Sunday, July 23, 2017

Worlds of the Sol System

This post fleshes out some of the details provided in the map of Sol Space.

Map of the Sol System


Worlds of the Sol System 

 Detailed below are each of the planets or other bodies from the map above.

At the center point of the system sits its primary star. This medium yellow sun might seem to be unremarkable when compared to other such bodies around the galaxy, but it is the focus of all life here. As such, Sol forms the basis of one of the more influential religious sects, who view it as the embodiment of a deity who is a shining beacon of hope and light. 

According to legends, numerous creatures inhabit this star. One is believed to be a phoenix, a bird-like being of elemental fire who periodically rises up from the depths of the sun, only eventually to fall back into it again. It is said that the phoenix is very old and has much knowledge to share, provided that one can find it and win its favor. Other tales tell of a coven of witchfires—hags whose ship strayed too close to Sol and was immolated by its heat—that haunt the surrounding space, preying upon unwary travelers.

This small world lies too close to Sol for anything much to live on it. It is covered mostly by broad areas of stony or sandy plains, along with low ridges pushed up by tectonic or volcanic activity. The plains also feature numerous craters caused by meteorite impacts. There is very little water to be found; what does exist usually pools in some of those craters, forming small oasis communities. That reason—along with the fact that nighttime temperatures fall well below freezing, while daytime heat becomes unlivable for all creatures except those who are immune to fire—means that many have had to adapt to survive. As such, they generally retreat into burrows during the worst of the heat, and emerge during a “twilight” period when it is more tolerable.

Creatures that can survive on this harsh planet include the magma ooze, rast, thoqqua and shasalqu, with the cherufe being the top of the local food chain. The conditions here have also led it to be a popular place for fire giants to settle, and they bring with them monsters such as hell hounds and trolls. Those settlers build elaborate underground strongholds in which they forge weapons and other items using metal gathered from the surrounding terrain. It is also believed that certain efreeti maintain palaces on this world.

Of all the planets in the Sol System, this one is perhaps the most beautiful—and the most mysterious. That is because the world is shrouded in a dense, acidic atmosphere. While that feature makes it glow brilliantly in the night sky of Homeworld, it also renders the surface almost completely uninhabitable. Only a few bizarre monsters are known to live there, such as the bhole, plasma ooze and shard slag. Even then, however, these creatures dwell in expansive underground tunnel networks.

What is worse, the planet's sky is home to the dreaded colour out of space, along with any blighted victims that it has managed to claim. Indeed, there are multiple legends regarding lost aetherships that drift through the dense clouds, crewed by eerily glowing victims or their ashen remains.

Of greater interest to interplanetary travelers are the islands that drift high up in Freya's atmosphere. Because of its dense nature, intrepid individuals have discovered that they can drag in asteroid and similar bodies that have air pockets trapped in them; those, then, float in the air. These have been developed into floating retreats via an elemental obelisk, a bottle of air, or the like. Such sky islands are already known to be favored by beings such as angels and djinn, among others, and it is believed that the Royal Interplanetary Company has been considering building one of its own.

As mentioned previously, this world is an ideal place for most living creatures. As such, it is the only one known to be widely populated, with numerous native races and species that have developed myriad different civilizations and cultures. It is also believed by some to be the very embodiment of Gaea, the Earth Mother goddess. It is home to numerous organizations that wield influence throughout the Sol System, including the Royal Interplanetary Company and the Church of Ptah.

This planet consists of one vast, cold, red desert, sprawling amid low-lying mountains and the occasional volcano. In many ways it is very similar to Homeworld, but lacking the vital warmth and moisture that makes its neighbor so verdant.

Unbeknownst to many, Tyr was once home to a small but advanced civilization—the troglodytes. These reptilian humanoids built impressive structures and achieved important discoveries in medicine, astronomy and other fields of study. For some reason, however, thousands of years ago their society collapsed and fell into ruin. Explorers have found some of their structures and even encountered a few of the remaining creatures, and while it's clear that they retain a few vestiges of their old accomplishments, they have long since devolved into what is little better than lives of primitive hunting and gathering.

For a list of creatures that can be found in this world's vast underground warrens, refer to Some of those cave networks, warmed by volcanic activity and containing traces of water long since lost from the surface, have become oases of fungal life.

