Position, effect, clocks, and the Ear as an obligation.
Scores, faction status, heat, crew identity, and consequences that never stay clean.
Campaign Frame
Run the characters as a crew attached to the DeSauros mission, using diplomacy as cover for scores. The campaign works best at Tier 0 or I, with the crew rising through alliances and stolen access rather than territory. The Aurora Ventus, a safehouse, or the diplomatic residence functions as the crew’s lair.
Recommended Crew Types
PREMISE
BEST FIT
SPECIAL PRESSURE
Deniable Heller agents
Shadows, Hawkers, or custom Envoys.
Sealed orders, ducal exposure, and conflict between service and conscience.
Privateers and escorts
Bravos or Smugglers.
Prize law, ship condition, prisoners, and revoked legitimacy.
Reformers and witnesses
Shadows or Hawkers.
Printed proof, fugitives, public hearings, and retaliation.
Source investigators
Cult, Hawkers, or custom Surveyors.
Dangerous knowledge, resonant assets, and competing interpretations.
Free captains allied to Vega
Smugglers or Bravos.
Moon pressure, crew loyalty, port heat, and the cost of harbor.
Deniable Heller agents
BEST FIT
Shadows, Hawkers, or custom Envoys.
SPECIAL PRESSURE
Sealed orders, ducal exposure, and conflict between service and conscience.
Privateers and escorts
BEST FIT
Bravos or Smugglers.
SPECIAL PRESSURE
Prize law, ship condition, prisoners, and revoked legitimacy.
Reformers and witnesses
BEST FIT
Shadows or Hawkers.
SPECIAL PRESSURE
Printed proof, fugitives, public hearings, and retaliation.
Source investigators
BEST FIT
Cult, Hawkers, or custom Surveyors.
SPECIAL PRESSURE
Dangerous knowledge, resonant assets, and competing interpretations.
Free captains allied to Vega
BEST FIT
Smugglers or Bravos.
SPECIAL PRESSURE
Moon pressure, crew loyalty, port heat, and the cost of harbor.
Custom Crew: Envoys
Envoys turn information, access, favors, and deniable violence into political outcomes. Their hunting grounds are courts, docks, archives, chapels, and ships rather than streets alone.
CREW ABILITY
EFFECT
Letters and Lies
When the crew presents genuine proof through forged or contested authority, improve effect. On exposure, take +2 Heat in that jurisdiction.
No One Left in the Hold
When the crew sacrifices Position or Coin to protect witnesses or captives, clear 1 stress from each participating character.
Skywise
Gain potency when a score depends on signal, altitude, ship systems, or moving between sea and sky.
Deniable Flag
Once per score, declare that an allied or false registry creates a brief opening. Start or advance an Exposure clock.
Resonant
The crew may carry one Source-tuned asset. Each use ticks a linked Instability clock.
Public Record
When the crew forces an enemy to answer in a protected forum, reduce Heat by 1 or improve faction status, but create a permanent rival.
Letters and Lies
EFFECT
When the crew presents genuine proof through forged or contested authority, improve effect. On exposure, take +2 Heat in that jurisdiction.
No One Left in the Hold
EFFECT
When the crew sacrifices Position or Coin to protect witnesses or captives, clear 1 stress from each participating character.
Skywise
EFFECT
Gain potency when a score depends on signal, altitude, ship systems, or moving between sea and sky.
Deniable Flag
EFFECT
Once per score, declare that an allied or false registry creates a brief opening. Start or advance an Exposure clock.
Resonant
EFFECT
The crew may carry one Source-tuned asset. Each use ticks a linked Instability clock.
Public Record
EFFECT
When the crew forces an enemy to answer in a protected forum, reduce Heat by 1 or improve faction status, but create a permanent rival.
Crew Upgrades and Claims
UPGRADE / CLAIM
MEANING
Hidden Éterlumin Locker
Begin a score with one dangerous lift, signal, or pressure asset. Tick Instability when used.
Black Sloop Contact
Once per arc, escape, smuggle, or relay through an unacknowledged route.
