
Written by Mike Pondsmith, Converted to HTML by Lorax
From humble beginnings -- a battle map in the very first "White Box" edition depicting two equatorial islands, each roughly the size and shape of England -- Algol has grown along with the MEKTON game. The "Blue Book" usually thought of as MEKTON I expanded Algol to an entire world, one teetering on the brink of total war between superpowers, backed by the threat of a global ice age. MEKTON II moved the timeline ahead, describing the rest of the star system in more detail and opening the door for a much different, but very familiar, conflict: that of the space colonies against the planetary nations that spawned them. MEKTON EMPIRE gave us a whole galaxy, in which Algol and all its troubles were but an obscure footnote in the long history of the Bendar Galactic Empire.
By the time of MEKTON ZETA, Algol had become one of several campaign settings mentioned in the main rulebook. Again, former enemies had joined against a new threat -- the Aggendi invaders, awakened from their long sleep by a madman. And now, with yet another edition of MEKTON due, who knows what the future holds?
Here, for those who would study the history of Algol, is the world as it originally appeared in the back of the "Blue Book" fifteen years ago. We thank Mike Pondsmith and R. Talsorian Games for allowing us to reproduce it in this form, and hope you find it of interest.
There is a legend of a place, A place called . . . Algol.
a million light years from here . . .
A far place, where mighty armies war
with gigantic
metal warriors . . .
They came hurtling out of the edge of the Galaxy,
escaping the last death throes of the collapsing Empire, pursued by the
black warships of the reptiloid AGGENDI. A single colony ship, packed
with the last surviving remnants of the HUMANI culture; survivors of
a terrible war that had decimated a score of worlds. In their final battle
with the Aggendi Battlefleet, the colonists took a last desperate gamble,
and sent their great starship blindly into the void of unknown Hyperspace.
They emerged uncountable light years from the Empire, to orbit around the
star system they named ALGOL.
It was a strange stellar neighborhood, with two giant blue white stars,
orbited by a smaller red dwarf and a dark companion. The only inhabitable
world revolved around the quatrinary at an orbit twice that of Pluto--a
temperate waterworld, with two great land masses covering the poles, and a
single continent straddling the equator. Because this last region was the
most temperate, it was here that they landed their ship.
From within its huge holds, they unloaded the various tools and machines
they had brought to colonize a new world. Among these tools were the
greatest inventions of the late Empire of Man--the giant robots known as MECHA.
The technology of mecha permeated the entire fabric of Imperial
life--there were mecha units for farming and construction, travel and
exploration. The most powerful of these were the MEKTONS--giant robot
warriors designed as the Empires greatest weapons of war.
Then the Aggendi found the colony.
The battle raged for a year, as the relentless sauroid warriors hammered
against the colony's defenses. Finally, the last MEKTON defender
fell, and the Aggendi swarmed over the colony in an orgy of slaughter and
destruction. Then they returned to their battle fleet and left for deep
space.
But a handful of humani survived the Aggendi War, hiding deep in the
mountain strongholds and valleys of the Murian Continent. Although the
technology of their Empire was now lost to them, they tried to keep their
proud ancestry alive through stories and legends told to their children.
Eventually, the last of the original colonists died, and with them died the
secrets of the MEKTON defenders.
A thousand years passed. Slowly, the descendants of the colonists
reestablished civilization. In another hundred years, two great nations
straddled the Murian continent--to the North, the idealistic and
intellectual Elarans; to the South, the warlike and pragmatic Kargans. It
was inevitable that war would break out between them; a war which lasted a
hundred and ten bloody, violent years.
In the hundred and tenth year, the scholar Attikan began to translated
the volumes of the Old Books; legends of a time of the First Men of Algol.
From her researches, she deduced that the original colony site was an area
known as the City of the Black Tower. The site had been forbidden for many
centuries--legend held that those who spent the night within its walls died
soon afterwards of a great death curse. Attikan correctly surmised that the
death curse was actually a side effect of radioactive weaponry used by the
Aggendi on the original colony site--the Black Tower was the burned-out
shell of the colony ship itself. She journeyed with a party of adventurers
to the City, and in the ruins of the huge metal Tower, uncovered many
volumes of ancient lore, These she took with her to the city of Kallicar
where she established a great hall of learning devoted to deciphering the
secrets of the First Men of Algol.
To the Medieval Age primitives of Muria, the knowledge of the Old Empire
was akin to magic--and so it was that the students of Attikan became known
as sorcerers and mages. From the old books, they learned the secrets of old
weapons, tools, psionics and other Imperial technologies. The greatest
secrets of the First Men, those of technology, remained undecipherable to
Attikans followers for many centuries thereafter.
The nations of Algol fought savagely for many scores of years.
Eventually, three great migrations came to pass, The Elarans, weary of
battling the Kargan Empire, took ship en masse to settle the colder, but
uninhabited, continent covering the Northern Pole of Algol. The Kargans
expanded until they controlled the Southern Polar continent. Many of the
dispossessed and disaffected from the Murian Wars chose to settle in the
scattered belt of islands girdling the planet, known as the Archipelago.
Eventually, the followers of Attikan employed some of the staggering new
weapons they had developed and drove both the remaining Kargans and Elarans
off of Muria.
For the next two centuries, there was a period of relative peace,
enforced by the fact that the Kargans and the Elarans were separated by
8,000 miles of treacherous, monster--filled ocean. It was not until the
advent of the Algolian Steam Age that the Kargans were able to mount a naval
force capable of crossing the ocean and invading Elara. After a brief, but
savage war, the relatively peaceful Elarans found themselves occupied, and
their leaders dead or in exile.
It was about this time that the first scientists of the Algolian cultures
began to realize a terrifying fact. While Mankind had been wasting its time
in two thousand years of general warfare, an Ice Age had been happening
underneath their very noses. As the winters grew longer and more severe; as
the glacier packs began to cover more and more land area, it became obvious
that in another 500 or so years, both the Elaran and Kargan nations would be
wiped out.
