Ciudades Marte Varias

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CIUDADES MARTE VARIAS Shastapsh Population 90,000 (plus 200-400 Humans) Government Type Strong Prince (Despot) Corruption Level Corrupt Economic Status Mixed/Prosperous Army Quality Fair (20 Inf/10 Cavalry/20 Guns) Mercenary Quality Good (7 Inf/3 Cav/10 Guns) Air Fleet Trained / 9 / 270,000 Attitude Towards Humans Very Hostile Shastapsh Fleet 3 Skyrunner; 3 Endtime; 4 Clearsight; 2 Smallbird (Note that all ships conform to standard ships writeup). While the number of vessels serving Shastapsh appears impressive on paper, the Anwaak is well aware of the limitations of his fleet. No modern weapons, hastily-raised crews, and vessels such as the Clearsights and the Smallbirds which would be of limited effectiveness against the British Gunboats. In addition to these ships, there are half a dozen or so cloud pirates who could be/would be pressed into service to defend the city, should the need arise (Game Masters are encouraged to use the 'Typical Pirate Kite' from Cloud Captains Of Mars to represent these ships). Sigeus Portus Sigeus Portus Popuation:15 (300000 urban;600000 in cultivated area) Form of Government: Weak Prince Audobauduchon; Run by Merchants (council head Haddabrax) Honest Economic Type: Agriculture Primary, Mercentile Secondary Economic Vitality: Wealthy Popular Government Army Quality: 10 Army Training: 13 Army: 4500 cav;9000inf Attitude to Humans: Indifferent Merc Troops: 4500 cavalry, 9000 infantry Language: Noachan w/ a ‘southern’ accent Fleet Size 600000L 2x Hullcutter Fleets = Hullcutter w/2 supporting skyrunners plus a fleetwood Cost: 103000 each 2x Whisperdeath Fleet 1 Whisperdeath, 2 swiftwoods, and 2 bloodrunners Cost: 115000 each 3 swiftwoods for 60000 3 skyrunners for 75000 5 fleetwood screwgalleys for 30000

description

Martian cities for SPACE 1889

Transcript of Ciudades Marte Varias

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CIUDADES MARTE VARIAS

Shastapsh Population 90,000 (plus 200-400 Humans) Government Type Strong Prince (Despot) Corruption Level Corrupt Economic Status Mixed/Prosperous Army Quality Fair (20 Inf/10 Cavalry/20 Guns) Mercenary Quality Good (7 Inf/3 Cav/10 Guns) Air Fleet Trained / 9 / 270,000 Attitude Towards Humans Very Hostile Shastapsh Fleet 3 Skyrunner; 3 Endtime; 4 Clearsight; 2 Smallbird (Note that all ships conform to standard ships writeup). While the number of vessels serving Shastapsh appears impressive on paper, the Anwaak is well aware of the limitations of his fleet. No modern weapons, hastily-raised crews, and vessels such as the Clearsights and the Smallbirds which would be of limited effectiveness against the British Gunboats. In addition to these ships, there are half a dozen or so cloud pirates who could be/would be pressed into service to defend the city, should the need arise (Game Masters are encouraged to use the 'Typical Pirate Kite' from Cloud Captains Of Mars to represent these ships).

Sigeus Portus Sigeus PortusPopuation:15 (300000 urban;600000 in cultivated area)Form of Government: Weak Prince Audobauduchon; Run by Merchants (council head Haddabrax)HonestEconomic Type: Agriculture Primary, Mercentile SecondaryEconomic Vitality: WealthyPopular GovernmentArmy Quality: 10Army Training: 13Army: 4500 cav;9000infAttitude to Humans: IndifferentMerc Troops: 4500 cavalry, 9000 infantryLanguage: Noachan w/ a ‘southern’ accentFleet Size 600000L2x Hullcutter Fleets =Hullcutter w/2 supporting skyrunners plus a fleetwoodCost: 103000 each2x Whisperdeath Fleet1 Whisperdeath, 2 swiftwoods, and 2 bloodrunnersCost: 115000 each3 swiftwoods for 600003 skyrunners for 750005 fleetwood screwgalleys for 30000

Gaaryan 30 inf regiments9 cav regiments10 merc inf regiments2 merc cav regiments1 hill martian merc cav10 batteries of artillery: 39 guns300 men/regiment2 whiperdeaths4 swiftwoods4 clearsight galleys

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2 fleetfoot galleys1 sky runner galley1 entime galley10 bloodrunners

The Martian City of Fadathby Ni Ke Hsin

Martian Town by Kandinsky Space: 1889 Statistics* Population: 120,000 * Form of Government: Weak Prince, Strong Priests * Corruption: Very Corrupt * Economic Type: Mercantile * Economic Vitality: Prosperous * Army Quality: Excellent * Mercenary Quality: Good * Fleet Quality: Trained * Fleet Size: 12 Recent HistoryPrince Gisra, the reigning prince of Fadath, wooed and married Princess Anraabu of the royal family of Melas. Within a couple of years of the marriage, Gisra was killed in a cloudship "accident" leaving Anraabu to reign without him. Gisra's uncle Hastuun had hoped that Anraabu would simply return to her home city, leaving the throne to him. But by then, the Belgians had taken over Melas. Anraabu had no home but Fadath. Shortly after Gisra's death, Anraabu converted to Catholicism. While she had always been fascinated by the Earthmen and their ways, this shocked many people, and caused a great deal of resentment, especially among the strong priest class. Furthermore, Anraabu (who had changed her name to Kristyaana Anraabu in honour of her conversion) followed up on her new beliefs by outlawing slavery within her city-state. This caused a great deal of resentment among the wealthy, but raised the popular opinion of her. The Oenotrian Empire had long been forcing Fadath to pay tribute. With the Empire at war with the British, Kristyaana declared her neutrality in the conflict, and politely added that such neutrality could hardly be maintained while paying tribute to one of the belligerents. Two Oenotrian regiments were sent out of Skorosia to punish the upstart city, but they hadn't counted on the determination of the city's new army. Manned largely by recently freed slaves, and trained by Terran mercenaries, the Fadathian army showed an amazing amount of courage and determination, winning a costly victory over the Oenotrians. The victory won even more popular support for Kristyaana, but cost her even more with the merchant princes of the city. Following the Battle of Fadath, trade with Oenotria virtually ceased. New trade avenues were opening up with the British Colony at Syrtis Major, but the established merchants were too entrenched to make good use of them. So while Kristyaana has the support of most of the army, the general populace, and the rising nouveaux riches merchants, she has greatly offended the priests, the established merchant princes and her husband's uncle, Prince Hastuun. She is continually on guard against plots from these quarters. Prince Hastuun, of course, is fully backed by the Oenotrians, should he stage a coup. But he is, at present, afraid to flout Kristyaana's popular loyalty.

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Prominent Personalities in FadathPrincess Kristyaana AnraabuAt first glance, Kristyaana Anraabu seems the perfect Martian Princess. She is beautiful, courteous, well-read, kind, just, and strong-willed. But she lacks one thing that makes her job very difficult: she doesn't have a politician's mind. She is reluctant to think the worst of people, and is forever surprised by the greed, envy, and mean-spiritedness of her political rivals. Kristyaana has seen first hand the atrocities Earthmen are willing to commit on Mars, for her home city is now under the brutal rule of the Belgians. But she finds herself frequently trusting Europeans, because their interests are less likely to be disguised and tainted by the intrigues of the city. Prince DaanyoDaanyo is Kristyaana Anraabu's brother-in-law. He is young, vivacious, charming, and not all that bright. He is a hero of the recent battle against Oenotria, and loves Kristyaana like a sister. Daanyo has converted to Christianity, and has been baptized as both a Catholic and a Baptist (the theological implications of this elude him entirely.) His true religion is rugger, which has become a national sport. One Scottish sapper reported that he'd rather "be hit by a locomotive than 'is majesty's broad shoulders, thank ye very much." Daanya is very loyal to his city and his sister-in-law, but politically he is inept. He is too forthright and trusting to be an able conspirator, and the details of administering a city-state don't interest him at all. However, Daanyo isn't stupid, and his naivete does have limits. While few people fear his wit, fewer still wish to cross swords with him on the dueling ground. Chief Secretary Gi'ilossGi'iloss is an elderly, toadying man, stooped and narrow, who nonetheless is able to keep straight in his mind all the various interests of the city. Politically and religiously very conservative, he whines about every change Kristyaana has made, and is constantly wheedling and pleading to bring back the old days. He is nonetheless an important part of the administration of the city, and is rarely far from the Princess's side. Prince HastuunHastuun was the uncle of Kristyaana's late husband. He is a proud man of military bearing and temperament. He makes no secret that he disapproves of Kristyaana's radical changes in city politics and her even more radical rejection of the city's religion for an off-world cult. Hastuun poses as an honourable man, and may well be one, though he does nothing to hide his association with the Oenotrian spies and sympathizers in the city and abroad. He is quite frank that he considers Kristyaana unfit for the throne, and would take the honour himself if the opportunity were provided. He is clever and cagey, and a formidable duelist. Metropolitan Shiog'iiThe chief religion of Fadath, and the whole Syrtis Major basin, is a cult founded by the prophet Mrohzan. Its followers are known as Mrohzanji, and almost every important person in the Oenotrian Empire pays homage at the Mrohzanji temple. Mrohzan was a fairly typical prophet, asking people to get along, work together, and earn a choice spot in one of his many levels of the afterlife. But like most religions, it became institutionalized, and the interests of the institution were understandably divided between promulgating the gospel according to Mrohzan and protecting and cultivating itself. The chief priest of any city is called the Metropolitan, and though there is no central authority equivalent of a Pope, some metropolitans traditionally have more prestige than others. It just so happens that Mrohzan gave his final sermons in Fadath before passing on to the next Heaven, rendering the Grand Mrohzanji Temple of Fadath the most important shrine of the most important cult of the Oenotrian Empire. Metropolitan Shiog'ii considers himself to be in exile in his own city. While the Mrohzanji faith has never been exclusive, the new Christianity is. And while Princess Kristyaana has never made a move to forbid other religions, the fact that she endorses the worship of this foreign god, who DIED for Mrohzan's sake, is intolerable. The omens have been all wrong since her baptism: the birth of two-headed gashants, the sudden appearance of stars, formation of whirlpools in the canals, reports of fire falling from the sky, etc. While Shiog'ii hates Kristyaana, he is never uncivil to her. He is a shrewd old man who keeps his secrets close to his chest. He does rail against the new god, and has often spoken kind words about the Oenotrian Empire in public. QizgaliThe renowned pirate who has preyed on Oenotrian shipping for years. He was recently pardoned by the Oenotrians and turned loose against Fadath shipping. He is tall, handsome though scarred, and courtly in a rough way. He is also thoroughly mercenary, and has no loyalty or even gratitude for the Oenotrians who didn't hang him when they had him. The only thing that will temper his self-serving attitude is if he is humiliated. Qizgali is not a man to cross lightly. His kite is known as the Black Wind.

