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Showing posts with label Coriolis: The Third Horizon. Show all posts
Showing posts with label Coriolis: The Third Horizon. Show all posts

Sunday, 28 June 2026

Dungeons & Disapora

For centuries, the Third Horizon—a system of thirty-six star systems—and a wave of colonial expansion and exploration reached through a series of portals built and abandoned long ago by an alien species now known as the Portal Builders, has existed in a state of peaceful isolation. Contact had been long lost with the First Horizon and the Second Horizon following an interstellar war which ended in the portals being permanently closed to the previous Horizons. Yet the Third Horizon was never without its tensions—tensions that would be exploited from within and without. Most notably the latter as the First Horizon fought to take control of the Third Horizon and the Second Horizon fought to prevent it, their proxies continuing the conflict across the ribbon of the stars that made the Third Horizon and changing it for ever. Some fled the war and never saw its outcome. Their ragtag fleet went in search of a signal emanating far from the Third Horizon, said to be from the Nadir, sent with its sister colony vessel, the Zenith, from Earth to Aldebaran, centuries before. The Zenith made contact with, and reinvigorated, the Third Horizon. The Nadir disappeared into the Dark Space between stars. The twelve year journey, known as the Long Traverse, brought the fleet to a system with only two gas giants it called Jumuah where the signal was lost and that was its final stop. The star portal which would hopefully have led onward, hopefully to more prosperous worlds was dead. The fleet was stranded. The survivors were forced to adapt. They labelled their new home the ‘Lost Horizon’ and founded ‘The Ship City of Coriolis the Eternal and Jumuah the First and Last’, or Ship City, in a hollowed out asteroid which they expanded with the hulls of ships no longer space worthy. That was two hundred years ago.

Almost a century after its founding, prophet-physicists made a startling discovery—the ‘Slipstream’. It enabled Greatships, gigantic, sturdy vessels capable of withstanding the buffeting ripples of the Slipstream, to navigate at near Faster-than-Light speeds to other systems. In time, following the River of Stars, the people of Jumuah and the Ship would expand beyond the Lost Horizon and establish eleven settlements and outposts across what is called the Charted Sphere. Now, despite its dangers, travel aboard the Greatships has become almost routine. In addition to new worlds and new systems, the explorers also made discoveries.

They found ruins. They found signs that Humanity was not the first to settle the Great Dark and the region around Charted Space. They found Gardens, Shallows, Structures, and Deep Vaults. They began to learn about them by translating the glyphs left on the ruins and the artefacts the explorers and archaeologists found. They also found the Blight. Whether it appears as blooms, as frost, as dust, or as ice, Blight is a plague that corrupts both structures and biology, that can kill and destroy, but also leave its sufferers with strange visions. And the deeper that explorers and archaeologists delve, the greater the danger of Blight. Today, almost two hundred years after the Long Traverse began, the Explorers’ Guild has risen to direct expeditions to the twelve most significant sites discovered to date and to search for other ruins.

This is the setting for Coriolis: The Great Dark. Published by Free League Publishing following a successful Kickstarter campaign, it is sequel to Coriolis: The Third Horizon, a more traditional Science fiction roleplaying game with strong Middle Eastern themes and flavour. It marks a radical departure in terms of style and tone as well as what you play in Coriolis: The Third Horizon. In Coriolis: The Great Dark, the Player Characters are not the crew of a spaceship, travelling from one world to the next, trading, investigating, fighting, and running, as they would be Coriolis: The Third Horizon and many other Science Fiction roleplaying game. Instead, they members of, or working for, the Explorers’ Guild. As teams, they will travel aboard a Greatship on the Slipstream, be dropped off in system before the Greatship departs, and make their own way to a world or moon or asteroid and explore a ruin, delving deep into its reaches, looking for discoveries, artefacts, and information. However, time is short, resources are limited, and there is the constant threat of the Blight. It feels like the Player Characters are delving into dungeons in deep space, but if this is dungeoneering Science Fiction style, it is a style—and setting—that is inspired by nineteenth-century expeditions, deep-sea diving, and pulp archaeology. The dangers of the unknown are not the only threats that the explorers face in entering the ruins. The criminal organisation known as the Black Toad sends teams into ruins to harvest the Blight and turn it into a drug that is smoked for its hallucinogenic properties. Acts of piracy have been attributed to a group known as the Wreckers and there are creatures and other things lurking in the ruins.

A Player Character is defined by his Profession, attributes, Health, Hope, and Heart, Talents, Quirk, and Keepsake. The Professions are Artist, Enforcer, Esoteric, Odd Jobber, Roughneck, Scholar, Scoundrel, and Traveller. Each provides sample names, gives a key attribute and Talents, some equipment, and a Speciality, which grants an extra Talent. Of the Professions, the Esoteric is a mystic or prophet driven reshape the peoples of the Lost Horizon and the Odd Jobber covers a range of roles such as Guild Clerk, Alley Cook, or Artefact Dealer. All of the Professions provide a variety of roles and associated Talents each of which expand a Player Character’s background. Most Talents can be taken up to three times and add a bonus base die for each level. For example, ‘Streetwise’ adds a bonus base die per Talent level to locate stolen goods, find a contact, or learn rumours, which ‘Jury-Rig’ does the same for crafting or repairing mechanical devices and components. A Player Character has six attributes—Strength, Agility, Logic, Perception, Insight, and Empathy—and three stats—Health, Hope, and Heart—which measure how much trauma he can suffer before he is broken. The attributes range in value between one and five, except the key attribute for a Profession. His Quirk represents a flaw that when roleplayed will earn a Player Character Experience Points and a Keepsake his means of recovering Hope.

To create character, a player selects an origin, chooses a Profession and Speciality, divides twenty-four between his character’s attributes, chooses three more levels of Talents from the Profession, choose a Quirk, a Keepsake, and some equipment, and then a name, appearance, and a reason why the character became an Explorer. Many of these elements can be rolled for as well.

Name: Chandra Koulidis
Profession: Odd Jobber
Speciality: Stair Peddler
ATTRIBUTES
Strength 2 Agility 4 Logic 4
Perception 3 Insight 4 Empathy 5

Health 6 Hope 9 Heart 7

TALENTS
Actor (1), Charmer (2), Cultural Savant (1), Mentalist (1), Streetwise (1)

Origin: Among the Alleys and Shanties of Aluminium Bay
Associated Faction: The Black Toad
Contact: Cook Lissa Losoi
Quirk: Wears makeup
Keepsake: Piece of a Builder shard
Appearance: Unruly hair
Reason for becoming an Explorer: To escape the drudgery of everyday life
Equipment: Fancy clothing, waking pills, bottle of shroom brandy

Mechanically, Coriolis: The Great Dark, uses the Year Zero engine, first seen in Mutant: Year Zero – Roleplaying at the End of Days. To have a character undertake an action, a player rolls a number of Base Dice equal to a combination of attribute and applicable Talent, plus Gear Dice. A single roll of a six (or the symbol on the custom dice for Coriolis: The Great Dark) indicates a Success. Multiple Successes improve the outcome, especially in combat and conflict. If the roll is a failure and no sixes are rolled, or a player wants more Successes, he can Push the roll. This enables him to reroll any dice which did not result in a one or six. A roll can be Pushed once and any rolls of one on the Base Dice indicate that the Player Character loses a point of Hope, whilst any rolls of one on the Gear Dice indicate that the item of equipment used is damaged and needs to be repaired, and if happens multiple times, it will break. Other Player Characters can help another on a task, each one contributing an extra Base Die to the player making the roll.

Conflict in Coriolis: The Great Dark uses the same core mechanics. Initiative uses a deck of cards numbered from one to ten and the rules for conflict cover both ranged and close combat, plus social conflict. A combatant can move once and do one action per round. Reactions, such as blocking or dodging, are counted as actions and so use up a Player Character’s action in a round. A single Success is required to inflict the base damage for an attack, but extra Successes can be expended to increase damage as well as other effects. In close combat can be used to wrestle an object from an opponent, trip him, or push him away. Ranged combat allows for aimed fire, full auto, cover, and so on. Armour has the potential to protect against damage, requiring a roll and Successes to be rolled, to be effective. If a Player Character suffers more damage that reduces his Health to zero, he is Broken and cannot act. Critical damage is inflicted if the number of successes rolled are equal to, or exceed, the ‘Crit Threshold’ for the weapon. This necessitates a roll on the ‘Critical Injuries’ table. Two critical injuries will both NPCs and Player Characters.

