New GM · Start Here
Run Mar de Oro Tonight
You do not need to learn the whole setting before you begin. Prepare people with motives and conflicts without predetermined solutions. Let the world respond, then carry those consequences forward.
Mar de Oro is designed to work at several depths. Run The San Telmo Incident using its prepared pressures, characters, clues, and factions, build a first session from a single location and conflict, or explore the full codex at your own pace. Preserve the situation, not the route through it.
New to the setting's play philosophy? Read How Mar de Oro Plays for the principles behind factions, pressure, choice, and consequence.
Path 1
Start Immediately
Run The San Telmo Incident using its prepared pressures, characters, clues, and factions. The adventure provides structure without requiring a fixed sequence. No separate rulebook or setting preparation is required.
Run the Quick StartPath 2
Make It Your Own
Choose a crew, a place, and a problem. Read only the material directly connected to them. Introduce the rest of the world when it becomes relevant during play.
Build a First SessionPath 3
Explore the Setting
Read the nations, histories, faiths, technologies, conflicts, and deeper mysteries in whatever order interests you. The codex is a reference library, not required homework.
Explore the CodexReady-to-run adventures
The San Telmo Incident, then Adventure One: Ash on the Ledger. Free, system-neutral, and runnable cold.
Prepare a session in minutes
The Session Prep Builder assembles scenes, clocks, and printable handouts from the material you choose.
The full GM resources
Chapters, tools, campaign material, and downloads once you are ready to go deeper. Contains spoilers.
The lore rewards attention. It does not require it.