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CRITICORUM

DISCORD

FADING SUNS REVISED EDITION DRAMABOOK

1
CREDITS
Fading Suns Criticorum Discord tm

Criticorum Discord Credits


Line Developer: Todd Bogenrief
Writing and Development: Vidar Edland, Thomas Baroli, Todd Bogenrief, Chris Wiese
Editor: Kathy Czechowski
Additional Editing: Tiffany Ragland, John Carnathan
Layout: Ian R. Liddle
Art Director: Bradley K. McDevitt
Cover Artwork: John Zeleznik
Interior Artwork: Eric Lofgren, Dan Smith, Terry Pavlet, Simon Powell, Andrew Dobell (maps)
Additional Interior Artwork: John Bridges, Mitch Byrd, Tim Callendar, Darryl Elliott, Jason Felix, Sam
Inabinet, Mark Jackson, Jack Keefer, Andrew Kudelka, Brian LeBlanc, Larry MacDougall, Alex Sheikman,
Ron Spencer, Ken Spera, Joshua Gabriel Timbrook, Chris Wiese
Playtesting: John “Dethseer” Carnathan, Betty “Raven” Starcher, Patrick “The Last Boy Scout” Carnathan,
Jay “Shadowjack” Puckett

Todd’s Special Thanks: Chris Handley, Ian Liddle, Kostas Paradias, David Connell, Vidar Edland, Chris
Wiese, Ross Babcock, everyone at FASA Games, the Freedonian Engineering Corps, and especially to my
wife Nadeen!

Fading Suns Second Edition Credits


Game Design: Bill Bridges, Andrew Greenberg
Additional Design: John Bridges, Ken Lightner, Ed Pike
Writing: Bill Bridges, Brian Campbell, Andrew Greenberg, Robert Hatch,Chris Howard, Sam Inabinet,
Ian Lemke, Jim Moore, Rustin Quaide

Internet: www.fasagames.com
Contact: fadingsuns@fasagames.com
Edition: August 2015

Fadings Suns, Noble Armada, and Fading Suns Player’s Guide are trademarks of Holistic Design, Inc.
Fading Suns Second Edition material copyright ©1999-2015 Holistic Design, Inc. FASA and the
FASA logo are trademarks of the FASA Corporation and are used under license. Published by FASA
Games, Inc. under license from Holistic Design, Inc – Made in the USA, Copyright © 2015 Holistic
Design, Inc. All rights reserved.

No part of this publication may be reproduced in any form by and means, electronic, mechanical,
photocopying, recording, or otherwise with the express written permission of the publisher.

2
CONTENTS
CREDITS.................................................................................2

Chapter 1: Introduction..........................................................6
The Cadre.................................................................................................................7
The Dramas..............................................................................................................8
Presentation of Game Information..........................................................................9

Chapter 2: Shooting Star Hijack...........................................10


Drama Background................................................................................................11
Alien Republic Army .............................................................................................11
Shooting Star..........................................................................................................14
Drama Summary...................................................................................................15
Act I – Boarding and Journey to the Jumpgate............17
Life Aboard the Shooting Star..................................................................19
Scene One – Localized Loss of Gravity...................................................20
Scene Two – Let Me Fix that for You, Sir................................................20
Scene Three – Peekaboo............................................................................21
Final Scene – The Jump.............................................................................22
Act II – A Grisly Scene and the Hijackers Strike...........23
Scene One – Localized Burst of Super Gravity......................................23
Scene Two – Blackout!..............................................................................24
Scene Three – Death Stalks in the Dark..................................................24
Act III – Taking the Ship Back......................................25
Opening the Act - Hijackers in Control ................................................25
Concluding the Act....................................................................................29
Conclusion..................................................................................................29
Game Master Characters ............................................30
The Shooting Star Crew............................................................................30
The Terrorists..............................................................................................35
Optional Hijacker – Undercover Passenger...........................................41
Passengers...................................................................................................42

Chapter 3: Alien Manhunt.....................................................44


Drama Summary...................................................................................................45
Act 1: Acheon – Tracking the Prey...............................46
Scene 1: The Imperial Challenge..............................................................46
The Challenge...............................................................................................46
The Jail Escape..............................................................................................47
Jurisdiction....................................................................................................48
Two Clues......................................................................................................48
Scene 2: The Usual Suspects – Filthy Harold.........................................49
The Cadre Talks to Harold First...................................................................49
The Rivals Talk to Harold First....................................................................50
Scene 3: The Stick-up Victim – Astro Schwartz.....................................50
The Cadre Questions Astro First..................................................................50

3
The Rivals Question Astro First ..................................................................51
Making the Most of a Bad Day....................................................................51
Scene 4: Word on the Street......................................................................51
Scene 5: The Killer’s Apartment...............................................................53
The Yellowy-Green Apartment Building......................................................53
Scene 6: Rooftop Chase.............................................................................54
The Rooftop Chase........................................................................................54
Catching Jo’vet...............................................................................................55
Jo’vet Escapes.................................................................................................56
Act 2: Ost – Hunting the Prey......................................57
Scene 1: In Pursuit Across the Shamal Sub-Continent.........................59
Jo’vet’s Head Start..........................................................................................59
Hovinton.......................................................................................................59
Scene 2: Initial Probing Inquiries in Ost.................................................61
Scene 3: The Sanctuary Cave....................................................................64
Asking around the Sanctuary Cave.............................................................65
Scene 4: The Alabaster Hills Academy....................................................66
Scene 5: The Wrong Choice .....................................................................68
Tabbouleh Restaurant...................................................................................68
The Garden of Pomegranates Hotel.............................................................70
Act 3: Ost – Closing In on the Prey..............................71
Scene 1: Down in the Understreets.........................................................71
Hunting the Hunter and the Hunted...........................................................72
Into the Understreets....................................................................................73
The Underground Gallery............................................................................74
Back at the Beginning...................................................................................75
Scene 2: Collecting More Data.................................................................76
Investigation Options – Backtracking..........................................................78
Scene 3: At the Brandenbury Building....................................................81
The Brandenbury Building...........................................................................81
Scene 4: Endgame – Many Against One.................................................82
The More the Merrier...................................................................................83
Jo’vet’s Plan....................................................................................................83
Aftermath......................................................................................................84
Game Master Characters ............................................84

Chapter 4: The Kiss of Dawn.................................................92


Overview.................................................................................................................93
Running the Adventure..........................................................................................93
Adventure Background..........................................................................................93
Act One: A Strange Case...........................................100
Getting Hired...........................................................................................100
The Journey to the Barony of Calhoun ................................................102
The Wasting Baroness.............................................................................103
Galen’s Chambers.....................................................................................106
Search and Rescue...................................................................................106
Act Two: Buried Knowledge.......................................109
Following the Trail ..................................................................................109
Almost at the Excavation Site.................................................................109
The Lone Survivor....................................................................................112
The Secret Laboratory ............................................................................112
Act Three: Revealing the Truth..................................114

4
CONTENTS

Through the Wilderness..........................................................................114


The Village of Quoron.............................................................................115
An Unexpected Refusal of Help ............................................................117
Another Secret Laboratory.....................................................................117
Revelations................................................................................................118
Mediation..................................................................................................119
Key Characters..........................................................124
Aftermath.................................................................130
Return of the Former Ruler....................................................................130
Awarding Experience..............................................................................130
Appendix..................................................................131
Handouts...................................................................................................131

Criticorum History..............................................................134
History of Criticorum...........................................................................................135
Criticorum Traits (Anno 5002)...........................................................................145

Acheon - Capital of Criticorum............................................146


Population............................................................................................................147
Acheon metropolitan area....................................................................................147
Undertown Strata.................................................................................................149
Centertown Strata................................................................................................158
Uppertown Strata.................................................................................................165

The City of Ost....................................................................172


History..................................................................................................................173
The Character of Ost............................................................................................174
Description...........................................................................................................176
City Districts.........................................................................................................177

Appendix - Criticorum Fiefs................................................180


The Isambad County of Acheon...........................................................................181
Ost Docks IV (Lord’s Bay Barony).......................................................................187

Appendix - Maps.................................................................190
Acheon - Undertown Strata map........................................................................191
Acheon - Centertown Strata map........................................................................192
Acheon - Uppertown Strata map.........................................................................193
The City of Ost Map.............................................................................................194
The Shooting Star map.........................................................................................195

Pregenerated Characters....................................................196
Sir Julien Justinian ...............................................................................................197
Darya Istakhriyyah .............................................................................................199
Pandemonium Max ............................................................................................201
Sayvóne of the Engineers .....................................................................................203
Mother Simone Ostian ........................................................................................205

Index..................................................................................208

5
CHAPTER 1:
INTRODUCTION

6
CHAPTER 1: INTRODUCTION

Welcome to Criticorum Discord, an anthology of Fading Suns dramas spanning the genres of detective
stories, political intrigue, and action thrillers. Each of the dramas found in this book all take place on, or
en route to the House al-Malik world of Criticorum, and they are loosely linked into a Criticorum based
mini-campaign. Running the individual dramas as stand-alone adventures should pose no problem how-
ever, and even adapting the dramas to take place on a different world is possible with only a small amount
of effort. Each of these dramas deals with the theme of alien rights, the alien condition (as opposed to the
Human condition), and speciesism in the Phoenix Empire. Criticorum Discord should prove as much a
moral challenge for the cadre as a martial and mental one.

THE CADRE
The dramas are written without specific group mixes
or skill-sets in mind. Most situations presented in ALIEN RIGHTS
our stories can be solved in different ways and still Since each of these adventures tackles alien
keep the adventure moving. Having a good mix of rights, if the cadre consists of primarily alien
player skills and factions is advantageous in allow- characters these adventures could serve as
ing the cadre to tackle combat, investigation, and a great starting point into an entire cam-
negotiations with equal confidence. The number of paign focused on aliens and their place in
player characters involved is not important and tips the Phoenix Empire. Characters could even
for the Game Master (GM) to adapt the threat level find themselves both agreeing and disagree-
for encounters are given to increase or decrease the ing with the antagonists of these dramas and
challenge. making difficult decisions based on how they
want to handle the events as they unfold.
Since these dramas take place in al-Malik territory, it
is best if the cadre is not at odds with House al-Malik,
House Juandaastas, or Imperial authorities as these will function as employers in two of the Criticorum
Discord dramas. If the group is engaged in espionage against the al-Malik, these dramas could work as a
lead in to get the characters involved with the al-Malik or find ways to disrupt them.

7
CHAPTER 1: INTRODUCTION

If the players are in a hurry to jump right into the action, there are pre-generated characters in the back
of this book. Feel free to make photocopies of these characters for your own use. They are also provided
online at the FASA Games web site.

THE DRAMAS
Each of the Criticorum Discord dramas is deliberately written in a different style, a conscious choice on our
part to explore different ways of presenting Fading Suns stories. In providing different genres and methods
of storytelling we hope to bring some fresh new perspectives to everyone playing the game.

Structurally each drama is broken down into acts, which are then further broken down into scenes. In most
cases each scene will lead into the next scene, with the final scene of the act providing a climax to lead into
the next act. While each act follows the next, it is not always necessary for each scene to be used in the
order that they are provided, or even used at all.

Additionally, the GM should feel free at any time to change scenes to better fit the cadre or even add and
remove scenes as they see fit. You bought the book; you can change the story!

SHOOTING STAR HIJACK


The first drama is structurally the loosest. It presents the cadre with a considerable threat to deal with, but
leaves it completely up to them to decide how and when to handle the situation. The scenes in this drama
are used to set tone and provide hints for each later act.

ALIEN MANHUNT
The second drama is by contrast the structurally strictest in the set, as scenes unravel in a more or less fixed
order as the cadre hunts down clues and tracks their prey. This second drama was written as an experiment
in replicating the way that some investigative computer games (especially the 1997 Westwood Studios
game Blade Runner) structure their story by having each scene trigger the next.

8
CHAPTER 1: INTRODUCTION

THE KISS OF DAWN


The final drama is done in the style of a classic Fading Suns drama, with a balance of structure that falls
somewhere between the free-form style of the Shooting Star Hijack and the in-line style of Alien Man-
hunt. The Kiss of Dawn is divided into fixed acts, while the order and approach of each individual scene
depends on the player character choices and the GM’s method of presenting them.

PRESENTATION OF GAME INFORMATION


We try to present game information in a consistent manner throughout the dramas so that the GM can
easily assign goal rolls for the players. Victory Points are presented as VP whether or not there is more than
one. For example, if a roll required 10 Victory Points it would be presented as 10 VP.

Simple goal roll suggestions are shown with a bolded attribute and skill. If a character needs to make a
simple roll to jump a chasm, it will appear as “Make a Dexterity + Athletics goal roll to clear the chasm.”

If the goal roll is more complicated and requires a set amount of VP to succeed, it will appear as, “Make
a Dexterity + Athletics (3 VP) roll to successfully jump the chasm.” The 3 VP indicates that a character
must achieve at least 3 VP or greater to succeed at the task.

We hope you will enjoy our three dramas, and wish you good luck with Criticorum Discord!

9
CHAPTER 2:
SHOOTING STAR
HIJACK

10
CHAPTER 2: SHOOTING STAR HIJACK

This drama is a short adventure set aboard the cargo


starship Shooting Star as it travels toward Criticorum PRIOR ENCOUNTERS
with a shipment of assorted trade goods. The starship WITH THE SHOOTING
also maintains several cabins for passengers to allow STAR
the crew to broaden its customer base. The drama One possible way of introducing the Shoot-
begins with the cadre traveling as passengers aboard ing Star and its crew into an ongoing epic is
the Shooting Star. How the cadre came to book pas- to use it in an unrelated drama prior to this
sage with the Shooting Star, why they are traveling one. Characters could be negotiating trade
to Criticorum, and from where are questions for the with Captain Madruzzo or seeking passage
Game Master (GM) to answer; the drama assumes somewhere long before undergoing the cur-
that they left from Byzantium Secundus. However, rent drama. This can give the players more of
this drama would serve well as the start of a new epic. a connection to the ship prior to the events of
It thrusts the player characters straight into action in the drama and provide a more natural lead-in
a closed environment where cooperation is critical to prior to the start of the action.
their survival. It also introduces them to some of the
different organizations of the Fading Suns universe.

DRAMA BACKGROUND
Like all good stories, this one has roots that reach far back in time. Perhaps most of the following infor-
mation never reaches the player characters, but is included for the GM’s benefit to help illustrate some
character motivations and the wider implications of the events that transpire in this drama – and it all
revolves around the ARA…

ALIEN REPUBLIC ARMY


HISTORY
The exact birth date of the Alien Republic Army (ARA) is impossible to ascertain, but the organization’s
own historiographical mythology claims that the ARA descends directly from several militia groups com-
posed primarily of non-Humans that strove to preserve the Second Republic in the first few centuries of
the 5th millennium. Of particular note were the several Ur-Ukar initiatives to keep the Second Repub-
lic alive, such as the Ukari Republican Resistance (4000) on Byzantium Secundus that bitterly fought for
the survival of the Republic against the Ten Noble Houses who attacked the Capitol, the El Dorado Pro-
Republic Rebellion (4077-4116) on the world now known as Aylon, and the Criticorum Republic which
preserved Second Republic laws and institutions until 4226.

Through the New Dark Age, alien rights questions ebbed out, overshadowed by near perpetual armed con-
flicts and the day-to-day struggle for survival. This was further cemented by an increasingly more feudal social
structure and a domineering, ultra-conservative Universal Church of the Celestial Sun. Isolated attempts to
lobby for alien rights during the New Dark Ages didn’t amount to much until 4908, when Matriarch Aure-
lia unexpectedly decreed the Doctrine of Alien Rights. The Doctrine elevated aliens to a status they had not
legally enjoyed since the Second Republic, essentially putting them on the same level as serfs.

This political maneuvering by the Universal Church allowed humanity to equip servant aliens with previously
proscribed munitions technology – as had been made possible with servant freemen and unrecognized bas-
tard nobles by the Doctrine of Exemption Exceptional (4905) and with serfs by the Doctrine of Temporal
Exemption (also 4905) before – all of which were to better prepare for the threat of total Human annihi-
lation posed by the invading Symbiots.

11
CHAPTER 2: SHOOTING STAR HIJACK

The first official records of the ARA come from the


4920s, when non-Human war veterans returning from HISTORIC OVERVIEW
the Symbiot front joined together with non-Human OF THE STRUGGLE FOR
guilders to form local underground alien rights inter- ALIEN RIGHTS
est groups.
2855-2892
The ARA is united solely by ideology, with individual Human-Ukari War - The start of humanity’s
groups working independently of one another in cells fear of aliens.
as they have always lacked central leadership. At their
formation, agents of House Juandaastas attempted to 2957
assimilate the ARA under its control by offering polit- Doctrine of the Unethical Alien – The Uni-
ical, financial, and even military support if the ARA versal Church declares aliens less receptive to
would conform to Juandaastas standards of civility, Pancreator’s Grace; special hatred is reserved
but the nobles met with little success. Few ARA cells for the Ur-Ukar, who are branded as evil-lov-
wanted charity, and many saw the Juandaastas initia- ing demon worshipers.
tive as simply another attempt by humanity to shackle
aliens. 3910
The Ur-Ukar achieve senatorial representa-
Strictly speaking the ARA is not Republican in its tion on Byzantium Secundus
outlook, as most cells focus only on advancing alien
rights – or even alien supremacy – and true Republi- 4000
can ideals are rarely voiced. Through armed insurgency Ukari Republican Resistance on Byzantium
and acts of terror the ARA attempts to force alien Secundus - A bitter resistance that contin-
liberties by demonstrating to the Empire that free- ued for several decades.
ing aliens will be far less costly than keeping them
under heel. 4000-4226
Criticorum Republic - A government main-
taining Second Republic ideals on Criticorum
GOALS AND ORGANIZATION and some adjacent worlds.
The ARA is only loosely affiliated with other alien
rights groups such as Bava!, an all Ukari terror- 4077-4116
ist organization; the Ukari-centric United Freedom El Dorado Pro-Republic Rebellion - A rebel-
Movement which focuses on opposing Human rule lion fighting to keep the Second Republic
on traditional Ur-Ukar worlds; and the Frontier for alive on Aylon.
Alien Rights, a pan-species political movement to
grant aliens equality with Humans and the right to 4390
rule themselves separately of the Phoenix Empire. Bull of Pan-Reflective Grace - The Universal
Even though many of these groups fight for differ- Church recognizes Ukari as possessing souls
ent outcomes and with different levels of zeal, it is as part of an Ur-Ukar integration program.
not uncommon for members of one group to also be The Ur-Ukar are forced to accept Universal
members in another group. Church indoctrination.

By organizing themselves into autonomous cells, lead- 4908


ers in the ARA believe that they have the advantage in Doctrine of Alien Rights - Universal Church
keeping authorities from being able to strike a decisive declares that aliens should, for all intents and
blow against them. They have proven difficult to erad- purposes, be recognized as serfs; alien aris-
icate, and for each cell destroyed another two seem to tocrats under Major House sponsorship are
crop up. The disadvantage of their scheme is that they equated with unrecognized Human noble
lack consistent funding and unified strategies. Indi- bastards.

12
CHAPTER 2: SHOOTING STAR HIJACK

vidual cells can only rarely scrape together enough resources and manage enough organization to execute
intricate plots without being found out.

Many of the ARA cells are nothing but secret clubs for the bitter to socialize and commiserate, dreaming
of youth and empowerment. Others are little better than glorified street gangs, harassing alien and Human
alike in their struggle to survive.

Sometimes, however, a group does grow competent enough to pull off a major operation, and the current
story revolves around one of these cells who are now poised to strike the Shooting Star. They call them-
selves the Renegade Regulators.

THE RENEGADE REGULATORS


Like most ARA cells, the Renegade Regulators have grand plans of throwing off the shackles of their
oppressors.

Unlike most ARA cells, this one is actually coming close to achieving an important part of their goal, which
is to acquire the military hardware with which to stage a future alien uprising on Criticorum. Their success
thus far is all thanks to a Gannok named Kerkar Kuklo.

A little over two years ago Kerkar landed a job as Chief Machinist aboard the independent cargo freighter
Shooting Star, a League Free Trader Class Freighter. The ship’s former engineer had just retired and the
crew needed a replacement to keep the ship spaceworthy. The all-guilder crew was not generally opposed to
aliens, and although Kerkar’s exquisite odor did not speak in his favor, eventually the Gannok was hired on
by virtue of his impressive skills and unflappable enthusiasm. Kerkar’s employment was not part of some
grand ARA scheme, but rather a practicality as even a freedom fighter needs to eat. Kerkar, in solidarity
with his cell, sent portions of his salary back to his ARA comrades. He also carried secret correspondences
and smuggled goods between destinations on the cell’s behalf, all the time waiting for a major opportu-
nity to present itself.

Imperial Cargo
It has now been five weeks since Captain Madruzzo of the Shooting Star landed a freighter contract with
an Imperial administrator to carry a small shipment of munitions to the Phoenix Company embassy-gar-
rison in Acheon. It was not a major contract by any stretch of the imagination, covering only the transport
of 12 Imperial Rifles, 30 Phoenix Handguns, six sets of plastic chainmail armor, 30 handheld squawkers,
and some 5,000 rounds of assorted ammunition. The Imperial agents therefore had no qualms about send-
ing the shipment unprotected with a free trader transport.

The container was, after all, sealed to prevent tampering and no freight captain who wanted to remain in
good standing would be stupid enough to mess with an official shipment such as this.

Although not a particularly lucrative job for the crew, the captain hopes that the contract will bring him
prestige and future Imperial contracts. For the ARA cell this relatively small shipment of munitions is a
treasure trove. Should they manage to successfully steal them, the weapons would greatly empower their
group and serve as equalizers in their struggle.

The ARA cell has booked passage for a number of containers on the Shooting Star, each containing one
or two hijackers in drug-induced hibernation (keeping them mentally stable and healthy while locked up

13
CHAPTER 2: SHOOTING STAR HIJACK

in cramped containers would be next to impossible had they been awake for the trip). All receive nutri-
tion and intravenous medicine through needle drips in their arms. The plan is for Kerkar to wake up the
hijackers once the ship has entered Criticorum space and, when the hibernating hijackers have recovered,
seize control of the ship. Once they have control of the Shooting Star, the ARA terrorists intend to land
it in a safe spot on Criticorum, and offload the weapons and any other equipment they find useful. They
do not intend to murder the crew and passengers, as that would surely escalate the authorities’ response to
an unwanted degree. However, the ARA cell does not plan for the Shooting Star to also carry a group of
would-be heroes among its passengers…

SHOOTING STAR
The Shooting Star has a long history in service to the Merchant League. For many years it served as an
escort but over time and numerous conflicts with pirates it began showing its age. The Engineers Guild kept
it spaceworthy but realized that the stresses of heavy combat were taking their toll and the ship needed to
be moved off the front lines. Initially slated to be repurposed for the Charioteers for use as a trade ship, the
Scravers managed to outbid them and secure it as their own vessel for moving goods between worlds and
perform special missions (smuggling) as needed.

The layout for a standard League Escort (FSR Play-


er’s Guide, p.389) is provided in Appendix - Maps
(p.195). The following modifications have been per- Shooting Star (Refit Sentry
formed on the Shooting Star and are also reflected in Class League Escort)
the stat-block sidebar to the right.
Size: 4 (40m long, 13m wide, 10m high)
Weapons: The gun deck weapons have been removed Grade: Lander
and the deck converted to additional cargo storage. Engines: Slow
Internal hatchways between the original cargo bays Shields:
and the gun decks were added to allow access to the Speed Left/Right
area. The Shooting Star maintains the original turret
Full Thrust 0/0
laser and forward mounted laser for defense.
¾ Thrust 1/1
Cargo: Because the ship wasn’t designed as a cargo ½ Thrust 2/2
ship, it is fairly inefficient compared to the standard- ¼ Thrust 3/3
ized cargo haulers. It takes twice as long to load/
Full Stop 4/4
unload cargo with this ship as it needs to be brought
in on elevators and then moved internally to a stowed Armament: 1 Lt Laser (forward), 1 Lt Laser
position. For this reason the ship usually transports (turret)
higher value, non-standardized cargo. Sensors: Basic–5
Crew: 13 (captain, security officer, pilot, 9
Engines: During the refit to a freighter, the Engi- crew, engineer)
neers Guild removed the faster engines and replaced Passengers: 7 (comfortably). 1 single bunk
them with slower but more reliable engines, which quarter, 1 double bunk quarter, 2 x double
enable the freighter to run longer between mainte- bunk quarter.
nance layovers. Cargo: 80 metric tons
Vitality: –10/–8/–6/–4/–2/O/O/O/O/O/O/
Shields: The original shielding remains but the battle O/O/O/O/O/O/O/O/O/O/O/O/O/O/O/
shield was removed. O/O/O/O/O/O/O/O/O/O/O/O/O/O/O/
O/O/O/O

14
CHAPTER 2: SHOOTING STAR HIJACK

CRAMPED QUARTERS
Often there are far more people traveling between worlds than there are comfortable berths on star-
ships. Consequently, most seasoned travelers are accustomed to sharing quarters with each other. Some
ships even take on more passengers than there are bunks and assign the passengers sleeping shifts. The
Shooting Star rarely does this unless a large group (usually Merchant League) is traveling together.

The Shooting Star makes the portside jet rooms available to passengers to move around in at certain
times of the day and provides tables, chairs, and some minor entertainment options that don’t take up
much space and can be easily stowed. Any time a passenger is in a functional area of the ship, Secu-
rity Chief Jacobs requires that at least one crew member is present. Passengers are rarely allowed to
enter the engineering, bridge, or cargo areas of the ship, and never unescorted.

Tech Lab: The tech lab was converted into a second single occupant quarters that is now the captain’s quar-
ters. The original captain’s quarters is now used by Chief Jacobs as this keeps him closer to the passengers
in case of any trouble. The captain’s meeting room has also been reinforced and turned into a brig capable
of comfortably maintaining two prisoners, but can hold more if necessary.

Port Bunks: The port side bunks have been converted to passenger rooms. The single occupancy guest room
is the first-class room aboard the ship and if the optional passenger Hynek Zdrazil is aboard the ship, he has
already claimed this room. The mid-class quarters holds two passengers in one double bunk; if the optional
passenger Deol VenVoorji is aboard, she is in this room. The low-rate quarters holds four passengers in two
double bunks. This is where the bulk of the cadre will be berthed.

Starboard Bunks: The forward-most bunk has been converted into a single bed used by Maryam and a
divider is in place to give her privacy. The rest of the bunks are triple bunks for the nine operations crew
aboard the ship.

Starboard Bunks: The entirety of the crew is berthed on the starboard side of the ship.

The crew aboard the Shooting Star is trained in typical spacecraft operations but also serve as stewards for
the passengers and handlers for moving cargo around inside the ship.

DRAMA SUMMARY
The story starts with innocuous events that introduce the cadre to the crew and other passengers, if any,
aboard the ship prior to the action. Immediately following the jump to Criticorum space, the crew’s secu-
rity officer is unexpectedly killed in what looks like an accident with the onboard repulsor pads. Shortly
thereafter, in another seemingly catastrophic mechanical failure, the ship loses all power and switches to
emergency life support. The ship, now shrouded in pitch darkness, erupts into chaos as the crew and pas-
sengers struggle to get control of the situation. It is in this chaos that the hijackers awaken from their stasis
and attack. After the initial shock passes, the time comes for the crew and cadre to fight back, at which
point the players’ choices start dictating the action. If the cadre can successfully defend the ship, they earn
both the gratitude of the crew and of the imperial agents awaiting delivery of the weapons cache. Other-
wise they may become the first in a long line of victims of ARA terrorism.

15
CHAPTER 2: SHOOTING STAR HIJACK

CUSTOMIZING THE OPPOSITION


As written, the Renegade Regulators ARA cell in this drama is composed of one Etyri boss who is primar-
ily a non-combatant, his Ur-Obun bodyguard, two Ur-Ukar close combat specialists, and a Vorox thug.
Depending on the cadre’s numbers and composition, this might prove either a ridiculously easy challenge
or a completely unrealistic one.