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Nectar: City of Bridges, City of Sin

The city of Nectar is located in the old seabed of the Mare Erythraeum. Just west of Nectar is the mouth of the Coprates Rift Valley. East of the city sprawls the great Tossian Empire. Nectar is probably the largest city on Mars. It has a population of nearly 200,000 Martians. Only Syrtis Major, Astrapsk, and Olonia can rival Nectar in size, and none can equal it in splendor. Nectar in the 1890's is an independent city state under the rule of Prince Sitanni. That independence is constantly threatened by the Belgians, the Tossians, and the increasing influence of the United States in Nectar.

History"Nectar is old. Old beyond anything we can imagine on Earth. She was at the height of her power, dressed in raiments of gold and basking in the incense of her worshipers before the ancient Egyptians held sway over the children of Israel, before even the fabled city of Atlantis sank hissing and burning into the sea. She has seen wars innumerable sweep across the deserts of Tharsis and Xanth, bringing with them the destruction of sword and fire and nomad warriors eager for the blood and treasure hidden in the heart of the city. And always she remained unconquered and defiant - and evil. Gorgeously, enticingly, seductively evil."     - Maxwell Danforth, ibid. Nectar has been inhabited for about fifteen thousand years, ever since the canal system was built to irrigate the dry seabeds. Little is know about the early days of the city, but some of the handiwork of that era can be seen in the six great spires which rise from the Old City and glitter strangely in the sunlight. Though Martian civilization began its inexorable decline ten thousand years ago, Nectar does not seem to have suffered much. None of the canals have dries up, as happened elsewhere on Mars. Nor has the city been devastated by war. Evidently Nectar was already established as a leading center of trade as far back as 7000 BC for the earliest known writings in the city are commercial contracts. (A recent translation of these writings indicates that one of the contracts was probably fraudulent!) The great Martian conqueror Seldon, who united most of the planet under his rule in 3000 BC, made Nectar one of his provincial capitals. When his empire gradually disintegrated, Nectar was for a while the center of a successor state covering the Coprates Valley and most of the Mare Erythraeum at about the time of Alexander the Great. The rise of

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Tossia is AD 50 ended that empire and quickly replaced it with the Tossian Empire. Nectar remained a Tossian vassal until 1389, when a successful revolt led by Prince Dalshaak of the House of Tho gained the city its independence. The revolt was timed to coincide with a general uprising in the Coprates. When Nectar rebelled, a Tossian force of eight legions was cut off in the valley and destroyed. The rulers of the Empire have never forgiven this betrayal. The present ruling dynasty gained the throne only a century ago, in 1773, when Lord Yaroon of the House of Voorlan deposed the insane Prince Jakmaar and proclaimed himself Prince with the collaboration of the city's Council of Traders. Sitanni, the current Prince, succeeded his incompetent uncle, Prince Faath, in 1878 after Faath and his two sons were assassinated. Sitanni spent the first few years of his rule consolidating his power and eliminating rivals, but now has begun a program of reforms aimed at preserving the city's wealth and independence in the face of increasing Terran influence on Mars. PEOPLE AND CUSTOMS OF NECTARLanguage: The language of Nectar is a dialect of Gaaryani called Thark. It is a coarse tongue, full of gutteral sounds. The Prince and his officials speak pure Old Gaaryani at court functions and all official business is conducted in that language. Consequently all the literate classes of Nectar have at least a basic familiarity with Old Gaaryani. Since Nectar is a trading city, the Martian trade-speech Koline is understood by most of the citizens. Refugees recently arrived from the Coprates Valley speak either Thark or Memnite, depending on which part of the Valley the come from. Because the French established a presence in Nectar early on, the primary Terran language in the city is French. Many merchants and some government officials speak French. With the arrival of Americans, English has gained some in popularity, especially since the opening of the American University of Nectar. People: The inhabitants of Nectar are a diverse group. The bulk of the population are pure Canal Martians _ tall and slender, with large pointed ears and golden skin. Nectar's busy marketplace brings merchants from all over Mars, so one may see the relatively stocky Boreosyrtans from the far north, muscular bronze-skinned Hill Martians from the upland deserts and aloof militarists from Oenotria. The chaos attending the Belgian conquest of the Coprates Valley to the west has driven thousands of Copratians to seek refuge in Nectar. Because the city lies near the mountains of Ophir and Thaumasia, a surprisingly large number of the winged High Martians can be found in Nectar. High Martians are the only branch of the Martian species that have retained the antigravity "lifting gland" of their ancestors. They are brutal and savage, far less civilized than the Canal Martians. Most High Martians in Nectar have come to trade liftwood from the mountain groves and booty seized by pirate raiders for manufactured goods and slaves. Perhaps a hundred have settled permanently in the city _ mostly exiles driven from the mountains by clan warfare. Since they know no vocation but warfare, the High Martians in Nectar work as mercenaries, guards or just plain thugs. Customs: Nectar has its share of unusual customs, in addition to those common to all Mars. For example, it is a curiosity of Nectarian culture that twins (or other multiple births) are treated as the same person _ they are brought up as a single individual with one name. Legally and socially twins are counted as a single person. This is particularly bizarre when the twins are not identical and even more so when they are of different sexes. Religion: While the people of Nectar have never been renowned for their piety, the city supports its share of temples. Nectarians worship the eleven Universal Gods common to all Canal Martians. There are nearly a hundred temples scattered around the city, from the large and imposing ones on the Plaza of the Gods in the Administrative Sector, to tiny makeshift shrines in the rubble of the Mortuary Sector. In addition to the worship of the Universal Gods, a large number of minor sects and underground cults flourish in Nectar. These range from the mystic but benevolent Elemental Temple, to the atheistic God-Haters, to the violently anti-Terran Ground Cleansers, all the way to the obscene Cult of the Worm. Christianity has made little progress in Nectar, despite the energetic work of the Interplanetary Missionary League. There are perhaps a hundred Martian converts to Christianity in the city. Most are from the poorest classes and a dozen are slaves liberated by the League. The Martian priests do not consider Christian missionary efforts a threat and generally ignore them. Kel'No-VaakKeepers of the WayThe Keepers of the Way are an ancient religious order, dating back to the era of the Canal Builders. Their numbers are small _ no more than a few hundred in a given city. The Keepers are great scholars and healers, operating hospitals and libraries all over Mars. They are respected and revered by most Martians. The Keepers are divided into lay members and cloistered members. The lay members live ordinary lives, but contribute funds to the order and perform good works. Cloistered members isolate themselves from the world in secluded monasteries, spending their days in contemplation and study. Often members will take up the cloistered life for a time, then return to lay status. Actually, the Keepers are not a religious sect at all. Rather, they are an organization devoted to preserving the secret knowledge of psychic powers, which once were a major part of the great Canal Builder civilization. All members of the