The Asteroid Belt
For the most part, the bodies in this region of the Sol System are little more than rocks, big and small, floating through space. Those, in turn, are home to the unusual worm-like creatures known as somalcygots. There are exceptions, however.

One such settlement, founded by the Royal Interplanetary Company, is the Crossroads asteroid colony. It provides a hub for trade, but is also developing its own population. For details, refer to Another example is the Grotto, a place that is home to various scallywags: Finally, the Dwarven Mining Guild has outfitted numerous floating forges that mine and refine ore throughout the Belt:

Scholars have long debated how the Asteroid Belt came to be. While many argue that it is just a planet that never managed to coalesce out of the aetherial debris like the ones around it, some claim that it was actually a world in its own right, but that it was obliterated in some kind of tremendous, cataclysmic event. Some collectors even claim to have found artifacts of a lost civilization among the asteroids, but others dispute those claims.

One of two gas giant—or Jovian—planets in the Sol System, this one is best known for its giant red spot, which is actually a massive and unending storm. Just what caused it, and why it is unceasing, is a topic of interest among scholars. Thonar is also home to the mutable, telepathic beings known as brethedans. While they have not built any structures in their own right, they are known to attract the massive, aether-swimming oma, which the brethedans have tamed for use as interplanetary transports. The planet also has dozens of moons that are ripe for further exploration.

In many ways, Kronos is very similar to Thonar. Instead of a giant red spot, however, it is most easily recognized by the prominent set of rings surrounding it. It, too, boasts numerous moons, only one of which has been fully explored. That is Enceladus, a moon that is frozen on the surface but that features hidden seas warmed by thermal vents. For a list of creatures that can be found in its seas, refer to

Enceladus is also home to Starfort Station, an outpost of the Elven Navy. To find a layout of that facility, refer to Additional details about the location and those who can be found at

In addition to their aetherial galleons, arkships and other vessels, it is believed that the elves maintain interstellar portals hidden amidst the debris of the planet's rings, ones that they use for traveling to worlds beyond this solar system.

The Beyond
Little is known about what lies beyond the Known Worlds of the Sol System. The region not far outside the system is believed to be the origin of the comets that periodically drift through the system, although just how they are created and sent drifting toward Sol is unknown. Some scholars speculate that there could be additional planets further out than Kronos. Finally, the elves are known to have sent their arkships on interstellar voyages in search of other star systems.

One such mission took them to the planet that is home to the kasatha and shobhad, the world on which gunpowder was first devised: It is believed that there are more stars and planets, of course, some of which might be the original homes of such interstellar travelers as the lunarma, mercane, mi-go and witchwyrds.

Thursday, July 6, 2017

The Sixth Gun RPG Miscellany

This post contains miscellaneous images and other material related to The Sixth Gun RPG. I'll add to it as more items and ideas jump out at me.


To start, here's a map of the United States during this time period (1887).

Next, here's how the American flag looked when there were thirty-eight states in the Union.

Sunday, July 2, 2017

Map of Solspace and Days of the Week

As I've been working out some of the details for the Solspace setting, I finally decided on a naming convention for the planets. With that in mind, here at long last is a map of the solar system.

Additionally, this decision settles how the days of the week are named in the setting, taking their names from the heavenly bodies visible in the night sky.

Days of the Week 


Wednesday, June 28, 2017

Pre-Generated Heroes for The Sixth Gun RPG

Back when I wrote the scenario "The Grand Tournament" for The Sixth Gun RPG to use at Con of the North this year, I also wrote up some characters for it; finally, I've typed up a PDF that can easily be printed.

Pre-Generated Heroes

Also, here's a link to the post with that scenario.

The Grand Tournament

Langston Calhoun, Gambler
This professional gambler has a good mind for cards and an eye for other players. He enjoys little more than risking fame and fortune on the turn of a single card. Although he usually tries to talk his way out of conflicts whenever possible, he is prepared to back up his words with bullets if and when it becomes necessary.
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d4
Skills: Gambling d8, Notice d8, Persuasion d6, Shooting d8
Charisma: +2, Pace: 6”, Parry: 2, Toughness: 4
Edges: Attractive
Hindrances: Impulsive

