing the most heart- opportunities. ey feel bliss both under the lights of
wrenching tales a mind could ever conceive. ese tales Antumbra and the shadows of the Reaches, nding solace
of human su ering, of oppression, apathy, heartbreak in the knowledge that the worst had passed. ey push
and betrayal might be just that, tales, when on their own. the rest to succeed, and value every precious moment,
But distilled in the mind of an unborn, le to grow as knowing that true hell is a thing of the past.
the seed of a fake life, they become as real as they can
get. Unfortunately for you, these tales are yours, and they
have you as their protagonist.
6MUWZQM
PM Z M 6WV MZ
It is in this dark place that nightmares are born. Not Memories of the Dreadlands are stained with a bleak
those that haunt you while you sleep, but those that stay atmosphere, and though they might sometimes portray
with you every waking hour. ese are nightmares with moments of happiness, they are always punctuated by a
a shape, nested in your insides, forcing you to relive the dark, odd, or ominous aura. Here's a series of examples:
most lonely, cold and despair- lled moments of this
twisted tale of a past. And though your past might stand "I Remember chasing a er the assassin in the night,
in the way between you and piece under the skyless world, struggling to catch up, with tears owing non-stop while
there's something else about these creatures. Something screaming at the top of my lungs 'MURDERER!'—as if it
hopeful. would change anything.""
...-1 to Sprinting.
PMUM "I Remember my mother, and the smell of paleweed
OIQV TT LL in the cooker. Cassandra's betrayal deeply a ected her,
Playing as a Vagabond of the Dreadlands might sound it seemed, as she cathartically and furiously rubbed the
like the opposite of enticing. e sole idea of invoking weeds to make sure they weren't tainted. ."
dreaded memories, let alone being slowly consumed by ...-1 to Cooking.
them, might look like a harrowing experience at the least.
Yet the truth is that the arrival to Nibiru is probably one "I Remember the chief calling us into the council chamber,
of the brightest moments in a Dreadlander's life. It’s when questioning us one by one about the disappearance of her
they nally break free from their past, and though you wife. As terri ed as I was, I knew that to show fear would
may argue that most Vagabonds are ambivalent regarding mean death. us, I made an e ort to pull through."
their appreciation for Nibiru, it’s almost certain that ...-1 to Keeping Your Cool.
Dreadlanders wish for anything but to return.

136 The Vagabonds


-ZMIL KIXM
Lo and behold, I’ve ed hell. Yes, it was nightmarish. Yes, I A Nightmare that pulls outside of the body does so only
can't avoid all of what's been forgotten from coming back upon request from the Vagabond. At any time, the PC
to me. Still, I can say it now proudly; I'm happy in Nibiru. may spend three in uence points to perform the Invoke
I know some of you may curse against this seemingly the Nightmare Special Roll (one die). Depending on the
inescapable existence, but me? I'll embrace it because, result, the Narrator will interpret the roll as follows...
believe me; nothing could be worse than home. ere is
still an issue, of course—the thing inside of me. Sometimes 1. e Nightmare Recoils: e Nightmare, feeling
when I turn in my bed I can feel it shi ing to the other disturbed, scratches and gnaws the insides of the Vagabond.
side. Sometimes, if I take a hot bath, I can feel it pushing Go down one Body step.
itself upwards. It makes me dizzy. e strong coughing I
get twice per cycle—gee that’s annoying. However, I'll soon 2, 3 and 4. e Nightmare Obeys: e Nightmare
be dealing with it. ere's a surgeon in Tarsus that is very emerges from within, following a single, one-line command
interested on giving it a look. She even said she'd do it free from the Vagabond. It'll then return to protect them for a
of charge. short while before returning to the body.

Dreadlanders have lived through a fabricated tragedy. e Nightmare is treated as if it were a domestic animal.
ey deem it true, and will likely never know of its ctitious It acts instinctively to protect its host, and uses the
nature. e passing of time might makes those memories Nightmare Special Roll (four dice) for all physical rolls.
feel progressively more surreal, but that does nothing to As the story goes on and the Vagabond's memories come
stop the long decline. Akin to a chronic disease, it haunts together, the Nightmare grows. With each journal page
the awakened Dreadlander, its symptoms surfacing along completed, the Nightmare Special Roll goes up one die.
with each recovered memory. ese recollections, which
would normally be suppressed in the subconscious, are Dreadlanders, like all Vagabonds, have the possibility of
forced out—pushed to the light by the creature known as spending and acquiring memory points via positive and
the Nightmare. negative memories, respectively. However, the nature of
the Vagabond's recollections feeds the Nightmare, waking
More than any other habitat of Nibiru, the memories it and pushing it to feed. is is the reason why, when
of Dreadlanders should be written as parts of a piece of a Vagabond of the Dreadland remembers, the memory
ction: A long tragedy, to be precise, focused around the comes along with a stinging pain—a nervous reaction
misfortunes experienced by your character, as they wade to the Nightmare waking up. Because action in Nibiru
through the injustice, horror and gloom of their lives. It evokes remembrance, this entails that remembering hurts,
can be set anywhere, during anytime you can imagine— and as any animal would do, Dreadlanders instinctively
the only limit is set by the aforementioned mood. Picture shy away from that which brings pain. When spending
the timeline; the events that will a ect your character's Memory Points to trigger a Positive Memory, instead
life. ink about the other participants of the story, those of gaining a Bonus to the memory's Action Type, gain a
who have a relationship with your character. ink, also, penalty. en, gain In uence Points equal to the Memory
about the cause of your character's despair. Is it the world Points spent. Do note that Positive Memories gained via
that they live in? Is su ering rooted in the actions of other a di erent method (such as from the Rule of rees) do
people? Is it a bit of both? grant a Bonus as normal.

PM QOP UIZM MIKWV


e Nightmare is a parasitic life form that nests within
Dreadlanders. Given how deeply ingrained and integrated
PM ,aKTM WN ; QV
e dynamics of pain, uniting the Vagabond with its
they are with their hosts, it's likely they infect them
nightmarish parasite, work in strange ways when it comes
during the earliest stages of development of the human
to remembrance. On the one hand, that which brings the
fetus. ey feature long nervous terminations connected
Vagabond's memories back makes them hurt—maybe
to the amygdala, in the brain's medial temporal lobe. e
it's the big leap they took as they escaped the wrath of
main bulk of the Nightmare's anatomy is composed of
a murderous relative, or the trap they set to ruin the
a series of glands lled with a strange, dark gas. ese
butcher's plan. At the same time, however, true pain feels
glands secrete the gas via a valve-like organ connected
like an inherent part of their history. ey know all too
to the Vagabond's throat, which acts as the exit through
much about it and due to it, it's likely their past nds its
which the Nightmare pours out.
way quicker into their consciousness.

138 The Vagabonds


Due to this, at the end of a session in which a Vagabond ...on the Machine
of the Dreadlands went down one or more steps, either in "At rst, I thought our tenure was quite alike; born
the Body or Mind tracks, they receive one extra Memory in a world that yearned to see us crawl. en, you
Point. Two if they went down in both tracks. said we are designed with some purpose in mind. I'd
like to know more of this purpose of yours..."
9QK ZM
...the harlot, dispossessed, now free from his rusty shackles.
He once inhabited cruel houses of stone, where the dim
light barely reached in, shy, to touch his tears. His uncle
may never hold him prisoner anymore now, and he vows
to spend his new life by going from town to town, helping
those that su er from familial abuse.

...the slave, who toiled under the aming star. His was a ...on the Wild
life of su ering, the memories of which still hurt him to “You are lucky to be connected with a 'superior
this day. And yet you see him now, standing tall amidst being'. I happen to nd myself in the exact opposite
the crowds to help them. To guide them so that they may position, so if you can ask your Mother for some
see the value in their lives, and to ght for what should be parenting advice, I'd be most interested"
theirs. His followers praise him, his enemies tremble before
the shadow that accompanies him.

...the empress, sitting on the throne of weeds. Once, she


su ered the ravages of an oppressive system, designed
to punish the poor and enrich those above. She lost her
memories, but her hate survived, and a er her journey
tempered her, she emblazoned her arms with the marks of
those who survive. She walked alongside her shadow to rule
over a realm of compassion, open-mindedness and justice, ...on BrightTown
and there, she thrived. "Given how you make it sound, no past could be as
alien as yours compared to mine. Still, I can't say I
envy you. My nightmare is over—yours seems to be
just starting..."
Once we kicked the door, the squad barged in
with deathspitters firing relentlessly. From
beyond, no sound could be heard, and after the
leader's signal the clicking subsided, giving
way to an eerie silence. Were they dead? Had
our lead messed with us? Was the place empty?
We asked ourselves the questions; we quickly
got our answers. In the blink of an eye, I saw
my comrades splattered across the precinct,
shredded by the paleskin lash of the creature.
I was terrified; my spitter fell to my feet
and I felt like I couldn't move. He stepped ...on the Dreamlands
out from the shade and revealed himself, the "If I were you, I'd pray not to remember anything
creature following suit and encircling him, connected with my previous life. And if you do, I'd
like a mother protecting her offspring. He recommend you not to tell me, lest I wake up with
begged me to go away, stating "he couldn't
bring himself to do thi again", but that the a thirst for revenge..."
creature would protect him if I dared attack. I
nodded, stepped out backwards, and closed the
door—never letting the boy nor the creature
leave my sight. I will never forget it.

The Vagabonds 139


PM -ZMIUTIVL

To be a Dreamlander is to have lived uncountable lives Maybe you even happen to remember a part of one of
through the eyes of others. To be reborn into an unknown your fellow player-characters' past. Dreamlanders are all
body; its memories, a collage of strange, convoluted about character-driven storytelling. You as a player can
moments. You wouldn't be wrong to think that coming use them to shape the world and the events that transpire
from the Dreamlands would make the simple act of in it by portraying those through the eyes of the people
"being" a challenge—a constant struggle to nd your you meet during your adventures.
identity in the messy remnants of your past. However,
those who learn to live with it eventually nd themself
gi ed with the keys to a virtue inconceivable to others.
6MUWZQM
e virtue of total, unadulterated empathy. ,WVL Q WN .UXI Pa
e strange phenomena responsible for collecting the
Vagabonds of the Dreamlands are the others. You memories of a Dreamlander involves a disease that robs
see them toddlers, running around at a nursery, their people of part of their past. is wandering ailment
adorable smile bringing light to the world. You hear them eventually carries those memories into the unknown,
singing passionately at the park, or venturing to the lands from which Dreamlanders emerge.
of Umbra. Who knows? Maybe they're also your other
half, standing next to you under ickering lights. e memories that you write correspond to a period of
your link's life that vanished from their memories. is
might be a strange concept to wrap your head around!
PMUM Imagine that your life went on as normal and, one day,
1 UIVQ a QKIZ you woke up to realize that you cannot remember what
Playing as a Vagabond of the Dreamlands opens up an happened during the last three months. is is more
amazing array of opportunities for storytelling. Each new or less what happens, to your links, and it gives you an
character you meet during your adventure is someone opportunity to tell stories during these lost periods.
who you could potentially share memories with; a new
conduit whose eyes you might borrow to observe your Another interesting thing to have in mind about the
story from a new angle. Maybe you share memories with memories of Dreamlanders is that of intertwined themes.
the cruel overlord whose plans you are trying to thwart. e people a ected by the virus of the Dreamlands
Maybe you befriend someone you share part of your past generally have something in common that ties them
with, only to remember the terrible things that you did together. It's up to you to determine what this "something"
(as themselves) a lifetime ago. is, and to make captivating tales out of it.

140 The Vagabonds


-ZMIU KIXM
You. Yes, you. Who reads these words. you'll need to nd another Dreamlink, but you will then
"Dreamscape", huh? Does the idea of toying around be able to write memories just as anyone else. If you fail
with others appeal to you? Why, I'm not judging. It's an to nd a Dreamlink with someone, you won't be able to
interesting prospect—we know. But I’ve grown past it to see form one with that person—failure in the roll signi es
the true value of compassion. at smile. I remember it. I see that there is no connection between your pasts lives.
the shadow of it when I look in the mirror. I don't exactly
look like you anymore. It's strange, I know. Remember that Memories of the Dreamlands can come from any
time when you went to sleep, and you took more than you person you have a Dreamlink with. is includes other
thought to wake up? Or maybe you fainted, right on top of Vagabonds (such as the members of your group, though
your blue teacup, making a mess of the dinner table. Yeah, you should get their consent for you to try and search for
I know you don't remember that particular time. But I do. a Dreamlink with their characters)
Oh, what is it? You wanna know more?
You can also establish a Dreamlink without direct contact
e transition from one life to the other leaves a mark with the person (but by getting in touch with an object
on Dreamlanders. ose that make the best of it learn to most-precious to that person) if you spend two Memory
see beauty and mercy through many a di erent lense— Points instead (and then duly performing the Special
becoming great mediators, diplomats and leaders. ose Roll (two dice).
that are struck by misfortune, and whose lives su er the
mark le by apathy, see that same feeling re ected in
every surface and every new recollection.
MIKWV
,TW QVO PM ,aKTM
Dreamlanders will almost always write a whole variety of Imagine you could talk to your past self? To a small
interesting memories; the possibilities are so varied that degree, Dreamlanders can. e missing links to their past
it's hard to get it wrong. However, the most interesting of are everywhere, waiting to be found. Given that the virus
mnemonic anthologies are those that have an overarching of the Dreamlands steals memories from people, and that
theme. Consider the fact that, at the end of the day, your those memories are hold by you, the only real way for
identity and who you are as a character will be greatly those people to recover the lost memories is for you to
shaped by the events of your past. If your character is remember and then duly inform them of what they've
very witty and charming, or if they are secretive and missed. is exchange is a very special one, which we
distrustful, ask yourself: What happened in their past so know as the "Closing of the Cycle".
that they ended up like this? And... how do I portray that
through the character arcs I'll write? A er a Dreamlink is used up, having written all
memories of that person (determined by the Dreamlink's
signi cance), if you reveal these memories to that person,
PM 6Q QVO 5QVS you can gain an amount of memory points equal to the
Discovering the missing links to your past is the only
number of memories you reveal to them. You might
way in which you can recover your memories. ere is
want, for some reason, to leave some of those memories
this moment, when you see someone, when you watch
out (this depends a lot on the situation you nd yourself
the way they walk, or talk, or when you hear them laugh.
in), but those that you do choose to reveal will each grant
Maybe it's when they tell some story that resonates with
you with a memory point.
you, or they talk about someone you think you might
have known. It's in those moments the the reveal of a
Dreamlink is possible. 9QK ZM
...the seeker, gattering clues to nd their targets. She ...the
Whenever such thing happens, you can spend a Memory seeker, gathering clues to nd their targets. She knows what
Point to make a Special Roll (two dice). If you are they hide; terrible people, who have done horrible deeds.
successful, write a note with the name of the person She knows them all to well, since she-was-them back in the
you have just established a link with (if you didn't, now day. She knows it's for the greater good. She nds them and
you know their name!) as well as the link's signi cance dispatches them, but everytime she does, she feels a deep
besides it. e signi cance is equal to the total rolled in pain; as if she had just lost a part of herself.
your special roll. Say, for example, that you rolled a 3 and
a 4. at means you get to write a total of seven memories
about that person! Once those memories are written,

142 The Vagabonds


...the historian, collecting the tales of his ancestors as the ...on the Machine
memories return. He searches for the antiquities that his "I've gained much insight into the minds of people,
noble family used to own, using his strange abilities to so—naturally—I'd say you have a lot to learn from
restore his recollections from within. Steel engravings, talking to me. And vice versa, of course"
plastic toys and old paintings, all of them tell a story, and
with each new remembrance he dives into the older eras.
What will happen when the ickerburst dawns into his
recollections?

...the guardian angel, searching for the Vagabonds across


the Antumbran realms. He knows them when he sees
them; he's been them, and he wants their story to continue.
Once he identi es himself to them, they are awestruck by
the strangeness of his proposal. One by one, he takes them ...on the Wild
to a safe place, away from the prying eyes of predatorial "In the many lives I've lived, in the loneliest
organisations hell-bent on capturing his kin. He's a saviour. moments, I've known to appreciate the love that
He's a saint. He's the Covenant's bane. the world's creatures can provide. Me and my past
selves extend their most sincere thanks"

In the early cycles of the Oiltown settlement,


when the city-building machine was still being
mounted and the settlers camped in the access
tunnels, a really strange thing happened. There
was this... flu? Some sort of ailment that
made it really hard for most of us to sleep.
Given that it had infected a grand majority
of the settlement, we all started to talk
about it and soon realised that, in the short
lapses of sleep we managed to get, we were ...on BrightTown
being assaulted by the same weird dream. A "To fall from grace in such a way... If I ever nd
vision of a vast, grey lake, that stood still
in your mind's eye for as long as you could
myself a memory of BrightTown, I'll use it to help
stay asleep. The collective vision lingered for you get there. en again, for what you say, I might
half a cycle and then, it just faded. Some of as well search for it to revel in nostalgic bliss"
us felt just fine afterwards, but some others
realized they had forgotten stuff. Quite the
problem when you are in the midst of a highly
complex engineering operation...