Harbor Chapel Sanctuary
Reduce immediate Heat, but create Church attention.
Reliable Engineer Cohort
Repair and Source actions gain potency; the cohort attracts recruitment and kidnapping.
Forged Registry Papers
Improve effect on customs and travel until exposed.
Shadowed Tide Route
Move people through Porto Sombra without an engagement penalty; the rebels expect rescue before profit.
Clann Path
Reach the inland boundary without a guide, but only while Clann status remains positive.
Protected Press
Turn proof into public consequence during downtime; the press becomes a target.
Hidden Éterlumin Locker
MEANING
Begin a score with one dangerous lift, signal, or pressure asset. Tick Instability when used.
Black Sloop Contact
MEANING
Once per arc, escape, smuggle, or relay through an unacknowledged route.
Harbor Chapel Sanctuary
MEANING
Reduce immediate Heat, but create Church attention.
Reliable Engineer Cohort
MEANING
Repair and Source actions gain potency; the cohort attracts recruitment and kidnapping.
Forged Registry Papers
MEANING
Improve effect on customs and travel until exposed.
Shadowed Tide Route
MEANING
Move people through Porto Sombra without an engagement penalty; the rebels expect rescue before profit.
Clann Path
MEANING
Reach the inland boundary without a guide, but only while Clann status remains positive.
Protected Press
MEANING
Turn proof into public consequence during downtime; the press becomes a target.
Faction Tiers and Starting Status
FACTION
TIER
STATUS
DeSauros / Duchy of Heller
II
+1 if employed; 0 if independent.
Project Custodian / DeLuca Administration
II
0 or -1 after San Telmo.
Valdegracian Navy
III
0.
Montoya’s Circle
I
0; +1 with protected testimony.
Albion Delegation
III
0, publicly cordial.
Albion Covert Command
III
-1 once identified.
Stroomdijk Merchant Interests
III
0.
Trafficking Network
II
-1 or -2 after first rescue.
Luminore Delegation
II
0.
Shadowed Tide
I
0; +1 after protecting captives.
The Clann
II in the interior
0; status changes through conduct.
Vega’s Crew
II
0 or +1 with Melenko or the Legacy Anchor.
DeSauros / Duchy of Heller
TIER
II
STATUS
+1 if employed; 0 if independent.
Project Custodian / DeLuca Administration
TIER
II
STATUS
0 or -1 after San Telmo.
Valdegracian Navy
TIER
III
STATUS
0.
Montoya’s Circle
TIER
I
STATUS
0; +1 with protected testimony.
Albion Delegation
TIER
III
STATUS
0, publicly cordial.
Albion Covert Command
TIER
III
STATUS
-1 once identified.
Stroomdijk Merchant Interests
TIER
III
STATUS
0.
Trafficking Network
TIER
II
STATUS
-1 or -2 after first rescue.
Luminore Delegation
TIER
II
STATUS
0.
Shadowed Tide
TIER
I
STATUS
0; +1 after protecting captives.
The Clann
TIER
II in the interior
STATUS
0; status changes through conduct.
Vega’s Crew
TIER
II
STATUS
0 or +1 with Melenko or the Legacy Anchor.
Score Structure
SCORE
ENGAGEMENT QUESTION
TYPICAL CLOCKS
Summit Intervention
Who controls the frame before the crew speaks?
Position secured, opposition credibility, exposure, witness removed.
Warehouse Rescue
Who moved first when the route was compromised?
Captives secured, guards alerted, records burned, reinforcements.
Standard; Limited if the crew has no inside route.
Rescuing captives after alarms
Desperate
Great effect on the network if people escape alive.
Crossing open ground under volley fire
Desperate
Limited without smoke, cover, or diversion.
Boarding during airship chaos
Desperate
Standard or Great when command and bearing are already compromised.
Acting inside the Listening Source
Risky, then Desperate as clocks advance
Effect depends on whether the action matches the chamber’s discovered pattern.
Speaking under diplomatic protection
POSITION
Controlled or Risky
EFFECT NOTE
Evidence determines effect; rank alone does not.