Should the cadre wade easily through the first wave of hijackers, consider adding more Ukari fighters. Sev-
eral young Ur-Ukar warriors of the Tontha clan from Aylon could have joined the ARA cause; simply use
the stats for the Ur-Ukar Warriors given in the opposition section of this drama. Passengers can also be
added to hinder the cadre’s efforts. Some passengers may be agents for other organizations trying to get
their hands on the weapons, or they could simply be in the way at a critical time. Not everyone is as calm and
collected as the cadre in a ship with no lights. Who knows what could be waiting in the darkness of space?

Passengers may also be added to help the cadre. If the group is small or not suited to combat, some of the
sample passengers, particularly Hynek Zdrazil, could be allies to help the group out. Some of the ship’s crew
may also be made more competent. “I’m just the cook…”

Finally, the GM can alter the hijacker’s armaments to more closely match the cadre’s. Consider that the cadre
are fully disarmed at the start of the action unless they were able to smuggle a weapon aboard or use their
noble status. Kerkar has given the hijackers a map of the ship and a head start towards the ship’s weapons
locker . so there will be at least one fight where they could be unarmed. Also be careful not to over-equip
the hijackers. The reason they are doing this is because they are under-equipped and under-funded.

Most of them have knives and crossbows. Those are also much less likely to puncture the hull and kill every-
one aboard.

Although the Renegade Regulators plan to avoid seriously injuring the Shooting Star’s passengers and crew,
several of the hijackers are psychologically conditioned towards violence. Should the cadre find the oppo-
sition too easy to deal with, let the hijackers escalate from non-lethal neutralization of their opponents to
a blood-frenzied murder spree.

If, on the other hand, the cadre is unable to fight off the hijackers, the GM could downplay their violent
conditioning and let the hijackers capture opponents for later ransom and adventure opportunity.

Generally speaking, the most enjoyable experience for the players tends to be when the GM sets the bar
very high and compensates by cutting the cadre some slack with their strategy of choice. Allow the cad-
re’s creative solutions to work and grant them success by the skin of their teeth.

16
CHAPTER 2: SHOOTING STAR HIJACK

ACT I – BOARDING AND JOURNEY TO THE


JUMPGATE
The first act begins with the cadre boarding the Shooting Star with the rest of the passengers. Even if the
GM has used the Shooting Star before in previous adventures, the tradition aboard the ship is for the cap-
tain to meet and greet all of his passengers.

Along with Captain Madruzzo, Chief Jacobs is present to conduct searches and store any weapons that
the characters have.

BOARDING
Captain Madruzzo has a strict no-firearms policy aboard his ship which extends to every passenger and
crew member – no exceptions! “Have you ever seen the havoc that even the littlest revolver can make if
accidentally discharged inside a starship?” Captain Madruzzo is fond of saying. “Remember that we are
flying through one of the deadliest environments known to alien and man, protected from the devastation
of naked space only by the integrity of our ship and the sanity of those aboard.”

Only Security Chief Jacobs carries a gun, a Medium Autofeed loaded with Slapper rounds to ensure min-
imal chance of a hull puncture in case of weapons discharge.

Bringing Weapons Aboard


Below are outlined a few different guidelines for convincing Captain Madruzzo or Chief Jacobs to let
player characters carry their own personal armaments aboard or to attempt smuggling them on board.

Conceal (Dexterity + Sleight of Hand)


This roll can be made to try to conceal a small or extra small weapon. The roll is opposed by Security
Chief Jacobs’ Observation. If the weapon being concealed is extra small, there is a +2 Goal Number
(GN) bonus to the roll. If the GM does not want to roll for Chief Jacobs to try spotting each weapon
individually, he can have the players roll for each weapon they want to conceal and any roll that nets
6 VP (Chief Jacobs’ Observation rank) succeeds; failures are spotted and confiscated by the Chief.

Influence (Presence + Influence)


Any noble character with rank of Knight or higher, or any guild character of rank two (Commis-
sion - 8pts) or higher can attempt to talk the captain into letting them keep their personal melee
weapons. Under no circumstances will the captain let the characters keep their sidearms on them,
although he could be convinced to allow them to lock such weapons in a private safe in their quar-
ters. For nobles, each rank above Knight adds a +1 GN bonus to the roll. For guild characters, each
rank above rank two adds +1 GN bonus to the roll.
VP Result
1-3 The captain is convinced to let the characters keep a signature melee weapon.
3-5 The captain will let them keep all their melee weapons.
6+ Sidearms will be stored in a safe in the character’s quarters rather than in the ship’s armory.

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CHAPTER 2: SHOOTING STAR HIJACK

Still, Captain Madruzzo does on occasion allow a noble lord or lady to carry a blade for protection and
status, although without extending such privilege to retinue and bodyguards – “Why, a professional body-
guard should be more than capable of protecting the lady from any unarmed assailant without the need for
guns, I dare say?” The captain therefore asks that the cadre surrender their weapons to his care, which will
be safely stored in the ship’s armory in a special box locked away from the crew’s weapons.

Characters may have convinced the captain to let


them safely stow their weapons in their cabin in the
The boarding scene is provided as a prelude safe but he does not allow them to walk around with
and not strictly organized into the first act. It any firearms capable of puncturing the ship’s hull.
is presented to provide an opportunity for new
players and GMs to familiarize themselves While the cadre is waiting to board, they spot Kerkar
with the group and to allow player characters crawling over the hull of the ship fixing things. He
and the NPCs of the Shooting Star to inter- stops and waves to the passengers who are boarding,
act on a personal level before the action begins. giving a big Gannok smile.
If the group is already familiar with the ship,
or if the GM just wants to dive right in, it can He then comically begins interacting with passen-
be skipped without affecting the adventure. gers by making fun of the serious security chief until
Captain Madruzzo and sends him off to finish the pre-
launch preparations.

CHANGING THE SETUP


The first act is written to familiarize the cadre with the ship, crew, and any passengers aboard, as well as
reveal the existence of the crawlspace tunnels underneath the floor. In addition, it is a bare act that leaves
room for the GM to further flesh out the cadre’s relationship with the crew and sprinkling the journey with
other setting illuminating scenes. As a result this first act runs the risk of being a one-sided affair, with the
cadre observing their surroundings without having much to do while the GM reads off events. It is highly
recommended that the GM personalize this act for the cadre, giving the players something to actively do
while the Shooting Star travels towards the jumpgate. That said, being a passenger on a starship is largely a
matter of sitting around and waiting.

Alternatively, the GM may want to use the Shooting Star and its crew in other dramas before this, mak-
ing the cadre regular passengers on the ship. This allows the GM to sprinkle the below scenes into earlier
stories, freeing the current drama from a slow setup to the action to come. If the crew and ship are already
established to the players, the GM could choose to start this drama by jumping straight to Act Two when
the action begins. Adventurous GMs could even start the drama in media res beginning with Act Three and
either going back to explain the lead up to the crisis, or jumping the action back in time to play out earlier
scenes. Of course that is a much trickier way of running the game and might require additional effort on
the part of the GM and the players, but if done successfully it could make for a memorable game session.

EXPANDING THE ACT


The GM can expand upon this act by adding their own scenes or modifying the scenes to allow more focus
on the crew. Review the information on the crew characters towards the end of this drama as inspiration
for events that could unfold aboard the ship. Ideally the cadre (and players) should not suspect Kerkar of
being up to something until it is too late to change the plans. The GM may wish to distract the players from
Kerkar’s actions by having other crew or passengers behaving erratically or acting suspiciously.

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CHAPTER 2: SHOOTING STAR HIJACK

TRAVEL TIME TO THE FIRST JUMPGATE


The Shooting Star is a slow freighter so even if the Captain was willing to push the ship on full thrust,
the best it can do is four percent of light speed. On average, it takes them about 15 days to get to the
jumpgate, no matter the particular solar system from which they are departing.

LIFE ABOARD THE SHOOTING STAR


Traveling as a passenger aboard the Shooting Star is quite pleasant. The crew welcomes passengers as
guests to their home and the environment aboard the ship is serene and relaxing. Much of this is owed to
the fact that the crew members are all older, experienced, and have spent the majority of their career run-
ning the safe passage between Byzantium Secundus and Criticorum. Passengers are free to move about
the ship without being escorted by a member of the crew with the exception of the cargo hold, engineer-
ing, bridge, and crew cabins.

Some passengers might find the unusually low artificial gravity aboard the Shooting Star difficult to cope
with. As with most starships, artificial gravity is supplied by repulsor pads in the ceiling. On the Shoot-
ing Star gravity is set to 0.90 G to “spare old joints and bones” as Captain Madruzzo states any time he is
asked about it.

GANNOK
The Gannok of Brannockburn are primate-like
mammals with prehensile tails, long fingers and
toes, and average just over a meter tall. When
first discovered, the Gannok showed no obvious
signs of intelligence and had no formal language
or society.
They quickly learned from the human artifact
hunters on their world and showed a remarkable
capacity for mimicry.
They began to build habitats modeled after human
habitats and learned to speak through observation.
Having a pet Gannok became all the rage in Sec-
ond Republic high society and they were soon
transported off Brannockburn in large numbers.
Starship crews liked to keep a Gannok as a mascot
to help with engineering tasks. Their small size made them ideal for moving through the tight main-
tenance corridors in the ships and their amazing mechanical aptitude made them first-rate assistants.
Gannok secrete an enzyme-rich oil that quickly heals cuts and bruises and provides some regenerative
qualities, though not enough to regrow lost limbs. It is this oil that also limited their overall popu-
larity: it gives off an odor offensive to most humans. The odor can be masked with perfumes or other
oils but most Gannok do not like them or possess the means to afford them.
Currently, outside of Bannockburn, the largest colony of Gannok is on Leagueheim where the Engi-
neers Guild recruits and grooms them for duty aboard starships or on other assignments where their
mechanical aptitude can be of service.

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CHAPTER 2: SHOOTING STAR HIJACK

SCENE ONE – LOCALIZED LOSS OF GRAVITY


This scene takes place during the first few days of the journey. One or more characters hear cursing and
shouting coming from Security Chief Jacobs’ cabin. Upon investigation it is discovered that the repulsor
pads in the room have suddenly stopped working. This creates a localized zero gravity zone. Chief Jacobs
is cursing loudly as he tries to drag himself out into the hallway all the while shouting, “Machinist Kerkar,
get your smelly pelt in here!”

Kerkar appears on the scene along with one of the stewards who explains that as the Shooting Star is an old
ship, she is bound to have her fair share of minor mishaps.

“It’s nothing to worry about, I assure you.“ Kerkar jumps in, “Yes, she enjoys a practical joke, she does.”

The problem is soon sorted out, averting further comedy but Chief Jacobs suspects Kerkar is behind the
entire incident, stating, “That damned Gannok just can’t get enough of his pranks. You’d better watch out
for his shenanigans!” In spite of the crew’s suspicion that the loss of gravity was a jest, no hard feelings pre-
vail, for the crew is fond of the Gannok who livens up the mood around the ship from time to time.

SCENE TWO – LET ME FIX THAT FOR YOU, SIR


The next scene occurs a day or two later when Kerkar is walking through the ship with some scanning
equipment to search for electrical burnouts and weak power connections. Coming upon one or more player
characters, Kerkar starts scanning them as he hums and whistles happily. The machine beeps loudly as he
scans some relevant piece of equipment one of
the characters has, possibly a timepiece, Energy
Shield, Think Machine, or some other small
electronic item.

Kerkar looks worried for a moment and then


explains that there is a weakness in the item’s
power transmission somewhere and offers to
remedy the problem.

He will practically beg the character to let him


fix it, saying that he has never worked on that
type of item before but promises that it will be
better when he is done fixing it.

If the characters refuse his offer, he acts hurt for


a moment then shrugs it off, but he insists that
they take the piece of equipment to a technician
and have it checked soon as it could malfunc-
tion if they do not. Any character trying to get
a read on his motives and succeeding does sense
a genuine concern.

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CHAPTER 2: SHOOTING STAR HIJACK

MONOFILAMENT CHARGE
If characters are too persistent in exploring the maintenance tunnels of the ship, Kerkar lays charged
monofilament wire in strategic places throughout the tunnels which will be active when he is not in
the tunnels. These nearly invisible wires are still capable of transferring a large amount of voltage and
amperage to a character.

Detection: Perception + Observation (4 VP without special gear).


Effect: 8 Vitality of shock damage. This damage does not activate Energy Shields as the wire is not a
threat until it contacts a character and by then it is too late. Armor protects as normal, which means
that armors lacking the Shock quality offer no protection, while insulated armors offer full protection.
Overcoming the Obstacle: Once a character has detected the wire, a simple Tech + Tech Redemp-
tion roll and access to TL5+ tools can be used to cut the wires and make it safe to pass the area.

SCENE THREE – PEEKABOO


This scene is meant to expose the players to the access panels on the ship that lead to maintenance tun-
nels and workspaces.

At any time during the first act if two or more players are having a private discussion or just generally trying
to be secretive, a hidden hatch suddenly opens in the floor and Kerkar pops his head up. “Oops! This is wrong
room, my apologies!” he explains as he disappears back under the floor and pulls the hatch closed behind him.

Investigation of the hatch reveals a locked and magnetically sealed access panel that blends almost seamlessly
into the floor. The hatch can be opened with a Tech + Tech Redemption (3 VP) or a Tech + Lockpicking
(5 VP) roll. If they manage to open the locked hatch, they find that it leads down into a narrow crawl space
tunnel, and except for the lingering smell, there is no sign of Kerkar. There is a lock on the underside of the
hatch which can be opened with a magnetic key card and additional doors can be seen down the tunnel.

If the characters choose to explore these tunnels, they seem to stretch on throughout the ship and look con-
fusing and easy to get lost in. They will also come across numerous locked and blocked areas of the ship. If
they spend enough time in them, Kerkar will find them and kindly ask them to stay out of maintenance
areas as they are a danger to both him and the ship. If they persist, Kerkar will summon Security Chief
Jacobs and insist any too inquisitive passenger be restrained for the safety of the ship. If they remain persis-
tent, Kerkar will arrange for an “accident” in the tunnels.

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CHAPTER 2: SHOOTING STAR HIJACK

FINAL SCENE – THE JUMP


The first act ends with the Shooting Star arriving at the jumpgate and queuing up for departure to Criti-
corum. Several hours of waiting is in store as the ship takes its place in the queue in order of importance.
The crew makes the final preparations for the jump and sends the passengers to their cabins to keep them
from getting underfoot. Eventually the wait is over and captain announces over the intercom, “This is the
captain speaking. The Shooting Star has now been granted jump clearance and we shall leave the system
shortly. Please prepare yourself for the jump.”

Other than praying for a safe journey, there is not much the characters can do to get ready for the jump.
The actual jump is over in a heartbeat and neither the crew nor the passengers can influence the jump on
a Sathra-dampened ship. The jump experience itself is always different: some feel a sudden dull pain that
ends as soon as it began, many feel all the hairs on their body stand on end, others see different colored
lights flash before their eyes, while yet others hear strange sounds sometimes described as whale song and
soft thunder played backwards at various speeds. There are as many different ways to experience a jump
as there are people. It is even possible to experience no particular sensation at all when one’s ship enters a
jumpgate and exits another.

However the experience turns out for individual characters, the jump is completed in a couple of seconds or
less, and before long the captain’s voice sounds over the intercom again. “We have now successfully jumped
into Criticorum space and all our instruments report all systems operating within safe margins. I would like
to invite any interested passengers to meet me in the mess for a celebratory toast of Severus Rum in five
minutes. Thank you.” Those characters who assemble in the starship’s mess each receive a small glass of rum
from Captain Madruzzo before he leads them in a toast to St. Paulus, the patron saint of spacefarers. If there
is a priest among the passengers, Captain Madruzzo asks him or her to say a prayer of thanks to the Pan-
creator on behalf of the crew and passengers. Afterward the captain explains that it will be another twelve
days or so before the Shooting Star reaches Criticorum, then he leaves the mess with three glasses of rum
to take to the bridge crew. This is a really good opportunity for the passengers to hang out and gossip for a
while, and the GM should encourage interaction between the cadre and other passengers.

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CHAPTER 2: SHOOTING STAR HIJACK

ACT II – A GRISLY SCENE AND THE HIJACKERS


STRIKE
Once through the jumpgate, the real troubles begin. The second act is a contrast of action compared to the
relative calm of the first act.

This act begins with the untimely death of Chief Jacobs and moves quickly into disaster after the ship clears
the jumpgate, out of sight of any would-be rescuers.

SCENE ONE – LOCALIZED BURST OF SUPER


GRAVITY
The ship time is set to night on the same day as the jump aboard the Shooting Star when a loud, electric
snap is heard throughout the ship, followed by cursing and then a blood-curdling scream of pain from the
area of Chief Jacobs’ cabin. As the ship is generally quiet at this time, nearly everyone aboard the ship hears
the commotion.

If any of the player characters move to investigate, they are the first to arrive on the scene and witness the
full carnage of Security Chief Jacobs’ death. He is lying in his blood-drenched bed with blood oozing from
every orifice and several lesions all over his body. His eyes have ruptured and are leaking liquid like streams
of tears down his face. His body looks oddly propped, with bones pointing at strange angles, while the rib-
cage and skull seem to have collapsed in on themselves. All the furniture and personal belongings in the
room appear to have been similarly destroyed, lying crushed on the floor. It looks as if Jacobs was compressed
by hundreds of invisible weights pressing down upon his body.

As more crew and passengers arrive, whispers are overheard: “Could it be a psychic attack?”, “Or a demon?”

Characters known to have any medical experience, or Amaltheans, are asked by Captain Madruzzo to per-
form an examination. He asks the other passengers to return to their quarters. A character needs to succeed
on a Perception + Physick roll to know that the cause of death was by crushing force. The tissue damage is
extreme, and the ship simply doesn’t have the facilities for a thorough examination.

Characters who are Engineers or who have served aboard starships before and have the Tech Redemption
Skill can make a Perception + Tech Redemption roll to spot signs of extreme stress on the cabin floor. With
2 VP or more, they can spot the burn marks from a short in the area’s repulsor pad system.

If there are no characters with medical or engineering experience, the captain asks that all passengers return
to their quarters. He uses the intercom in the Security Chief ’s office to summon Kerkar and a couple of
crew members to see to the body and seal off the cabin until a thorough inspection can be made. The mood
aboard the ship turns somber.

As the characters leave the area, Chief Machinist Kerkar arrives with various tools and apparatus to ana-
lyze the cabin. Kerkar is happy to let any player character technicians assist in his work, especially if they
have worked in the previous act to get to know him. He does ask them to be careful and not get into his
way. “I work fast and know these systems well,” he cautions. Before long, Kerkar or an assistant discovers
that a faulty gravity detection sensor (GDS) was the likely cause of the accident. It failed and set off a chain
reaction in the repulsor pads, which then increased to well beyond their operating capacity and shorted out.
The nearby repulsor pads sensed the system failure and compensated. Kerkar or a character assisting can
estimate the force at the peak of the failure was in the area of 200 G’s.

23
CHAPTER 2: SHOOTING STAR HIJACK

Should a player character ask Kerkar whether this could be the result of a targeted sabotage, he admits that
although it was probably an accident, the gravity failure could be provoked by manually breaking the sen-
sitive gravity gauges of the GDS. “The real problem,” he concludes, “is that the malfunctioning GDS was
not overridden by the backup systems and fail-safes. I fear that this is all my fault, I must have made a mis-
take somewhere earlier…” There is true sadness in his voice. Though he did sabotage the system, he has
found friends and family in the crew. While still loyal to the ARA, he does not perform these necessities
with a clear conscience.

SCENE TWO – BLACKOUT!


After the scene with Chief Jacobs, the characters have about twenty minutes to investigate. They are asked
to return to their cabins if they are seen moving about the ship. Now that the security chief, the most dan-
gerous person in Kerkar’s eyes, has been dealt with, the real action is about to begin.

After Kerkar determines what the malfunction was and reports it to the captain, the captain gives another
announcement over the intercom. “All passengers are to return to their cabins and remain there until fur-
ther notice, until the integrity of the ship’s artificial gravity system can be verified.

I am compiling a report and will be contacting Criticorum to request a transport to meet us for your safety.
I consider this situation extremely serious, and for your own safety I ask you all to remain in your cabins.”

A couple of minutes following the captain’s statement, Kerkar arrives with some scanning technology, either
with a crew member, or brings it to a character who has aided him with technical duties earlier in the scene.
He asks that they run diagnostics in the passenger area while he works on other parts of the ship to make
sure that this is not indicative of wider systemic failure.

As Kerkar drops the equipment off and prepares to leave (or is seen showing a crew member how to use it),
the Shooting Star goes completely dark and silent. Shouts can be heard through the ducts and then a few,
but clearly not all, of the emergency lights come on, bathing everything in a dim red glow.

The captain shouts from the bridge for Kerkar when the metallic clang of panels falling to the floor and the
sounds of war cries echo throughout the ship.

Note that the technically brilliant Kerkar – who has had two years to prepare his treachery – successfully
crippled the ship by using a timer device hidden in his tool-belt, thus allowing himself to be seen by crew
or passengers when the Shooting Star goes black. In addition, power cannot be easily restored by anyone
but Kerkar, as the Gannok has rerouted much of the power and electronics through hidden systems opera-
ble only from certain key nodes concealed throughout the crawl space tunnels. Would-be repairers discover
kilometers of redundant cabling and false systems all over the ship, although it is unlikely that the cadre
has much time to remedy the tech troubles as death starts stalking the corridors of the Shooting Star…

SCENE THREE – DEATH STALKS IN THE DARK


Just as the power goes out, the Ur-Ukar assassins quietly slip from their hiding places and begin stalking
the ship using Kerkar’s intelligence to determine where crew members should be in an emergency. Upon
the signal, which is the war cry of the Vorox Thokgur, the rest of the hidden hijackers break out of the cargo
area and storm the bridge through the starboard side of the ship.

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CHAPTER 2: SHOOTING STAR HIJACK

Jee’tain, Nayak, and any extra Ukari warriors are trained in the blind-fighting techniques developed in sub-
terranean Ukari cities. They are also practitioners of the Ukari martial arts. As they clear sections of the ship,
they knock any functioning emergency lights out, leaving pitch darkness behind them. Nayak leads the war-
riors into the port side passenger section to capture the passengers while Jee’tain stalks off to capture the crew.

While they are under orders to capture, they were raised by an extremist faction of Clan Tontha with a
hatred of humans and a desire for revenge against anyone perceived as an enemy. If the resistance offered
by the cadre is deadly, they respond with deadly force.

The Ukari are not expecting any serious resistance from the passengers and have split their forces, sending
the smaller group to secure the passengers for possible ransom at a later date. The GM should try to tailor
the force in this group to be a challenge but not overwhelming. If the characters are in danger of losing, a
timely strike to the back of the head to one of the warriors, either from another passenger or an interven-
ing crew member, will keep the characters free and on their feet.

ACT III – TAKING THE SHIP BACK


The concluding act to this drama begins with the ship in the hands of the hijackers, but the characters
(hopefully) are still free to act. The ship’s power is still out but gravity and life support remain active. This
act is structured more loosely than the previous two, and after the opening scene no further full-fledged
scenes follow.

Instead, the GM is supplied with several likely events and the likely locations of the major resistance fight-
ers as the cadre attempts to retake the Shooting Star, or maneuver to negotiate with Brownbird, the Etyri
leader of the hijackers.

ETYRI
The avian Etyri of Grail are one of the most exotic and colorful sentient races in the Known Worlds.
They roughly resemble griffins found in ancient Urthish mythologies.
The Cha’arkut ethnicity of Etyri is the most common group on Grail. They resemble the game and
songbirds of most worlds with small, pointed beaks and beady eyes mounted on opposite sides of
their head. Their round heads usually lack crests and their plumage tends to mottled, muted earth
tones, with striking touches of bright crimson or iridescent green distinguishing the notable tribes.
Those Etyri who leave Grail are often strong-willed, driven individuals who left due to the overcrowd-
ing of their homelands. They are often described as meticulous perfectionists who pursue their work
to the point of obsession.

OPENING THE ACT - HIJACKERS IN CONTROL


As the cadre wins their freedom in the passenger area, the ARA finishes sweeping the rest of the ship and
subdues the remainder of the crew. Brownbird announces over the intercom that he and the ARA are now
in control of the Shooting Star and any further resistance will be met with deadly force.

Most of the remaining Ukari warriors, along with Jee’tain, move to secure Security Chief Jacobs quar-
ters, the armory, and the bridge while others set up watch points in the corridors leading to the cargo bay
and engineering. Thokgur roams the ship looking for any signs of trouble. Brownbird and Vadiya go to the
bridge of the ship with Captain Madruzzo and Maryam.

25
CHAPTER 2: SHOOTING STAR HIJACK

Finally, Kerkar seals himself in the engineering bay and uses the surveillance devices he planted around the
ship to direct the hijackers if the cadre begins causing too many problems.

As soon as any news of the cadre causing trouble reaches Brownbird, he puts Captain Madruzzo on the
intercom to call for their surrender. If the hijackers manage to capture any retinue or retainers of the cadre,
Brownbird will not hesitate to use them as bait to draw out resisters. At the time of the take-over the ship
is still approximately ten days out from Criticorum, so Brownbird works cautiously towards a resolution
rather than risking his troops on a suicide attack. He intends to take the ship and weapons cache intact.

HELP ON THE INSIDE


If the players are having a difficult time maneuvering through the ship, or the GM believes that they need
additional help, the “man on the inside” could be a good tool to help them strategically.

One of the crew managed to grab a squawker and find a place to hide during the initial attack; the tur-
ret might be a good place as the attack is internal and the ship’s weapons are being ignored. Kerkar has an
exact count of the crew so the hijackers know that someone is missing but they have yet to find them. This
clever crew member can report on the movement of Thokgur, the Ukari warriors, and any other hijacker
sympathizers.

FORCE OF NATURE
Thokgur is on the move throughout this act, listening for signs of trouble.

With most of the ship powered down, any


sounds of fighting or weapons fire are easily
heard and Thokgur makes his way to the battle
as quickly as possible.

Any time fighting starts, it takes Thokgur


approximately three rounds to make it into the
battle. He charges in at the closest player char-
acter and fights with all the fury one would
expect of a rampaging Vorox. If the characters
make it to Brownbird, Thokgur is closer and
will arrive after two rounds of combat. Opti-
mally, Thokgur should arrive on the scene at the
most dramatically appropriate time.

THE WEAPONS LOCKER


Most characters probably want to get to the
weapons locker as soon as possible, but this is
the first place the hijackers secure as it is also
adjacent to the bridge. Jee’tain and any free
Ukari warriors remaining are holding the port
and starboard access to the bridge. They also
place debris in the corridor that runs from the
bridge to engineering in case the cadre tries to
approach from that direction.

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CHAPTER 2: SHOOTING STAR HIJACK

Breaking Out the Weapons: Before take-off, Captain Madruzzo had demanded that all firearms and most
melee weapons be handed in and locked away to prevent accidental use aboard his starship. If kept by the
captain, their weapons are currently stored in a strongbox under the captain’s bed (on which the body of
Security Chief Jacobs might currently rest).

RUSHING A TERRORIST POSITION


Even with their weapons reclaimed, attacking the hijackers head-on is very dangerous. The hijackers, who
are in constant squawker communication, try to fall back if faced with overwhelming resistance and hold
a choke point while another group uses the crawl space to attempt to flank the cadre. When fleeing, they
attempt to use the crawl space to stay out of sight and work towards the bridge, forcing a final confronta-
tion there. If they are cornered and given no option but death, they have no qualms about sabotaging or
destroying the ship.

ALTERNATIVE ROUTES
Trying to circumvent the terrorists to strike them from behind is probably a safer option compared to charg-
ing them head on.

However, there are not too many stealth options available to the cadre. Cutting a hole through a wall is a very
bad idea; not only does this damage the structural integrity of the ship, making reentering atmosphere very
risky, but there are countless sensitive couplings and power systems embedded within the walls that makes
forcing one’s way through a wall impossible without seriously jeopardizing the lives of everybody on board.