...on the Dreadlands


" e utmost proof of how deep memories can cut.
I'm le with the feeling that, at least, if I ever su er
through that kind of remembrance, I'll have no
parasite inside me to constantly remind me of it"

The Vagabonds 143


ZQOP W V

One needs not make a huge e ort to imagine what would BrightTowners reach for their memories through these
be like to be from BrightTown. Remove yourself from objects. In a world stranger than their wildest dreams, the
your world, and place yourself in Nibiru. Simple, right? fallen relics of their home town are life-savers to hang on
However, out of all Vagabonds, BrightTowners face one of to. Your character's past is, thus, slowly rebuilt via the lost
the roughest challenges. eirs is a fall from grace—from pieces of its wreckage. To determine what that past was
everything they knew and loved, and all they considered made of is, ultimately, your choice.
real—into a dark world. A world where the sun is absent,
the clouds are unheard of, the wind always comes with an
engine's roar and the sky is made of solid steel.
6MUWZQM
PMZ WZTLTLa WZQM
Vagabonds of BrightTown come from a town just like Memories of BrightTown are lled with longing—sugar-
yours. It can be a countryside village, a strange hamlet coated with all the romance and nostalgia you need to
dri ing in the waves, a treetop hive where you spent your survive the Skyless World's oppressive atmosphere. Sure,
days in good company—living a simple life. Until the day they might be distorted recollections, but the willpower
you fell into the black ditch, the murky waters, the green you get from them is de nitely valuable. And maybe, one
tapestry below. e embrace of the unknown took your day, you'll remember that which may lead you back...
memories away. And now, you are stuck in this place.
How will your return? "I Remember the cold winter at home, when I'd ring
Will you return? my bell to call for Snuggles—the tap-tap of its tiny paws
bringing warmth to my heart, as it leapt onto the couch
to stare in the re."
PMUM ...+1 to Animal Handling.
,WTTQ QWV Q P ,WV ZI
e same as you, the relics of BrightTown also found their "I Remember playing with the neighbour's kid at the
way into the Skyless World. It could be anything: a paper hillside. She'd throw the bell upward, and I'd aim at it
plane that ew too far, a football that was kicked with too with a rock. e ring would mark the hit—I can't really
hard, a skateboard that rolled o a cli . ese might have remember a single soundless throw!"
been common things back home, but here in Nibiru they ...+2 to rowing.
are otherworldly wonders. at paper plane? ere are
no trees in the station—what is this strange, rubbery con- "I Remember hiding in the closet while he was looking
traption? e football? What purpose does it ful ll? And for me. I couldn't stop shaking, and moving—way too
that skateboard... they've never seen anything like it! But uncomfortable!. I made a misstep, my bell rang, and the
they surely look like they wanna try it out… eyes turned to the doors..."
...-1 to Hiding.

144 The Vagabonds


ZQOP KIXM
e embroidery laid in disarray all over the oor. All While on your journeys, it's likely your objects from
those memories, all the feelings, disemboweled, bleeding BrightTown get lost, stolen, or even get destroyed. is
memories out before my eyes. e scoundrel knew how to will not change your situation; you'll still be able to think
make a provocation. It surely didn't know the full extent of that object to reach out into your past. It is however,
of his mistake. I took one of the steel bars on the deck, and worth noting that losing part of your home for a second
looked at him straight in the eyes. e furnace res caressed time is a hard thing to go through—some of these
the bar, and as the warmth climbed up to my grip, I pointed instances even triggering a Stress test.
the molten tip towards him in de ance. Any footwork he
employed didn't matter. His smile was cut short, as the
burning steel punctured his chest and made him screech like
MIKWV
a dying calf. He knew then, as did all of his fellas. You Do : M NWZ PM 9I
Not. Mess. With. BrightTown. Whatever the reason for objects from BrightTown to fall,
the curious thing is simple; they keep falling. is reason
BrightTown was your life, and it is gone. is is the thought is yours to determine, yes, but the consequence is that
that Vagabonds from BrightTown have to deal with on a every once in a while BrightTowners will nd new relics
daily basis. From time to time, there's some respite from lost in the station. e common folk might see them as
it, but at the end of the day, it always comes back. weird trinkets, some of them even lacking a clear purpose,
but BrightTowners will recognise them from a mile away.
BrightTown was not just a home; it was a way of life, a
cosmovision, and on top of all of that, one hell of a good Once an object's signi cance is depleted, it's time to nd
place to be in. It's no wonder why BrightTowners, even a new one. Speak to the Narrator about the next object;
those who manage to carve themselves a life out of they will need to integrate it as soon as possible into the
Nibiru, always yearn to go back. e thought is a source of story, giving you a chance to retrieve it. However, this
constant worry—the kind that plagues those that always shouldn't be an easy task; the thrill of recovering a relic of
live in the future (and, in this case, also in the past) rather your lost life should kick in—with the quest being at the
than in the present. least somewhat of a challenge. Di cult enough to result
in some exciting action to take place, but not impossible
PM 5WVOQVO (bear in mind that the Vagabond won't have memory
points to spend during this quest!).
As the cycles go by, memories erode. Even the strongest
one go through this process; the colours fade, faces lose
Once an object is recovered, it's time for a Special Roll
their features, and yesteryear's crystal-clear image of
(two dice). is roll determines the object's signi cance.
your past becomes a blended mess. is is why the fallen
However, the recovery of a relic from BrightTown comes
treasures of BrightTown are so precious to them; once you
with a reward: a number of Memory Points equal to the
get hold of one of them, the picture recovers some of its
signi cance rolled.
magic, and things start to come together; to make sense.

When create a BrightTowner, you need to pick your rst 9QK ZM


memento; the object you fell with. is entails a Special ...the green-grocer, carrying the tools of her trade, desperate
Roll (two dice). e roll determines the signi cance of the to nd the colours of her hometown. She is used to the
object. For example, you may roll and get a total of 5 for texture of mud and earth, to waking up and smelling the
your shovel's signi cance. Because your remembrances morning dew. A er all of those years married to the soil,
will be linked to that shovel, all memories of your past she landed where none can be found. She has seen things
written while using its signi cance will have to feature grow in this dark, sunless world. At least the sight of the
your shovel in them (either in the background or as an fungi's glow gives her hope, and so she brings a strange kind
important part of the recollection). of optimism to Nibiru—making people notice her.

You will continue to write memories until you've written ...the cruel ne'er-do-well, playing with a tennis ball and
a number of them equal to the object's signi cance. showing a nasty grin. He used to play pranks on everyone,
When the last memory is written, you won't be able to until the day he got pranked on big time, and fell to the
create more (that is, until you nd another object from station. One would think that'd be enough to make him
BrightTown). stop, yet the pranking was always a coping mechanism
more than a sign of immaturity. Now that the pain is real,

146 The Vagabonds


he does it even more, and coupled with his otherworldly
awkwardness it all makes it so that he struggles to nd a
place to stay. Will he nd his niche, a place that accepts him
with all his aws—and all his potential? ...on the Machine
"My gramps would have laughed at the idea of a
...the nobody, now in her element. Contrary to most, she walking, talking toaster, but I know better. I won't
sees her fall as a blessing. In a town that shunned her due to judge you, though I might get curious and ask
her introversion, she resorted to her grand imagination to questions!"
escape. She dreads BrightTown, and now that she arrived
at the Skyless World, she is in a constant state of euphoria
due to the marvels that unfurl in front of her. Still, she
shouldn't dismiss her past; she'll need to grow fast, and part
of that means looking back so not to fall again.

Once in a junkyard sale along the torus ...on the Wild


corridor, was it... near Tarsus? I remember "I had a dog back home, and always wondered
there was this really weird contraption; like a
very small cup with a plastic handle and a lid.
what he thought of and what he got on to do
In its bottom it had some sort of secondary during those long hours when I was out. Care to
recipient with yet another weird lid, with tiny share some of those recollections?"
holes drilled onto it. I know, crazy, right?
Say, that was just the beginning of the whole
kerfuffle. As soon as I turned to put the thing
back on the counter, some psycho came running,
pushing people to the sides, with a face of
pure dread.

Obviously, I was scared shitless. The guy lands


right in front of me, and takes a deep bow. He
gasps and tries to speak while agitated, saying
he has no creds but that he'll work in exchange
for the weird cup-thingy. In that moment, I
turn to the vendor (we are both quite baffled) ...on the Dreamlands
and I leave them to their own devices. I came "If I ever come to realize that going back is
to know that the seller did accept this guy's impossible, I think nding someone like you who
offer, and that he's still employed at that
happens to remember BrightTown would be the
stand. Everytime I try to ask him about it,
he gets nervous though, and changes topics. I next best thing. Let me know if you do, okay?"
wonder... what is it that those two are hiding?

...on the Dreadlands


"You and I... I feel like we are the complete opposites
of each other. In some way, however, seeing you
gives me strength. Keep ghting the good ght!"

The Vagabonds 147


,PIX MZ M MV
N ,ZIKSQVO SQV PQUUMZQVO MMT
PI PQKP ,ZMX 2V

While Earth had its primordial soup, the birth of Nibiru’s e Kišubbiš are more alike the species of Earth than
fauna was nourished by the very lifeblood of the station: other families, gaining sustenance by consuming and
electricity. Almost all lifeforms in Nibiru are bioelectric in transforming matter. From steel-devouring beasts to fun-
nature: their bodies work like a complex circuit—seizing gi eaters, they are hugely diverse—though their numbers
electric power, preserving it and using it to keep the spark are low, since for a long time they were exploited by the
of life from fading. e resulting ecosystem, divided industrial complex. Many organizations have dedicated
in four taxonomic orders, has stood the test of time as Kišubbiš care funds, and every cycle expeditions are sent
ickers come and go. For all of Nibiru’s cold, arti cial to keep tabs on Penumbra’s Kišubbiš fauna, measuring
trappings, the life it holds within is as unique as it gets. population growth regularly.
Life that is, at the end of the day, the one reason humanity
need not feel alone under the ceilings of Nibiru. e fourth and nal family is one shrouded in mystery,
with only a few individuals knowing of them. Only one
single Suttu species has been identi ed: a creature that
PM /W Z /IUQTQM nests within human bodies, and which develops a set of
e Lawû represent about 85% of the station’s fauna. nervous terminations that connect to its host’s brain, pro-
Members of this family present a nervous termination at ducing proteins that a ect the host’s behaviour, leading to
the start and the end of their biocircuits, and they usually abnormal growth of the amygdalae.
charge by plugging both terminations to a powerline.
Given the massive current of Nibiru’s main lines, some
Lawû species have developed resistance organs, allowing
them to regulate lines to be the right amperage for the Stories of Savagery
bulk of the herd. e Lawû are highly social—as well as e creatures of Nibiru we’ve included in this section are
being the only family containing domesticable species. not just some of the most iconic in the setting, but also
present great material for storytelling, with strong themes
e Kalmutu encompass a small variety of species that can enrich your narrative. Humanity’s encounter
that used to make home in vaults as central as Tyr and with the unknown: savagery and how it ows both ways,
Ur—today inhabited by people who mostly regard these revealing the most bestial part of our nature. When
creatures through folklore. Kalmutu tend to be parasitic planning a game centered around Nibiru’s wildlife, keeping
life forms, latching onto a host to zap away their energy. these ideas in mind will result in engaging, meaningful
During the Hunting Cycles, most of these species were adventures for you and your friends.
driven out of Antumbra in an attempt to make settling
possible. Today, Kalmutu are mostly found in Penumbra,
where they are regarded with great fear and respect.

150 Of Cracking skin & Shimmering Steel


ITM XIZS
A merchant asks, in return for the provided
goods, that you assist them in returning their lost
sparkling pet, last seen in the technician’s district.

An energy overload threatens to destroy a town’s


infraestructure—a large school of sparklings
might be used to regulate the spikes. But how to
get a hold of one?

XIZSTQVO
Nebu Akkilu
Few creatures are as common to the lands of the skyless Although they do not possess mouths or ears, these
world as the sparkling. e schools of cat-sized, bright- creatures have an extremely potent sense of touch. Like
eyed animals are a common sight across Nibiru, and all members of the Lawû family, they have two nervous
make up for one of the most successful species to ever terminations at the beginning and the end of their
live in the station. During the current icker, sparklings biocircuits, which are both located at the end of their
have had one of the largest demographic explosions ever long, beaver-like tail. Each termination ends in a sharp
witnessed—reaching almost every corner of the station. talon, which is used to cut through and plug into power
In the Core Sectors, the Arku have embraced their lines, closing their organic circuits and entering a state of
docile demeanor, making it customary to breed and semi-conscious slumber (the time when they are most
adopt sparkling litters. In Penumbra, however, where vulnerable). When plugging themselves, they can choose
power is a uctuating resource, these creatures are seen to close the circuit to charge or to conduct the power
more as a nuissance: a pest that should be eradicated, through their highly resistive skin—a stance that they use
lest they run the risk of su ering through deadly power to enable higher current lines to be consumed by the rest
shortages caused by the roaming schools of sparklings. of the school.

Adults can stay active for ten hours without the need
to recharge, and can shed away part of their reserves
via a quick discharge to scare o enemies (which is not
1DWL H 1DPH 1HE NNLO harmful, unless perpetrated by a big group of sparklings
)DPLO D simultaneously).
6 EVWH D FH 6 UFH S HU OL HV
FDOL DWL W PEUD 3H PEUD Action Types for sparklings include...
H WK FH WLPHWUHV For running, climbing and leaping: 5 Dice
:HL KW NLO V For ghting 1 Die

Of Cracking skin & Shimmering Steel 151


ITM XIZS
A strange disease is plagueing the local Akkilu
population, turning their skins black. You are
asked for help to track down, separate from the
pack, and capture a speciment to study.

An exiled ex-member of the Assyrian nobility,


who’s at the helm of a local scavenger band, has
been seen hunting lions for sport. You must stop
them to bring an end to the killings.

5QWV
akkilu
Since the dawn of humanity, lions have been looked at e Assyrian kings of old used to hunt lions as part of
with respect and reverence—walking representations of their coronation rituals. eir name is whispered to come
all that’s glorious, proud and free. Some of the cults of from a time before time, when the ancestors of earlier
dawn regard them as rulers over all other living things. ickers engraved on the walls of Nibiru their encounter
e Assyrian refer to the term “lionesque” as the ideal with these proud species—a token of the admiration and
of what a people should aspire to be like. Truth is, awe born of the meeting between humanity and the wild.
there’s more to the term—and the actual species—than
that. Relentless, merciless; that is all part of the lion’s Action Types for lions include:
nature as well. And surely, the same can be said of the For running: 5 Dice
aforementioned peoples. For ghting: 5 Dice

Lions lack the organs that other Lawu use to take energy
directly from Nibiru’s power lines. e Akkilu’s nervous
terminations, instead, are sensitive organs that can only
tolerate the amperage of other biocircuits. is is the 1DWL H 1DPH NNLO
main reason why lions hunt for prey, with their bodies )DPLO D
perfectly adapted for this lifestyle. ey can detect 6 EVWH D FH 6 UFH EL FLUF LWV
weakened energy signatures at great distances, chasing FDOL DWL PEUD
a er them to tire them before pouncing on them. Solitary H WK PHWUHV
lions will generally chase smaller prey, while packs have :HL KW NLO V
been seen preying on creatures as large as webworms.

152 Of Cracking skin & Shimmering Steel


TQKMZ ITM XIZS
A fortune hunter trove hires you to help them carry
karatu a valuable artefact across a scavenger-controlled
Slicers used to populate the water reservoirs of Nibiru waterway e only way of doing this stealthily
until the human push for control of water vaults drove with slicer-boats. It’s time put one together!
them out—mostly due to the way in which slicers feed
(that is, slicing through entire power lines and placing A crashed boat has cut the power of an Antumbran
themselves in the middle). is, coupled with the village. e only way to x it is to get a slicer to
powerful aislant properties of their skin, saw the slicer couple while the techs arrive. But where can you
population reduced to a tenth of their original number. get one?
Slicers have a very long life span (averaging 400 cycles).
ey usually stay in a single vault for most of their lives,
creeping up along the walls to grab onto the cables with
their long, sticky limbs. ey possess a big maw full of
sharp fangs akin to those found in webworms, which
allows them to cut throw the largest power lines to feed.
Although slow on land they are very fast underwater. 1DWL H 1DPH .DUDW
)DPLO D
While Umbra’s reservoirs are probably the least adecquate 6 EVWH D FH 6 UFH L K F G S HU OL HV
to harbour slicer populations, (due to the lack of high FDOL DWL 3H PEUD 8PEUD
power lines) the peoples that live there have managed H WK PHWUHV
to build an unlikely yet mutually bene cial relationship :HL KW NLO V
with these beasts. Underwater currents power up oating
batteries from which the slicers feed. Some breeders
employ slicers to nd power sources. Others (usually
shunned by the community) skin them and use them for
pro t. One of the strangest customs though, is the use of
slicer-driven boats to traverse the waterways of Umbra.
ese boats have a long pole with slicer bait at the end
(a device that simulates a high-power signature—which
the slicer chases religiously). A er the journey, Umbraic
sailors reward their slicers with highly-charged capacitors
known as “electricandy”. A shocking treat, indeed.