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order have some psychic ability. The secluded monasteries are training centers where lay members can develop their latent powers. The order is run democratically, reaching decisions by a linking of minds. There is a rigid code of conduct known simply as "the Law," which forbids the use of psychic powers for evil. Members of the order who violate the Law are considered to be sick and are treated by skilled psychics, who can restore the deviant to a proper state of mind. Only in a few hopeless cases is the ultimate deterrent used: when no cure is possible, the powerful psychics of the order use their powers to destroy the criminal's psychic abilities. There are three branches of the Keepers of the Way. The Healers of the Path specialize in medicine and healing. In addition to their psychic abilities, the Healers of the Path also have a great deal of ancient medical knowledge passed down through the ages. The Guardians are the order's sword and shield. They are trained to use psychic powers to stun and disable others and are charged with protecting the secrets of the order. The Guardians are also the enforcers of the Law. The Keepers of Secrets are devoted to preserving and rediscovering ancient knowledge. They are the ones who maintain the order's libraries. Frequently Keepers of Secrets go out on expeditions to seek lost cities or fabled artifacts. They are the most secretive and eccentric members of the order. Often Keepers of Secrets will refuse to share their ancient knowledge with anyone, even other Keepers of the Way. Note: In game worlds without psychic abilities or psionics, the Keepers of the Way should be a benevolent, mystic order using some remnants of ancient technology. In worlds where magic is common, the Keepers should have access to some fairly powerful spells unknown to other magicians. TERRANS IN NECTARAs of 1890 there are three hundred Earthmen in Nectar. About a third of them are French, a third Americans and the remainder a random assortment of Germans, Englishmen, Italians, Dutch and Russians. The Terran enclave in Nectar is predominantly male _ women make up only a quarter of the total. Earthmen in Nectar fall into three categories: missionaries, merchants and scum. The merchants are the largest of the three groups, though the dividing line between merchants and scum can be vague at times. Missionaries are mostly Americans, while the others are from all nationalities. The Americans tend to congregate around the American University, though there are a few who live near the landing-field. Other Terrans mostly live in the Residential Sector. A handful of Terrans live in the Entertainment Sector, but they are so far gone in decadence that other Earthmen will have little to do with them. Though small, the Terran community in Nectar is always hungry for news. Recently a French gentleman, Pierre Leblanc, bought an old printing-press and began publishing a daily newspaper, Le Matin. The paper was an instant hit with all the Earthmen in Nectar and soon gained a small following among the Martians in Nectar as well. Le Matin publishes local news and gossip, reports from elsewhere on Mars brought by cloudship captains and bulletins from Earth carried by ether-flyers. M. Leblanc has recently begun publishing editorials mildly critical of some of Prince Sitanni's policies. It remains to be seen whether Nectar is ready for freedom of the press. CHE'PEECHThe terrible degenerative disease was once rare, but now has become a virtual epidemic on Mars. Nobody knows what causes Che'peech, but fear of contagion means that those afflicted are shunned by other Martians and occasionally are killed and burned. The disease develops through four distinct phases. First, the victim develops small discolorations on the hands and arms. These vary from dark yellow to red and have a leathery consistency. The victims may lose some fine motor control in the hands. In the second stage, the discolored areas spread and begin to peel off, exposing large open sores. Patients suffer from loss of vision and have difficulty controlling their limbs. It is at this stage that most Che'peech sufferers are driven out of normal Martian society. At the third stage, most of the skin is covered by sores and in places the muscles and bones may be exposed. Victims have great difficulty with even crude movements and often are blind or deaf. Insanity sets in during this phase. By the final stage, the victim's entire body is covered with discolorations and sores. The limbs are useless. Secondary infections are running wild. The patient is completely insane. Death, when it comes, will be a mercy. Treatment: In the early stages, doctors unfamiliar with Che'peech may diagnose it as one of a variety of other Martian skin diseases. But as the later symptoms appear, even the worst Martian doctor will recognize it. There are many treatments, ranging from herbal folk remedies to surgery, but none can halt the disease. No Terran doctors have had any luck treating Che'peech, but so far it does not seem to affect Earthmen. Gamemaster's Note: Che'peech is actually an environmental disease, not an infectious one. Many Martians have a genetic susceptibility to certain irritants, which cause discolorations. The Gumme plant, grown on plantations in the Belgian Coprates, produces a particularly strong enzyme that makes the body's own fluids into an irritant. In most Martians, the enzyme gradually wears off, producing only minor rashes. But to those with the susceptible gene, the

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Gumme enzyme causes a terrible reaction, in which the irritant is not consumed, but continues eating away the body's tissues until death results. Because only some of the Gumme harvesters have the susceptible gene, nobody has noticed the connection between Gumme and Che'peech. Since some victims suffer a delayed reaction, many Che'peech sufferers do not show signs of the disease until months or years after exposure to Gumme sap. Note that given Victorian labor practices, it would not be especially damaging for the Coprates Company's sales on Earth if the cause of Che'peech were revealed, but it would increase unrest in the Coprates Valley. GOVERNMENTNectar's government has two branches. Prince Sitanni commands the army, controls the justice system and conducts foreign policy. The Prince's chief sources of revenue are customs duties, the profits from state-run businesses (like the highly profitable cannon-foundry, that supplies many surrounding cities with guns), fines and confiscations levied on criminals and taxes voted by the legislature. Prince Sitanni's powers are very broad and are limited only by long-standing tradition. Nectar has no written constitution and certainly no bill of rights. The Council: At one time there were three great Councils which acted as a legislature: the Council of Priests, the Council of Traders and the Council of Guilds. Prince Sulekaar's power struggle with the religious establishment in A.D. 1556 reduced the Council of Priests to an ineffectual advisory role. The Council of Guilds was merged with the Council of Traders in 1722. The Jaam'aal L'roosh, or Council of Traders, has only two functions. The Council must approve any taxes the Prince requests and the Council decides on any changes to the legal code. The Council has seventeen members. Ten seats are hereditary, held in perpetuity by the great noble families of powerful merchants. Five seats are filled by the heads of the largest Guilds _ the Weavers, the Potters, the Glassblowers, the Boatmen and the Skymen. One seat is held by a member elected for life by the smaller merchants and one seat is auctioned off annually to the highest bidder. Under the rule of Sitanni's predecessors, the Jaam'aal L'roosh was paramount. The late Prince Faath deferred to the leaders of the Council on everything and the city was effectively ruled by an oligarchy of great nobles and powerful merchants. When Sitanni took the throne, he reclaimed much of the Prince's rightful authority. This did not sit well with the Council and for years now they have waged subtle warfare against the Prince. The crafty old merchant Loshir is leader of the Council and he has begun cooperating closely with the Tossian Ambassador. The BureaucracyThe Prince rules through a large and complicated bureaucracy. Over the centuries, the city's officials have made their positions impervious to reform. Princes and dynasties may come and go, but the Office of the Hinge and Drainpipe Inspector will endure forever. At present, the loyalties of the bureaucrats are divided between the Prince and the Council of Traders. Some departments favor the Prince, others the Council and most are carefully neutral. The bureaucrats of Nectar have made corruption a fine art. They no longer have to ask for bribes; anyone doing business with a government official knows to take along a well-filled purse. The Bribery Table, below, lists the standard bribes needed to get an official to do his job normally and the bribes needed for any kind of special service. Note that in order to see any higher official, all of his subordinates must first be bribed. All bribes may be in the form of cash or gifts. Upper-level officials will even accept shares in a business. Normal bribes are essentially a fixed fee, but special bribes may be adjusted by oratory, bargaining ability, appeals to sentiment and so on.

STANDARD BRIBESOfficial: Normal Bribe: Special Bribe:

Doorkeeper, servant, receptionist 1 penny 1 shilling

Clerk, registrar, secretary 1 shilling 1 pound

Inspector, senior secretary 10 shillings 10 pounds

Administrator, magistrate 1 pound 20 pounds

Bureau head, Prince's secretary 5 pounds 100 pounds

THE ARMY

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Prince Sitanni has been working hard to improve the city's army. During the rule of his uncle, Prince Faath, the city's military entered a serious decline. Sitanni has built units back up to full strength and is working hard to re-arm as many of them as possible with modern rifles. At present, the army is only of fair quality, but if Sitanni's reforms continue, he may eventually have the best army on Mars. The Nectarian army consists of four legions of infantry, one legion of cavalry and 76 cannon. The First Infantry Legion, commanded by Marchmaster Ashatoor, is by far the best part of the Prince's army. The First Legion is currently armed with Martian-made muskets. The Second and Third Legions had almost ceased to exist under the previous Prince. When Sitanni took the throne, both were at half-strength, armed with only bows and pikes. The Prince now commands the Second Legion himself and is working to bring it up to par with the rest of the army. One company now has French-made breechloading rifles, while the rest must make do with old Martian smoothbore muskets. The Third Legion remains poorly-trained, with two companies of bowmen and two of pikemen. The fourth infantry legion is the Marine Legion and is made up of troops serving aboard the city's fleet. The Marines are good-quality troops and on board ship are equipped with muskets, cutlasses and armor. The Marchmaster of the Marine Legion is Skylord T'sfaal, the commander of the fleet. The Marine Legion once had only three companies of regular troops. The Prince has recently added a fourth, the Prince's Marine Guard Company. This company is being trained and equipped to match modern European standards. The Guard have Winchester rifles, furnished by the American government as a gesture of goodwill. The Marine Guard replaces an older unit, the Royal Escort, which was disbanded after a treasonous plot was discovered among the officers. An Italian mercenary, Sergeant Claudio Sforza, is in charge of training the men. The Cavalry Legion is commanded by the Prince's younger brother, Boranni. It is by far the most glamorous and fashionable part of the army, full of hotheaded young noblemen. The cavalry still rely on lances and swords, but now have pistols as well _ single-shot muzzle-loaders for the most part, with a few modern six-shooters carried by those who can afford them. The cavalrymen have a great deal of dash and spirit, but are notoriously bad about taking orders and frequently are drunk before noon. Mercenaries: In addition to the city's troops, there are three legions of mercenaries hired by the Prince. The First and Second Upland Cavalry Legions are made up of Hill Martians from the northern steppes, commanded by Nectarian officers. They are certainly better riders than the city's own cavalry and are utterly fearless in battle. The Hill Martians excel at scouting and skirmishing and are dreaded for their savagery. The Uplanders all use bows and lances. The third mercenary unit is the Hesperian Free Legion, led by Marchmaster Dakhaat. They hired on with Prince Sitanni four years ago and he keeps them on hand in case of revolts at home. The Hesperians are good soldiers, mostly veterans of the Oenotrian army. Their equipment is first-rate; all the men have muzzle-loading rifles and the officers all carry Terran-made pistols. In the event of an invasion, Prince Sitanni can call up militia levies from the surrounding countryside. There are three legions of militia infantry and one legion of cavalry. They are armed with whatever is handy and are unfit for any real fighting. A Martian company contains 64 men (the eight-fingered Martians call this a "century," but to Terrans the term is confusing). Companies are commanded by a Swordmaster. Four companies make a legion, with 256 men and 24 officers, commanded by a Marchmaster. Formations of more than one legion are led either by a city's Prince, or by an appointed Warmaster. Cavalry is organized the same way, except that a company is referred to as a troop. THE AERIAL NAVYAll Martian cities have navies, even though the planet's seas have long dried up. Martian ships are built of liftwood, a rare tree which grows in the mountains of Mars. Liftwood has the amazing property of counteracting the force of gravity _ a ship built of liftwood can float in the air like a balloon. Martian flying ships come in two types: "kites" are sailing ships, while "screw galleys" have banks of men below decks turning cranks to drive large propellors. Nectar's fleet was did not decline as badly as the army did under Prince Faath. Sitanni has made sure the ships are well-maintained and supplied, but so far there have been no major reforms. The Nectarian navy has twenty cloudships. The fighting backbone of the fleet are the two heavy squadrons. One has five large armored kites (Whisperdeath-class, for those who play the wargame Sky Galleons of Mars), the second has five big screw galleys (Hullcutter-class). The flagship is a colossal galley, recently bought from the Tossian Empire (Skyfire-class). The rest of the fleet consists of five small sailing ships for scouting and patrol work (three Bloodrunner and two Swiftwood-class) and four Sky Runner-class medium screw galleys for anti-piracy and customs use. FOREIGN AFFAIRSNectar is surrounded by powerful states, so Prince Sitanni must follow a policy of careful neutrality. So far he has proved a master at playing his enemies off against each other. Tossia: To the east is the Tossian Empire, the mightiest state on Mars. Fully a third of Nectar's commerce is with the empire and Tossia's colossal army easily outweighs Sitanni's own forces. The Emperor has a long-standing claim to

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Nectar and would love to have some pretext to reconquer the city. The Tossians are alarmed at the advances of the Belgians and for now are allowing Prince Sitanni some breathing-room. Ancient hatreds are never forgotten on Mars and emnity between Tossia and Nectar runs deep. The Belgians: West of Nectar is the Coprates Valley. Once divided among three squabbling city-states, it is now united under the heavy-handed rule of the Belgian Coprates Company. Though Nectar's business with the valley has dwindled, Prince Sitanni has no desire to provoke the Coprates Company. The Belgian regulars and the brutal mercenaries of the company's own Belgian Legion have so far crushed every Martian force they have gone up against. However, Sitanni does nothing to discourage private citizens from selling weapons and supplies to rebels in the Coprates and many a fugitive from the Belgians has found a hiding-place in Nectar. One of the reasons Sitanni winks at the arms traffic into the Coprates is a matter of personal ambition _ he himself has a fairly good claim to the throne of Melas and a much weaker one to the throne of Copratia. If the Belgians can be pushed out of the Coprates, Sitanni might be able to take their place. Other Neighbors: The city of Baetis, to the north, is Nectar's chief ally in the region. Both are trading cities and the wily old Prince Kaardan of Baetis knows that war is bad for business. If push comes to shove, Kaardan might help Nectar against the Belgians or the Tossians, but only so long as there is some advantage in it for Baetis. The isolated cities of the Lacus Solis, southwest of Nectar, depend on the city for their links to the rest of Mars. The princes of the region are alarmed at the Belgian activity to their north, but feel safe behind the barrier of hills and desert that surrounds them. Their relations with Nectar are always tinged with suspicion _ they are farming cities and always worry about being cheated in commerce by the "city slickers" of Nectar. Terran Powers: Nectar has formal relations with three Terran powers _ France, Belgium and the United States. The Belgians have the most extensive diplomatic contact with Nectar, maintaining a full Ministry in the city. The other two merely have Consulates. Belgium is, of course, annoyed by Nectarian aid to the rebels in the Coprates. The Coprates Company has several times toyed with the notion of annexing Nectar, but fear of provoking a general reaction among the other Martian cities has so far held back the Company's mercenary army. France has some commercial dealings in Nectar, but the real focus of French activity lies elsewhere on Mars. The French are content for things to remain as they are. France is unlikely to help the Prince against his enemies, but the French Consul does nothing to hinder Sitanni in his reforms. America is Nectar's best friend on Earth. The American government has tried for years to promote an "open door" policy on Mars, under which the Terran powers would forgo territorial expansion in favor of free trade. The Belgians have been the worst example of brutal imperialism on Mars, so America has begun quietly aiding Nectar in the hope of stopping the Belgians before they set Mars aflame with anti-Terran feeling. Naturally, the United States cannot officially help rebels fighting a friendly government, so all aid has been provided by private individuals. The chief agents of American influence in Nectar are the American University and the American Cargo and Mechanical Company. The University's task is to educate Martians and encourage reform and goodwill. American Cargo and Mechanical sells weapons to the Coprates rebels and funnels money to anti-Belgian groups in Nectar and elsewhere. LAW AND JUSTICEEnforcing the laws of Nectar is the responsibility of the city's twelve Investigating Magistrates. These men are charged with seeking out crimes and punishing the guilty. They have extraordinary freedom in their jobs (a reaction to the inefficiency of the previous system). Investigating Magistrates may detain citizens without cause for up to eight days, may conduct searches at will and can even use torture to extract a confession. An innocent person is entitled to recompense if torture is used. The award comes from the magistrate's salary. The best magistrates are genuinely devoted to serving justice; the worst are in it for the bribes. Native Nectarians know which magistrates can be bribed and which ones will take offense if a bribe is offered. Foreigners must take their chances. Imprisonment is not a major part of the Nectarian justice system. Serious crimes _ murder, rape, theft of more than a thousand gold pieces, treason, or arson _ are punished by death. The method of execution varies depending on the crime, but Martians are generally partial to garrotings and decapitation. Lesser crimes, such as theft or assault, are punished either by enslavement, fines, branding, or flogging. Actual patrolling of the streets is left to the army; usually there is one 8-man squad on duty in each sector. The Administrative Sector gets additional protection, while the Mortuary Sector is usually left unmonitored. Soldiers usually will intervene to prevent bloodshed, but for other crimes must be bribed to help catch the suspect. ECONOMYNectar has a very diverse economy for a Martian city. First and foremost, it is a trading center. Nectar sits across two major trade routes. All traffic out of the Coprates Valley must go through Nectar and all commerce with the six cities of the Bosporos and Lacus Solis regions must be via Nectar. The canal-boat harbor is jammed with barges. With the coming of the Terrans, Prince Sitanni has worked hard to make sure Nectar gets a share of the interplanetary trade. By