Exiting the craft in a spacesuit to re-enter through a different airlock is possible but very difficult. The only
spacesuits aboard are basic survival suits and with most of the power shut down, cycling the airlocks will be
a manual process. The airlocks are also visible points of entry. Should the hijackers spot the cadre outside, it
would be very easy for them to ambush the group.

CRAWL SPACE HUNTING


Machinist Kerkar made a critical oversight in his sabotage of the ship. By switching off all but emergency
power, the magnetic locks that bar access to the crawlspace tunnels no longer work. Anyone who thinks to try
it can now open a crawlspace hatch or open a tunnel door without the need of a magnetic key to deactivate
the lock. Kerkar himself has not noticed this, as he has a lot on his mind and is not handling the stress well.

If an insistent character previously forced Kerkar to set up traps in the crawl space they will find them (see
above, Act I, Scene Three – Peekaboo), otherwise this method of moving around the ship is the safest as
long as Kerkar remains in engineering.

Should the cadre come up with a plan to force Kerkar out of the engineering bay, he moves through the
tunnels but still uses his key at every hatch through habit even though he doesn’t need to as the magnetic
locks are switched off. If the characters come upon Kerkar while crawling through the tunnels, the Gannok
panics. He attempts to flee out of sight and seek protection with the closest group of hijackers, preferably
with Brownbird on the bridge. If cornered and forced to fight, he empties his gun at the cadre and throws
flashbang grenades their way with reckless abandon.

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CHAPTER 2: SHOOTING STAR HIJACK

THE CREW
Crew members who have been captured are locked in one of the crew cabins. If freed, they join the cadre
in regaining control of their ship.

They are not strong fighters, but prefer a chance at fighting for their freedom over whatever the hijackers
have in store for them.

Captain Madruzzo and Charioteer Maryam remain tied up on the bridge. While Brownbird has no need of
the captain, he could make a good bargaining chip to trade with the Scravers Guild. He does need Maryam
alive to pilot the ship and does what he can to protect her and keep her under his control.

WAITING IT OUT
The cadre could attempt to hide and wait it out, but the hijackers have the advantage in that scenario. They
can still locate the characters’ positions and, then keep that area under heavy guard while restoring power to
the rest of the ship. If the cadre chooses a bad spot to hide, Brownbird could even deprive the area of oxy-
gen until the cadre is weakened and easily capture them. If they wait until they dock on Criticorum, they
face even stiffer opposition when the hijackers reunite with their fellow terrorists on the ground.

SURRENDER
Some cadres could even surrender with intent to escape later. It could be possible for the characters to wait
for a more opportune time to fight for their freedom. On the other hand, some chainers aren’t picky about
where their next batch of slaves comes from, and Brownbird is quick to off-load troublesome characters.

If the cadre has been particularly brutal in their dealings with the hijackers, the GM should remind the
players that if the hijackers find themselves in control of the characters, they are just as likely to kill the hos-
tages after they are disarmed.

28
CHAPTER 2: SHOOTING STAR HIJACK

OTHER CLEVER IDEAS


The players may come up with clever strategies that are not covered here. The GM should encourage cre-
ative solutions, using what is detailed above to customize the drama for the cadre and their ideas. Allowing
them to succeed on their own terms against difficult odds will greatly add to their enjoyment of the drama.

CONCLUDING THE ACT


The act concludes when the cadre manages to free the ship, get captured, or disable the ship long enough to
be boarded by a patrol as it moves into Criticorum space without responding to hails.

Brownbird, Kerkar, and some of the hijackers could be convinced to surrender if given reason to believe that
the cadre will treat them fairly.

If the characters have been merciless, then Brownbird is merciless as well. He is more than willing to go
down with the ship once he has captured it. He is also willing to use any captured crew as human shields
against the characters’ attacks.

CONCLUSION
Having hopefully averted disaster and saved the day, the cadre are treated as heroes by the crew of the Shoot-
ing Star, the Criticorum authorities and anyone else who hears of their deeds. Of course, if they somehow
courted disaster or caused the death of innocents, this also becomes well known.

SO… WHAT ABOUT A REWARD THEN?


There is no standard payment for foiling piracy attacks. In most situations authorities consider it the duty
of all able-bodied freemen and serfs to fight against such a threat.

There is also no one to claim restitution from as the ARA is an illegal organization.

League members, particularly those affiliated with the Reeves, could use Wits + Bureaucracy to convince
the Criticorum Port Authority to reward the cadre with some of the personal items left by the hijackers,
which under normal circumstances would become property of the al-Malik administrators. The more Vic-
tory Points rolled, the greater the percentage of gear gained.

Should Captain Madruzzo and the majority of his crew survive, he guarantees the cadre, and any other pas-
sengers who assisted, free passage anytime they need it.

Other crew who survive the attack thank the characters profusely and offer them such rewards as they can.
If the characters went above and beyond the call of duty to protect the crew and other passengers, they could
even be offered (as a group) a share of the ship’s profits which count as a 4pt. Asset Benefice bringing in
3,000 firebirds per year (see pg.146 of the FSR Player’s Guide for more details on Assets).

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CHAPTER 2: SHOOTING STAR HIJACK

RECOGNITION
The cadre could end up publicly lauded as heroes, their faces plastered across newssheet covers and men-
tioned on city radio shows all over Criticorum. Local reporters and minor nobles looking to make new
friends might want to talk to them. Played right, the cadre could milk the situation for interviews and pub-
licity which may greatly increase their attractiveness to potential employers and patrons.

Indeed, the next two dramas in this anthology assume the cadre is known in Criticorum society. They could
gain temporary, or even permanent reputation bonuses on a local, planetary, or, if played right, interstellar
level. It is up to the GM to decide whether such blessings would require the characters to invest Experience
points or if they receive bonuses free of charge as a post-drama reward. The flip-side, of course, is that the
cadre will be equally well-known to groups and individuals who might sympathize with the ARA, some-
thing which might cause problems in the next drama – Alien Manhunt.

Experience: Ultimately it is up to the GM to decide how many XP the cadre’s actions are worth. See the
Fading Suns Revised Player’s Guide pg. 104-106 for some suggestions and options.

GAME MASTER CHARACTERS


The following characters are people the cadre meet and possibly fight through the course of this drama.
The GM characters intended as opposition have been created using the Lifepath system with one extra
stage so they should be a close match to a starting character. The GM should alter skills, traits, characteris-
tics, and equipment if it is a veteran cadre to match the challenge level they feel the characters can handle.

THE SHOOTING STAR CREW


OBERTO MADRUZZO
Oberto is a bit unusual for a Scraver in that he fulfills
none of the stereotypes of his guild – he is neither a
crime lord nor freedom fighter, archeologist or sal-
vager. Oberto Madruzzo is simply the captain of a
freight ship trying to make a living as a private entre-
preneur (and sometime smuggler). Oberto grew up
in a comfortable middle-class family of business-
men and gangsters. Through special connections,
he attended a Charioteers Guild trade academy on
Severus before embarking upon a career as a trader.

Role: Captain

Description: It is difficult to believe that Captain


Madruzzo is almost 90 years of age – although his
oil-combed hair and stylishly trimmed beard have
whitened with age, his dark eyes are lively, his posture strong, and his movement graceful. This is partly due
to the longevity drugs that Captain Madruzzo indulges in whenever he can afford it, which is not as often
as he’d like, but mostly it is due to a generally strong physique – Oberto is a true super senior. His skin has
a warm bronze tint, and the lines and wrinkles in his face only serve to give him a distinguished, handsome
appearance. Oberto dresses in a tailored white suit and cravat, and his stylish belt has a buckle in the shape

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CHAPTER 2: SHOOTING STAR HIJACK

of the Eye of Ben-Hadir – the Scravers Guild’s emblem. The buckle also hides the mechanisms of a Duel-
ist Energy Shield.

Personality & Quirks: Captain Madruzzo runs his ship like a firm but fair father. Passengers are allowed
to wander about and have free access to the facilities, as long as they keep out of others’ personal cabins, the
engineer sections (for health and safety reasons), the crawlspaces underfoot (where passengers have no busi-
ness being), and the cargo hold (as Captain Madruzzo is personally responsible for anything he transports
for others). Passengers are always welcome on the bridge however, as long as they do not touch anything.

Captain Madruzzo keeps the artificial gravity onboard the ship at a stable 0.90 G, “to spare old bones and
worn joints.”

Reaction to Security Chief Jacobs’s death: Professional; rises above his own grief.

Reaction to the hijacking: Cold command; short-tempered; homicidal desire for revenge.

Equipment: Timepiece; Cestus (fist DMG +2, con-


cealed in suit pocket); Mitchau Ripper .40 Medium
Autofeed (DMG 5, RNG 20/30, Shots 11, Rate 3,
locked away in the strongbox under his bed while
on board the ship); Synthsilk (Prot 4, Soft, Shock);
Squawker headset; MedPac; the Shooting Star (Mod-
ified League Escort, see Appendix - Maps, p.195);
Fusion Torch; Duelist Energy Shield camouflaged
as a Scravers emblem belt-buckle.

BILLY JACOBS
William “Billy” Jacobs was born and raised on Crit-
icorum by factory worker parents. His parents were
technically freemen, yet struggling wage-slaves –
legally free to live independent lives but too poor to
advance socially or economically.

At age 7, his parents contracted Bill to the Muster with hopes of a better future than his family could pro-
vide. In the decades to follow, Bill received extensive military training and survived countless missions, until
he accepted semi-retirement at age 55 by signing on as the Security Chief of the Shooting Star. Over a
decade has passed and Bill has become an established member of the crew.

Role: Security Chief

Description: Bill is an imposing figure; tall, fit, and lean. He no longer possesses the muscular frame of his
youth, but no one can doubt his martial prowess. His thin gray hair is cut short, his face is clean-shaven, and
his skin pale from scarce exposure to sunlight.

Bill dresses in a tight-fitting uniform, dark blue in color with green stripes running down the side of the
pants legs, as well as a stylish double-buttoned jacket. A personalized Sumpter Krant Autofeed pistol always
hangs at his hip.

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CHAPTER 2: SHOOTING STAR HIJACK

Personality & Quirks: Bill is friendly and jovial towards the crew, although he sometimes grows tired of
Kerkar’s practical jokes at his expense, especially when they undermine his authority with the passengers.
Towards passengers he is strictly professional, which means grumpy and authoritative, but helpful and com-
petent when he needs to be.

Reaction to Security Chief Jacobs’s death: Doesn’t much like it at all.

Equipment*: Sumpter Krant .32 Light Autofeed (DMG 4, RNG 10/20, Shots 15, Rate 3, loaded with
Slapper rounds [DMG = KO only, any armor negates all wounds]); Dreskel Gatling 8g Autofeed Shot-
gun (Goal +1/0/-1, DMG 9/5/1, RNG 12/25/x, Shots 12, Rate 2A[short or long burst only], locked away
in a strongbox under his bunk); Scale Mail – Plasteel (Prot 7, Dex -1, Hard, Shock); Expedition MedPac;
Squawker headset; Timepiece; Fusion Torch

* Note that all of Bill Jacobs’ equipment is likely to be destroyed in the artificial gravity “accident”.

MARYAM BINT ZAURAK


CRITICORUMIYYA
Maryam comes from a long line of Charioteer mer-
chant-spacefarers. She was educated and trained by
members of her extended family, the Zaurak tribe,
who are based primarily on Criticorum. She is more
trader than pilot, although she is more than capable of
handling the Shooting Star. Maryam married a cousin
at a young age, and they had two daughters together,
Raheel and Majdala, before the pair divorced a few
years later. The daughters have long since grown up;
both are helmswomen aboard cargo freighters, simi-
lar to their mother’s job. Maryam has served as pilot
aboard the Shooting Star for over a quarter of a cen-
tury and regards her colleagues as much her family as
she does her own daughters.

Role: Helmswoman on the Shooting Star

Description: Maryam has spent most of her life in pilots’ chairs, and is therefore quite heavy and out of
shape. It is not that she does not trust the autopilot, but most starships are small with little to do on board;
Maryam feels she can just as well occupy the pilot seat all day as a chair in the mess or lounging in her cabin.

Although she is in her early 60s, Maryam’s hair is a warm dark-brown color with no signs of graying, hang-
ing in a long braid down her back.

Her skin is light brown, her face decorated in heavy but tasteful make-up and her hands with intricate pat-
terns of henna-painted body art. She wears casual, loose-fitting saris in bright warm colors, decorated with
gold trim and floral embroidery.

Personality & Quirks: Maryam constantly feels cold when traveling through space, and she is most often
found in the pilot’s chair under a heavy blanket with a cup of warm tea close at hand. She is also an avid
knitter, crafting woolen socks, gloves, hats, scarfs, and sweaters, which she sells for a decent profit whenever
the Shooting Star lands in a wintry port.

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CHAPTER 2: SHOOTING STAR HIJACK

Reaction to Security Chief Jacobs’s death: Despair and grief; shock.

Reaction to the hijacking: Re-invigoration; motherly concern for crew and passengers; slow-burning anger

Equipment: Arbogast Sleeper Light Stunner (Goal +1, DMG 4[KO], RNG 10/20, Shots 15, Rate 2, con-
cealed in a secret compartment in her pilot’s chair – not even the captain knows it’s there); Squawker headset;
MedPac; Timepiece; Fusion Torch

KERKAR OF THE KUKLO


FAMILY
(Gannok)

Kerkar is a Gannok of the Kuklo family, renowned


for the great number of mechanics and engineers
among their members. He was born on Bannock-
burn, but was “adopted” by the Engineers Guild as a
toddler along with many of his kinsmen, and raised as
a helper for Human technicians and mechanics. His
natural aptitude for tool-work and understanding of
technology won Kerkar his freedom as a journeyman
Engineer, but as few Humans hired the Gannok on
account of his stench, Kerkar soon drifted into a life
of crime and eventually ended up a spy for the ARA.

Role: Chief Machinist on board the Shooting Star.


The Renegade Regulator’s inside man.

Description: Kerkar is a small Gannok, barely three feet in height, with a slender body and long arms.

Personality & Quirks: Friendly and helpful, he is very interested in any tech gadgets passengers possess.

Occult inquiry could reveal that Kerkar feels unaccepted by the Human crew, doesn’t sleep well, hides stress,
worries excessively, has an inferiority complex, and finds solace and escape in his work.

Reaction to Security Chief Jacobs’s death: Guilt; sorrow; surprise (feigned).

Reaction to the hijacking: Surprise (feigned); fear; will hide in the crawlspace tunnels, monitoring systems
still in operation, unless called upon by his ARA boss. Brownbird does not want him to fight unless it is
absolutely necessary, as the Renegade Regulators need an Engineer to safely fly the hijacked ship.

Body: Strength 5, Dexterity 8, Endurance 6


Mind: Wits 5, Perception 6, Tech 7
Spirit: Presence 7, Will 4, Faith 4
Natural Skills: Engineer’s Lore 3, Fight 3, Bannockburn Lore 3, Influence 7, Observe 5, Phoenix Empire
Lore 3, Sneak 5, Throwing 3, Vigor 5
Learned Skills: Applied Science 4, Gaming 1, Investigate 3, Lockpicking 5, Slug Guns 3, Survival 1, Tech
Redemption 7, Think Machine 3
Wyrd: 4

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CHAPTER 2: SHOOTING STAR HIJACK

Blessings: Gannok Immunity (Symbiot taint), Gannok Manual Dexterity (+2 Dexterity to fine
manipulation goals, feet can double as hands), Gannok Prehensile Tail (+2 to all climbing and balance
related goals, tail can grab hold of things as if it were a hand but cannot perform fine manipulation work),
Gannok Regeneration (heals 1 Vitality per Span, voracious appetite while healing), Natural Techie (+2 to
all Tech Redemption goal numbers)
Curses: Gannok Stench (-2 Presence among non-Gannok)
Benefices: Languages (Tok Tok, Urthish), Rank (Associate)
Afflictions: Dark Secret (ARA terrorist), Ostracized (mild)
Vitality: -10 / -8 / -6 / -4 /-2 / 0 / 0 / 0 / 0 / 0 / 0
Equipment: Flash-bang Grenade (-8 all goals, Will + Self Control each turn to shake it off, 4m blast, RNG
10/20, Rate 2), Fusion Torch, Gas Mask, Geiger Counter, Headset Squawker, Magic Lantern Projector
– Palm Viewer (with 10 crime dramas and children’s educational films from the early Second Republic),
MedPac, Lank .32 Derringer (Goal +1 [Laser Sight bonuses included], DMG 3, RNG 5/10, Shots 5, Rate
2, use-&-discard, Folding Stock [homemade jury-rig, increase aiming bonus by +1], Laser Sight), Low-
Light Goggles, Spacesuit – Gannok version (Prot 3, Str 0/-2 Dex 0/-2, End 0/-2 Init -2, Hard, Fire Impact,
Shock, 24h Life Support, ABC Protection, Radiation Protection), Thieves’ Keys (TL3, TL4, TL5, TL6),
Timepiece, Tool-kits (TL3, TL4, TL5, TL6 – also access to TL7 tools), 80fb

CREW MEMBERS (9)


These represent the basic crew members aboard the
ship. They serve as stewards, cargo-handlers, and
assistants as necessary. They are trained in most of
the basic functions of starship operations but not in
flight controls or engineering.

Body: Strength 4, Dexterity 5, Endurance 4


Mind: Wits 5, Perception 5, Tech 6
Spirit: Presence 2, Will 4, Faith 2
Natural Skills: Faction Lore (Phoenix Empire) 2,
Faction Lore (Merchant League) 2, Fight 2,
Influence 1, Observe 4, Planetary Lore (Criticorum)
2, Sneak 3, Throwing 3, Vigor 4
Learned Skills: Melee 5, Athletics 4, Survival 3,
Knavery 2, Tech Redemption 3, Spacecraft
Operations 3, Gunnery 3
Blessing: Suspicious
Curse: Condescending
Benefice: Spacer
Vitality: -10 / -8 / -6 / -4 / -2 / O / O /O /O
Equipment: Knife (3d), TL 6 Tools, Heavy Work Clothes (4d, Init -1)

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CHAPTER 2: SHOOTING STAR HIJACK

THE TERRORISTS
“BROWNBIRD”/PFYRRYIIIIT
(Etyri – Cha’arkut race)

Pfyrryiiiit was once a naïve and young Etyri who


believed in Emperor Alexius and a future of univer-
sal freedom, equality, and pan-sentient brotherhood.

He was of course aware that aliens were discrimi-


nated against in the Phoenix Empire, but to Pfyrryiiiit
this was just a remnant of a foregone age and he was
determined to play a part in ushering the new age of
social liberties and progress. Pfyrryiiiit worked hard
to escape his simple rural heritage by securing work as
an assistant to a Reeves moneylender on Grail. From
the outset Pfyrryiiiit was beset by humbling obsta-
cles, the first of which as his name. His patron forced
Pfyrryiiiit to change his name into something “more
appropriate for Human society”, and soon he was re-registered as Brownbird. From there things went down-
hill for Brownbird: at every turn he was belittled, repressed, and treated poorly. His youthful ambitions to
change the worlds soon became bitter pills to fuel his growing hatred of humanity. He began embezzling
money from his patron’s business, and before long Brownbird descended into the criminal underworld where
he worked as a money launderer, loan shark, and corporate spy. When his services were rented by agents
of the ARA, Brownbird found a new purpose and direction for his ambition: equality through violence.

For the last eight years, Brownbird rose in the ARA ranks until he was entrusted with the establishment of
his own cell four years ago. That was the beginning of the Renegade Regulators.

Role: Leader of the Renegade Regulators. Brains and mission coordinator.

Description: Like all Cha’arkut Etyri, Brownbird is rather small and fragile. His brown and gray feathers
make him easily overlooked in a crowd, allowing him to dodge attention. To further blend into the envi-
ronment, Brownbird has a large wardrobe of disguises and camouflage-gear, although for this drama he is
dressed in a dark camouflage poncho over his armor and wearing a wide-brimmed hat.

Personality & Quirks: Brownbird is a cold being; thoughts of revenge and victory are his only pleasures
in life. He is dedicated, driven, and will sacrifice any individual – including himself – for the ARA cause.

He is not above striking at a political target with no regard for innocent bystanders, be they Human or non-
Human. However, Brownbird is also a clever schemer and he realizes that harming innocents is seldom a
wise move in the long run, so he tries to avoid it when he can. This is the reason he has ordered his agents
not to kill any crew or passengers as the repercussions and attention from the authorities will be disadvan-
tageous for his group.

Body: Strength 3, Dexterity 7, Endurance 4


Mind: Wits 7, Perception 7, Tech 3
Spirit: Presence 7, Will 7, Faith 5
Natural Skills: Alien Revolutionaries/ARA Lore 3, Fight 3, Grail Lore 3, Influence 5, Observe 6, Phoenix
Empire Lore 3, Sneak 5, Throwing 3, Vigor 5

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CHAPTER 2: SHOOTING STAR HIJACK

Learned Skills: Athletics 2, Bureaucracy 4, Disguise 6, Etiquette 1, Gaming 1, Investigate 2, Knavery 4,


Leadership 1, Self-Control 3, Slug Guns 3, Survival 3
Wyrd: 5
Blessings: Small Claws (2d), Small Beak (1d), Keen Eyes (+2 Perception to sight only),
Curses: Claustrophobia (-2 Will in enclosed quarters), Hollow Bones (-2 Vitality), Short (-1 Vitality, base
move 11)
Benefices: Languages (Etyri, Urthish), League Rank - Reeves (Associate), Passenger Contract (Tramp
Freighter)
Afflictions: Dark Secret (ARA terrorist), Ostracized (mild)
Vitality: -10 / -8 / -6 / -4 / -2 / 0
Equipment: Martech Cobra vz.81 .40 Submachine Gun (5d, RNG 30/40, Shots 30, Rate 3A), Flash-bang
Grenade (-8 all goals, Will + Self Control each turn to shake it off, 4m blast, RNG 10/20, Rate 2), Fusion
Torch, Polymer Knit – Etyri version (Prot 3, Init -2, Hard, Shock), Elixir Injector & 3 Elixir doses (5d),
Makeup kit: Whisper Pin Squawker, Gas Mask, Camouflage Poncho (Sneak +2 in the dark), Timepiece,
6 sets of TL3 Restraints, 20 fb.

JEE’TAIN NA TONTHA, NAYAK NA TONTHA


(Ur-Ukar)

The Clan Tontha cousins grew up in the subterra-


nean dwellings beneath the surface of Aylon. The
traditionalist Tontha clan was once allied to House
al-Malik but has since withdrawn their loyalties and
descended deeper underground to avoid retribution.
Several branches of the Tonthas hold extremist views,
and all native Aylon Ur-Ukar consider themselves
the purest Ukari in the universe, the rest (in their
view) diluted by contact and servitude to Humans.
The Tonthas were central to the recent Ur-Ukar
Rebellion on Aylon (4988-4994), which saw the
traditionalist Ukari rise up against their al-Malik
masters and their pro-al-Malik Ukari henchmen.
These Tontha cousins come from just one such
extremist branch of the clan. They were trained from
birth in warfare, terrorism, and hatred for Human-
ity and their quisling lackeys.

Knowing little other than stealth and violence, they were recruited by local resistance movements on Aylon
before they went interplanetary and joined the ARA.

Role: Hijacker close-combat fighters. The Renegade Regulator’s rank-and-file.

Description: Even for Ur-Ukar, the Tontha cousins are pale – almost a gray shade of white. Their eyes are
very dark, resembling bottomless pits of cold hatred. Their black hair is cut short to prevent it being pulled
in a fight, and their skin is heavily decorated with ritual scars (the designs of which look unfamiliar and
strange, almost primitive, to most outsider Ukari).

Personality & Quirks: Few, themselves included, expect the Tontha cousins to live long lives and their pri-
mary motivation is to advance the ARA cause as much as possible before they die. This makes them driven,
careless, and very dangerous.

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CHAPTER 2: SHOOTING STAR HIJACK

Body: Strength 7 (damage bonus +1), Dexterity 9 (-1


for armor), Endurance 7 New Blessing – Darkfighting (2 pts*: +4 to
Mind: Wits 4, Perception 7, Tech 4 offset up to -4 poor visibility penalties)
Spirit: Presence 6, Will 8, Faith 5 The Ur-Ukar culture is predominately a sub-
Occult: Psi 1, Urge 1 (prone to sudden outbursts at terranean one, making them accustomed to
inappropriate/dangerous times) living, working, and fighting in the dark. Many
Natural Skills: Alien Revolutionaries/ARA Lore 3, Ukari warriors and hunters train themselves to
Fight 5, Aylon Lore 3, Influence 5, Observe 3, fight without relying on sight and visual cues,
Phoenix Empire Lore 3, Sneak 8, Throwing 3, Vigor giving them a strong advantage against sur-
7 face dwellers in lightless places. A character
Learned Skills: Lockpicking 1, Melee 6, Self- with the Darkfighting Blessing gains up to a
Control 4, Slug Guns 1, Survival 4 +4 bonus with which to offset the penalties
Wyrd: 8 caused by darkness or low visibility, but only
Psychism: Jee’tain – Farhand (Lifting Hand: Will + when fighting in close combat (i.e. unarmed
Self Control, push or lift 25 x Psi kg for 1 turn), or melee).
Nayak– Soma (Toughening: Will + Vigor, add VP to * Darkfighting can be learned by non-Ukari as
Endurance for 1 turn) well, or by surface Ur-Ukar at a higher cost. Any
Blessings: Darkfighting (+4 to offset up to -4 poor character not born and raised in darkness must pay
visibility penalties), Sensitive Touch (+2 Perception 4 points to buy this Blessing.
to discern touched objects)
Curses: Bitter (-2 Will when dealing with Humans)
Benefices: Languages (Ukarish, Urthish), Rank (Quan), Family Ties, Gossip Network (al-Malik Space),
Contact (3),
Afflictions: Ostracized (moderate)
Fighting Styles: Kraxi Knife Fencing (Focused Rage: DMG+2 with melee weapons of size M or smaller,
Thrust: DMG+1), Jox Kai Von Boxing ( Jox Stance: DMG+1, Jab: Lower target Defense by -1)
Vitality: -10 / -8 / -6 / -4 /-2 / 0 / 0 / 0 / 0 / 0 / 0 / 0
Equipment: Dagger (4d, Vibro: Halves Soft armor & lower shield ranges by -1/-1, Basket-Hilt = Defense
+1 vs. Disarm), Main Gauche (3d, +2 to Disarm opponent, Basket-Hilt = Defense +1 vs. Disarm), Flash-
bang Grenade (-8 all goals, Will+Self Control each turn to shake it off, 4m blast, RNG 10/20, Rate 2),
Plastic Chain Mail (Prot 8, Dex -1, Init -1, Soft, Shock), Handheld Squawker, 5fb

THOKGUR
(Vorox)

Thokgur was born in a Li Halan training commu-


nity for Vorox commandos, and his life consisted
of almost nothing but fighting for one master or
another. He earned his name Thokgur – “Arrow-
catcher” – during a training exercise where he
plucked a stray arrow out of the air as it flew towards
a pack mate’s rump. During the Emperor Wars he
fought for the Li Halan, but when his Vorox team
(and ‘angerak’/pack-mates) died in battle along with
the Li Halan, and caring little for his dead comrades
beyond the financial loss, Thokgur defected.

Traveling all over the Known Worlds on various mis-


sions, he had many contracts and eventually he was

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CHAPTER 2: SHOOTING STAR HIJACK

hired by the ARA to fight not only for the benefit of non-Humans everywhere, but for a better future for
himself and his pack.

Role: Shock trooper. The Renegade Regulator’s reserve brute.

Description: Thokgur is huge, even for a Vorox. Because he struggles to move through some passages and
doors aboard the Shooting Star, any melee attacks in corridors may have a penalty applied. His thick fur is
a warm brown color, and several bone trinkets have been braided into his head fur.