Social combat is handled via rolls versus an opponent’s Empathy or Strength attributes. The rules also cover chases and vehicle combat, including spaceship combat. The rules for both are simply handled and overall, the rules for Coriolis: The Great Dark are a very traditional version of the Year Zero mechanics.

The play of Coriolis: The Great Dark switches back and forth between life and intrigue in Ship City and exploring the Ruins in the Great Dark. To support the former, there is a detailed description of Ship City, its districts and the powerful guilds—the Navigators Guild, the Machinists Guild, the Gardeners Guild, and the Coriolites, the families that adhere to the traditions of the Third Horizon, and the Black Toad, the shadowy criminal cartel operating throughout the Charted Sphere, as well as the less powerful, though still influential Explorers Guild. The background on the rest of Charted Space is not as detailed, but there is more than enough information to bring it to life on the Player Characters’ expeditions.

Expeditions form the second part and primary focus of play in Coriolis: The Great Dark and that starts with the creation of a Crew. There are five positions on the Crew—Delver, Scout, Burrower, Guard, and Archaeologist. The Delver leads the way into Ruins; the Scout looks for hidden dangers ahead; the Burrower digs paths and secures routes through tunnels and caves; the Guard protects the Crew; and the Archaeologist interprets the Ruins, as well as glyphs and artefacts found. The Explorers Guild trains Crew members in particular Manoeuvres. For example, the Burrower can use ‘Destabilise’ in conjunction with an explosive charge to destroy a wall or blockage to either open up a route or block it, whilst the Delver can use ‘Rally’ to restore Hope or remove a Condition for all nearby Explorers. These are extra combat actions that can be used specifically during a delve.

In addition to some personal equipment, the Explorers Guild provides the Crew with a rover and an interplanetary shuttle. Both will be carried aboard the Greatship that ferries the Crew to the system destination where it drops the Crew off. The oddest item that the Explorers Guild loans the Crew is a Bird, also called a ‘Garuda’, which serves as a guardian spirit and Blight-finder. They are actually bioengineered artifacts discovered in the Ruins and awakened, willing to co-operate with the peoples of Ship City. Many are kept as companions and there is specific Bird Market in Ship City. In the illustrations, the Birds have a hawk-like appearance. Although they vary in terms of type and ability, the Birds are indispensable when it comes to exploring Ruins. In particular, their ‘Clear Blight’, ‘Blight Scan’, and ‘Soak Blight’ powers help a Crew keep safe on a delve. Whilst the individual Player Characters will earn Experience Points, collectively as a Crew they can earn Crew Points for taking on a challenge, going on a trek or delve, making discoveries, and so on. These can be spent to learn new manoeuvres, as well as to improve the vehicles and the Bird. Effectively, improving the vehicles and the Bird are the equivalent of the community improvement rules found in other roleplaying games from Free League Publishing. Plus, there are Talents which help a Player Character interact with his Crew’s Bird more easily. Choosing a Bird and both a rover and a shuttle is a collective endeavour that comes at the end of Player Character generation.

Name: Fench
Type: Guide
Health: 4 Energy: 3
Appearance: Ink black with a long beak and bold personality
Special Power: Farsight
Basic Powers: Attack, Defend, Clear Blight, Blight Scan, Sock Blight, Glow

Expeditions can be mounted for many reasons, such as finding new sites to colonise, prospecting for new resources, and even to find new Slipstream routes, but the iconic type of expedition is the ‘Delve’ into Ruins. There are rules for land exploration, which essentially covers the Crew touching down in its shuttle and then making its way to the Ruin site by rover. Once there, the rules shift. Not just in intensity, but also in their axis. If the journey to a Ruin is horizontal across the landscape, the Delve swings through ninety degrees into the vertical. Not every Delve has this verticality, but most do, and it makes a Delve feel more like spelunking or potholing. Of course, one of the inspirations in Coriolis: The Great Dark is deep-sea diving and this is reflected in the heavy suits that the Crew members wear and are depicted in the art. A Delve also has the feel of a mountain climbing expedition and mechanically by the journeying rules in other roleplaying games from Free League Publishing. Mountain climbing because a Crew has to keep track of Supply—consumables including oxygen, water, food, energy, ammunition, and light—and establish camps where Supply caches can be laid up, and the journeying rules because the Player Characters will have specific roles on an expedition or Delve.

Like those journeying rules, in a Delve a Crew is trying to get to a key location or locations. This has a specific procedure, first making a Delve roll to move into the next area, then dealing with any hazards, and dealing and suffering from any Blight. Blight can be encountered anywhere, but is primarily associated with Ruins and often with the strange creatures and things discovered there. The Delve suits that each Crewmember wears provides some protection against the Blight, but if a Crewmember does suffer from Blight, it reduces his Heart stat. If this is reduced, his player rolls on the ‘Blight Manifestation’ table to represent its direct effect, which can be temporary or permanent. For example, the Crewmember might be stricken with uncontrollable shivering that leaves him Exhausted; temporal dissonance that causes lapses in time perception such that the Crewmember always goes last in combat; crystalline blooms grow from the Crewmember’s skin causing pain and piercing his Delve suit; and even ‘Wander the Pale Halls’ after the Crewmember falls into a coma, experiencing vivid hallucinations of the Pale Halls, leaving him permanently Broken.

The play switches to more traditional exploration once the Crew reaches a location. Here its members can search for artefacts, shards, and secrets. The Game Master has a good set of tables for creating Delves, defining its age, purpose, type, depth, theme, quirks, discoveries to be made, Blight levels encountered, and more. She can populate it with threats and creatures, the latter from the roleplaying game’s extensive bestiary, and even rival parties also exploring the Ruin. This is supported by an extensive discussion on the nature of the Ruins and the themes of the roleplaying game—Space as a wild sea, a sense of wonder, the mystery and enigma of the Builders and who they were, as well as intrigue, hope, and teamwork. The advice for the Game Master is excellent, covering not just running the roleplaying game, but also creating her own content for it. The Game Master is also supported with a sample scenario, ‘The Black Ziggurat’ in which the Explorers Guild sends the Crew to look for a missing Navigator near the eponymous site. The scenario emphasises the Delve aspect of play, but adds some intrigue into the mix as well.

Lastly, ‘The Outcast Explorer’ presents the option to play Coriolis: The Great Dark in solo mode. In these rules, the player still roleplays an Explorer, but one who has been spurned by everyone except the Explorers Guild. It sponsors the Outcast to explore the Red Garden, a vast valley located on Ilum, one of the moons of the two gas giants in the Jumuah System, which is dotted with labyrinthine Builders ruins. However, the Explorers Guild does not care how the Outcast conducts his expedition or if he survives. If he does, the Explorers Guild will simply sponsor him again. The rules are solidly serviceable for what you would expect for solo play, though of course, they do lose that shared sense of trepidation and wonder and awe at exploring the unknown. In the meantime, there is nothing to stop the Game Master visiting some of the tables for ‘The Outcast Explorer’ for further inspiration for Delves of her own.

If there is a downside to Coriolis: The Great Dark, it is that it does not explore the aftermath of expeditions and Delves as well as it should. What the Player Characters are rewarded with by the Explorers Guild and how their discoveries might change perspectives on who and what the Builders were and so on. The likelihood is that some of the ramifications will be explored in future releases, such as the campaign, The Flowers of Algorab.

Physically, Coriolis: The Great Dark is very well presented. It is well written and the artwork is excellent, capturing that sense of wonder almost at the end of the universe and the strangeness of what the Player Characters might find below, coupled with the slightly ramshackle feel of Ship City.

There can be no doubt that Coriolis: The Great Dark is a radical shift Coriolis: The Third Horizon. Where the setting of Coriolis: The Third Horizon was more open and traditional in what the Player Characters could do and more obvious in its Middle Eastern inspiration, Coriolis: The Great Dark is constrained and less obvious in its inspiration. There still is a Middle Eastern inspiration, but less is made of it, as if the culture of Ship City has evolved and changed in response to its change of circumstances, giving it a refreshing unfamiliarity. There is grime and grit to the setting too, its ramshackle nature have less of the sheen of Coriolis: The Third Horizon and more of a Blue Collar Science Fiction look and feel. There are likely more types of stories that can be told and roleplayed in the setting of Coriolis: The Great Dark, but its core activity is Delving and exploration, discovering secrets, revealing mysteries and experiencing the wonder and awe of both the past—what the Builders left behind—and Charted Space. Coriolis: The Great Dark brings a sense of cosmic curiosity and the mystery of the unknown to Science Fiction roleplaying, ready to be experienced, for discoveries to be made, and secrets to be revealed.