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opening his city's landing-field to ether-flyers and ensuring fair treatment of Terran businessmen, the Prince has made Nectar the only true "free port" on Mars for spaceships. Nectar is also an industrial center. The factories of the Enterprise Sector are among the largest on Mars. Nectar is a major producer of ceramics, glassware and copper goods. The Prince strongly hopes that with the technical training provided by the American University, Nectar can someday become Mars's leading industrial city. Currency: Though each city mints its own money, most still adhere to the old system of currency established by the Emperor Seldon. The gold piece is the standard unit of exchange, particularly for large transactions. Conveniently, a Martian gold piece is worth almost exactly one British pound sterling. The Martian silver piece is more variable in value, but usually is worth roughly one shilling. Nectar's own money bears a six-pointed star on one side and the face of Prince Sitanni on the other. It is a general custom on Mars that rulers on coins are depicted face-on, rather than in profile. Since Nectar is such an important center of trade, money from all over the planet is used there. Tossian Imperials are as common as Nectarian coins and English gold sovereigns are increasingly common. American gold and silver dollars trade at five dollars per Martian gold piece. Electricity: Prince Sitanni has loved electricity ever since he saw a Van de Graaf generator demonstrated at the American University. Three years ago he allowed the American Cargo and Mechanical Company to set up a subsidiary, the Erythraeum Electrical & Telephone Company. In exchange, the directors very graciously gave the Prince a 10 percent share in the new firm. Currently E.E. & T. supplies electricity to the Old City and parts of the Administrative district, as well as the American University and a couple of factories in the Enterprise Sector. But electrification elsewhere in Nectar has been slowed by sabotage and public mistrust of innovations. The main power plant is in the Enterprise District, on the Lacus Solis canal. Slavery: Slavery is legal in Nectar, as it is in most Martian cities. The efforts of American abolition societies have accomplished little. Most of the slaves in Nectar are household servants or unskilled laborers. The relatively powerful guilds have kept slaves banned from factory and craft work. Slaves in Nectar are either debtors and criminals sold into slavery by the magistrates, or are imported from Alkaara Slonn, where pirates often sell their captives. They do have certain rights under Nectarian law _ killing a slave is still murder and if a master does not adequately feed and clothe his slaves they can be freed by a magistrate. The children of slaves are themselves slaves, but if one parent is free, the child is also free. The Martian Abolition and Sobriety Society has frequently lobbied the Prince to end slavery in Nectar, but so far he has resisted. The Society does buy slaves and free them, giving preference to women and children, though a shortage of funds means only one or two can be liberated each month. The Prince has decreed that any Terrans brought to Nectar as slaves will be freed, which means only that pirates with Terran captives to sell now go elsewhere. Notable People in NectarPrince SitanniSitanni of the House of Voorlan bears the awesome titles of Prince of Nectar, Warmaster of the Western Lowlands, Lord of the Six Canals, Grandmaster of the Guilds, Keeper of the Locks, Guardian of the Scared Skull, and Protector of the Skies. Many who have met him dismiss the prince as mere libertine, a beast of pleasure devoted to his own appetites. First impressions can be deceiving. In fact, Sitanni is a very effective ruler with a keen intelligence and ruthless will. His enormous personal charisma makes people follow him without question and serves him well in diplomatic contests. As prince of Nectar, Sitanni's chief goal is to preserve his city's security and prosperity. By skillful diplomacy he has avoided war. He is well aware that his army is still inexperienced and poorly armed. To encourage trade, he has adopted a policy of tolerance towards Terrans. His promotion of newfangled ideas has earned him many enemies, but so far his successes keep them at bay. Sitanni chief personal problem is his lack of offspring. Though he has a wife and five concubines, the prince has not been able to sire any children. This is not a problem yet, but Sitanni fears what might happen if he should die with an infant heir or no heir at all. The city would be torn apart by factions trying to seize power and might well fall to Tossia or the Belgians. Sitanni is a large, bear like Martian with a full beard. He seems bored and decadent, but that is only an act. With people he trusts, Sitanni is cleaver and energetic. He loves food, wine, women, and conversation. Strangers visiting Nectar may find themselves invited to the palace if they have anything interesting to say. Jatshaar AskateekJatshaar is the prince's personal secretary and advisor. He has grown wealthy over the years by collecting bribes from everyone who sees the prince. Jatshaar is loyal to Sitanni were deposed. The secretary is a famous miser, who goes to ridiculous extremes to save money. This trait carries over to his conduct of official business, which has earned him Sitanni's gratitude. Jatshaar only spends money on one thing - each week he visits a small private club in the Entertainment Sector, famous for catering to those with very unusual tastes.

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Jatshaar is a small, pale Martian who wears simple, old-fashioned clothing in need of mending. He speaks little and listens a lot. For protection he keeps a dagger hidden in one sleeve. Loshir TkleenLoshir is leader of the council of traders. He is from one of Nectar's oldest trading families. As a youth he was sent to the city of Melas to oversee his family's interest there. In Melas he married a local girl and prospered. The Belgian conquest ruined his business and his wife was killed in the bombardment of the city. Loshir fled with his infant daughter to Nectar and took his family's seat on the council. He is now the most powerful man in the city after Sitanni. Loshir hates Terrans, hates modern technology and hates Prince Sitanni for tolerating the aliens. He constantly works to undermine the prince's reforms and would love to march back to Melas with an army, slaughtering every Terran in the way. Loshir has struck an alliance with the Tossian ambassador, hoping that with Nectar under the Empire's thumb, his dreams might come true. Personally, Loshir is old, grim Martian. He wears with riches clothing possible, to show his wealth and status. At meetings and in public he can be cordial and polite, but in private is subject to violent rages. He is always accompanied by his personal guards. Marchmaster Ashatoor ZorakkAshatoor commands the First Infantry Legion in the Nectarian Army. During the reign of Prince Faath, Ashatoor used some of his own funds to keep his Legion properly equipped and trained. Ashatoor is especially fond of gunnery and often personally fires the cannon signaling the closing of the gates. He is totally loyal to Nectar and the Prince, although he personally disagrees with Sitanni on almost every issue. The tow of them have long, friendly arguments and the Prince sometimes call Ashatoor "my sparring-partner." Marchmaster Ashatoor has worn his ceremonial armor for so long that he is scarcely comfortable without it. His ramrod-straight posture and military bearing hide the fact that he is ill and aging rapidly. He is gruff but friendly to others and shows a great interest in the military affairs of other cities. Prince BoranniBoranni is Sitanni's younger half-brother and as such is next in line for the throne. He commands the Cavalry Legion and runs it like a private club for noblemen. When not drinking for hunting, he can be found gambling in the Entertainment Sector. Boranni is in lover with the Lady D'aara, Loshir's only daughter. The two of them have so far concealed their love, for neither family would approve of such a match. Boranni looks like a younger, thinner version of Sitanni. He wears loud, expensive clothes and is horribly arrogant. Only when D'aara is around does Boranni behave. He has a great natural gift for making speeches and can get applause with even the most stupid ideas. D'aara TkleemD'aara is the young and beautiful daughter of Loshir. She is a kind and generous woman, who hates all the restrictions and rituals that surround a Martian noblewoman. She dreams of adventure and escape. Now she is torn between the love for Boranni and the love for her father. D'aara loves the outdoors and is a great rider and hunter. Magistrate ZhaarZhaar Ashkhath is the most relentless of Nectar's Investigating Magistrates. He was blinded six years ago when a suspect tried to kill him with a bomb. Though sightless and half crippled, his drive to mete out justice is stronger than ever. Zhaar has gradually adopted the attitude that everyone is guilty of something. In person he is terrifying: a blind, crippled Martian in black, with incredible powers of deduction and no mercy at all. Sergeant Claudio SforzaSergeant Sforza was cashiered from the Italian Army for theft. Disgraced, he left Earth to seek his fortune on Mars. In Nectar, he has found a home as the Swordmaster of the Prince's Marine Guard. Sforza is a brave man, eager to redeem his reputation. He is loyal to the Prince and respects him. The Sergeant is a large man with elaborate mustaches and a ready smile. He wears a Martian officer's helmet and breastplate with European-style trousers and boots. He is armed with a revolver and a sword and is an expert shot. John PryneMr. Pryne is the American Consul in Nectar. He is an earnest young man, who his living as a liftwood buyer for the U.S. Navy. As Consul, Pryne is responsible for protecting American citizens and interests in Nectar. He is ambitious and hopes to make a name for himself and enter politics. Mr. Pryne can be very stubborn once he has made up his mind. For recreation he enjoys mountaineering and hops to someday tackle Mons Olympus. He is very tall, with a long face and a pointed chin. His hair is cut short stands up straight. Pierre-Luc NoirMonsieur Noir is the Belgian Minister to Nectar. He is the highest-ranking Terran diplomat in the city, though a mere Minister he ranks behind all the Martian ambassadors in precedence. His job in Nectar is to halt the flow of arms to the Coprates Valley and neutralize rebel supporters in the city. Noir is a boastful spendthrift, impressed with his own importance and determined to let everyone know about it. But he is not a complete fool and is willing to use any means

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necessary to accomplish his task. He has a large number of spies and assassins on his payroll. Noir is a keen amateur botanist and has a large collection of Martian plants growing in the Ministry garden. Auguste PamplemouseDoctor Pamplemouse is the French Consul in Nectar. He is a young many for the job and took the position chiefly from a desire to see someplace exotic. He is also the chief physician for the Terran community in Nectar. As French Consul, his job is to preserve the status quo. French interests would certainly suffer is any changes came to Nectar. Nevertheless, Pamplemouse has a great belief in justice and fairness and the reports from the Coprates make his conscience uneasy. Auguste Pamplemouse is a very powerfully-built man and quite a dandy. He spends most of him time at the front table in the Cafe' Francais. KhaarshokAmbassador Khaarshok is the representative of the Tossian Empire in Nectar. He is well aware that he represents the greatest Empire on Mars and doesn't ley anyone forget it, either. Frequently he acts almost like a viceroy or governor in his dealings with Prince Sitanni. Behind every kind word he says, the thirty-three legions of the Tossian Army and the hundred ships of the Imperial Navy loom. He is a deadly shot with a bow and occasionally brings down birds in the Embassy courtyard. Ambassador Khaarshok is protected by his own private force of guards. There are sixteen Tossian Imperial Marines at the embassy and all are formidable soldiers. Dr. Henry W. ArmitageDr. Armitage is the president of the American University of Nectar. He is both a scientist and a missionary and at times his two callings interfere with each other. Dr. Armitage is a devout Methodist who fervently believes in his mission to bring Christ to the Martians. On the other hand, he is a leading archaeologist, fascinated by Martian antiquities. At home in Massachusetts he was an avid sailor and has learned to handle the ships that soar through the skies of Mars. He runs the school with great care and economy, and is well-liked by the faculty. Dr. Armitage is a well-fed man with gray hair and bushy sideburns. Big Jack SladeBig Jack Slade is a powerfully-built, sun-bronzed Australian. He is alway very cheerful and glad to meet new or old friends. Big Jack always has some scheme afoot to make him and everyone involved fantastically rich. It just requires a little money, a smidgen of risk and a teeny bit of illegality to work. Big Jack Slade is not precisely a coward - certainly it requires some kind of courage to get into the incredibly dangerous situations he does. But when actual combat is threatened, Jack usually finds someplace else to be. The only thing he learned during a short stint in the army was how to blow up buildings. Big Jack has found a publisher willing to pay for his adventures. He sends off highly imaginative retellings of his various escapades, which are rewritten by a pack of hack writers in New York and published as paperback dime novels for boys. Adventurers who get involved with Big Jack may be startled to find themselves turning up as characters in the next Big Jack Slade book. SheeralaSheerala is a courtesan in the Entertainment Sector. She is skilled in music, dance, poetry, and all the arts of seduction. Sheerala is a breathtakingly beautiful Martian woman. Her Hill Martian blood shows in her reddish hair and deep gold skin. She is secretly in love with John Pryne, the American Consul; they met when she accompanied a wealthy merchant to a reception at the Consulate. Sheerala is a proud woman and has not told Pryne of her love because she fears he would look down on her as a "fallen woman." She is also a shrewd business woman, who is investing wisely for her later years. Marchmaster DakhaatDakhaat commands the Hesperian Free Legion, a mercenary outfit hired by Prince Sitanni. Dakhaat is loyal to his employer and so far nobody has been able to offer him a large enough bribe to make him betray the Prince. He is quite extravagant with his own money and frequently blows huge sums at the gambling-houses. His debts may someday get him into trouble. Dakhaat is a master of unarmed combat, particularly the Martian art of Gha-faa. Pierre LeblancMonsieur Leblanc is the publisher of Le Matin. He is a caustic, cynical man with a wicked sense of humor. He was forced to leave the French colony at Ideaus Fons after killing a man in a duel. Leblanc is very headstrong and hard to intimidate. He conceals an idealistic streak behind a world-weary facade. Monsieur Leblanc has a great interest in Martian antiquities and often spends long hours with Dr. Armitage discussing recent finds. Ever since some thugs hired by Loshir threatened him, Leblanc carries a pistol in his coat pocket. Monsieur Leblanc is a small, bald man with a neatly-waxed mustache and beard. Madame Katya KerenskyMme. Kerensky, known to one and all as "Madame," operates the Cafe' Francais in the Residential Sector. The Cafe' is the center of social life for the Terran community in Nectar and Madame revels in her role of den mother for expatriates. Madame is vague about her past, but she has been married at least twice. As she readily admits, Mme.