Personality & Quirks: Thokgur is a one-trick kind of Vorox, trained to hunt and kill, with few other skills.
He also knows few pleasures beyond besting opponents in combat, although he is not particularly blood-
thirsty for a Vorox.

Body: Strength 9 (damage bonus +2), Dexterity 7 (-1 for armor), Endurance 8 (-2 for armor)
Mind: Wits 3, Perception 6, Tech 1
Spirit: Presence 4, Will 7, Faith 4,
Natural Skills: Li Halan Lore 3, Fight 7, Ungavorox Lore 3, Influence 4, Observe 6, Phoenix Empire
Lore 3, Sneak 5, Throwing 5, Vigor 7
Learned Skills: Athletics 7, Alien Revolutionaries/ARA Lore 1, Melee 5, Physick 4, Slug Guns 2, Survival
5
Wyrd: 4
Blessings: Predatory (+2 Perception/-2 Will when hungry), Giant (+2 Vitality, base move 14), Sensitive
Smell (+1 Perception, smell only)
Curses: Uncouth (-2 Presence in social situations),
Benefices: Bite (3d), Extra Limbs (6 limbs that can double as arms or legs), Languages (Vorox, Urthish),
Contacts (6)
Afflictions: Ostracized (moderate), No Occultism (Cannot awaken Psychism or Theurgy)
Fighting Styles: Graa (Gripping Hand: +2 goal number bonus when using more than two arms,
Banga/”Charge”: suffers no penalties while charging, Drox/”Second Hand”: can perform 1 additional
action with an extra limb if active skill is rank 5+)
Vitality: -10 / -8 / -6 / -4 / -2 / 0 / 0 / 0 / 0 / 0 / 0 / 0 / 0 / 0 / 0
Equipment: Flash-bang Grenade (-8 all goals, Will + Self-Control each turn to shake it off, 4m blast,
RNG 10/20, Rate 2), Four Glankesh swords (6d), Squawker handheld, Fusion Torch, MedPac, Metal
Chain Mail – Vorox version (Prot 8d, Dex -1, End -2, Init -2 ), 20 fb

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CHAPTER 2: SHOOTING STAR HIJACK

VAIDYA SAAMAJOO
(Ur-Obun)

Not all Ur-Obun are artists, philosophers, and mys-


tics. Some fill other niches in Obun or Human
society, and Vaidya is one such Ur-Obun. Several
generations removed from his Velisamil roots, bru-
talized by life-long martial service to Human masters,
Vaidya became a battle-hardened soldier. He is nom-
inally a member of the Muster, as he received his
basic training and most of his earlier missions from
them, but as an alien he was discriminated against
even in that organization and Vaidya left the Mus-
ter before ever being rewarded a rank, even though
he had earned it many times over. Since then Vaidya
tried to make a living as a sell-rifle, but since few
Humans were comfortable hiring an alien merce-
nary, Vaidya found work mostly with alien masters and criminals.

Gradually he began despising Humanity and its ways in general, which led Vaidya to join the ARA. In the
ARA he found purpose and a sense of belonging like he never knew before, making him one of Brown-
bird’s most loyal men.

Role: Rifleman, Brownbird’s bodyguard. The Renegade Regulator boss’ last line of defense.

Description: Vaidya’s skin is weathered, full of scars, marks and lines, for he has fought countless engage-
ments on all possible climates and terrains. His hazel eyes are cold and tired, yet alert, and his shoulder-length
dark hair is kept wrapped in a bandana while in the field.

Personality & Quirks: Loyal, cold, and patient. Vaidya enjoys hunting in the dark using his Darksense
power, seeing psychism as a weapon with which to fight Humans, an equalizer against advanced Human
technology and resources.

Body: Strength 7 (damage bonus +1), Dexterity 9, Endurance 5


Mind: Wits 4, Perception 5, Tech 5
Spirit: Presence 4, Will 6, Faith 4
Occult: Psi 2, Urge 0
Natural Skills: Alien Revolutionaries/ARA Lore 3, Fight 5, Leagueheim Lore 3, Influence 5, Observe 7,
Phoenix Empire Lore 3, Sneak 5, Throwing 3, Vigor 5
Learned Skills: Empathy 1, Etiquette 1, al-Malik Lore 2, Landcraft 2, Melee 5, Physick 2, Self-Control
4, Slug Guns 7, Survival 3, Tech Redemption 2
Wyrd: 6
Psychism: SixthSense (Sensitive: Will + Observation, +VP [max Psi] to Perception for 2 turns, Darksense:
Will + Observation, ignores darkness for 2 turns),
Benefices: Languages (Obunish, Urthish), Passage Contract (Tramp freighter),
Vitality: -10 / -8 / -6 / -4 /-2 / 0 /0 / 0 / 0 / 0
Equipment: Massari Stomper .47 Assault Rifle (7d, RNG 45/125, Shots 30, Rate 3A), Drexel Firehunter
.38 Medium Revolver (5d, RNG 20/30, Shots 6, Rate 3), Flash-bang Grenade (-8 all goals, Will + Self
Control each turn to shake it off, 4m blast, RNG 10/20, Rate 2), Polymer Knit (Prot 3, Init -2, Hard,
Shock), Squawker Headset, MedPac (TL4), 5fb

39
CHAPTER 2: SHOOTING STAR HIJACK

UR-UKARI WARRIORS
If the GM feels that they need additional opposition
for the cadre to face, these Ukari warriors of Clan
Tontha can be used to fill out the ranks of the Ren-
egade Regulators.

Body: Strength 6, Dexterity 6, Endurance 5


Mind: Wits 5, Perception 6, Tech 3
Spirit: Presence 4, Will 6, Faith 2
Occult: Psi 1, Urge 1 (prone to sudden outbursts and
Freudian slips at inappropriate/dangerous times)
Natural Skills: Alien Revolutionaries/ARA Lore 3,
Fight 5, Aylon Lore 3, Influence 5, Observe 3,
Phoenix Empire Lore 3, Sneak 6, Throwing 3, Vigor
7
Learned Skills: Lockpicking 1, Melee 6, Self-
Control 4, Slug Guns 1, Survival 4
Wyrd: 6
Psychism: Soma (Toughening: Will + Vigor, add VP to Endurance for 1 turn)
Blessings: Darkfighting (+4 to offset up to -4 poor visibility penalties), Sensitive Touch (+2 Perception to
discern touched objects)
Curses: Bitter (-2 Will when dealing with Humans)
Vitality: -10 / -8 / -6 / -4 /-2 / 0 / 0 / 0 / 0 / 0
Equipment: Dagger (4d, Vibro: Halves Soft armor & lower shield ranges by -1/-1, Basket-Hilt = Defense
+1 vs. Disarm), Leather Jerkin (4d, Init -1), wrist squawker, 5 fb.

40
CHAPTER 2: SHOOTING STAR HIJACK

OPTIONAL HIJACKER – UNDERCOVER PASSENGER


If the GM predicts that the basic opposition to the cadre in this drama is too weak, she may want to include
the following character, an Obun priestess of Ven Lohji sympathetic to the ARA cause traveling as a pas-
senger aboard the Shooting Star. She will use her empathy, spiritualism, and theurgy to aid any resistance
until she is in a prime position for betrayal.

DEOL VENVOORJI
(Ur Obun)

Deol entered the Urth Orthodoxy seminary school


in her teens after having a mystical experience in her
native Ravenna church while praying before a small
icon of Ven Lohji.

Although she eventually graduated as a priestess of


the Urth Orthodoxy, Deol was never entrusted with
her own parish. Instead she traveled the stars in var-
ious Hawkwood retinues, where her mystical powers
and holy insights were routinely put to question-
able ends. Slowly Deol came to detest the ways of
Humans, and before long that detesting turned into
loathing. Having studied heresies at seminary, Deol
was initially drawn to Favyana mysticism but when
her search failed to uncover any Favyana agents she turned to ARA in frustration. Deol sympathizes with
the pro-alien cause, although she argues against unnecessary violence and she is a strong advocate for Brown-
bird to show mercy when he can.

Role: Spy. The Renegade Regulator’s undercover passenger.

Description: Deol is petite and beautiful in a reserved, classical way. Of course, her modest priestly garb
expertly covers her body and tones down her curves, but she uses her natural beauty as an advantage any
time she can.

Personality & Quirks: Deol doesn’t feel entirely comfortable in the company of Humans, especially not fel-
low Universal Church clergy, but she puts on her best show to blend in. Deol prefers to spend her time aboard
the Shooting Star keeping to herself, although she will dutifully play the role of shipboard priest if need be.

Reaction to Security Chief Jacobs’s death: Fright (feigned – hides in her cabin)

Reaction to the hijacking: Tries to involve herself in the cadre’s planning so that she can report back to
Brownbird. Otherwise she hides in her cabin awaiting orders as to when or where to strike against the
Humans.

Body: Strength 3, Dexterity 5, Endurance 3


Mind: Wits 7, Perception 4, Tech 3
Spirit: Presence 7, Will 6, Faith 7
Occult: Theurgy 4, Hubris 0

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CHAPTER 2: SHOOTING STAR HIJACK

Natural Skills: Church Lore 3, Fight 3, Ravenna Lore 3, Influence 7, Observe 6, Phoenix Empire Lore
3, Sneak 3, Throwing 3, Vigor 3
Learned Skills: Alien Revolutionaries/ARA Lore 1, Empathy 4, Etiquette 1, Investigate 2, Leadership 4,
Physick 3, Self-Control 5
Wyrd: 9
Theurgy: Universal Church Rituals (The Prophet’s Holy Blessing: Add Faith + Influence VPs to a specific
goal until completed, The Devotional Liturgy: 15min to read, add VPs from Faith + Leadership to audience’s
Faith and Will goals for 1 span, The Laying On of Hands: heal VPs of Faith + Empathy injuries)
Blessings: Beautiful (+2 Influence)
Curses: Guilty (-2 on all goals when opposing Church officials)
Benefices: Languages (Obunish, Urthish, Latin), Passenger Contract (Tramp Freighter), Well-Traveled
(+1 to all Planetary Lore goals within the Known Worlds), Rank (Priest)
Afflictions: Dark Secret (ARA terrorist sympathizer), Fallen from Grace (ostracized from Orthodox
churches)
Vitality: -10 / -8 / -6 / -4 / -2 / 0 / 0 / 0
Equipment: 5 copies of the Omega Gospel, Rosary, Jumpgate Cross, Expedition MedPac, Fusion Torch,
Whisper Pin Squawker, Martech Cobra vz.81 .40 Submachine Gun (5d, RNG 30/40, Shots 30, Rate 3A),
25 fb

PASSENGERS
It is not necessary to have noncadre passengers on board the Shooting Star for this drama, but the below
Questing Knight cohort ties in nicely with the employer in the next Criticorum Discord drama, Alien
Manhunt, and introducing a retainer of his serves the mini-campaign well. The GM should add any other
passenger she sees fit however, or even remove Mr. Zdrazil if he does not serve a purpose in the GM’s ver-
sion of the story.

HYNEK ZDRAZIL
(Human)

Hynek is an advisor, accountant, and cohort of


the Acheon-based Questing Knight and Imperial
administrator, Sir Edgar Abdelankaa (note that Sir
Edgar features as an employer in the next Criticorum
Discord drama – Alien Manhunt). He is returning to
Criticorum from a business trip on his master’s behalf
from whichever port the Shooting Star left, and the
Imperial authorities have pulled some strings to put
Hynek on this ship just to have someone on board
to represent their interests (see “The Imperial Cargo”
section on pg.13) – not that he is expected to do any-
thing or even has jurisdiction to intervene with the
cargo or crew, but at least the Imperial authorities
have a witness on board, just in case.

Role: Passenger. Questing Knight cohort. Reeves


accountant and financial advisor.

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CHAPTER 2: SHOOTING STAR HIJACK

Description: Hynek is a tall, thin man of Caucasian complexion in his mid-30s with a well-groomed mous-
tache, goatee, and short oily hair parted on the side. He wears simple yet smart suits of reddish-grey color
and matching bowler hat which he removes when indoors. Hynek always carries a notebook and ink pens
for taking notes and making plans.

Personality & Quirks: Hynek is very neat and well organized, disliking surprises and ill-prepared endeav-
ors. In work he is vicious and competitive, but privately Hynek is funny and warm.

Body: Strength 3, Dexterity 5, Endurance 4


Mind: Wits 7, Perception 7, Tech 5
Spirit: Presence 7, Will 7, Faith 4
Natural Skills: Reeves Lore 3, Fight 3, Leminkainen Lore 3, Influence 7, Observe 5, Phoenix Empire
Lore 3, Sneak 3, Throwing 3, Vigor 3
Learned Skills: Bureaucracy 3, Empathy 4, Etiquette 3, Investigate 5, Knavery 4, Leadership 2, Self-Control
3, Social Science 4, Tech Redemption 2, Think Machine 3
Wyrd: 7
Benefices: Cohort Badge [Passage Transport (Imperial Navy), Border Tax Exemption (Phoenix Empire),
Free Legal Counsel Oath of Fealty – The Phoenix Emperor), Asset – 100fb annual stipend], Contacts (2),
Gossip Network (The Known Worlds), Languages (Latin, Urthish), Rank (Associate)
Vitality: -10 /-8 / -6 / -4 / -2 / 0 / 0 / 0 / 0
Equipment: Wristband Squawker, MedPac, Timepiece, Synthsilk (Prot 4, Soft, Shock), leather bound
notebook & pens, 50 fb

43
CHAPTER 3:
ALIEN MANHUNT

44
CHAPTER 3: ALIEN MANHUNT

Alien Manhunt takes the cadre from the city of


Acheon and across the continent to the Merchant CUSTOMIZING THE
League city of Ost as they pursue an Ur-Ukar out- DRAMA FOR ONGOING
law wanted for murder and several other crimes. EPICS
Since the cadre is pursuing an NPC in this drama, If the Game Master (GM) is going to use this
their options may initially seem limited and the drama in their own epic, either as a stand-alone
drama could feel “railroaded”. If possible the GM adventure or part of a series, one easy custom-
should allow players some creative agency to make ization might be to take rivals or other enemies
the adventure their own, even if it doesn’t follow the that the characters have made in the past and
exact sequence of events outlined below. This drama drop them into this drama. Additional factions
is also fairly predictable, with the cadre facing off can also be added that are relevant to the char-
against rivals who are all hunting the same quarry. acters’ backgrounds and could make the drama
This predictability can free up concerns about story much more exciting for the players.
and plot, allowing the GM to focus on roleplay-
ing aspects and dramatics. As was the case with
Shooting Star Hijack, each scene below details a particular event in the story or an approach in the cad-
re’s investigation – typically, each scene lasts one span.

DRAMA SUMMARY
In Alien Manhunt, the cadre is contacted by Phoenix Knight Sir Edgar Abdelankaa in Acheon to appre-
hend a dangerous Ur-Ukar criminal who escaped from prison two nights ago. Their prey, one Jo’vet, also
known as the Strangler of Aylon, is an associate of the Alien Republic Army (ARA) terrorist group, which
is detailed previously in the Shooting Star Hijack. Other groups have also been contracted to the same
mission: Sir Abdelankaa styles this hunt as a gentlefolk’s competition. The manhunt begins in Acheon
where the cadre investigates Jo’vet’s actions, whereabouts, and associates, chasing after the outlaw as he
flees Acheon for Ost where he hopes to lay low. Once they arrive in Ost, the investigation starts anew, with
the cadre coming ever closer to their prey while gaining allies and enemies along the way. Finally the cadre
locates Jo’vet in an abandoned apartment building just as a multitude of other groups – both friends and
foes of the Ukari criminal – arrive as well. The climax of Alien Manhunt should become an “every faction
for themselves” free-for-all as they battle one another in a race after the fleeing Jo’vet.

45
CHAPTER 3: ALIEN MANHUNT

ACT 1: ACHEON – TRACKING THE PREY


Two nights ago, the Ur-Ukar murderer and suspected terrorist, Jo’vet “the Strangler of Aylon” Siddir
escaped from custody and the authorities desperately want him brought to justice. It falls on a Questing
Knight to orchestrate the criminal’s recapture, but since Jo’vet is armed, dangerous, and known to hang
out in the rougher parts of Acheon, the knight decides to enlist some heroes to do the dirty work for him.

SCENE 1: THE IMPERIAL CHALLENGE


A senior Questing Knight and Imperial bureaucrat, Sir Edgar Abdelankaa, has issued a gentlefolk’s com-
petition to capture the escaped Ur-Ukar prisoner, Jo’vet “the Strangler of Aylon”. The challenge has been
issued through several official channels, and the cadre could either chance upon it, or become aware of
it through one of their contacts. They may also be specifically asked to join the hunt by Sir Abdelankaa,
who has heard about their work in opposing the alien terrorists aboard the Shooting Star, especially if Sir
Abdelankaa’s cohort accountant and financial advisor Hynek Zdrazil was onboard the Shooting Star to
witness the cadre’s actions.

Jo’vet has about a two and a half day head start on his pursuers, but it is considered extremely unlikely that
this cold and calculating criminal has made a run for the desert or otherwise disappeared already as he
has threatened the authorities on Criticorum. Local Acheon authorities have closely monitored the star-
port for activity. With Jo’vet’s past record it is far more likely that Jo’vet is still in Acheon, plotting his next
moves as he gathers resources to get revenge on his captors.

THE CHALLENGE
The group or individual who manages to recapture the murderer and suspected terrorist before he escapes
off-world or disappears underground (literally or metaphorically) wins the gentlefolk’s competition, acquir-
ing much glory and renown. Sir Abdelankaa holds a ball in the winners’ honor, inviting distinguished guests
from the League, Universal Church, and nobility, giving the cadre an opportunity for self-advertisement
and to petition possible future patrons and sponsors – “surely a once-in-a-lifetime opportunity for an ambi-
tious group of people like yourselves!” There is also a monetary reward of 500 fb to the person or group who
captures Jo’vet, as well as compensation for any legitimate expenses the winners incurred in capturing the
outlaw (ammo and bribes are not considered legitimate expenses, although food & lodging costs, hospi-
tal bills, and rented transportation are – “hold on to your receipts!”). The authorities want Jo’vet brought
back alive so he can stand trial and be interrogated regarding any of his accomplices. Should he perish in
the hunt the rewards will be a meager 40 fb and half the winners’ legitimate expenses.

46
CHAPTER 3: ALIEN MANHUNT

OTHER HUNTERS
Sir Abdelankaa has issued a general challenge in the hope of attracting several competing groups,
thereby increasing the likelihood of capturing Jo’vet without having to pay several hunting-parties
to do the job, as only the winner gets paid. If the GM prefers it, there might be no other challeng-
ers, meaning that the cadre has the assignment for themselves. This makes things easier both for the
cadre and for the GM, although the manhunt is arguably more exciting if it includes the element
of a competition.
Ideally, competitors include rivals of the cadre previously established in their epic tale. These could
be a rival member of one of the player characters’ Noble Houses, Church Sects, or Guilds, or it could
even be a close family member such as an uncle or cousin who is jealous of a character’s inheritance
and has always coveted what the character has. Alternatively, the GM could introduce such an ele-
ment in the epic now, by inventing some good GM characters to pester the cadre. It is preferable that
these rivals are not mortal enemies, for this is to be a gentlefolk’s competition, not a private war. Sir
Abdelankaa will not pay for any expenses accrued while battling a fellow competitor – “that would
be rude and ungentlemanly.”
From here on, it is assumed that the cadre is competing with at least one other individual – a pro-
fessional bounty hunter named Diamond Styx (see the Characters section at the end of the drama
for more information) – who will oppose the player characters in their manhunt. This character can
be exchanged for any other rival the GM might have on hand, or Styx could come in addition to
other challengers. Alternatively, Diamond Styx might be the hired aid of one of the cadre’s rivals,
especially if they count among their enemies someone powerful who would not dirty their hands
as a bounty hunter. It is further assumed that Diamond Styx, or his employers, are more concerned
with keeping the cadre from winning than winning the prize themselves, so Styx will try to mur-
der the prey if he can.
During the course of this drama the cadre will have to choose between which of two or more clues
to follow up on first, with the other clue(s) falling to their rivals to investigate. This is part of the
gentlefolk’s competition and Sir Abdelankaa will expect everyone to play fair, at least until the com-
petitors are out of his sphere of influence.

THE JAIL ESCAPE


Jo’vet, the “Strangler of Aylon”, was captured about a week ago, and was undergoing (and resisting) inter-
rogation in an al-Malik-run holding-jail in Acheon. The circumstances of his escape are not clear to the
authorities, but it seems that Jo’vet somehow provoked his two House al-Malik guards to fight each other.
The brawl escalated to a dirty swordfight, before one of the guards shot the other with his handgun. The sur-
viving brawler, who was himself severely injured, crawled over to Jo’vet’s cell and was grabbed and strangled
by the Ur-Ukar. Security cameras caught the fight on tape, but there is no sound to explain the argument.
Foul occultism is suspected, and although Jo’vet is a known practitioner of the psychism path known as
FarHand, no report ever stated he had the power to influence minds. This is all a great embarrassment to
the jailer’s al-Malik masters, which is partly why they agreed to turn the case over to the Questing Knights
in return for keeping a lid on the incident. Al-Malik retinues and individuals are encouraged to participate
in the challenge, restoring the noble house’s honor by recapturing the murderous alien.

The truth of Jo’vet’s escape is that he is indeed a practitioner of the Psyche path, although he kept the fact a
closely guarded secret. While unable to directly control another’s mind, Jo’vet spent his time in his cell listen-
ing to the jail guards’ minds and emotions, projecting subtle emotions and stray thoughts into their minds.

47
CHAPTER 3: ALIEN MANHUNT

Little by little Jo’vet learned what made the two guards tick, and through a combination of inspiring them
to secretly drink alcohol on the job and encouraging them to argue over a girl they both liked, Jo’vet made
the guardsmen start distrusting each other over the course of the week he was in jail. They grew to dislike
each other and before long it came to a head in a drunken fight on the night Jo’vet escaped. Jo’vet found
that his subtle suggestions and the tweaking of their emotions were much easier when his guards were
intoxicated, and when he managed to get them into the habit of smuggling in drink on the job, it was only
a matter of time till he had fanned their mutual infatuation with a pretty girl into homicidal rage. Once
one guardsman was dead and the other lay wounded and bleeding, Jo’vet easily convinced the drunk and
injured guard to let him tend his wounds. Jo’vet murdered the wounded and intoxicated guard, retrieved
the cell-door keys from the man’s belt and walked out of the jail.

JURISDICTION
Jurisdiction is a problem in this case. The local authority is House al-Malik, who is also the primary victim
in Jo’vet’s crimes. However, the Ukari assassin is also wanted for crimes against the Phoenix Empire and
he is a suspected member of an interstellar terrorist organization – the Alien Republican Army – which
makes him an enemy of the Empire. To further complicate matters, victims of Jo’vet’s crimes include mem-
bers of several other factions, making Jo’vet an interstellar problem. That said, the Imperial Bureaucracy
does not want to step on any toes, and negotiations have gone on behind the scenes since Jo’vet’s escape.

TWO CLUES
Investigations have so far turned up few clues regarding the Strangler of Aylon’s whereabouts and actions.
There are two possible avenues of investigation not attempted yet: the first being to interview an old asso-
ciate of Jo’vet, a Human petty criminal and sometime
pimp called Filthy Harold (whom the authorities have
yet to interrogate as he knows their agents well and they
fear he will disappear should they come looking for him);
the second is a Town Crier guilder named Astro Schwartz
who was mugged in the streets yesterday morning by an
Ur-Ukar speaking with an Aylonian accent.

“Now, let the competition begin by each group choosing


one clue to follow up on first,” Sir Abdelankaa dictates,
“leaving the other clue to their competitors – that way
this will acquire the atmosphere of a gentlefolk’s compe-
tition!” It is up to the cadre whether or not they will play
by Sir Abdelankaa’s rules, although the knight will not
appreciate ungentlemanly behavior in his competition.
Diamond Styx does not intend to play nice, although
he is happy to allow the cadre first pick of which clue to
pursue – “a nice gesture among friends, don’t you agree?”

48
CHAPTER 3: ALIEN MANHUNT

THE STRANGLER OF AYLON’S CRIMINAL DOSSIER


Jo’vet was born some 30 years ago to the Siddir clan of Aylon, one of two governing Ur-Ukar clans
allied with House al-Malik on that world. Early on he was recruited by a Scravers Guild chapter on
Aylon, initially as a messenger boy and Ukari interpreter before he received more official training as
an enforcer and troubleshooter with the guild. About six years ago, Jo’vet had a falling out with his
Scravers master on Aylon – a loan shark and racketeer known as Garfield Rubel – and was summar-
ily thrown out of the guild as well as from his Ukari clan. Two weeks later, Jo’vet answered in kind
by strangling Mr. Rubel in his office, after sneaking in during the night and waiting for Mr. Rubel
to enter his office in the morning.
The now outlawed Jo’vet drifted for a while, visiting a handful of worlds and working for several seedy
characters and groups, before settling on Criticorum three years ago. This is when he is believed to
have fallen in with the Alien Republican Army. His exact association with the ARA crowd is not
known, although he is a known associate of several confirmed members of the anti-Imperial & anti-
Human terrorist group (including perhaps some of the Ur-Ukar attackers aboard the Shooting Star).
Jo’vet is believed to occasionally hire himself out as an assassin. He is suspected of having commit-
ted several burglaries and robberies since he came to Criticorum, and the murder of at least three
al-Malik serfs has been pinned on him. Jo’vet is also a suspect in the strangling of two freemen crim-
inal informants of Sir Abdelankaa eighteen months ago.
Last year, the Strangler of Aylon was suspected of, but never apprehended for, the murder of the
wealthy Acheon factory owner, Baronet Montu Ali Mamolokij Criticorumiyy al-Malik. The author-
ities possess security surveillance photos proving he did the deed. This act is believed to have been a
contract killing initiated by one of the baronet’s business rivals, although no clear suspect has emerged.
Jo’vet was captured last week when trying to pawn some stolen jewelry to an undercover watchman
posing as a fence. He was transported directly to the district jail where he remained, locked up and
interrogated, till he walked out of the jail two nights ago, after first causing the death of two young
and upstanding al-Malik guardsmen, Sir Ayoob al-Mudajjan Criticorumiyy (18 years of age) and
Sir Tariq ibn Najjar Criticorumiyy (20 years of age).
Jo’vet is a dangerous fighter and a keen marksman, as well as a FarHand psychic of moderate talent.
Recent developments (i.e. his curious escape from the jail cell), have lead the authorities to suspect
he also has knowledge of the Psyche school of psychism as well. In addition, he is believed to have
many associates in criminal and revolutionary circles, but few close friends.

SCENE 2: THE USUAL SUSPECTS – FILTHY


HAROLD
Filthy Harold is a petty crook and freeman living in Container City (see Acheon - Capital of Criticorum,
p.152). Filthy is a sad kind of character, his most ambitious venture so far being the small prostitution ring
he ran a few years back before being shut down by Scravers Guild enforcers who did not like the compe-
tition. Filthy is short, greasy, and unhygienic, suffering from mild skin problems and bad breath. He is not
particularly hard to find as he typically hangs out at The Sink, a Container City bar popular with Musters
and Charioteers guilders, whom he petitions for odd jobs or hand-outs.

THE CADRE TALKS TO HAROLD FIRST


Although initially apprehensive about talking to the cadre, Filthy is a coward who can easily be swayed
to talk by even the threat of violence. He is also greedy and unscrupulous, willing to sell out his associate
for a handful of firebirds.

49
CHAPTER 3: ALIEN MANHUNT

“Yeah, I used to know Jo’vet back in the day. He was an honest criminal back when he first came to Criti-
corum, a burglar and thug-for-hire as I recall it, but then he fell in with that alien terrorist group. In fact, I
hadn’t seen Jo’vet for over a year when he came a knocking two nights ago. He said he needed some cash as
he was in a hurry to pack up and leave. Last I heard Jo’vet was behind bars on charges of murder, so I figured
I’d best distance myself from him as quickly as I could. I gave him 30 firebirds that I had saved up and sent
him on his way, promising to let him know if I should get word of any heist in need of a crew member…
or of a poorly guarded home in need of a burglar. He told me to send word to this new place of his deep in
Container City, a small loft apartment in the Yellowy-Green hostel down near the Rusty Crane bar. That,
my friends, is all I know. So, perhaps you could help out a poor feller who has just lost his last 30 firebirds?”

