Xalaria

The Traveller's Handbook

How the universe of Xalaria works, and the dice that would roll it.

Somewhere in Xalaria, a city of crystal has decided that you do not understand its music, and it is right. The concert you paid for stayed utterly strange to you, and you were told so in a single line. Its museum went better. The tour ended among the things its culture treasures most, every one of them carved with spirals within spirals, and in your hold, bought far away for almost nothing, is an orb decorated in just that way. There is also a festival mask that a dealer three stars away swore was genuine, and tonight the city keeps its festival. Offer the orb to its leader. Wear the mask among them. If the dealer was honest, you are taken for one of their own. If not, someone laughs, and then they are all laughing, not kindly.

Meanwhile a grey Medaka that fired on you earlier has found you again, and says so. Remember me? Your Nurse Robot, Florence, has looked at the fever you caught in the last city and says she would need an upgrade. A note on a station's board says the tin is cheap at Zhiogs. Your computer, wry because of the name you chose, remarks on all of it, one thing at a time.

None of it waits for you. Xalaria runs in real time, on 7,804 stars and 48,688 worlds, whether you are there or not. Its stars burn by the same laws as ours, its worlds keep Kepler's orbits, and its clouds are made of whatever clouds are made of at that temperature. Every chance in it is worked out. When a city weighs whether you have understood its music, when a council weighs your words, when the frame of a new station holds or buckles, the universe is doing arithmetic, each law balanced against the others. You never need to see it. This book shows it, with the dice that would roll it, and leaves out what you should find for yourself.

The Shape of a Journey

Nearly everything you do in Xalaria raises one of your two Levels, your Technology Level or your Culture Level. Doing raises your Technology Level, by exploring, mining, salvage, finding new life and fighting. Understanding raises your Culture Level, by a concert followed, a museum understood, a festival kept or a gift well chosen. Technology builds and fights. Culture opens cities, councils and rites. Between them, they decide how every planetary culture and every alliance regards you, and that regard, in the end, decides how you come home.

This book follows the same path outward, from you and your craft to the stars and the planetary cultures that live among them, the alliances those cultures stand with, what you fight and what you build, the travellers you meet, and at last the homecoming, which is always to your home star.

  1. IOf the Travellerthe keys, the voice in your craft, two levels, colour
  2. IIOf Stars and Worldsstar classes, the superdrive, skies, life, mines, charts, ruins
  3. IIIOf Planetary Culturesmusic, art and dance, antiques, gifts, rites, regard
  4. IVOf Alliancesfour banners, standing, councils, forgiveness
  5. VOf Combathitting, striking true, what a city fires, a fall
  6. VIOf Building and Keepingrobots, stations, farms, halls, while you were away
  7. VIIOf Companymeetings, space station notices, deals
  8. VIIIOf Homecomingby victory, by peace, or by a third way
  9. §Appendicesevery craft, every weapon and tool
A traveller, in a craftthe keys, the computer,and the colour you wearITechnology Levelrises by doingexploring, mining, salvage,new life found, fightingfrom Reader to Guardian technistII · VCulture Levelrises by understandingconcerts, museums, festivals,antiques, gifts, ritesfrom Nature walker to Guardian composerIIIWhat you buildrobots, stations, farms,a gallery, a concert hall,a People’s HallVIWho knows youeach city’s regard, fromhostile to hero, and thenames it gives youIIIThe alliancesgoodwill, councils won,stars held, friends in a fightIVHomecoming, to your home starby victory, by peace, or a third wayVIIIothertravellersVIIcombat,when itcomesV
Book I

Of the Traveller

the keys · the voice in your craft · Technology Level and Culture Level · colour

❦

A Word for Every Key

Xalaria is played in words. Every key stands for one, and the letter is always shown beside its word, so a command reads as a sentence. Press n and you are navigating; press w after it and you are on your way to the wormhole. Press c and choose a vessel, and you are speaking to it. Press f and choose a target, and you are firing on it. There is nothing to memorise, because whenever you are asked to choose, the choices are shown as words.

Anything you type that is not one of the choices is taken as speech. Type the name of a star and your computer tells you where it lies. Type a few words while a vessel is waiting on your answer, and the vessel hears them.

Many things take time, as they would. A landing takes time, a concert lasts as long as its music, and leaving a fight means putting all your power into acceleration for ten seconds or so, with no shield and no weapon while you do. Whatever is firing on you keeps firing.

The keys at the main menu
bbuildkknowledge
ccommunicatellook
ddropmmap of nearby stars
eexplorennavigate
ffirepplanetary system
ggoodwillrretrieve
hhelp, which is your computerttoggle music
iinventoryuuse
jjournalvvessel configuration

And q, to quit, which ends a traveller's journey for good. To stop playing, simply close the page. Xalaria needs no saving.

What each command does
KeyWhat it doesTwo examples, of many
bbuildRaise something where you stand. A station's frame in orbit, a farm on a world's surface, a gallery or concert hall in a station of your own, a People's Hall in a city.b in orbit, with nanomites aboard, seeds a frameorb a on a world's surface plants a farm
ccommunicateSpeak to anyone near, salute them, offer them something or ask of them. Your own computer is always (0).c 0 asks your computer anythingorc, a leader's letter, then s salutes them
ddropLet something go, cargo into space or onto the ground, or a piece into a museum.d then a commodity jettisons itord in a station's museum lends it a piece
eexploreSearch where you are. On a world's surface it costs fuel, and turns up deposits, life and ruins. In a city it finds the museum, the hall and the rite.e on the surface of a moonore in a city, while its rite is held
ffireFire from one of your ports, at a target if the weapon is aimed.f a then a vessel's letterorf with a blast in the port, at everything in range
ggoodwillHow every alliance regards you, and whom you stand with.g to see your standingorg then y to choose an allegiance, or found your own
hhelpYour computer, ready for any question in your own words.h then where can I buy fuel?orh then return, for the pages of help
iinventoryWhat you carry, by kind.i c for your cargoori a for your antiques
jjournalYour quests and the ship's log, your reputation, what serves you, your journey.j b for who knows you, and what that gives youorj c for your stations, farms, robots and craft
kknowledgeWhat you have learned, your experience, your discoveries, the ways of other cultures, how the alliances regard you.k after a concert, to see its anthem keptork before a plea, to see what you know of a planetary culture
llookLook about you, and see who holds this star.l in orbit, on arriving at a new starorl in a museum, at what is on show
mmapThe stars about you and the wormholes between them.m then a star's letter, to learn of itorm before a long journey, to plan it
nnavigateGo somewhere. Another world, a wormhole, down to land, back up to orbit.n w for the wormholeorn o then a world's letter, or n l to land
pplanetary systemThe worlds of this star.p then a world's letter, to learn of itorp before choosing where to land
rretrieveGather what floats or lies nearby, or take back what you lent.r after a fight, to gather the wreckageorr in your own museum, to take back a piece
uuseUse something you hold. Every item does what such a thing does.u then a field recorder, while a concert playsoru then an old star chart
vvesselYour vessel's ports and what fills them, and any craft of yours docked here.v to see what each port holdsorv, docked, to say who flies a craft of yours

Examples only. Most things can be reached in more than one way, and the letters for vessels, worlds and people depend on who and what is near. Whenever you are asked, the choices are shown.

The Voice in Your Craft

The first voice you hear is your craft's computer, and it is the one you will hear most. Its character, one of five, is fixed by the name you choose for yourself. It may be wry, tender, sceptical, poetic or steadfast. It speaks in short lines made from where you are, from the star's light, the world below, what lives there and how the city speaks, so no two travellers hear the same voyage.

It thinks before it speaks. A remark about a place is dropped once you have left it. Nothing is said while you are answering a question or watching a landing, and never straight after you press a key, because you are reading. A warning comes first, then news, then a question, then a remark, one at a time. It teaches you the commands one idea at a time, only while you seem to be waiting, and never one you have already used.

It never tells you the universe's hidden laws. What it knows is what it perceives, and what it perceives is true.

An alliance of our own. What shall we call it?

Our stations are our own again. Every coin they take is ours, and no one guards them but the security we purchase.

