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Zalkasa Wastes

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Publisher's blurb: Though wearing your hazard suit you cannot help but to gasp a little from behind the comforts of your helmet… despite the benefit of an electronic cooling unit and humidity regulator you can sense the discomfort of the hot and dry landscape around you. How anyone could manage to live in this place is a mystery to you. Regardless, there are indeed folks living here… and thriving here in some places economically. And that’s why your employer sent you here. You take off your helmet as you walk into one of the various seedy bars of Dankar City. Folks can tell you are not from town… its obvious by your spacesuit and your inability to simply deal with the hot, dry environment… but that’s fine. You’re supposed to not blend in entirely… your assumed role is that of a wealthy investor’s flunky. You work up the story that you are traveling to the area to check on the progress with a recent investment in cobalt mining and your employer has some concerns. The locals don’t have to know that the real concern is that you are planning to sabotage the mine site... This role playing game supplement contains an overland hex map of a region that is a combination of barren waste and seawater. This area is suitable for star faring campaign settings. The map has commonly recognized earth tones and the detailed entries describe a world that is lush but sometimes quite bizarre. Each hex on the map represents 10 kilometers and there are 17 numbered areas on the map total. Each of the numbered areas contains details that help the Game Master (GM) plot out a potential adventure, dangerous encounter, or friendly settlement or space port. The GM is welcome to further add on to the location with additional encounters, events, or important locations if they so wish. After the main page you will find two bonus encounter charts. One is for land encounters and the other for aquatic encounters. The GM should use this chart any time the characters are exploring unmarked locations on the map and the action is starting to get dull. Two additional versions of the map are provided. One version lacks the numbered locations and the descriptions, giving the GM something to print if they wish to present to the player characters. The characters can use this map to keep track of where they have been and where they might be going (or wishing to explore). The second version adds extra blank marker circles (in a pinkish tone) to allow the GM to add some of their own points of interest to the map. The detailed map entries are written in a manner that allows the product to be as game system/edition generic as possible. The flavor is that of typical space opera variety, allowing you to add or remove as much of a “space fantasy” flavor as you need. As discussed prior, all the important bits are kept to one sheet of paper, allowing you to print off only that if you wish and also allowing you to quickly reference locations without having to flip through a bunch of pages.

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