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Kerensky has a terrible weakness for handsome men - among the Terrans she is notorious for her love affairs. She is generous and warmhearted, often advancing money to customers who are in need of funds. Mme. Kerensky is an attractive middle-aged woman about five feet tall, with dyed red hair and a slight Russian accent. She wears Martian style gowns and smokes small cigars. Madame is a crack shot with a rifle and keeps a Winchester hidden in the Cafe' for emergencies. JabaalJabaal was once Captain of the Guard in the city of Melas Lacus (now Copratia). He was captured during the Belgian conquest and sent to the Gumme plantations. After escaping to Nectar he discovered that he was infected with the horrible disease Che'peech and was banished to the Mortuary Sector. There among the dead and the dying, he built a criminal empire. From his lair in the ruins Jabaal now controls much of Nectar's underworld. He hates almost everyone: Belgians, Terrans in general, the healthy Martians who drove him into hiding and the pathetic creatures who follow him. His hatred keeps Jabaal going, despite constant pain. He is a born leader and a tactical genius. Jabaal is still fairly strong, though his features are rotting away. He carries a knife and often uses it. Mi'indaMi'inda claims to be the only surviving member of the ruling house of Melas. (Though some who knew the Princess Mi'inda dispute that, for she would now be only in her teens.) She arrived in Nectar a few years ago with an entourage of adventurers and a mysterious supply of gold. Mi'inda formed an alliance with some American businessmen looking for a Martian partner and is now the local director of the American Cargo and Mechanical Equipment Company. Under her management, the company has prospered, particularly in the area of arms sales. She is a staunch supporter of Prince Sitanni and a bitter foe of the Belgians. When the auction seat on the Council of Traders comes up for bid next, Mi'inda plans to buy it. Mi'inda is a tall woman, graceful though not beautiful. She is a superb public speaker. Mi'inda keeps houses in both the Residential Sector and the Mercantile Sector. She always goes about with a bodyguard and keeps a gun and a knife hidden on her person. UkhaartiUkhaarti is an operator. He gets things done. He makes things happen. He guarantees results. Ukhaarti specializes in obtaining permits and documents through a combination of theft, bribery, and forgery. He knows how to navigate the currents of Nectarian society, dealing with bureaucrats, merchants and criminals alike. His services always require a fee, of course. Ukhaarti is a small, oily Martian who smokes incessantly. His face wears a melancholy expression unless money is visible.

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Map of Nectar

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Key1. Cafe Francais 2. American University 3. Gate 4. Ruins 5. Water Gate 6. City Wall 7. Ruined Water Gate 8. Gardens of Rib-Targeen 9. Arena 10. "Watertown" 11. Skytown 12. Landing Field 13. Powerplant 14. American Cargo and Mechanical Equipment Company 15. American Consulate 16. Prison 17. Plaza of Temples 18. Tossian Embasy 19. Arsenal 20. Barracks

Noak'Sha'RheyThe Mortuary Sector – entre los canales Baetis y AuroraNoak'Sha'Rhey can be translated as "place of the dead. " It was once a residential district, chiefly containing homes of the poor and lower middle class. The great earthquake of 41 BC caused serious subsidence and the soil gradually became unstable. The sewers stopped working, creating a serious nuisance. Many of the building collapsed, and the bridges across the Aurora and Baetis canals had to be demolished. In AD 227, the Tossian governor ordered a large part of this sector to be completely razed and established the cleared zone as a cemetery ( "previously the Nectarians launched their dead into the canals in boats "). Rubble from the destroyed buildings was used to build up the road bed connecting the Old City with the gate. Troops keep the walls clear and the road to the gate open, but all else is left to the refugees and fugitives hiding in the ruins. When refugees suffering Che'peech began arriving in Nectar, Prince Sitanni announced that they would not be allowed in any part of the city except the Mortuary Sector. Now the entire sector looks like a scene from a nightmare: half-ruined buildings loom crazily against each other, the damp soil bubbles with noxious gasses and hooded, disease-rotted figures lurk in the shadows. There is no crime in the Mortuary Sector. For crime to exist there must be laws, and there are no laws. Anyone venturing into the Mortuary Sector without armed guards will surely be set upon by thugs or diseased madmen. When things get too bad and bandits hiding in the Mortuary Sector become too bold, the Prince will bombard the ruins with cannon fire. Jaamool-KoorThe Entertainment Sector – entre los canales Aurora y Protei"At night the Jaamool-Koor opens like a tropical flower, awash with torch light music. The courtesans, or Mithri-Maas, dance with men eager to escape, if just for a moment, the daily struggles of lives spent catering to the needs of Queen Nectar. The song of their abandonment floats through the streets of the Jaamool-Koor like a heavy perfume."- Maxwell Danforth The Entertainment Sector's chief claim to fame is the large number of bathhouses vying to attract business. Since Mars is such a dry planet, it is still a great luxury to bathe in unlimited quantities of pure water. The very term Jaamool-Koor means "House of Many Waters." The area is also home to brothels, casinos, taverns and any other way to amuse people while separating them from their money. The city's great Arena stands just inside the gate. The Jaamool-Koor is probably the most crime-ridden section of Nectar. Thieves and con men prey on drunks looking for a good time. Fights break out over women or gambling. Murders can be arranged for a price in some of the sleazier dives. The more expensive establishments in the Jaamool-Koor - the fanciest casinos, the most exclusive bordellos, the best taverns- are located along the main avenue running from the gate to the Old City. One can see noblemen and rich

