Mars

Mars

"We are forged in purpose, tempered in brotherhood, and sharpened on the edge of glory." -- Jak "Throatripper", champion of the Nimean Hides*

At a Glance

Mars is where every dispute in the Kosmos comes to die. Spectacularly, and in front of an audience. Ares turned the red planet into a sports entertainment empire disguised as a legal system, where elite combat Units fight on behalf of disputing parties while billions follow along through psychoseira-linked performance troupes who recreate each battle as live theater across the Kosmos. Stole someone's cargo? Territorial dispute between settlements? Gods can't agree on water rights? It all ends up here, processed by bureaucrats, assigned to a themed arena, and settled with blood and spectacle. The system is corrupt, unjust, and it keeps the peace. Nobody's found anything better.

What You See

The thin atmosphere hits first. Breathable but punishing, sustained by Olympus Mons's massive Link-and-D.E.W. steam generators that converted the extinct volcano into a planetary life-support system. No exosuit required, but sustained exertion leaves you gasping in air that feels rationed.

Red dust covers everything. Armored shuttles streak across rocky desert plains trailing ochre plumes between settlement clusters. The Headquarters dominates the Candor Plains, Ares's tower rising like a steel fist crowned with a gilt statue visible from orbit: gaudy, enormous, and exactly the kind of thing he'd commission. Below it, the bureaucratic machinery of cosmic justice grinds on in utilitarian blocks.

Arena complexes squat on the horizon like fortified stadiums, each built around a different combat theme. Between them, supply depots and Unit compounds dot the landscape, some polished and prosperous, others weathered down to bare metal. The ambient soundscape alternates between industrial steam-hiss, distant crowd roar from active arenas, and the ever-present whisper of Martian wind scouring stone.

How It Works

Ares runs Mars like an egotistical CEO managing a championship league, obsessing over ratings and spectacle value while making impulsive decisions his advisors scramble to accommodate. Behind every major call lurks Hera's influence. She never appears directly, but her strategic suggestions shape the empire's direction while Ares believes he's the mastermind. Three ancient judges (Minos, Rhadamanthus, and Aeacus) handle the thousands of dispute submissions Ares finds too boring to process.

The real currency is Units: elite combat teams that serve as entertainment stars and legal representatives. Gigantes form the core fighting population, raised communally in hidden training camps throughout Valles Marineris with no knowledge of their parentage. Survivors of brutal canyon training enter the annual Draft, where established Units select new talent. Struggling teams pick first, champions take leftovers. Those undrafted transition to supportive roles within Mars's Arbitration infrastructure or seek lives elsewhere; professional couriers frequently employ retired Gigantes as security. Those who wash out entirely get shunted into administrative roles and a lifetime of being called "weepies."

Status tracks Unit success. Celebrity teams live in luxury compounds with personal chefs and custom gear. Mid-tier fighters share barracks and eat standard rations. Support staff (broadcasters, arena crews, medical personnel, logistics workers) form the invisible backbone keeping the spectacle running. Social mobility exists but requires exceptional performance; true status demands combat credentials.

Arbitration formats range from intimate duels to massive multi-Unit engagements, staged across themed arenas specializing in post-apocalyptic survival, siege warfare, cyberpunk urban combat, and worse. Death is an accepted outcome in any format. The betting industry surrounding events has grown so sophisticated some economists consider it the Kosmos's most stable currency exchange.

Why You'd Go There

Most visitors arrive because they have no choice. Their dispute landed on a bureaucrat's desk and now they need a Unit willing to fight for them. Hiring one requires navigating a marketplace where reputation, schedule, and Links determine everything. Wealthy parties purchase elite representation; everyone else scrounges.

But Mars offers more than compulsory legal violence. The entertainment economy creates opportunities for outsiders: courier work between complexes and supply depots, technical positions in arena maintenance, media roles in the psychoseira broadcast chain that feeds performance troupes across the Kosmos. Information brokers thrive in the gaps between official channels and the underground gambling networks that flourish around major Arbitrations.

For the ambitious or desperate, Mars is where reputations get made. Iso haunts the margins, offering boons to outmatched fighters and subtly manipulating arena conditions to create upsets that keep audiences riveted and power brokers nervous. A party willing to fight their own battles might find divine assistance leveling impossible odds. And somewhere beneath the spectacle, Ares's hidden genetic research installation in Valles Marineris continues experiments most of the Kosmos doesn't know exist, sustained by kidnapped Promethean populations smuggled from across the Kosmos to supply the genetic material his enhancement formula requires.

Notable Locations

The Headquarters. Ares's administrative nerve center on the Candor Plains, where thousands of bureaucrats process dispute submissions under rigid military protocol. The tower's orbital-visible statue ensures nobody forgets whose planet this is.

Valles Marineris Training Grounds. The canyon system where newborn Gigantes disappear into hidden camps, emerging years later as trained fighters or not at all. Survival rate hovers around seventy-five percent. Scouts and recruiters circle the mock battles like vultures evaluating stock.

The Arenas. Themed combat venues scattered across the planet. The Bone Crusher runs post-apocalyptic survival scenarios. Blood Valley recreates siege warfare. The Chrome Nightmare stages cyberpunk urban combat. The Corpse Garden hosts survival-horror challenges. The Skull Pit focuses on gladiatorial single combat. All feature broadcast infrastructure and imported celestial beasts for added spectacle.

Mare Acidalium Supply Depots. Rough-edged frontier settlements like Suppay, Depot Seven-Kay, and Resup Major serve as waypoints where fledgling Units scrape by until they can afford proper compounds. Equipment theft is common. Trust is earned slowly.

Unit Complexes. Self-contained compounds reflecting each team's culture and budget. The Crimson Hydras favor weathered post-apocalyptic salvage aesthetics; the Elysium Knights import Europan luxury. Each operates as a small town with training areas, living quarters, and entertainment spaces.

Complications

The thin atmosphere turns every outdoor exertion into an endurance test, which Ares considers free performance filtering. Sand sweepers, a chimera variant adapted to Mars's deserts, burrow beneath the dunes and ambush the unwary. Celestial beasts imported for arena spectacle occasionally escape containment, becoming persistent planetary hazards nobody budgets to recapture.

Corruption saturates every level of the Arbitration pipeline. Wealthy parties purchase favorable arena assignments, format selections, and Unit availability through back channels. Ares tolerates all of it except match-fixing. Fresh craters across the planet mark the remains of Units that forgot his one absolute rule. Meanwhile, Hera's long-term political maneuvering steers the empire toward goals Ares doesn't fully comprehend, and Iso's underdog interventions inject just enough unpredictability to keep the system from complete calcification.

Lineage Notes

Gigantes dominate Mars's warrior caste. Enhanced fighters purpose-built for arena combat, they believe themselves Ares's divine descendants, a useful fiction he maintains while hidden facilities in Valles Marineris continue refining the original enhancement formula with kidnapped Promethean populations. Theogens leverage spectacular Arbitration performances to impress divine parents, while Flickers and Silenarchs fill specialized tactical and strategic analysis roles; Prometheans staff the vast media and support infrastructure that keeps the entertainment empire functioning. Bloomborn and Eclipsed rarely visit, as irreplaceable bodies and dual-reality perception respectively make Mars's violent culture a poor fit for either.