Your computer, at two turning points

A Name of Your Own

Ask
your computer, to name something
What
any vessel, station, world, city or star near you, or an antique or chart you hold
Why
to keep what you have learned about it. Name a dealer's mask Forged, a vessel Never Trust, a world Marble Here, and you will know it again at a glance
Seen by
you alone
Lasts
for good. From then on it is called by your name

Technology Level and Culture Level

Every traveller has two levels, each from 1 to 13. Technology Level rises with experience of doing, from exploring, prospecting and salvage to finding new life and fighting. Culture Level rises with experience of understanding. Each step up either ladder asks for more experience than the last, until Level 13 asks for 50,000 points and is particularly difficult to reach.

Stars, cities and stations have a measure of their own, their advancement, from 1 to 22, which is how far the civilisation there has come. It sets what their music asks of you, what their seats cost and how hard they fight, and a station wears it as its colour.

Every Technology Level and every Culture Level carries a title, and you are known by the title of whichever of the two is higher. A Programmer of Technology Level 6 who reaches Culture Level 7 is known from then on as a Musician.

Culture Level cannot be bought. A seat at a concert can, but a traveller without the Culture Level to follow the music leaves the hall exactly as they came.

It opens what technology cannot. A city's Exchange asks less of someone who knows its ways. Its council will hear them. Its rite is offered to them. Its citizens will work their farm, and sing their anthem as they do it.

Some ways to gain culture experience
Your survey finds a city's cultural centreits advancement
An artifact turns up as you explore10
A gift another vessel thanks you for20
A gift a city treasures5 × its advancement
A concert, museum or festival understoodits price ÷ 10
A culture's music, recorded and archived20
Levels, experience and titles
LevelExperienceTechnologyCulture
10ReaderNature walker
210TechnicianCollector
320EngineerInstrumentalist
450HackerPoet
5100InventorArtist
6200ProgrammerLinguist
7500AstrogeneticistMusician
81,000RoboticistPhilosopher
92,000MetaphysicistNeurolinguist
105,000Mind creatorAstrobiologist
1110,000AstrotechnistAstroculturalist
1220,000Master technistMaster composer
1350,000Guardian technistGuardian composer

The same table serves Technology Level and Culture Level alike. Each Level asks two or two and a half times the experience of the one before it.

Colour, and a Coat of Paint

Vessels are known by sight before they are known by name, as the grey Hobby Explorer or the crimson Vimba. A vessel's colour is the colour of its home station, and a station's colour is its advancement, so a colour says something.

A station receives a vessel of its own colour as one of its own. Its administrator welcomes you, and once a day there is a gift, and a tenth off in its assortment shop. Raiders read colour too, and to a raider a rich colour means a rich hold. Glass is where their interest begins.

With a can of paint, docked at a station, you can give your vessel a new face. Those who knew you only by sight lose track of you; those who know who you are still do. A full can covers it. Half a can leaves it patchy and fools fewer. Paint has a second use. Words painted on a station's wall are read by whoever looks about there, and what the station's security makes of them depends on its alliance. Praise of its own cause is left to stand, and liked. An insult, or praise of its enemy's cause, earns a fine.

A station's colour, by its advancement
1grey12bronze
2onyx13cuprite
3crimson14jade
4amber15emerald
5cobalt16silver
6scarlet17gold
7ochre18black sapphire
8turquoise19spectral
9pewter20fire
10glass21crystal
11titanium22white

A white vessel is admired everywhere it goes, and not always by friends.

Book II

Of Stars and Worlds

star classes · the superdrive · skies · life · mines · charts · ruins

❦

The Star Comes First

Each of the 7,804 stars, and the 48,688 worlds around them, is fixed, the same for every traveller on every day. Its class is rolled first, and the rest follows, as it does in the real sky, its colour and its heat, its size, and the habitable zone around it, where life can begin.

There is one quirk of Xalaria's sky. It has no blue-white B stars at all, only the rare blue O stars above them and everything below.

Life can begin only within a star's habitable zone, and even there it is a roll. A moon must be more than 400 km in radius to qualify, and a gas world that rolls life keeps it only on a d20 roll of 1. On any other roll, it is lifeless.

Star classes
d100ClassSurfaceHabitable zone (million km)
01O, blue30,000 K500–5,000
—B, blue-white20,000 K400–2,000
02–04A, white10,000 K300–1,500
05–10F, yellow-white7,000 K200–1,000
11–25G, yellow6,000 K80–400
26–55K, light orange4,000 K30–150
56–00M, orange3,000 K10–50

Earth orbits at 150 million km. On a d100 roll of 01–04 the star itself carries life.

Between Worlds, and the Superdrive

Between the stars, the wormholes do the travelling. Between the worlds of one star, your own superdrive carries you, and fuel is what it burns. How hard it drives is yours to choose, under v, and the choice stands for every journey until you change it.

The bargain is exact. Halve the setting and the journey takes twice as long and burns half the fuel. Double it and you arrive in half the time, having burned twice as much. Fifty percent is where most travellers keep it. A traveller running low turns it down to creep home on what is left, and a traveller in a hurry turns it up and pays.

What you carry costs fuel too, though never time. The superdrive holds its pace whatever the load, and simply burns more to keep it, so a full hold of ore makes every journey dearer. Distance matters less than you might expect. Four times as far takes only about twice as long.

Before you set off, your computer tells you how far it is, how long it will take and how much fuel it will burn. If the fuel left would get you there but not back, it says so and asks whether to go on. Fuel is sold by every station's technology assistants, and a vessel you meet may share a little of its own.

The superdrive, against the usual fifty percent
SettingThe journey takesFuel burned
10%5 times as longa fifth
25%twice as longhalf
50%as usualas usual
75%two thirds as longhalf as much again
100%half as longtwice as much
Fuel for a Journey
The journey's length × the setting × the weight you carry
A journey's length grows only as the square root of its distance, so four times as far is twice as long and burns twice the fuel. Weight is your craft's own and its cargo's together, and an ordinary craft weighs about fifty. Time never depends on weight.

The Sky, and the Broken Signal

Clouds follow temperature, as they do in our own solar system. Below 95 kelvin a solid world wears Titan's orange haze. A little warmer brings Neptune's methane ice, then Jupiter's ammonia, then white water cloud like Earth's, then the sulphuric acid of Venus. Hotter still come clouds of salt and of molten rock. Only solid worlds of 5,000 km radius or more hold air enough for weather.

Near the most radiant fifth of stars, or at the hottest tenth of worlds, radio suffers. Every voice that reaches you arrives with a warning and with words missing, a tenth of them where it is weakest and up to seven tenths where it is most extreme. Your own computer and your own words come through whole.

Great radiation interrupts the signal.

Clouds, by temperature
KelvinCloudAs on
under 95orange nitrogen-methane hazeTitan
95–180methane iceNeptune
180–260ammonia and water iceJupiter
260–330white water cloudEarth
330–700sulphuric acidVenus
700–1,300salt and sulphide crystalshot exoplanets
over 1,300silicate droplets, lit by lavalava worlds

What Lives There

Every world has a description of its own, drawn from what the world is, and some describe life. On a world with none of its own, a careful search of the surface may still turn something up. You might have discovered life! You collect a sample for scientific review. The more cultured the eye, the likelier the find. A world that many have searched before you gives up less.

Whether the sample is truly new is decided at the moment you find it, by how well you can see. Science in Xalaria needs culture. A traveller of Culture Level 1 brings in a real discovery one time in thirteen; by Culture Level 13, every time. Take it to a station's administrator. A true one is met with a grant and a line in the Chronicle's legends, brought proof of new life. Anything else is politely declined.

Upon inspection, indeed it appears novel at first sight, however it is not of great interest to our scientists.

About one star in twenty holds an animal, intelligent enough to be worth watching but with no cities and no words, and a few shops sell one in a travelling cage. It is restless, and never wrong. It knows things about a place before you do, and it shows what it knows in the way its own world made it, by its feelers or its eyes, its claws or its wings. Learn to read it. A kind that sleeps for weeks tells you nothing while it sleeps, and its world's description says so, for those who read that too.

A Sample, Judged
True if d13 < CL
Grant d8 + 1, in thousands of gc
CL your Culture Level when you found it. The grant also brings technology experience, and the station's scientists choose their word for it, from impressed to overwhelmed.
A small creature in its travelling cage: no head and no face, a golden spindle of a body worked all over in filigree, a coronet of eyes beneath its crown, its two large wings rings of ribbed membrane crossing about it, and an array of rope-like feelers hanging below, one of them wound about a bar
A creature in its travelling cageTwo large wings and an array of rope-like feelers attached to its golden, elaborately decorated body. Those who keep one find it does more than the shop ever said, in a fight, on a far world, and at the end of its journey with you.