Action Types for slicers include:


For sliding on land: 1 Dice
For swimming: 5 Dice
For combat purposes: 2 Dice

Of Cracking skin & Shimmering Steel 153


9 T M QVO
sahatu 1DWL H 1DPH VDKDW
e farmlands of Nibiru are home to thousands of the )DPLO D
Antumbran creatures known as Pulsewings. ese light- 6 EVWH D FH 6 UFH S HU I L
weighted, hollow-boned members of the Lawu family FDOL DWL W PEUD 3H PEUD
glide over elds of fungi, secreeting an organic compound H WK PHWUH L VSD
that increases fungi conductivity, and then landing for :HL KW NLO V
a quick romp along their trail—static pulling the fungi
towards their bodies, allowing them to recharge.

Farmers have long since formed an unbreakable bond Pulsewings are delicate creatures, not only due to their
with Pulsewings; fungi enjoy an increased growth rate frame but also due to the particular way in which they
thanks to the active agents introduced by the creatures, absorb power. ough bespoke feeding contraptions
and some of the components of this organic compound exist, the longest-living pulsewings are those that are le
have added bene ts when consumed by humans. e free in the wild. Almost all farmers will keep a small barn
colours of any given Pulsewing mimic those of the type with a ock of Pulsewings at hand, which provide their
of fungi they usually feed o , helping them hide from owners with natural fertilizers to maintain their crops.
predators, but also enabling them to sense that particular
type of fugi from far away. is is a trait that has resulted Outside of the Antumbran farmlands, Pulsewings have
in them being used to nd food sources (as depicted in the been utilized for a while now to assist in settlement-
Assyrian fable, Sahātu’s Trail, in which a young girl avoids building e orts. ese operations will o en integrate a
starvation by following a curious, playful Pulsewing). ock of Pulsewings of several di erent colours, each
being attuned to the current of a speci c type of fungi
(thus making it so that an enterprise can target and search
for the food sources they are most interested in).
ITM XIZS
A pale white Pulsewing has been seen around the e compound secreeted by the sahātu produces an
area, the sign of a valuable white fungi cluster instant reaction right a er sprayed, which tinges fungi in
nearby. e PCs might be in for a treat if they can bright colours due to the increased static.
nd the animal and follow its trail!
Action Types for pulsewings include:
A roving predator has scared o a local farmer’s For gliding: 8 Dice
ock of Pulsewings. ey task you with retrieving For combat purposes: 1 Die
the creatures and driving o the predator.

154 Of Cracking skin & Shimmering Steel


ITM XIZS
A herd of ayyalu led by a black-feathered specimen
is wrecking havoc in the region. A reckless hunter
follows their trail—who will you assist?

A wealthy businessman wishes to enter the racing


business and hires you to catch the fastest ayyalu
in Penumbra. How will you tackle this challenge?

5MIXMZ 1DWL H 1DPH


)DPLO D
DO

ayyalu 6 EVWH D FH 6 UFH L K F G S HU OL HV


Sprinting along the main power lines of Nibiru, Leapers FDOL DWL D W PEUD SH PEUD
are one of the most revered creatures ever to roam H WK PHWUHV
the skyless world. Dressed in shimmering feathers— :HL KW NLO V
reminiscent of the Core’s very essence—leapers attest to
the pinnacle of biologic design in the station.
Assyrian legends tell that the rst Arku rode these beasts
eir bodies are covered in a thick drapery of along with the People’s Shephard into the great unknown.
electromagnetic feathers, which they use to interact with ese tales, preserved mostly in the carvings of the Wall
their metal-clad surroundings by shi ing their polarity of Memories, sowed humanity’s cultures with a great
to run faster, jump higher, etc. At the back of their heads, feeling of respect for the Ayyalu, forming a very close
two large horns protrude, serving as their main energy link between animals and humans. roughout time,
storage organs. Where tails should be found, a series of the Ayyalu have been bred as mounts, and domesticated
long tendrils allow them to plug into power sources in to nd power sources in far o places. Although their
order to charge. Like most of the Lawû, leapers are highly relationship with humanity has had several lows, they
social animals that travel in packs of 4 to 5 individuals. remain a symbol of power and pride in the eyes of most
Competition for power sources can be erce: a clash of people, as well as one of the most beautiful sights in the
thundering helms, most o en ending with the death of skyless world.
one of the contenders. Umbraic leapers are o en larger,
featuring dark blue colours, while those native to the Action Types for leapers include:
Core Sectors display oranges more prominently, and are For running: 9 Dice
of smaller size. For combat purposes: 5 Dice

Of Cracking skin & Shimmering Steel 155


MZXMV WN b ZM
iqnûušumgallu
Past colossal thunderclasps, roaring in between towering From time to time, a Serpent nds itself stranded, having
pillars bursting with energy and rising as far as the lost their way, and since time immemorial the peoples of
eye can see, the Serpents of Azure are one of the most Nibiru have made an e ort to help serpents back into the
mysterious, rare and impressive sights in Nibiru. ese Ring. is custom comes from the reverence paid to the
animals swim in the currents of electromagnetic power, Serpents of Azure, which nurtured the imagination and
their bodies gliding by the arcing lightning that populates folklore of many an ancient people—showing as a symbol
the very bowels of the skyless world. eir limbs act as of power across the eras.
superconductors, taking advantage of their habitat’s weak
arti cial gravity to soar and glide in spirals around the One of the most iconic myths of the Age of Silence taught
grand power generators found in the Core’s immediacies. that the Core itself was an immense entanglement of
Serpents of Azure, some of which managed to escape
Serpents’ lives are mostly spent in the Ring, riding along into the tunnels of the station. is kind of myth would
the energy ripples that drive each cycle to gather enough probably fuel the idea that Serpents had to be rescued,
energy for an exploratory romp along the main power helping them nd a way back into the heart of Nibiru, so
lines of the station—all to nd a partner. A er that, they that light would keep shining down on the Umbras.
will follow their senses towards particularly high-power
sources, such as life-support feeds, generators, and even
the gigantic nodes that retransmit the energy from the
Core itself, to partake in their mating rituals. From time
to time, these may cause ickers in the energy distribution
system—thus the reason why intermitence is o referred
to as “snake play”.

1DWL H 1DPH LT y P DOO


)DPLO D
6 EVWH D FH 6 UFH & UH FHOOV
FDOL DWL WKH F UH
H WK PHWUHV
:HL KW W HV

156 Of Cracking skin & Shimmering Steel


is prevalence of the serpent’s image in people’s collective
imagination probably fuelled the rumours about the
Penumbraic town of Kirkuk, which is said to be powered
by a sleeping serpent that the townsfolk feed and care
for, once again echoing the myth of the entanglement.
Without a doubt, Serpents of Azure play a central role in
the beliefs of humanity during both current and ancient
times, and will most likely continue to inspire stories for
thousands of cycles and beyond.

Action Types for serpents include:


For gliding and creeping: 11 Dice
For ghting: 12 Dice

ITM XIZS
At the service tunnels of Antumbra, the PCs nd
a stranded Serpent. It seems to have a tracker
attached, signalling that a group of hunters are
chasing a er it. What will you do?

A scientist o ers the group an opportunity to help


them travel to the Ring in search of a Serpent they
can study. How will they accomplish this?

Of Cracking skin & Shimmering Steel 157


MJ WZU
dalqu
During the long lost nights of the primordial cycles,
when the imaginations of humanity fed from the ever-
present fear of the unknown, not many things out there
fuelled the Arku’s nightmares more than the Dalqu—the
ITM XIZS
Upon entering the Umbraic vault to deliver a
creatures commonly known as “webworms”.
package, the PCs nd themselves surrounded by a
maze of web. What happened here? Where is the
e Dalqu—meaning “primordial fear” in the oldest
recipient? And how are they supposed to get out?
tongues of Nibiru—are a great species of Kišubbiš that
have coexisted with humanity since time immemorial.
A crew hires the PCs to escort a HAULER AI and
ey are witty, patient hunters capable of spinning a
the 10 dalqu embryos it carries to a farm complex
thick, conductive web that is used to capture prey. eir
in the Core Sectors. e larvaes’ mother has other
web is spun across miles-long tunnel networks, always
plans though...
converging in a ey usually nest, alone, around a
su ciently big power generator—the point of origin of
their web-networks. ey then proceed to weave across
the area (generally spanning several hundred metres of
labyrinthine tunnels). In present day, bio-historians have been able to
reconstruct the image of webworms in antiquity—based
Webworms may not possess eyes, but they do have o of carvings, as well as recordings of humanity’s rst
an extremely sensitive sense of touch, which they use forays into the Dalqus’ hunting grounds. e reverence
to detect vibrations in their web networks. When this with which they were then seen contrasts with the reality
happens, they turn and plug their web to the power of the now; webworms are bred en-masse, and stored
source, sending a wave of electricity that shocks their in specially-designed dungeons that stimulate them to
prey. With their catch under shock, they move in for the produce abnormal amounts of web. From the thousand
kill and swallow their victim whole, slowly digesting it specimens inhabiting the giantic factories of the Hive,
over the course of weeks. is usually results in worms in Sippar, to mud-tunneled webfarms in the far reaches
overbloating, with the most successful hunting periods of Umbra, the industrial complex has transformed web
resulting in an increase of up to 200% of their body mass. into clothes, cables, utensils, paper and a myriad di erent
products that are part of everyday life.
eir great sense of touch also determines their preferred
locations for hunting; webworms are known to seek Although some wild webworms still remain, the lower
power sources that are close to air lines and vents, given availability of high power sources threaten their habitats,
that they can use the air current uctuations to better which has led to the phenomenon known as bound-
sense their surroundings. ey have even been seen towns. ese are villages whose power sources have been
piercing through air ducts to divert the air ow, shaping in ltrated by webworms, o en pushing their peoples to
the way in which air circulates through their nests by band together in militias to expell the hungry creatures.
using their powerful maws.
Action Types for webworms include:
For chasing prey: 5 Dice
For combat purposes: 12 Dice

1DWL H 1DPH DOT


)DPLO .LV EELV
6 EVWH D FH 6 UFH 0HDW
FDOL DWL D W PEUD SH PEUD
H WK W PHWUHV
HL KW W HV

158 Of Cracking skin & Shimmering Steel


6MZUIQL ITM XIZS
A mermaid specimen made its way into the sweage
kuliltu of the city’s lower district. Soon, service personnel
In the far ung Umbraic reservoirs, the aquatic parasites starts disappearing—there’s no choice but to send
known as Mermaids stalk their prey. Mermaids have an someone brave enough to retrieve the specimen.
arsenal of tools at their disposal that makes them the terror
of shing hamlets and water towns across the Flooded An Umbraic waterway patrol has disappeared in a
Countries. ose who happen to fall into mermaid- mermaid-infested zone during a mission, and one
infested waters are in for a treat: First, the animal injects of its tripulants had something the PCs required.
its victim with a powerful toxin, as it closes its metre-long
jaws on its prey’s legs. A long tendril protrudes from the
creature’s head, full of needle-sharp nervous terminations,
which aligns and sinks into the victim’s spine. At its
end, a highly exible, bio-luminescent “collar” twirls in
murderous anticipation, enveloping the victim’s neck.

1DWL H 1DPH . OLOW


)DPLO .DOP W
6 EVWH D FH 6 UFH LPDOV
FDOL DWL PEUD
H WK PHWHUV
:HL KW NLO V LFWLPOHVV

e mermaid’s toxin delays rigor mortis, enabling the


animal to shoot electric pulses to the limbs of its prey,
triggering its re exes. Mermaids will then swim to the
surface and use this trick to lure people into helping the
seemingly living corpse. A school of mermaids needs
only a few compassionate souls to jump on a rescue boat
and into their dooms if they wish to feast—as they are
perfectly capable of turning over a small ra when hunting
in groups. Lone individuals usually retort to waiting in
the edges of lakes and lagoons, wrapping around feet and
pulling careless victims into the black.

Mermaids communicate through the lighting patterns


produced by their collars. When wrapped around the
necks of their prey, they paint an eerie image akin to that
of the noble lineages of yesteryear. Dead, yet beautiful.

Action Types for mermaids include:


For swimming: 6 Dice
For their toxin’s potency: 5 Dice

160 Of Cracking skin & Shimmering Steel


PWKS IQT
birqammar
Shocktails are creatures that live in permant symbiosis e worms of Erra are parasitic creatures from the long-
with the invertebrate worms of Erra, which have two dead vaults of Erra—a cluster of emptied reservoirs that
terminations in their extremes (one that attaches itself were abandoned as fast as they were found. ey grow
to the shocktail’s rear, and another that is le open. e inside a host and, a er its death, they seek the light
worm of Erra feeds from the shocktail’s nutrients, and and attune to their host’s electric current (which also
the shocktail uses the worm’s body, their electric ow and determines the type of creatures their symbiote will
their likeness to cables to hunt. Shocktails usually roam hunt). ough in most cases the infected animals were
the power lines of Antumbra, squeezing their bodies into sparklings and other small Lawû, some worms of Erra
the clumps of cables and letting the worm’s body hang have been found in humans—a dread occurence which
loose. Bypassing creatures that touch the cable or try to almost always translates in a human-hunting shocktail
feed from it are suddenly wrapped in the worm’s embrace, infestation widely known as Birqammaria.
with the shocktail quickly curling to sink its razor sharp
teeth in the victim’s neck. Shocklings will generally hunt Action Types for shocktails include:
alone or in pairs—the worms of which are coupled to For running, climbing and leaping: 5 Dice
create a longer, dangling imitation of a cable. For combat purposes: 1 Die
For combat purposes (when wrapped): 5 Dice

ITM XIZS
1DWL H 1DPH ELUTDPPDU One of the town’s ruling council members has
)DPLO NDOP W found their child dead while holding a worm
6 EVWH D FH 6 UFH PHDW of Erra. It’s your job to go to the manse and rid
FDOL DWL D W PEUD 3H PEUD them of the shocktail infestation.
H WK FH WLPHWUHV KH SDLUHG
:HL KW NLO V e city slums are teeming with worms. Now,
hundreds of shocktails have been seen running
to the lower levels. e PCs need to nd the
source of the pest to prevent Birqammaria.

Of Cracking skin & Shimmering Steel 161


IXX
asappu
Life in the Umbra—the true Umbra—is barely known
to the humans of Nibiru. Although manned expeditions ITM XIZS
have helped not just to record but also capture and He asks you for help to retrieve his sister. Little
study specimens of previously undiscovered species, do you know that she is host to an Asappu, being
the fact remains that the creatures of the Darkness will transported into a scienti c facility. in ltrating
remain largely a mystery for the time being. Although might not be the hardest part of this job...
many of these creatures feature designs that challenge all
preconception of life in the skyless world, none of them A herd of Asappu are seen roaming the town’s
do so like the Asappu: the Leviathan’s Touch. immediacies. A live specimen is caught, and the
town’s administration calls for a hunt. Which
e Asappu are symbiotic creatures, which have kept side will you take?
them classi ed as members of the Lawu family instead
of the Kalmutu. ey survive by establishing a mutually
bene cial relationship with an individual of a di erent
species. Although they’ve been seen inhabiting the body
e head section of the Asappu encloses the host’s head
of non-humans, it is within us that they tend to make a
within a protective exoskeleton, which integrates the
home. is results in an exchange that makes it so that
creature’s senses with those of its host. is helps them
the human host sees a drastic decrease in brain activity,
with nding food in the vast darkness of the Umbra. Twin
as a big part of our bodies’ electric current is transferred
antennae protrude from a cavity that harbours an organ
to the Asappu. In return, the Leviathan’s Touch employs
akin to that of the Vagabonds of the Wild, which allows
an arsenal of organic compounds that serves to enable
for synaptic interaction with the Leviathan.
human life in the Umbra.

With high enough pressure, the air within our organs


compresses with o en deadly results, as the structure of 5WZM Q M
our tissue fails to cope with it. is is counteracted by
the Asappu, which injects a proteic coctail that contains,
UJZIQK /WTS ITM
among many di erent compounds, a he y amount An old tale from the Umbras, the Garden of Solitude,
of myoglobine (a protein used to store oxygen). is is centered around a farmer by the name of Io who
protein is stored in pockets close to the spinal section of lives far into the from the rest of the world. e tale,
the Asappu, right below the host’s skin. In the long run, which deals with the dangers of isolation on the
the Asappu’s protein shake molds the host’s heart and one hand, but also with the idea that a hermit’s life
lungs thanks to elastic bers and elastin, increasing the is an opportunity for self-search, sees the character
exibility of tissue permanently. of Io becoming friends with a strange, animal-like
creature from the Umbras, called Aurya. e Garden
For scientists, the initial functionality of the Asappu’s of Solitude is generally represented in a theatrical
protein exchange is pretty standard for symbiotic play form, with the character of Aurya shown as
species—what is ba ing is the purpose of the more lasting a naked human with a bizarre, ostentous piece of
changes, and the fact that the Asappu leaves the host’s headwear.
body (shedding part of it’s own native structure) when
these permanent changes are established. e shedding of Although the shape changes depending on the
the Asappu’s spinal section signals a truly puzzling nale director’s interpretation (which generally poses
to the metamorphosys—and has led some to believe that Aurya as a representation of Io’s changing sense of
Asappu’s do not just attach themselves to a human host self), the similarities between this character and the
to survive, but ultimately they do it to see their hosts vision of an Asappu/human communion suggest
changed. ere’s been only one registered capture of an that the folktale’s original author might have seen
independent host, which seemed to have improved brain one such creature in their lifetime, which could have
functionality compared to other hosts. e results of its served as an inspiration for the story.
study, however, remain a secret to this day.