It may have been this knowledge that forced the Elarans to throw off one
hundred years of Kargan occupation. Driven by desperation, the Elaran forces
eventually took back their nation and sent the Kargans packing. With 8,000
miles of ocean between them, and an Ice Age slowly forcing them into the
sea, both nations began to cast eyes on the relatively warm, safe
Archipelago region, The Elarans began preparing for the Ice Age with massive
building projects designed to withstand the encroaching ice. The Kargans,
conquerors by nature, began to invade the peaceful Archipelago cultures. The
Archipelago Peoples appealed to the Elarans for aid--and the battle was
joined.
The first battles for the Archipelago involved Kargan and Elaran
"protective" forces, who coincidentally set up military colonies
in the protected areas. A form of "cold war" existed for ten
years. In the eleventh year, there came ARKON.
Arkon Verian was originally a gifted student and mage from the school of
Attikan. He excelled in the deciphering of Imperial weapons technology,
particular the use of nucleonic fusion. It is unclear as to why he fled
Muria, but it is known that in the eleventh year of the cold war, he
appeared in the Kargan Imperial Court, offering his services to the highest
bidder.
The highest bidder was Torrian Korax, ambitious pretender to the Throne.
In exchange for a place by his Throne, he demanded from Arkon the knowledge
of how to build nucleonic weapons. Armed with the ability to vaporize a city
in moments, Korax set out to crush the Elaran resistance. In his first
attack, he destroyed the palace of the new King, Osmeron, killed Osmeron's
beloved wife, and seriously wounded his small daughter. Arkons interference
did not, however, go unnoticed. Although the Murian Mages chose to remain
neutral in the conflict (enforcing this neutrality by use of a force screen
that vaporized any craft which entered Murian air/sea space), one mage chose
to go to the aid of the embattled Elarans. This was Talliar Allexander,
known fondly by the Elarans as "Doctor Tal."
From Dr. Tal, the Elarans learned how to build their own nucleonic
weapons, turning the tide of battle. But Arkon was not finished. Instead, he
turned to his trump card--the arcane knowledge he alone had deciphered from
the books of Imperial Lore.
The secret of MEKTON.
The first MEKTON warmachines attacked on the start of the new
year. They decimated the Elaran capital of Koriel, destroying the defenders
in a matter of minutes. In the battle, King Osmeron was forced to retreat
into the ice pack. A pitched battle raged for the next ten years. Finally,
in a desperate gamble, Dr. Tal, Osmerons daughter Ymiri, and a young pilot
named Kerion infiltrated the Kargan Empire and successfully brought back the
secret of the MEKTON warriors. Armed with that secret, they once
again turned the tide of battle. The MEKTON Wars have been raging for over
fifteen years. By this time, the secret of mecha technology has influenced
almost everyone on Algol. Now construction, exploration and farming mecha
commonly appear in the skies, seas and cities of all nations. Looters,
traders and freelancers hire their services as combat MEKTON fighters
for protection or loot. Over all this stands the spectre of the gigantic
combat MEKTONs-- and the war that still goes on. The ice is still
coming. And in the terrible contest of man and MEKTON, only one side
is going to win.
Algol II is classed as a waterworld with a primarily temperate
environment. Current conditions indicate that the planet is passing through
an ice age of about 200,000 years duration, with the peak of glaciation
within the next 500 years. During this time, the majority of the major land
masses will. be covered by vast ice sheets almost 600 feet thick. As the ice
covers the two polar continents of Karga and Elara, the central archipelago
of islands will be exposed by the receding sea. The major island continents
of Kalia, Kondar; Lurin, Hedar and Karn; and Jerrin, Manora and Bendak will
eventually unify as major land masses as more and more seawater locks up
into the polar glaciers.
Composed mainly of igneous strata, the planet resembles an orange with
two deep trenches gouged latitudinally at the 40th parallels. It can be
assumed that as the planet cooled, the forces of continental drift pulled
the two main continents apart.
Due to the prevalence of many large and deadly predators and a limited
amount of accessable land, much of Algol II has only been superficially
explored. A pattern of wars and disasters, coupled with a low population
rate, has hampered exploration futher. Because of this, Algol can be
considered an open frontier, even for the technologically sophisticated
adventurer.
The star system of ALGOL is approximately some 350 light years
from Earth. It is a quatrinary system, with four suns orbiting a common
center. The two main suns are ALGOL (a blue giant about 10 times
larger than our own Sun), and MINBAR (a yellow sun identical to our
own). Orbiting around these suns at equidistant points are KOBOL (a
dim red dwarf star), and the DARK COMPANION (a dim, burned out star).
Dwarfed by their larger companion star, the three smaller suns of the Algol
system appear as smaller, brilliant dots against the background of the
larger blue giant. THE WORLD The planet ALGOL II is the second of the four planets in the
Algolian System. Orbiting at a distance roughly about that of Saturn from
the Sun, ALGOL II is roughly 3/4ths the size of Earth, and has an
orbital rotation of 20 Standard Hours. The Algolian year is about 1,200
standard days long. There are three very small moons orbiting equidistantly
around the planet (called Dion, Pikk and Desha). Each moons surface albedo
causes it to have a different color. Dion is yellowish, Pikk is reddish
pink, and Desha is bluish. Because of the equidistant orbital pattern, there
are never more than two moons in the sky at any one time--one is usually
setting as the next one rises in the western skies of Algol II. CLIMATE & WEATHER
The weather of Algol's two polar continents is roughly temperate,
resembling the weather of Northern Europe or the American Northwest. Winters
are long, cold and getting worse every year as the Ice Age progresses.
Summers are short, with temperatures rarely rising above the 80s. Violent
storms are common and a constant hazard to the many seafaring nations of the
world. Although the climate of the equator is more tropical (often
resembling that of Bermuda or Mexico), each year it becomes colder and less
hospitable.
