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Adventures in the Emerald World
© 2005 by Dariel R. A. Quiogue
Wealthy American planter and amateur archaeologist Edward Aubrey Jr. is now believed dead,
following the disappearance of his two-seater biplane somewhere over the Peruvian Amazon last
week. Aubrey, who had claimed to have seen the tops of overgrown pyramids rising out of the
jungle, was known to be scouting the area for a planned expedition on foot later in the year.
Aubrey was also aware of some kind of magnetic anomaly affecting the area, for he had already
recorded from previous flights that his compass became erratic and when flying over certain
valleys …
[Translated from an Ecuadorian newspaper, June 1932]
In the Year of Our Lord 1671 there was a revolt among the white slaves in the silver mines at
Arica. The slaves, heretics and pirates all mostly of English and French origin, massacred their
guards and made off with quantities of silver ingots hacked into pieces with axes. Cavalry was
dispatched to head them off from the sea, lest they rejoin their pirate brethren from Tortuga, and so
they fled deeper into the jungle where they must all have perished. Yet the Indians say the slaves
reached what they call the Great Sanctuary and are safe from us whatever we do now … I have
ordered those scoundrels with rebellious tongues quartered and hanged as an example to their
people …
[From the historical archives of Lima, Peru]
In the Year of Our Lord 1539 Governor-General Francisco Pizarro sent forth from Lima a half-
regiment under the command of Nunez de Bazan in search of the fabled Valley of Emeralds.
Nothing was heard of the expedition for two years. In 1541 one of the Indian guides who went out
with Nunez de Bazan was found hiding in an Aymara village, and put to the torture to determine
what had happened. All we could get out from the Indian was a wild tale of a "gate of green light"
through which de Bazan and his men had passed, never to return. We executed the Indian, but had
no men to spare for a search …
Beyond the Pillars of Melkarth [untranslatable] a wide green land like unto Lower Africa
[untranslatable] beyond the River-which-is-like-a-Sea, in the forest-covered mountains
[untranslatable] rich in gold and silver and emeralds, a land pleasing to the gods, and to which the
gods have led their servant Utush-Hadad of Carthage [untranslatable] Utush-Hadad did embark on
his ships the men and servants of his house, and the women of his house, with all his treasure and
stacks of shields and spears [untranslatable] with the blessings of the Council of Suffetes, to
establish a city, a daughter of noble Carthage …
[Translated from a damaged Carthaginian plaque c. 270 BC]
LOST IN SMARAGDIS:
[From the historical archives of Lima, Peru]
Lost in Smaragdis is a pulp-style science fiction adventure RPG inspired by the lost-
race, lost-world type stories of authors like H. Rider Haggard, Sir Arthur Conan Doyle, A. Merritt
and Edgar Rice Burroughs.
Smaragdis, the Emerald World, is an alien yet earthlike planet inhabited by a collection of lost
tribes and civilizations living in terror of dinosaurs and a tyrannical Conquistador kingdom.
Scattered across Smaragdis are the relics of a vanished alien civilization - mysterious mind-gems
that can grant strange powers but at the risk of madness, gangly robotic Demons, gigantic flying
machines that can rain down lightning on command, and enigmatic monuments of stupendous scale
that may hold the secrets of the cosmos. A portal in the Upper Amazon jungle can transport those
who wander into it to Smaragdis, but if there are any portals leading back to Earth they have yet to
be found.
What is an RPG?
New to the hobby? Then welcome, and here's a short explanation of roleplaying games to help you
get into the fun. Roleplaying games are one of the world's most unique and entertaining social
pastimes. Remember those "let's-pretend" games you had as a kid, when you and your friends
would make up fantastic stories together with yourselves as the heroes? Roleplaying games are the
more "grown-up" version of these games, played with the aid of rules and various resource
materials for greater richness of experience and smoother running; but just like those "pretend"
games you used to play as kids, all the action happens inside your head.
