Planet of Adventure/Planet

=The Planet= Its name is O-Ina.

Inari
Crystal Plague, Midwives, Mages.

Crystal Plague
Black Crystal(Absorb, Power, Warm) White Crystal (Reflective, Protection, Light) Beasts, Crystal Cysts, The Ovens The Crystal Plague infects all technology quickly (minutes) and slowly infects all living tissue (days). Technology stops working almost immediately, as the Crystal either deflects or absorbs the energy needed for its use. Living things are slowly overwhelmed by Crystal, generating Crystal cysts and nodules in the process.

Black Crystal
Matte black. Warm to the touch. Absorbs all energy forms. Causes Twilight where abundant.

White Crystal
Transparent. Motes of energy swirling in it. Causes Whiteout where abundant.

Crystal Beasts
Tainted animals. Become larger and smarter. Also get Crystal Powers with Cysts.

Crystal Cysts
Provide bonuses and Taint. The Taint is measured by a Rating from 1 through 10. Provides extra dice and one point of Taint per die when used. Ten points of Taint equals Taint Rating 1. Also provides special abilities (see here).

The Ovens
Areas with predominantly white crystals. Roll for Heat exhaustion.

The Dark Zones
Areas with predominantly black crystals.Roll for Cold Exposure.

Midwives
Houses, Baths, Children.

Inari Houses
Where there are many people, an Inari house exists. Inari cities mostly exist close to the Crystal wastes, as the Kruth seldom come there.

Inari Baths
Anywhere there is an Inari bath, people congregate to live.

Inari Children
Inari children are... different. Starry-eyed and contemplative, some of them are genetically enhanced to be immortal.

City of Phale
City closest to the Great Northern Crystal Ovens.

City of Windrip
Eternal wind and waves clashing against the northern shore. Mines send their crystal to Windrip.

City of Arcton
Eternal storms around the Plain of Pillars. Mecca for alchemists that use the power of the lightning in their experiments.

Mages
Crystal Controllers, Geneering, Protectors

The Queen of the Dead
The Evil Queen of the South. Raises the crystal dead to do her bidding, in her quest to kill the Kruth.

The Kings of Crux
Many Kings and Queens, low-power mages, that control a small number of cities, sometimes one, through their powers. All have passed the Test of the Crux, which is a sojourn in the Crystal Wastes to recover a Crux from the Wizard of Life. This is shown to be a sign of royalty and provides many social benefits, as well as an increase in power of the King of Crux.

Inari
Hidden, Boogieman, Rebuilt.

Hidden
They rebuillt themselves to end the war between the Inari and the Kruth. They are now a dying race, living to assassinate Kruth, and wrest control of the planet.

Boogieman
The Kruth see Inari as boogiemen, sneaking around and randomly murdering Kruth and Markbearers.

Rebuilt
They rebuilt themselves so as to become better fighters.

Kruth
Marks, Nomads, Clans.

Marks
Eternal Life, Secondary Mind Powers, Clannish Warfare

Eternal Life
Marks contain the memories and personality of a single Kruth. The host body is quickly broken down by crystal. Life span about 20 years after taking the Mark.

Mark Mind Powers
Marks often provide Kruth Mind Powers, that cause the wearer to become more like a Kruth.

Clannish Warfare
The Clans only cooperate when threatened from without.

Nomads
The Blood Beast Riders, Female Oppression, Trade Posts.

The Blood Beast Riders
The Clans move to avoid weather systems with high crystal concentrations. Close to the crystal wastes Kruth die in days.

Clans
Mages, Leaders, Nomen. Live fast, die young. Lots of weird sickness and sores.

Kruth Mages
Loremasters, Politicians

Kruth Leaders
Politicians, Generals

Kruth Nomen
Workers, Soldiers.

Kruth
Singleton Pures, Guerilla Warfare, Primary Mind Powers

The Brain Thieves of Yuu
Fungusmen, Fungus vs Crystal, Talking Heads

Colossus of Garran
Titanic Mechs, Arcane Ignorance, The Corpse Corps

Titanic Mech Walkers
Living Quarters, Walker of the Crystal Wastes, Tech Cult

Arcane Ignorance
Random Cybernetic Enhancement, Religious Maintenance, Cult of the Machine

The Corpse Corps
Corpsmen, The Living, The Cult of Knowledge, The Fallen

The Corpsmen
(SEAL) Reanimated now without cyber, Body fluid healing, Special Forces

The Living
(army) Repaired Cyborg, Military Order

The Fallen
Most become this after death. Undead that move about in search of electricity (brains :))

The Cult of Knowledge
(Three letter Agency) Mystery cult, Information Gathering, Paramilitary order