LIFE FORMS
The wildlife of Algol is on the whole a lot larger and more nasty than
that of Earth. In most cases, humankind has been too busy trying to merely
survive in the hostile environment (or stop the equally hostile neighbors)
to do much more than thin out the worst animals present. The fauna of Algol
is either derived from stock brought by the original colonists (like dogs,
cats, chickens and horses), or native lifeforms. The native forms tend to
run towards huge mammalian types (much like those of Earths own Ice Ages),
or several species of warmblooded dinosauroids and reptiles. Some native
forms show an ability to focus and use electrical and light energies as part
of their offensive armament. All of these show a distinct inclination
towards eating any small, moving creatures available.
MAN ON ALGOL
When one considers the fact that the average Algolian human isn't seven
foot eight and weighing 400 Ibs, it's remarkable that the species hasnt been
wiped out centuries ago by the faster and more vicious animal life. The
average human is about four foot ten to six four, and weighs anywhere
between ninety to three hundred pounds. There are no distinct races on Algol;
most inhabitants have skin tones somewhere between dark brown to albino,
with a bewildering array of facial features.
One characteristic of Homo Algolis is the wide variations in hair and eye
colors. Hair tints range from browns and blacks all the way to blues,
greens, silvers and any other conceivable shade. Eyes are equally variable.
Genetics do not appear to be a factor, as blue haired parents can easily
have children with yellow, white or brown hair. It is suspected that hair
and eye colors are related to individual biochemistries and diets. Homo
Algolis is disease resistant, highly adaptable, and less prone to fatigue,
shock and mental illness. (It's been argued that Kargan behavior is not
mental illness, but merely ruthlessness). Algolian women have a slightly
longer gestation period (1 year), and a tendency to give birth to twins. The
average Algolian has faster reaction times and stronger muscles than his
Terran counterpart, allowing him to move at blinding speeds and make
incredible leaps. In proportion to the local wildlife, this may only be a
leveler. HUMAN CULTURES
Algolian cultures divide into four stocks --the Kargans of the southern
polar continent, the Elarans of the north, the Archipelagans of the Equator,
and the Murians of the central continent.
Not much is known about the culture of Muria; legends speak of a heavily
education based culture with a reverence for the natural order, but this is
based on tales over a thousand years old and not on recent observation (a
five mile high barrier of force prohibits on-site anthropology studies).
The Kargans and the Elarans exhibit many similar characterstics, as one
might expect as they both evolved out of roughly the same national stock.
Elarans are by nature open, friendly and not terribly warlike. Kargans are
suspicious, violent, warlike and militaristic. Both nations have evolved a
sophisticated level of technology which includes nucleonic power, computers,
fan and jet vehicles, and limited space travel.
The Archipelagans are primarily traders and adventurers, travelling in
large, energy efficient fan carriers from port to port. They are clever,
shrewd, and friendly to strangers, as befits a trading people. They take a
delight in oral history and artistic craftsmanship. As each island group has
its own variations on the basic Trader culture, it is only possible to
generalize without an island by island accounting.
Three other subgroups exist on Algol; the nomadic Etarra Traders, the
semi barbaric Looters, and the desert dwelling Shafirin.
The Etarra are an offshoot of the Archipelagan cultures, travelling in
their giant fan carriers from place to place. They are consumate scavengers
and technicians, whose lives revolve around installing, repairing or
altering whatever bits or wrecked technology they discover in the ruins of
abandoned cities. A consequence of this facility for machines is that they
are much in demand as technicians. They are fond of bright clothes, music,
stories and gadgets of all types.
The technobarbaric Looters are derived from the outcasts of all of the
other cultures. They also recover and restore much of the abandoned
technology of the MEKTON Wars, which they then use to raid and loot
smaller villages and cities. Looters are violent, untrustworthy, and hated
by everyone including the Kargans.
The Shafirin live in the high mountain deserts and plateau areas of
central Kargan. They use their looted military hardware to fight a long term
guerilla war with the Empire. They are honest, fierce fighters, have strong
clan and family ties, and have a fondness for fine weapons. preferably just
taken off the body of a dead Kargan warrior.
GOVERNMENT & POLITICS Since earliest times, Elaran government operated on a loose form of
feudalism, where the King was judge, jury and executioner throughout the
Seven Kingdoms. This pattern has mellowed in the intervening centuries. At
present, the King is a hereditary monarch, usually coming from one of the
seven noble families of the Kingdoms. The King presides over the High
Council, each member of which has the right of one vote on government
issues. The King retains the right to overrule the decision of the Council,
unless that vote is unanimous; his main purpose is to propose issues and
problems to be solved by the Council. The members of the Council are drawn
from the governing boards of each of the arcology cities. These governing
boards are in turn elected by the citizens of each city. Because of the
structure of Elaran government, there is a great deal of political
maneuvering and alliance building going on all the time.
On the other hand, government seems a mild term for the web of
assassination, treachery and deceit which passes for political structure in
the Kargan Empire. The Empire rests on the person of the Imperial Family,
while beneath are levels of powerful noble families who struggle for
advantage with the Throne--or if powerful enough, a shot AT the
Throne. (The current Emperor, KORAX, murdered his predecessor with
his own war knife.) A determined Kargan warrior can hope that with enough
gold, glory and assassins, he too can one day mount the Seat of Skulls and
rule over the Provinces of the Empire.
The key to getting ahead in Kargan politics is to get a patent of
nobility, through deeds in battle or by birth. By allying oneself with the
right Barons and Dukes, he can gather more land, titles and personal troops
to himself, all the while looking over one armored shoulder for the knife,
poison or accusation of treason that he knows is coming. Of course,
overshadowing this all is the dread shadow of the Secret Police; the KAAVAAK.