Sunday, 11 January 2026

Coriolis Campaign III

The Third Horizon is a place of mystery and mysticism. The location of the thirty-six star systems that comprise the third wave of colonisation from Earth via a series of portals built and abandoned long ago by an alien species now known as the Portal Builders, it stands isolated once again following an interstellar war between the First Horizon and the Second Horizon that closed the Portals. The identity of the Portal Builders remains a mystery, as does the identity of the recently arrived faceless aliens known as the Emissaries who rose from the gas giant Xene. Compounding that is the fact that one of the Emissaries claims to be an Icon and ordinary men and women have been seen to use abilities said to be the province of the Icons themselves. Are they heretics, evolving, or the result of Emissary meddling? Then what secrets are hidden in the dark between the stars and the portals? This is the situation in the Middle East-influenced Science Fiction roleplaying game, Coriolis: The Third Horizon, originally published in Swedish by Free League Publishing, but since published in English. It is also the situation at the start of Mercy of the Icons, a campaign trilogy for Coriolis: The Third Horizon, that will explore them in detail and reveal some of the secrets to the setting.

By the end of the Mercy of the Icons – Part 1: Emissary Lost, the first part of the campaign, the Player Characters discovered starting revelations in the wake of the disappearance of the Emissary. These were the identity of the organisation behind the death and disappearances of mystics from aboard the Coriolis station, the so called ‘The Mysticides’, and more information about who the Emissaries are and that they in danger after receiving a vision of the Second Horizon. It seems that despite the Third Horizon having been long isolated from both the First Horizon and the Second Horizon, the former is attempting to make long lost contact and manipulate events in its favour, whilst the latter is trying to prevent it. The action having shifted from Coriolis station to tracking across the world of Kua below, the first part of the campaign ends with the Player Characters wanting to get off planet knowing that some of the most important figures in the Third Horizon are in danger.

By the end of Mercy of the Icons – Part 2: The Last Cyclade, the second part of the campaign, the Player Characters will have made a startling and almost alien discovery as to the nature of threat which has been operating in the dark between the stars and the portals, in a thoroughly unnerving dive on a submerged starship and returned to Coriolis Station to be feted as heroes. This brings them to the attention of numerous factions and notables, all ready to extend offers of employment as useful and capable agents in the turbulence following ‘The Mysticides’ and the reactions against the mystics. No matter which faction the Player Characters sided with, they find themselves investigating the activities of the Nazareem’s Sacrifice cult, originally a Firstcome faction, but long since reviled for its nihilistic and brutal practices, including alleged human sacrifice, performing dark rituals, and making unholy pacts with evil spirits and djinn. In the process the Player Characters make further horrifying discoveries about the origins of the Third Horizon. Meanwhile, the other factions continued to plan and plot and those plots and plans come to fruition against the backdrop of a hastily called election to the Council of Factions aboard Coriolis Station. As the results of the election are called, rioting breaks out, martial law is declared, and the Emissaries move in the open, attacking Coriolis Station, causing its shattered pieces to fall to the planet Kua below.

To continue playing the campaign, it is recommended that at least one Player Character be combat capable. In addition, a Player Character with the Data Djinn skill is definitely going to be useful and whilst a Mystic character is not mandatory, the presence of one will add an extra dimension to the campaign. The Player Characters do not necessarily need to have their own starship, but should have access to one. That said, they may able to recover their own spaceship, which they lost access to in Mercy of the Icons – Part 1: Emissary Lost, and carry one from there. One way in which the Player Characters can acquire a ship from the start of the campaign is in playing The Last Voyage of the Ghazali, a prequel scenario to the Mercy of the Icons – Part 1: Emissary Lost. It is worth running Last Voyage of the Ghazali before Mercy of the Icons – Part 1: Emissary Lost, but it should be noted that the connection between The Last Voyage of the Ghazali and Mercy of the Icons – Part 1: Emissary Lost is never really explored from the perspective of the Player Characters. However, it becomes much more important in Mercy of the Icons – Part 2: The Last Cyclade and then Mercy of the Icons – Part 3: Wake of the Icons. As with Mercy of the Icons – Part 1: Emissary Lost and Mercy of the Icons – Part 2: The Last Cyclade before it, the Atlas Compendium is likely to be useful in running the ongoing campaign.

The third and final part of the campaign, Mercy of the Icons – Part 3: Wake of the Icons, is like the first two parts, divided in three acts. The first act begins not long after where Mercy of the Icons – Part 2: The Last Cyclade left off. As the Player Characters begin to recover from the shock of the destruction of Coriolis Station, they experience a number of visions—waking and otherwise—that draw them back to Kua, the planet above which Coriolis Station long hung in orbit before falling to the planet. There is only a little time for them to pursue their own interests and perhaps for the Game Master to run other adventures, before they have to answer the call in ‘A Song For Kua’. The Player Characters find the world much changed, both the old order with its indentured servitude and the spire from which it ruled, shattered and waters that were once held back now flooding what is left. Chased by weirdly jerking, but precise attackers who are accompanied by the sound of shrill piercing and a chorus of whispers, the Player Characters work their way out into the jungle surrounding the spire and then underground. There they make yet another startling discovery: miraculously, one of the icons has survived, the Machine Icon. She called out to the Player Characters and has an amazing offer to make. This is for them to join with her. The Player Characters do not have to do so, but doing so not only grants them access to some amazing mystical gifts, it gives them protection against the threat posed by the Second Horizon’s control of the Mystics in the Third Horizon.

After ‘A Song For Kua’, the Game Master has one last period when it is possible to run content that is not part of the campaign before the action ramps up in the penultimate chapter, ‘The Tenth Icon’. Against a backdrop of mystics mutinying and stealing warships and taking them to Xene, the gas giant where the Emissaries first appeared, the Player Characters are contacted by a patron informing them that their presence has been requested. The Sadaal system has been closed to outside traffic, but is known to control a large flotilla of warships that would be very useful in the fight against the threats that the Third Horizon faces. Previous negotiations with the Sadaalian leadership have failed, but now it is prepared to accept a new delegation on the proviso that the Player Characters are part of it. ‘The Tenth Icon’ is as straightforward as ‘A Song For Kua’, but the stakes are much higher. What begins as a potentially hopeful situation is undone when Sadaalian security turns on the delegation and arrests its members, including attempting to arrest the Player Characters. On Sadaal below, the Player Characters learn the true nature of the system’s leader, Aremerat the Eternal, and what a monster he truly is as they race to ascend Crying Ziggurat atop which the members of the imprisoned delegation are to be executed. The scenario climaxes atop the building, facing both security and Aremerat the Eternal, all in front of the city’s faithful below. This is a challenging encounter and it helps if the Player Characters joined to the Machine Icon in the previous chapter.

What ‘A Song For Kua’ and ‘The Tenth Icon’ are doing is really setting up ‘The Horizon Wars’, the final part of both Mercy of the Icons – Part 3: Wake of the Icons and the Mercy of the Icons campaign itself. They are both linear in nature and deviating away from their storylines weakens the Player Characters in the long run and makes a lot of extra work for the Game master. The campaign more or less notes this when discussing briefly, the possibility of the Player Characters siding with the forces arrayed against the Third Horizon. It is also those forces that the players and their characters are being warned about in ‘The Tenth Icon’. These include the Second Horizon’s manipulations by their Emissaries of Mystics of the Third Horizon to make them run to Xene that are undermining the Third Horizon’s capacity to defend itself and the more insidious efforts of the First Horizon, led by the Eternal Emperor. Of the two, the First Horizon is a bigger threat than the Second Horizon, but ultimately both want to conquer the Third Horizon. Armed with this knowledge, the Player Characters are set-up for the finale of the campaign.