In a roleplaying game (RPG for short), you create a fictional hero character and "play" that
character through all sorts of challenges such as fighting crime, rescuing people in distress, finding
lost treasure, or exploring strange and dangerous places; you "play" your character by deciding
what he or she says and does, occasionally making rolls to see if your hero can succeed at
dangerous or uncertain tasks.
For example, in one adventure your character might need to steal a treasure map back from some
bloodthirsty pirates, a mission that could involve sneaking into the pirates' lair, tricking the pirate
captain into leaving the map, then fighting your way out when the captain discovers the map stolen.
The challenges your character is faced with are "run" by a player with special responsibilities,
called the Game Master (GM for short). The GM is responsible for setting up a game, assisting the
other players in creating their characters, telling the story of the adventure, answering player
questions, and calling for the rolls and judging their results when needed.
What is needed to play?
You will need a copy of these rules, one or more - preferably about half a dozen 20-sided dice, and
writing materials. You will also need a place to play, preferably one with a table that will seat all
the players and where you will not be disturbed, and not disturb anyone too much - trust me, you'll
be making a lot of noise!
The World of Smaragdis
Portals
The way to Smaragdis is through the Emerald Gate, a dimensional portal located somewhere in the
Upper Amazon jungle. Explorers of various sorts - Indian hunters and guides, archaeologists and
other scientists, bush pilots, journalists and other hangers-on to an expedition - might find their way
to it by going over the Andes from Peru or Ecuador, or by coming up the Amazon from Brazil.
Alternate Portals
There is also no reason why Smaragdis can't have portals in other locations; any place that is
associated with major mysteries such as the Bermuda Triangle in the Caribbean, the Devil's
Triangle off Japan, the ruins of Ponape in the South Pacific, even the Pyramids at Giza or
Stonehenge in Britain could have a dormant gate that opens just when the player characters come
visiting. This opens the possibility for many interesting kinds of visitors and artifacts from Earth;
for example, a German U-boat crew for whom the war has never ended, and their submarine.
Working the Portals
How do the portals work? They are matter transporters of some sort, with apparently instantaneous
action. They trigger automatically when something enters the area, and can even snatch a plane
from the air. A portal's opening is marked by a flood of green light, and the mere proximity of a
working portal will cause compasses to become erratic, interferes with radio signals, and can make
electronic devices of all sorts stop functioning.
Physical Paradigms
The Planet
The world of Smaragdis must be about the same size and mass as Earth, for there is no perceptible
gravity difference. Atmospheric composition is also similar enough to Earth that Terran life can
exist very comfortably. A Smaragdine day is 25 hours 8 minutes long, its solar year 369 days 2
hours 15 minutes. There is no axial tilt; climate is apparently driven by the lunar tides, and there
are no clear-cut seasons. Most of the world seems to be tropical, but that may be a mistaken
perception - too little of Smaragdis has been explored to verify any such broad statements.
Smaragdis has four moons, of which there is always at least one in the sky at any time, and solar
eclipses are frequent but briefer than on Earth - the moons orbit faster.
Ancient Civilization
The most unusual feature of Smaragdis is the ubiquitous presence of Ancient civilization and its
relics. Long ago, apparently before humans first arrived here, a highly advanced alien civilization
called Smaragdis home. Why they vanished no one knows, though there are dozens of conflicting
legends and theories. Crystalline mind-gems abound, giving Smaragdis' "sorcerers" many odd
powers of clairvoyance, telepathy, and control over the creatures or constructs that Smaragdine
peoples call Demons. Sleeping Demons seem to be scattered across the world, sometimes in sealed
crypts, sometimes in less formal burials; most will awaken if disturbed, and some seem
programmed to kill. It is generally agreed that the Demons were the Ancients' servants, but of
course none but a modern Earthman would realize that they are actually robots.
