Acid Death Fantasy
By Luke Gearing
5/5
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About this ebook
The second book published for Troika! is a complete setting with a distinct apocalyptic flavour by award winning industry veteran Luke Gearing. A new tone, a new style, and a new book to totally upend your Troika! games. 56 pages, 36 backgrounds, 36 enemies, and a framework to hang them off of.
Reviews:
'Is Luke Gearing too powerful? Perhaps. Luke’s latest book for the Melsonian Art Council is Acid Death Fantasy, and it’s kind of hot.'
- Total Party Kill
'You’re in the desert, walking along the sand, when all of a sudden you look down and see a turtle. On its shelled back is a book. Through the heat haze the title comes into focus; ACID DEATH FANTASY.'
- Beyond the Weird
'This post-apocalyptic world sits somewhere between Dune, Dark Sun, and Jean-Girard Moebius. So, frankly speaking, Mr. Gearing had me from page 1.'
– There Will Be Games
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Acid Death Fantasy - Luke Gearing
Introduction
What happened is long forgotten. Remains of it, barely understood by the most learned scholars, are rife throughout the lands but most are too busy surviving or maintaining their strangleholds on WATER and POWER, POWER and WATER to ponder these RELICS.
The greatest living city of the desert is Shurupak, breeding ground of pleasure and nightmare. All people, all faiths, all goods are valued in meretricious Shurupak, ruled by the Many-Crowned Monarch and her terrible guard a thousand-thousand strong. The wealth of the city is untouched, uncontested, and many covet the throne. The Many-Crowned Monarch — bestudded by ninety-nine crowns wrested by all manner of statecraft and violence — rules as gatekeeper to a warren of gluttony and civilization. Each of her heads has a tale and a crown.
Spinning outwards from Shurupak are the Thousand Sultanates, a great miscellany of egotism, pride and petty squabbles. There is much wealth-the titles of these many pretenders are not entirely false. They compete endlessly in petty games, inevitably forgotten as the hubris of the current ruler inevitably causes a fall. Those closest to Shurupak, (Alshgar the Nightmare Emirate, the Beggar Sultanate and the Valley of Wisdom to name but a few) are the most ancient and stablest whilst the peripheral Emirs and Maliks barely maintain their grasp for a generation or more.
Beyond this anarchic sprawl are the Wastes — lands riddled with all manner of nomadic groups and beasts dwelling beneath the sands, all bowing in respect to the WORMS roaming freely atwixt the dunes. The Alqai, four armed metal-workers, emerge from the Duneholds to sell exquisitely worked goods or continue the ages-old war with the Dune Riders on their slender sand-slicing boats.
The Southern Wastes are the home of the SLOUGH LIZARDLINGS, a brutal, reptilian species that leaves the butchered limbs of their prey scattered in artful piles across the desert, maimed survivors remaining as testament to their art, baking in the sun like tortoises dropped by eagles.
To the East lies the Plastic Sea, a miraculous main of liquid plastic. Upon contact with living skin it solidifies, covering the coast with Coated Men dueling each other in elegant, fatal contests, having made the choice to die young and glorious, sealed in flexible plastic armour.
The verdant jungles of the North would offer respite from the desert if