Where ‘A Song For Kua’ and ‘The Tenth Icon’ were both linear and location focused, ‘The Horizon Wars’ takes an entirely different structure and opens the campaign to the whole of the Third Horizon—and just a little beyond. ‘The Horizon Wars’ consists of series of metagame ‘War Turns’, each divided into two phases. The first consists of a standard mission, whilst the second is a conflict action. In the metagame action, the players direct the naval forces of the Third Horizon against those of First Horizon and Second Horizon, ordering the movement of fleets and rolling for the outcome of battles, assigning damage and assigning reinforcements as necessary—and it really will be necessary! A map is provided of the Third Horizon and where the starting positions are for the various fleets on all sides plus stats and details for them. This can be run as theatre of the mind, but there is scope to turn it into a strategic wargame with pieces moved from system to system. To that end, the Game Master will want to prepare some pieces to represent fleets as well as a good map that the players can access. It helps that a lengthy example of 

At the start of ‘The Horizon Wars’, the Third Horizon finds itself on the backfoot with limited resources and capabilities, for example, constantly in danger of being overrun because of the possible influence that the Second Horizon has over the Mystics serving in the Third Horizon Fleets. Where ‘A Song For Kua’ and ‘The Tenth Icon’ were both linear and location focused, ‘The Horizon Wars’ takes an entirely different structure and opens the campaign to the whole of the Third Horizon—and just a little beyond. ‘The Horizon Wars’ consists of series of metagame ‘War Turns’, each divided into two phases. The first consists of a standard mission, whilst the second is a conflict action. In the metagame action, the players direct the naval forces of the Third Horizon against those of First Horizon and Second Horizon, ordering the movement of fleets and rolling for the outcome of battles, assigning damage and assigning reinforcements as necessary—and it really will be necessary! A map is provided of the Third Horizon and where the starting positions are for the various fleets on all sides plus stats and details for them. This can be run as theatre of the mind, but there is scope to turn it into a strategic wargame with pieces moved from system to system. To that end, the Game Master will want to prepare some pieces to represent fleets as well as a good map that the players can access.

At the start of ‘The Horizon Wars’, the Third Horizon finds itself on the backfoot with limited resources and capabilities, for example, constantly in danger of being overrun because of the possible influence that the Second Horizon has over the Mystics serving in the Third Horizon Fleets. The missions in ‘The Horizon Wars’ directly influence the outcome of the subsequent conflict phases in the metagame, but there are also several mini-missions that the Game Master can develop that can help influence the outcome of the main missions. Although it is stated that they are optional, their inclusion helps move the campaign along and it means that the players and their characters are always focusing on the metagame aspect of ‘The Horizon Wars’. The main missions in this chapter are shorter than in the previous chapters allowing for a wider and more interesting variety of tasks. ‘The Fifth System’ sends the Player Characters off in search of new allies that will test their negotiating and diplomatic skills as they find their way through a secret portal and into a hidden star system, whilst in ‘The Ghosts of Xene’, the Player Characters have to sneak and/or fight their way into getting an audience with the Emissaries to negotiate a way to end their directly interfering with Third Horizon’s militaries. The First Horizon finally makes its move in ‘The Legacy of the Founders’ as it triggers a Third Horizon-wide trap and launches strikes against key systems, and the Player Characters have to stop its forces gaining access to another fleet. In each multiple options are discussed in terms of possible outcomes and their consequences. Lastly, the Player Characters are given the means to strike hard at the forces of the First Horizon, so hard that it will change the Third Horizon forever. Again, there are multiple outcomes discussed, all in no little detail and all of which will change the Third Horizon to some extent, good or bad.

Lastly, Mercy of the Icons – Part 3: Wake of the Icons includes details of numerous spaceships that can be used in the latter part of the campaign, and beyond. More useful for the former than the latter and sadly the ships are not illustrated.

Physically, Mercy of the Icons – Part 3: Wake of the Icons is well presented. The artwork is excellent and the campaign is decently written, although it does need a slight edit in places.
 
Mercy of the Icons – Part 3: Wake of the Icons brings the Mercy of the Icons campaign to an epic conclusion. As much as it is an end to the Mercy of the Icons campaign, it may well be an end to the Game Master’s Coriolis: The Third Horizon campaign too, although there are notes on how a campaign might continue. The first two chapters of Mercy of the Icons – Part 3: Wake of the Icons are tight affairs, funnelling the story onto a grand stage in the third and final part where both players and characters have a big role to play. Players in the conflict phases, characters in the mission phases. This does add complexity to the campaign, one of mechanical complexity in addition to the campaign’s complexity in terms of setting and background. Especially political background. There is a lot for the Game Master to grasp in terms of that background and be able to impart that background to her players. As with the campaign as a whole, Mercy of the Icons – Part 3: Wake of the Icons warrants a high degree of commitment by both player and Game Master and in an exciting finale, it repays that commitment.

Sunday, 6 July 2025

Coriolis Campaign II

The Third Horizon is a place of mystery and mysticism. The location of the thirty-six star systems that comprise the third wave of colonisation from Earth via a series of portals built and abandoned long ago by an alien species now known as the Portal Builders, it stands isolated once again following an interstellar war between the First Horizon and the Second Horizon that closed the Portals. The identity of the Portal Builders remains a mystery, as does the identity of the recently arrived faceless aliens known as the Emissaries who rose from the gas giant Xene. Compounding that is the fact that one of the Emissaries claims to be an Icon and ordinary men and women have been seen to use abilities said to be the province of the Icons themselves. Are they heretics, evolving, or the result of Emissary meddling? Then what secrets are hidden in the dark between the stars and the portals? This is the situation in the Middle East-influenced Science Fiction roleplaying game, Coriolis: The Third Horizon, originally published in Swedish by Free League Publishing, but since published in English. It is also the situation at the start of Mercy of the Icons, a campaign trilogy for Coriolis: The Third Horizon, that will explore them in detail and reveal some of the secrets to the setting.

By the end of the Mercy of the Icons – Part 1: Emissary Lost, the first part of the campaign, the Player Characters discovered starting revelations in the wake of the disappearance of the Emissary. These were the identity of the organisation behind the death and disappearances of mystics from aboard the Coriolis station, the so called ‘The Mysticides’, and more information about who the Emissaries are and that they in danger after receiving a vision of the Second Horizon. It seems that despite the Third Horizon having been long isolated from both the First Horizon and the Second Horizon, the former is attempting to make long lost contact and manipulate events in its favour, whilst the latter is trying to prevent it. The action having shifted from Coriolis station to tracking across the world of Kua below, the first part of the campaign ends with the Player Characters wanting to get off planet knowing that some of the most important figures in the Third Horizon are in danger.

To continue playing the campaign, it is recommended that at least one Player Character be combat capable. In addition, a Player Character with the Data Djinn skill is definitely going to be useful and whilst a Mystic character is not mandatory, the presence of one will add an extra dimension to the campaign. The Player Characters do not necessarily need to have their own starship, but should have access to one. That said, they may able to recover their own spaceship, which they lost access to in Mercy of the Icons – Part 1: Emissary Lost, and carry one from there. One way in which the Player Characters can acquire a ship from the start of the campaign is in playing The Last Voyage of the Ghazali, a prequel scenario to the Mercy of the Icons – Part 1: Emissary Lost. It is worth running Last Voyage of the Ghazali before Mercy of the Icons – Part 1: Emissary Lost, but it should be noted that the connection between The Last Voyage of the Ghazali and Mercy of the Icons – Part 1: Emissary Lost is never really explored from the perspective of the Player Characters. However, it becomes much more important in Mercy of the Icons – Part 2: The Last Cyclade and then Mercy of the Icons – Part 3: Wake of the Icons. As with Mercy of the Icons – Part 1: Emissary Lost before it, the Atlas Compendium is likely to be useful in running the ongoing campaign

The second part of the campaign, Mercy of the Icons – Part 2: The Last Cyclade, published following a Kickstarter campaign, is divided into three very different parts. The first part, ‘The Uharan Echo’, is really divided into two highly contrasting halves. It opens with the Player Characters having been hired to investigate the possible reappearance of the Zafirah, the destroyer lost during the rescue operation conducted during The Last Voyage of the Ghazali. This requires that they run a blockade from the long way round into Uharu system via the Taoan-Uharu portal, before the Player Characters literally dive on the wreck submerged in the chemical waters of a moon, perhaps prefiguring the tone of Coriolis: The Great Dark. This gives it a claustrophobic, unworldly feel that escalates as they reach the wreck where it lies on a cliff, ready to tip over and fall into the depths below, and begin to search the ship. Inside they make a startling discovery, a second wreck, that of one of the strange Butterfly Ships that the Player Characters encountered at the end of the first part of the campaign. The inside of the Butterfly Ship is nothing like the Player Characters will have seen before and is almost ‘alien’ in its creepiness. The scenario ends in a rush as the Butterfly Ship begins to collapse and force the wreck off the cliff, and then attacking the portal itself, which disrupts the whole of the Uharu system. The unexpected discovery of the Butterfly Ship is a fantastic payoff to the Player Characters’ encounter at the end of Mercy of the Icons – Part 1: Emissary Lost.