Gear: Fancy clothing, pocket watch, Colt Navy pistol, $400 stake 

Anna Smith
While she plays the role of nothing more than the lady on Langston's arm, Anna Smith brings her own well-honed set of skills to the table. She is an accomplished thief, one who believes that if people can't protect their valuables, then they don't deserve to have them. Anna prefers to avoid altercations using guile and charm but who can certainly take care of herself when trouble starts. In this way she is a valuable ally for Langston Calhoun, someone who can watch his back and help him work on certain marks.
Attributes: Agility d8, Smarts d6, Spirit d4, Strength d6, Vigor d6
Skills: Fighting d4, Lockpicking d6, Notice d6, Persuasion d4, Stealth d6, Streetwise d6
Charisma: +2, Pace: 6”, Parry: 4, Toughness: 5
Edges: Attractive
Hindrances: Curious, Doubting Thomas
Gear: Fancy dress, mirror, lockpicks, $25, Derringer pistol 

Virgil Grimaldi
This hombre isn't the smartest person on the frontier, but he is strong, stubborn, and skilled when it comes to fisticuffs. That, of course, is why he travels around with Langston Calhoun and the rest of the entourage, providing some intimidation when necessary and a strong right hook as needed. When not engaged in those activities, Virgil enjoys drinking strong beverages and fraternizing with female company.
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d6
Skills: Boating d4, Climbing d6, Fighting d8, Swimming d6, Throwing d6
Charisma: --, Pace: 6”, Parry: 6, Toughness: 6
Edges: Brawler, Brawny
Hindrances: Illiterate, Short Temper
Gear: Fancyish clothing, brass knuckles, Bowie knife, $68 

Fat Chow
This frontier doctor combines the best in modern teachings with ancient traditions, including Chinese alchemy. In this way he can stitch up a wound, set a broken limb, treat someone for scarlet fever, or even scare off an enemy, provide an edge in a fight, or detect magical doings by others. He is willing to play the part of the subservient Chinaman as long as it helps him gain an advantage over unsuspecting opponents, but shows his true grit when the chips are all on the table. He poses as Langston Calhoun's private doctor, but also seeks opportunities to advance his own magical abilities.
Attributes: Agility d4, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Healing d8, Investigation d6, Knowledge (Science) d6, Notice d6, Spellcasting d6
Charisma: --, Pace: 6”, Parry: 4, Toughness: 5
Edges: Arcane Background (Sorcery)
Hindrances: Bad Eyes, Code of Honor, Outsider
Special Abilities
  • Boost/Lower Trait: Increase a character's ability by one step on a success, or two on a raise.
  • Detect/Conceal Arcana: Sense supernatural persons, objects or effects within line of sight.
  • Fear: Cause characters to make a fear check (-2 on a raise) in a larger burst template.
Gear: Fancy clothing, folding knife, spectacles, $68 

Howling Coyote
Ostensibly the “spiritual advisor” for Langston Calhoun, this Dakotah shaman seeks to learn more about the White Man who is invading lands once occupied by Howling Coyote's people. To do so, this winkte has struck an unlikely alliance with a group of frontier ne'er-do-wells, but has also come to enjoy their company and even trust them in dangerous situations. All in all, Howling Coyote wishes that this land could return to the old ways, instead of yielding to the insatiable push of modernization.
Attributes: Agility d4, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Notice d6, Survival d6, Tracking d6, Tribal Medicine d8
Charisma: --, Pace: 6”, Parry: 5, Toughness: 5
Edges: Arcane Background (Shamanism), Power Points
Hindrances: Code of Honor, Outsider
Special Abilities
  • Beast Friend: Speak with and guide the actions of animals.
  • Deflection: Cause a -2 penalty (or -4 on a raise) on enemies' attacks against you.
Gear: Functional clothing, war club, $82  


Thursday, June 22, 2017

The Crossroads Tunnels

Although I was by and large satisfied with the material I wrote about the Crossroads asteroid colony, one element that I always wanted to expand upon was the tunnel system inside it. At long last, I've done so. Presented below is a map of the tunnels, along with area descriptions and suggestions for stocking them with enemies for an adventuring party. Additionally, I've updated the PDF version of the compilation for Crossroads, which is available in my Dropbox.

Crossroads Asteroid Colony


10. The Tunnels
Those who are familiar with the history of Crossroads know that the asteroid was once mined by dwarves, but they sold it to Luciano Reda after the veins of ore stopped producing. What most people don't know, however, is that those mines aren't entirely empty. There are rats, of course; that's no surprise, but other, deadlier things lurk here, too. The exact nature of what's inside is left for the GM to develop.