Filthy knows nothing concrete about the ARA, or anything else that is of any interest to the cadre other
than what he has just told them.

THE RIVALS TALK TO HAROLD FIRST


If Diamond Styx goes to see Filthy Harold before the cadre, the petty crook will be quite dead when our
heroes find him. Styx tracked him down easily enough, and once he had gathered what he needed, he shot
Filthy Harold in the chest with his blaster shotgun. Filthy Harold is now a dead end to the cadre.

SCENE 3: THE STICK-UP VICTIM – ASTRO


SCHWARTZ
Astro Schwartz is a Town Criers guilder who currently plies his trade around Acheon. Somewhat of a miser,
Astro has taken up lodging in a small capsule hotel known as The Oneiropolis on the outskirts of Con-
tainer City, a cheap but clean place that suits his taste and sensibility (a one-man capsule costing a quarter
firebird per night). Astro typically starts the day with a breakfast at the Rusty Crane bar before he enjoys
a stroll to the agora (a 45-minute walk away), selling news and advice to anyone along the way willing to
pay. Until now Astro has always felt quite safe from robbers and the like, as he has always been armed with
a medium Autofeed and protected by an Energy Shield, but after the recent robbery he is likely to relo-
cate to a safer part of town. It is worth noting that Jo’vet refrained from killing Astro Schwartz as he did
not wish to provoke any League guilds into action against him.

THE CADRE QUESTIONS ASTRO FIRST


The Town Crier is happy to share the tale of how he was robbed, and offers a reward of 100 fb, plus one year
of free advertisement, to those who can apprehend the robber and return Astro’s belongings.

“It was early yesterday morning that I was jumped by the alien bandit as I walked the streets to my cor-
ner of the agora. He came out of nowhere, in an alley near the Rusty Crane – strong as a Vorox he was
and quick as a Guernicabeast – and before I could blink, the bandit had put a blade to my throat, past my
Energy Shield without activating its protective field. I am told this, the tricking of the Energy Shield, is
a difficult task only an expert fighter would attempt, so I acknowledged defeat and surrendered. Having
subdued me, the Ur-Ukar took my things – robbed me clean he did – and to add insult to injury, he forced
me to give him my services free of charge! How rude he was, not to mention brutal! He wished to know
of any news or information from the city of Ost, and the eastern shores of the Shamal continent in gen-
eral. As I am sure you know, Ost is a League owned city where many aliens and escaped serfs hide, for once
they live seven years in Ost, the law grants them status as freemen.

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I couldn’t tell you what he looked like, for it was dark and my attacker threatening, but he spoke Urthish
with a clear Aylon accent, that much I can say for certain.”

Several items were stolen from Astro Schwartz, including: Imman Vorton .40 Medium Autofeed; hand-
held Squawker; Timepiece; black-and-orange cloak (designed for maximum visibility so as to attract the
attention of crowds and customers); wide-brimmed rain-proof hat; Energy Shield; and some 40 fb in cash.

THE RIVALS QUESTION ASTRO FIRST


When the cadre tracks down Astro Schwartz, after their rivals have already talked to the Town Crier, they
find him uncooperative and suspicious. Their rivals have advised Schwartz not to let the cadre meddle in
the investigation, having filled his ears with tales of their botched missions, questionable moral conduct,
and unwholesome associates. This is a great opportunity for the GM to let the cadre’s past misdeeds (if
there are any) come back to haunt them, as their rivals have somehow gotten their hands on the informa-
tion and passed it on to the Town Crier. What is more, the cadre’s rivals have paid Astro Schwartz 100 fb
to not talk to the cadre, convincing him that their chances to succeed – and thereby to return Schwartz’
belongings – are greatly improved if the cadre doesn’t get in their way. Still, Astro Schwartz is no idiot, and
he can be persuaded into cooperating with the cadre should they be able to demonstrate their worth and
proof of past glories. Still, the guilder has been paid 100 fb not to talk, and should he break that contract
he would have to return the money… In other words, the cadre will have to counter the bribe to insure the
Town Crier robber victim does not lose out further on this case.

MAKING THE MOST OF A BAD DAY


As the cadre prepares to leave Astro Schwartz he offers to sell them his services to aid their cause. Although
he does not know anything more about his attacker, the Town Crier is quite knowledgeable about Con-
tainer City as well as Acheon in general. “If there’s anything of a general nature you’d like to know, my
advice is good value for money!” For a few more firebirds- say, 5 fb per piece of information - Astro can
advise the cadre on where to find important functions or facilities in Acheon, and he will suggest, free of
charge, that the cadre ask around Container City for more information on the Ur-Ukar criminal. “The
Rusty Crane is a nice rustic tavern, full of local charm, and the clients might have heard a thing or two
about my attacker. Also, since he was Ukari, it is worth mentioning that alien residents and even squatters
often occupy the most decrepit apartments and hovels in Container City, so asking around in those ghet-
tos might prove informative.”

SCENE 4: WORD ON THE STREET


Should the cadre feel so inclined, they might inquire about Jo’vet on the streets of Container City. This
is a lot of work, requiring at least a half day of trawling the streets and underworld haunts, which will of
course increase Jo’vet’s head start. Still, there is valuable information to be had on the streets and this par-
ticular avenue of investigation is not opposed or performed by their competition rivals, giving the cadre an
information edge if they succeed. On the other hand, their rivals will pursue their own clues, and might be
on their way to Ost by the time the cadre is finished greasing palms in Container City. Of course, bribing
informants and begging for information will also set the cadre back quite a few firebirds.

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Each player character who spends several hours prowling the streets seeking loose tongues may make a Wits
+ Streetwise roll with a possible complimentary bonus from Presence + Influence. Pool the collective VPs
scored by the player characters and apply the result for the entire scene, then consult the table below to see
what information the characters gain. Of course, if the GM prefers, entertainment can be had by playing
out some of the key bribes and conversations with the shady characters of Container City’s underworld,
but at the same time this could slow down the pacing of Alien Manhunt so we instead suggest the GM
resolves this particular scene with a roll of the dice and some overall exposition and description. A critical
failure could result in a complication such as the characters losing twice as much time or running into a
group of ruffians looking for an easy mark (see FSR GM’s Guide p.37 for ruffian stats).

Word on the Street Results


0 – 5 VP Several people have been threatened and even beaten up by an ugly-looking Human thug with
ginger hair, wearing a dark trench coat, waving a blaster shotgun around, and speaking with a
raspy voice. [This is of course Diamond Styx playing the game his own way – this information
will be offered free of charge if the player characters behave respectfully].
5 VP Jo’vet recently lost several comrades, all of them suspected ARA terrorists, in a botched
hijacking attempt on a freighter en route to Criticorum. He was very upset by this and many
speculate that his jail-break was fueled by his rage and dreams of revenge. More fanciful
speculations have Jo’vet setting up a 1000 fb contract with the Slayers’ Guild, a secret and illegal
organization of assassins, to facilitate said revenge.
10 VP Jo’vet seemingly desires a new start in a city far from Acheon. Several bartenders, street
vendors, pimps, and gangsters can attest that he has been asking around for information on
safe and discreet modes of transport on Criticorum. None of the informants could satisfy his
curiosity however.
20 VP Jo’vet made some sort of a deal a few months back with a local street gang known as the Scarlet
Wraiths. These violent thugs and hardened criminals have served as his bodyguard on several
occasions, and it is believed they helped set up a safe house for him in Container City after he
escaped from jail. “The Scarlet Wraiths are a dangerous gang of drug dealers who claim
Container City as their territory – I am sure they count several dozen members. They are easily
recognized by their red bandanas and their right hands colored red by tattoo ink.” The cadre is
warned against seeking out the Scarlet Wraiths, for they are armed, frequently high on drugs,
and their threshold for violence is miniscule. Should the cadre nevertheless seek out the Scarlet
Wraiths despite the warnings – and escape a beating or worse by behaving respectfully and
humble – the gangsters will confirm that Jo’vet is under their protection before telling them to
go look for trouble somewhere else.
30 VP The cadre locates a Scarlet Wraith willing to talk, but she demands a 200 fb fee first. On payment
they will be informed of Jo’vet’s loft apartment in the Yellowy-Green hostel near the Rusty
Crane bar. If they refuse to pay, the Wraith won’t talk.

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CHAPTER 3: ALIEN MANHUNT

SCENE 5: THE KILLER’S APARTMENT


It is possible that the cadre never learns about Jo’vet’s apartment or that they choose to ignore the infor-
mation and move straight on to Ost. If so, at this point the GM can move on to Act Two.

THE YELLOWY-GREEN APARTMENT BUILDING


Jo’vet’s loft apartment sits atop an old converted office building that served as the Medina Cargo Line’s
headquarters until the company went bankrupt during the Emperor Wars. The shipping company used to
own much of the land on which Container City stands, and their fading logo can still be seen on many
buildings and containers throughout the area. This particular building – which doesn’t have an official name
any longer, instead is referred to simply as ‘the yellowy-green building near the Rusty Crane’ – was bought
by one Sir Henning Hanson Torenson in 4998 and converted into a cheap hostel of sorts, with many apart-
ments, retaining the original furniture and wallpapers bearing the MCL company logo.

JO’VET’S APARTMENT
Jo’vet’s apartment is in bad shape; it is dark, cramped, dirty, and damp with water dripping from rusty pipe-
work in the walls and ceiling. There are no working electric lights and only a few working power sockets
for basic household amenities. The front door is locked, although it is easy enough to open for those who
know the trade (Dexterity + Lockpicking with a +2 goal number bonus with 2 VP needed for success).
There are no neighbors on this floor, and those living on lower floors do not ask questions. The apartment
consists of a short corridor with three offices and a kitchen area leading off from it; there is also a bath-
room at the end of the corridor. Jo’vet uses only the driest office as his bedroom-hideout, together with
the kitchen and bathroom.

Entering the Apartment First


Entering the apartment, the cadre finds it looks near uninhabitable although there is some proof of res-
idence here:

• Kitchen: There’s a trash bin in one corner, containing evidence of recently opened food cans and the
like. There is a small electric ice box beside the sink, inside which can be found several packages of
food (enough to last a grown man 6 or 7 days), several plastic bottles of water, and two bottles of fruit
wine. A note attached to the ice box door, written in Ukari, reads “REMEMBER TO BRING!” In
the sink there’s a strange residue of a sticky dark paste. Proper analysis (Wits + Physick, 6VP) or the
consulting of a skilled poisoner reveals that these are left-over ingredients from mixing the Ur-Ukar
poison Grixi (FSR GM’s Guide p.27).

• Bedroom / Office: This room is empty apart from a brand new sling bag sitting in a corner, packed
with a blanket, some spare clothing (including Astro Schwartz’ cloak and hat), a Squawker (also
belonging to Mr. Schwartz), a washed-out food jar containing 5 doses of Grixi, a map of Criticorum,
several two day old news sheets, and two Timepieces (neither of which are the one stolen from Astro
Schwartz). This is Jo’vet’s improvised bug-out pack for travelling to Ost.

• Bathroom: Hidden in the toilet tank, wrapped watertight inside the packaging for the sling bag in
the bedroom, is Jo’vet’s fallback stash: 30fb and a spare dagger.

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CHAPTER 3: ALIEN MANHUNT

The Rivals Reach the Apartment First


If the rivals got to Jo’vet’s place first, they will still be there when the cadre arrives. The cadre is not allowed
access to the apartment till after the rivals have finished, at which point there is unlikely to be any clues left
for the cadre to find. Before the rivals finish searching the apartment however – or just before the cadre lose
their patience and start drawing their guns – Jo’vet arrives back at his place planning to gather his things
before he makes his way westwards towards Ost.

SCENE 6: ROOFTOP CHASE


At an appropriate moment, when the cadre is almost finished investigating the apartment of Jo’vet the
Strangler of Aylon, or while they wait outside for their rivals to finish the same, Jo’vet unexpectedly returns
to collect his bug-out pack and food. Sneaking back to the Yellowy-Green building across the Container
City rooftops, Jo’vet plans to sneak into his apartment through the skylight window in the corridor ceiling.

If the rivals are inside the apartment while the cadre waits outside, the cadre suddenly hears commo-
tion from inside, with someone yelling “He’s on the roof !” More commotion follows as the cadre’s rivals
scramble onto the roof of the Yellowy-Green building to chase Jo’vet. If the cadre follows, add at least 3
VPs to Jo’vet’s head start, and then run the chase as detailed below.

If the cadre is inside the apartment, just when the cadre is about done rummaging, one of them spots
Jo’vet looking down through the corridor skylight – Jo’vet simultaneously spots the character and after
a moment’s hesitation bolts off across the rooftops. He decides he’d better procure some more food and
resources from elsewhere and put his plans into immediate action. Should one or more player characters
decide to sprint after Jo’vet, a wild chase high above Container City ensues.

THE ROOFTOP CHASE


Jo’vet will lead his pursuers through an ‘obstacle course’ as he flees across the Container City rooftops,
hoping to escape capture – Jo’vet must acquire 12 VPs more than the best pursuer to escape. Luckily
for Jo’vet, he has a head start as he is already on the roof. He is also quite fit and agile. The ‘obstacle course’
does not detail every ledge, roof, or leap covered in the chase; instead it simulates the general conditions of
the chase by focusing on certain key obstacles the hunters and the hunted need to traverse. Each obstacle
consists of a general description of the terrain encountered, accompanied by a modifier to the chase goal
roll for that particular obstacle.

Each pursuer rolls Endurance + Vigor against Jo’vet’s Endurance + Vigor (12), accumulating VPs with
each turn. Have each character track their VPs separately. Jo’vet has a 3 VP head start (or 6 VP head start
on those outside Jo’vet’s apartment). If any character accumulates 12 VP they have caught up with Jo’vet
and regular combat ensues, with every VP less than 12 being one round away. If Jo’vet’s VPs reach 12 more
than the fastest pursuer, he escapes. If the GM does not mind the extra goal rolls, she may allow all partic-
ipants to complement (FSR Player’s Guide p.94) their chase rolls by rolling Dexterity + Athletics. Jo’vet’s
goal number for this roll is 7.

It is worth mentioning that Jo’vet is wearing Astro Schwartz’ Energy Shield, so simply gunning him down
will not be easy. In fact, a character who spends a turn shooting at Jo’vet is not allowed a chase goal roll,
thereby increasing Jo’vet’s head start. Each VP difference between a character and Jovet is 20 yards of range.
For example, if Jo’vet is at 10 VP and the leading chaser is at 8 VP, they are 40 yards apart.

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CHAPTER 3: ALIEN MANHUNT

The following obstacles can be presented on each turn to add some variation to each turn’s roll. The play-
ers might also think of creative ways to overcome these obstacles using different complementary skills.

ROOFTOP CHASE OBSTACLES


1. Climbing to the roof through the skylight requires a chase goal roll with a -4 penalty. Each turn the
pursuers spend stacking furniture etc. to reach the roof adds +2 per participating character, but also
gives Jo’vet an additional 3 free VPs head start per turn spent.

2. Sprint up a steep roof with loose tiles: -2

3. Short horizontal leap to the roof of a nearby office building: +0

4. Long jump to the roof of a container-stack tenement building: -2

5. Jumping from balcony to balcony of a hostel: -4

6. Sprint across a plank-bridge between two roofs: +2

7. Long downwards leap to the roof of a street restaurant: -4

8. Dash back to the rooftops up several flights of stairs: -2

9. Horizontal leap to the flat roof of a neighboring building: +0

10. Jump up to a neighboring roof while clearing an obstructing antennae dish: -6

Critical Failure: Choose one of the following examples or invent your own:

1. Dangling from the edge of a roof: fall out of the chase and start over from zero VP.

2. Hesitating before jump: get a -2 goal number penalty on the next turn’s roll.

3. A shortcut turns out to be a dead end: lose next chase goal roll as you retrace your steps.

4. Slide down a steep roof: lose next chase goal to climb back up.

CATCHING JO’VET
There is no denying that this chase sequence has been designed to allow Jo’vet to escape capture. The rea-
son is that it would be dramatically inappropriate for the cadre to catch Jo’vet so early in the drama as
this would render the remaining acts obsolete. This scene is intended to add tension and suspense to the
drama, not end it dead in its tracks with a premature capture of the alien prey. If a character does catch up
with Jo’vet, he will do his best to incapacitate that character quickly and keep running: continue having the
rest of the characters make goal rolls to catch up. It would, however, be quite unfair to the players if they
successfully chase down Jo’vet only to have him rescued by deus ex machina without some kind of com-
pensation. It is therefore recommended that should the cadre overtake Jo’vet, allow him to escape anyway,
possibly by taking a dangerous jump and allowing his Energy Shield to burn out to absorb the damage,
or losing his stolen pistol.

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CHAPTER 3: ALIEN MANHUNT

Also remember that Jo’vet is rather desperate and will use Wyrd on second tries (FSR Player’s Guide p.100)
to ensure good VP scores. He might also use his Throwing Hand power to aid in his escape by invisibly
pole-vaulting himself across a chasm so the cadre cannot follow. Jo’vet has just enough Will to accom-
plish this as he can levitate 70kg and he is not a big man. Another option which the GM might use, even
if the cadre does not catch up with Jo’vet, is to let their prey escape by having Diamond Styx appear out of
the blue to fire his blaster shotgun at Jo’vet from a roof across the street, forcing the PCs to dive for cover
and rendering their VPs scored this turn void. This will remind the cadre that Diamond Styx is lurking
about and that he is a very dangerous individual who does not play by any rules but his own. His action
may even make the cadre suspect Styx to be in league with Jo’vet or at least have no qualms about murder-
ing the cadre to make his own hunt easier.

JO’VET ESCAPES
One way or another, Jo’vet eventually manages to shake off his pursuers and the cadre sees him disappear
into the window in a distant building. A few moments later, Jo’vet is seen speeding off on a hoverbike down
the street – a hoverbike conveniently parked on a neighboring building’s roof. The owner of the hoverbike,
a fat Reeves Guild banker dressed in a rich burgundy suit, explains if questioned that he was in the area
looking to buy some real estate when a “scoundrel of a Ukari” made off with his transport. The man is furi-
ous, comically jumping up and down with anger, with his fat wobbling under his burgundy suit. He offers a
reward of 200 fb, then and there, for the return of his bike. His name is Manager Leopold Marek, although
he will forget to mention this to the cadre unless they ask, making it more of a hassle to track him down
and claim the reward should the cadre eventually manage to recover the stolen hoverbike.

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CHAPTER 3: ALIEN MANHUNT

ACT 2: OST – HUNTING THE PREY


Even if their rivals manage to obstruct the cadre’s investigation in places, our heroes should have enough
clues by now to realize that Jo’vet the Strangler is looking to relocate somewhere to the northwest. If the
cadre has not come across a reference to the city of Ost however, they might not be certain where to go
from Acheon. Still, there are not many alternatives for an urban alien outlaw on the run in the Shamal sub-
continent. There is Rothilaka, a small fishing town up the coast from Acheon, although Jo’vet the Strangler
of Aylon is not exactly thought to possess ambition as a fisherman. There is Newjruslem on the northern
shore of Tabaristan Sea, a market city where local fishermen, fur trappers, and woodsmen sell their wares,
and where the Urth Orthodoxy is strong – it is unlikely that Jo’vet would flee there. Finally, there is the
Merchant League city of Ost, a sinking city on the western shore of Shamal renowned for its tolerance –
where the hunted acquire freeman status after hiding there for seven years – an ancient metropolis run by
a Charioteer-dominated City Council that even has its own Spaceport.

This act begins when the cadre is ready to leave Acheon for Ost. It is up to them to decide when this is,
although Jo’vet will waste no more time in the capital now that he knows there are bounty hunters on his
tail. He immediately sets the course for Ost on his newly stolen hoverbike. Of course, the cadre needs to
secure some sort of transport to take them to Ost.

Transportation
The distance between Acheon and Ost is approximately 4,000km as the crow flies. Once upon a
time, the entire sub-continent of Shamal was crisscrossed by roads and had plenty of stops and set-
tlements where a traveler could rest and replenish fuel, but now it is very different – the roads have
been reclaimed by nature (in particular the mighty Nordwood Forest) and the settlements are ghost
towns abandoned nearly a millennium ago. This makes travelling in a landcraft quite impractical, and
the cadre is better off going for the faster option of a skimmer or an aircraft of some kind.
A ground vehicle can safely travel at half of its top speed for about eight hours a day before the
driver and vehicle need to rest. An additional four hours can be added for every extra driver taking
a turn at the wheel, but it is unwise to push the vehicle too hard, as there are few service stations in
the Shamal wilderness.
A skimmer is a much more practical choice as these hovercraft can safely travel at three-quarters
of their top speed. Otherwise, the restrictions and conditions remain much the same as for ground
vehicles.
The best option is an aircraft, which can safely travel at their top speed. In addition, autopilots and
other safety instruments available on TL4+ aircraft allow a craft operated by two or more pilots to
fly non-stop without risk until they run out of fuel.
Goal rolls to operate the vehicle are only required if the driver wants to go faster than the safe oper-
ating speed for a significant period of time, with a -2 goal number penalty for each ten percent of
speed increase. The exception is that should the driver not possess the required skill to operate the
vehicle at rank 1 or higher, a goal roll must be made every hour. Also note that driving ground vehi-
cles off-road requires a goal roll every hour (or every 10 minutes if the driver does not possess the
required skill) unless the vehicle is specifically built for off-road travel.

Example Travel Options


• Shodan Off-Road or similar ground vehicle (cost 2,500fb, range 250km, top speed 95kph):
Safe speed 47.5kph. 84.2 hours to reach Ost. 15 refueling stops required.

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CHAPTER 3: ALIEN MANHUNT

• Masood Griffon or similar skimmer (cost 10,000fb, range 400km, top speed 480kph): Safe
speed 360kph. 11.1 hours to reach Ost. 9 refueling stops required.
• Masood Griffon Speed Racer (cost 12,000fb, range 300km, top speed 640kph): Safe speed
480kph. 8.3 hours to reach Ost. 13 refueling stops required.
• Jet Flyer or similar aircraft (cost 12,000fb, range 1,000km, top speed 480kph): Safe speed
480kph. 8.3 hours to reach Ost with a single pilot (+ autopilot). 3 refueling stops required.
• Krulser Air Yacht or similar Flitter (cost 25,000fb, range 3000km, top speed 1,200kph ):
Safe speed 1,2000kph. 3.3 hours to reach Ost with a single pilot (+ autopilot). 1 refueling stop
required.
• Jo’vet on his Lancety Pegasus-250 hoverbike (cost 9,000fb, range 450, top speed 400kph): Jo’vet
races at 360kph which is 20% over the safe speed of 300kph (meaning Jo’vet suffers a -4 pen-
alty to his drive goal – his bike is quite beat up when he arrives in Ost). It takes him 11.1 hours
to reach Ost (he drives straight on for Ost, damaging his hoverbike further the more fatigued
he gets), with 8 refueling stops.

Public transportation exists between Acheon and Ost in the form of commercial air flights, and a
standard inter-city aircraft fare between the two cities is 10fb per seat+2fb per piece of luggage (30fb
per luxury class seat). Booking a seat on a commercial air yacht costs 100fb per seat+10fb per piece
of luggage (all seats are luxury class). The drawback with commercial transportation is that the trav-
elers will have to wait for the next flight to Ost. There is approximately one flight to Ost every day
from Acheon (roll 1d20 to find how many hours remain till the next plane leaves), while air yachts
travel only once every 5 days (roll 1d20 and multiply the result by a d6 to find the number of hours
till the next yacht leaves).

Renting a vehicle is possible on a high-tech world like Criticorum, with a common rate being a
deposit equal to 10% of what the vehicle costs to buy new, plus a weekly charge of 10% of the deposit
amount. Of course, any and all damage that the vehicle sustains must be paid for by the renters, plus
the weekly fee continues to be charged till the vehicle is again fit for service. Renting a vehicle is also
quite fast and can typically be done within an hour (longer at night). The cadre should also remem-
ber to bring extra fuel as there are few available fuel stations along the way (see FSR Player’s Guide
p.311 for fusion cells, while petroleum costs about 1fb per 10km worth on Criticorum).

“But we do not have that kind of money!”


Few cadres can be expected to walk around with thousands of firebirds on their person, but luck-
ily there are ways to acquire such funds. Sir Edgar Abdelankaa gladly pays the expenses, although it
takes about four hours to land an appointment with the busy Questing Knight; bribery of about 40
fb could reduce this time to a half-hour. Securing a loan with a Reeves Guild moneylender is also no
problem, although such bankers will claim a 10% return on the loan + an addition 5% interest per
week. Of course, the cadre might argue that this is not their problem as Sir Abdelankaa will pay their
costs upon capture of the Strangler of Aylon, but they should remember that this is only true if they
capture him before their rivals. Alternatively, the cadre may proposition a patron to carry the bill for
them till Sir Abdelankaa pays them back, or they might even try to convince the al-Malik authori-
ties to help them take care of the stain on their pride created by the escaped Jo’vet.

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CHAPTER 3: ALIEN MANHUNT

SCENE 1: IN PURSUIT ACROSS THE SHAMAL


SUB-CONTINENT
As in Scene 4 of the previous act, chasing Jo’vet across Shamal is not minutely detailed as this would prob-
ably interrupt the suspense for players and the cadre alike. Instead, this scene presents some clues the cadre
might pick up along the way, as well as information on Jo’vet’s progress. Of course, if the cadre chose some
alternative route to reach Ost – such as airplane travel between Acheon and Ost – they circumvent this
scene entirely and go directly to Scene 2 of this act.

JO’VET’S HEAD START


If the cadre acts fast, Jo’vet might have only a couple hours head start on them. Assume it takes the cadre
one hour to get back from Container City and pack their things before they are ready to set out after Jo’vet.
It takes them another hour or so to rent a vehicle if they go for that option or possibly much longer if they
decide on public transportation. Other things might delay them as well, such as acquiring funds for the
trip or taking care of private business. Jo’vet has to change fuel cells on his hoverbike eight times along
the way to Ost (roughly every 1 hour and 20 minutes or so), but luckily for him there are three spare fuel
cells in the storage compartment of his bike and the one already installed is almost full. He reaches Hov-
inton, a small settlement along the mighty Hovin River about five hours into his travel, where he manages
to exchange his four near-spent fuel cells for five fresh ones at the exorbitant cost of 55fb (although the
locals throw in a meal and drink as well). This means that except for the stop at the riverside town, Jo’vet
only needs to stop every now and then to slot a new fusion cell into the bike, and he makes good progress.

HOVINTON
The first sign of civilization for over 1,000km comes with a sudden burst of radio chatter as the cadre nears
the Hovin River. This settlement does not appear on any maps of the region as it is small, lies in the middle
of nowhere (about 1,900km from Acheon), and was established by conscript bailers early in the Emperor
Wars. In other words, this town is not legal and the residents pay tribute to no lord. Still, it has grown rather
large over the last few decades, attracting war refugees and common settlers. It now has a respectable popu-
lation of 6000 souls. What’s more, despite being an unofficial settlement, Hovinton attracts some measure
of civilization and infrastructure, with Charioteer merchants frequently coming to trade technology and
luxury goods for fine pelts and local produce. Watermills along the river supply the town with enough elec-
tricity to power lights and the odd tech gadget. A retired Engineer has even set up a power station where
he stores electricity in huge batteries and sells his recharge services for exorbitant prices (5fb to recharge
one cell and 20fb to buy a spare charged cell; spent cells can be traded in for a 5 fb discount). He also runs
a local radio station which broadcasts various programs on five different channels and of course, he sells
homemade radios to the Hovintonites. The town has no proper church, although an Urth Orthodox mis-
sionary is attending the town’s spiritual needs from the town hall when Hovinton’s Council of Elders is
not convened. All in all, Hovinton is an odd mix of backwater ideals and the occasional example of civili-
zation and technological sophistication.