The second half is a radical shift to the first, taking place back on the Coriolis station where the Player Characters find themselves the centre of attention, feted as heroes after the events in the Uharu system. After recovering in hospital, the Player Characters are approached by multiple factions wanting to employ them whilst also being the guests of honour at a grand banquet to celebrate the end of the year or Cyclade. They are dressed to the nines and effectively paraded through the scenario, but there are plenty of opportunities for the Player Characters to interact with the great and the good along the way, with plenty of opportunities to roleplay and with some good Manipulation rolls potentially learn what each faction wants. What each faction wants and knows is nicely detailed, as is the support they will provide the Player Characters, what they will do if the Player Characters do not enter their employ, and what they will do if the Player Characters betray them. There are also plenty of other scenes too that the Game Master can add to contrast and display the varied reactions to the Player Characters’ being treated as the heroes of the hour.

By the end of the banquet (or not long after), the Player Characters will themselves having taken up one faction or another as a patron. It is possible to maintain links with some of the other lesser factions, but in the main, they will be working for and supported by a single patron throughout the next part of the campaign. What the different factions want is explored in further detail as the campaign shifts again in tone and structure. ‘The Cyclade Dance’, the second part of Mercy of the Icons – Part 2: The Last Cyclade is more open in structure, being built around a mission generator and a series of events that the Game Master can weave the Player Characters’ progress around. The Player Characters will not be present for every event nor do they have to play through all of the suggested adventures. Some of the events will take place off screen and the Player Characters will only learn about them afterwards, but they do serve to keep them updated as to ongoing events across the Third Horizon. Sixteen missions are detailed to varying degrees with the final four being more detailed and necessary to continue the campaign. The missions focus on the investigation of the Nazareem’s Sacrifice cult, originally a Firstcome faction, but long since reviled for its nihilistic and brutal practices, including alleged human sacrifice, performing dark rituals, and making unholy pacts with evil spirits and djinn. The Nazareem’s Sacrifice has long been driven underground in the Third Horizon, operating in secret, but has become more active in recent years. For the majority of the factions in the Third Horizon it is seen as the primary threat. The types of missions begin with the Player Characters hunting lone agents and cultists to Tier I and infiltrating Nazareem’s Sacrifice cells, through Tier II and exploring ruins associated with the cult, to Tier III and actually conducting a strike mission against active cells. Throughout, the Player Characters will have been gathering information that will ultimately set up the Tier III mission. However, not every mission involves Nazareem’s Sacrifice directly and one of the creepier missions is ‘Curse of Rusah’ in which the Player Characters explore the Ash Belt in the desolate Odacon in search of a rumoured lost weapon. The encounter verges on cosmic horror and has a creepy, weird feel that echoes the earlier exploration of the Butterfly Ship. The last mission, ‘The Fire of the Icons’, is the assault upon a Nazareem’s Sacrifice temple and it holds some weird encounters of its own, that again verge on being horrifying.

The last part of Mercy of the Icons – Part 2: The Last Cyclade is ‘In the Shadow of the Zenith’ returns the Player Characters to the Coriolis station, and Kua, it hangs over, for a more direct finale. Against a backdrop of a hastily called election to the Council of Factions in the face of continued political polarisation and growing distrust by the electorate, the Player Characters’ patron asks them to locate a defector who has valuable information. Coriolis station is packed with pilgrims and refugees and this only adds to the tension as the Player Characters locate and search safehouse after safehouse and then, as they locate the defector and learn the truth behind the election, its results are called, the previous administration is denounced, martial law is declared, and rioting breaks out in response. It is against this backdrop that the Player Characters race to get off the station and the Emissaries make an open move that brings Mercy of the Icons – Part 2: The Last Cyclade to a shattering conclusion.

Physically, Mercy of the Icons – Part 2: The Last Cyclade is a good-looking book. The artwork is excellent, but the writing does need an edit in more than a few places, and it does feel as if the English translation of the campaign has been rushed. The campaign is light on handouts and there are very few physical clues. This is not an issue, but the campaign does feel as if a few more maps would have been useful, certainly ones suitable for use by the players and their characters.

The Mercy of the Icons campaign is a demanding campaign to play and run. There is a lot of information for the Game Master to take in and impart that to her players, and in Mercy of the Icons – Part 2: The Last Cyclade that comes to the fore as politics plays a big role in the story and there is a lot going on in the background as the events of the foreground where the Player Characters play out. Even if the players have characters who do not have as much interest in the politics of the Third Horizon as others, for example, agents and journalists versus merchants and ship’s crew, they are still going to need the same background since they are going to be dealing with the same factions. And whilst the Nazareem’s Sacrifice are definitely evil, the other factions are definitely shaded in a lot of grey. Nevertheless, Mercy of the Icons – Part 2: The Last Cyclade very effectively pushes the plot on, gets the Player Characters’ involved, and reveals more of the secrets and the horrors of the Third Horizon.

Saturday, 6 April 2024

Quick-Start Saturday: Coriolis: The Great Dark Quickstart

Quick-starts are a means of trying out a roleplaying game before you buy. Each should provide a Game Master with sufficient background to introduce and explain the setting to her players, the rules to run the scenario included, and a set of ready-to-play, pre-generated characters that the players can pick up and understand almost as soon as they have sat down to play. The scenario itself should provide an introduction to the setting for the players as well as to the type of adventures that their characters will have and just an idea of some of the things their characters will be doing on said adventures. All of which should be packaged up in an easy-to-understand booklet whose contents, with a minimum of preparation upon the part of the Game Master, can be brought to the table and run for her gaming group in a single evening’s session—or perhaps two. And at the end of it, Game Master and players alike should ideally know whether they want to play the game again, perhaps purchasing another adventure or even the full rules for the roleplaying game.

Alternatively, if the Game Master already has the full rules for the roleplaying game the quick-start is for, then what it provides is a sample scenario that she can still run as an introduction or even as part of her campaign for the roleplaying game. The ideal quick-start should entice and intrigue a playing group, but above all effectively introduce and teach the roleplaying game, as well as showcase both rules and setting.

—oOo—

What is it?
Coriolis: The Great Dark Quickstart introduces the sequel to Coriolis: The Third Horizon,
the Middle East-influenced Science Fiction roleplaying game published by Free League Publishing. It is a roleplaying game inspired by 19th-century expeditions, deep-sea diving, and pulp archaeology in which Explorers delve into ruins in search of secrets, resources, and answers on the edge of civilisation.

It is an eighty-eight page, full colour book.

The quick-start is extensively illustrated, the artwork is superb, capturing the majesty and mystery of the setting.

How long will it take to play?
Coriolis: The Great Dark Quickstart can be played through in a single session, or two sessions at most.

What else do you need to play?
Coriolis: The Great Dark Quickstart requires multiple six-sided dice in two colours.

Cards numbered from one to ten are also required. These can be taken from a
standard deck of playing cards as necessary.

Where is it set?
Coriolis: The Great Dark is set far beyond the Third Horizon of Coriolis: The Third Horizon. A Diaspora fled the war growing there, looking for a haven and following a faint signal emanating from the depths of space. The signal was lost in a system the Diaspora called Jumuah, where unable to proceed further, it was forced to adapt and settle in massive, hollowed out asteroid called ‘The Ship City of Coriolis the Eternal and Jumuah the First and Last’, or Ship City. Although the Portal that should lead out of the system is dead, the Slipstream known as the ‘River of the Stars’ has enabled the Explorers Guild to send Greatships out into the unknown where mysterious ruins have been discovered in other systems.

Expeditions into the ruins require careful planning and resources which must be carried by the explorers or carefully placed at staging camps. Chthonian in size and nature, they are often protected by ancient defence systems and creative construction to hinder intruders. These, though, are not the primary danger that explorers face in delving into ruins. The primary danger is Blight, a plague that corrupts both structures and biology, that can kill and destroy, but also leave its sufferers with strange visions. One way to mitigate the effects of Blight is to be accompanied by a Bird, an automaton of unknown origins capable of detecting and withstanding its effects and protecting the explorers.

Who do you play?
There are four ready-to-play Player Characters given in Coriolis: The Great Dark Quickstart. They consist of a Wreck Diver, experienced in delving into ruins, a Guild Soldier capable with blade and bullet, a Vacuum Welder, good at fixing things as well as blowing them up, and an Algebraist Apprentice, a failed scholar. They are accompanied by their Bird, a constant companion on their delves, capable of scouting the ruins and detecting Blight.