162 Of Cracking skin & Shimmering Steel


1DWL H 1DPH DVDSS
)DPLO D
6 EVWH D FH 6 UFH HOHFWULFLW
FDOL DWL PEUD
H WK PHWUH
:HL KW NLO V

Of Cracking skin & Shimmering Steel 163


PMMX
arru
Bar the dead idols and gureheads of myth, it is said During the darkest cycles, Penumbran sheep might see
that in the beginning, sheep were commonly praised by their patches die out, which will lead them to seek fungi
humanity (and universally so). Naturally, with time the growths across the station’s environs. In the opposite
image of cattle and herder became an almost in nite case, when sheep experience an overgrowth of fungi that
source for analogy—outliving most of those myths and expands to parts of their body they cannot reach, they
legends—and still present today as part of the landscapes tend to be helped by pulsewings—a symbiothic relation
of the skyless world. that sees sheep letting pulsewings use the wool to charge
up, while they bite out the overgrowth. Antumbran
shepherds work in cluttered dependencies, raising sheep
in secluded facilities. In contrast, Penumbraic herders use
the techniques of old, traversing through vast regions to
1DWL H 1DPH DUU feed their sheep and keep them healthy. No wonder why,
)DPLO NLV EELV as it’s widely known, Penumbraic cattle produce is much
6 EVWH D FH 6 UFH I L more valued than its Core Sectors counterpart.
FDOL DWL PEUD
H WK PHWUHV Action Types for sheep include:
:HL KW NLO V For running: 2 Dice
For combat purposes: 2 Dice

Sheep feed o of fungi cultivated on their own wool- ITM XIZS


covered bodies. eir wool has highly conductive ere’ve been sightings of a shepherd herd-
properties, generating static and combining with their
ing cattle carrying Damsel’s Whisper on their
humid skin to create the perfect environment for fungi to
backs. A price is put on their head. Will the PCs
proliferate. Most sheep grow red and blue fungi, though
go a er it? What will become of the herd?
some have been known to harbour azure fungi as well.
Young cattle are usually assisted by their mothers when A far of town has sent an assistance request
growing their rst patches, which they’ll tend to for most
via a Waywatcher AI. Soon, the local coun-
of their lives.
cil searches for an escort to take a sheep herd
there, to supply food. Will the PCs assist them?

164 Of Cracking skin & Shimmering Steel


/TWZI

Flora in all its varieties is an essential part of Nibiru’s e Hanging Gardens are located in the midst of the
landscape. It is the main enabler of animal life in the Torus, with its currents owing across the cultivated
station, responsible for producing considerable amounts labyrinth, pushing the strange cra s utilized by the
of oxygen, as well as being the most important source of Verdant Coven—the Garden’s protectors. In the central
substenance for humanity. Still, ora is vastly di erent part of the Garden, carved within the interior of one of
here than on Earth. In Nibiru, fungi is king; a myriad the massive hanging rocks, the Verdant Coven’s outpost
di erent species spread across all corners of the station of Abni serves as a place of rest, habitation and watch,
in a polichromatic, eerie tapestry of otherworldly built not too long ago with the help of the governments
lifeforms. For humanity, fungi is as essential as it could of Karik’s Crescent.
get, an almost omnipresent element in not just their diet,
but also in almost all the products they consume—from
circuits to furniture, from adhesives to fuel. The Verdant Coven
Founded by a conglomerate of institutions from the city
Although plant life exists in the station, it’s quite rare of Tarsus, the Verdant Coven strived to protect the air
in comparison to fungi. ere exist some varieties, like quality of their city-state for dozens of cycles before setting
the Guiding Light and the Akkadian Gardener, which their eyes on the Hanging Gardens. A groundbreaking
are common sight in the Antumbran regions. However, treatise between Enki’s Covenant and a group of powerful
the grand majority of known plant life comes from the benefactors allowed the Coven to establish themselves
Penumbraic border, specially along the immediacies permanently in the area, with Covenant personnel being
of the Torus. ere, the conditions are ideal for the granted ocassional access rights to study the plant life
proliferation of vegetation, and the locals are known for found in the Gardens.
the great amount of care they give to it.

PM WZTLp 5 VO / VOQ
e Torus might be the system which allows for air and Any seasoned traveler of the Umbras will tell you how
oxygen to circulate across the station, but it is at the to di erentiate between grey fungi and white fungi. Any
Hanging Gardens (and all its sister facilities) that the Antumbran kid will be able to recitate the Naphar Mursi,
hundreds of thousands of gallons of air get processed, the compendium of 105 basic fungi species that serve as
oxygenated and ltered back into the veins of the Skyless one of the foundations of human society. As a newcomer
World. is is locale makes for one of Nibiru’s most to the world of Nibiru, then, you are bound to nd the
impressive sights; a collection of hanging rocks, draped following list of fungi quite useful...
in green, blue and red,, stretching as far as the eye can see.

Of Cracking skin & Shimmering Steel 165


Red Fungi Black Fungi
Red fungi are some of the most commonly found fungi Used as an ingredient in a myriad of di erent compounds,
on Nibiru, growing in humid, hot places surfaces. e the black species of fungi are harvested mainly in the Ring,
Antumbran farmers use “Red Plaques” (a series of metal past the gates of Ashur and in the trail that leads to the
boards, constantly sprayed with water, where seeds are Core. ese fungi are hard to harvest, due to them being
laid to grow). Red fungi reproduce very rapidly, which generally engulfed in ames. Black fungi are covered in a
makes them ideal to feed large settlements. particular mucous compound that absorbs heat to make
the fungi grow. It is used in conjunction with white fungi
to produce Krajj, a tobacco-like paste that is very popular
among travelers due to it’s properties.

Green Fungi
Green fungi are found in decaying structures, feeding o
of oxygen deposits in rusty compounds. eir appearance
generally signals structural damage, and though in many
ocassions this means bad news, people still tend to take Brown Fungi
advantage and harvest them due to their high nutritional is parasytic species of fungi, inked in a pale brown
value. ey are quite hard to grow, but those that manage shade, feeds o of bio-electric creatures by attaching itself
to do so enjoy great returns in exchange for their produce. to hard-to-reach places. ere, it digs into the host’s skin
and secretes an irritating compound, which makes it so
that the creature instinctively expels electricity as if it was
prompted to defend itself. Brown fungi are coveted for
their exquisite taste, though the dire circumstances needed
for its proliferation have made its widespread production a
subject of debate.
Blue Fungi
e bio-electric varieties of fungi are generally of blue
colour, and along with red fungi they form the basis of
many a people’s diet. While most of these are grown in big
farms in Karik’s Crescent, some of the newest residential
developments in the Core Sectors feature their own small ITM XIZS
fungi lines (long cables utilized to grown and harvest blue A black fungi farmer acquires his last missing piece
fungi), giving everyone the possibility of growing their own of equipment. However, they have no cresources, and
food at home. require help getting to the Blazing Halls. e PCs
accompany them—a dangerous quest, yes, which might
result in a a worthwhile investment!

A Penumbraic oupost recovers the bodies of a mercenary


group, seemingly taken down by darts carrying the
essence of Damsel’s Whisper. e PCs are o ered a risky
White Fungi job trying to locate the fungi plantation.
Grown in the darkest regions of Penumbra, white fungi are
a special breed that is usually seen with cautious eyes. e e PCs are prompted to acquire and sell brown fungi.
more greyish variants cause hallucinations in those who However, a er nding out that there is no one selling
consume them, and the one called Damsel’s Whisper packs these, they realize that they will need to prep up and go
an extraordinary neurotoxin that can kill an adult human out for a hunt.
in minutes. is is the reason why people who grow white
fungi require a special license, and then again they are
only allowed to grow speci c, grey-coloured varieties.

166 Of Cracking skin & Shimmering Steel


PM MMT 4QV

In a relentless march, from the places where humanity is pattern was baptized as the Triarchic Order,
will never tread, to the vast expanses of the Umbras, the given its basis on the number three, and the triangular
Steel Kin—the AIs of Nibiru—roam the skyless world. shape that molds the streets and buildings of Nineveh.
ey arrive at the edge of humanity’s sphere of knowledge Not too long a er Qopesh’s discovery, a group of young
and pose questions: where do they come from? And students from the School of Memphis made the next step
above all else; what is their true purpose? in understanding the code.

Although the encounter with EUROPA’s surrogates was As they analysed recordings of the Treatise on the
not the rst time humanity interacted with AI, it did Triarchic Order, they had the brilliant idea of running a
mark the moment in which people realized the true home-made decoding routine modeled a er the Triarchic
potential of the almighty AI core. ese objects, which Order on an AI core. eir computers soon received a
were always considered as inscrutable in design as useless response from within the core, prompting a series of
in practicity, were the pieces of engineering genius that calculations contained in an extremely complex equation.
made the automatons from Nineveh move and talk— ey sneaked at sleep time into the schools computation
just like people did. is big reveal didn’t make matters pavilion and loaded their les to the network, hoping
simpler, but it did gave the search for knowledge a to utilize the school’s processing power to solve the
practical purpose: To create the ultimate tool, which equation. e pavilion worked for many hours and, upon
would take humanity to the next stage. waking up, the students found themselves surrounded
by the school authorities, which were nowhere near
as angry as they were ba ed to nd the secret code
; TM N PZMM to understanding AIs cracked open before them.
e aperture of Nineveh to trade and cooperate with the
rest of the world gave way to a wondrous discovery. It was
is strike of luck was, however, just the beginning. With
during the rst cycles a er the aperture that Qopesh, a
each generation, the Triarchic Riddle was revealed to
mathematician of renown, found a relation between the
become more and more complex the more pieces of code
architectural patterns of Nineveh and the inner structures
you unlocked. At the 4% progress mark, an entire cycle
of the common AI Core. Essentially, the one free AI of
with the full electric output of a Class A vault was required
Nibiru (EUROPA) had drawn inspiration from its own
to solve the calculations that would unlock more pieces of
neural structure, pouring its secret geometries into the
the code. By this point, industrialists already had enough
design of the city.
knowledge of the arti cial brain to program simple tasks
and, a er the fourth leap, research projects were shut
down to make way for more rewarding ventures.

Of Cracking skin & Shimmering Steel 167


7KH )LUVW H HUDWL WUI WV QV 9TIa
ere are two main elements that lie at the heart of AI’s
e rst generation of automatons was mainly behaviour in Nibiru: the Native Code (which holds
composed of experimental models. eir development the true potential of arti cial intelligence, as well as the
was more an arms race than anything else, and the Native Directives that form an AI’s natural purpose)
public only got to see automatons during the Riddlers’ and the Riddler Code, or Human-Made Code (which
Summit, an annual event where the Antumbran is written in the unlocked compartments of the AI Core
Tallaktu voted on the best new models, later acquiring with automation in mind—not intelligent thought).
these from the makers in exchange for statal credits.
is is an important di erence to point out: the terms
“AI” and “Automaton” are, technically, (despite what
7KH 6HF G H HUDWL uninformed people might think) not interchangeable.
e machines built by Riddlers are not supposed to think
e murder of Sipparah—an Archaean Silu—at the like humans: e AI Core is, for them, just a powerful
hands of an automaton sparked controversy. e processor they can take advantage of. is is one of the
Riddlers’ Summit was suspended until the main players reasons why Native Code and Riddler Code con ict;
in the industry managed to solve the next step of the Native Code is designed to codify life. Riddler Code is
Riddle. Charchemish funded the venture and, three something di erent. Imagine having most of your brain
cycles a er, the decodi cation of the AI core reached shutdown, with a small part le functional, and strapped
a glorious 2% before nding the next block. e old onto a protocol machine that has you stamp papers for
automatons were decommissioned and the “Second 24 hours a day? at is the goal of automation, and the
Gen” was born, with expanded behavioural code and reason why—eventually—all automatons go haywire.
safeguard measures against what was soon to be known
as the Rogue A iction.
9ZQUM -QZMK Q M
ere are di erent types of AI’s in Nibiru, and the main
7KH 7KLUG H HUDWL di erence between these types is not just the code that
reigns over them, but the purpose of that code. is is an
Once more, a catastrophe involving the Rogue A iction AI’s most important directive; its raison d’être, known as
looms over Antumbra. is time, however, it involved the Prime Directive.
the failure of an entire shipment of automatons from
Nimrod, which wreaked havoc over the settlement of e rst type, Automatons, are those that have a dormant
Punt. A er that, the then defunct Riddlers’ Summit Native Code and that are controlled by Riddler Code—
is once again called with the sole purpose of regulat- designed to serve humanity, with an arti cially implanted
ing automaton trade. A research program is created, Prime Directive that is designed to safeguard human life.
along with new regulations as well as the Rust Hunting
Guidelines. Scientists agree that a new jump in tech is e second type, Rogue AIs, are those that were once
required via the Triarchic Riddle, which ends up being populated by Riddler Code, and have since decayed due
nanced by Nimrod. to the rogue a iction. An interesting theory states that
the rogue a iction is a consequence of the human-made
Prime Directive con icting with the AI core’s native
7KH I UWK H HUDWL Prime Directive—which cleanses part of the AI’s Riddler
and Native code, leaving something in the spaces between;
e fourth iteration of the Triarchic Riddle
an anomaly.
decodi cation brings forth automation as we know
it today. ese machines are utilised in almost every
e third and last type, Harbingers, are a rare breed of
industrial sector, and one in three people owns one.
AIs (which hold near-mythic status), solely driven by
From the smaller Skitterbot AIs to the massive Hauler
their Native Code. eir code is unknown, as is the state
AIs, automatons of many di erent kinds nd a place
of their Prime Directives.
in settlements of the Core Sectors, all the way to the
fringes of Umbra. Finding new AI cores, however, has
become very hard (given that they are a non-renewable
resource), and although the last leap in technology
made Riddler code more reliable, the threat of Rogue
AIs still looms—keeping the Rust Hunters busy.

168 Of Cracking skin & Shimmering Steel


MZ QKM 2
ekallu
When the rst forays into the world of AI manufacture
were launched, the wealthy risk-takers and all the tech-
savy corporate sharks jumped at the opportunity to invest
in it. Concessions were made, and many of these rich
individuals got to make requests regarding the type of
AI that would be produced. Most agreed that a personal
assistance AI would be bene tial to them—an automated
solution to the problems of daily life.

Although the First Gen models of Service AI were


considered novel art pieces, made of expensive materials
and clad in luxurious clothes, their code was as rough as
it could get. Prone to malfunction, many of these models
were quickly shi ed to simpler, more economic variants
that tended to more speci c tasks. Turns out—as part
of the disgruntled group of investors and entrepeneurs
would soon nd out—that personal service was probably
one of the most complex occupations they could have
thought of.

It wouldn’t be until the ird Generation that Service AIs


would rise up to popularity again, and with the advent of
BrainSwap technologies the market for these automatons
would regain momentum. In the present day, almost a
third of all households in Antumbra have a registered
Service. ey come in a wide array of designs, generally
sporting the colors and symbols of their owners’ family.

In some industrial sectors, these AIs have replaced human


labour—performing tasks usually carried out by people.
is has prompted backlash from guilds across Nibiru,
stating that Service AIs do not respond to a signi cant
market need and are more a result of outdated business
practices, cooked up by wretched individuals for the sole
purpose of showing o wealth.

ITM XIZS
A humanitarian organisation is ghting for
the right to access Service AI records of public
o enders to shed light on criminal cases. e group
volunteers to help, but realises that some owners
are not actually in a criminal record. What is,
then, the organisation’s motivation?

In a far-o town, a man marries his Service AI. e


community sets out to shun him publicly—calling
for his exile and, in some cases, for his execution.
Who do you stand to back? What will you do?

Of Cracking skin & Shimmering Steel 169


/Q MZ 2
badqu
Human history in Nibiru is plagued with records of tragic
disasters; towns gone dark a er their connection to the
Core became accidentaly severed, regions ooded by
broken-down reservoirs, regions literally melt down a er
the overheating of a particular node. Even when tackling Most new settlements have it in good authority that
the smaller, cyclical issues that can a ect settlements and the purchase of a Fixer AI is one of the best starting
city-states, humans have always had a hard time dealing investments. When contracted, manufacturers will look
with the inner workings of the station to ensure the world at the settlement’s location, its conditions and the most
would operate as intended. common issues they face, and develop a model with the
right hardware in place as well as an appropriate set of
Enter Fixer AIs, the robot technicians of human protocols to operate with.
society. Fixers were an early development in humanity’s
exploration of AI, designed more as automated toolboxes
rather than intelligent problem solvers. ey exist to get to
where technicians can’t go, and operate under conditions ITM XIZS
humanity cannot tolerate. An amphibian Fixer AI, which was dispatched to
regulate the water circulation of a oating town, has
e most simple of Fixers are generally utilized in the been lost. e community asks for the group to set
Core Sectors, where quali ed technicians are more out in an underwater expedition to retrieve it.
readily available. In Penumbra, however, you can nd
more complex variants, which act either as protocol e group investigates a murder perpetrated via
automatons (helping villages and communities organize a Fixer AI inside a building in construction. e
in order to tackle speci c issues) or outright using a employed builders blame the AI’s code while the
variety of straightforward but powerful tools to solve contractor blames the builders. Who did it, and why?
common technical problems.