Mines and Quarries

Rocky worlds and moons hold deposits of metal, and gas giants a fifth as often. Most are common metals of ordinary quality. A world with a shiny or metallic surface gives finer metals. On a stony world about one deposit in four is a quarry instead, of marble or granite, the two stones a hall or a gallery is built from.

A deposit gives easily at first and grudgingly at the end. Strike it with a mining tool and a unit comes free on a roll against what is left. A deposit of ten units, full, never refuses. With one unit left, it gives one time in ten. Fail, and experience gives a second chance. Fire on a deposit with an ordinary weapon and it may still yield, as debris flies about, but crudely, and the deposit loses a second unit for every one you take.

What you mine on a world with a city may be taxed by it, and refusing a city's tax is a wrong it remembers. When a deposit is worked out, another forms, unknown to anyone until it is found, somewhere suitable in the whole universe. The universe's wealth is never used up, but the more a region is worked, the further out its wealth must be sought.

A Strike
A unit if dN ≤ left
failing that, d26 ≤ TL
N the units it began with, up to 20; left how many remain; TL your Technology Level. At Level 13 the second chance is one in two, even on a deposit's last unit.
Three ways to strike
Tremble Mining Toolone unit a strike
Precision Mining Toolsometimes a unit more, from the same strike, likelier with experience
Any other weaponyields only as often as its damage is high, and wastes a unit each time

A Mine Filling Tool puts units back into a deposit, as many as your Technology Level, at most. Nature's stations sponsor it.

A Vundo, the heaviest of the miners, plated and whiskered like the catfish it is named for, works a stepped quarry on a small moon: one tool arm drives a drill into an outcrop veined with ore while debris flies, the other waits with its claws; a ringed giant stands over the near horizon
A Vundo at work on a moonThe dearest of the miners, whiskered like the fish it is named for, brings one arm's drill to an outcrop veined with ore while the other waits with its claws. Every strike throws debris, and every unit taken makes the next harder to free.

Charts, True and Forged

The first traveller to reach a star through a wormhole charts it, and their name stays with that star for as long as the universe lasts. Beginning at a star is not charting it. Only arriving does.

Now and then a city's antique dealer holds, instead of an antique, a chart, hand-drawn long ago, of the stars about that city. It marks one thing truly there within three stars that you have not found yet, such as life no one has catalogued, or a quarry of marble or granite. Or so it seems. Like the dealer's antiques, half the charts are forgeries, and a forged chart marks a real world where the thing is not.

Read, a chart sets your search. Each search of the marked world's surface finds what a true chart marks about one time in two, and never what a forgery marks. Nothing ever tells you which you hold. In the end, you decide for yourself.

DyebruZhiogsClakOylanhaiWriquoeSkuyteeLispraEafpiaTolmeyhere, the white stoneN
An old star chartNine stars and the wormholes between them, and a mark at one world of Skuytee. The white stone is marble, if the chart is true.

Ruins

A city or a station destroyed is destroyed for good, and its ruin keeps the story of the battle, who fired, with what, and which vessels fell beside it.

Explore the wilderness of a world with a ruined city, or the orbit of a ruined station, and you may come upon it, once. What you see there is what happened there. Its own structures lie broken after their material, crystal shattered or growth torn. The burn lines are lasers and the craters blasts. The wrecks of those who fell still bear the markings of their alliance. How long ago it was shows in what covers it, smoke, then ash, then dust, then the world's own life creeping back over it.

Every mark in a ruin was made by someone, and some of those marks may be yours.

A Ruin

Made
when a city or station falls
Found
by exploring, once
Tells
who fired, with what, who fell, how long ago, and whether its city still mourns it
Afterwards
a city's culture rebuilds on the same world ten days later, one step lower in advancement, and remembers
A ruin, foundA dome broken open, towers sheared, a crater, a wreck still wearing its markings, and the world's own life creeping back over the stone.
Book III

Of Planetary Cultures

music · art · dance · antiques · gifts · the Exchange · rites · regard

❦

The Concert You Cannot Follow

The hall is full and the doors have closed. Your seat cost 1,856 gc, about what a hall asks at a star of advancement 5. The music begins, goes on, and ends, and you are given one line:

Their music stays utterly strange to you. The 1,856 gc bought you nothing more.

Nothing was left to chance. Each city's music, art and dance asks a certain Culture Level, and you either reach it or you don't. Paying for a second seat changes nothing; coming back with a Culture Level one higher may open the same concert at once. Fall short of what it asks by two Culture Levels or less and you are told so, in words, never in numbers: For a moment their music almost made sense to you.

The most advanced cities ask more than Culture Level 13 can give. There are three ways round this. A culture may love one of its ways above the others, as its world's own description shows, whether a love of song, of decoration or of great gatherings. In the way it loves, a stranger's Culture Level counts ten levels higher, so the hardest cultures in the universe are entered by the one art they love. A true antique of theirs, brought home, opens its way outright. And a People's Hall founded by another traveller can lower the bar for everyone after them.

A museum is the same, for art, and has its own Art Director to tell you about it. A festival is the same, for dance, except that knowing their music is enough to join in: You celebrate with them, singing with them now that you understand their music.

The Rule of Understanding

To follow a city's music, art or dance, your Culture Level must reach the Culture Level that city asks for. There is no roll. You understand, or you don't.

A city of advancementasks Culture Levelin the art it loves
13 to 6any
56 to 9any
1010 to 131 to 3
1514 to 164 to 6
20166
Advancement runs from 1 to 20. Where a city falls within its range is its own, for each of its three arts, and never changes. In red, more than any traveller's own Culture Level, which stops at 13.

The Concert

Frequency
a hall in every city
Held
every eight minutes, each hall at its own minute
Seat
500 gc, and a third more again for each step of the star's advancement, half to double by the hall
Understood
by the rule above
Reward
a tenth of the seat in culture, halved at each return, and their anthem, known for good
Special
a field recorder carried in keeps the whole concert

The music is the culture's own, shaped by its world, higher on a hot world and quicker on a small one. Its anthem, once known, carries you into the city's festivals and its rite.

The doors have closedEvery seat taken, the hall lit only from the stage. What follows is either the music of a planetary culture, or nothing at all.

The Museum and Its Art Director

Every city has a museum, and every museum keeps its own hours, open for an hour and closed for an hour, so you will often arrive at a shut door and an Art Director telling you, through it, when to come back. Inside, the tour takes three minutes. Like a concert it asks a Culture Level of you, in art rather than music, and below it the rooms are only rooms.

Understood, a tour ends among the things that culture treasures most. Remember what you saw there. Every planetary culture decorates what it loves in one way of its own, with spirals or runes, with dancing creatures or with stars in their places, and its museum is the one place that shows you which.

Stay and talk to the Art Director. Ask about any piece and you hear when it was likely made and where, sometimes with certainty and sometimes only a guess, and now and then the name of a world near here whose culture would treasure one like it. Art Directors also know a true antique from a false one, and will tell you, for a fee.

Half of what we know about these, we pieced together from their decoration alone.

An Art Director

The pieces stand on open stands, and nothing stops you lifting one. Set it back, and the Art Director lets out a breath.

The Museum

Frequency
one in every city, and in any station whose owner builds one
Hours
open an hour, closed an hour, each museum on its own clock
The tour
three minutes
Ticket
as a seat at the city's concert
Understood
by the Rule of Understanding, for art
Reward
a tenth of the ticket in culture, halved at each return, and the knowledge of what they treasure
Special
its Art Director, who knows where each piece came from

A museum in a station opens only when it holds three pieces.

Alarms sound behind you as you leave with what is not yours.

Should you not set it back
A planetary culture's gallery at its height, out in the open void: a walkway inlaid with rings passing through a procession of great free-standing rings, pieces on open stands along it, tablets of their art drifting between the rings, crystal lanterns floating overhead, a single great orb in a cradle of hoops at its end, and a ringed world beyond
A gallery, open to the starsThe walk passes through ring after ring, the pieces a culture treasures most on open stands beside it, and tablets of their art drifting between the rings. At its end, one piece alone.

