John Carter of Mars - Tarot Cards - Modiphius (2d20 System).pdf

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THE GHOST OF THROXUS
BARSOOM
®
FROM THE AIR
THE AIRSHIP QUAYS
THE CARRION CAVES
THE FORBIDDEN LAND
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®/© ERB, Inc.
BARSOOM
®
FROM THE AIR
Everywhere Barsoom’s landscape is a relic of the past. The north-
ern hemisphere is no exception. Throxus, the mightiest of Bar-
soom’s five oceans, covered the planet from Horz to the equator
and reached perhaps as far as the Artolian Hills. Its phantom still
haunts Barsoom. Green Martians hunt amongst wind-honed reefs
of prehistoric coral. Wild banths stalk their prey across undulating
lowlands shaped by wave and water. Herds of thoats and zitidars
roam uplands that were formerly sloping shores. And in the eerie
canyons of parched submarine trenches, white apes hunt their prey.
It is not a place to venture alone.
A barren landscape stretches as far as the eye can see. In the
distance, mountains grow tall and stark. Wind and time have
sculpted their slopes and faces into phantasmagoric shapes
thrown into sharp relief by sunlight and deep shadow. At their
base, a tumble of foothills leads out to a plain scarred by arroyos
that have been dry for millennia. Here and there, pits and circu-
lar basins pock the face of the desert. As the sun shifts, outcrops
of quartz spark like muzzle flashes. There is no water here. Only
the crawling, ever-present yellow moss suggests life is possible.
THE GHOST OF THROXUS
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THE AIRSHIP QUAYS
The docks teem with activity. Just inside the city wall, the military
quays rise to a height of fifteen hundred feet. These are the berths
of the naval airships that ply Barsoomian’s sky and safeguard the
nation’s interests aboard. Beyond and beneath these, towards the
city’s heart, are the freight and passenger wharfs. Here, the mer-
chant squadrons of influential trading families load and disgorge
their riches while the packet ships carry travellers and mail to their
varied destinations. Where the filigree lattices of the naval quays are
orderly and precise, the robust mercantile jetties and landing stages
are a swirl of colorful commotion.
®/© ERB, Inc.
®/© ERB, Inc.
The cavemouth yawns, exhaling an unpleasant sigh ripe with putre-
faction. A dribble of foetid matter runs from its stone lip, carrying
rags of skin and tattered cloth. Inside, the stench is overwhelming.
Dead bodies fill the cave. They lie jumbled and half-frozen, their
flesh blackened or blued with decay and sloughing from the bones.
Many are swollen to grotesque proportions, their faces horribly
distended, their lips peeled back in one awful grimace after another.
Some have ruptured, spilling entrails and ichor. Most appalling of
all, many are half-eaten, their clothing and harnesses chewed away
by whatever carrion-eaters dwell deeper in the caves.
THE FORBIDDEN LAND
The sheer brilliance of the glacier is dazzling. Its vast expanse of
ice extends to the distant mountains, glittering like powdered
diamond. In various places jagged rocks thrust up from the
frigid plain, their black outlines severe against the whiteness of
the snow. Chill blue shadows, almost invisible from the ice-bar-
rier, hint at where crevasses gape, ready to swallow the unwary.
Cold nips the skin, freezing out all sense of smell as a bitter gust
raises ice-devils from the snowfield. Nothing else moves in this
dead landscape. Then, at the edge of vision, strange centaur-like
creatures move into view.
THE CARRION CAVES
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ARENA OF DEATH!
THE PIT OF TJANATH
LAND OF BLOOD AND ICE
AAANTHOR’S AVENUE OF QUAYS
THE AIRSHIP’S DECK
Modiphius Entertainment gives their express permission for these cards to be reproduced for non-commercial purposes.
THE PIT OF TJANATH
Like an enormous crater, the arena appears punched into the
earth. Its tiers of seats gather at the rim like ejected matter,
climbing in ranks to shadow the killing floor. Parts of the sta-
dium have collapsed. Its sand is strewn with blocks of toppled
masonry and darkly stained. Crude repairs have shored up walls
with reclaimed stone, ribs of airships, and sorapus timber torn
from who knows where. Lining the arena and preventing any
escape are wooden trellises reinforced with stakes and metal
talons. They jangle on corroded chains. Above them, savage
thoat-skin banners stir in a fitful breeze.
The echoing roar of the river fills the colossal cave and reverber-
ates down a passage plunging deeper into the earth. All around,
the rock sweats coldly. A dank, musty odour rarely sensed on
Barsoom fills the air. It would be impossible to find an escape if
not for the countless radium particles glittering in the cavern
walls. Their wan light shines on a shore that edges the river
in a jumble of rocky masses and sliding shale. Pale vegetation
crouches over the path, filling the air with strange scents. Up
ahead, a huge white lizard moves with the sound of steel on
stone.
ARENA OF DEATH!
®/© ERB, Inc.
LAND OF BLOOD AND ICE
Blood spatters the snow, crimson on white. The beast’s howl
thunders in the narrow, frozen defile, cracking the ice with
its fury. Its hot, stinking breath billows, clouding vision and
turning the stomach. Rock shudders and a fine grit fills the
trembling air. Above, the setting sun transforms the sky into a
raw, open wound. The creature stamps, shaking the earth. Claws
tear at the ground as it turns its terrible face and snarls. There
is blood everywhere: on the snow, on torn flesh, on the beast’s
fangs, and in the sky. This is a land of blood and ice.
®/© ERB, Inc.
®/© ERB, Inc.
From the empty plaza, a broad thoroughfare leads directly to the
ancient quays. It is lined with monoliths. Many remain vertical; oth-
ers have fallen across the boulevard or crashed backwards, smashing
through the palaces behind. Time has done little to dull the beauty
of the stone and, upright or prone, the monoliths shine richly,
vermilion and sapphire, amber and aquamarine. It is di cult to
imagine the city populated with thousands of Barsoomians all going
about their daily business: trading, conversing, laughing. Now noth-
ing disturbs the melancholy silence of this vast, redundant seaport
but the soft susurration of its iridescent dust.
THE AIRSHIP’S DECK
The airship heels to port, striking the enemy vessel a grinding
blow. Wood splinters. Metal shrieks. Locked together like lovers,
the two ships become one curve of sweeping deck. The air is ac-
rid with smoke from burning skeel. Fire blooms, blasting a cabin
to pieces. Sorapus debris clatter down and the air is suddenly
sharp with splinters. Flames leap from ship to ship, crackling
into the upper works. A dull concussion somewhere below caus-
es the deck to tilt eccentrically. Carborundum aluminum struts
wail in protest. The buoyancy tanks have ruptured! Inexorably,
the airships began a slow, spiral tumble to their doom.
AAANTHOR’S AVENUE OF QUAYS
®/© ERB, Inc.
®/© ERB, Inc.
Modiphius Entertainment gives their express permission for these cards to be reproduced for non-commercial purposes.
THE CITY OF MORBUS
THE RUINS OF THARK
THE RAVINES OF MARS
Modiphius Entertainment gives their express permission for these cards to be reproduced for non-commercial purposes.
WAR IN THE AIR
SAVAGE BARSOOM
®
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