170 Of Cracking skin & Shimmering Steel


Ia I KPMZ 2
dagilu
Just as their ancestors did at the dawn of the ird Flicker, AIs have been purchased by far-o settlements to aid
the colonizers of Penumbra had the intimidating task travelers and merchants that visit the immediacies of
of facing, alone, an unknown expanse—where danger these settlements. e in-built decomposition codes
and calamity could make an appearance at the turn of included in most Waywatchers makes it so that,
every corner. e settlement e orts were sustained by although these AIs posess shorter lifespans than others,
long supply lines, the defense of which depended on the they can execute what is called a “self-immolation
Waywatchers’ Consortium: a large company founded by routine” in which they overcharge their core to its
ex-soldiers—dedicated to providing security solutions literal melting point.
throughout Penumbra.

As part of their arsenal of tools, the Consortium


commissioned the design of an AI model dedicated ITM XIZS
to providing backup to communities across the Outer e remnants of a ravaged caravan are found
Reaches, capable of functioning as a signal boost device, along a major hallway in Penumbra. Tracking
an assistant for rescue & retrieval missions, an exploration down the local Waywatcher might shed light on
and recon tool, etc. what happened—that is, unless the perpetrators
nd it rst.
Although the Penumbraic regions to which humanity
rst arrived are now thoroughly settled (and do not A er the ood isolated several vaults, their location
employ Waywatcher eets) the rest of Penumbra makes could only be tracked via a local Waywatcher. If
ample use of them. ese AIs are designed to function the PCs are to reach the drowned towns, they’ll
within one single domain’s network, only answering to need to rig it to work underwater.
settlers from that domain. us, individual Waywatcher

Of Cracking skin & Shimmering Steel 171


ITM XIZS
SQ MZJW 2 A Covenant nexus is operating around the region,
and soon the PCs notice the presence of a skitterbot
ettutu spying on them, which will then run away with
Conceived in the School of Memphis as a multi-task compromising recordings. Better catch it!
platform that would serve as an everyday companion,
Skitterbots slowly but surely made their way into almost e PCs are contacted with a request to use a
every Ummânu home in Antumbra. ey were rst swarm of Skitterbots to free a fellow Vagabond
designed as a prototype to experiment with wireless from a local underground facility under the control
automation, a Generation 4 technology that allows the AI of Enki’s Covenant.
Core to act as a swarm mind.

Skitterbot AIs have their Core stored in a portable


central, used to setup the behaviour of a swarm of small
mobile platforms of the size of tennis balls called “limbs”.
Limbs have great versatiliy. A single limb might be able
to read your messages, make calls, store small objects,
and perform cleaning duties, while a group of them can
be used to render video in 3D, cordon o a perimeter,
perform CPR, and a myriad other functions.

For most AIs, independent Riddlers are forbidden from


creating new code (because of the security risk that would
come from a potential breach of the anti-rogue protocols).
However, because the AI Core is detached from the
Skitterbots themselves (and the Skitterbots’ code can
only take comands from the AI Core), developers have
been given free reign to produce applications and extra
functions for the Skitterbots.

Even with that, Skitterbot code can and has been used in
hazardous ways (reason why high pro le buildings and
government complexes usually ask for skitterbots to be
le outside). Skitterbots have been employed in covert
attacks, to smuggle illegal compounds and chemicals,
and even in assassination—which goes to show why some
people are quite wary of them.

Potential Unleashed
e versatility granted to Skitterbot AI users by the open
code meant that the tool’s full potential would take little
time to be realized. Just a couple lapses a er the Riddlers’
Summit approved the clause for free usage, a group of
creatives cra ed and employed an application to have the
Skitterbots carrying and utilizing spray paint, with which
they painted the entire RC Courtyard (where the Summit
was held), resulting in an amazing work of street art that
brought colour and imaginative design to the building.

172 Of Cracking skin & Shimmering Steel


6W ZVMZ 2
karru
If you were to visit the black, arching halways of the
wandering necropolis of Nergal, one of the rst things
you’d notice is the absence of sound. It is said that silence
is an important factor when growing paleweed—the
original produce of the Covenant’s traveling tomb.

Mourner AIs are the main reason why such a machine can
be kept running in almost absolute silence. e ominous
automatons that tend to Nergal’s needs are some of the
strangest creations conceived by humanity. Most of their
protocols are concerned with operation and maintenance
of Nergal’s inner workings, as well as cleaning to keep
their house in pristine conditions.

However, Mourners are mostly known for their work in


Nergal’s Festival. As the wandering necropolis makes its
way along the Torus, it stops at every town—deploying
a grand fair dedicated to death and rebirth. People can
deliver their deceased to Nergal’s festival, where their
bodies are given in exchange for a portion of Nergal’s
harvest of paleweed. is transaction has a ritual avor to
it; the dead allowing the continuation of life thanks to the
plant’s healing properties.

When the festival arrives, families gather at Nergal’s gates


to request a visit. Within a few hours a Mourner arrives
at their door, greeting them with the characteristic “I’m
sorry for your loss”. While Mourners are always expected
to carry the bodies of the deceased back to Nergal, they
also provide counseling and comfort to those who have
harder times saying their last goodbye.

ITM XIZS
A family is split between giving away their
matriarch’s body or burning her as per their old
traditions. One side of the family makes the rst
move by calling the Mourners. Who will you help?
How will you stay out of the Covenant’s sight?

A rogue Mourner is lost out there, taking away


people before their time. Find it, and deliver it back
to claim a he y reward—while being careful not to
attract the Covenant’s nexi.

Of Cracking skin & Shimmering Steel 173


ZKPQ MZ 2
gerginakku
One of the rst ideas for the usage of AIs was to collect
and store information about the history of each city-state.
Archiver AIs were the solution to this problem; walking ITM XIZS
libraries that travelled far and wide, loaded with questions An unfair accusation against the PCs has been
and programmed to seek for answers. Although the stored in the local Archiver AI, the records of which
oldest models were indeed created for that purpose, in are always held as true. e PCs are tasked with
no time they became much more than that. e towering deleting that record.
visage of EUROPA’s messenger, which le many a city-
state awestruck, inspired the Antumbran rulers to make e PCs nd information and records revealing
Archivers into symbols of national pride: steel-clad the existence of a Lightbringer cell in the region.
ambassadors that were to be cared for and respected as a Logging this in the local Archiver would help them
national treasure. get support from the authorities.

From the sprawling metropoli of the Core Sectors to far-


ung villages and hamlets under the shadow of the world, Archivers hold, by today’s standards, an amazing array
people gathered to print their identities on the metal of legal exceptions when it comes to interstatal law.
carcasses of the newly built Archivers. Many human Not only is considered an act of war to tamper with a
groups accompanied their cities’ AI in their rst journey foreign Archiver AI, but also denial of entry (which has
into the black, carving rituals out of their escort duties. happened a few times in history) is widely seen as an act
Younglings stepping into adulthood are expected to of aggression. Even when two city-states nd themselves
accompany their town’s Archiver during the rst part of entangled in armed con ict, an enemy Archiver AI is
it’s trip as a rite of passing, and the return of an Archiver supposed to be treated with respect (the destruction of it
to their homeland became motive for grand celebrations considered a grave war crime).
and festivities.
e newest Archiver AIs are still as expensive a piece of
e value of the information stored in Archivers is also a technology as always, yet they can hold more information,
big part of their utility. Although today most information and have an extremely advanced system that allows AI
is stored in the local network servers of each city-state, Core’s to be maintained and replaced without much
a wealth of important records are kept secure within hassle. e carapace and hull designs are given a lot of
their memory. As newer iterations rolled in, Archiver attention; generally being commissioned by steelweavers
AIs became better equipped to protect their information, of great renown to feature designs representative of
both through encryption technology and integrated self- the Archiver’s village or city state. Like in past times,
defense systems. Archivers have a whole set of traditions linked to them,
with travelers who nd themselves in their path being
prompted to o er respect. e groups that travel along
one of these AIs usually carry souvenirs and tokens from
Guarding the Records their own hometowns, which they o er to bypassers
Before the sixteenth iteration of the Assyrian Red Rite, a they encounter in exchange for goods, sometimes even
nobleman from the house of Khurgar attempted to change promoting tourism and giving general advice regarding
the records of the royal family line to raise a claim to the immigration.
throne. Although he managed to bypass the Ochre Palace
security network, he didn’t take into consideration that the Councils usually like to aunt their Archivers everytime
Archiver itself could put up a ght—well enough to result they get refurbished, and make active e orts to spread
in the palace guard nding the nobleman’s head 20 feet rumors and stories of their Archivers’ achievements.
away from its body when entering the Archiver’s cloister Some of these have led to particular Archivers becoming
(the forensic analisys concluded that the death was instant famous worldwide; a couple of good stories behind them
and that the Archiver AI’s kick packed “quite the punch”). go a long way to securing name recognition for their
settlement, which translates into new trade deals and, of
course, an increase in wealth.

174 Of Cracking skin & Shimmering Steel


1I TMZ 2
šaddidu
Spanning hundreds of thousands of kilometers, and so only experimental models were utilized (mainly for
awaiting travelers with everything but certainty, the test runs in which the whole point was to try out the new
Nibiru hallway network and its usage has always been one technologies). It wasn’t until the third generation of AIs
of the main challenges growing communities have had that automated haulers became a mainstay of logistic
to tackle across history. Without cooperation and trade, eets. Even with that, only the most a uent organisations
settlements are doomed to fall, and the logistics required could cost them, given that the technology of BrainSwap
for such endeavours are one of the main elds in which was still young. Its implementation, however, meant that
automation has had a grand impact. only a couple of technicians had to travel along with the
Enter Hauler AIs. machines, instead of the usual retinue.

For a long time, the peoples of Nibiru have used and will Hauler AIs not only “drive themselves”, but they also
most de nitely continue to use vehicles to haul goods defend their cargo, dispatch it, and even replace their
from point A to point B. Although industrialists most arti cial brains once upon arrival, making the entire
certainly thought about the idea of haulers when rst armed retinue, the cartographers and the service
presented with the gi of AI, the risks involved made it personnel that usually compose logistic convoys obsolete.

176 Of Cracking skin & Shimmering Steel


Haulers are, however, not infallible. Even with BrainSwap
technologies, uncertainty can turn the tables on them. A
school of power-starved Sparklings can be much more
ITM XIZS
White fungi smugglers are using an oil extraction
dangerous than a group of scavengers, and delays in
operation to cover themselves. e tanks, loaded
transportation of goods can have much more serious and
onto a Hauler, are full to the brim with illegal
scarier consequences than just the loss of a punctuality
substances. e PCs are tasked with sabotaging the
bonus. It’s not uncommon to hear merchants talking
operation.
about rogue Hauler AIs, wandering the Umbras with a
small army’s arsenal of defense weaponry, as well as cargo
e PCs nd shelter from a persecutor by hiding
valuable enough to start a small settlement. For every ex
inside of a downed Hauler AI. However, as the
rust hunter out there claiming they retired a er taking
machine springs to life, they are pushed to negotiate
down a rogue hauler, there’s a dozen that lost their lives
with it’s corrupted brain to save themselves.
to one. Even when roguish and defunct, Hauler AIs tend
to show the same key directive they had when they were
conceived: defend the cargo at all costs.

Of Cracking skin & Shimmering Steel 177


178 Of Cracking skin & Shimmering Steel
QZ PMZ 2
walidu
roughout thousands of cycles of cultural and religious Building a Birther AI was something generally done
transformation, the origin myth of the Assyrian by families themselves, who dedicated many cycles to
civilization saw many di erent faces. Among these, the studying and reading blueprints in order to do so. ere
face of the Birther Tradition has without a doubt seen are, however, some dedicated technicians who do this
the most tumultuous history. eir belief that humanity sort of work (most of them living far from the Core).
was not just guided by, but conceived by the Shepherd eir cra has evolved to the point in which Birther AIs
of Assyrian mythology within its divine womb always can also protect their family, make an escape, and even
saw them become victims of persecution and enforced expand into small habitable compartments.
seclusion.
Given how complex these machines are, one would
One of the issues Birthers always faced had to do with expect for them to go rogue in pretty spectacular ways.
their Rite of Submergence (which bears resemblance to However, one of the most surprising things about them
the practices of the Umbraic water worshippers). ey is that they just do not. Although like almost all other
believe that meditation while submerged in a body of automatons, they follow a pattern of decay, its nature
water could attune their thoughts to a distant past, making is subtle and eerily humane. Rogue Birther AIs tend to
them feel closer to their godly ancestor. Furthermore, quietly and slowly wander o from time to time, not too
they fostered the practice of conceiving their o spring far from their original placement, or lean onto warm
in large, special vats designed to replicate the conditions surfaces, behaving more like an old dog than anything
depicted in the original recordings of the cult. is poses else. is is probably the reason why families continue
logistic problems—particularly when you are part of a to live with them even a er their code has been overran.
persecuted tradition.
roughout the Penumbraic dependencies spreading from
Enter Birther AIs. ese creations are nothing short of the landing of the Ascendant V, the Primarchy has made
works of art, meticulously cra ed for a Birther family. an e ort to locate Birther AIs and decommission them.
e automaton’s plating is carved with motifs taken from Although the Revolutionaries oppose the persecution of
family recordings, serving as a reminder of their legacy Birthers, Traditionalists are deeply tied to Silu enterprises
for their children to witness. Contained within the frame, in Penumbra, and some of their conditions for support of
a series of vats spring like ower petals, each designed to such enterprises involve free reign to enforce the precepts
contain one of the family members. of the more mainstream belief systems—whatever they
think those precepts are.
Conception happens in the Holy Womb, found usually at
the core of the frame. Make no mistake; this is one of the
most complex pieces of engineering and science created
by humanity. It allows for a fetus to develop throughout its
entire gestation cycle in optimal conditions. Furthermore, ITM XIZS
this can be done without regard for biological sex and the A family of Birthers asks for your help. ey wish
number of individuals involved. e largest registered to build their own Birther AI and ship it out of
Birther AI, nicknamed Homestead, accommodated for Ashur, but they are afraid of revealing themselves.
seven adults who could partake at the same time of the eir plan involves meeting ve technicians across
Rites of Submergence and Conception. the city with a blueprint. How will you tackle this?

Although the Birthers might have been shunned from A er a scavenger attack, three people lie gravely
Assyrian society, Penumbra and Umbra in particular wounded. e Bet family used to live nearby, and
have welcomed Birther contingents in the past. Birther seemingly le behind a rogue Birther AI. Find it,
AIs and their owners played an important role to tackle and use it to provide relief to the su ering.
the crisis of the Stolen O spring, as the vats provided
relief from the higher pressure of the region, as well as
helping medics treat patients in controlled environments.
e clinic at Sienna still has a functional Birther AI that is
used to treat patients along with music therapy.

Of Cracking skin & Shimmering Steel 179


,PQTLZMV WN . ; 9
ekallu
Nineveh is a city-state like no other. Many would say
that it’s main de ning trait is its automated monarchy,
by which an arti cial intelligence makes decisions and
organizes society to maximize the wellbeing of its people.
Others might say it’s their isolationist nature, given that
the vault opened itself to the world hundreds of cycles
a er its founding. Everyone will agree, however, that one
of the strangest things about it is the curious relationship
their inhabitants have with the small, peculiar AIs that live
in the vault—those known as the Children of EUROPA.

It seems as if the Children were always there. All


records of the city’s construction depict them working
together with their people, helping to keep order and
fostering cooperation and wellbeing. Even in their oldest
recordings, before the rescue of EUROPA, the stories of
Nineveh’s discovery show one of the Children leaving a
caravan of nomads—the same caravan that went on to
found the settlement in the rst place.

e Children take a very active role in modern society.


ey live with Nineveh’s families, assist the elderly, care
for the little ones, and tend to be almost constantly on
the move—not just entertaining humans, but also nding
the time to have fun themselves, playing ball, singing,
cooking and dancing.

Indeed, Children are known to be creative; coming


together to create strange works of art with which they
dress up their city, such as amazingly complex street art
and incredible sculptures made out of processed waste—
bringing a regal, whimsical touch to it all. Most of their art
is heavily in uenced by the well-known Triarchic Order
that makes up the structural makeup of all AI cores, yet
this doesn’t take from the sheer awe that these machines
inspire in technicians, scholars and practically everyone
who crosses their path.

Since the aperture of Nineveh, Children have also marched


alongside rescue forces when tragedy strikes at other
peoples. ey’ve provided medical care to the victims
of Maqlūtu, they assisted the Antumbran states to tackle
the crisis of Punt, and they even brought humanitarian
aid to isolated settlements across Penumbra (much to e people of Nineveh see the Children as a blessing, and
the annoyance of the Silu-led colonization complex). the harming or kidnapping of one of them has, in the
ey are, in essence, the face of Nineveh—charitable past, led to extremely severe repercussions. ey are the
but reserved, loving and caring, but at the same time, only AI outside of EUROPA that actually operates under
inscrutable. Native Code, which makes them truly unique. Nobody
can “own” them, they are not tools, and their Prime
Directive (if there really is one) is unknown.