The Kaavaak has spies and informers in every family, base and home.
Lists of undesi rabies circulate through the massive stone walls of the
Kaavaak Headquarters, known as the Black Tomb. A Kaavaak Political Officer
can destroy your life with a word.
Politics among the Archipelagos is more informal than the politics of the
major nations. Each island usually has a council of Elders, drawn from the
various families or trading cartels. A similar situation exists among the
Ettarra with each Council presiding over a single Fan Carrier city. Among
the Looters, of course, power goes to the strongest and most vicious. After
all, how can you trust a leader who can't kill you with his bare hands?
Every so often, someone on Algol proposes a republic or a democratic
voting system. It's a sign of the times that hes usually stepped on by a MEKTON
the next morning.
HOUSING For the first thousand years of Algolian history, city planning was a
matter of picking a source of raw materials, and throwing up a city. The MEKTON
Wars have changed that forever. Now that a MEKTON force can level
a small city in a matter of minutes, the defenders of Algol have turned to
the fortress mentality of an earlier time for a solution. Rather than
dispersed city blocks, they have created huge living complexes, or ARCOLOGIES,
which house hundreds of thousands at once, and yet, because of their
compacted structures, are equally able to defend those many thousands in the
most efficient way.
ARCOLOGY structures are multileveled, with residential and working
areas built into the sides of either deep, fortified bowls or in the sides
of several mile-long buildings. Parks, meeting halls, factories and shopping
districts are melded into one seamless whole, so that city dwellers need not
ever leave the protection of the citys defense perimeter. Some constructions
make use of natural formations like cliffs or extinct volcanoes in their
designs. Others use massive human constructs as a basis; Arcadia, in Elara,
is built into the face of a huge dam. All are compact, modern, and heavily
defensible. They are also constructed as close to the Equatorial Ocean as
possible, to survive the coming Ice Age. As the great Kargan builder, Errina
Kendar said, "Why should I move all this earth just to have some
glacier come along and fill it in a century later?" At this time, close to eighty percent of the populations of the major
nations live in the arcology mega-cities, safe in their concrete fortresses,
while above, electronic eyes and laser cannon banks search the skies for the
next assault.
ECONOMICS AGRICULTURE The world of Algol is particularly land poor, because the majority of
Algol is either under the ocean or rapidly being encroached on by the
nearest glacier. As a result, all farming is heavily intensive and designed
to get the maximum yield per acre. The age of the Algolian family farm died
at least two hundred years ago. Besides the intensive farming effort, there
are extensive projects underway in fish farming, sea--plant processing, and
hydroponics. Because of this emphasis on sea--farming, the Algolian diet is
rather Japanese--like; lots of fish, vegetables, and very little meat.
One aspect of the ongoing MEKTON War is the attempts by both sides
to undermine the others economic base. A fair amount of military force is
spent in either raiding or defending each nations far flung food raising
operations. RAW MATERIALS
Another battlefront in the MEKTON Wars is the struggle to discover
and defend various iron, copper and petroleum deposits. The relative
scarcity of raw materials forces each nation to conserve its resources and
to practice recycling whenever possible. As a result, the most terrible
battles are often fought AFTER a major engagement, when rival groups
of scavengers converge on the battlefield, looking for wrecked military
hardware. MONEY
Before the Kargan Occupation, the standard unit of currency in the Elaran
Seven Kingdoms was the gold CROWN, a dime--sized coin embossed with
the Great Seal on one side and the face of the reigning monarch on the
other. (Coin collectors can date Elaran coins by observing which king is on
the coin face. "The older the king, the better" is a common Elaran
phrase which has nothing to do with the age of the king, but rather, the
value of his coins.) After the occupation, much of the Elaran treasury was
taken to Kargan. Because the Crown used a higher percentage of gold in its
minting, it gradually became the standard currency in the Empire and the
Archipelago, as well as Elara. One crown is equal to one credit in the MEKTON
Roleplaying System.
A recent alternative to the Crown is the BANK CHIP This is a small
metal plate with a keypad and integrated circuitry impregnated inside. The
card automatically registers the money you have earned in the previous
month, adding it to the remainder from before. The keypad allows entries and
debits to be made to and from your account--a thumbprint reader in the card
keeps track of which card is which. You may order a bank chip account at any
major banking house (all major nations now have this system, though the
cards cannot be interchanged between countries).
CONSUMER GOODS
The world of Algol has a technological level roughly equal to or higher
than that of a major 20th century Terran nation (circa 1960-1990). As such,
almost anything you could buy in a modern shopping mall is available to an
Algolian consumer. The biggest problem isnt finding things to buy--it's
getting the money to BUY things. In Elara, this is as simple as
finding a well--paying career, but in Kargan, it may involve escaping serf
status and the oppressive thumb of the local baron. TECHNOLOGY
Since the time of the Great Migration from Muria, Algolian technology has
had the extra push that comes from knowing that some ancient Murian magician
is already doing with magic what you have to with brute force. It took only
a few legends of magicians creating eternal lights or of machines that
carried one over the earth faster than a man could run, to inspire some
Algolian Edison or Ford to make his own slightly less elegant version.
The current technology level of the advanced nations is roughly equal to
that of a modern 20th century Terran nation, such as the United States or
Japan. There are equivalents of television, telephones, recorded music,
stoves, refrigerators and motion pictures. One area in which Algolian
Science surpasses our own is in the area of transportation. The invention of
nucleonics made it possible to power cars with jets or fans, requiring fewer
paved roads and highways.
Warfare being the primary occupation of most of Algol, military
technology has reached staggering heights. In addition to variable hydraulic
servos and refractive plasteel armor, MEKTON--sized energy weapons
are very common. The result is a form of warfare that is extremely violent
and destructive. If there was ever an anti--war protest movement on Algol,
it must have been vaporized years ago. MEDICINE
When most of your population is at war all the time, you need the best
medical care possible. On Algol, advances like laser surgery and cryonics
are already commonplace. Primitive forms of suspended animation fields have
reached the operational stage, and are being used to transport wounded back
from distant battlefields; a man can often survive up to a full week in such
suspension tanks.