The people here are friendly and curious about the cadre, unless the cadre disrespects them and their ways.
The locals speak a very strange dialect however, and anyone not local to Hovinton must make a simple Pres-
ence + Influence goal roll (Wits + Criticorum Lore complimentary) to communicate beyond hand gestures
and the odd word. Alternatively they can track down one of the few hundred outsiders who have recently
moved to Hovinton and ask them to translate; 1fb or some trinket will usually be enough of an incentive.

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If communications are established, the cadre will learn that an Ur-Ukar traveler arrived here on a hover-
bike some time ago (they accurately give how many hours head start Jo’vet has), but that he stayed only for
a meal and to buy some fusion cells before he continued westward. Few cared much for the alien, stating
that he behaved strangely and with barely concealed aggression or stress – many believe he contemplated
stealing what he needed but many of the townsfolk here look like they can handle violence. The Ur-Ukar
was apparently low on cash and asked if anyone knew of an employer or cheap hostel in Ost that would
accept an alien, but as none of the Hovintonites had ever set foot in the sinking city, none of them were
able to help him out. The locals did point the Ur-Ukar in the direction of a small monastery community
along the Rhine River another 150km west of Hovinton, and they are happy to supply the cadre with the
same information.

SERVANTS OF PEACE MONASTERY


This small community rests on hills overlooking the vast Rhine River, and consists of two dozen huts
and hovels surrounding a stone keep enclosed within a timber palisade. The monastery proper is an Urth
Orthodox institution dedicated to St. Lextius and the ideals of enlightened nobility with their sacred
responsibilities to the world and the Universal Church. Most of the monks are retired nobles, the majority
of which are veterans of the Emperor War who found ordinary life impossible to cope with after suffering
irreparable emotional damage. Now they live out their retirement in peace and quiet among their fellow
veterans, many of whom fought on opposing sides in the Emperor Wars. Around the monastery several ref-
ugee families have set up homes, relying on the monks for guidance and protection in exchange for helping
to feed the holy men. The monks are happy to feed and help the cadre, especially once they explain their
mission, and they manage to scrape together half a dozen charged fuel cells to exchange for any spent ones
the cadre may carry – they possess no petroleum or other such fuels however.

The residents inform the cadre that an Ur-Ukar traveler did indeed come by here a while ago (depend-
ing on how far ahead of the cadre Jo’vet is). He traded a spent fuel cell for a charged one, as well as some
food for a handful of firebirds, and then he was on his way again. Although none of the monks possess
aura-reading occult abilities, they all agree that the Ur-Ukar was a broken soul: aggressive, alone, and in
a perpetual state of flight. One old and wizened monk bearing a faded mantis tattoo on his neck suspects
that the Ur-Ukar was fleeing from his own devil-twin (i.e. Dark Twin/Urge) as much as from any pur-
suers – the man, who goes by the name Brother Jan, looks sadly at his hand as lightning sparks from his
fingers for a few seconds; this man used to be a VisCraft practitioner who joined the Servants of Peace
Monastery to escape his own Urge.

Perhaps quite unexpectedly, the monks will explain that the cadre are not the first to come asking for the
Ur-Ukar hoverbiker, as another man passed by here in a sleek Masood Griffon Speed Racer Aircar just
a short while ago (again, depending on how fast progress the cadre has made – ideally only a few hours
before the cadre arrived). It was a sour-looking red-headed brute armed with a blaster shotgun, and he
acted even more threatening than the Ur-Ukar.

THE TIGER MEN OF OST


In the countryside around Ost dwells a particularly dangerous race of Changed known as the Tiger Men
(see GM Characters below). The result of a failed bioengineering experiment to create a breed of super-sol-
diers to protect Ost during the Emperor Wars, the Tiger Men escaped and now roam the wilds, attacking
livestock and people indiscriminately. Some reports claim that the Tiger Men are breeding new cubs in
the wilds, the hallmark of a proper artificial species, although these claims have yet to be confirmed by
Ost scientists.

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On the cadre’s last fuel and leg-stretching stop before reaching Ost, they find themselves stalked by these
tiger-Human half-breeds. The cadre first sees them as two Tiger Men stalk the edge of a nearby forest,
barely visible among the trees. Soon they start to roar and posture, darting in and out of the forest while
making threatening gestures and noises. This is all a distraction to allow the remaining six Tiger Men to
sneak up on the cadre from behind, stalking on all fours through the tall grass. While fearsome, the Tiger
Men have no intention of seriously risking their health, and the animalized will quickly flee if the cadre
aptly demonstrates their martial superiority (by using firearms for instance). The GM should know that
this scene is designed not to seriously threaten the cadre, but to introduce the concept of the Tiger Men
– and by extension all half-breed changed in and around Ost, such as the troglodyte Mole Men – as a ref-
erence when the cadre encounter more of them later on in the drama.

SCENE 2: INITIAL PROBING INQUIRIES IN OST


This scene assumes that the cadre is half a day or
more behind Jo’vet when they reach Ost. After all, REACHING OST FIRST
Jo’vet drives a fast vehicle and pushes straight on as In the unlikely event that the cadre reaches
much as he can, and it takes him just over 12 hours Ost before Jo’vet, their most probable course of
– stops and all – to reach Ost from Acheon. The action will be to try to intercept the outlaw as he
cadre on the other hand will be at least one hour enters the city. This is a lot harder than it sounds,
later than Jo’vet out of Acheon, likely even longer, as Ost is a large city with no wall or other fea-
and they might stop to rest and ask for news about ture to direct incoming traffic, especially aerial
their prey every few hours along the way. Even if the traffic like a hoverbike, and there is no way the
cadre travels to Ost by air, they have to wait for the cadre can manage to cover the 40 or so miles
next available plane to Ost. of city outskirts. The GM can probably safely
assume that the cadre are unable to intercept
Below are outlined some possible areas of inquiry Jo’vet, but if they should come up with some-
the cadre can use to locate Jo’vet after he arrives thing incredibly ingenious to locate their prey,
in Ost. He is trying to be discreet but he is also then use the following guidelines, designed to
in a hurry and likely to make mistakes in cover- allow Jo’vet to escape so that the drama contin-
ing up his trail. The rest of this scene assumes that ues for a bit longer.
Jo’vet arrived in Ost prior to the cadre. If the cadre
manages to arrive first they may get some of this Jo’vet approaches Ost from the east, but about
information from squawker talk. an hour before reaching the city, he turns south-
ward so as to approach Ost from the south and
will attempt to find other traffic to blend with.
POSSIBLE INQUIRY #1 – He chooses the busy and cramped Indusville
AN UR-UKAR ARRIVES ON district as his point of entry, approaching in the
A HOVERBIKE shadows cast by large buildings for increased
Ost is a large and busy city, with countless roads, anonymity. He skims low through the streets,
freeways, and paths leading into it – for those arriv- taking random turns to help shake pursuers
ing on a skimmer the angles of approach are greater and observers, and disguises his Ukari appear-
still – and as such few pay much attention to trav- ance by dressing either in Astro Schwartz’ cloak
elers coming and going. Persistent cadres willing to (turned inside-out so that it is all black) and
spend some money and time asking around might wide-brimmed hat, or if that is not available, he
track down some witnesses to Jo’vet’s arrival in Ost. dons a dark blue coat and woolen hat he stole
while they were hung to dry outside a house
along the way.

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CHAPTER 3: ALIEN MANHUNT

Six man-hours which could be divided among several characters, a few firebirds, and a total of 6 or more
VPs generated collectively by all searching player characters rolling Presence + Influence goals (Wits +
Streetwise complementary), will turn up information on an Ur-Ukar fitting Jo’vet’s description recently
arrived in Ost. He was piloting a beat-up hoverbike, and made a quick stop at a tavern just outside of
Indusville called “The Defiant Oak” where he ate and asked directions to the alien districts of Ost. He also
asked for directions to a vehicle shop that would be willing to buy his hoverbike, and was pointed in the
direction of Ray Slick of Slick Sales.

POSSIBLE INQUIRY #2 – CRIMINALS AND ALIEN


OPPORTUNITIES IN OST
There are several bands of criminals operating in Ost, and some of them are alien in nature. There are
rumors of an ARA cell here, although it remains so secretive and hidden that corroborating the rumor is
impossible. Should the cadre inquire about the ARA with Ost law enforcement agents, they learn that
the watch and security officers suspect the ARA cell has temporarily disbanded or left Ost, possible even
Criticorum, after a recent major setback with the failed hijack of the Shooting Star. It is improbable that
Jo’vet, the Strangler of Aylon, is in contact with this group. It’s much more likely that Jo’vet has sought
out the aid of another alien big shot, the alien charity and refugee patron Headmaster Koirejek. Koirejek
is an Ur-Ukar businessman and patron whose primary business in No-Man’s Land is a private school and
boarding establishment called the Alabaster Hills Academy, where aliens of all sorts and ages can gain an
education in various technical fields, fine arts, and sports (primarily martial arts training for Musters Guild
services). Most newly arrived aliens in Ost seek out this school as a starting point for finding employment,
education, or general advice and aid, all of which Headmaster Koirejek is more than happy to supply (see
the “Alabaster Hills Academy” scene for more information on the establishment and its Headmaster).

POSSIBLE INQUIRY #3 – DITCHING A STOLEN


HOVERBIKE
Skimmers are quite rare, even on Criticorum, and a hoverbike is even rarer. There are probably less than a
dozen hoverbikes in all of Ost and the cadre may assume that Jo’vet ditches the vehicle at the first oppor-
tunity. Speaking to Ost law enforcers or neighborhood watch groups reveals that no abandoned hoverbike
has been recently found in Ost, although such items are seldom left alone on the streets for too long before
someone decides it is theirs. “Perhaps,” a friendly vigilante suggests, “your outlaw sold the vehicle to a black
market dealer?” This is indeed what Jo’vet did; he asked around for a sleazy used crafts dealer and was
referred to Ray Slick, a petty Scravers guilder businessman of the Factor District .

There are not many businesses dealing in hoverbikes in Ost, and even fewer would buy a used one, no ques-
tions asked, off a newly arrived Ur-Ukar. There is one however, and the cadre should not have too much
trouble finding Ray Slick of Slick Sales, Ost’s unscrupulous used vehicles salesman extraordinaire. Slick
operates in a legal gray area, for as a Scraver he shares in the guild’s patent on reclaiming and scaveng-
ing unclaimed property, which makes the fencing stolen goods side of his business difficult to prosecute.
The Scravers Guild is quick to throw its financial, legal, and muscular weight behind any guilder’s right to
scavenge, and an out-of-court settlement is by far the most common way of settling complaints against
Scravers fences – that is, the offended are offered the opportunity to purchase the stolen item back at a
minimal cost to cover the Scravers guilder’s expenses in reclaiming and safe-keeping the ‘found’ item. Slick
therefore has a couple of cases against him at any one time, although he has yet to see a day in court for
fencing stolen goods, and neither is he likely to do so for accepting a pawned hoverbike stolen in Acheon.

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“Call me Slick,” he tells the cadre, “all my friends do.” He explains that an Ur-Ukar, whose name was neither
asked nor offered, approached him about selling a “rather mistreated specimen of a Lancety Pegasus-250
hoverbike. Of course, the alien wanted thousands of firebirds for the vehicle, but I explained that without
documents to prove ownership the vehicle I could not hope to sell it with a profit until the potentially stolen
item ‘cooled’, which means it will take up costly space in my garage for many months without generating
any revenue. Also, as I mentioned, the hoverbike was in a poor shape, as if he had driven it blindly through
the forest from end-to-end. Eventually we negotiated a sale of the vehicle to me for a mere 850 firebirds, a
deal the Ukari seemed pleased enough with. He then asked for a cash payment and some advice on where
one could lay low in Ost. I’ll sell you the same advice for just 20 firebirds, my friends.”

If the cadre pay Slick’s price, or persuade him to talk in some more creative way, he confesses the follow-
ing: “As I told the Ur-Ukar, Indusville is a great place to hide if the Thuggees take you under their wing
– their protection costs 50 or more firebirds a week though, depending on how desperate you are. The Hun-
ger City district is an excellent place to hide – if you can manage to survive and to escape enslavement or
exploitation. In Hunger City it is everyone for themselves, and its residents will exploit any weakness you
display. And there is of course the Understreets – the underground sewers and flood tunnel system, with
a myriad of disused railway tracks, disaster shelters, and abandoned cellars where the really destitute live.
The Understreets is also home to the Mole Men, a vicious breed of misfits who prey on sentients for food.
The Ur-Ukar’s best option I believe to be No-Man’s Land, Ost’s alien quarter where few Humans live or
do business. There it would be easier for him to find work and shelter, and the many alien interest groups
would offer much protection. My money is on No-Man’s Land – probably the notorious casino and saloon
known as The Sanctuary Cave, a proper meeting place for lowlife aliens.”

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CHAPTER 3: ALIEN MANHUNT

SCENE 3: THE SANCTUARY CAVE


The cadre may have heard about this No-Man’s
Land establishment from Ray Slick in the previous ORO’YM
scene, or from another source they asked about safe- The Oro’ym are native to the deep waters of
houses for aliens in Ost during their initial inquiries Madoc and are rarely encountered anywhere
about Jo’vet. else. When they do travel off world they use
suits specially engineered for them by the Mer-
The Sanctuary Cave is a casino and saloon where chant League to keep their skin moist and to
alien workers come to kick back after a long day’s help regulate their body temperature as they
work. It is run by a group of non-Human Scravers are cold-blooded.
collectively known as the Allsorts Crew. Human cli-
ents are perfectly welcome as long as they behave Adult Oro’ym when standing average between
themselves, treat others with respect, and are willing 1.5 to 2 meters in height. They have round heads
to pay the extra 5fb cover charge levied on Humans. with large round eyes protected by heavy eyelids
The Sanctuary Cave is a three-story affair connected and a nictitating membrane as well to protect
by a beautiful, well-worn marble staircase with a and keep their eyes moist when above water.
wrought-iron rail swirling and twisting with no dis- Most have flat nostrils on their faces above the
cernible pattern. eyes, but a few have a blowhole on top of their
heads. Fish-like scales cover their body and
The ground floor of the Sanctuary Cave is a smoke- temperature is regulated through a double row
filled lounge where an all-Obun musical band (all of sail-fins on their backs, as well as the colorful
of them educated at the Alabaster Hills Academy frills they can extend from their necks. Power-
– see Scene 4), play a sort of art-jazz performance. ful tails help when swimming and can be used
The lights are low and the atmosphere both inti- to deliver a powerful attack while on land. An
mate and anonymous. The clientele is usually relaxed Oro’ym who loses a limb or tail it can regen-
and friendly, enjoying drinks, water pipes, and the erate the lost appendage in approximately four
entertainment. months.

The second floor houses offices, a private room, The rare Oro’ym who leaves his homeworld on
a back-stage area, and a couple of bedrooms to Madoc or works closely with humans often cuts
accommodate visiting bands. This floor is off-limits the webbing between the first and second fin-
to visitors, and a bored-looking Vorox brute stands ger on their hands to allow them to use human
guard on the first floor landing of the marble stair- made weapons and tools more easily. This dis-
way (should the GM need stats for the Vorox figurement marks them, in their own language
bouncer, then use Thokgur, the Vorox brute from as Redem’ym, warriors who deal with outsiders.
The Shooting Star Hijack, as a guideline; see p. 37).

A tacky casino occupies the top floor, where guests enjoy a variety of games of skill and chance. Three
Ur-Ukar brutes double as bouncers and waiters here (if stats for these Ukari are required, then use the Ur-
Ukari warriors from The Shooting Star Hijack as a guideline; see p. 40). A corner booth in the far back of
the casino is reserved for the local mafia boss, Dagol the Oro’ym, who uses it as his office in return for sup-
plying the Sanctuary Cave with security. Dagol operates as a local businessman, running a gang of brutes
who serve part time as a police-force-for-hire and part time as a racketeering band.

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CHAPTER 3: ALIEN MANHUNT

ASKING AROUND THE SANCTUARY CAVE


If the cadre asks around politely, and possibly
throw in a handful of firebirds for peoples’ trou- HIRONEM
bles, they learn that an Ur-Ukar matching Jo’vet’s This species of humanoid reptiles are beholden to
description has indeed been visiting the Sanctu- their God-king on Cadiz, who himself is a vassal
ary Cave. He came in the company of a Hironem of House Decados. They once inhabited the entire
bodyguard hired from the Alabaster Hills Acad- world, but today their territory is limited to the
emy. For a few firebirds some might know the swampland reservations and the protectorate-city
Hironem to be Zahhak, a gunslinger for hire. of Turaz, where the Hironem culture is protected
Jo’vet and his friend did not stay for long, although from outside influence. Theirs is a strictly con-
they did speak privately to Dagol in the upstairs trolled society, based around a rigid class system
casino. of sages, warriors, laborers, and outcasts, which
restricts their individual freedom. However, as
aliens go, Hironem remain among the most inde-
TALKING TO DAGOL pendent in the Known Worlds.
Should the cadre approach Dagol, they find him in
his private casino booth flanked by a dozen attrac- Hironem stand two meters tall on average, are
tive Human females, while a Human male slave in slight of build, and sport horns, crests, or flaps
chains and obviously drugged sits obediently on instead of head-hair. Some have short vestigial
the floor by his feet awaiting instructions, pun- tails, and digits count three toes per foot and five
ishment, or reward. Dagol takes great pleasure in fingers per hand. Hironem lack external ears, their
suppressing Humans. In actuality, he detests the noses are but small slits in their face, they have
entire species and if there are any non-Humans long sticky tongues to catch small pray with, and
among the cadre he speaks exclusively with them. their eyes are amber-gold. While never observed
It is difficult to read Dagol’s blank cold-blooded to possess PSI abilities, Hironem perceive the
features, but he freely admits to having received world with an additional sense called S’su that has
and helped Jo’vet. “So, you are the predators hunt- some similarities with Subtle Sight, with which
ing Jo’vet… He is under my protection now, and they see “energies” more spiritual (or “harmoni-
for your own sake I recommend you consider the ous”) than physical.
man lost to you, lest your lives will be equally lost
to you. We do not want your kind around here.” Off-world travel is rare among them, for cultural
taboos, strong family ties, and pious servitude to
Gaining Dagol’s trust and help is a difficult task the God-king keep most Hironem in the reser-
for the cadre, assuming they consist of mainly vation. Those who do travel, tend to be merchants
Humans. Money won’t change his opinion on (mostly outcasts), mercenaries, ambassadors, or
the matter and neither will reason: “We aliens as servants of the God-king’s patrons. Also, with
you call us,“ he sneers, “become outlaws to you the newly rediscovered Hironem culture among
because you Humans force our hands – man- the population of Iver, freemen Hironem have
kind is at least as guilty of Jo’vet’s crimes as he is.”recently become a slightly more common sight
Should the cadre make a major effort for Dagol on some worlds of the Phoenix Empire.
or the aliens of No-Mans’s Land in general, he
might reconsider. Tracking down rivaling bounty
hunting bands would go a long way to endear the cadre to Dagol. Should they manage to win Dagol’s
favor, for now, he tells the cadre some relevant pieces of information, such as information on the Alabaster
Hills Academy, that Jo’vet currently lives at the Garden of Pomegranates Hotel, that Jo’vet asked Dagol for
employment, and/or any of the information that Vorek the Ukari junkie is scripted to tell them later, but as
soon as the cadre leaves the Sanctuary Cave he will contact Jo’vet and warn him that the cadre is on their way.

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CHAPTER 3: ALIEN MANHUNT

Note that whether Dagol betrays Jo’vet or not, the Ukari outlaw will come to the Oro’ym gangster for help
once his safe house has been compromised, and the Dagol will agree (with a binding contract) to set Jo’vet
up with a new hideout in an abandoned apartment of the Brandenbury Building (more about this later).

A HELPFUL INFORMANT
Whichever establishment the cadre visits last, the Sanctuary Cave or the Alabaster Hills Academy, they are
approached by an Ukari junkie willing to exchange some information on Jo’vet for cash. His name is Vorek,
a former mime-artist, educated at the Alabaster Hills Academy, who found himself addicted to Selchakah
a few years ago and has been reduced to begging and petty crime to sustain his drug habit. He slides up to
the cadre nonchalantly and whispers: “Psst, I hear you’re looking for the Strangler of Aylon? I might have
some information to sell concerning your prey.” Vorek, a pitiful creature, initially asks 50fb to tell the cadre
what he knows, but can easily be haggled down by a contested Wits + Knavery goal roll; each VP lower-
ing the cost by 3fb in this case. In addition, Vorek is cowardly and broken, and the cadre could just as easily
beat or scare the information out of him; make an opposed Strength or Presence + Influence vs. Vorek’s
Will + Self Control (3), with each VP reducing the cost by 10fb. Of course, a bunch of Humans bullying
an alien might cause unwanted attention in No-Man’s Land.

Once persuaded to talk, Vorek confides that: “The Strangler of Aylon is protected by the Hironem gun-
slinger Zahhak, a competent mercenary and bodyguard educated at the Alabaster Hills Academy. Zahhak
is, however, not the smartest free agent around and I just happen to know a bit about his tactics and habits.
You see, Zahhak always uses the same hotel as a safe house for his clients – the Garden of Pomegranates
Hotel here in No-Man’s Land, run by an Etyri proprietor named Tuweep. What’s more, Zahhak insists
on limiting his clients’ movements by making all decisions regarding where to set up meetings, where to
dine with his client, and so on, and being a creature of habit, he typically takes clients either to the Sanc-
tuary Cave or to an exotic restaurant in Indusville named Tabbouleh, run by one Chandry Tarik. Zahhak
is definitely a creature of habit!”

Once the cadre engages Vorek for his services, the junkie might serve any number of additional purposes
in the story. The GM, and indeed the cadre, should feel free to make use of this character in whatever way
serves the drama best, from hiring him as a look-out and spy, to running errands, or indeed as a turncoat
who tips Dagol off about the cadre’s plans later on. Vorek will do any kind of work for any kind of employer
in return for money or to escape a beating.

SCENE 4: THE ALABASTER HILLS ACADEMY


The cadre may have learned about this alien education center and major employer while asking around
Ost for where to find patrons of aliens, or they might have picked the name up from other sources, most
likely at the Sanctuary Cave.

The Alabaster Hills Academy is a building of glittering alabaster and numerous windows, standing tall in
a semicircle around an open courtyard-garden. Back when the Alabaster Hills district was an uptown part
of Ost, this was previously a high-class private school specializing in giving the children of aristocratic
families a solid classical education. When alien refugees of war started arriving, the wealthy and influen-
tial began leaving Alabaster Hills. The academy was taken over by Koirejek na Dwelthmid, a wealthy and
influential Reeves financer who transformed the school into a very successful academy where aliens could
acquire useful talents with which to make themselves resourceful and independent in the post-war society.

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CHAPTER 3: ALIEN MANHUNT

One reason for the Alabaster Hills Academy’s success is that Headmaster Koirejek admits only aliens,
making it THE alternative to Human schools for any aliens. He also awards scholarships to impover-
ished aliens, allowing them to work off their debts after education by teaching at the academy, promising
a percentage of future earnings to the academy, or by doing private favors and errands for the Headmas-
ter. The academy asks almost no questions of prospective students, although a cursory mental and physical
check-up is required by all who apply to the academy. Koirejek juggles numerous business schemes at any
given time, and he always has use for one more competent employee, or knows of someone to whom he
can hire such individuals out to.

In addition to teaching, the Alabaster Hills Academy operates many side businesses staffed by former stu-
dents, including a large garage-workshop that builds and repairs everything from squawkers to ground
cars, and a large entertainment management business with more than 80 performer clients. In addition, the
academy employs a security force of no less than 110 guards, the majority of which are hired out to other
contractors, typically the Musters Guild which gets very favorable rates on Koirejek’s soldiers, in return for
not charging the Ur-Ukar with violating their patents. The Alabaster Hills Academy is nominally under
Musters Guild control, although this is only a practical arrangement designed to look good on paper. The
guild leaves the academy alone as long as it gets to recruit cheaply from the student body. Still, in a pinch,
Koirejek will turn to the Musters for aid and protection.

AN AUDIENCE WITH THE HEADMASTER


Getting an audience with Koirejek is easy. He meets with the cadre in his office while a powerful Shan-
tor thug and an elegant Obun warrior stand guard outside the door, just in case the Humans are up to no
good. Koirejek na Dwelthmid, a native of Criticorum, is an elderly Ukari, slightly overweight and with a
darker complexion and fewer markings than usual for his species (i.e. he is a surface-dwelling ‘tame’ Ukari
quite a bit removed from his roots). He smiles warmly as he greets the cadre, shaking every one of their
hands – “So, what can I do for you, gentlefolk?” If asked about Jo’vet, Koirejek demands to know the rea-
son for their inquiry, but upon learning that Jo’vet is a wanted criminal he cooperates fully with the cadre.
“Yes, Jo’vet na Siddir of Aylon is a recent acquaintance of mine who came to the academy looking for work
and protection. Alas, I had no job openings for him on short notice – he did not possess any useful artistic
or practical skills and my soldier stables are quite full at the moment – although I promised to look into
it. In the meantime, Jo’vet hired on one of my guards for protection, a Hironem pistolero freeman named
Zahhak. Jo’vet asked my advice on seeking temporary employment with the Thuggees of Indusville, but
I advised against that and instead sent him to talk to Dagol, an Oro’ym gangster who operates out of the
Sanctuary Cave saloon. That, I am afraid, is all I know about Jo’vet.”

If asked about ARA and alien revolutionaries, Koirejek reveals he knows quite a bit about them and admits
that he suspects Dagol of being an ARA recruiter. He will not go on record stating that, however. Koire-
jek might represent a good opportunity for the GM to educate the cadre on the finer points of ARA, alien
revolutionaries, and other subjects they might have glossed over earlier.

COMING TO THE ACADEMY AFTER FIRST VISITING THE


SANCTUARY CAVE
Again, whichever establishment the cadre visits last, the Sanctuary Cave or the Alabaster Hills Academy,
they are approached by an Ukari junkie willing to exchange some information on Jo’vet for cash. See the
“A Helpful Informant” episode in Scene 3 for this encounter.

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CHAPTER 3: ALIEN MANHUNT

SCENE 5: THE WRONG CHOICE


This scene is actually two alternating encounters with a story cheat for dramatic effect. The cadre looks into
two places where the Hironem bodyguard Zahhak typically frequents with his clients in hope of track-
ing down Jo’vet, Zahhak’s ward. These two locations are the Garden of Pomegranates Hotel in No-Man’s
Land where Zahhak has probably taken Jo’vet to hide, and the Tabbouleh Restaurant in Indusville where
Zahhak insists on Jo’vet having his meals.

The story cheat in this scene is that whichever location the cadre visits first turns out to be the wrong one
– Jo’vet has just left this place, possibly tipped off about the cadre’s approach, and the gunslinger Zahhak
shows up to greet and discourage the bounty hunters.

When the cadre arrives at the second location, they find that it has recently come under attack by a mad
gunman just a few moments earlier – Diamond Styx tried to murder Jo’vet to cheat the cadre out of the
prize. The place has been thoroughly destroyed, with both staffers and guests injured. An Ur-Ukar was
seen fleeing for his life with the mad gunman in hot pursuit. With their prey just moments away being
chased by a blaster shotgun wielding madman bent on murder, the cadre should be persuaded to chase
after them, leading into Scene 6.

Note that should the cadre split up to cover both locations simultaneously, the GM must decide which
group should encounter the gun-wielding Zahhak, and which group to investigate the mayhem caused by
Diamond Styx, running the scene accordingly. In any case, there is excitement to be had in both instances.