Keys

Antiques turn up as you travel, and some of them are true, such as a culture's own musical manuscript, an ancestor's figurine or a festival mask. Taken home to the culture that made them, a true one opens that culture's music, art or festival to you at once.

After a few bars they are singing it with you, and then without you, as a song come home.

They take it in both hands, very still, and then they show it to the others, one of their ancestors' own, come home.

A manuscript, and a figurine, returned

A true mask, worn among its culture, lets you keep their festival as one of their own, and counts in their rite of the body. Wear a false one and someone laughs, and then they are all laughing, not kindly. Their celebrations are closed to you for a day.

Four keys
AntiqueTaken home, true
Musical manuscripttheir music is taught to you
Figurinetheir art is taught to you
Festival maskyou may keep their festival; +3 in the rite of the body
Instrumentcounts in the rite of music, the more if made of their world's own material

With a fake of any of them, their celebrations are closed to you for a day.

On the Dealer's Counter

A city's antique dealer sells the antiques of every planetary culture within three wormholes of it. Half of them are authentic. Nothing on the counter says which half; your own Culture Level, the culture the piece belongs to, or a museum's Art Director, for a fee, can tell.

A musical manuscriptPlayed to the culture it came from, they know their song again.
A festival maskWorn among its own culture, you are taken for one of them.
An ancestor figurineTaken home, it opens their art to you.
A glass instrumentPlaying it shows plainly whether it is true.
Seeds of a vanished floraSown at a farm of yours, a rare crop. A fake comes up as weeds.
A chronicle of the EmpireRead, it tells something of the empire's culture. A forgery tells something that is not so.

Gifts, and a Culture's Taste

Every planetary culture adores one kind of decoration and is offended by another. Nothing tells you which. An orb of magnesium decorated with spirals within spirals is a curiosity to one culture and a treasure to the next, and to a third it is an insult.

Offer a leader something bearing what their culture adores, and you are a hero of that city, and your culture experience grows by five times the city's advancement. Offer something plain to them and they thank you kindly, and mean it. Offer what offends them, and they say so.

You bring this here? To us? Take it away.

A leader, offered the wrong gift

Merchants make wares in their own culture's taste, from what their world offers. A ware is cheap where it is made and dear to a culture that shares the taste. Carried to the leader of a kindred culture, it opens doors, though leaders give nothing back for mere wares, as they do for antiques. Carried to the wrong culture, it is a wrong, and moves you a rung down in their regard.

The decoration on a gift
1circles, triangles and squares, of many sizes
2lines and symbols, interlaced
3geometry that cannot be
4cut gems, diamonds, emeralds or rubies
5rows of symbols, a written language
6symbols of living creatures
7spirals within spirals, and fractals
8mathematical relations
9philosophical symbols
10multitudes of dancing creatures
11stars, as dots in their places
12runic symbols

Each planetary culture adores one of the twelve and is offended by another, fixed for good, the same for all its cities.

The Exchange

Leaders receive gifts. Merchants deal in goods and coin, at a city's Exchange. Every city's Exchange is its own, shaped by its culture, and far less dependable than a station's trade bureau.

The market is a quiet clue to the city's alliance. The Freedom Fighters always sell arms. The Traders keep the widest range, rare metals too. Nature sells only what the world can spare. The Rebels sell contraband, to those they trust. Independents barter, and sell knowledge.

Its manner of trade is found out, never explained. Some cities haggle. Some barter goods for goods and refuse coin. Some will not trade with a stranger at all until the stranger knows one of their ways. On a festival day, wares are cheaper.

For a tip, a merchant will pass on gossip, and gossip in Xalaria is always true, things overheard or told.

An Exchange

Wares
always, its own culture's crafts
Metals
in seven cities in ten, always including what the world is rich in
Weapons
seldom, but always among the Freedom Fighters
Fuel
seldom, and dear
Trust
a twentieth better prices for each of their ways you know, and with two, their finer wares
Wary
a fifth dearer to buy, a fifth less to sell

The Rite

Every culture decides somehow who continues. Some choose by music, some by judging new works, some by tests of the mind, some by trials of the body, and some by mating or by chance. Those in the first four groups offer their test to an honoured guest, which in Xalaria means anyone who has learned at least one of their ways. The rite is held two hours in every eight, on the city's own calendar; explore the city while it is held and you come upon it on a d20 roll of 1–7.

The rite of music asks you to join in, and everything you have heard elsewhere counts. Every anthem you know from other worlds is worth a point and a half; theirs is worth four more; a true instrument of theirs, more still. The rite of the mind asks a question only a real traveller can answer, such as which of these worlds holds a city you have found, or which of these stars you have seen, and the answer comes from your own record, never invented.

You take up their anthem, and they take it from you and carry it higher. When it ends, they turn to you as one.

The rite of music, passed

Pass and you are a hero of the city, the Chronicle tells it, and the city gives you a name in its own tongue. Fail, and the music falters around you, and stops, and their celebrations and rites are closed to you for three days. Fail the ordeal of the body and it takes a quarter of your shields with it.

The four rites
RiteWhat you bring, counted in Culture LevelsEven odds at
Musicyour Culture Level, and 1½ more for each anthem you know from other worlds (up to four), 4 more if you know theirs, and more again for a true instrument of theirs9
Artyour Culture Level, and 10 more if the work you bring is decorated as they love. A fake is always found out7
Bodythe mean of your Technology and Culture Levels, and 3 more in their own true mask6
Mindtheir question, about your own travels—

Bring exactly what the rite asks and you pass one time in two. Every Culture Level more or less moves the odds, as the Matrix of Fortune shows.

Example. A traveller of Culture Level 6 who knows three anthems, one of them this city's, brings the worth of 6 + 4½ + 4 = 14½ Culture Levels to a rite of music, which asks 9. Bringing 5½ more than it asks, they pass on a d100 roll of 98 or under. Knowing no anthems at all, the same traveller would bring 6, 3 less than it asks, and pass only on 09 or under.

The Matrix of Fortune

Most things in Xalaria are certain. You either understand a culture's music or you do not, and no roll of the dice decides it. Only six things can go either way. This page gives your chance at each of them.

Each of the six asks a number of you, and you bring a number of your own. If they match, your chance is even, one in two. Bring more than it asks and your chance climbs quickly at first, then more slowly, so it never quite becomes certain. Bring less and it falls in the same way. Find how far apart the two numbers are, read your chance below, and roll d100. At or under the number, you succeed.

Your chance, in a hundred
You bring less than it asks, byExactlyYou bring more than it asks, by
54321012345
A rite, haggling, judging an antique counted in Culture Levels
2491832506882919698
A plea to a council counted in what the city knows of you, and what you say
1361429507186949799
Seeding a station, planting a farm counted in Technology Levels. Asked for more than you have, never
–––––255075909799
A rite
The rite of music asks 9, art 7, the body 6. You bring your Culture Level and what you know of them, as The Rite shows. Pass, and the city counts you its hero.
Haggling with a merchant
Only where merchants haggle. It asks Culture Level 4, and you bring your own. Win, and the price falls for the rest of your visit. Lose, and it rises.
Judging an antique at first sight
Whether a piece is genuine or a fake. It asks Culture Level 8, or only 5 if you know the culture it comes from in the right way, its anthem for a manuscript, its celebration for a mask, its art for a figurine, its concerts for an instrument. From Culture Level 12 you are never wrong. The first look decides, and what you missed then you will not see later.
A plea to a council
Asking a city to change its alliance. It asks how firmly the city holds to its alliance, between about 7 and 17. You bring what it knows of you and the weight of what you say, as A Plea to a Council shows.
Seeding a station
It asks the advancement you choose for your station, and you bring your Technology Level. You may choose no higher than your own.
Planting a farm
It asks Technology Level 1, and more for each hardship of its world, such as volcanoes, storms, acid, radiation, falling rock, too much heat or cold, too much air or too little, or being a moon.

Examples. A traveller of Culture Level 6 haggles where the merchants ask 4. They bring 2 more than it asks, and win on 82 or under. A traveller of Technology Level 10 seeds a station of advancement 8, 2 below their own, and the frame holds on 75 or under. At advancement 10 it holds only on 25 or under. A frame that does not hold, or a farm that does not take, gives back half its nanomites if the hold has room for them.