How is a Player Character defined?
A Player Character has six attributes—Strength, Agility, Logic, Perception, Insight, and Empathy—and three stats—Health, Hope, and Heart—which measure how much trauma he can suffer before he is broken. He also has several Talents which either provide a single benefit or between one and three bonus dice to particular actions. For example, ‘Bird Handler’ enables a Player Character to talk to Birds and grants a bonus die when attempting to extract information from a Bird whilst ‘Sixth Sense’ prevents a Player Character from being surprised. A Player Character also has a quirk and keepsake, the latter which can give him hope.

Collectively, all of the Player Characters share Supply. This is a combination of air, food, water, and power, tracked over the course of an expedition. It is used one Supply at a time per marker of Depth travelled.

How do the mechanics work?
Mechanically, Coriolis: The Great Dark Quickstart and thus Coriolis: The Great Dark, uses the Year Zero engine, first seen in Mutant: Year Zero – Roleplaying at the End of Days. To have a Player Character undertake an action, a player rolls a number of Base Dice equal to a combination of attribute and applicable Talent, plus Gear Dice. A single roll of a six (or the symbol on the custom dice for Coriolis: The Great Dark) indicates a success. Multiple successes improve the outcome, especially in combat and conflict. If the roll is a failure and no sixes are rolled, or a player wants more successes, he can Push the roll. This enables him to reroll any dice which did not result in a one or six. A roll can be Pushed once and any rolls of one on the Base Dice indicate that the Player Character loses a point of Hope, whilst any rolls of one on the Gear Dice indicate that the item of equipment used is damaged and needs to be repaired. Other Player Characters can help another on a task, each one contributing an extra Base Die to the player making the roll.

How does combat work?
Conflict in Coriolis: The Great Dark Quickstart uses the same core mechanics. The rules for conflict cover both ranged and close combat, plus social conflict. Reactions, such as blocking or dodging, are counted as actions and so use up a Player Character’s action in a round. Extra Successes in close combat can be used to wrestle an object from an opponent, trip him, or push him away. Ranged combat allows for aimed fire, full auto, cover, and so on. Armour has the potential to protect against damage, requiring a roll and successes to be rolled, to be effective. If a Player Character suffers more damage that reduces his Health to zero, he is Broken and cannot act. Critical damage is inflicted if the number of successes rolled are equal to, or exceed, the ‘Crit Threshold’. A ‘Critical Injuries – Physical Damage’ table is included.

How does Blight work?
Heart is degraded by exposure to the Blight. It is acquired by delving into Blight-infested ruins, from the Blight attacks of certain creatures, and particular locations. When a Player Character’s Heart is reduced to zero by Blight, he has been Broken by Blight and suffers a Blight manifestation. The player must then roll on the ‘Blight Manifestation’ table. This can result in the Player Character being stricken with ‘Shivers’, uncontrollable shivering, sapping his strength and causing him to become Exhausted, or having ‘Nebulous Breath’, in which his breath visibly manifests as a nebulous, swirling mist, suggesting the alien transformation within, forcing everyone nearby to become Shaken if the sufferer is not wearing a helmet, whilst he be Distracted if he does. Typically, these effects last for a few hours, but it can be days or weeks. Unless permanent, a Blight manifestation can be recovered from and Heart also recovered.

How do Delves work?
Each Delve is categorised by Class and Depth, the latter measured as a series of Markers. Class is its estimated difficulty and Depth its size and indication how much Supply is required. During the Delve, Explorers take one of four roles
—Delver, Scout, Burrower, and Guard. The Scout is primarily in charge of the Bird who accompany them on the Delve, determining where incidences of Blight are located, whilst a scanner is used to gain an initial map of the ruin. Throughout the Delve, the Explorers will expend Supply for each Marker reached, each combat engaged in, each act of strenuous activity, and after resting. Descending further into a ruin without Supply will inflict damage, Despair, or even Blight on the Explorers.

What do you play?
The adventure in Coriolis: The Great Dark Quickstart is ‘The Sky Machine’. The Explorers are hired to mount a rescue mission on the asteroid-moon of Moubarra 4 where a group of prospectors went missing in a newly extablished claim. The Explorers are not the only ones on Moubarra 4 with an interest in the outcome of the new rescue mission, though whether their interest lies in the successful rescue mission or in the recovery of any artefacts found in the claim remains to be seen.

‘The Sky Machine’ introduces the players and their characters to a little of the politics of
Coriolis: The Great Dark, but in the main focuses on the Delve, which is a linear affair whilst still showcasing the core mechanics of the roleplaying game. There is a genuine sense of ‘diving’ into the unknown, of reaching something mysterious and odd, yet majestic. There are signs here of technology far beyond that of ‘Lost Horizon’ of ‘The Ship City of Coriolis the Eternal and Jumuah the First and Last’. The Player Characters are not expected to understand it, merely recover it and return it to the surface.

The scenario includes six handouts and maps. These are decently done.

Is it easy to prepare?
The core rules presented in
Coriolis: The Great Dark are easy to prepare, especially if the Game Master has any experience with the Year Zero engine. The scenario itself is quite straightforward. However, the background to Coriolis: The Great Dark and its concepts do require some close study in order for the Game Master to impart them to her players. A handout or two towards that end would be useful and easy to prepare by the Game Master.

Is it worth it?
Yes.
Coriolis: The Great Dark Quickstart is an excellent introduction to its setting and its concepts, supporting with a good starting scenario and illustrating them with some excellent artwork that captures the grandeur and loneliness of its setting. Coriolis: The Great Dark Quickstart has a rough, frontier feel to it coupled with a sense of wonder at the universe above and below.

Where can you get it?
Coriolis: The Great Dark Quickstart is available to download here.

—oOo—

The Kickstarter campaign for C
oriolis: The Great Dark can be found here.

Saturday, 1 July 2023

Coriolis Campaign I

The Third Horizon is a place of mystery and mysticism. The location of the thirty-six star systems that comprise the third wave of colonisation from Earth via a series of portals built and abandoned long ago by an alien species now known as the Portal Builders, it stands isolated once again following an interstellar war between the First Horizon and the Second Horizon that closed the Portals. The identity of the Portal Builders remains a mystery, as does the identity of the recently arrived faceless aliens known as the Emissaries who rose from the gas giant Xene. Compounding that is the fact that one of the Emissaries claims to be an Icon and ordinary men and women have been seen to use abilities said to be the province of the Icons themselves. Are they heretics, evolving, or the result of Emissary meddling? Then what secrets are hidden in the dark between the stars and the portals? This is the situation in the Middle East-influenced Science Fiction roleplaying game, Coriolis: The Third Horizon, originally published in Swedish by Free League Publishing, but since published in English. It is also the situation at the start of Mercy of the Icons, a campaign trilogy for Coriolis: The Third Horizon, that will explore them in detail and reveal some of the secrets to the setting.

Mercy of the Icons – Part 1: Emissary Lost is the first part of the campaign, published following a Kickstarter campaign. No specific character types are required and the Player Characters do not necessarily need to have their own starship. That said, a Player Character with the Data Djinn skill is definitely going to be useful and whilst a Mystic character is not mandatory, the presence of one will add an extra dimension to the campaign. One way in which the Player Characters can acquire a ship is in playing Last Voyage of the Ghazali, a prequel scenario to the Mercy of the Icons – Part 1: Emissary Lost. It is worth running Last Voyage of the Ghazali before Mercy of the Icons – Part 1: Emissary Lost, but it should be noted that the connection between the Last Voyage of the Ghazali and Mercy of the Icons – Part 1: Emissary Lost is never really explored from the perspective of the Player Characters. Hopefully, it will become apparent in Mercy of the Icons – Part 2: The Last Cyclade and Mercy of the Icons – Part 3: Wake of the Icons. Another possible scenario to run prior to Mercy of the Icons – Part 1: Emissary Lost is ‘The Tailor from Mira’ from Coriolis Scenario Compendium 1 as they share some of the same antagonists. The Atlas Compendium may also be useful. One possible issue with Mercy of the Icons – Part 1: Emissary Lost is that it does involve the abduction and shipping of slaves, but this is integral to the plot and thus unavoidable.