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merchants here entering quiet doorways, with a glimpse of fantastic splendor inside before the doors shut. For a sufficient price one can gratify any appetite in the Jaamool-Koor. The poor section is along the Aurora Canal, where the subsoil is unstable and the buildings occasionally collapse. The gambling houses here are cheap, the taverns are sleazy and the whorehouses are only for the most desperate. It is here that the failed gamblers live along with the hopeless addicts and the old whores. A few Terrans live in the Entertainment Sector. These are mostly renegades who have "gone native" and spend their days sampling all of the decadent pleasures of Mars's ancient civilization. The Terran merchants and diplomats in Nectar try not to associate with any of the libertines. B'Hoa'Shaa'Nak RheyThe Mercantile Sector - entre los canales Protei y Alkaara-SlonnB'Hoa'Shaa'Nak Rhey means "Place where many carpets lie". This is the primary marketplace of Nectar and serves as the trading emporium for a large portion of Mars. The many open squares are clogged with booths and wandering peddlers. Under the arches of the market buildings, traders conduct business in half a dozen languages. Huge old warehouses are filled with goods awaiting sale. Away from the bustling marketers are narrow alleys where less savory business goes on. Nearly anything can be had in Nectar, if one knows where to ask. Right now guns are a major trade item as the simmering revolt in the Coprates Valley begins to heat up. Ironically, another commodity traded in the Mercantile Sector is "Gumme, " the chief product of the Belgian plantations in the valley. Along the quayside, stretching from the boat harbor clear to the watergate on the Alkaara Slonn Canal is "Watertown. " The boats and barges here seldom move, remaining tied up until they rot and sink. These serve as home for itinerant boatmen temporarily without a berth. Smugglers operate out of the " Watertown, " as do minor peddlers of vice catering to the boatmen. Major peddlers of vice can be found in the Entertainment Sector. Theft is rampant in the Mercantile Sector, but since most merchants have guards, a fair number of would-be thieves wind up floating in the Canal. At night the district shuts down almost completely and it is then that the streets become quite dangerous. Prices in Nectar are generally fairly low, except for agricultural products, which must be imported. Terran goods have a fifty to one hundred percent markup. Locally-produced goods such as textiles, pottery, or glassware cost between fifty and seventy-five percent of the normal price. N'aal Buuk The Enterprise Sector - entre los canales Alkaara-Slonn y Lacus SolisThe Enterprise Sector presents a startling contrast to the beauty and order of the Administrative Sector. Here, buildings are plain and utilitarian, often grimy with years of soot and dust. The streets are broad, not for ascetic reasons, but to allow passage of enormous wagons. Noise and smoke are everywhere. This is the home of Nectar's industries - weaving, pottery, glassware, and tile. There are also numerous wood workers, metal workers, and stone cutter here. Factories and warehouses are mixed with shops and tenement houses for the workers. The ceramic and glassworks run all night, as their kilns must be kept going continuously.The name of the sector in the local language, N'aal Buuk, means "place of many guilds". Nearly all of the workers belong to one of the three great craft guilds - the weavers, the potters, and the glass-blowers. The people of the Enterprise Sector are by far the most outspoken of any in Nectar. A weaver or a potter will never hesitate to say what he thinks about anything to anyone. This is one of the Prince's true strongholds of support, but the Enterprise Sector's workers never hesitate to demonstrate or riot when they disagree with their ruler. They work hard here, and when work is done they drink, gamble, and fight. The taverns here do not cater to strangers; a visitor will get hostile looks and silence. Crime in the Enterprise Sector is mostly limited to petty thefts, drunken brawls, and domestic fights. A stranger on the street at night may be attacked by one or more neighborhood toughs, but is likely to find others rushing to his aid. The Landing Field: The city's cloudship landing-field fills the area between the city gate and the Alkaara Canal. The field has mooring masts for up to twelve cloudships, plus covered hangers for the ships of Nectar's Navy. Nectar usually sees one ship arriving and another one departing every day. Since the Prince has opened his city to interplanetary Ether-Flyer traffic, Nectar sees one flyer arrive every month or so (depending on the orbital arrangements or Earth and Mars.) Most interplanetary traffic is carried on American or Dutch flyers.The landing-field has a small shipyard, but is only capable of repairs. Nectar must buy its cloudships from other cities. In the past, most have come from the Tossian Empire or from the yards at Alten. Prince Sitanni is trying to find investors willing to help him improve the shipyard. The ships of Nectar's aerial Navy are based at the field. The crews live scattered about the city, but the Marine Legion is quartered in a barracks next to the landing-field by the city gate. "Sky Town": In the narrow streets behind the landing-field is Nectar's "Sky Town." Here the rough sky-sailors drink and sleep between voyages. One can find skymen from all over Mars in this part of town, and often a few Terrans as

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well. The Temple of the Wind Lord here is shabby but well attended, even the most well educated cloudship commanders leave an offering just in case. T'aal Nuk BhaanThe Administrative Sector - entre los canales Lacus Solis y CopratesThe Administrative Sector is by far the most handsome and well kept part of the city. The grand stone building's housing government offices date back to the age of Canal Builders. Along the Coprates Canal are beautiful palaces belonging to the nobility and the Prince's relations. Lesser nobles have townhouses along the Lacus Solis Canal. There are embassies from all the surrounding cities as well as the French and American Consulates, and the Belgian Ministry.This sector is also home to the city's armed forces. The Chaagaz'na Barracks on the Copratia Canal houses two of the cities three infantry legions. At any given time, one legion is on occupation duty in the six forts surrounding the city. Nearby is the Arsenal, where guns and powder are stored. Many of the nobility have private guards, though never more than sixteen is allowed by law.The center of the sector is the Plaza of the Temples. This great square is surrounded by eight temples honoring the Martian gods. The only deities not represented are the Death and Night Goddesses. Though there are dozens of other temples in Nectar these are where the High Priests officiate.Not everything in the Administrative Sector is beautiful and imposing. The Bolaambi Prison is where political criminals and other enemies of the state are housed. The presence of the prison, plus the large number of soldiers in the district, may explain why the Administrative Sector is almost completely free of street crime, even at night.Tina'aThe Residential Sector - entre los canales Coprates y BaetisWhat Terrans call the Residential Sector, the native Nectarians know as Tina'a; the word means "little house." This is a quiet district, where much of the old architecture of the city is preserved. The Residential Sector is home to most of the city's middle class for the nobles dwell in the Administrative Sector or on country estates and the poor must live close to where they work. There are a few business in the Tina'a, mostly quiet taverns or small shops selling household goods. The portions of the Tina'a nearest the Old City are the best preserved and most pleasant. The wide streets are lined with the comfortable homes of Nectar's merchants and manufacturers. As one gets into the cramped areas along the canal, the streets get narrow and crooked and the tenements rise higher. The Residential Sector is home to Nectar's small but growing Terran contingent. The crown jewel of the Terran quarter is the American University of Nectar. The American residents tend to cluster the University. Other Terrans congregate across the Square of the Fountains, where the Cafe' Francais remains the center of social life. Crime in the Residential Sector is mostly limited to burglaries and thefts. In the poorer parts, along the Baetis canal, there are occasional murders. From time to time, a group of bandits will loot a part of the Tina'a, then retreat across the canal by boat to the impenetrable ruins of the Mortuary Sector. INTERESTING LOCATIONS IN NECTARThe Hall of WondersThis spire in the Old City faces the Enterprise Sector and houses a superb collection of Martian art and antiquities. The museum is tended by the Keepers of the Way and fills the tower. Only the six lower floors are open to visitors. Among the highlights of the collection are a series of stone reliefs depicting the construction of one of the great canals. There are also a set of mysterious suits of flexible silver armor, which one Terran scientist claims are ancient Martian vacuum-suits. The value of the collection is incalculable and the building is guarded only by a handful of unarmed curators, yet the Hall of Wonders has never been robbed. The Great Library of NectarThe Great Library stands in the Old City, facing the Entertainment Sector. It is a tall tower clad in prismatic glass like the others. Like the Hall of Wonders, the Great Library is maintained by the Keepers of the Way and serves as their headquarters in Nectar. The ten lower floors are open, forming a single vast space. Twin ramps spiral around the sides of the chamber and in the center stands a giant monolith of transparent crystal. Along the walls are shelves holding the writings of Mars's greatest minds. The Great Library is a superb collection, though not the best on Mars (that honor goes to the Tower of Books in Alclyon) and is consulted by researchers from Earth and Mars. Gamemaster's Note: Actually, the heart of the Great Library is not the collection of books, but rather the crystal monolith. It is a fantastic artifact of ancient Martian civilization _ a psychic storage device. The monolith contains the memories of thousands of great thinkers from Mars's history. Sadly, the last trained user of the monolith died centuries ago and none of the Keepers of the Way has ever been able to make it work since. An untrained user trying to tap into the crystal runs a great risk of having his mind completely drained. In an "orthodox" Space: 1889 campaign without psychic powers, the crystal is an enormous piece of computer hardware _ a holographic memory storage unit. The Keepers have lost the operating manual.