Tunnel Inhabitants
Listed here are some possible creatures that might inhabit the tunnels, ranked by CR.

CR – Creature
1/4 – Scarlet spider
1 – Darkmantle
1 – Giant spider
2 – Cave fisher
2 – Choker
2 – Slime mold
3 – Crysmal
3 – Giant black widow spider
4 – Aranea
4 – Gray ooze
5 – Cloaker
5 – Ochre jelly
5 – Spider eater

A. Entry
The entrance to the tunnel system is located on the western side of the asteroid (that is, when one considers the docks to lie on the south end), right around its centerline. In order to keep people from wandering into the tunnels, the powers that be have covered the entrance with a permanent image that disguises it as just another part of the rock's face. Those who encounter the illusion may attempt a DC 20 Will save to recognize its falsehood. 

As a general rule, tunnels are about as half as tall as they are wide. In that way, the narrower passages range from ten to twenty feet in height, while the larger caverns rise up to a hundred feet in height or more.

B. New Diggings
Those who succeed at DC 15 Knowledge (dungeoneering) or (engineering) checks may notice that one part of the tunnels has been more recently dug—that is, within the past few months. A similar Knowledge (local effort) reveals that this section passes underneath some of the settlement's notable buildings, including the Sign of the Ourobouros, the Crossroads Outfitter, the R.I.C. warehouse and the home of Governor Luciano Reda. At the GM's discretion, there might also be tracks in the area (that one can find with a DC 20 Survival effort) that could lead to the responsible party. Just what that character intends to do, however, is left open to interpretation.

C. Fungus Farm
The tunnel leading to this area slopes downward, and the walls here are slick with moisture. What is more, a tremendous variety of fungus lines the floor and walls of the area. While many of these growths are harmless—and, according to many halflings, delicious—some are downright deadly. That latter group could include violet fungus and shriekers, and possibly even phantom fungus or mindslaver mold.

D. Cess Pit
Over time, those who have made use of these tunnels—smugglers, thieves and the like—have dumped their rubbish here. Now one end of the tunnel is filled with years' worth of rusting and rotting detritus. The pile is also home to various vermin, such as centipedes and rats, and possibly including other, even more dangerous creatures.

E. Underground Lake
What from the settlement on the surface of the asteroid has trickled down through the soil and rock to form a pool here. Although cold, the water is clean and safe for drinking. At the GM's discretion, it could contain living things, ones that run the gamut from harmless cave fish up to aquatic snakes, giant frogs or even some electric eels.

Wednesday, June 21, 2017

The Bear-Folk

Building off of a previous post, this article presents a small community of people who can present trading opportunities along with plot hooks for a nautical or space fantasy campaign.


An Ursine Longhouse
The typical home of a bear-folk family is a relatively simple but comfortable structure. It is built from roughly-hewn logs lashed into A-frames; more logs, packed with straw and clay, form the walls of a single rectangular room some twenty feet deep and fifty feet long. In this way, the bottoms of the A-frame logs protrude beyond the outside walls. A roof of thick thatch covers this structure, and the rafters beneath it create additional room for storing household goods. Inside, the building's broad double doors are flanked by two raised platforms on which the family's younger members keep their bedrolls. A similar platform stands in another corner, the sleeping place for the parents. Opposite the doors is a hearth for cooking and warmth, usually with a couple of chairs for sitting in front of it. There is also a table and chairs for meals and other activities. Storage is provided in the form of barrels, chests and baskets.

Typical Ursine Warrior: Use the stats for a werebear from page 181 of the Bestiary 2.

Using the Bear-Folk in an Aetherial Adventures Campaign
This group can provide plenty of plot elements for a space fantasy or more traditional RPG campaign; presented here are a few of the possibilities.
  • At first glance, the bear-folk might seem to be an odd fit for a space fantasy campaign. If there is truth to their legend of being the first starfarers, however, then they might possess some important lost relic or lore.
  • That would especially be the case if the aforementioned enemy, the furmah, ever returned to threaten Homeworld's solar system.
  • In a more mundane way, the bear-folk could also be trading partners for PCs who have their own vessel, exchanging fish, sealskin and even scrimshaw for foodstuffs, metal goods and other items that they can't produce for themselves.
  • The PCs could be called in to help mediate or otherwise resolve the conflict when an orc whale hunting vessel moves into the bear-folk's territory, killing off the very animals that they need to make their living.
  • Clerics or other followers of Luna might journey here to learn about the stories and other traditions of the bear-folk.
  • With the GM's permission, one of the PCs could hail from this tribe of primitive but powerful people—a proposition that entails, of course, all of the expected benefits and drawbacks of lycanthropy.