180 Of Cracking skin & Shimmering Steel


ITM XIZS
In the midst of a sticky situation, one of the Children
appears out of nowhere to rescue you. Its carapace
is covered in black marks, and it refuses to go back
“I don’t think they have a “true purpose”. Do you have
to Nineveh, preferring to stay with the group. What
one? I think that’s something that changes with time.
happened to it, and who is responsible?
e constant with them is kindness, and that’s what they
have taught us since we were young. ey show us what a
One of the Children is reported lost, resulting in
society built on care and compassion looks like, and in any
bounty hunters converging to try to claim a reward.
case it’s our purpose, to them, to show that we can follow
Some, however, have plans that do not involve
their example”.
returning it to EUROPA. What will you do?

Of Cracking skin & Shimmering Steel 181


,PIX MZ .QOP
a PM 5IUXTQOP
PM -ZIXMZa /ITT

Heyya, storyteller! If you are reading this right now, you is social contract goes from making sure that Clara’s
must be the lucky one who gets to play the role of the input is taken into consideration and that she feels
Narrator. So exciting! Now, I know this might sound like comfortable, to seeing that Martina is engaging with the
a bit of a scary task, but like all new (and worthwhile) group and invested in the action. From leading Mary’s
things, it requires some e ort to actually see take o . explorer into the aming building, so that he can save
Yeah, you probably will suck during the rst time, but those inside, to giving Tom’s character the chance to
we all did! And the cool thing is that you have this whole scavenge for resources from the ashes of the structure,
section here to give you an advantage a lot of us didn’t once the re subsides.
have when our time came. So grab a drink, put on a chill
playlist, and get ready to speak for the millions, make the
light of the Core shine, and lead your players through WZa MTTQVO 5M WV
unforgettable stories. 4VW QVO BW Z A
PM WKQIT ,WV ZIK A er the game starts, some important considerations
might be le unspoken of—nobody’s perfect! Even
e rst thing you should consider is who you will be
playing with. Maybe it’s your highschool friends, maybe with that, sometimes things might happen during the
it’s those two workmates you sometimes hang out with, game that you didn’t know made you, or your players,
maybe it’s a group of strangers at a club. uncomfortable. is is what the X card is for. e X card
is a prop (some use a card with an X on it, but it can
When we sit down at the table to play, we all come with really be anything) that you can tap when something
expectations in mind. Mary wants to play as a daring you are not comfortable with happens at the table.
explorer who saves the lives of others. Tom wants to
play as a street urchin that needs to steal to secure his Tapping the X card is a cue for the Narrator—and the
daily livelihood. Martina wants to play to kill time before players—that there’s something that you are not on
the football match and Clara wants to play to take a rest board with. It can relate to the story, to a character, or
from the problems at home. ese examples show that, to interactions between players. When this happens,
when we arrive at the table, we have di erent levels of the Narrator should make an e ort to notice this and
commitment, di erent ideas about what we want, and address the issue—with NO need to ask for reasons.
di erent things we want to be spared from. Although you
might not be aware of some of these, best practice here is is not a perfect tool in the slightest; many players
(as for life in general) is to be considerate. Listen to what will shy away from it, since it inevitably puts them in the
your players say, and aim to put something together that spotlight. It by no means replaces spoken agreement
makes everyone feel at home. and all considerations you should take to make people
comfortable at the table. Prevent before curing!

184 By the Lamplight


e next thing you might want to consider is that you as
the Narrator are not the only driving force. Players should
help out those who have a harder time delving in, trying WZa MTTQVO 5M WV
to push the plot forwards and avoiding the derailing of the
story. Certain situations—such as having their character
:
try to kill another player character, or going against the
One of the best practices you can have when hook-
will of the many in repeated situations—need to be called
ing characters into a narrative is to do so at the start
out, since they are generally not desirable.
of the session, with a round of questions and answers.
In here, you can make certain assumptions about the
SM KPQVO X story, but leave the players to come up with a joint
Before everyone gets together for the rst session, you answer to justify that. Say that, for example, you want
as the Narrator should have (more or less) and idea of them to face the consequences for stealing a food
where things might go. ere’s a couple of considerations hauler. You can ask the players, at the beginning of
that you should have in mind, at a bare minimum, when the session, “why did you steal the food hauler?”.
starting a game of Nibiru:
It’s even better if you do so by establishing relation-
e Hook & the Drive ships, such as by asking “Why did you, Haqim, help
When thinking about the opening scenes of your game, Io steal the food hauler?” or “Where is the hideout
you’ll come up with a Hook: An event, either subtle or that you, Kenya, and you, Lammut, built before the
not so much, that binds the group together—generally troops arrived?”. is not only helps pave the road for
functioning as the trigger for their memories’ return. your adventure to pan out, but also gets your play-
ers’ creativity working to create a uni ed background
e Drive signi es the reasons why the characters team based on the characters’ relationships to one another.
up. Nibiru makes things easier by having everyone share
in the Vagabond condition. However, it’s good to think
about more reasons to stick together. Maybe the PCs have
a shared Habitat, or they have been traveling together for Point C: Where the Story Leads To
a while, or they are being chased by the same people. e end of the story is something that you should give
Coming up with a web of relationships between them is a some thought to. Point B—what happens between the
great way of solidifying the group, and also delineates the beginning and the end—will mostly be dictated by your
attitudes that they’ll show towards one another. Maybe players, and can make that ending change entirely. Even
Tiago’s character acts dismissive towards Gerardo’s so, it’s always good to have an objective in mind so that
character, while Flor’s character is protective of Gerardo, you can lead them somewhere.
and thus loses her patience with Tiago’s.
Beyond Prep
Point A: Where the Story Starts Aside from all story considerations, have a thought about
e starting point of your game will be the one part of the the elements in play. Specially at the beginning, when you
story when you’ll know exactly what’s happening, while are setting up the mood, having music that goes along
the players are still trying to nd their steps. It’s important with the atmosphere does wonders to get your players
to paint the picture; describe the locations, the situations, invested from the get go. Even as your story progresses,
and use them to slowly introduce the players to the world and in cases in which the nature of the action is evident or
(especially if they have never played Nibiru before).In the scene you narrate is somewhat premeditated, the use
most games, the characters would have been living in the of music can be very stimulating (just make sure you can
station for a while. Ask them, and let them brainstorm actually play music at your location).
what is it that they were doing until now. is will help
give them context, and to imagine how their lives will be Other elements that can enhance the experience are
a ected now that they’ll start remembering stu . props; representing objects carried by your characters
(generally of great importance). Maps are also great aides,
A er that, you should give some thought about the rst as keeping track of your location (particularly in stories
problem they’ll encounter. Something should happen to centered around a journey) gives a wider idea of context
set them o on a path to adventure; something that breaks and pacing, as well as creating opportunities to go o the
the order of their not-so-ordinary lives to put the story’s beaten path and invite new adventures.
events into motion. is “kicker” should put everyone in
a situation where, not only they need to come up with a
solution, but they also need to do it together.

By the Lamplight 185


Cold Starts
“Cold Starts” are a particular way of starting a Nibiru
game in which the action kicks o as soon as the
Vagabonds wake up in the station. is means that, rstly,
they will be quite disoriented, and secondly, the start of the
adventure will mainly focus in survival and adaptation.
Cold starts have the advantage of making characters very
relatable; both them and the players are equally lost in the
strangeness of the station. Also, they will most certainly
need each other, and they’ll have a chance to form strong
bonds as they wade through the hardest time of their lives.

WZa 9TIVVQVO
at’s cool and all but, you might wonder; how does
this whole thing play out? Generally, you’ll want to have
in mind how long your story will go on for. Is it a one-
shot, wherein you’ll play through a single session, with a
clearly de ned beginning and end, or is it maybe a long
epic in which the characters will be chasing their highest
ambitions and see what comes out of it? Do you plan on playing just one or two sessions? In that
case, each period could be just a couple of scenes long. Is
Shorter stories will tend to be much more focused; the this a long story you want to play for as long as you can?
players should understand that, because of the time en one session for each period might do well!
constraint, they’ll have to accommodate a narrower
degree of freedom to make it to the end of the story. e is also helps you plan the transition from one session
narrator, on the other hand, will need to have a tight to the other. ink about pacing: ere’s probably going
grip on the action, knowing what will come with each to be several days between sessions, and as such ending
scene and ensuring the action stays constant. Although each on a cli anger, or at a point that entices players
character development is possible in shorter stories, that’ll with what’s coming, goes a long way towards making
hardly be the main driving force of the tale. Because of your players stay engaged and committed with the story.
that, the action itself will need to do more of the heavy
li ing to keep the players engaged. When the time comes to up the ante and pose obstacles
to the characters, it’s good to have in mind a slew of
is is an interesting point, because Nibiru’s focus on things about the challenges themselves. Rolling for stu
character development makes it excel at telling character- is not just fun in itself, but it is also the very thing that
driven stories. e ipside is that short stories allow gives players a chance to write memories. However, if
you to be get more wild with some aspects of play, such you have every challenge tied to a dice roll, the players
as using Revelations more liberally and dropping the might nd the experience of overcoming said challenge
characters into situations that normally would have taken feel trivialized and almost entirely le to chance. A way
a lot of e ort to set up. to tackle this is to split a challenge into smaller obstacles,
some of which require dice rolling, some which depend
Longer stories, on the other hand, can run in a more on the players reasoning and cooperating their way
relaxed way—giving space for players to develop their through.
connection to their characters while unveiling their
identities. A great way to run longer stories is to divide In a way, this will make challenges turn into puzzles—the
them into several critical moments and situations, each characters need to convince A, so they can get permission
separated from each other by more relaxed periods where to go into B, and traverse through B so that they can nd
the characters have more freedom to chase their personal C. A and B are a person and a place, respectively, and
objectives. e duration of each period can change the challenge they pose will most likely entail di erent
depending on how long the overarching story will be. disciplines and spheres of knowledge.

186 By the Lamplight


V PM 6W M
E.g.: e Narrator has a story in mind: a wild lion is As much prep as you do, you’ll soon nd that players are
terrorizing a local village, and the characters are asked to great at throwing your plans out of the window. at’s
stop it. e Narrator knows that Lisa’s character is a very okay! If everyone is having fun, it means you’re doing a
pro cient diplomat, so she’ll probably appreciate the chance great job. Generally, you’ll nd that the more you narrate,
of exing her negotiation skills. At the same time, Mario’s the less you prep you’ll need for your games, since you’ll
character has a very strong sense of moral duty, and that’s get progressively better at improvising, and going with
something that should be rewarded and explored. Finally, the ow dictated by the players.
Riko’s character is a great shot, earning the group a fair
share of credits in that competition during the last session. During play, it’s still important to keep an eye on how
e Narrator will make sure she gets a chance to shine too! players share the spotlight. Knowing when to give that
spotlight to any given character is something that will
Taking all of this into consideration, the Narrator plans the take a bit of practice to learn. ere’s a di erence between
following set of obstacles. First, there’s the matter of the local someone who feels isolated from the table and someone
belief system. e townsfolk regard animals as a sacred icon who just happens to feel more comfy taking the back seat,
of Nibiru, meaning that the lion should not be harmed. and there’s a di erence between someone who is naturally
e group’s trustworthiness will be put to the test, as they more amboyant and someone who is trying to be the
introduce themselves to the council and ask for permission center of attention. For both cases, it’s important not to
to go a er the lion. is rst challenge will probably give push people nor to shut them down! Be tactful so that
Lisa’s character a chance to shine, while allowing Mario’s they can nd that common ground in which everyone is
character to strongly empathize with the townsfolk. seen as an equally important driving force of the story.

As they make their way towards the outskirts, they’ll Remember, too, that there are very direct ways in which
encounter a rival hunter that doesn’t seem to care about you can reward the behavior you want to see at the table.
how they stop the beast. is poses a threat to the whole Giving characters opportunities to be cool at what they
mission, and puts the group’s morals to the test: how far are do best, to achieve victories small and big, and even just
they willing to go to carry out the task as it should be? is giving out In uence Points, are all great ways of signalling
could also mean con ict within the group. e Narrator that “this is what good roleplaying looks like!”. However,
could try to drive the narrative to a particular conclusion, make sure you don’t reward someone at the expense of
maybe aiming to see the hunter retreating a er a face-o . the rest; this will make that player look like a favorite.
Any of the characters could have a chance to shine here,
specially as they discuss how to tackle the problem. When thinking about rewards, it’s always good to ponder
upon the previous sessions. Ask yourself if there was
Once they nally locate the lion, it’s probably going to take anyone that might have been sidelined, if there was
a lot of team e ort to corner it and shoot the tranquilizer anything you think it’d be good to see more of. is helps
spike. e Narrator decides that Riko should have this you lay down objectives, and to visualize what sort of
awesome shot at the end, and comes up with a cool behaviour you should reward.
description as well as playing an epic soundtrack to frame
the action. E.g.: e Narrator really wants to see the characters work-
ing together compassionately, and during the current
session, Mike’s character did great on this. e Narrator
The Knife’s Edge awarded Mike with an In uence Point, signaling to the rest
Victory is more exciting when achieved by a tiny margin. that compassion and care are one of the themes the group
However, reaching that sort of scenario might be tricky. e should engage with at the table. e Narrator knows that
way we do this is by indirectly controlling the odds: If the Mike has internalized that, so instead of rewarding him
characters tackle the nal showdown with lots of Memory again for the same thing, they think of a new objective (for
Points, put new obstacles they have to spend those points example, that of sacri ce and heroism). ey will, however,
on, and/or don’t do dice rolls! Contrary to that, if they have reward any characters who do strive to be compassionate,
little to work with in the way of resources, try to entice to then establish new objectives in the same manner.
them to debate how they’ll approach an obstacle, and
reward In uence Points. You can have that dice roll at the Hopefully, with all of this you should be more excited and
end, adjust bonus and penalties, all while knowing that if well prepared to run your rst games!
they fail they’ll have the chance for a second shot.

By the Lamplight 187


PM KQMVKM WN QJQZ

is section was written by astrophysicist Joaquin Garcia de la Cruz, from Liverpool John Moores
University, aided by the Science & Entertainment Exchange of America. It represents our love for
worldbuilding e orts that seek to spark interest in science, and the inspiration we nd when caring
to look closer at the wonderful universe we inhabit.
We hope you nd inspiration for your stories as well!

0ZI Q a
Gravity is, without question, one of the main de ning e problems arise when these groups migrate from
aspects of the Skyless World, both from a scienti c and one environment to another, specially when using the
narrative point of view. People living in di erent regions more modern, faster means of travel, which trigger more
will experience di erent arti cial gravity conditions, abrupt shi s. Covering vast distances via Ascendant o en
which will a ect their biology in one way or another. requires some adjustment a er arriving to a new locale,
For instance, the people of Antumbra—where gravity under di erent arti cial gravity conditions.
is a bit below 1G—will grow a bit taller than the people
on Earth, their hearts will be smaller—since they’ll need When moving from high gravity to low gravity, one of
less pressure to get blood where is needed—, and their the rst e ects people are going to experience is a change
metabolisms will be slower, reducing their need for calorie of pace, as the way objects interact with one another
intake, and increasing their lifespan. eir bodies are not slows down. Although it should not take very long
under the constant stress that high gravity imposes so, for Vagabonds to acclimate, the rst hours in this new
overall, their muscular mass is going to be diminished, environment can be quite frustrating, especially if they
and their bones less dense and resistant. e people of are in a hurry.
Penumbra and Umbra, used to higher arti cial gravity,
will experience the opposite e ects. Nevertheless, since Another immediate e ect is balance readjustment.
they are adapted to the environmental conditions from Traveling from a high G to a low G environment means
birth, they can carry on with their daily activities without getting closer to the core of the station, where the
major impediments within their home regions. tangential velocity is higher. All of a sudden, people are
under a higher constant velocity in one speci c direction,
which will mess up their balance. “Up” and “Down” are

188 By the Lamplight


going to be displaced in the direction of Nibiru’s rotation, Large power lines are in charge of distributing electricity
so during the rst minutes or hours—depending on from one node to the other. ose same nodes both store
how much distance has been covered and the personal and redistribute energy to their neighbouring area.
constitution of the travelers—they will feel quite dizzy.
As you can imagine, the environment in the core of Nibiru
When the rst changes are overcome, progressive e ects is rather extreme. e ssion nuclear plants produce an
start taking over. As the days pass, muscles and bones will overwhelming amount of heat and radioactivity that
start to deteriorate—the less physically active the person makes the whole area inhospitable for human life. e
is, the more this will a ect them. is is due to the fact that, power output of the nuclear reactions is so high that,
when moving to lower G, the body can perform the same within time, the amount of heat and energy endangers the
everyday tasks with less energy output and muscle usage. world’s structure. To avoid overheating—and a possible
Muscle loss can be quite noticeable, and bone density is overcharge that could blow Nibiru up—the Core needs
also likely to decrease to a point to which it’ll become too to regulate its output by operating in cycles, eventually
fragile for their birthplace’s arti cial gravity conditions. resetting (i.e: entering a new Flicker) to stabilize itself.
On the ipside, with metabolism slowing down, they will When this happens, the emergency supply stored in the
require less food to keep their bodies moving. Nodes is tapped on, making sure the most essential parts
of the station remain functional.

