Saturday, September 5, 2020

Travel the Sundered Reaches

"Sundered Reaches" by William W. Connors and James M. Ward. Printed and Distributed by Fast Forward Entertainment. ISBN-10: 1-932201-31-9 -- Softcover -- 128 Pages. This is my second favorite book in the Fast Forward line. It contains a good solid framework for a whole new campaign setting. The tag line for this book reads: "A Unique Fantasy World of Grim Survival and Ancient Mysteries." For this it uses the Red Planet - Mars. But this is not the Mars you might think you know from fiction. It is a whole new planet, frameworked into a small 128 page book. It contains nine different races that are 'native' to this version of Mars, Each race is quite different from the others. Although humanoid, most usually bear some resemblance to a standard humanoid, two arms, two legs, etc.. But two of the Martian Races, the "Orid Nar" and the "Parehla" do not. The "Orid Nar" are ten-foot-tall reptiles, with fine shiny silver scales and three eyes. They have darkvision, and have a three foot long tongue. They have three upper tentacle-like limbs, and three legs that end in huge sharp talons. The "Parehla" are even stranger. They are also ten feet tall, but have five legs and a large torso with three huge arms. Although they can use their hands normally, their hands are spade-like when closed, and make efficient digging tools. Five eyes encircle their head and provide 360 degree vision. The "Orid Nar" are a warrior race and very Patriarchal. They do not attack other tribes of "Orid Nar", but they will attack any others, except those of the "Lumari", and those of the "Parehla", with whom they have had a long-standing trade agreement. Unlike the "Orid Nar", the "Parehla" are a peaceful race and prefer farming. The "Lumari" I'll let you find out about yourself. There is an odd 'rule' in this book near the center that most GMs taking their characters here may want to avoid. New arrivals to Mars =may= start to transform into Martians! GMs that allow this might want to pre-prepare an adventure or two that allows the players to reverse this. There are ten new skills, and 36 new feats. There is an interesting chart near the center that gives PCs and NPCs a chance to discover what the technology that they have found really does. GMs should read "Understanding Technology" thoroughly. Following that is a list of equipment, including Trade Goods and their prices. Then there are the Spells. Some PCs and NPCs may know that a "sufficiently advanced technology is indistinguishable from magic.' A great section on Artifacts of the so-called "Star Children" follows. Info about the Strange Cities of the Lumari and other features is next, followed by a table of Red Planet encounters. Only eight new creatures, but this Mars is dangerous enough! Finally, there are a few adventure nuggets, and at the back is the usual OGL and three advertisements. Given the unusual method of arriving on Mars for some of its inhabitants, it's possible that =none= of these races are native to Mars, but the nine given here have been there so long that it really doesn't matter. Although this is not the Mars I love (see Modiphius' new "John Carter" game for that!) this is still a great campaign book for a GM who really wants to run with it. I would love to combine this with my knowledge of 'Barsoom' and possibly the "Green Races" book for a really wild and wooly ride! It's too bad that Fast Forward Games disappeared from the market. However, these Fast Forward Entertainment books rarely disappoint me. Very Highly Recommended!

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