Besides advancements in battlefield surgery, the Algolians have also
developed a number of pan--specific antibiotics capable of eradicating a
variety of diseases. Another recent advance is an oral contraceptive usable
by either sex, available as either a liquid or a pill to be taken once a
week.


AGGENDI: The ancient sauroid race which pursued the First Men to
Algol and later destroyed the colony. The Aggendi were described in the Old
Books as being bipedal, with armored, dark green skin, and seven long
taloned fingers.
ALPINE: A low, cypress like conifer adapted to living on snow and ice fields. Alpines are resinous and burn with a fierce heat. The bluish berries are edible, and the main food source for many animals.
ANDOR: Main city in Andor Province, Elara. Andora is a moderate sized city built into a massive crag overlooking the Bay of Yvonna. It is known for its fine glass and steel craftsmanship, and for the Library of Andora, a repository of knowledge from the past.
ANDORA HIGHROAD: A modern Elaran superhighway spanning the route from the Andoran plain to the city of Kandar. The Andoran Highroad is so named because it is elevated forty feet off the ground on a series of piers. Thie elevated highway is rarely open to attack by anything short of a MEKTON assault.
ARCADA: Arcada is built into a massive dam overlooking the Sea of Emmeris. The dam provides power to the Elaran cities of Luriel and Arcol. Arcada, known for producing fine weapons and armor, was the exiled Elaran Thrones capital during the Occupation. Arcada is also known for its fine cuisine, something like French Novelle Cuisine.
ARCADIAN ROAD: Highway between Arcada and Loriel, replacing the now destroyed Mirion Pass Road. Elevated twenty feet to avoid the deadly predators of the Elaran Wildlands, the roads construction was one of the most perilous undertakings in Algolian engineering history.
ARCOL: A moderate sized Elaran city built into the cliffs of the Bay of Orb. Arcols great sea-farms produce about a third of Elaras food supply Arcol is known for its excellent seafood, its textiles work, and its publishing houses.
ARKON
VERIAN (2605 to present): A scientist-mage from the Murian continent,
Arkon specialized in nucleonic and robotic technologies, which he then sold
to the highest bidder. It is unclear as to why he fled Muria, but it is
known that he was instrumental in the development of MEKTON technology
and of the Kargan Emperors subsequent rise to power.
ATTIKAN (2190-2260): A scholar from the Pre-Expulsion days, who first deciphered the ancient secrets of the Old Empire, and established the Attikan magecraft schools in an attempt to disseminate her knowledge.
BLACK TOWER: The central structure in the Murian city of the same name, it is a black metal cylinder a tenth of a mile in height and approximately a tenth mile around its base. Modem researchers believe it to be the main hull of a colony starship from the Old Empire.
BEACHMASTER CRAB: A scavenger/hunter that dwells in midocean weedbeds and most beaches. SIZE: Small STRUCTURE: Crablike MA: 80 TEMPERAMENT: Dangerous DEX: 50.
BENDAK: A Kargan city built into the upper cliffs overlooking the Bay of Bendak. Bendak is known for its fine tooled steel, and many famous restaurants. Bendakin food is something like Earthly Chinese Hunan cooking.
CARRIER: Classification of utility mecha commonly used in most major cities. Carriers usually have a fan system for movement, two to six lifting arms with hands, a torso and no head. Some carrier types are used in police work, mounting a single laser in the front of the torso.
CITADEL: The seat of the Kargan Empire and Throne. The Citadel is a massive black and green marbled structure. It is a fortress in itself, with its own MEKTON base, living quarters, food storage and dungeons.
BREADLEAF: A low, yellow plant with thick, fleshy leaves. Barely edible when raw; cooked, the leaves give off an appetizing aroma and taste like cornbread.
CALLIAN RANGE: The main "spine" of mountains running east--west along the Elaran continent. The highest peak is Victrix Leanna (elevation 16,000 feet). The only well charted pass through the Range is the Mirion Pass. The Range is home to a wide variety of dangerous animals and people.
CONSTRUCTOR:
A variant of the Carrier class mecha, constructors often have welding,
riveting and concrete-pouring tools built into specialized arms. The are
most commonly used in major building projects.
CRYSTAL PALACE: Seat of the Throne and Kingship of Elara, the Palace has its own living, shopping and power facilities. The name comes from the construction of the upper tiers of the Palace, which are made of a reflective granite from the shores of the Crystal Sea.
CRYSTAL SEA: A now completely frozen inland sea in the north of Elara. The name comes from the rare reflective granite surrounding its shores. The Crystal Sea is a well-known haunt of the Ettarra techno-gypsies.
DEATHGRASS: A deadly mimic of the normal blue-green grass of Algol, deathgrass is only distinguishable by the presence of the blue and yellow vultureflies around it. If stepped into, millions of tiny barbed hooks extend from each plant and shred the prey.
DESERT OF CHRONOS: A barren, cold desert in southern Kargan, near the city of Kardak. It is the site of a number of now deserted cities, and is often visited by Ettarra and Looter parties looking for abandoned technology.
ETTARRA: A nomadic trading culture which lives on immense fan transporter-cities, following food supplies and trade routes.
FALLS OF ARCADY: As the River Tirion comes out of the Callian Range, it makes a spectacular 2,000 foot drop to the surface of Lake Arcady the artificial lake created by the city-dam of Arcada. It is a favorite tourist attraction and honeymoon spot for lovers.
FAN TRANSPORTER: Also known as fan carriers, transporters are huge flatbed trucks used to move mecha from place to place. Larger fan transporters may have living and machine shop facilities built into the cab sections.