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The PalaceThe Palace of Nectar stands opposite the Administrative Sector in the Old City. The Prince and his court dwell in the tower, served by a horde of slaves and retainers. The lower floors house the throne room, offices and the quarters of the Prince's Marine Guard. Upper floors hold the apartments of the Prince's wives and mistresses. Prince Sitanni himself dwells at the top of the tower and the treasury is immediately below. The Palace has six elevators, which were once powered by slaves turning capstans, but now are run by electricity. Access to the Palace is strictly controlled. The Sand RoomThe Sand Room is located fifty feet below the Gardens of Naahej in the Old City. It is a huge cylindrical chamber filled with water and steam, surrounded by huge pipes and conduits. The Sand Room is actually the heart of Nectar's water system. Water from the canals flows into a deep shaft bored through the crust of the planet. At the bottom the water is instantly boiled to steam and forced up a second shaft into the Sand Room. There, the steam condenses and is filtered through a deep layer of charcoal and sand before entering the municipal water lines. The Old City even has separate hot and cold pipelines, but the rest of the city must make do with only cold water. The Gardens of Rib-targeenThe Gardens of Rib-targeen are located in the Entertainment Sector, just across the canal from the Old City. These famous gardens are open to a select clientele. Entry costs a full gold piece. Once inside, visitors can stroll among the wonderful gardens and fountains, sip wine from one of the best cellars in the city and listen to music played by the finest musicians in Nectar. This is where the well-educated Martians congregate to gossip, argue philosophy and discuss politics. It is a stronghold of the Council of Traders and their sympathizers and Terrans are emphatically not welcome. Among the shady paths and cushioned benches, many plots are hatched. The American UniversityThe American University of Nectar is a small college, established in 1887 by the philanthropist and tobacco magnate William B. Drake as a training school for missionaries. The school is operated by the United Methodist Church. The American University gives the degrees of Bachelor of Arts, Bachelor of Science, Doctor of Divinity and Doctor of Philosophy. It offers courses in Engineering, Physics, Chemistry, Theology, Mathematics, English, Philosophy and Biology. The director of the university is Dr. Henry W. Armitage. The school has just under a hundred students, of which eighty are Martians. There are ten professors. The school boasts the best baseball team in Nectar (as yet no other team has been formed to challenge that title). It currently occupies a city block in the Residential Sector, on the Square of the Fountains. Presently, half a dozen scholars from Earth reside at the University while they do research on Mars. The Cafe FrancaisFormerly a Martian tavern, the Cafe was bought in 1885 by Madame Katya Kerensky and quickly became the center of social life for the Terran community in Nectar. Located on the Square of the Fountains in the Residential Sector, it is a dimly-lit, smoky little place, with initials carved in the bar and memorabilia lining the walls. Almost all the Terrans in Nectar stop at the Caf� every day. It is certainly the best place for a visiting Earthman to learn about Nectar or to look for an acquaintance. The chef is a Martian named Vespeen, who has learned to make a variety of Earth dishes quite well. He can prepare a prime rib of Gashant that is indistinguishable from beef and does a wonderful clam chowder. Madame Kerensky herself tends the bar. The Cafe has the best Viennese coffee on Mars and a good selection of American liquors. Her only rule is "no mint juleps before eleven." Sheeal'leaah's BathsNamed for a famous courtesan of high repute and low morals, this establishment can seem like heaven after the dust and stink of the streets. It is located in the Entertainment Sector and is typical of the bathouses there. There are several large communal bathing-pools, used by Martians of both sexes. One can choose from a chilled snow bath, a cool dip, a tepid rinse, or a scalding hot soak. There are a dozen private rooms, where one can enjoy baths laced with exotic spices, perfumes and oils. For a nominal fee, one can have heady Thaumasian wine and watch the dances of a skilled courtesan while twin bath girls help with the washing. Most Terrans consider the baths a den of sin, but a few have taken up the Martian custom of indulging in a luxurious session at Sheeal'leaah's once a week. Earthmen using the communal pools should expect a great deal of curiosity from the Martians. The Water GatesControl of the water level in the Grand Canals is very important to Martian civilization. Nectar, at the junction of six canals, is a vital link in the water control network. Each of the canals has a flood-control gate, located where the canal enters the city walls. The gates are enormous sets of bronze panels mounted on a pivot in the floor of the canal. They can be raised to slow or stop the flow of water. The control structures are also a key part of the city's defenses and are heavily fortified with gun batteries on towers flanking the water gate.

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Two of the water gates no longer work. The gate on the Aurora canal was damaged in an earthquake and the one on the Protei canal was destroyed when a Tossian cloudship crashed into it during the war of 1457. The rest of the system still functions and a dedicated cadre of engineers pass along the operating secrets. The JavaashBeyond the walls of Nectar is a city outside the city know as the Javaash ("mirage" in the local language). This is where people congregate on their way into or out of Nectar. Merchant caravans camp here, herdsman graze their gashants and ruumet breehr as they wait for sale, exiles, and refugees and huddle in rude shelters and criminals lurk. Beggars are everywhere, ranging from poor victims of Che'peech so ravaged they scarcely look human, to able-bodied frauds showing off fake war wounds. Travelers passing into Nectar by land are advised to keep one hand on their wallets and the other on their weapons. There is no law in the Javaash beyond sheer strength. Prudent merchants have armed guards to protect themselves and their gold. The poor refugees must find what safety they can in ragged bands under the thumb of a few bully-boys. If an important traveler has been way laid, or too many merchants complain, the Prince will sometimes send his soldiers on a sweep through the Javaash. This happens perhaps once a year, and for a few weeks the area has a kind of fragile order. The Javaash serves as a kind of shadow market where the few things that are illegal within the walls can be bought and sold freely. The area is at its busiest at night when the city gates are closed and travelers must wait in the Javaash until dawn. A special class of go-betweens called Javaashkri form the link between the city inside and the city outside the walls. Javaashkri know how to find things in the Javaash, know how to do business there, and know how to move items through the gates without attracting attention. Nectar’s gates themselves are huge, and their bronze covering is elaborately decorated. Each entrance has an inner and outer gate. The gates are guarded by a squad of eight soldiers armed with swords and muskets. Towers flanking the gates bear cannon. At night, men patrol the walls. A customs inspector examines all freight entering the city for contraband. Since what is contraband largely depends on how well the inspector is bribed, nearly everything gets in eventually. THE DEEPSBeneath the streets of Nectar lies an extensive labyrinth of tunnels and passages. The ancient sewer network runs everywhere, draining wastes into huge underground chambers where it ferments to generate methane gas. Cellars and underground passages remain from buildings long since demolished. Hidden treasure vaults and secret chambers are everywhere. Over time, much of Nectar's underground has been connected to form a vast secret city. The marshy soil of Nectar means that much of the underground is flooded some or all of the time. In some of the sewer tunnels, lethal bacteria thrive in the filth. Dangerous creatures thrive in the darkness of the Deeps _ blind cave snakes, hunting by body heat; swarms of venomous scavenger lizards; and the tentacled horrors known as Knoe Shonsu. Many people live in the Deeps and none of them are the sort anyone would wish to meet. Smugglers use the underground chambers to hide contraband and move it past the eyes of the customs inspectors. Bandits sometimes take refuge below ground. More than a few unfortunates in the final stages of madness induced by the rotting disease, Che'peech, roam the tunnels. Rumors tell that Nectar's Deeps extend far below what is known. Drunkards in the Entertainment Sector tell wild stories of huge caverns far below the city, where creatures from past ages of Mars's history still lurk. Others claim to know of functioning Canal Builder complexes hidden beneath the Old City.

Adventures in NectarHere are some seeds for adventures in and around Nectar. Creative gamemasters can undoubtedly come up with dozens more.

Gun-Runners: Lady Mi'inda needs some brave adventurers to smuggle a shipment of Winchester rifles to a rebel group in the Belgian Coprates. The Belgians have heard about this shipment and will do their best to stop it. Pierre-Luc Noir's agents will be combing the alleys of Nectar and Belgian aerial gunboats will be patrolling the skies over the valley. Has Mi'inda set the player-characters up as a decoy?

In the Interest of Science: Dr. Armitage has recently discovered an ancient set of inscriptions, indicating that an old treasure vault lies hidden deep below the American University campus. Armed with guns and lanterns, the intrepid explorers head down into the deeps looking for the vault.

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Spy vs. Spy: Of late Ambassador Khaarshok seems to be suspiciously well-informed about American plans and policies. Could there be a Tossian agent in the Consulate? The player-characters must help Mr. Pryne find the spy and head off Khaarshok's effort to discredit the Americans.

The Other Other Operation:A group of local thugs have been demanding protection money from Madame Kerensky. She has refused to pay and now the gang is going to shut down her cafe'. Can a band of stalwart Terrans head off the crooks? And what will happen when Jabaal hears about it?

The Martian Who Knew Too Much:Vaask do-shaar is s simple peddler, a refugee from the Coprates valley who settled in Nectar two years ago. Now someone is trying to kill him. The player-characters must help Vaask survivor and try to figure out what he knows that makes him too dangerous to live.

A Fate Worse Than Death:The House of Scented Bliss is a very exclusive bordello in the Entertainment Sector. It caters to wealthy Martians with unique tastes. Recently a very wealthy customer, the Prince's secretary, Jatshaar, has asked the owners to obtain a Terran girl for him. When the daughter of a Spanish merchant is kidnapped, the adventurers must find out who has taken her and why, before she is forced to submit to the Martian's depraved desires.

ArgusHistoryHistorically, Argus is a very nationalistic and proud city. In their distant past they have clashed with nearby Airy and Emden, and at one time ruled over both. This military tradition has not been apparent for several generations. Today, Argus has long standing alliances with nearby Airy and Emden - they rely on Emden's access to trade and Airy's agriculture. As the nearby Tossian Empire is far too great to challenge, Argus and Thymiamata have had a history of competition. Although neither city is truly ruled by their native Prince, the long standing feud between the families of Prince Aaryyan of Argus and Prince Gartyani of Thymiamata has been used as conveniant motivation for small wars and skirmishes. With the arrival of the Red men in Thymiamata (1880), friction between the two cities has been on the rise. The Americans are seen as a competative asset that Thymiamata has, and they do not. Furthermore, the advantage of human military technology is not lost on the once imperialistic Argusans. As a response, Argus has levied tariffs on Earth goods that pass through their city, and the upper class have made it known that human goods are distasteful to own. Still, trade with the humans of Thymiamata exists.StatisticsLocation: South of the Eden steppes in the Meridiani Sinus.Primary Language: Na-Gaaryani and NoachanPopulation: 110,000Prince: Prince AaryyanControlling Force: Elected CounselorCorruption: CorruptAttitude toward humans: IndifferentEconomy: MixedVitality: WealthyArmy Quality: PoorMercenary Quality: PoorArmy Size: 12Army Units:24 bands infantry12 bands cavalry12 bands mercenary infantry12 bands mercenary cavalry8 heavy cannon groups8 heavy cannon emplacement

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8 light cannon groups8 rod cannon emplacement8 rouge cannon emplacements8 lob gun emplacementsFleet Quality: TrainedFleet Size: 11Fleet Value: 440,000 pounds1 Whisperdeath Kite3 Hullcutter screw galleys2 Endtime screw galleys4 Swiftwood screw galleys2 Clearsight screw galleys2 Small Bird screw galleys4 Fleetfoot screw galleys