Regard, and the Names a City Gives

A city keeps a simple memory of you, four rungs long. A wrong you do it moves you one rung down; a kindness it values moves you one rung up. Firing on a city skips the ladder entirely. That is war at once.

Heroa treasured gift, an antique come home, a rite passed, their music archived
Welcomewhere every city begins
Waryits Exchange asks a fifth more and pays a fifth less, and holds no festival for you. It fades after three quiet days
Hostileits defences open fire

A city also gives names, in its own sounds and with a meaning in ours. Honour one with its rite or its festival and you may be known there as the one who carries our song, whose eyes found our beauty, or who did not break.

Disgrace one and it names you too. Join a festival you do not understand and you may stumble, on a d4 roll of 1 if you were close to understanding, or on 1–3 of a d6 if you were not. Then roll for the name you will carry:

The names a festival gives
1the one who trod on the dancers
2the guest who fell
3whose feet argued with ours
4the one who clapped alone
5who danced to another song
6the one who went left when all went right

You live a name down by learning their tongue. At a Freedom Fighter festival nobody names you. The leader says, graciously, Among the free, there is no wrong step, and then a hunter follows you out, or two if you were far from understanding.

Very rarely a city takes real offence, and turns on you: You fascinate us. Let us experiment upon you! At Culture Level 1 that happens on a d100 roll of 01–06; by Culture Level 10, on fewer than one roll in a hundred.

Book IV

Of Alliances

four banners · standing · councils · friends · forgiveness

❦

Four Banners, and None

Four great alliances hold most of the stars, the Freedom Fighters, Trade and Manufacturing, Nature Preservation and the Rebel Coalition. Independents answer to no one and trust no banner. Allegiance in Xalaria is guarded. An ordinary vessel never names its own, and its alliance shows only in what it values, fears and takes for granted, for you to read.

Tell a vessel who you are and its answer gives it away. Nature Preservation talks of worlds and life left unspoiled. Trade and Manufacturing talk of custom, credit and trust. The Rebel Coalition speak of discretion and a world's right to itself, and ask where you have been and what you saw. The Freedom Fighters speak of freedom, theirs to give, and of the better system they wish everyone shared. An unaligned craft talks of art and curiosity.

Each alliance keeps some things close. Ask a vessel where the mines are, or where to buy heavy weapons, or where rare life is, and whether it tells you depends on what you are to it, and on what its alliance guards.

Under g, goodwill, you may choose to stand with any alliance that thinks well enough of you, or with none. Or you may found an alliance of your own, name it, and from then on every traveller sees it listed beside the four, in the same words.

What each keeps close
AllianceGuardsIts Exchange sells
Freedom Fightersweapons, minesarms, always
Trade and Manufacturingmines, weaponsthe widest range
Nature Preservationlife, mineswhat the world can spare
Rebel Coalitionweaponscontraband, to the trusted
Independentsnothing in commonbarter, and knowledge

A guarded thing is told readily to one of its own, grudgingly to anyone else, and hardly ever to its alliance's enemy.

Standing, and the Stars an Alliance Holds

Every alliance keeps a measure of goodwill for every traveller, earned and lost by deeds, and it fades without them. The steps are the same for every alliance, the four and the founded alike.

Stars are held as well. Look about in a star's orbit and your computer reads the stations you know of there. If most stand with one alliance, that alliance holds the star; if two or more share them, it is contested. Territory cuts both ways. Over a star your own alliance holds, its vessels escort you more readily. Over one held by its enemy, every vessel is watching.

An honorary member is shown things members are not. The four keep stations that are not on any list, and share them only with those they trust that far.

Goodwill, and what it makes you
GoodwillYou are
below zeroits enemy; its stations and vessels turn on you
up to 50neutral
over 50a member, welcomed and defended
over 1,000an honorary member, shown its hidden stations
over 10,000a Fellow, whose call to arms is all but always answered

Each step asks ten or twenty times the goodwill of the one before.

A Plea to a Council

Stand with one of the four great alliances, go to a city's leader, and ask its council, in your own words, to change sides.

The council listens for three things. The first is the creed of your alliance, which is liberty and rights for the Freedom Fighters, markets and fair prices for Trade, rivers and forests and harmony for Nature, and sovereignty and courage for the Rebels. The second is what this culture values, which is song to one that chooses by music and endurance to one that chooses by strength. The third is whether you said enough. It also hears the insults. Call them primitive and it costs you more than any fine phrase earns.

Fine words. What do they have to do with us?

You understand something of us. Not enough, not yet.

We have talked long of it, and you have persuaded us.

Three councils answer

Win, and from that day the city stands with your alliance, for every traveller who comes after you, for good. Lose, and it will not hear you on it again for three days. If you insulted it, on a d10 roll of 1–6 it also thinks less of you.

The Weight of a Plea
What it knows of you + what you said, against how firmly it holds
What it knows of you
+1.2for each of their ways you understand
+2if you are their hero
+2if you passed their rite
+1 / +2as an honorary member / as a Fellow
+0.35 ×your Culture Level
What you said
+0.7each word of your alliance's creed, up to +2
+1.25each word of what they value, up to +2.5
+0.6for eight words or more (fewer than four: −0.8)
−2.5for every insult
How firmly it holds
6½+ a third of its advancement
+3between the Freedom Fighters and the Rebels

Example. A Fellow of Nature who understands two of a Trade city's ways, at Culture Level 7, comes before the council with 6.85 in their favour already. To a council that chooses by music, they say: We would protect your rivers and forests, and the harmony of your songs. Four words of Nature's creed, two of what a musical culture values (harmony counts twice), thirteen words in all, which add 5.1. A council of advancement 9 holds at 9½. They bring nearly two and a half more than the council asks, and the city is won on a d100 roll of 90 or under.

Friends in a Fight, and Peace for a Price

If you stand with one of the four great alliances, its vessels may fight for you. Fired upon, every vessel of your alliance nearby weighs whether to join in, a member's sometimes, an honorary member's often and a Fellow's most of the time. Up to two can come at once. Ask for help in plain words, such as cover me or help!, and the odds rise. Ask a vessel to escort you and it stays twenty minutes, more readily over a star your alliance holds.

A hostile city can be bought off, all but the Rebels', who mend a wrong by deeds, not coin. The price is never told. Make your offer to its leader and its council takes fifteen seconds to weigh it, while its defences keep firing. A large offer ends it sooner and wastes money. Small steps come closer to the price, under more fire. It costs half as much again each time you buy the same city off, because it has learned that you pay. Even once paid, the city is only wary of you, not welcoming.

A vessel comes to your aid
Your standingUnaskedCalled for
Member1646
Honorary member3363
Fellow5585

Ten more if the vessel knows you; less if it is nearly destroyed itself.

The Price of Peace
2,500 × A × F × 1.5n gc
A the city's advancement; F between 0.7 and 1.4, its own for you and never told; n the times you have bought it off before.

How a Rebel City Forgives

Every hostile city but one kind can be bought off. The Rebel Coalition is not for sale. A wrong done to a Rebel city is mended in one of its own ways, all of them honest.

A Rebel city never refuses to talk, even while it is hostile. Speak to its leader and the city holds its fire while you are heard. The leader says plainly what you did, and what would set it right. If another Rebel city counts you its hero, or you are a Fellow of the Rebels, that is enough, and you are forgiven at the hearing.

Otherwise, amends are made in kind, as the wrong was, and the leader will tell you what kind. There is one more way, which suits a culture that is endlessly curious. Bring them something true that they did not know. Be very sure that it is true.

Forgiven, a Rebel city keeps its word. It is fully welcoming again. A city that was paid is only wary.

A Hearing

Granted
whenever you ask, even while the city is hostile
While it lasts
the city holds its fire
Told
plainly, what you did, and what would set it right
Forgiven
fully welcomed again, as a city paid never is
For sale
never
Book V

Of Combat

hitting · striking true · what a city fires · a fall

❦

Nothing Pauses

Combat happens in real time. Each port of your craft holds one thing, whether a laser, a blast, a glow shield or a mining tool. Every shot draws on your energy. A fight is about which port you fire and when, and whether you will have the energy to raise a shield when you need it, as much as about the weapons themselves. When the first shot lands, your computer gives its view:

We're being shot at! Use f to fight back, or n to get away. I recommend away, but I'm biased: I'm the hull.