FENRIS:
A small, doglike pack hunter, preying on lizards and mice, Fenrises will
flee humans whenever possible. but if raised from pups, will make excellent
pets. SIZE: Small STRUCTURE: Quadruped MA: 100 TEMPERAMENT: Neutral DEX:
65.
FlORA: An Elaran island city now destroyed in the MEKTON wars. An estimated fifty missiles fell on Fiora. The resulting impacts cracked the crust, sinking the city into the Sea of Mardak. Attempts to recover artifacts from the area have been hampered by severe weather and packs of Fog Hunters.
FLOATER:
Globular gas balloons with some limited control of movement. Floaters
have an infrared sense that allows them to home in on prey up to 20 miles.
They then drop onto the prey and strangle it with their tentacles. SIZE:
Medium STRUCTURE: Tentacled MA: 40 TEMPERAMENT: Dangerous DEX: 34.
FOG HUNTER: Resembling ancient Earthly plesiosaurs, but with scythelike tails, Fog Hunters stay submerged until fogs or early morning mists rise on the ocean. They then strike through the fog at feeding shoals of fish, whipping their long necks and narrow heads back and forth: Fog Hunters will attack ships when they are encountered, and are adept at plucking men off open deck areas. SIZE: Huge STRUCTURE: Quadruped MA: 100 TEMPERAMENT: Dangerous DEX: 70.
FOREST OF KAOL: Vast tract of alpine torest north of the now dead city of Tandar in Elara. The forest covers most of the high plateau area and is whipped by dense fog and arctic winds.
FOREST OF LORIEL: Mixed alpine and meadowland forest north of Loriel in Elara. During the Kargan Occupation, resistance groups used the Forest as a staging area, drawing upon legends of a band of good outlaws who dwelt there four centuries earlier.
FORTRESS OF TANDAR:
A massive stone city-fortress on the high
plateau of Kaol in Elara. One of the last cities to fall in the Occupation,
it was undermined by a Kargan biological plague weapon. The seige killed
every man, woman and child in Tandar -- and not one surrendered.
GREAT
HIGHWAY: Elevated Elaran road running from Kardar to Arcol. The road is
elevated to a height of fifteen feet, making it safe from attacks by all but
flying creatures.
GREY HUNTER: Packs of these large, loping predators travel hundreds of miles seeking game. They are silent and deadly with glowing red eyes and long, woiflike bodies. A blue white electrical static charge surrounds them, making them highly visible at night. SIZE: Large STRUCTURE: Quadruped MA:120 TEMPERAMENT: Dangerous DEX: 70.
GUNFARK: Massive armored lizard herbivore with two independently moving heads, the gunfark likes to wallow in marshy areas or streambeds until alarmed. Then it runs over the disturbance at 50 mph. Gunfarks are a hazard even to MEKTONs. SIZE: Huge STRUCTURE:Quaduped MA: 120 TEMPERAMENT: Dangerous DEX: 40.
HIDEMOUSE:This
hampster-like rodent lives in extensive underground runways. It has a mania
for collecting and storing any novel object, no two alike, limited only by
whether it can drag the object away The hidemouse with the largest
"museum" appears to enjoy some type of mating advantage. As
hidemice often loot wrecked vehicles and locked storerooms, many adventurers
make a hobby out of hunting down hidemouse lairs and looting the contents
themselves. Hidemice are very clever thieves, even able to distinguish
between makes and models of the same object, thus making them useful pets --
and the bane of most arcologies. SIZE: Very Small STRUCTURE: Quadruped
MA: 20 TEMPERAMENT: Timid DEX: 80.
ICECAT: Icecats are the chief predator of the glacier pack, roaming their solo ways over hundreds of miles. Icecats are not designed to run dowr their prey but are very good at setting up ambushes along their paths. Kargans occasionally train young icecats as hunting animals. SIZE: Very Large STRUCTURE: Quadruped MA: 80 TEMPERAMENT: Dangerous DEX: 80.
ILLYRIA: Deserted almost a hundred years ago, when the glacier pack began to overrun it, Illyria is now partially entombed in the icepack. It is still occasionally visited as a source for artifacts and information.
IMPERIAL TACTICAL ACADEMY: The training school for Kargan warriors of the future, the Academy specializes in weapons training, interrogation, strategy and political power theory. It is considered to be a mark of honor to attend the Academy and a requirement for any young Kargan nobles education.
KALIA: Large island subcontinent in the Archipelago, recently colonized by the Elarans. It is often attacked by Kargan forces on the nearby subcontinent of Kandar. Kalia and Kandar are the sites depicted in the first edition MEKTON map.
KANDAR: A moderate sized Elaran city located in the fertile plains of Kandar Province. Kandars huge farms produce most of the grain and vegetable crops of Elara. Kandar itself is a massive, castle--like arcology rising from a low hill.
KAOL: Originally a city in the Forest of Kaol, deserted during the Kargan Occupation. Now the name of the entire region of Elara northwest of Mishtar, including the now deserted fortress of Tandar. There is some evidence that Kaol, now overgrown by the forest, may be home to the Tar-Fior, a refugee group that escaped the Fiora disaster.
KARDAK: A Kargan city built into the bowl of a vast extinct volcano. Kardak is a major base of the Kargan Imperial Army as well as a major source of processed food products.
KARDAK, MT (42,100 ft): An enormous extinct volcano, Mt. Kardak is the site of the Kardak arcology.
KARGOL: Major Kargan city, rising from a mountainside overlooking the sea. Kargol is considered something of a resort area, and many Kargan nobles maintain estates in the area.
KEOR: Once a prosperous Elaran coastal city on the inland Sea of Emmeris, Keor was deserted when the sea froze up. Both the Looters and the Ettarra have fought an ongoing battle for possession of Keor in the last few years.
KERRISS: Major Kargan city at the base of the Kerrissian Plateau. Kerriss is known for its fine craftsmanship in metals, its woven rugs, and the many nobles castles in the area.
