Produktbeschreibung
Caravans of Mars is a sourcebook of the eastern desert and the caravans which traverse it, and an adventure module dealing with a delicate diplomatic mission to a remote desert city-state.
Desert Sourcebook:
The first part deals with the vast desert to the east of the British holdings on Mars, the Aetheria-Elysium Wastes, Caravans of Mars describes this bone-dry expanse of red sand and near-sterile soil, detailing its terrain, flora, and fauna. Everything is represented, from the ferocious steppe tiger, to the comical (but still dangerous) bush monkey, to the tribes of Hill Martian nomads and their weapons, government, society, and customs.
Also discussed are the organizations and problems of the trade convoys, lengthy wagon trains full of trade goods, that are the lifeblood of the desert city-states.
Caravans of Mars answers many questions: What dangers await the inattentive adventurer? What are conditions outside the influence of the British colony? What treasures lie waiting for the alert traveller to pick up? Who (or what) is the mysterious She-Devil of the desert
Caravan to Aubochon:
The second part of this book draws upon the first part, the sourcebook, to provide a thrilling adventure set against the backdrop of a caravan journey.
An invitation from the distant prince of Aubochon has presented the governor-general with an opportunity to further British interests, and he will do everything possible to get an expedition there. He is reluctant to send an aerial expedition so far from British protection - most gunboats sent that far out never return, and gunboats are all needed closer to home to deal with the rising Oenotrian menace. Besides, a ground expedition might open doors with some of the other savages along the route.
Therefore, the player characters must travel with a caravan along the long-dead Haiuk Canal, now a trail through the eastern deserts, its subsurface waters carrying only enough moisture to create an occasional oasis.
The situation in Aubochon requires careful handling, and the player characters' actions and decisions on the way out will determine the ease with which they can make the return trip (or even whether they make the return trip). |