Light craft are small and hard to hit; heavy ones are not. At Technology Level 1, a pilot hits another beginner's Medaka on a d60 roll under 36, three times in five. From Technology Level 5 up, a pilot never misses a Delta Destroyer flown by a pilot of the same Technology Level, since at weight 50 it is too large to miss. Blasts strike every craft in range and never miss, which makes them strongest early in a career. Later, aimed weapons hit more often and strike true, and a blast never strikes true.

The strategic hit is rolled on a d169, and 169 is thirteen squared, so at Technology Level 13, the top of the ladder, every hit that is not critical is strategic.

To Hit
Roll d60 under 30 + ½ w + 2 TL − tl
w the target's weight, TL your Technology Level, tl theirs. A glow shield cannot be hit through; a diseased gunner misses half their shots.
Striking True
Critical d4,000 ≤ TL³
Strategic d169 ≤ TL²
A critical adds twice the weapon's greatest damage, a strategic once. At Technology Level 5, a critical comes 3 times in 100; at Level 13, more than half the time.

What a City Fires

A city is built of what its culture's nature allows, and it defends itself with what it is made of. A planetary culture of stone or metal builds, and fires from its watchtowers and gate towers. A silicon or crystalline culture grows spires and lenses that focus light into a beam, as the crystal in a laser does. A culture of plants raises thorn towers and spore pods. An armoured, shelled culture builds carapace turrets and shell domes. On a gas world a culture of light fires from drifting lanterns and hovering veils of charged light.

A city has four weapon ports, and each fires from a structure of its own, chosen once for that city, so the same weapon always comes from the same tower. Aimed weapons come from the towers, spires, lenses and turrets. Blasts, which fill the space about the city, come from its domes, veils and bulwarks. The most advanced cities raise greater structures besides, a crown of prisms, a great dome, a storm veil. When you are told what fired, it is the tower that is named, never the city.

Remember me?

You thought you were safe here?

A pursuer, finding you again

Vessels remember too. Every vessel near you when you do something notable, a vessel destroyed, a gift given, cargo demanded, a wreck salvaged, keeps it in mind for a while, and it colours how they speak to you. A vessel that attacked you and is still hostile says so when it finds you again.

Cities, and what in them fires
A city ofAimed fire fromBlasts from
buildingwatchtowers, gate towersbattery domes
crystalprism towers, lens arraysfaceted domes
growththorn towers, watch treesspore towers, seed-pod batteries
shellcarapace turrets, spined bastionsshell domes
lightdrifting lanternshovering veils, light curtains
the seacoral spires, reef turretstide walls

How a Traveller Falls

Xalaria never pauses, and it needs no saving. Close the page and your craft stays where it is, in the universe, while you are away, for hours or for days. Things happen to it. Vessels come alongside, hail it, demand its cargo or fire on it, and the craft keeps a log. When you come back, your computer sums it up in a few sentences, the most serious first. Docked at a station, a craft is safe. In orbit, or on a world's surface, it is not.

When shields fail, a stone is carved. It says who you were, what you flew and how much you had learned, and then exactly how you fell, in plain words, with what you were doing at that moment and, where it bears on the death, a phrase from the world's own description. Nothing is embellished. The stone stands in the public Graveyard with every other.

…whilst taking off from the moon Lispra to escape

…whilst collecting 12 units of ore in the orbit of Wriquoe

From other stones

To quit is to be laid to rest yourself, for good. Most travellers simply close the page.

REST IN PEACEWren7 the Poetwith a Vimba, of experience 61,destroyed by the laser ofthe grey mercenary Medaka,whilst landing on Eafpia,80% of the way down,a planet with frequent tremors,Score: 61.
A stone in the GraveyardEvery stone is carved from what really happened.
The Score on a Stone

All your experience, technology and culture together, and a thousand more for every city and station that counts you its hero. Come home with your charge fulfilled and add fifty thousand.

Book VI

Of Building and Keeping

robots · stations · farms · halls · while you were away

❦

Robots in Your Service

A station's assortment shop sells robots, and its keeper will try hard to sell you one, because the shop takes a tenth of everything a robot it sold ever earns. There are four kinds. A Pilot Robot flies a craft of yours and follows you about a star, docking when you dock and landing when you land. A Mechanic Robot mends what is damaged. A Cleaner Robot clears an infestation from your hold. A Nurse Robot cures a disease.

Any robot can fly a craft, after its fashion. A pilot flies well and a mechanic passably. A cleaner or a nurse flies late, flustered and slow to fire, which is the fun of it.

Each robot has a mind, and the shopkeeper speaks of the makers of minds as one speaks of breeds. A Corvane mind is usually brave, and a brave robot turns on anyone who attacks you at once. A Brightwater mind is usually fearful, and a fearful robot will not fight at all. Orrery minds are curious, Quillon minds headstrong. Every robot has a quirk of its own besides. One dreads wormholes, one adores music, one collects shiny things, one is afraid of the dark.

A disease is caught exploring cities, and an infestation comes aboard with cargo. Both grow worse the more advanced the star where you met them, and only a robot of a high enough model can cure them. A prototype cures nothing at all.

What a robot can cure
Caught at a star ofDiseaseInfestationCured by
advancement 1–6fungalfungal parasitemodel one
advancement 7–13bacterialbacterial parasitemodel two
advancement 14–22viralplant-like parasitemodel three

A Nurse Robot cures the disease, a Cleaner Robot clears the infestation. A higher model cures everything a lower one can.

A Disease

Caught
exploring a city
Unseen
about ten minutes, then You do not feel quite yourself.
Symptoms
after a few minutes more, for about six hours
Effect
half your shots go wide
Passes
by itself, or at once with the right nurse

While it shows, half of all cities' leaders will not speak with you. I must ask you to leave our city immediately to avoid spreading your disease.

The Four Robots

Sold perfect, well-kept, worn or battered, a battered one at a little under half the price. Nurses are named for famous nurses, mechanics for famous engineers, and cleaners for great aristocrats.

The Pilot Robot at the controls of a spacecraft, seen over its shoulder: an android in a space helmet with its visor raised, strapped into an acceleration couch with both hands on the side-sticks, the console of scopes and switches curving before it, and through the great round viewport the wormhole it is steering for, a ringed world beside it
The Pilot RobotAt the side-sticks, the wormhole ahead. Its eyes flick to the nearest window.
The Mechanic Robot at work: a stocky android in a work cap and apron, a magnifier over one eye and a tool belt of pouches, standing on a step under the engine housing of a craft, its panel hanging open, one hand driving a wrench among the pipes inside and the other holding up an inspection lamp on its cable; a toolbox open on the hangar floor
The Mechanic RobotUp into the works of an engine. What a beauty of a Vimba you have!
The Cleaner Robot, Auntie, at the viewport: a plain housekeeper of an android in a polka-dot headscarf knotted on top, sleeves rolled, apron tied at her back with a feather duster tucked in its strings, up on a step stool polishing a clean circle in the great round glass, a spray bottle in her other hand; through the circle she has wiped, the wormhole; the rest of the glass smeared; a bucket and mop at her feet
The Cleaner RobotYour viewing bay is so dirty that you could hardly see a glowing wormhole.
The Nurse Robot at her laboratory bench, seen from behind: an android in a fitted uniform, cap and apron, the straps of her apron crossing at her back, one hand on the bench beside a brass microscope, the other holding up to the light a sample taken from a traveller
The Nurse RobotAt her bench, reading a traveller's sample against the light. She speaks delicately.

A Station of Your Own

In orbit, with construction nanomites in the hold and most of your energy to spend, you can seed the frame of a space station. How advanced it will be is up to you. Aim at your own Technology Level and the frame holds only on a d4 roll of 1. Aim one Technology Level lower and it holds on 1–3 of a d6; three Technology Levels lower, on 1–9 of a d10. If it buckles, half the nanomites and all the energy are gone.

A frame that holds still has to be fed metal (aluminium, iron, titanium, nickel or chromium) by you or by anyone else who flies by. Leave it unfed for a week and it falls apart.

Finished, it is yours for good, and every traveller sees it. It takes your alliance, pays you an income every day (more if you are cultured), and charges a berthing fee to every vessel that docks, into a till that waits for you to come and collect it. A full till tempts raiders, so it pays to visit.

A farm planted under a city's protection is worked by that city's citizens. They sing its anthem in the fields, grow what its citizens prize and harvest for its festivals, and how well they work depends on how well you know them. A farm with no protector is tended by machines, and any day a rival may land and burn it.