Breaking into delegation quarters
POSITION
Risky
EFFECT NOTE
Standard; Limited if the crew has no inside route.
Rescuing captives after alarms
POSITION
Desperate
EFFECT NOTE
Great effect on the network if people escape alive.
Crossing open ground under volley fire
POSITION
Desperate
EFFECT NOTE
Limited without smoke, cover, or diversion.
Boarding during airship chaos
POSITION
Desperate
EFFECT NOTE
Standard or Great when command and bearing are already compromised.
Acting inside the Listening Source
POSITION
Risky, then Desperate as clocks advance
EFFECT NOTE
Effect depends on whether the action matches the chamber’s discovered pattern.
Heat and Entanglements
Track Heat separately in Boca Serena, Valdegracian institutions, and the interior. Public violence raises port Heat. Forged authority raises institutional Heat. Betraying a Clann agreement raises interior Heat and may never be reduced through ordinary downtime.
ENTANGLEMENT
CAMPAIGN VERSION
Questioning
A clerk, worker, or crew member is detained under lawful procedure.
Reprisals
A faction moves against a witness, family, or safehouse.
Unquiet Source
An Éterlumin asset answers when no one is using it.
Diplomatic Protest
A faction demands apology, expulsion, or custody before the next session.
Moon Rising
Vega’s Desperation clock advances and his crew needs shelter or help.
False Flag
A crime is attributed to the crew or an ally; clearing it may expose a real secret.
Questioning
CAMPAIGN VERSION
A clerk, worker, or crew member is detained under lawful procedure.
Reprisals
CAMPAIGN VERSION
A faction moves against a witness, family, or safehouse.
Unquiet Source
CAMPAIGN VERSION
An Éterlumin asset answers when no one is using it.
Diplomatic Protest
CAMPAIGN VERSION
A faction demands apology, expulsion, or custody before the next session.
Moon Rising
CAMPAIGN VERSION
Vega’s Desperation clock advances and his crew needs shelter or help.
False Flag
CAMPAIGN VERSION
A crime is attributed to the crew or an ally; clearing it may expose a real secret.
Experience Triggers
You addressed a challenge through diplomacy, deception, technical skill, courage, or violence appropriate to your role.
You expressed beliefs, heritage, or conflict concerning empire, loyalty, faith, or the Sources.
You struggled with vice, trauma, debt, moon pressure, or obligations to a faction.
The crew protected a person at real cost, changed who controlled information or access, or accepted responsibility for a consequence.
Campaign Downtime Actions
ACTION
USE
Protect a Witness
Spend Coin, a favor, or a downtime action to create a 4-clock safe route. Heat determines who hunts them.
Work the Delegation
Reduce a negotiation clock, improve one faction status temporarily, or learn a hidden red line.
Repair the Ship
Clear one ship consequence or improve effect on the next airship score.
Study the Ear
Advance a long-term project. On completion, gain potency once and tick Source Instability.
Calm the Moonbound
Reduce Vega’s Desperation or protect one crew member through the next lunar change.
Publish Proof
Convert evidence into public consequence. Reduce deniability and increase institutional Heat.
Protect a Witness
USE
Spend Coin, a favor, or a downtime action to create a 4-clock safe route. Heat determines who hunts them.
Work the Delegation
USE
Reduce a negotiation clock, improve one faction status temporarily, or learn a hidden red line.
Repair the Ship
USE
Clear one ship consequence or improve effect on the next airship score.
Study the Ear
USE
Advance a long-term project. On completion, gain potency once and tick Source Instability.
Calm the Moonbound
USE
Reduce Vega’s Desperation or protect one crew member through the next lunar change.
Publish Proof
USE
Convert evidence into public consequence. Reduce deniability and increase institutional Heat.
This is the Game Master side of Tales of Mar de Oro: campaign chapters, session preparation tools, and running guidance for the Golden Sea. It is open to anyone, but it is written for the person behind the screen.
Campaign spoiler warning: the material past this point includes faction secrets, hidden truths, and the sequence of events behind the campaign. Reading it as a player will hollow out surprises the setting depends on.