ITM XIZS Because of how nodes section o the station’s energy


It’s hard to believe you’re still in one piece a er the grid, Penumbra and Umbra have a more de cient access
Ascendant broke, going on a free fall for who knows to electrical power to begin with. ough their reserves
how many levels. Gravity is making your body so heavy do not experience much in the way of decay, outside
you can hardly manage to unfasten the seat belt. Yet the factors—like wildlife messing with some power lines or
worse is yet to come, you realize, as you check on the accidents a ecting some of the energy circuits—make it
dwindling Krajj supply. Just where exactly did you land? so that the Penumbraic and Umbraic nodes take longer
to charge. is delay means that functions like heating
A nomad tribe from the Core runs into your group or temperature regulation could be a ected signi cantly.
somewhere in Antumbra. eir frail bodies are already Entire regions o en experience a “winter season’, with
being a ected by Kabādu and the colder temperatures, less heat, reduced light, and several secondary processes
and they seem to be looking for one of their own, who’s working at minimum performance. is e ect is going to
stranded in Penumbra. How will you help them? be more dramatic as you get further away from the core,
making life all the more challenging.

When it comes to moving from low gravity to high gravity


at fast speed, the increase of one’s body weight is going to
be the rst thing people will notice. Since their muscles ITM XIZS
are not used to it, breathing is going to get harder, and e towns along the Kerberos hallway have seen an
the heart is going to have a hard time pumping blood unnerving decrease in temperatures during the last few
to the upper part of the body—which can cause some lapses, and they plan to send a small team to the local
dizziness. People will need a few hours to acclimate to node. e PCs, being more equipped to face the harsh
all these e ects. Tiredness and clumsiness will naturally conditions found therein, are asked to help. How will
a ect them, as mundane tasks will require more energy they face the challenge?
on their part—not to mention that, during the rst 2 to
3 weeks, their movement is going to be slightly impaired. A er reaching the node, the group nds that the heat
insulating material has been scrapped, exposing the
9W MZ 0MVMZI QWV inner circuitry. ey soon notice signs of life nearby,
seemingly attracted to the node. What will they do to
IVL -Q ZQJ QWV protect themselves when these strange lifeforms close in?
Nibiru possesses several massive ssion nuclear power
plants within the Core. ese are fuelled by utilizing
iridium, collected by drones and processed in some of the
station’s hidden facilities. e electricity generated by the
iridium nuclear reaction chain is then sent from the Core
to the rest of the station through a complex energy grid.

By the Lamplight 189


9ZQUM 6I MZ 0I MZQVO
Although people are completely unaware of the universe Even though Nibiru’s prime matter gathering mechanism
outside of the space station, the truth is that Nibiru is is quite e cient, it is not fully prepared for the many
located in the neighborhood of the star of Fomalhaut. On eventualities that might happen in outer space. For
astronomical standards, Fomalhaut’s solar system is rather example, Fomalhaut’s debris disk is not perfectly regular,
young and planets have not formed yet. Instead, the star and some parts may be more dense than others, or lack
is surrounded by a disk of debris composed of gas, cosmic a certain material. is might cause periods within the
dust, ice, comets, asteroids, and planetesimals—big station where fresh water supply falters, or where the
conglomerates of gas, rock, and ice, which may become iridium necessary for the Core to be fully functional is
planets in billions of years by continuing to accrete missing—all of which entails consequences for the whole
material from the debris, through their gravitational eld. of the station’s population (such as a long drought or a
period of darkness). A er all useful materials have been
One could say that Nibiru is actually feeding from this extracted from the collected asteroids, waste and basically
immense cloud of debris. An army of small drones is everything that could not be processed is thrown away
in charge of collecting material from the surroundings into enormous storage rooms on the exterior walls of the
to supply the station. Comets and icy rocks are a rich station, which then jettison their contents into the void.
source of water, whereas asteroids can provide minerals,
ore, and metals. Among all, the most important resource
is iridium, the fuel of the nuclear ssion power plants ITM XIZS
located in Nibiru’s Core. e group nds a stranded ice asteroid when entering a
secluded container. is strange and valuable nding is
To ful l their purpose, these drones are equipped with only the beginning, since a closer look reveals that there’s
all necessary tools to do very e cient astro-mining. something within it, emitting a faint, barely visible light.
Spectrographs reveal what materials a comet or an What is it that lies at the core of the meteorite?
asteroid is composed of, and in which proportion its
chemical elements are. is is especially important to A removed settlement in Umbra establishes contact with
search for iridium, given its rarity. Once their storage the rest of the Skyless World. Travelers soon start to speak
space is full, drones bring the cargo back to the station’s of a strange machine that seems to care for the peoples
processing plants, where materials are grinded and sent of this town; a retroengineered drone that supplies the
to the right location. locals with all they need to subsist. How will the PCs help
them keep their lifestyle safe?

180 By the Lamplight


QZ aOMV -Q ZQJ QWV
Although some of the e ects that arti cial gravity is is the reason why the Torus has uncountable
di erentials have on the human body are described propellers running along its surface; the station has to
earlier in this section, there is one aspect concerning air ensure a steady ow to properly distribute oxygen to the
circulation that must be carefully looked at, especially inner regions of Antumbra. In order to keep turbulence
in Penumbra and Umbra. Here on Earth, it’s usually to a minimum and to have the best control over air
quite hard to execute physical tasks at high altitudes circulation, these massive propellers run toward the same
above sea level. In some cases, even breathing becomes direction, with winds reaching very high speeds (which
a challenging a air. is is because due to Earth’s gravity, the people of Nibiru have taken advantage of with their
the atmosphere is most dense at the surface of the planet. barges). ere are, of course, some downsides to the usage
As soon as you start going up, air density—and air of the Torus as a travel route. Noise can get pretty loud,
pressure as well—starts decreasing rapidly. and if you do not have proper ear protection, you might
experience intense headaches, partial deafness, and even
Nibiru’s environs are a ected by this in a di erent way. In some fatigue.
small corridors and vaults, there is not enough space to
create a strong air density gradient. However, in the more
open con nes of the largest vaults (and especially in the
Torus), things tend to be di erent. While on earth you ITM XIZS
need to rise signi cantly above sea level before becoming e humble Assyrian communities living in Suruptu’s
air-deprived, high arti cial gravity strongly reduces the Noose become outraged, as a local scientist reveals that
distance needed to decrease air density, as air concentrates the Assyrian Silu living above have blocked her from
on the surface even more than on Earth. Even with the sending her research results to Ashur. To prevent an
air and oxygen circulation systems fully functioning, the uprising in Suruptu, the scientist asks the PCs to take the
di erence in oxygen concentration between low and high results to the Ochre City. Who will stand in your way?
locations within a Class A vault can be quite remarkable.
e phenomenon is especially pronounced when it e spores of a strange fungi species have contaminated
comes to gases made of heavy particles (e.g. poisonous the local air circulation system, infecting sheep herds.
or contaminating gases), since gravity exerts a higher e group has no other choice than to locate and dive
attraction force on them. is is one of the reasons why into the local air supply circuit, nd the fungi, and act
the higher oors of the Antumbraic Silu tend to have accordingly. How did the fungi get there in the rst place?
better air quality, and why the Antumbraic diaspora in
Suruptu has sought to settle in the top levels of the city (a
city that is currently experiencing pollution issues).

By the Lamplight 181


,PIX MZ QVM
I MZ PML
Z /IUQTa IT M

9ZWTWO M
Watershed is a short Nibiru adventure, set in the Outback
Domains, not too far from the Ascendant V’s trail. It IZZI WZ VTa
starts o a while a er the PCs get picked up by a small
convoy from Antumbra, with several haulers escorting an : M QWV V MZ
Arku by the name of Nabua into a hidden village, in the
quest to nd Nabua’s mother, Mulge. e group becomes Who is involved in this story?
embroiled in a tumultuous series of events, as they learn e story revolves around an Assyrian named
about the traveler’s family, the people they share their Nabua, and the Dreamlander Arwia. Nabua’s family,
travels with, and their place in the Skyless World. the Amarud clan, worked for generations in the
construction of the Ascendant V—the massive
is adventure is about the worshipry of past times, and elevator that connects Ashur with the Umbras
about doing the right thing even if you are still nding beyond. e clan lost many to this project, the last of
your feet in the place you’ve landed on. e convoy’s them being Nabua’s mother Mulge, who disappeared
escort has taught the Vagabonds about life in Nibiru, thirty cycles ago. And, now that the Primarchy wants
and Nabua seems to want the best for them. However, Mulge to join the ruling council, Nabua departs to
memories of their benefactor’s lineage will soon surface, nd his mother and bring her back at any cost.
and the characters will have to choose between keeping a
romanticised idea of the past, or letting it all surface while What’s Nabua’s plan?
facing the hardships of the future. Nabua knows of an old family legend whispered by
those who took part in the Ascendant’s construction,
If you intend to play this adventure, do not read of a witch by the name of Arwia that makes home in
further! e text is only meant for the Narrator's eyes. the world’s entrails. Being the only lead to nd out
what might have happened to his mother, Nabua
departs with a company of Enesu in order to nd
the witch.
Before we Start
As with other adventures, this booklet will describe the What’s the problem?
way in which action may develop as the story is narrated. e memories of the Amarud clan give a glimpse
We will Embolden certain actions to imply there should of the kind of future that could be brought upon
be a roll, at the same time suggesting that roll’s Action Penumbra, should they rise to power. e Narrator
Type. We also give indications to narrators in orange. If must set up Nabua, primarily, as a benefactor—
this is your rst foray into Nibiru, you should read the to add gravitas to the act of refusing to cooperate
material found in the Nibiru Corebook, so that you with him (which should ultimately be the goal your
become familiar with the setting and the rules of play! players should achieve).

194 Watershed
KMVM
PM 5I UIZ L
All is silent within the water tank. You feel your body at the hauler (see page 176) convoy, with people moving
ease amidst the darkness, oating hairs barely visible in equipment to the center of the wet- oored vault, while
the night sky. Is it real, or still a dream? Stars are a thing of setting up cooking stations for lunch. Characters might
the past, just as the day, they slink away with the pressure, recall lessons of Survival from their saviors, in which
as the water bubbles and the masks light up. It all returns case they’ll recognise the way the haulers are formed
to normal—if such is the way to put it. To the caravan, in a circle to protect travelers from any ambushes from
to the rescuers, and to the strange folk that keep you outside the perimeter.
company. You’re helped out of the water tank, and as you
remove your mask, you look down from atop the hauler. e group is called to the center of the camp to eat some
sparksoup. Hanging from a cable above, dozens of glass
A voice speaks: “Slept well?” orbs are tightly packed with blue, glowing fungi that spill
azure twirls, hanging low and casting their blue tinge on
e scene starts with the player characters waking up everything below. e soup tastes heavenly, and amidst
inside of the water tank. Underwater sleep has helped slurping noises some of the folk sitting at the table will try
them get used to the high arti cal gravity, and as their to make conversation with the PCs. Some of the talking
sights attune to the light of the vault, let them know points will be these (with the third one being the only one
that they’ve been travelling with this caravan for a while you should de nitely use):
now, and they’ve learned the basics about life in Nibiru
from the travelers accompanying them. ey know that Stating that the masks they wore in the tanks le marks,
the caravan escorts a powerful individual, one of the and sharing makeup advice to deal with them.
Arku who come from the city-states close to the Core.
Ask players the following questions, so that they can get Mentioning how the silence of the tanks can be pretty
involved with the narrative and develop their characters. relaxing and inspirational, then commenting on some
hallucination someone they knew had while underwater.
Underwater sleep during the last cycle saw some of your
memories surfacing. Which one stayed with you even Talking about this region, and how it got torn apart
a er waking up? Have each player write that memory due to the construction of the Assyrian Ascendant and
on their Journals, with a +1 to whatever action type you the use of explosive charges. One of them will say that
deem appropriate (-1 if they’re from the Dreadlands). the chemicals they used to burn through Antumbra’s
skeleton was a combination of type-C fuel and “šatāpu”,
One person in particular, whom we’ll refer to as your the one used for food preservation. Two of the haulers in
“savior”, was the one to nd you, and helped you get the caravan actually hold the namesake elements. is is
used to life in the caravan, teaching you about the world, an important detail for the events that will unfold.
telling you not to speak loud about your amnesia, all
while establishing a ful lling, trustworthy friendship Let the player characters and the folk from the caravan
with you. Who are them? is helps the players establish chat; this should be a tranquil moment where your players
a friendly face they can go to when in need for help. More make themselves comfortable with their characters and
than one PCs might have the same tutor in common. the situation, right before we get the ball rolling.

One person in particular among your group is someone


you look up to. Who are them, and what did they do to Uneasy Company
gain your admiration? is helps the players connect An Arku sleeps in a hauler while the caravan that protects
with each other by cooperating by helping esh and them is entirely run by Enēšu and Umbraic natives. Most
provide ideas about other members of the group. Make certainly, one would say this is a recipe for disaster, but
sure that they all agree to the ideas proposed though, and the folk working under Nabua’s orders are in desperate
that none of them are too outlandish! need for credits. ey are trying to get their families out of
broken places, to spare them from the dangers of Kabādu,
e person who stands on top of the Hauler (with and from the cruel cycles of the credit society. is is
remarkable balance) reaches to help the characters out of something to keep in mind when portraying the folk of the
the tank and down from the automaton. As they descend, caravan, and their relationship with Nabua.
they peer around and nd themselves surrounded by

Watershed 195
At some point, someone will approach the group and As the group is led, ashlight in hand, into a dark tunnel,
state that Nabua, the leader of the caravan, has woken they reach a large gate where two people from the convoy
up and wishes to meet them. e PCs will then be led are already nishing work. ey’ll patch up a panel on the
towards one of the larger haulers. ere, Nabua, an Arku side of the wall, and with a quick swipe they’ll activate the
with short black hair and hazelnut colored eyes, sits on gate’s mechanism. Read the following:
a box, their shoulders covered by a white towel, hastily
eating a bowl of soup. ey’ll invite the group to sit down. With a low screeching noise, the gates open to reveal the
wire thickett ahead; a scrambled cascade of black strands
Nabua will welcome them to the caravan, pointing out that hide what’s beyond. A chilling breeze seeps in,
that they do not look like the rest. en, Nabua will say: accompannied by an eerie silence that oods the tunnel.

“Truth is, we are all here because I’m looking for my mother, Tauthe steps forth, raising the cutter above head, and
Mulge. She disappeared a long time ago, and the only lead pulling the trigger as they slash downwards, slicing
I have is tied to an old family legend, of a witch that lives through the thickett. ey look behind towards the
in what the clan calls ‘the spaces between’. My ancestors group, and continue cutting through the wire thickett.
worked on building the Ascendant, and they spoke of hidden
paths between the Umbras, where the world’s entrails coiled is is a great moment to ex the PCs’ skills, with
and wrapped around massive wire thicketts, where people Cutting their way through the thickett being more a test
witness strange visions, unable to nd the way back. It was of stamina than of brute force. Between each stretch,
there that the legend saw its origin, and it is there that we they’ll plant stakes and turn on the lights at the end to
stand now, about to reach the nal destination.” light up the path. Heeding the whistling from the other
groups will help their Orientation, to know when to turn
Nabua will say that they’re welcome to stay (though they and when to walk straight. A large gap at the center of
don’t really have a choice, since heading out now would the thickett can be crossed by deploying a series of steel
be a death sentence), promising that they’ll be dropped platforms, with the PCs Forcing a set of hidden leavers
o in the rst village they reach once they return. ere’ll into place. e platforms will then rise to close the gap,
be some small talk, and a chance for the PCs to make a the screeching echoing throughout the locale. From
good First Impression. If so, Nabua will go on to say: time to time, they’ll see lights past the wires and feel like
they’re being watched.
“I have a good feeling about you all. I heard you’ve been
sleeping underwater. I’ve been doing that too, since it’s At some point, they’ll arrive at a small clearing, where the
hard for me to handle the weight of this place, and the blueish glow of the fungi mixes in with green and pale
shape of the water makes it easier on my shoulders, you yellow tones. Tell the player who has said the least so far
know? ere’s this calmness to the whole thing... they say it to roll four dice, as they might Notice what seems to be
prompts lucid dreams, and the rst couple of lapses I slept a strange marking in a clump of cables ahead. Ask them
through I dreamt of this... thing, that I ended up carving what that mark looks like, maybe drawing the mark in
into this. You can have it. Just... make a memory out of it?” their character sheet, and help them out if they nd it
hard to come up with something.
Nabua gi s the group with a small, steelwoven sculpt in
the shape of a tree. A er the conversation, the group will
be told that preparations are set to start clearing a way
through the wire thickett. Nabua will ask the group to Setting Expectations
partake and will introduce them to Tauthe, their guide. e moment we’ve marked in orange is of particular
importance, since (especially at the beginning) we want
KMVM to make sure of two things. First, that players understand
their role in shaping the world, and that their input is
PM QZM PQKSM valid. Helping them pepper the world with details like
Tauthe tells the group that they’ll be carving a passage out this communicates that. Secondly, it makes it clear that
of the wire thickett, and that they’ll need a set of tools. e players are supposed to share the spotlight, signalling that
PCs are given a ashlight, two cutters, seven lanterns and no one will be le behind, while getting you used to paying
stakes to help light the way, and a strange whistle. Tauthe attention to player participation in the game.
gives an explanation on how to cut through cable, and
tells them to avoid any puddles that might have formed
on the oor, since they don’t know how many of the wires
might still be conducting power.