TABBOULEH RESTAURANT
The Tabbouleh Restaurant is a charming two-story corner establishment with a Middle-Eastern charac-
ter and cuisine in Indusville. The place is neat and relaxed, and the food premium despite being medium
priced. Guests here occupy private booths, all with large windows facing one of the two visible streets out-
side. The décor is strong in colors – predominantly deep reds and browns with highlights in purple and
gold – and heavy carpets, opulent chandeliers, and rich tapestries.

The proprietor of Tabbouleh Restaurant is Chandry Tarik, a thin elderly freeman of Semitic descent, with
a full beard, bright orange turban, and a warm smile. Mr. Tarik employs half a dozen waiters and cooks,
but he personally dominates both the kitchen and floor, reducing his staff to assistants. He is both friendly
and charismatic, and loved by his staff despite his tyrannical business style.

VISITING TABBOULEH FIRST


Mr. Tarik wants no trouble with the cadre, but he is initially reluctant about discussing his clientele. If they
can convince Mr. Tarik that they are agents of justice and Jo’vet a wanted murderer, he quickly turns on
his client and tells what he knows.

“Yes, we had an Ur-Ukar patron and his Hironem bodyguard – a regular guest at Tabbouleh called Zahhak –
just a short while ago, enjoying our famous cuisine.” He gives an approximate time for the pair’s visit. “They
ate a meal each and drank some spice-coffee, seemingly relaxed and unconcerned, until the Ur-Ukar got a
ring on his squawker. Answering the call, the Ur-Ukar jumped to his feet, agitated and stressed, and spoke
a few words to Zahhak before he stormed out in a hurry. As for our Hironem regular, he stayed behind to
take care of the check and finish his coffee, before he left Tabbouleh as well – quite calmly I might add.”

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The GM should give the cadre time to ponder


the situation at the Tabbouleh Restaurant for WHO WAS JO’VET’S
a while, possibly asking more questions, before ANONYMOUS CALLER?
Mr. Tarik smiles and points out a window down Someone tipped off Jo’vet that hunters were clos-
the street. “Why don’t you ask Mr. Zahhak him- ing in, although exactly who this was depends on
self ? Here he comes now, to clarify the situation several factors. Anyone the cadre talked to at the
I am sure.” Sanctuary Cave could have decided to tip Jo’vet
off, and Dagol will certainly do this if he thinks the
Ur-Ukar in danger. Even Vorek, the Ukari junkie,
Showdown with Zahhak at the might have had a change of heart and raised the
Restaurant alarm, possibly hoping such actions will bring him
a windfall down the road. Alternatively, the tip
Zahhak followed his patron’s orders and hid might have nothing to do with the cadre, instead
in the streets outside Tabbouleh, spying on coming from other agents warning Jo’vet that the
the cadre as they arrived there. Once satisfied cadre’s rivals are closing the noose. The actions of
that they are the bounty hunters after Jo’vet, he Diamond Styx (examples of which will be encoun-
checked his weapons and Energy Shield, before tered in the ‘Mayhem’ at either the Restaurant or
moving into the streets to call out the would-be Hotel sections below) get a lot of attention, and a
attackers. Zahhak takes up position in the mid- friend or ally of Jo’vet could very well have learned
dle of the street in a classic gunslinger pose, and about Styx’s handiwork and called in the warning.
calls out a challenge. Whoever the caller was, Jo’vet reacted by fleeing
back to his hotel to retrieve his belongings before
“You there, murderous beasts who go around going deeper into hiding with the help of Dagol
blasting innocents and chasing my client, show the Oro’ym Mafioso. He gave Zahhak the order
yourselves! I am Zahhak the Hironem, bane of to stay behind and confront any suspicious char-
bandits, and I shall end your evil ways here and acters visiting Tabbouleh and pestering Mr. Tarik.
now!” Bystanders scramble for cover or take ref- Zahhak heard about Diamond Styx rampaging
uge indoors. through the city, and he expects it is the blaster
shotgun-wielding Human who will appear at the
Zahhak is a skilled gunfighter protected by an Tabbouleh.
Energy Shield, so he is quite confident in his
ability to win a shoot-out – even should he face
a blaster firearm. He expects it to be Diamond
Styx who answers his challenge, and Zahhak
is puzzled to find that none of his opponents
match Styx’ description or carry blaster shot-
guns. Zahhak stands boldly in the middle of
the street waiting for a duel to take place. He
draws at an opportune moment and takes full
advantage of the Pistola style’s Criticorum Reload
stance (ignoring the -2 penalty for drawing and
shooting in the same action and adding +3 to
his Initiative; see FSR Player’s Guide p.153).
The Snap Shot action (see FSR Player’s Guide
p.243) allows him to fire his Heavy Autofeed
twice each round with no penalty. Should the
opponents put up a good fight, he uses the Roll
and Shoot action (see FSR Player’s Guide p.243)
to dive behind cover with no penalty.

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CHAPTER 3: ALIEN MANHUNT

VISITING TABBOULEH
INTERROGATING LAST – MAYHEM AT THE
ZAHHAK RESTAURANT
Should the cadre somehow manage to inter- The place is an absolute mess. Someone fired a
rogate him, Zahhak divulges that Jo’vet knows high-powered energy weapon into the restau-
there are bounty hunters after him, but does not rant, trashing the place thoroughly. Several people
who they are or how many. He also reveals that have been injured, perhaps some have even died.
Jo’vet is quite afraid of the “Blaster Human”, Mr. Chandry Tarik stands amidst the rubble weep-
and cannot understand that bounty hunter’s ing, his orange turban scorched but otherwise he
blood-thirst. Zahhak has heard of the ARA, seems unhurt. “A madman came out of nowhere
and he does sympathize with their cause, but and discharged his blaster shotgun into my Tab-
he is not himself a member or is aware whether bouleh just a few minutes ago.” Tarik reveals. “He
or not Jo’vet is involved with the ARA. “I would seemed hell-bent on killing an Ur-Ukar patron of
not be surprised if he is a revolutionary, but he the restaurant – the Ukari’s bodyguard wasn’t here
has not trusted me with such information – I’m when the maniac struck. The assassin was Human,
but his hired bodyguard.” If they ask, Zahhak of white skin and ugly look, wearing a dark and
mentions that he is paid 6fb per day for his ser- heavy overcoat, and he chased the Ukari down the
vices, and has so far been hired for one week. streets, that way.” When the cadre sets after Dia-
mond Styx and Jo’vet, go to Act 3.

THE GARDEN OF POMEGRANATES HOTEL


The Garden of Pomegranates Hotel is a seven-story building on the edge of No-Man’s Land. It is rather
old and a bit worn, but still carries an atmosphere of style and charm rather than decrepitude. It is built
in a squared horseshoe-shape, partially enclosing a small yet lush garden in the back. The garden includes
several fruit trees and decorative flowers surrounding a small pond.

The hotel is run by is an Etyri freeman named Tuweep (the “uw”-part pronounced with a whistle), a third
generation owner of the establishment. Tuweep is of the Cha’arkut race of Etyri, which means he is rather
small and rotund – “sparrow-like” – in body. He has a light green body and tail, with a black head and
fluffy yellow chest feathers. His reddish beak has been beautifully engraved with spiraling patterns high-
lighted in black ink.

VISITING THE GARDEN FIRST


Tuweep is eager to please and happily affirms to the cadre, “”Mr. Ukari Jo’vet and his macho Hironem friend
Zahhak left the hotel a short while ago. I think they were heading out for dinner somewhere in Indusville.”

The GM should give the players enough time to ask some questions and possibly request to see Jo’vet’s
room. Tuweep is very hesitant about allowing this, before the small Etyri lights up and points out a win-
dow at an approaching Hironem. “Why don’t you ask the Ukari’s bodyguard yourselves? He is coming
down the street now.”

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CHAPTER 3: ALIEN MANHUNT

Showdown with Zahhak at the Hotel


Zahhak is on his way back to the hotel to collect Jo’vet’s things on his patron’s behalf, while Jo’vet remains
at the Tabbouleh (or wherever else the GM finds convenient). A short while ago, Jo’vet received a squawker
call warning him of Diamond Styx’ and/or the cadre’s work in tracking him down in Ost, which scared
Jo’vet enough to seek a new hideout somewhere more secure. Jo’vet sent his bodyguard back to the hotel
to collect his gear while he was on the squawker with Dagol negotiating a protection deal with the Oro’ym
gangster. On his way back to the hotel, Zahhak was warned by an informant – possibly a member of the
Garden of Pomegranates staff – that people were there asking questions about his client.

Run the showdown as described in Showdown with Zahhak at the Restaurant above.

VISITING THE GARDEN LAST


– MAYHEM AT THE HOTEL SEARCHING JO’VET’S
If the cadre visits the Garden of Pomegranates Hotel ROOM
last, they find the hotel lobby a smoldering wreck. Should the cadre somehow get to search
Someone fired a high-powered energy weapon into the Jo’vet’s room, they find it to be small, with
hotel lobby, leaving broken glass and burning pieces of two separate beds and a tiny bathroom. The
furniture everywhere. Several guests at the hotel, as well room has a view of the hotel’s beautiful gar-
as some staffers, have been injured, possibly even killed den out of a window which also accesses a
in the attack. Tuweep hides behind the lobby counter, fire escape stairway leading down to the
his tail feathers burnt to a crisp. Bordering on hysteria, garden.
the Etyri will declare that, “a blaster-wielding madman, Scattered around the room are Jo’vet’s
in a dark coat and red head-fur, fired into my hotel lobby personal belongings. They include some
just a few minutes ago, aiming at an Ur-Ukar guest stay- grooming articles in the bathroom, clothing
ing here. The Ukari got away, and the Human chased ( Jo’vet’s, Zahhak’s, and Astro Schwartz’) on
after him through the hotel and into the garden in the the beds, 3 spare Fusion Cells and a Med-
back, turning down the street that way!” Pac on a nightstand, and a quarter full
100-bullet pack of .40 small-arms ammu-
When the cadre sets after Diamond Styx and Jo’vet, nition (for Jo’vet’s Medium Autofeed) in a
go to Act 3. nightstand drawer.

ACT 3: OST – CLOSING IN ON THE PREY


The cadre has slowly worn down Jo’vet’s head start and is now mere minutes away from catching the Stran-
gler of Aylon. Unfortunately, Diamond Styx is ahead of their game, hot on the heels of the Ukari outlaw.
The net is closing for Jo’vet, who grows increasingly desperate. A confrontation is inevitable. Soon several
rival hunting parties will converge on Jo’vet’s final hide-out, where the climax of this drama takes place.
First the cadre has to stop Diamond Styx from reducing their prey to a smoldering corpse.

SCENE 1: DOWN IN THE UNDERSTREETS


After learning that Jo’vet and a bounty hunter bent on violence disappeared “down that street just a few
minutes ago”, the cadre likely jumps at the chance to give chase. Should the cadre decide NOT to chase
after Styx and Jo’vet, just skip to the next scene – Collecting More Data. The cadre will have missed an
exciting chase, and the chance to meet some strange locals, but the drama will continue on.

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CHAPTER 3: ALIEN MANHUNT

HUNTING THE HUNTER AND THE HUNTED


As the cadre sets after Styx and Jo’vet, the bounty hunter and outlaw have been running through the streets
for several minutes and are no longer in No-Man’s Land. Still, for all his faults, Styx cannot be accused of
subtlety, so the cadre will have no problem following his tracks.

As the cadre sprints after their prey, they come upon evidence of Styx’ chase; the ruined shop of a shoe-
maker whose livelihood has been destroyed by a plasma shot from Styx’ blaster shotgun. Styx fired off a
shot after Jo’vet as they ran through this street, missing the Ukari but hitting the shoemaker’s shop. Neigh-
bors are consoling the shoemaker and his family; many gesture eagerly in the direction which Styx’ and
Jo’vet ran. “Get the bastard!” someone calls; “There’ll be a reward!” another adds. Should the cadre return
to collect the reward later, they will find that the neighborhood has scraped together a few firebirds for the
cadre; most of their fundraising efforts have gone to help the shoemaker and his family.

HELPING THE INJURED BYSTANDER


It is assumed the cadre will sprint after Styx into the drainage tunnels leading to the Understreets
below Ost – after all, the injured Ukari is being attended to by a capable looking man. Should they
decide to help the wounded bystander, their efforts will bring gratitude and respect from everyone
present. The cadre cannot know this, but the Ukari will die within a few minutes unless they help
– the uniformed man is doing his best to save his friend, but without any medical equipment at his
disposal he will fail. Even throwing the officer a MedPac as the cadre runs past might be enough to
help him save the Ukari.

Should the cadre intervene, they will be able to save the alien, assuming they possess medical gear of
some sort – if not, a Wits + Physick with a -6 goal number penalty is required to save his life. Even
if the cadre fails their attempt, the crowd will be grateful. The man in the officer’s jacket introduces
himself as Saul Freeman of the Reeves’ Guild, purser of the passenger line starship Void Cruiser cur-
rently stationed in orbit above Criticorum. The Ukari, he explains, is his shipmate Ba’jox na Borduk
of Kordeth, sensors technician aboard the Void Cruiser.

Although these characters are irrelevant to the current plot, the cadre will earn the gratitude of the
Void Cruiser crew if Ba’jox is saved, or even if the cadre tries but fails to save him. A monetary reward
is more than likely, and the cadre might earn friendship, and possibly Contacts and Passenger Con-
tracts Benefices at the very least. Here’s an opportunity for the GM to introduce new plots and allies,
perhaps even new cadre player characters, for use later in the campaign.

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CHAPTER 3: ALIEN MANHUNT

As the cadre presses on, pointing hands and encouraging shouts lead them in the right direction. Before
long they come upon new evidence of Diamond Styx’ wanton destruction as they run across a beautiful
plaza with people cowering behind whatever cover they can find. In the center of the plaza stands a mag-
nificent marble fountain decorated with figures of scantily clad women pouring water into the basin. One
of the statues is scorched and black; its decapitated head, shot off by Styx, lies smashed on the ground. Chil-
dren are crying and adults cursing, and numerous hands point the way for the cadre.

Finally, the cadre reaches one of the flood channels cutting through the city of Ost like an artificial river.
On the paved street at the edge of the channel lies a gravely injured Ur-Ukar, surrounded by bystanders.
Just moments before, Styx took a shot at an Ur-Ukar he mistakenly thought was Jo’vet, downing the alien
just as he spotted the real Jo’vet diving off a bridge and into the channel. Jo’vet scrambled into the open-
ing of a man-sized drainage tunnel emptying refuse and rainwater into the artificial river. Styx, realizing
he had lost valuable seconds by shooting the wrong Ukari, cursed under his breath and chased after him,
descending a set of stairs leading to the channel rather than risking injury to himself and his equipment
by jumping into the muddy waters. Back on the streets the Ukari is bleeding profusely, and a uniformed
man, clearly not Diamond Styx, is kneeling beside the alien and tending to his wounds. “Are you after the
maniac?” someone asks. “He bolted down that flight of stony steps to the channel and waded after another
Ur-Ukar into that drainage tunnel. It was less than a minute ago.”

INTO THE UNDERSTREETS


Entering the mouth of the man-sized drainage tunnel into which Jo’vet and Styx disappeared, the cadre
finds themselves in a poorly lit corridor slithering its way into the darkness. Drainage pipes and smaller
tunnels lead off into the walls at irregular intervals, many emptying dirty water into the tunnel. Luckily,
this tunnel carries mostly rainwater only about a foot deep, although it is still filthy with garbage, mud,
and other unmentionables. Splashing sounds and echoing voices are heard further ahead. The largest side-
tunnels are too narrow for humanoids to traverse unless by crawling through the refuse; there are no signs
that any of these side-tunnels have recently been crawled through, as their mouths are partly dammed by
a build-up of mud and dirt.

Continuing ahead, the cadre encounters several junctures in the man-sized tunnel, but tracking the two
men who recently sprinted through the tunnels is easy enough; hand and footprints are common, and here
and there a section of ceiling or wall has been damaged by a blaster shot. At every juncture sits a curious
mound of rubble and stone, two or three feet high and obviously artificial. The cadre has no way of know-
ing this, but these mounds function as ‘road signs’ for the Mole Men living down here – each one is unique.

Coming upon a new juncture, the cadre finds the artificial mound there has been blasted to smithereens by
an energy weapon. Strange clicking sounds are heard in the dark, coming from an indeterminate direction;
these are the sounds of the Mole Men communicating by clapping stones together in a kind of clicking code.
Further ahead the cadre hears a blaster weapon being discharged, quickly followed by an inhuman howl.

A few turns later the cadre comes upon the body of a small humanoid creature slumped in the water.
Although horribly mauled by a blaster shot, it is evident that this was no ordinary Human, but rather a fur-
covered Animalized Human with a strange snout-like nose, membrane covered eyes, and mighty digging
claws on both hands and feet. Shortly after passing the dead Mole Man, or immediately upon halting to
study it, the cadre hears agitated hissing and growling from several nearby side-tunnels – the stone click-
ing also intensifies. The lurking creatures keep out of sight however, fleeing deeper into the dark if the
cadre investigates.

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THE UNDERGROUND GALLERY


Eventually, the man-sized tunnel the cadre follows empties into a vast gallery-like hall, the vaulted ceiling
6 meters high, the walls equally wide. Columns and arches support the sides of the great bricked room, and
other man-sized tunnels empty into the great gallery every 40 feet/12 meters or so – each with a unique
rubble heap ‘road sign’ in front of it. The mouth of each tunnel entrance is reinforced with beams, seemingly
put in place haphazardly long after the brick construction was completed – these were put in place by the
Mole Men who have weakened the brick structure so that tunnels can be collapsed by removing strategic
beams. This is used as a defense mechanism to block access to important tunnels in case of an emergency,
or to crush enemies under many tons of rubble should the Mole Men feel threatened. The Mole Men are
expert miners, bred and indoctrinated for the task, and they have made sure the entire structure, as well as
the streets above, will not come crashing down should they collapse a few of the tunnels. Over 6 kilome-
ters long, the huge gallery is one of the main arteries of Ost’s underground drainage system. To the Mole
Men dwelling here, it is a kind of highway, although at this point in time the gallery is empty, with the Mole
Men scattering at the first sign of trouble. Faint shafts of light slice through the darkness from the streets
above, admitting daylight or the light from Ost’s countless illuminated shop windows and streetlamps to
shine down on the gallery floor through storm drains. Murky water trickles lazily down the wide tunnel,
scarcely half-a-foot deep despite the constant seasonal rains it helps transport to the ocean.

THE DEMISE OF A BOUNTY HUNTER


Soon after entering the gallery, the cadre hears a raspy Human voice barking threats from inside one of the
man-sized tunnel openings. “Get out of my way, you disgusting degenerate half-men! Off with you or I’ll
blast my way through!” It is Diamond Styx trying to scare off a group of Mole Men who have taken offense
to his conduct in the Understreets. When the cadre investigates, the Mole Men immediately scatter off into
side-tunnels, suspecting they might be friends of Styx – all the while frantic clicking sounds fill the air. An
exchange, perhaps even a firefight, between the cadre and Styx is likely to occur here as Styx will not allow
anyone to come close, keeping the cadre at bay with his blaster shotgun. The Mole Men skitter in the shad-
ows and can be heard hissing and stone clicking inside narrow side-tunnels, keeping out of sight and out
of range of any fighters. However, the Mole Men soon recognize the cadre as enemies of Styx, and before
either side can inflict too much damage on the other, Mole Men suddenly burst out of the side-tunnels
and attack the carrier beams keeping the roof of the tunnel open where Styx has taken up position. Upon
realizing that the tunnel mouth might be coming down upon him, Diamond Styx scrambles further into
the tunnel just as it starts to collapse, seemingly burying the bounty hunter under a ton of rocks. When the
dust settles, the cadre sees a Mole Man dressed in a red overcoat, a tattered cavalry officer’s jacket bearing
the talon emblem of House Hazat – on the tiny creature the jacket looks more like an oversized overcoat.

RESUMING THE HUNT


Unless the cadre has acted with hostility towards the Mole Men, the Mole Man alpha male in the Hazat
jacket will remain with the cadre for a few moments to tell them how to find their way out of the Under-
streets. The cadre might wonder why he is dressed in a Hazat officer’s jacket, possibly coming up with all
sorts of intriguing links between the Hazat and the Mole Men. The truth is that this jacket was simply dis-
carded by its previous owner a long time ago, and found its way to the denizens of the Understreets where it
has remained a status symbol for the alpha male to wear. The top men of other Mole Men tribes down here
wear other, equally impressive, symbols of their power. The Mole Man boss sniffs the air around the cadre

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before speaking: “Me be Jurian. You all up-siders. You not belong here, not bring trouble to Understreets.
Evil murder up-sider we lure to trap – revenge for Koenraad. If you leave Understreets now, we let you live.
He up-sider that came first, he that way.” Koenraad the alpha Mole Man points down a different man-sized
tunnel. “You find kinsman down there, also way upside. Go, up-sider, you not welcome in Understreets.”

If the cadre plays their cards well, they might manage to recruit some Mole Men to help them, for instance
by telling the Mole Men that the ‘evil murder up-siders’ (i.e. Styx) have many friends and they might come
back down to the Understreets to wreak havoc. This of course, is unlikely to be true, but the Mole Men are
a simple people and easily scared. The cadre might therefore persuade a band of young Mole Men war-
riors to help them – to come to the cadre’s aid if they but shout a call word down a storm drain anywhere
in Ost. “We hear call. Will come help fastly, but you stay close to drain hole so we find you.” On the other
hand, the cadre might very well just ignore the Mole Men and go about their own business.

Should the Mole Men not help the cadre escape the Understreets, they can still find their own way out. A
simple Wits + Survival goal roll will allow the cadre to find some shoe prints leading down a different tun-
nel from the one that the Mole Man collapsed (i.e. the Mole Men lured Styx into a trap down the wrong
tunnel). Fresh muddy shoe prints lead down the tunnel, and just a few meters in lies Astro Schwartz’ wide-
brimmed hat floating in the muck (easily identified as his name is stitched inside of it).

BACK AT THE BEGINNING


Chasing down the tunnel, the cadre comes upon a trail of blood, not much but it is obvious that Jo’vet has
been hurt. This tunnel leads into an old abandoned subway station, the train tunnel bricked off at both
ends. They easily follow the bloody trail leading out of the station and into a busy street in the Indusville
district. The cadre emerges just in time to see Jo’vet diving into a skimmer taxi, yelling to the driver, “To
the Thuggees! Take me to the Thuggees, now!” The skimmer flies off, narrowly escaping his hunters once
again, but their prey is quickly running out of resources and places to hide – it won’t be long now before
Jo’vet has exhausted all his tricks and his luck, and the question is, will the cadre be the ones to arrest him
or will one of their rivals cash in the prize?

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OPTIONAL ENCOUNTER – THE RIVALS COME TO


GLOAT
If the cadre is not alone in their hunt, but compete for the prize with one or more rival hunter groups
(besides Diamond Styx), then now is a good moment to escalate the pressure by having the rivals seek
out our heroes to gloat. This is particularly fitting if the rival group(s) is well-known to the cadre and
players, having played the role of nemesis throughout the campaign. The GM should use this encoun-
ter if he finds it useful, and adapt it to suit the character, nature, and resources of the cadre’s rivals.

No matter which approaches the cadre chose to pursue, shortly after they have renewed their hunt
for Jo’vet, a sleek black and silver Kesparate Spinner Hovercar lands in the middle of the street in
front of the cadre. The cadre recognizes one of the rivals driving the hovercar, while another one exits
the vehicle for a quick word with them. The rival group’s spokesperson takes a few steps towards the
cadre and grins menacingly, before informing the cadre that they (the cadre) have lost the challenge.
The competing hunter party has recently secured a deal with the law enforcement authorities in Ost
which deputized the group and awarded them sole rights to hunt down the Strangler of Aylon within
the city limits of Ost. “You have been beaten, ‘friends’,” the spokesperson gloats, holding up his badge
of office. “The hunt belongs to us now, and we have a warrant to arrest any party who interferes with
our work, which includes anyone going after Jo’vet themselves. Enjoy your stay in the city, for you
have just become tourists in Ost!”

Although the cadre has just been one-upped by their rivals, things are not as bleak as they might
initially seem, as a Wits + Faction Lore (Phoenix Empire) or Wits + Social Sciences goal roll will
reveal. First of all, although universally hunted, the current bounty and challenge was set by the
Acheon authorities over which Ost hold no power. Secondly, the challenge was issued by a Quest-
ing Knight, and Imperial authority trumps all else in an interplanetary case such as this. If the cadre
can manage to catch Jo’vet and transport him back to Acheon, it doesn’t matter that their rivals are
deputized lawmen of Ost. Still, their rivals hold a warrant for their arrest should the cadre interfere in
their hunt, so the cadre needs to be careful. The true benefit of the rivals being deputized is that they
can legally arrest interfering player characters, thereby keeping them from catching Jo’vet; although
they cannot do so without good cause, which gives the cadre some room to maneuver.

SCENE 2: COLLECTING MORE DATA


Frustratingly, Jo’vet has slipped out of the cadre’s hands again. Note that any frustration the players might
feel towards their situation and the drama at this point is a good thing, and nothing to worry about for the
GM. This all just adds to their satisfaction when the cadre finally catches up with their prey at the climax
of Alien Manhunt. Now the cadre has to do some more legwork, and this scene discusses various options
available to the cadre for tracking down Jo’vet again. To cover ground faster, the cadre might decide to split
up into smaller groups at this point.

The GM should note that Jo’vet called several associates on his way to speak with the Thuggees of the
Chela Mountains, trying to raise funds and enlist aid in his favor. The Thuggees were willing to help the
Ukari, but only if he swore allegiance to them as an assassin for hire – Jo’vet was not particularly interested
in this, and when the Thuggees would not take no for an answer he telekinetically threw one of them out
of a window and shot another one as he escaped the Chela Mountains drug den. With yet another group
now after him, and having earlier been assigned a temporary hideout by Dagol in return for re-enlisting
with the ARA, Jo’vet is now hiding in an abandoned apartment complex in Hunger City known as the
Brandenbury Building.

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Through inquiry and legwork, the cadre will eventually find their way to the Brandenbury Building where
the climax of this drama is destined to occur. Jo’vet has been told not to contact Dagol on his squawker
again, instead relying on messages sent to and fro by ARA middlemen.

The priority of this scene should be for the GM to move the story along by allowing the cadre to succeed
in their investigation. Until now the cadre has faced several bumps and hindrances in their hunt, all of
them designed to raise the tensions and frustrate the players, and now it is time be lenient. In the end, it is
the GM’s job to reward the cadre (and players) with the information they need to go after Jo’vet, an action
that will place them in a multi-faction showdown at the climax of Alien Manhunt. The GM should not
‘give it away’, but rather let any scheme concocted by the cadre succeed.

INVESTIGATION OPTIONS – INVESTIGATING THE


THUGGEES
It is probable that since the cadre overheard Jo’vet talking about the Thuggees, a priority of theirs is to
investigate that Indusville-based criminal organization. Learning about the Thuggees is easy. Everybody
knows about them and can tell the cadre what a frightening group they are – for although the Thuggees
keep the streets relatively safe in exchange for exorbitant protection payments, they enforce their control
of Indusville through violence and terror. It should take some digging to learn about their headquarters,
the Chela Mountain Lounge. It is not that the Chela Mountain is a secret place, but few inhabitants of
Indusville feel comfortable talking about it, especially to nosy outsiders who could talk and get them killed.

Eventually, the inquisitive cadre hears about the Chela Mountain and successfully tracks it down. Ironi-
cally the Chela Mountain Lounge lies underground, in an unassuming building where the aboveground
floors are occupied by businesses such as a dentist’s office, a small publishing house, and a minor law firm.
The Chela Mountain Lounge turns out to be nothing but a Selchakah (FSR Game Master’s Guide p.28)
den. Access is gained through a narrow flight of stairs down a back alley behind the building. There are
no guards outside.

The door is locked and knockers are answered by a doorman asking the cadre’s business through a small
hatch in the door – a gentlemanly response to the effect that they wish to enjoy a party-pipe gains the
cadre access.