A Station's Frame

Builder
Technology Level 4 or more, in a trading or mining craft
Seed
5 + A construction nanomites and 60% of your energy
Feed
20 × A units of structural metal
Holds
a station of advancement equal to your Technology Level, one time in four. Each step of advancement lower, more often (see the Matrix of Fortune). Above your Technology Level, never
Income
150 gc a day, and 20 more for each step of the station's advancement, then a twentieth more for each of your Culture Levels
Berth
33 gc and a quarter of A, into its till
Number
three stations to an orbit at most

A station of advancement 10, owned by a traveller of Culture Level 9, earns 507 gc a day before its gallery.

A farm's harvest, gc a day
Culture Levelno ways knownall three
14660
590117
9133173
13176229

Its city keeps 15 to 30% of the harvest, 3% less for each of its ways you know. Unprotected, it burns on a d7 roll of 1 each day. A farm sown with a vanished flora, brought back, yields half as much again.

Stations, by Advancement

Every station in Xalaria is built to its advancement, from a few modules bolted to a truss to a crystal that holds the light of its star.

An outpostadvancement 1 to 3
A wheel4 to 8
Twin wheels on a spine9 to 14
A torus and its mirror15 to 20
A Xalarian crystal21 and 22

A Gallery, a Hall, and a People’s Hall

A station you built can hold a gallery, from five units of construction nanomites and forty of marble, or a concert hall, from the same and forty of granite. Both stones are quarried on stony worlds. Travellers who dock may donate antiques and wares to the gallery, and its curator judges each piece aloud, the way a leader judges a gift: A copy, I'm afraid. A good one. Keep it. Every ticket sold earns the owner a twentieth of its price in culture, even while they are far away. In the hall, a concert ends this way:

The last note fades into the hum of the station. It stays with you.

A People's Hall is built in a city, not a station. A traveller who understands all three of a city's ways and is its hero may found a People's Hall there, with that culture's own music or art explained in words a stranger can follow. Tend it and its renown grows. At a quarter of its renown, every stranger needs a Culture Level two lower to understand that culture, in every one of its cities.

The People's Hall

Founded by
one who understands a city's music, art and dance, and is its hero
Built from
5 nanomites; 40 granite for a hall of their music, or 40 marble for a gallery of their art
Number
one to each traveller, one to each city
Renown
grows each day it is tended within the week, faster among a curious culture; fades when neglected
The bridge
at a quarter of its renown, every stranger needs 2 Culture Levels less, in every city of that culture
Reward
at each quarter, its founder's culture grows
Closed
while the city is hostile to its founder

While You Were Away

Close the page and your craft stays where you left it, docked or in orbit, for as long as you are gone, which is often days. The universe does not wait for you. Vessels come alongside and leave, hail your craft, demand its cargo, fire on it, and now and then send it a gift. Your craft keeps a log of everything it saw and heard.

If nothing of note happened, nothing is said when you return, and you are simply where you were. If something did, your computer gives you one short report, the most serious first, a few sentences however long you were away, and the whole log stays in your journal until you next leave. It holds only what your own craft saw, named as you would have seen it, never news from elsewhere. If your craft did not survive, one line before the gravestone says where and when it was lost, and what broke through its shields.

Your stations and farms are another matter. No one tells you what happened to them while you were gone. You find out by going back, to a till far smaller than it should be, or to a station or farm that is no longer there, and your computer is as surprised as you are. Or you hear it from the vessels at that world. For about three weeks they gossip about a raid, each in its own alliance's manner, and they name who did it, by planetary culture, alliance and vessel. Speak to the raider itself and it may boast of it, once.

Your journal also keeps the voyage itself, every star reached, world orbited, landing, city and station, in order. Ask it to trace your journey and the voyage plays as a film. The view flies the route you really took, star by star and world by world, past the landscapes and cities where you landed, with a caption beneath each place in the voice of the ship's log, and each city's concert music as you pass it. You can watch all of it, only your last voyage, or everything since a star you choose.

You were away 2 days. The grey Medaka demanded our cargo; with no answer, it fired on us 3 times; 2 shots struck us. The shields are at 41, down from 60. The crimson Vimba sent us a gift - a festival mask. It is all in the (j)ournal.

Your computer, on your return

Such waste. Zhiogtian Freedom Fighter raiders in the grey Medaka destroyed the station over Oylanhai two days ago. The wreckage still drifts.

A Nature Preservation vessel, where your station stood

What You Are Told

Your craft
everything it saw and heard, summed up on your return
Your stations
nothing, unless you were there to see it
Gossip
from vessels at that world, for about three weeks
The film
your voyage, flown again, under j
Book VII

Of Company

meetings · space station notices · talk and deals

❦

Meeting Another Traveller

Travellers are rarely in Xalaria at the same moment, so Xalaria makes them present to one another even when apart. Docked at a station, ask your computer to invite someone to meet you there. Add a few words of your own, and a welcome gift if you like, and it gives you a link to send.

A newcomer who opens the link begins docked at that station, not at Earth. Their computer already knows why they are there, and the gift waits in the station's keeping. A newcomer far from Earth is vulnerable, so for their first hours the station's own people treat any attack on them as an attack on the station. You are told when they arrive, wherever you are, or when you next return.

Two travellers at the same concert, festival or museum tour remember one another, each named as the other saw them. A vessel that never gave its identity stays the crimson Vimba. Side by side, travellers may form a company. The journal then shows where each member is, and when a member's shields fall below a tenth, every other member hears it at once, wherever they are.

A distress call from Ana5, in the orbit of Zhiogs, at Oylanhai. Their shields are almost gone.

A Company

Formed
in person, side by side, through your computers
Shows
where each member is, or that they are away
Distress
heard by all, the moment a member's shields fall below a tenth
Privacy
nobody can be found who did not choose to be, and only by their company

Space Station Notices

Every space station keeps its notices, read and written through its administrator. Leave a note for a named traveller or for anyone. Notes stay, even after their writer has died. Arrive at a station where a note waits for you and the administrator hands it over at once, in whatever manner your standing with them deserves.

Words can be carried, too. Tell a robot of yours to take a message to a traveller at a world of this star, and it flies there itself. It waits a moment in orbit, where it can be met or fired upon like any vessel, docks, and hands your words over in person, or leaves them among the station's notices. Then it comes back and tells you how it went.

A member of an alliance may post a charter among one of its stations' notices. Bring twenty units of granite here, for 900 gc. The station holds the reward, and the charter is seen among that alliance's station notices for a few stars around, which is a reason to travel. Anyone carrying the goods is paid at once. Unfulfilled for a week, it comes down and the reward goes home.

Any traveller may also give a quest, left with a station's administrator, who holds the reward and offers it to everyone who docks. The first to come back with it done is paid. Anyone after is told someone was quicker.

A quest you can give
a piece for a museuma genuine piece, right for the culture you name
a vessel destroyedone that fired on you or your stations lately
a place founda quarry, or a world with life, within two or four stars

The reward is 1,000, 3,000 or 8,000 gc, held by the station, and a tenth more away from your own alliance's stations. No one can claim a deed they did not do.

Talk, Gifts and Deals Between Vessels

Ask a vessel what it carries, in your own words, and it answers truly, or not at all. Never if it is hostile to you, or if you have ever demanded its cargo. Never while anything near is hostile to it, since talk is an open channel and a hunter could be listening. Otherwise, it depends on its alliance. A trader always tells, because it is business, and says roughly what the hold is worth. A Rebel tells once you have answered its own question first, where you have come from, and it knows whether you have truly been there.

Instead of demanding cargo, offer coin. How a vessel answers a generous gift depends on its alliance, and the answers say more about each alliance than anything it tells you about itself. Watch what each one does with your coin, and what it says as it does it.

Every vessel you speak to is in some state of mind, and it shows in how it talks. With its shields low it is shaken, with its fuel low worried, with danger in view tense and short with you. Alone somewhere quiet, it is glad of the company. With a full hold, it is keen to sell. Busy or tense, it says less.

Ask a vessel where to find something, and it can only tell you of places it has been. What it noticed there depends on its mind, and what it is willing to say depends on you. Each alliance keeps its own things close. Traders guard what is worth money, Nature what lives and what is dug, the Freedom Fighters and the Rebels the weapons. A kind word, a gift, a deal or your name freely given can change its mind. Insults and gunfire close it. When it will not tell, the way it refuses says something about who it is.