Mercy of the Icons – Part 1: Emissary Lost is divided into two scenarios—‘The Wake of the Martyr’ and ‘The Kuan Connection’. Together they involve a central mystery and take the Player Characters from the Coriolis, the space station constructed from the colony ship Zenith which arrived following the second isolation of the Third Horizon, which forms its cultural, economic, and political heart, down to the jungles of the plant Kua below. Both scenarios are divided into three acts and follow the same format. This includes the background, an overview of the three acts, the factions and groups involved, advice for the Game Master, and a list of the important NPCs. This is followed by the three acts, each of which describes the situation, key facts, locations, and then developments. Where appropriate it also includes events and complications which can be added to play by the Game Master through the expenditure of Dark Points. In Coriolis: The Third Horizon these reflect the influence of the Dark Between the Stars and in some cases in the campaign, they have a zero cost because they are mandatory. However, the format does not always make the scenarios and their acts easy to prepare or assimilate. The overview and the actual details that follow do not always quite align as easily as they should. More care and attention upon the part of the Game Master should alleviate the preparation process and ensure that she is ready to deal with any issues. The scenes often end with a list of several facts and clues that the Player Characters need to be aware of as a result of playing through the scene. This is useful, but it often feels more like directions than advice, and in some places, it could have done with more advice on helping to ensure that the Player Characters get the clues.

‘The Wake of the Martyr’ opens with the Player Characters back on the Coriolis. As rumours fly round the station about the death and disappearances of mystics, something journalists have dubbed ‘The Mysticides’, the Player Characters are there to meet a friend of theirs who is also a mystic. They are quickly thrown into the action as a young woman approaches them, explains she is a friend of their friend, and asks for their help. Behind her are several well-armed guards. Ideally, the savvy Player Characters will realise that the guards are not who they purport to be and when the young lady they are attempting to apprehend reveals herself to also be a mystic, they can make the potential connection between these ‘guards’ and ‘The Mysticides’. As they begin to investigate there is a big announcement across the station—the Emissary itself has gone missing. This ends the first act.

In the second act, with the news and rumour flying around Coriolis, the Player Characters are invited to dine with a judge. She wants their help, either because of their involvement in investigating the attacks on mystics or because they were involved with the Ghazali and successful rescue of the refugees it required, with the investigation into the disappearance of the emissary, which means examining the crime scene. There are clues here that the Player Characters will learn anyway, so it seems superfluous to make the players roll for it. Another issue is that the actual scene of what happened is explained thoroughly for the benefit of the Game Master, but the players and their characters will never get to see it. Which is a pity because it is a fantastically cinematic scene. Clues from the investigation into their friend’s disappearance and now this abduction, now point to a sanatorium run by the Samaritan healer cult. How can they be connected?

The clues set up some entertaining and challenging and hazardous excursions through the maintenance tunnels and passageways, not once, but twice. The second time, they lead deep down into the bowels—or ‘Cellar’—of Coriolis and to the court of the Slummer Queen. One of the intended purposes of ‘The Wake of the Martyr’ is to showcase the highs and lows of the station, which it does, literally. First with the invitation to a very high-class restaurant with the judge, the home of the emissary, and elsewhere, then down into the supposedly unused and unoccupied slums of the Cellar, virtually at the bottom of the station. Here the high and low parallels continue with the Slummer Queen herself, being a fallen noble. With negotiation, the Player Characters can find their way down to where the antagonists are based. It brings the scenario to a close with a bloody fight and hopefully gives a chance for the Player Characters to learn just a bit more. The primary fact they will learn is that those abducted are being shipped down to the planet below.

‘The Kuan Connection’, the second scenario in Mercy of the Icons – Part 1: Emissary Lost takes place on Kua, the world below the Coriolis station. It is a radical change of tone and atmosphere as the action and mystery shifts to the sweltering world below with its steamy jungles and fetid swamps. The result is a less constrained and more straightforward investigation, as the Player Characters are no longer hemmed in by the walls of the station and factional politics, instead dealing with local politics. By now, the Player Characters will have learned that someone is abducting Mystics and others on the station and then keeping them in stasis pods to drop onto the planet below via drop ships. Progress is achieved through following the chain of possession of the stasis pods, from one gang affiliated to the criminal Syndicate to the next, leading out of the jungle, into the major settlement around the Monolith, and back out, this time into the marshes. A Player Character with Factional Standing with the Syndicate will have some advantage here, whilst the Survival skill will be useful. There are some effective scenes and encounters along the way, including the horrific discovery of those trapped in a stasis pod amidst a fire and a set piece at a pre-wedding ceremony that the Player Characters are going to have to infiltrate before it goes very wrong. As they progress, the Player Characters should begin to feel that someone is cleaning up after whomever they are tracking—and that means them too!

In the last act of the scenario, the trail leads into the Sultra valley, the location of a city drowned and turned into a deep marsh after the cataract protecting it from the sea was destroyed. It gives it an eerie, strange atmosphere, made all the worse by the darkness of the waters and their corrupting influence. In one of the few standing buildings the Player Characters have a chance to confront those who have been abducting the mystics and others, and learn more about the Emissaries, and perhaps the wider threat to the Third Horizon.

In addition to the first part of the campaign, Mercy of the Icons – Part 1: Emissary Lost also contains a mission generator for creating extra scenarios, especially ones involving the Emissaries, which is supported with details of various Emissary powers and base NPC stats. This is followed by several detailed scenario outlines. It is followed by ‘A Song for Jarouma’, a standalone affair designed to be run as a flashback between Mercy of the Icons – Part 1: Emissary Lost and Mercy of the Icons – Part 2: The Last Cyclade. It is designed for five players and uses pre-generated characters, so it does represent a sudden switch from the events of Mercy of the Icons – Part 1: Emissary Lost and the Player Characters’ involvement in them. However, there is a very good reason for this, playing out, as it does, the first encounter between humanity and the Emissaries over Xene.

Physically, Mercy of the Icons – Part 1: Emissary Lost is a good-looking book. The artwork is excellent, but the writing does need an edit in more than a few places, and it does feel as if the English translation of the campaign has been rushed. The campaign is light on handouts and there are very few physical clues. This is not an issue, but the campaign does feel as if a few more maps would have been useful, certainly ones suitable for use by the players and their characters.

Mercy of the Icons – Part 1: Emissary Lost does begin to explore some of the secrets and mysteries to Coriolis: The Third Horizon and that is more than welcome. However, the structure of the campaign does not make the discovery of those secrets and the secrets within this first part of the campaign all that easy. The campaign is linear, yet progression is not always obvious because of the difficulty in obtaining some clues. Fundamentally, Mercy of the Icons – Part 1: Emissary Lost requires careful study—perhaps more than most—by the Game Master to understand the plot, its antagonists, and other factions, and be able to impart them to her players and their characters. Thus, Mercy of the Icons – Part 1: Emissary Lost is best run by an experienced Game Master and also played by more experienced players, including having played Coriolis: The Third Horizon before. That will give them the background to the campaign as well as their characters.

Mercy of the Icons – Part 1: Emissary Lostis a solid start to the campaign for Coriolis: The Third Horizon. It will need effort on the part of the Game Master to really flow, but once it does, it will bring the players and their characters closer to some of the secrets and the threats endangering Coriolis: The Third Horizon.

Saturday, 18 July 2020

Cloudy Coriolis?

Coriolis Scenario Compendium 1 is an anthology of three scenarios and more for use with the Middle East-influenced Science Fiction roleplaying game, Coriolis: The Third Horizon. Published by Free League Publishing and distributed by Modiphius Entertainment, it takes the Player Characters to three different worlds and three different mysteries, ideally at the behest of their patron. They are in turn a missing persons case—of a sort, a lost contact mission, and a murder mystery. Each of the three can be roughly be played through in a session or two, and be slotted into an ongoing campaign with relative ease after the scenario in the core rulebook for Coriolis: The Third Horizon and then before or worked into the campaign, Coriolis: Emissary Lost. As is standard for the Coriolis line, the Coriolis Scenario Compendium 1 is presented in full glossy colour, with some fantastic artwork. However, these are not quite as straightforward adventures as they could be, in part because of their background, and in part, because of the extra preparation required upon the part of the Game Master.

The anthology opens with ‘The Tailor from Mira’, which takes place in the Icon City on Mira and has the Player Characters employed to find the Tailor – a ‘Bionic’ or surgeon – for a well-paying, noble employer. Since this is designed as an action thriller, it quickly transpires that the Player Characters are not the only ones interested, as several factions vie to locate him, and together the chase will take them to the pilgrim or prayer train that traverses the planet. This is a fun location which the Player Characters will have to finagle their way onto—but unfortunately there is no map of it for the Game Master to use or refer to. This is a problem which hinders all three of the scenarios in the Coriolis Scenario Compendium 1 and all too often the Game Master will need to develop maps or location descriptions herself.