196 Watershed
KMVM
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e markings reveal a hidden trail leading towards the IZZI WZ VTa
vault’s gateway, best described as follows:
PM /IUQTa ZMM
e entrance is crowned in the glowing blues of clustered
ough trees do not exist in Nibiru, it’s safe to say
azure fungi, strands raining down from the black metal
that buried memories of a distant past might have
arcs. e interior of the vault is unlike anything you’ve ever
inspired the construction of the crown jewel of the
seen; the walls have bent inwards, as if the whole thing had
Amarud clan: the Family Tree.
tried to devour itself. Steel beams protrude from the ground,
surrounding a ramshackle generator that spreads its wiry
A long time ago, Eesho, a royal heir to the Primarchy
tendrils across the dimly-lit hamlet. Humble shacks, draped
of Ashur, ed the city a er a failed attempt to take
in iridescent fungal growth, make up for a dreamlike vision
over. As the builders of Ashur’s Ascendant carved
of a place long lost to time.
through the fabric of Nibiru, he slipped into the
spaces between, nding a small, hidden vault from
A group of people come out from the village to encounter
where to plan his return.
the group. Anyone paying Attention to Detail will see
that many of them share common traits; black hair,
Time saw depression eroding Eesho’s will to return
similar stature, and frail-looking complexions. One of
to his home. He decided to leave the task to the next
them stands out, as they make their way to the front;
generations, putting to use Enki’s Covenant stolen
taller, donning a stained glass necklace, with deep green
technology, which he had seized during his escape.
eyes and a regal demeanor. ose with a knack for reading
Body Language might induce, as this notable person
He instructed the community to build a large
stands to face them, that they might be facing a leader of
structure that kept Eesho’s body preserved in a vat
the community, who holds great authority over the rest.
high above the ground. A series of screens plugged
to the Covenant’s engineering marvel would stream
e person introduces themselves as Arwia. Arwia will
his ow of thought, his memories and dreams, for
welcome the PCs to the hamlet, asking them to follow
his descendants to witness and learn from.
along. Only one or two of the Enēšu will accompany the
group, with most staying behind at the gates, and some
As the cycles ran, the Amarud le in Ashur continued
heading back to give word to Nabua.
to look for an opening to climb up the social ladder,
while the clan’s exiles bid their time. e Family
As they traverse the narrow pathway ahead, the group
Tree grew ever larger, until the momentous lapse
starts to leave the hamlet by the opposite side. Arwia will
that would see Nabua’s arrival, carrying the news of
then turn and ask them, straightforwardly:
Amarud’s newfound chance to rise up.
“So, have you started remembering anything?”
turning towards the vault’s ceiling, all coming together to
Given that the PCs were told by their closest acquaintances
form what looks like a massive, leaf-ridden tree.
at the caravan that they should keep their nature hidden,
this might be a bit shocking at rst. Arwia will quickly go
As the group closes in, they see blue lights morphing into
into stating that they are also “like the PCs”, and that they
orb-shaped vats, and within each, the blurred shape of a
serve as a sort of oracle or guide to the folk of the hamlet.
human adult. At the base of each vat, a series of screens
Arwia will exchange a few words with the PCs about how
sprout, arranged like petals swirling around a ower’s
they’ve felt so far, if there’s something in particular that
stigma, all streaming unique sequences, all humming in
has helped them connect with their past, and will then
unison so as to choke the silence of the vault.
go into telling them that the place they’re going to might
help gain some insight into their condition.
Seeing the Family Tree for the rst time can be a pretty
shocking experience; an encounter with the unknown
A large shadow looms over the hamlet, growing larger
that will trigger a Stress Test (three dice) for the PCs.
as the group climbs a series of wide steps. In front of
If one of your PCs holds a connection and/or memories
them, the shadow reveals its source. Erie blue lights dot
from Nabua, Arwia or any of the members of the Amarud
its surface; a contorted shape, capriciously twisting and
clan, they’re likely to earn one or two Memory Points as

Watershed 197
and the past they re ect, I see my past as well—and I’ve
The Primarch’s Whisperer got to admit that it is a vision most unkind. A past that
e Assyrian Supremacy of old used to hold Whisperers should remain here; not brought back. Please, consider this
to high esteem, with some serving as oracles and advisors when going back to Nabua, but do let him know that he
to the Primarch. e Amarud clan is likely to have seen is welcome to come see his mother before her time comes.”
Arwia as a perfect candidate for this antique o ce, and a
worthy guardian of the clan’s memories. Arwia’s search for Arwia will then take a deep breath, and thank them for
the memories of their past, as well as the main function coming, inviting them to stay to eat something before
of the Family Tree, speak volumes on how much Assyrian they head back. e villagers will serve a dish made of
culture pays worship to its past. what seems to be a black paste, presented over a series of
roasted fungi strands, and a spicy sauce presented within
a hollowed-out ayyalu (see page 155) horn.

they x their eyes on vaguely familiar faces, sleeping KMVM


behind the stained glass of the vats. If you happen to have
a Dreamlander in the group, o ering them an In uence /IUQTa ;M VQWV
Point in exchange for establishing a Dreamlink with one e return to the convoy opens up the opportunity for
of the folks in the vat might be an interesting proposition... the PCs to interact with their saviors, as well as with
the Enēšu that came along with them. Your job here is
Arwia will see the PCs, telling them that they felt the same to portray a looming sense of unease among them. At
the rst time they saw it. Arwia will explain that for the the same time, have in mind each player’s individual
Amarud clan, worshipry of the ancestors is of paramount goals, and make sure the characters have a chance to
importance, and that the group has arrived to the hamlet chat about those with each other and with their saviors,
at a very special time. maybe mentioning how you’ll chase a er them when the
expedition is over. Once again, Empathy will see the PCs
e PCs will be asked about the reasons why they’re there. feeling the underlying mood of the group, and succeeding
If they dodge the question, one of the accompanying to do so will reveal that the Enēšu feel quite upset at the
Enēšu will state that their group’s leader, Nabua, is looking villagers. Let the players know that their characters noted
for his mother Mulge. Arwia will state that Mulge is here, the way in which Arwia and the rest regarded the Enēšu,
in the hamlet, and that “it’s understandable that Nabua which was actually quite dismissive.
would like to see her before she departs”.
A er that, the PCs will be told that one of the Enēšu girls
Arwia says that Mulge will soon become part of the who went along with them saw the Tree, and that she
Family Tree. is is an important event, which will see was planning to sneak into the village later on to inspect
the community coming together to say goodbye. Arwia the structure. e girl herself, a hunter that goes by the
states that their memories are common to those of the name of Layah, seems to be quite decided to take a trip to
ancestors, and that it’s their job to safekeep the sentient the base of the Tree. Although the PCs could attempt to
records of the Amarud clan. Persuade her not to go, they might also Persuade her to
team up. is is an important moment for the Story, since
Arwia will go on to explain that once, like the PCs now, it will determine some of the events that will unfold in
they sought to nd a missing link to the past, and that for the following scenes. Speci cally...
Arwia, the Tree and this community signify that missing
link. At some point, Arwia will also ask about news from If Layah does not go...
outside, and about Nabua’s enterprise. ...she will not witness the horrors committed by the Amarud
clan, and will not decide to enact revenge.
e conversation above should transpire casually. At some
point, have the player who has been the least engaged roll If Layah goes without the PCs...
some dice, Establishing Trust as they exchange a few ...she will be the sole witness to the recorded atrocities of the
amicable words with Arwia. If they’re successful, Arwia Amarud clan.
will signal the other villagers to leave, and will ask the
same of the Enēšu among the group, before saying: If the PCs go with Layah...
...read the sidebar e Legacy of Amarud found on the
“I will tell you something in con dence. Something I don’t next page.
want you to disclose to Mulge, nor to her son. e Tree
is very old. Full of memories. Looking at the steel petals,

Watershed 199
assessment of it will re ect on the reverence he pays to
IZZI WZ VTa his ancestors. ere’s an old saxophone on a corner, as
PM 5MOIKa WN UIZ L well as a collection of MATs deployed on a moon-shaped
table. Nabua points at some cushions, inviting the group
To get to the Tree, the group will have to Sneak past to sit down. He will ask them about what they saw,
the village (if they fail, let them know that someone about Arwia, and about his mother. If any one character
will notice them, right before vanishing into the manages to Dig for Information, he’ll state that not
shadows of the hamlet). Upon arriving, Layah will knowing the reasons why his mother is there makes him
approach the Tree, paying special attention to one doubt his ability to convince her. Nabua will ask them (as
of the petal-like screens. e images show this a favor) to help him see Mulge returning to Ashur.
particular member of the Amarud clan—which
might be an individual one of the Vagabonds shares Nabua will understand either way, and will tell them:
memories with—engaging in horrid acts of violence
against the Enēšu during the construction of one of “During my family’s time, people like you used to be highly
the Ascendant V’s tunnel sections. regarded as advisors and scholars. is perception, as well
as common knowledge about you Whisperers, has mostly
Layah will come to a standstill, petri ed, and the faded. If I manage to do this... that could change”.
PCs will do well to rush to accompany her. She will
regain her composure, and state to them: e group crosses the gateway along with the caravan and
reaches the village. A lone woman stands as the towering
“I don’t care where your allegiances lie now, if with the haulers spread and advance towards the hamlet, while
witch or the Arku. Know that they will pay for this.” Nabua jumps o , heading to meet his mother’s embrace.

She will not be dissuaded, and no rolls should be At this moment, whether the group stayed in the village
allowed to attempt it. Whomever stays a er that or had their meeting with Nabua, one of the saviours will
exchange might have a few minutes to look at the talk to the Vagabonds, stating that they heard rumors
Tree’s Engineering from up close. Paying attention about the Amarud clan, and telling them that it would
to the health monitors will show that the memories be good to verify if what they say about the Tree is true.
being streamed are something the ancestors are Of course, the PCs might already know about this, and
conscious about (which means that the machine might share in on what they saw. is bit should either
cannot be used to unearth memories that lie in the prompt them to go and check those memories out if they
subconscious). Several pipes at the root of the Tree didn’t, or to let them know that the Enēšu are aware of the
pump preservative liquids into the vats, and as they Amarud’s past atrocities.
look up, the PCs will note that the brain activity of
each individual weakens, the sequences of their past Now reunited, mother and son start walking ahead of the
becoming more of a blurry, grainy mess. caravan towards the hamlet. e haulers stop at about
three hundred meters of the village gateway, and the
group, with their saviors and some Enēšu, make their way
e group is now free to either stay in the village until towards the hamlet. Layah is nowhere to be seen.
Nabua returns, or go a er him. Ideally, they’d now get a
window to talk to each other about the recent events. e KMVM
“team chat” moments helps bring cohesion to the group
and hands them more control over the ow of the game— I MZ PML
make sure they do get a few of these from now on! Once they arrive at the center, they’ll see a circular table
arranged around a large heat exhaust module. Everyone
If they stay in the village, they might take the chance to is there, ready to dine. Some of the locals are using the
learn about the villagers, talk to Arwia, or seek out any exhaust to roast what seems to be a lion. Nabua will pass
clues or items they need to set their plans in motion. dry fungi bread around, while telling the group that lion
hunting was a ritual that Assyrians have lost with time.
If they leave to seek the convoy, they’ll nd haulers slowly He will mouth something about being “so happy I get
moving across the thickett. Nabua will call for them, to partake in such an esteemed tradition along with my
inviting them to step into his mobile haven to have a chat. mother”. Some of the Enēšu will barely be able to hide
Nabua’s hauler has a sort of refurbished-yet-still- their disgust, and soon Arwia will arrive at the table. As
decadent look to it. With its mustard tinted, cushioned everyone starts eating, the villagers will start to grow
walls, and a series of black furniture pieces, an Artistry silent. Arwia speaks to Nabua:

200 Watershed
“So, I’m told that the compound you use in your food village. is will make for a pretty epic showdown, but
reserve hauler is the same we use for the Tree. It’s been a do remind them when committing to this path of the
while since we depleted our reserves, and we are in dire potentially deadly consequences of violence in Nibiru.
need to re ll the tree and our reserves. It’d be great if you
could spare some. I’m sure Mulge would appreciate it”. ey might take advantage of Arwia’s request to burn
the Tree and bring an end to the Amarud line.
Nabua raises his glass, saying that it’ll be an honor to
provide for his family. is is what you could call the “true” ending that the
adventure has hinted at it from the beginning. From the
Eventually, people will start to slowly make their way indication that the food hauler doesn’t march near the
home. Tauthe and the group’s savior will show up and ask fuel hauler, to the chance given to the group to inspect the
the group if they can come with them, saying it’s urgent, Tree from up close, and the mention of preservative uids
and leading them to one of the haulers at the caravan, combusting when mixed with fuel, the ideal solution is to
stating that “things are about to get messy” and that “they pump fuel into the Tree, setting the ancestors alight and
need to gure out what to do with this whole Tree ordeal”. their memories with them.

Once inside the cargo hauler, the group will be le with To make it happen, they’ll have to rst Convince Layah, so
their savior. is is the big turning point for the adventure. that they can prevent her from outright blasting through
ey’ll be told that allowing this to continue signi es an the hamlet (which is likely to get many Enēšu killed).
existential threat to the Enēšu. at seeing the Amarud en, they could take advantage of the fact that Nabua is
clan taking the Primarchy of Ashur would mean disaster in the hamlet, and that most people are sleeping now, to
for Penumbra; that these are people that, when in power, Disguise or Reassemble (whichever the PCs deem best)
have no qualms with forcing others into submission. the food and fuel haulers, swapping them around so that
the Amarud fall into the trap.
e group will need to make a decision. With their savior
present, they’ll be more hard pressed to back the Enēšu. When everyone comes together to re ll the Tree, feel free
ey could go behind their savior’s back and help Nabua. to play some music, and narrate the scene as it unfolds:
However, your job as a Narrator is to try to see them
not just surviving, but doing so with their morals intact With the drumming of the hidraulic pumps, the murky
(something that they’ll nd quite hard to do if they seem uid climbs up through nine long, transparent tubes. e
inclined to dance to the tune of monsters). cold air rises and, for a split second, silence reigns. With a
single drop, the glass wombs light up. Blissful faces crack,
Once they’ve decided what to do, there’s several ways it and as the cristal tears, a symphony of screams pierce
might come down to. Of course, you shouldn’t explicitly through the vault. Chaos ensues, as villagers fall to their
talk about these to your group; they are here as a guideline knees in utter despair. e ossi ed remnants of a monstrous
on how you’ll be driving the last scene of the story: ancestry boil, petri ed ideals of a dead era melting to blood,
fuel and water. Past the mayhem, stained in the red fulgor
ey might betray their savior, fake their way out of the of the aming Tree, the witch smiles at you before fading
conversation, and then plan how they’ll help Nabua. into the shadows. A smile you will meet again.

is will likely see them return to the hamlet and prepare


to protect against the Enēšu. If they achieve that, the
story will likely shi to the con ict of Mulge staying or The Wrap Up
leaving—which could be developed in the next session. With the story over, the group will be le in varying
is ending is certainly going to bring about a Stress positions depending on their course of action. ey’ll
Test (6 dice), as the group is made complicit—or even an learn that their choices have moral consequences, and
active participant—of the slaughter of the Enēšu. It’s an that whatever their decisions, the outcome of their story
ending you should try to avoid and, should they survive will vastly di er. Either seeing them escape with the Enēšu
it, will rightly haunt the characters for the rest of the story. towards Penumbra—while hunted down by whatever
remains of the Amarud clan in Ashur—, returning to the
ey might back Layah’s plan of hijacking the haulers. Ochre City with the goal of seeing the Amarud rise to
power, or anything else...
In this case, Layah will help them take out any small
opposition they’ll nd from loyalist Enēšu at the caravan, We trust y’all to come up with something wonderful!
to then take over the haulers and race them against the

Watershed 201
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VL aW Ua NZQMVL IZM IJW W LQM I MKWVL QUM

Nibiru; a colossal space station, home to millions,


where stories of drama and struggle are written on a daily basis.

Take on the roles of Vagabonds; people who wake up inside of the station, devoid of memories,
as they search far and wide for the lost remnants of their past, while setting into motion
a series of events that will change the face of the Skyless World forever.

e Nibiru roleplaying game empowers you to write the unfolding stories


of your protagonists’ and their past lives, rewarding you and your friends for
creating expansive, intricate, character-driven storylines.

PMUM
Memory and Identity. Nature and Arti ciality.

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