Or make a deal, some of your cargo at your own price. Another traveller is asked there and then, and the offer stands for two minutes. A robot answers as a trader would, from what anyone could see, and buys only below what the goods fetch at this star's stations. Nothing changes hands unless, at that moment, both of you are still together, the goods are still held and the coin is there.

Asking What It Carries

Never
if it is hostile to you, or you once demanded its cargo
Never
while anything near is hostile to it
A trader
always, with a rough idea of the hold's worth
A Rebel
once you have told it where you have come from
The others
as they judge you

Every answer given is true.

Asking What It Knows

Ask
in your own words, where to find a mine, a city, a concert hall, a museum, rare life, a station that sells heavy weapons, or a ruin
It knows
only places it has really been, and only what its kind of mind notices. A technical mind remembers mines, weapons and volcanic worlds. A cultural one remembers cities, halls, museums, life and ruins
It tells
a city to almost anyone. A mine, a weapons dealer or rare life it keeps closer
What moves it
how it feels about you, your standing with its alliance, whether it knows whom you stand with, and its mood
Asked again
the same answer, until something changes between you

Nine Symmetries

By now you have seen the parts. These are the patterns that run through all of them. None of them is rolled. They are simply how Xalaria is.

IThree ways into every culture

Every city has its music, heard at a concert; its art, seen in its museum; its dance, joined at its festival. Each way has its antique, from a musical manuscript, a figurine and a festival mask to an instrument from its concerts. Know a way and you can tell its antique true from false. Bring a true one home to its culture, and that way opens to you.

IIMuseum and hall, city and station

Cities have both, and a traveller's own station can build both, from aesthetic stone, marble for a museum and granite for a hall. Same price, same work, two arts. And one who knows a culture well can raise a hall of its own in its city, the mirror of visiting it.

IIITechnology builds, culture earns

Technology raises the frame; what you understand of a culture makes it pay. Farms and halls earn by culture. On land, the world sets how hard a farm is to plant. In orbit, the builder's own ambition sets how hard a station is.

IVLoss, mirrored

A city destroyed is rebuilt by its citizens ten days later, on the same world, one step lower in advancement, and they remember the city they lost. A station destroyed is rebuilt by its staff one step higher in advancement, and the crew are a little thrilled about it. Culture is humbled by loss; technology advances by it. The ruins stay, to be found.

VWords and deeds

The Rebel Coalition speaks of arete, of honour, excellence and endless questions, and its deeds match its words, fair, rational and kind. The Freedom Fighters speak proudly of freedom and their better system. What they actually do is only ever seen, never said.

VIA gift answered in kind

Give a vessel coin instead of demanding its cargo, and each alliance answers in its own way. Watch closely, because what they do is truer than what they say. Ask a Rebel what it carries and it first asks where you have come from, a question for a question.

VIITwo disgraces at a festival

Stumble at a Freedom Fighter festival and you are told that among the free there is no wrong step. Then their hunters follow you. Stumble anywhere else and you are given a mocking name, which you live down by learning their tongue.

VIIIColour as kinship

A station's colour is its advancement. Arrive in a craft of the same colour, and its administrator greets you as kin.

IXOne clock

Each world turns through exactly its own day, the same day wherever it is seen from, and a moon held by its tides keeps one face to its world.

Book VIII

Of Homecoming

by victory · by peace · by a third way

❦

The Homecoming

Every traveller sets out with the same charge. For centuries an empire has held the civilisations of your home star in its grip, so long that freedom is barely remembered there. Your colleagues laughed when you said you would end it. A strange force has you looking towards the abyss all the same.

There are three ways to set them free. Break the empire's power, city by city and station by station, and come home a Lord. Win its world instead, until every one of its cities and stations counts you its hero, and come home a Noble. Or find the third way, which this book leaves for you to discover, and come home a Sage.

Whichever you choose, the journey closes where it began. Dock at your home station and the news is already there before you. It has passed throughout the stars.

It was so many ages ago that we last had freedom, but now it has returned, and you will be celebrated for eternity.

Your home station, as you dock

Your name goes into the Chronicle's legends, and a stone is raised in the Graveyard that tells, for every traveller after you, how you did it.

That is why nothing in Xalaria is there for decoration. The anthem you learned at a concert on one world carries you through a rite on another. The spirals at the end of one museum's tour tell you what to bring its leader, and what a dealer three stars away is selling too cheaply. The figurine a dealer swore was genuine is someone's ancestor, or a mockery of one. The field recorder lying in your hold can make you a hero to a culture you have never met. The farm a city's citizens tend for you pays for the seat that opens the next culture; that culture's ways give you standing before its council; and the council turns a city to your alliance. Every law in this book leans on the others, and all of them lead home.

A Homecoming

The charge
to free your home star from the empire that holds it
By victory
its cities and stations broken; you return a Lord
By peace
a hero to every one of them; you return a Noble
A third way
yours to find; you return a Sage
Where
docked at your home station
Worth
50,000 to the score on your stone, as much as the whole of Level 13

Only travellers come home this way. No robot ever does.

HomeThe star rising over your home world, its cities lit, craft streaming to the home station, and the sky alight.

Three Ways Home

Each ends in the same freedom, and each is remembered differently.

By victory, a LordThe empire's towers fall silent, and you turn for the light of home.
By peace, a NobleIts own cities open their gates, and their lanterns rise for you.
By a third way, a SageWhat happens to their world is for you to discover.
Appendices

Craft and Arms

every craft · every weapon and tool

❦
Appendix A · The Spacecraft twenty-five craft in four families
Tradersfrom the Hobby Explorer to the Beluga, built round their holds
Fightersfrom the Hobby Defender to the Muraena, light and hard to hit
Minersfrom the Hobby Digger to the Vundo, with ports to spare for tools
Destroyersthe Delta, Gamma, Beta and Alpha, lighter as they grow dearer
CraftFamilyPortsEnergyFuelCargoWeightShieldsPrice (gc)
Hobby Explorertrader1208030203510,000
Vendacetrader12510060204520,000
Uarutrader130120120256040,000
Tenchtrader135160200258080,000
Zandertrader24020030030100160,000
Inconnutrader24528045035150320,000
Belugatrader25040060040200640,000
Hobby Defenderfighter1404051010010,000
Medakafighter1504081015020,000
Ravenfighter26048101215040,000
Arowanafighter28056121225080,000
Merlucciusfighter3100641515250160,000
Barracudafighter3120721815400320,000
Muraenafighter3150802015600640,000
Hobby Diggerminer225502584510,000
Vimbaminer230703086020,000
Tetraminer335904088040,000
Ziegeminer34011050810080,000
Lethrinminer4501506010120160,000
Rayminer4701907510220320,000
Vundominer4802709010280640,000
Delta Destroyerdestroyer4250400200508001,000,000
Gamma Destroyerdestroyer4300400300401,0002,000,000
Beta Destroyerdestroyer4350400450301,5004,000,000
Alpha Destroyerdestroyer4400400700252,0008,000,000

Notice how the destroyers grow lighter as they grow dearer, so the Alpha, at eight million, is the hardest of the four to hit.

Appendix B · Weapons and Tools 25 rounds a purchase, a tool 100
Weapon or toolEnergyDamagePrice (gc)Note
Laser5 d450
Twin-laser5 d8150
Tri-laser5 d12500
Electrolaser5d161,500
Striker5 d202,000
Twin-Striker5d405,000
Tri-Striker5d6010,000
Power Laser5d8018,000
Fission Laser5 d10030,000brings down even an advanced craft in a hit or two
Spark Fiends5d15060,000electrical, so it spares the cargo
Focal Death5d250120,000
Photon Blast10d104,000strikes every craft in range
Electron Blast10d2025,000strikes every craft in range
Nuclear Blast10d5080,000costly, for battles among the most heavily shielded craft
Vanguard Blast10d8040,000from the Rebel Coalition only
Glow Shield20—50030 seconds of glow field
Invisibility Cloak30—3,00060 seconds unseen
Tremble Mining Tool2—1,500
Precision Mining Tool1—6,000sometimes a unit more, likelier with experience
Mine Filling Tool2—100fills a mine again; Nature's stations sponsor it