KERRISSIAN PLATEAU: A massive plateau region in Kargan, rising in sheer rock walls from the forest some twenty thousand feet below, with the massive volcano Kardak rising from its southernmost tip. The Plateau is a mysterious and dangerous region, with many legends and tales surrounding it.
KICKLIZARD:
Large, ostrich--like lizards that live in open plain
areas. Kicklizards rush their prey and kick it to death with their massive
rear legs. A massed kicklizard attack can destroy a small mecha or support
vehicle. SIZE: Very Large STRUCTURE: Birdlike MA: 120 TEMPERAMENT:
Vicious DEX: 75.
KIMIR: Small Kargan city overlooking the partially frozen Bay of Binir. An arcology cut deep into the rocks of a desolate, high cliff face, Kimir is known for its fighting men, the most feared warrior class in the Empire.
KORAX, EMPEROR
(2600--present): Current Emperor of the Kargan
Empire, Korax came to power in 2630, when a successful assassination plot
eliminated Cerian II, the previous Emperor. Korax is a strong and ruthless
leader, and under his domination, the Empire has become a powerful modern
war machine.
KREGOR DRAGON: The largest predator on the open seas, Kregor Dragons will attack anything, although their main prey is the Fog Huntet A wreath of ripping tentacles ring a gaping mouth filled with ten rows of teeth. The eyes appear to have the ability to generate and fire a laser-like beam of energy -- the lancing beam is used to wound the faster Fog Hunters and make them easier prey Kregor Dragons are heavily armored solo hunters. SIZE: Huge STRUCTURE: Fishlike, with tentacles MA: 100 TEMPERAMENT: Vicious DEX: 60.
KORIEL: Koriel was the first city founded on the Elaran continent, and has stood in various forms for hundreds of years. It is the administrative, business and trade center for the Seven Kingdoms of Elara, as well as the seat of the Kingship. It is primarily a seaport city facing the Bay of Telos. During the MEKTON Wars, the original Koriel was obliterated, and a new arcology city has replaced it. The arcology not only covers the original city area, but also spans the river Telos in a series of ingenious suspension levels.
KORTHAD: Korthad is the ancient capitol city of the Empire, and is a massive construction built into the side of Mt. Korthad. A center of Kargan culture and trade for several hundred years, Korthad is one of the few cities on Algol that is not constructed on an arcology plan. Korthad is also known for its fine cuisine (Korthan food is somewhat like Szechwan cooking).
LEAPER: Leapers are dolphinlike lizards with long, toothy snouts. Leapers are fairly intelligent, as they hunt in cooperative packs and use a form of language between themselves. SIZE: Large STRUCTURE: Fishlike MA: 120 TEMPERAMENT: Neutral DEX: 80.
LOOTERS: Barbarian gangs who raid small cities and deserted strongholds, using MEKTONS scavenged from the battlefield.
LURIEL: The major trade port of the Elaran kingdoms, Luriel is built on a series of low rolling beaches and bluffs surrounding the Bay of Tabs. Luriel is considered a recreation, travel and shopping city and as such may be the only area of the Seven Kingdoms with a major tourist trade.
MARDAK, SEA OF: Rough and treacherous area infested with fogs, ice floes, Kregor Dragons and Fog Hunters. Not recommended for fishing.
MARSHES OF MISHTAR: The marshy area surrounding the Elaran city of Mishtar. A treacherous place, with a great many large and inimical lifeforms. Noted for patches of glowing marsh-gas, called "Mishtar Ghosts."
MECHA:
Generic term for any large, man controlled robotic mechanism, coined by the
Japanese of the Late Pre-Empire. Mecha come in many different forms, though
most of them are roughly humanoid--shaped.
MEKTON: A class of mecha developed for warfare and combat. MEKTONS are distinguished from other mecha in that they are armored, carry weapons, are usually much faster and more maneuverable.
MIRION PASS: The only well-known pass through the Callian Range, leading to the now abandoned Elaran cities of Illyria and Keot Prowled by large predators and roving Looter packs, the Pass is mostly blocked by rubble from repeated Kargan missile strikes.
MISHTAR: Located in dense marshland, Mishtar is a recently constructed arcology built on the site of the original city. The arcology is constructed on tiers overlooking the marsh, making it very hard to approach.
MURIA: Australia-sized continent on the Equator, the original landing site of the First Algolian colonists, and now home of the fabled Mages of Muria. Muria is shielded by a fifteen mile high force field englobing the entire continent.
OLD BOOKS: A collection of twenty massive, ancient volumes, discovered by the scholar Attikan during her expedition into the City of the Black Tower. Printed in an unknown script on metal pages, the Old Books appear to have been a form of the Encyclopedia Galactica, with history and information about the First Men and their now long dead Empire. The books are reputedly stored in the Library of Attikan, on the Murian subcontinent.
OLD EMPIRE: Fabled starfaring empire, written of in the Old Books of the First Men. The people of the Old Empire possessed great powers of mind and science, but their mighty empire fell to the depredations of the warlike Aggendi. The legends say that the Empire extended from the constellation of the Scorpion to the regions of Canopia, a volume of some fifteen million light years.
OOKLOO:
A small omnivore with huge green eyes, the ookloo has nimble fingers and a
prehensile tail. Although it is well armed with needle sharp teeth, it
mainly depends on its ability to hypnotize semi-- intelligent organisms.
Charming and cute, it is often adopted as a household pet where it spends
its time stunning and eating marauding hidemice. SIZE: Small STRUCTURE:
Quadruped MA: 40 TEMPERAMENT: Defensive DEX: 35
OSMERON, ETTIN II (2610--present): Current king of the Seven Kingdoms of Elara. A wise tactician and ruler, Osmeron is well liked by the Elaran people and respected for his judgement.
