Cha’alt: Fuchsia Malaise provides additional character races, random tables, adventures, and further details about life on Cha’alt. There are four new races: Blue Velvet Elf, Grog (literal sand-people), Vore (a creature inspired by the 1982 movie “Beastmaster”), and the V’symm (not going to spoil everything). Each of these races have unique gameplay mechanics and can be a lot of fun to use.
In addition to the character races, the first section of the book “Essentials” has numerous random tables and many can be used by both the player and GM. The tables cover things like social interaction, NPCs (pre-built and a generator), motivations, social standing, belief systems, loot, and drug addiction. The content of all the tables varies between “above average” to “truly useful”. However just talking about the random tables is a disservice to both you and the tables. Below is an NPC created using the following random tables from the “Essentials” section of Cha’alt: Fuchsia Malaise: Enamored, NPCs, Loyalty, Social Hierarchy, Cha’alt Names.
She used to be a beggar, got “saved”, and is now a disenfranchised cleric. A bad career path probably due to her orange skin and tribal tattoos. Her goal was to just go home or at least get off-world. “Was” because when she saw [Player], she would do anything and everything to make [Player] hers. With only 13 obsidian coins left in her pocket, laying claim to [Player] will be difficult. If [Player] accepts her into the party, she can be relied upon unless they treat her poorly. For the sake of [Player], she will engage the enemy but there is usually nothing to show for it. Her name? Viridia.
The city of A’agrybah gets fleshed out in this book. The governing Houses and political structure provides a lot of potential for drama and intrigue style of gaming sessions. There is enough detail here for a GM to turn A’agrybah into the Waterdeep of Cha’alt. Note the word “detail”, there is no hand-holding nor city planning guidelines. The GM will need to do actual “GM work” to make this happen and if they do, the result will be impressive while still fitting in the world of Cha’alt. A d100 random table of “Unlikely Events in A’agrybah” closes the chapter.
The next chapter “Encounters” is a collection of adventure seeds, creatures, discoveries, NPCs, and story hooks. The content here really shows the creativity that goes into the world of Cha’alt. While some of the content is used elsewhere, the things in this section can be added to most adventures with little effort. If you are a GM, this section can help you create a new adventure or spice up a current adventure. For a Player, there is a wealth of background and motivations that can be used for character development. Some examples of what you will find here include the “Clown-Worm” a hideous hybrid of sand-worms and demon-worms with the face of a clown. Tired of walking? The party might encounter a subway. Supporting random tables included.
Most of the content of Cha’alt: Fuchsia Malaise is devoted to adventures and “Fuchsia Flesh-Pit” is the first. The players will have the opportunity to help La’ala in an environment that only Venger could create plus the plot twists are well done. The “Tower of Vromka’ad” has a unique encounter on each “floor”. The “Tomb of Va’an Zayne” is a dungeon crawl with a lot of creativity. “Elysium” is the Federation’s base of operations with over 50 rooms. In “S’kbah Pilgrimage”, players leave their village to find a solution to the tribe’s ills. While some adventures are better than others, they are all good.
Cha’alt: Fuchsia Malaise has some great art that raises the bar even higher from the standard set by the first Cha’alt book. The amount of cos-play art was the weakest link in the first book. In the new book, there is less cos-play art and what is there looks more “appropriate”. Overall, the art is excellent, easily carries the tone of Cha’alt with more of an impact than before.
Is Cha’alt: Fuchsia Malaise perfect? Nope, there are a few squid farts emanating from the pages. Mainly, there are many of instant-kills or save-or-die. Much of Cha’alt feels like it can be a massive campaign but the adventures almost force a one-shot/disposable character play style. Also, the vagueness of some plot points can cause confusion. Some sections must be read multiple times because item or plot details may be explained in the middle or at the end of an adventure instead of at the beginning.
Even with it’s faults, Cha’alt: Fuchsia Malaise is highly recommended. Considering how the content is structured GMs can throw-out the parts of Cha’alt they don’t want or add parts of Cha’alt to other realms with little to no problems. The concepts and ideas in Cha’alt: Fuchsia Malaise run deep, drink freely if you dare.
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