The second scenario, ‘Eye of the Beast’ is set on the strange forest moon of Arzachel where a strange new element, levitanium, which seems to make the planetary inhabitants and wildlife larger, and in some cases, capable of flight. Unfortunately contact with a harvesting team has been lost and the Player Characters are employed to find it before the latest shipment of levitanium is lost. They will encounter strange beasts, watchful Humanite natives, and ultimately a dilemma that needs to be resolved if lives are to be saved. This is a classic faith versus science, ecology versus commercialism situation, but being written for Coriolis: The Third Horizon this will in part be influenced by the Player Characters’ relationship with the Icons. The scenario is quite simple, and it comes with some very well explained solutions, but it advises that the Game Master will need to help the Player Characters by summarising what is going on and what they know. However, whilst this summarising is necessary, it does feel as if the Game Master at this point is holding the Player Characters’ hands as she guides them to the several solutions offered and so points to the fact that the three scenarios in the Coriolis Scenario Compendium 1 do feel as they are underwritten and lack clarity.

‘Algebra of the Icons’, the third scenario is a murder-mystery in the city of Mehrabi over the petroleum fields of the planet of Lubau. Doctor Humina Ghabi, a data djinn—a computer expert (or hacker)—working for Industrial Algebra developing advanced ship intelligences, has been found dead and the Player Characters are brought in to investigate. This will be at the behest of their patron rather than because they are necessarily qualified to carry out such a task, but certainly a data djinn amongst the Player Characters will be useful in conducting the adventure. This is a classic cyberpunk murder mystery, so much so that it verges upon cliché and may well disappoint the players once they realise quite what is going on.

Rounding the Coriolis Scenario Compendium 1 is a scenario location. ‘The Mahanji Oasis’ is also located on the planet of Lubau, beside a series of Crystal Lakes. It is a classic frontier town replete with intrigue and tension between the natives and the incomers who have come to man the mobile platforms and drill for oil, along with strange ruins, a diving centre for the lakes, and various mysteries. It comes with a map of the surroundings, several NPCs, and a handful of events around which to build adventures. Like other adventure locations described for Coriolis: The Third Horizon, the Game Master will need to develop these herself, but the information given is a good start. It should be noted though, that both ‘Algebra of the Icons’ and ‘The Mahanji Oasis’ do wear their Middle Eastern influences on their sleeves, both being located on petroleum fields and it being suggested to the Game Master that the city in ‘Algebra of the Icons’ being described like Dubai.

Physically, the Coriolis Scenario Compendium 1 is well-presented, being an attractive, full colour book. However, the lack of maps in places may hinder both the Game Master’s preparation time and the players’ involvement in the scenarios, especially in ‘The Tailor from Mira’ which actually states that, “It can be challenging to draw up comprehensive map of the kilometre long train, but the GM is encouraged to give its layout some thought…” This is of the prayer train and given that this is the setting for the scenario’s climax, it seems absurd to leave such a daunting task to the Game Master. 

The lack of maps, the plots which verge upon cliché, and their often underwritten nature means that each of the three scenarios in the Coriolis Scenario Compendium 1 needs a fair bit of preparation upon the part of the Game Master and each may well need a bit more of an explanation or briefing for the players and their characters as who exactly is involved and what they want. Ultimately, the Coriolis Scenario Compendium 1 is just not the easy-to-run collection of scenarios for Coriolis: The Third Horizon it should have been.

Saturday, 21 September 2019

A Poseidon Adventure in Space

Last Voyage of the Ghazali is a scenario for use with the Middle East-influenced Science Fiction roleplaying game, Coriolis: The Third Horizon. Originally published in Swedish by Free League Publishing, but since published in English, and then distributed by Modiphius Entertainment, and presents a short adventure which can be run in a single good session or two. It can easily be run after ‘The Statuette of Zhar’, the short scenario in the back of the core rules, but also after the events of The Dying Ship or Aram’s Secret. Or indeed, those scenarios could be run after Last Voyage of the Ghazali, especially if the player characters do not have their own ship. Although the scenario can be run as a standalone adventure, it is really designed as a prequel to Emissary Lost, the first part in the Mercy of the Icons campaign for Coriolis: The Third Horizon.

When the colony in the Taoan system transmits a distress call and then goes silent, the factions and authorities Coriolis station rush to launch a rescue mission. Leading this is the Ghazali, a decommissioned cruise liner, rushed back into service and used as a tug to ferry other ships and crews as well as actual rescue service personnel. Many have joined the mission out of a sense of altruism or duty, others for the fame or reputation to be gained with a successful mission, others for their own nefarious ends… Whatever their reasons, all aboard the Ghazali are put on ‘ice’ as the journey begins—and that is the last thing the player characters remember…

The scenario actually begins with the player characters waking up in darkness, alarms blaring, and no-one around. Initially, they will be unable to discover what has happened, but eventually finding a working computer terminal, the ship’s computer, the avuncular Suleiman, will inform them of the perilous situation they find themselves in. The Ghazali is crippled and adrift, most of the ship’s compartments flooded with hard radiation… The player characters will need to find their way to bridge to gain more information and perhaps control of the ship. As they make their way through the darkness and wreckage, the player characters will find other survivors, whose reactions to the situation they and the player characters find themselves in, will vary. Throughout, there is a sense of urgency and impending doom as the superstructure of the Ghazali groans around the survivors and there are signs of things out there, lurking in the darkness. Eventually, the player characters will find their way to the bridge and…

This is, of course, a classic set-up and has been used in previous supplements for other Science Fiction RPGs, like ‘One Crowded Hour’ from Crowded HoursLast Voyage of the Ghazali handles the situation very nicely, providing the Game Master with encounters and events to inflict on his player characters—panicked survivors, desperate survivors, and more. There is a lot of action involved and plenty of potential for roleplaying too, with only a relatively slight chance of combat. In general, combat-oriented characters and pilots will not have their skills too sorely taxed in Last Voyage of the Ghazali, but technical characters will have a lot to do.

Last Voyage of the Ghazali provides a great deal of support for its plot. There are several locations aboard the ex-passenger liner given detailed deck plans, but not an overall, detailed plan of the ship as a whole. It is simply too large and to be fair, the player characters will mostly be working their way along corridors and up and down access shafts from compartment to compartment, rather than individual locations. Plus, of course, the Ghazali is not destined to survive the scenario… That said, if the player characters lack a ship, then there were plenty docked with the Ghazali when she departed from Coriolis, the massive station at the heart of the Third Horizon, and some of them at least, should have survived the disaster which struck the ex-liner. To that end, Fatima’s Bounty, a fully detailed freight ship with a full set of deck plans is included in the scenario, all in readiness for the player characters to play Emissary Lost. Should the player characters be actually worried (!) about the legitimacy of having a spaceship fall into their laps, then the scenario provides a solution to that problem too.

There is also staging advice for the Game Master, which primarily covers the countdown of events in the scenario and the various NPCs. The latter are all nicely detailed and illustrated, with strong motivations. The advice is short and to the point, enough for handling the events of the scenario. If there is an issue, it is the direct nature of the plot, which does force the player characters down certain paths, so some players may be unhappy with their lack of choices, but really the choices occur along that path and they affect the final outcome.

Beyond the events in Last Voyage of the Ghazali, the likelihood is that the player characters will have made big names for themselves—might even be heroes. They might even have made some money if they are canny, but what happened to the Ghazili will remain a mystery—for the moment. In addition, the Hamura System is fully detailed. The system is noted for just how close its gas giant is to its star and for a water world where the rich come for cruises, the marine megafauna, and the spa treatments. There are several scenario hooks listed too, which the Game Master can develop into full adventures.

Physically, Last Voyage of the Ghazali is an attractive book. It needs an edit in places, but the artwork is excellent and the deck plans nicely done. It is intended that the centre of the book be pried apart and the deck plans be separated to placed on the table where everyone can see it. That said, should the Game Master purchase the scenario direct from the publisher and she will also receive the PDF and so can print out the deck plans.

The plot and set-up for Last Voyage of the Ghazali is so familiar that it is a cliché, after all, the scenario is The Poseidon Adventure in space. This though, does not mean that the story and plot is not well handled or well written. In fact, the direct nature of the plot makes Last Voyage of the Ghazali relatively easy to run and add to a campaign—or even start one! Playable in one single session—two at most—Last Voyage of the Ghazali is an exciting, action-packed scenario or campaign starter designed to set the player characters up as heroes.