Sunday, June 18, 2017

Faction: Disciples of the Destroyer, Part 2

Here are stats for some of the NPCs that one might encounter when dealing with this organization.


Running Pit Fights
These matches can be single events pitting a particular champion against another competitor or even some exotic beast, or a grand tournament in which eight or more contestants compete in a series of fights. They are usually fought until one opponent surrenders or is incapacitated, but sometimes result in death. In either case, Kurtz and his guards collect the entry fee from spectators and handle any additional money that they care to wager. Fighters are allowed to prepare themselves in one of the rooms provided by that purpose, and are often accompanied by an ally who can tend to their wounds, whether they win or lose.

Finding Foes
The NPC Gallery section of the GameMastery Guide can be an excellent source of opponents to use in the fighting pit; here are a few suggestions.

Page—Character (CR)
282—Caravan Guard (1)
266—Slaver (3)
257—Monster Hunter (5)
280—Raider (5)
263—Beast Master (6)
283—Sellsword (7)
281—Viking (7)
263—Champion (9)

Leopold Kurtz
CR 6
XP 2400
Male human bard 7
NE medium humanoid
Init +5; Senses Perception +13
AC 16, touch 13, flat-footed 14 (+1 Dex, +3 armor, +1 deflection, +1 Dodge)
hp 31 (7d8)
Fort +3, Ref +7, Will +7
Resist Bard abilities
Spd 30 ft.
Melee Shortsword +5 (1d6-1)
Ranged Light crossbow +7 (1d8)
Special Attacks Bard abilities
Str 8, Dex 13, Con 10, Int 15, Wis 12, Cha 15
Base Atk +5; CMB +4; CMD 15
Feats Alertness, Dodge, Extra Performance, Improve Initiative, Persuasive
Skills Appraise +12, Bluff +12, Diplomacy +14, Intimidate +14, Knowledge (local) +12, Perception +13, Perform +14, Profession (merchant) +11, Sense Motive +13
Languages Common, Dwarven, Elven
SQ Bardic knowledge, bardic performance, cantrips, countersong, distraction, fascinate, inspire courage +2, versatile performance, well-versed, inspire competence +3, lore master 1/day, suggestion
Combat Gear Leather armor +1, masterwork short sword, masterwork light crossbow, case of 10 bolts, pouch containing 10 of each coin, cloak of resistance +1, ring of protection +1
Spells per Day: 5/4/1
Spells Known (6/5/4/2): Daze, detect magic, know direction, mage hand, message, read magic; cause fear, feather fall, identify, sleep, unseen servant; hold person, invisibility, silence, tongues; confusion, dispel magic

Leopold Kurtz is a ruthless opportunist who will exploit any opportunity to gain wealth or influence for himself. Although he once worked for the Royal Interplanetary Company, he now makes a comfortable living organizing pit fights for the Disciples of the Destroyer. He maintains a tough front, as is appropriate for that kind of business. In truth, however, he is something of a coward and isn't too proud to plead for mercy if faced with an overwhelming opponent.

Acolyte of Lamashtu
CR ½
XP 200
Various cleric 1
NE medium humanoid
Init +0; Senses Perception +3
AC 15, touch 10, flat-footed 15 (+4 armor, +1 shield)
hp 10 (1d8+2)
Fort +4, Ref +0, Will +5
Resist None
Spd 30 ft.
Melee Falchion +2 (2d4+2)
Ranged Throwing dagger +0 (1d4)
Special Attacks Channel negative energy 1d6
Str 14, Dex 10, Con 14, Int 8, Wis 16, Cha 12
Base Atk +0; CMB +2; CMD 12
Feats Combat Casting, Extra Channel
Skills Knowledge (religion) +3, Spellcraft +3
Languages Common
SQ Aura, domains (evil, madness), orisons
Combat Gear Chain shirt, small steel shield, falchion, silver holy symbol, vial of holy water, throwing daggers
Spells per Day: 3/2+1
Spells Prepared: Bleed, detect magic, guidance; bane, lesser confusion, protection from good

These new adherents to the cult of Lamashtu may lack in power, but make up for it with ruthless zeal. They revel in bloodshed.