PATTERN CAT: A smaller type of icecat, with the ability to adjust its coat color to match surrounding vegetation. Pattern cats work in mated pairs, setting ambushes for their prey Easier to train than icecats, they are more commonly used as hunting animals. SIZE: Medium STRUCTURE:Quadruped MA: 80 TEMPERAMENT: Dangerous DEX: 80.

ROYAL MILITARY ACADEMY: Located in Koriel, this is where Elaran military officers traditionally are trained. The course of study covers four years, concentrating on tactics, personal and mecha combat. It is assumed that all Elaran military MEKTON pilots have attended the Academy at one point in their careers.
RUNNER:
A small, deerlike herbivore common in forest and plains. It defends
itself with its horns and a heavy jointed bone tail which can club a
predator senseless with one blow (12 Hits of damage). SIZE: Medium
STRUCTURE: Quadruped MA: 120 TEMPERAMENT:Neutral DEX: 80.
SCREAMER: An extremely fast form of predator which uses a form of natural teleportation to hunt down runner herds, It appears to flicker momentarily from place to place, always within 20 feet of its last position. It is a solo hunter. SIZE: Large STRUCTURE: Quadruped MA: 300+ TEMPERAMENT: Dangerous DEX: 90.
SEA OF EMMERIS: The semi frozen inland sea spanning northern Keor to the Pole. In its chill waters are many small marine animals considered delicacies by Algolians.
SEVEN KINGDOMS: The seven provinces of Elara (Andor, Koriel, Door, Luriel, Tarna, Kaol and Mishtarl, originally formed in 2536 from a confederation of separate kingships.
SILVERS:
Small, minnowlike fish common all over the Great Sea.
They are the basis for most of the ocean ecosystem, feeding on plankton. SIZE:
Very Small STRUCTURE: Fishlike MA: 100 TEMPERAMENT: Timid DEX: 75.
SONGLIZARD: A small lizard with a large throat pouch, which it inflates when singing. The fluid trills and whistles are a complex mating call, and make the lizards a highly prized pet. Songlizards come in variety of vivid colors. They are temperamental and die easily SIZE:Very Small STRUCTURE: Quadruped MA: 40 TEMPERAMENT: Timid DEX: 65.
TALLIAR, ALLEXANDER (2600--present): Murian "mage" and nucleonics expert who came to the aid of the embattled Elaran freedom fighters. A student of the Attikan School, "Dr. Tal" is a young, somewhat eccentric character prone to flights of fancy and obscure references.
SPEEDERS: There are roughly 120 varieties of speeders, all of them roughly torpedo shaped fish which leap from the water in 20 yard jumps, aided by long slender fins. They are the main food fish on Algol. SIZE: Small to Large. STRUCTURE: Fishlike MA: 80 TEMPERAMENT: Neutral DEX: 80.
TARKAS: Major industrial city in northeastern Kargan. Tarkas is built in a series of arcs over a huge, strip--mined valley. Its blast furnaces operate dayand night, supplying the raw materials for the Kargan war machine.
UNIVERSITY OF KORIEL: The major education center on Algol, the University is located in its own self--contained arcology near Koriel, encompassing the Royal Library and the Royal Museum of Scientific and Natural History.
VICTRIX
LEANNA, MT (elevation: 16,000 ft): Highest peak in the Callian Range,
located in northern Keor Province. Unscaled by anyone yet, Victrix Leanna
translates as "Leanna's Victory" and commemorates a legendary
victory of the heroine Leanna over the barbarians who inhabited the region
about 1,000 years ago.
URU KILLER: The only thing big enough and nasty enough to regularly tackle a gunfark, the Uru Killer will attack anything big enough to attract its rather nearsighted attention. It makes a habit of attacking MEKTONS, and is rarely discouraged by anything as trivial as a missile or laser. SIZE: Huge STRUCTURE: Quadruped MA: 120 TEMPERAMENT: Vicious DEX: 50.
WHISTLEMOUSE: Small, fluffy brown rodent which eats berries and nuts. Its two storage pouches can be inflated, allowing the mouse to produce an earsplitting whistle, stunning its predators. SIZE: Very Small STRUCTURE: Quadruped MA: 60 TEMPERAMENT: Timid DEX: 70.
YMRI (2629--present) Princess of the Seven Kingdoms of Elara and daughter of King Osmeron. Princess Ymri is an accomplished swordswoman and fighter, a holy terror in a mecha suit, and an excellent tactician.
Footnote: The Real Algol
There is a real star named Algol -- which means "the demon's eye" in Arabic, because to Arab astronomers, it seemed to "wink." Algol (also known as Beta Persei, the second brightest star in the constellation Perseus) is a binary consisting of a small, bright star and a larger (and fainter) orange one. When the bright star passes behind its large companion, Algol seems to dim, falling an entire magnitude. This eclipse happens every 2.87 days and lasts a total of ten hours. Algol also dims, though not nearly as much, when the smaller star partially eclipses the larger.
As described in the various editions of MEKTON, the Algolian system is even more complicated. A total of four stars orbit a common center of gravity: a blue giant (also named Algol), a yellow star much like Sol (Minbar), a red dwarf (Kobol) and a burned-out stellar remnant (the Dark Companion). The planet Algol circles these four suns at a distance variously described as similar to Saturn's orbit (MEKTON) or Mars' (MEKTON ZETA). This arrangement, along with the planet's three moons, makes for spectacular visuals -- important for any anime series -- but is rather implausible; some people on the MEKTON Mailing List have suggested that the Algol system must have been engineered this way, either by the Bendari or some other species advanced enough to move stars around for their own purposes.
Material copyright R.Talsorian Games 1985, 1987, 1996. All rights reserved under Universal Copyright Convention. This material may not be reproduced in any form without express permisson of R.Talsorian. Mekton, Mek, Algol and Roadstriker are trademarks of R,Talsorian Games, Inc. 1987.
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