Guardians of Smaragdis
Sorcerers claim there is a god - or devil - living beneath the earth, able to see and hear everything
going on above and capable of granting knowledge and power to those who learn to speak with it
through their mind-gems. This being, whatever it is, is jealous of any advanced technology not of
Ancient origin. Activating anything more complex or powerful than a flashlight is sure to trigger
hostile Demon activity sooner or later.
Demons will instinctively attack anything with a functioning internal combustion engine, electric
motor, electric generator, and most specially anything that emits a radio signal; and God help
anyone who gets in their way. However, Demons are unevenly distributed throughout the world so
it may be several days before any arrive. The people of Smaragdis have no idea of this law of their
world, though a modern survivor who has preceded the player characters might have some clue.
Geography
The Emerald Sea Basin
New arrivals usually appear somewhere around the Emerald Sea. The Emerald Sea is an enormous
star-shaped freshwater lake, with an area of about 120,000 square miles. Five great rivers - which
the inhabitants call the Nerostris, the Albarracin, the Halit, the Coatl and the Asante - pour into the
Emerald Sea, their triangular deltas forming the "arms" of the star. The sea and rivers create a
balmily gentle subtropical climate, warm all year round cooled by brief rains in the morning and
evening almost every day.
The lands of the Emerald Sea basin are low, rolling, well-watered and covered in lush jungles
broken here and there by patches of open savanna. There are scattered ranges of low hills like the
backs of whales or flat-topped like tables, and mountains whose shield-like shapes hint at volcanic
origin. Within the river deltas are reedy marshes cut by innumerable narrow channels. Here and
there, half-hidden by the jungle undergrowth, can be found enormous, mysterious monuments of a
bluish metal or perhaps crystal, carved with unreadable inscriptions.
Life Around the Emerald Sea
The whole basin is very rich in life - life that would astound a modern scientist, and send the more
prudent scampering into the trees for safety. There are hulking long-necked sauropods munching
on the tops of trees, hadrosaurs and ceratopsians grazing on ferns and low cycads, terrifying
carnosaurs and raptors stalking behind the brush, and pterosaurs the size of a Cessna patrolling the
clouds. Giant insects abound, some of them dangerous to man; there are carnivorous water beetles
twelve feet long, pack-hunting giant mantises the size of hyenas, and worse.
Mammals from the Amazon jungle have also found their way here, with predators and tree
dwellers like jaguars and monkeys doing best; terrestrial herbivores have fared less well because of
the carnivorous dinosaurs. The waters of the Emerald Sea ripple with the sinuous motions of
swimming phobosuchi forty feet long and even larger paddle-finned mosasaurs. The vegetation is
also unearthly - in fact more unearthly than just being of the same era as the dinosaurs. Amid the
ferns, cycads and rainforest giants are definitely alien trees and bushes, usually identifiable by their
purplish foliage and weird forms; and some of them are carnivorous.
Peoples of the Emerald Sea Basin
In this savage paradise it seems almost impossible that men would survive, but in fact mankind is
thriving on the Emerald World. Most live scattered in ingeniously hidden or defended villages, but
in the north and west, and in the arid far south there are walled cities that would rival any of ancient
Earth. The northern coast of the Emerald Sea is dominated by the Hispano-Punic kingdom of
Tartescia, created when Spanish conquistadors from the army of Pizarro seized power over the
Punic city-state of Tarshish.
Tartescia is the prime mover and shaker of the Emerald World, possessing as it does the largest
armies entire battalions of which are armed with matchlock guns, cavalry mounted on chimeras -
dwarf hadrosaurs bled for courage and speed - and a powerful fleet of galleys and triremes.
Tartescian slave raids and conquests have altered the distribution of the tribes and destroyed the
Murian empire of Kampila in the south.
The west is divided between the warring Punic city-states of the Ishtarite and Melekhite Leagues,
the former a matriarchy advocating the worship of Ishtar and the universal rule of its serially
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