Adept of Lamashtu
CR 4
XP 2400
Various cleric 5
NE medium humanoid
Init +0; Senses Perception +3
AC 15, touch 10, flat-footed 15 (+4 armor, +1 shield)
hp 36 (5d8+10)
Fort +6, Ref +1, Will +7
Resist None
Spd 30 ft.
Melee Falchion +7 (2d4+3)
Ranged Throwing dagger +3 (1d4)
Special Attacks Channel negative energy 3d6
Str 14, Dex 10, Con 14, Int 8, Wis 17, Cha 12
Base Atk +3; CMB +5; CMD 15
Feats Channel Smite, Combat Casting, Extra Channel, Weapon Focus (falchion)
Skills Knowledge (religion) +7, Spellcraft +7
Languages Common
SQ Aura, domains (evil, madness), orisons
Combat Gear Masterwork chain shirt, masterwork small steel shield, falchion +1, silver holy symbol, vial of holy water, throwing daggers
Spells per Day: 4/4+1/3+1/2+1
Spells Prepared: Bleed, detect magic, guidance, read magic; bane, divine favor, lesser confusion, protection from good, shield of faith; align weapon, hold person, silence, spiritual weapon; dispel magic, prayer, rage

Those cultists who survive the initial ordeals of joining Lamashtu's faithful become even more zealous about doing harm to others, and gain the martial and magical power to inflict those desires on their victims. In addition to conducting the profane rites of their goddess, they become skilled combatants and even leaders in battle.

Priest of Lamashtu

CR 8
XP 9600
Various cleric 9
NE medium humanoid
Init +0; Senses Perception +4
AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
hp 62 (9d8+18)
Fort +9, Ref +3, Will +11
Resist None
Spd 30 ft.
Melee Falchion +11/+6 (2d4+4)
Ranged Throwing dagger +6/+1 (1d4)
Special Attacks Channel negative energy 5d6
Str 14, Dex 10, Con 14, Int 8, Wis 18, Cha 12
Base Atk +6/+1; CMB +8; CMD 18
Feats Channel Smite, Combat Casting, Command Undead, Extra Channel, Improved Channel, Weapon Focus (falchion)
Skills Knowledge (religion) +11, Spellcraft +11
Languages Common
SQ Aura, domains (evil, madness), orisons

Combat Gear Chain shirt +1, small steel shield +1, falchion +2, silver holy symbol, vial of holy water, throwing daggers, cloak of resistance +1
Spells per Day: 4/5+1/5+1/4+1/3+1/1+1
Spells Prepared: Bleed, detect magic, guidance, read magic; bane, deathwatch, divine favor, lesser confusion, protection from good, shield of faith; align weapon, death knell, hold person, silence, spiritual weapon, status; animate dead, bestow curse, dispel magic, prayer, rage; confusion, divine power, tongues, unholy blight; dispel good, unhallow

The senior clerics of Lamashtu are fearsome foes, ones who can go toe-to-toe in combat with foes as well as leading their underlings into battle. What is more, they are able to animate the bodies of slain foes, calling on them to continue the work demanded by their wicked goddess.

Using the Organization in an Aetherial Adventures Campaign
This organization can provide plenty of plot elements for a space fantasy RPG campaign; presented here are a few of the possibilities.
  • Needless to say, members of this organization make natural enemies for followers of Gaea and Sol. Even those who revere Ptah and Luna have no love for them, given the Disciples' obsession with blood sacrifice.
  • There is an interesting connection between the Disciples and certain efreet who've infiltrated the Church of Sol. Those fire genies, who are more chaotic in mindset than their fellows, embrace the destructive nature of fire as another weapon in Lamashtu's arsenal. In that way, they seek to pervert the worshipers of Sol by luring them to embrace the “cleansing” nature of that element.
  • It is rumored that one or members of the Royal Interplanetary Company are also secret adherents of this order, since they view Lamashtu and her offspring as the embodiment of the fierce nature that is needed to succeed in business. If that were proven to be true, then it would be quite the scandal indeed.
  • In order to win the trust of certain Disciples, one or more of the PCs might need to participate in or otherwise infiltrate Leopold Kurtz's fighting pit.