Inside the Chela Mountain Lounge visitors are met in a front reception area. Here an elderly man of Asian
descent, clad in gorgeously embroidered silk robes of red and gold introduces himself as Sifu Albert Hui
Cheng , the proprietor of the establishment, before inquiring about the visitors’ pleasures and how the
Chela Mountain Lounge can accommodate them. Several doors lead off into the building, although one
of them is guarded by a menacing Tiger-Human half-breed. A chain dangles from his steel neck-restraint
with nobody holding the reverse end. The Animalized growls at the cadre as they pass him. “Don’t mind
our pets,” Cheng assures, “they are quite tame and only attack when ordered. My own daughter, Miss Blos-
som, trains and cares for all three of our Tiger Men.”

Unless they make fools out of themselves by requesting information on the establishment’s patrons, the
cadre is led further into the drug den. Here they find a long hall, with small booths leading off to each side
where addicted patrons enjoy a pipe in the company of youthful servants. Jo’vet is nowhere to be found.
More important patrons, such as the cadre, are shown into private cubicles in the back where musicians
and several scantily clad servants tend to their needs. Miss Blossom shows up, another Tiger Man at her
heel, and takes over from her father, showing the cadre to a booth or cubicle.

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She is a young woman of Asian descent, delicate and slight, with a vicious scar across her left cheek, the
result of a Tiger Man paw raking across her face a few years ago. The scar does not spoil her looks, although
it does give her appearance a slightly menacing quality. She wears a tight black and white silk dress.

Exactly what the cadre discovers and what they experience at the Chela Mountain depends on their own
actions, although direct inquiry about Jo’vet will not get them far. The Thuggees are also looking for the
Ukari, to set him up with top accommodations and a generous salary if Jo’vet agrees to come work for
them. Should he refuse their invitation, the Thuggees will instead try to track Jo’vet down and murder him,
preferably by torturing the Ukari to death in revenge for having killed Thuggee agents earlier (see above).
Clever and veiled questions might get them far however, as might bribing lesser staff members or regular
customers. Alternatively, the cadre’s favorite Ur-Ukar junkie, Vorek, might be sent to look into the Chela
Mountain in their stead.

Another option is for the cadre to put the Chela Mountain, its staff, and/or Thuggee agents under surveil-
lance. Thuggee agents have been sent all over the city looking for Jo’vet, and it is likely that a clever cadre
manages to overhear a squawker call or face-to-face order given by one Thuggee to another. The following
information can also be something Vorek has discovered on the cadre’s behalf: “These orders come directly
from Sifu Cheng himself. An underworld informant has located the Ur-Ukar outlaw – Jo’vet the Strangler
of Aylon – in Hunger City. He is currently hiding in an abandoned apartment building there called the
Brandenbury Building, where he is guarded by some gangsters from No-Man’s Land. Go to him, sneak
into the place if you must, and tell him that the Thuggees are prepared to offer him a monthly allowance
of 100fb in addition to a warm, dry, and comfortable dwelling if he come work for us. What’s more, Sifu
Cheng is gathering his troops and resources to come bust him out of that awful place and bring him back
to civilization – do not tell him so, but the Strangler of Aylon is siding with us whether he wants to or not.
He can either be our slave-assassin, or he can willingly side with our organization. Go now, and hurry, for
there are probably many other factions interested in the resourceful killer.”

INVESTIGATION OPTIONS – BACKTRACKING


Having a second look at places and individuals the cadre has already investigated could turn up a few
valuable clues:

Alabaster Hills Academy

By contacting Headmaster Koirejek again, the cadre learns that Jo’vet has just contacted him, asking
for protection, financial aid, or another bodyguard. Knowing there are hunters on Jo’vet’s tail, Koirejek
refused all forms of assistance with the exception that should he turn himself in, Koirejek promised
to secure him legal representation. Koirejek also mentions that in the background during the call, he
heard a man, presumably a Human, saying something about arriving at a mountain.

Sanctuary Cave

Should the cadre inquire about Jo’vet at Dagol’s booth, they are met by silence and a cold shoul-
der. Bouncers escort them out of the establishment, advising them never to return. “Just last week,
another nosy Human was killed by an accidental, self-inflicted gunshot wound just down that alley
over there… It would be a shame if the same were to happen to you fine folk.”

Should the cadre seek a quiet word with the Ukari junkie Vorek, they find he has information to sell.
Again, his asking price is 50fb, although he can be haggled down or cajoled into cooperation as before.

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Vorek confirms that Jo’vet contacted Dagol just a few minutes ago – Vorek overheard part of the
squawker conversation – and furthermore he informs the cadre that Dagol discussed Jo’vet’s re-enlist-
ment with the ARA in return for Dagol protecting the Strangler of Aylon from bounty hunters. “Dagol
is a recruiter for the alien rights revolutionaries, in case you did not know that?” Apparently, Jo’vet
broke ties with the ARA some time ago, but has promised to return to the organization in exchange
for Dagol’s assistance. . Unfortunately, Vorek does not know where Jo’vet is currently, only that Dagol
told him to make his way to a previously agreed upon abandoned building in Hunger City and wait
for Dagol’s men to come guard the place. If the cadre has treated Vorek with kindness, or paid him
for his services, the junkie volunteers to find out more if they throw some additional firebirds his way.

Garden of Pomegranates Hotel, Tabbouleh Restaurant, Slick Sales

Jo’vet has not contacted any of these places. Dead end.

INVESTIGATION OPTIONS – SURVEILLING THE


BROTHERHOOD AGAINST MAN
If the cadre pushes their luck with Dagol, they soon find themselves followed by brutal-looking aliens.
These non-Human thugs have no qualms about roughing up the cadre should they prove too nosy for their
own good, although the thugs will likely not be the first to draw weapons. The Ur-Ukari warriors from The
Shooting Star Hijack (p.40) or Thuggees (use Ruffians, FSR Game Master’s Guide pg.37) can be used if
the cadre decides to start a fight with them.

Should the cadre start staking out the Sanctuary Cave, or have Dagol and his associates followed, they
learn a great deal about Dagol and Jo’vet’s arrangement. ARA operatives are bringing the outlaw Ur-Ukar
food and drink, and a fresh change of clothes, as well as standing guard in the building’s lobby – so, just
how can the cadre learn this information?

Supply Run

As the cadre stakes out the Sanctuary Cave, an ARA operative returns from bringing Jo’vet some sup-
plies and messages from Dagol. Should he be stopped and interrogated, the ARA terrorist reveals that
Jo’vet is hiding in the dreaded Hunger City, in an abandoned apartment complex called the Bran-
denbury Building. On his person, the ARA operative also has a written and sealed note from Jo’vet
thanking Dagol for all his help and confirming that the Strangler of Aylon will rejoin the ARA in
gratitude to Dagol. Jo’vet does, however, request to be moved to another safe house somewhere drier.
(Of course, this note could also be pick-pocketed from the ARA operative.)

A Change of Guard

Two ARA brutes have been stationed to guard the disused lobby of the Brandenbury Building, but
every hour one of them returns to the Sanctuary Cave for a guard change. The two changing guards-
men also carry written messages back and forth between Jo’vet and Dagol. The cadre recognizes the
returning alien as one of Dagol’s cronies from before, and if they eavesdrop on the alien they might
hear him telling a bouncer that, “our ward wants a MedPac and some booze; could you tell the next
guard to bring that to the Brandenbury Building?” Of course, the cadre could also intercept any mes-
sages between Dagol and Jo’vet as per the ‘Supply Run’ option above.

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Mind Reading

Should the cadre possess mind reading powers, things might prove slightly easier for them. Practi-
cally any patron of the Sanctuary Cave could, if need be, know where Jo’vet is hiding.

Audio Surveillance

Should the cadre include characters with the know-how and equipment to set up a radio intercep-
tion station or in some other way bug Dagol’s squawker calls, the GM should forget about the earlier
statement that Dagol and Jo’vet are no longer communicating electronically. This was a development
that was scripted solely to allow the cadre to intercept written messages. Instead let the cadre listen
in on a key conversation between the two.

Vorek the Ur-Ukar Junkie

Vorek could come in very handy in a surveillance operation against Dagol, the ARA, or the Sanctuary
Cave. He could discover any information the GM needs to convey to the cadre, and he might even
come forth and volunteer information (for a small fee) should the cadre be struggling in the inves-
tigation. Of course, Vorek could also find himself way over his head and get killed in the process of
spying for the cadre – shot or stabbed, Vorek stumbles back to the cadre’s hiding place and delivers
the information they need just as he perishes in their arms. “I… I have done something good,” the
dying Vorek gasps, “finally, my life has meaning… reason… thank you for giving me worth and pride.”
Then Vorek expires, arriving far too late for the cadre to medically resuscitate him.

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INVESTIGATION OPTIONS – SURVEILLING THE


CADRE’S RIVALS
Putting Ost’s latest deputized lawmen under surveillance might be risky, but it is also a good bet they
eventually manage to find Jo’vet. The cadre could learn any of the above information by staking out, eaves-
dropping, mind reading, or successfully bribing members of the rival hunting party. Alternatively, the cadre
might simply intercept the following message at an appropriate moment: “Attention all agents. One of
our underground informants has just identified Jo’vet hiding in an abandoned apartment building in the
Hunger City district called the Brandenbury Building. Everyone is to assemble back at central precinct
headquarters ASAP for a briefing and tactical assessment before we move out and arrest Jo’vet, the Stran-
gler of Aylon, in force.”

SCENE 3: AT THE BRANDENBURY BUILDING


Many individuals and groups are looking for or helping Jo’vet, but for once in this drama the cadre is one
step ahead of the rest when they arrive at the Brandenbury Building. Should the GM deem this implau-
sible, then proceed to Scene 4 and adapt it so that the cadre arrives late to the party. This is the buildup to
the drama’s finale, so the GM should take some extra time describing the environment and atmosphere of
the Brandenbury Building. The description below assumes it is night when the cadre arrives there, and as
usual it rains torrents in Ost at night.

THE BRANDENBURY BUILDING


The Brandenbury Building is several centuries old, constructed during a short-lived economic boom in
Ost in the 45th century. The architecture, as is the case of most buildings on this street, is big, heavy, and
bombastic. The building is made from pale red terra cotta and ceramsteel bricks, with large doors and
numerous windows. Upon entering, one first passes through a rather cramped and dark reception area
before the building opens into a central court. Although dank and dirty now, it is evident that this was
once a gorgeously decorated building, with glazed tile surfaces and geometrically patterned staircases with
beautifully detailed wrought-iron railings. The railings extend to balconies that encircle the open five-story
central court above the lobby and ground floor facilities. The roof is crowned by a skylight in transparent
ceramsteel, allowing sunlight to flood the court and balconies during the day – at night however, it is typ-
ically dark and wet with rain. Two cage elevators, surrounded by wrought-iron grillwork, used to give easy
access to each of the floors. Neither of them has worked in over a century. There are no immediate signs
that the building is occupied, except for the two alien guards (unless one has gone back to the Sanctuary
Cave for a change of guard) hanging about in the first floor reception area.

ARA DOOR GUARDS


Unless the cadre strikes just as one of the guards are back at the Sanctuary Cave for a change of guard,
there are two ARA operators on duty in the Brandenbury Building lobby. The guards are on a four hour
watch rotation, with one guard being replaced every two hours. As before, the GM should reuse the stats
for other aliens in this drama or from the Shooting Star Hijack, keeping in mind the experience of the
players and the competence of their characters. Going in the front door, the cadre is stopped by the ARA
guards, one of whom immediately calls for backup as a matter of routine. Sneaking in some other way is
possible, as there are several boarded over windows and back doors through which the cadre could enter.

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If the cadre enters the Brandenbury Building without alerting the guards, or if they manage to silently
take out the guards before they can call for backup, Jo’vet will be unaware that the cadre is coming for him.
Otherwise, Jo’vet probably notices that hostile forces have entered the building.

INTO THE LION’S DEN


Making their way up the stairs, the cadre finds each floor looks abandoned. On the third floor, however, a
faint flickering of light, as if coming from several lit candles, shines weakly underneath the front door of
one of the apartments. This is where Jo’vet is currently holed up.

If Jo’vet suspects that hunters are coming, he leaves his apartment and hides in another nearby apartment,
spying on the cadre through the peephole in the front door. He is exhausted and has little psychic energy
(i.e. Wyrd) left to use, so he will not risk a fight unless he is absolutely certain he can win quickly and easily.
He is more likely to flee again, but there are few places he can go. He has thrown off pursuers in a rooftop
chase before so he concludes that going up is his best option.

Should the cadre, on the other hand, reach Jo’vet’s hideout without alerting him, he is still in his apartment,
resting behind a locked door that has an old sofa pushed in front of it to slow entry. When he becomes
aware of the hunters at his door, Jo’vet reaches the same conclusion as above and heads for the roof of the
Brandenbury Building.

Jo’vet’s squatter apartment is rundown and covered in filth. Rainwater trickles down the walls and many
sections of both the floor and ceiling are rotten and brittle. Mold is everywhere, and the place is not safe
to live in by any standard. Jo’vet has settled in on a dry spot on the floor of what was once the apartment
living room, where his bedroll, some food, and personal belongings are stored. All about the room candles
burn, about 30 in number, the only light source available as all the windows are boarded up.

HERE WE GO AGAIN – AFTER HIM!


Jo’vet flees, but this is not an easy task since he’s denied the use of the stairs. First, Jo’vet uses the leg of a
broken chair to punch and dig a hole in the ceiling of the apartment he’s in, either his hideout or the next
door apartment if he has fled to that. The ceiling is very weak and rotten, so this is easy enough. Climb-
ing up into a fourth floor apartment, Jo’vet finds no easy spot to dig himself up to the next floor, so instead
he kicks out the planks of a boarded up window and climbs to the roof on the outside of the building. At
some point this should turn into a mad chase, with the cadre hounding the Ukari outlaw, just as any addi-
tional hunters join in. At this point, Alien Manhunt enters its last scene.

SCENE 4: ENDGAME – MANY AGAINST ONE


Alien Manhunt’s endgame should start at some dramatically appropriate time chosen by the GM, for
instance just after the cadre has gained entrance to Jo’vet’s squatter apartment. If the cadre has no one on
lookout, they won’t be aware that they have company before they hear someone storming into the first floor
lobby. If the cadre do have a lookout, they have some forewarning as their scout sees several groups closing
on the building from various directions (depending on where the lookout is stationed).

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THE MORE THE MERRIER


Just who is coming to the party and why? First, there are any rival groups of bounty hunters who have been
after Jo’vet from the start. Their underworld informants and official law enforcement resources have helped
track down the Strangler of Aylon and the cadre has just beaten them to the chase – now they are here, and
do their best to deny the cadre victory. Then there is Diamond Styx, who narrowly escaped the collapsing
tunnel in the Understreets – for him this has now become personal, and he will have Jo’vet’s life if it is the
last thing he ever does. The Thuggees have also mustered a hunting party, consisting of maybe half a dozen
knifemen charging the building, as well as three Tiger Men stalking individually through the streets or
climbing after Jo’vet up the Brandenbury Building. Dagol of course sends a band of ARA operatives, after
learning about the pending attack on the Brandenbury Building from the lobby guards or from some other
underground sources, possibly even the Ukari junkie Vorek who will betray any master for some quick cash.
Zahhak the Hironem gunslinger could also be back, deciding that he’s still in Jo’vet’s employ and wanting
desperately to prevent another dead client added to his roster. If the cadre summoned the Mole Men of
the Understreets earlier, they also arrive at this time, possibly focusing on ending the hated Diamond Styx
more than aiding the cadre. In the end, the GM must decide which groups are showing up at the climax
of this drama, and she could also add her own groups if it makes sense for the conclusion of this drama.

RUNNING A MULTI-FACTION CONFRONTATION


Several groups converge upon the Brandenbury Building just as the cadre chases Jo’vet one last time. The
GM need not run the ensuing battle in minute detail. Instead focus on those groups and individuals of inter-
est to the player characters. The rest can be left to their own devices, allowing the GM to pull opponents
out of a back-alley shadow or neighboring rooftop as the drama and action requires. The most important
thing here is to keep up the tension and pressure, allowing as much action to take place as possible as rival
bands and individuals fall upon one another in the chase after Jo’vet. Are things going too well for the
cadre? Just throw in some additional fighters from another faction to make their situation more interest-
ing. Is the cadre struggling to cope with the pressure? Let one of the opposing individuals or groups come
to the cadre’s aid indirectly, or by attacking each other and inadvertently aid the cadre.

JO’VET’S PLAN
The situation is desperate for Jo’vet. He is tired and discouraged, and it is just a matter of time before he
makes a mistake. What follows here is a suggestion as to what he tries to do as he attempts to escape. Part
of his flight has been outlined above (see ‘Here we go again – after him!’ in Scene 3).

Once Jo’vet reaches the roof of the Brandenbury Building, he quickly scans for flight options. The roof is
flat, and has several outcroppings, pieces of abandoned junk, ventilation shafts, and other features that can
be used as cover. The most eye-catching feature on the roof is the huge skylight of transparent ceramsteel
covering the central court of the Brandenbury Building. Jo’vet first hunkers down for a last stand on the
roof, throwing off a few shots with his Medium Autofeed if he still possesses the piece he stole from Town
Crier Astro Schwartz, or psychically throws a few objects at his pursuers. He is running low on bullets
after firing several shots at Tiger Men outside Ost and at Diamond Styx in the Understreets. His Psi-fuel-
ing Wyrd is also dwindling fast.

At some point, a desperate Jo’vet is driven to a mad escape, possibly provoking enemies on neighboring
rooftops to lay down suppressing fire on his position. Jo’vet gets up and runs for the nearest rooftop edge,
planning to ‘pole vault’ himself to safety on the other side. His efforts fail however, perhaps because he is
out of Wyrd, or he is too tired to succeed, and the cadre sees their prey tumbling over the edge.

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Luckily for Jo’vet, he manages to grab hold of an ancient steel wire that hangs across the streets between
the Brandenbury Building and a neighboring building. There he dangles, a good twenty meters above the
ground. He tries to work his way over to the other side, but his weight causes the wire to sag halfway across,
and Jo’vet can do nothing but cling on for his life.

Jo’vet dangling precariously from a wire high over the street should constitute the climax of this drama,
and the cadre must try to both reach the Ukari outlaw and deny anyone else the same. Remember that
Diamond Styx, and possibly also the Thuggees, just want Jo’vet dead at this point. Even the ARA might
be concerned with what Jo’vet could tell the authorities if interrogated, so the cadre may also be forced to
defend Jo’vet from deadly attacks from several directions.

AFTERMATH
If the cadre wins the competition to capture Jo’vet, they must still smuggle him out of town and transport
him back to Acheon – this could prove to be an adventure in itself !

Rewards: Back in Acheon, the cadre is rewarded as promised, and the GM might next want to run a drama
detailing the party arranged by Sir Edgar Abdelankaa in their honor. If, on the other hand, someone else
got the better of the cadre, then our heroes could still be invited to the party held in their rivals’ honor.
Their rivals would like the opportunity to gloat of course, and the party could still put the cadre in touch
with some important people. That party would serve as an excellent bridge to the last drama in this book,
with the cadre being introduced to the employer of The Kiss of Dawn.

Experience: As with the last adventure, we leave it up to the GM to decide the cadre’s XP reward for
completing Alien Manhunt. Granting Experience Points is detailed in the Fading Suns Revised Player’s
Guide p.109-111.

GAME MASTER CHARACTERS


As in the previous drama, The Shooting Star Hijack, only those NPCs that the cadre is likely to fight or
otherwise engage with are given skill points and characteristics to save space. The GM should feel free to
flesh out any extra characters as she sees fit. Unlike in the preceding drama, most of the characters in Alien
Manhunt are granted a full Lifepath development with two Extra Stages. This is done to increase the dif-
ficulty of the drama over the first one but not have NPCs that are too powerful for a beginning cadre.

JO’VET “THE STRANGLER OF AYLON” NA SIDDIR


(Ur-Ukar )

See “The Strangler’s Criminal Dossier” above (p.49) for background details on Jo’vet.

Role: Ur-Ukar hunted criminal and escaped prisoner.

Description: Jo’vet is short for an Ur-Ukar and willowy thin. His eyes are pitch black, as is typical for
his species, and his skin is a pale off-white color, decorated on his face and arms by baa’mon body carv-
ings. His blond hair is cut crude and short, an unkempt wilderness of random locks and tufts. He wears
anonymous clothes, typically grey and brown in color, although he steals and changes clothes frequently
to throw off pursuers.

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Lifepath: Upbringing – L oyalist Clan;


Apprenticeship – Scravers Streets; Early Career –
Seedy/Illegal Activities/Thief; Extra Stage 1 – Natal
Psi; Extra Stage 2 – Savant Psi.
Personality & Quirks: Quiet, unassuming, and
deadly. Prefers his own company. Instinctively keeps
to the shadows and behind cover – a predator
moving through the concrete jungle.
Body: Strength 5, Dexterity 7, Endurance 7
Mind: Wits 3, Perception 8, Tech 4
Spirit: Presence 3, Will 7, Faith 3
Occult: Psi 6, Urge 3 ( Jo’vet is a habitual FarHand
user, bordering on an addiction. His Dark Twin
misdirects Jo’vet’s actions causing him to sometimes
attack the wrong target, including confusing friend
for foe for a split second. Finally, the Dark Twin
feeds Jo’vet’s bitterness towards Humans, especially
when Jo’vet is stressed or exhausted, causing him to lash out uncontrollably at Humans from time to time).
Natural Skills: Scravers Lore 3, Fight 4, Aylon Lore 3, Influence 5, Observe 4, Phoenix Empire Lore 3,
Sneak 7, Throwing 3, Vigor 5
Learned Skills: Alien Revolutionaries/ARA Lore 1, Empathy 5, Gaming 1, Landcraft 3, Melee 6, Self
Control 6, Slug Gun 2, Streetwise 4, Survival 1
Wyrd: 10
Psychism: FarHand (Lifting Hand: Will + Self Control, push or lift 25 x Psi kg for Psi turns, Throwing
Hand: Will OR Perception (if thrown as weapon) + Self Control, throw Will x 10kg object 5 + VP meters,
DMG varies + VP, Crushing Hand: Will + Self Control vs. target’s Strength + Vigor, if effective inflict
Will DMG each turn for Psi turns (Note: no extra damage from VP) ignores energy shields and armor,
target can attempt to break free each turn, Dueling Hand: Will + Self Control, if effective, for Psi turns
roll Perception + combat skill to operate weapon within sight as if held).
Psyche (Intuit: Will + Empathy vs. target’s defense to read surface emotions, Emote: Presence + Influence
vs. target’s defense to implant surface emotions, MindSight: Will + Empathy vs target’s defense * to read
surface thoughts, MindSpeech: Will + Empathy vs. target’s defense to implant thoughts).
Blessings: Scravers Cant, Sensitive Touch (+2 tactile Perception)
Curses: Bitter (-2 Will when dealing with Humans)
Benefices: Language (Ukarish, Urthish)
Afflictions: Ostracized (moderate), Vendetta (House al-Malik, the Phoenix Throne, and Aylon Scravers
Guild wants Jo’vet dead), Fallen from Grace (Expelled from the Scravers Guild), Outlaw (wanted dead or
alive throughout al-Malik space).
Vitality: -10 / -8 / -6 / -4 / -2 / 0 / 0 / 0 / 0 / 0 / 0 / 0
Equipment: A small collection of stolen clothes, few of them well-fitting, Imman Vorton .40 Medium
Autofeed (DMG 5, RNG 20/30, Shots 10, Rate 3), Standard Energy Shield, Dagger (DMG 4), 12fb

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SIR EDGAR ABDELANKAA


(Human)

Sir Edgar has a long and distinguished career in the


Imperial administration. A noble of a lesser, retainer
branch of the Shaprutiyy al-Malik, Sir Edgar first
served al-Malik lords in the Emperor Wars, but
when that house threw in their lot with Alexius
Hawkwood in his bid for the Regency Throne in
4983, Sir Edgar gravitated into the service of that
charismatic warlord. Since then, he has risen in pres-
tige in Alexius’ bureaucracy and Edgar was part of
the first batch of nobles to be knighted a Quest-
ing Knight in 4996. Edgar distinguished himself
as an administrator and diplomat, and for the last
few years he has worked exclusively from behind an
office desk. He has also been awarded with a bar-
onetcy-district in Acheon from where he conducts his work as Imperial diplomat and Questing Knight
administrator.

Shortly after Sir Edgar received his knighthood, he followed the trend of many recruits from al-Malik
Space and adopted a new surname, Abdelankaa, which means “Servant of the Phoenix” in an ancient Urth
high-tongue, to reflect his change in loyalty. Before this he was known as Edgar ibn John Shaprutiyy. Since
then, this has become a common practice among natives of al-Malik Space who take up Imperial service,
and today ‘Abdelankaa’ is the fastest growing surname on Criticorum and Shaprut.

Role: Questing Knight and Imperial bureaucrat, and the cadre’s employer in this drama.

Description: Sir Edgar is in his late 50s, of average height, and slowly losing a battle against a receding
hairline and a growing belly. His short hair and even shorter beard are both black, and his complexion
a bronzy tan. He dresses in an officer’s uniform of white and gold, complimented by an expensive War
Sword at his hip. His only jewelry is a modest rack of medals on his chest, and a band of firebird coins –
the Imperial Phoenix boldly displayed – worn around his neck like a chain-of-office, the Imperial Medal
of Honor at the center.

Life-path: Upbringing – Landless al-Malik; Apprenticeship – Diplomacy/Intrigue; Early Career –


Ambassador; Extra Stage 1 – Questing Knight Tour of Duty; Extra Stage 2 – Another Tour of Duty
Personality & Quirks: Jovial and relaxed. Few things are so serious they cannot be joked about, and just
because one does not see eye-to-eye in a certain matter does not mean one cannot remain on friendly and
civil terms.
Blessings: Handsome (+1 Influence)
Curses: Bad Lungs (-1 Endurance with athletics tasks)
Benefices: Contacts (8); Imperial Charter (300fb annual stipend, Passage Contract – Imperial Navy, Oath
of Fealty – The Phoenix Emperor/Phoenix Company); Language (Urthish); Rank (Baronet); The Imperial
Medal of Honor;
Afflictions: Dependent (young wife and toddler twins)
Equipment: War Sword (Master Crafted TL5, DMG 6, Goal +1, Hard); Phoenix Handgun .32 Light
Autofeed (DMG 4, RNG 10/20, Shots 12, Rate 2, Tech+1); Dueling Energy Shield; Timepiece; Squawker
– Whisper Pin; Advisor Think Machine (Will 6, Wits 6, Lore (Byzantium Secundus) 5, Lore (Criticorum)
4, Lore (Decados) 3, Lore ( Jumpweb) 3, Lore (Phoenix Empire) 5); 30fb (on person)

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DIAMOND STYX
(Human)

Diamond had a pretty ordinary childhood, although


the boy himself was far from ordinary. Everybody
held that there was something wrong with the
monstrous child. He didn’t play well with others.
In fact he didn’t play with them at all, for Diamond
hunted and tormented his peers instead. His talent
for fighting was recognized by the Musters’ Guild
who recruited him at an early age, and stimulated
his blood thirst with martial training, cybernetic
augmentations, and violent assignments. After the
Emperor Wars, Diamond was discharged from his
mercenary band when there was little work to be had.
His Muster bosses had no desire to keep the beast of
a man on their payroll during peacetime – better that
Diamond Styx became someone else’s problem. This freed Diamond to pursue a career doing what he liked
best; hunting sentient prey. Being as predatory a person as a Human could ever be, Diamond would likely
have had a gory career as a serial killer had his desire for cruelty and violence not been sated through his job.

Role: Bounty Hunter. Play Styx as a wildcard threat who lurks in the shadows only to show up and cause
havoc at inopportune times. Ideally, the cadre should hear more about him than they witness themselves,
and as the drama progresses Styx should grow more and more into a boogieman character to the cadre’s
underworld associates.

Description: Diamond is short for a human, with a sinewy body which moves like a stalking cat. Never
concerned by his looks, Diamond is a rather ugly man, a Caucasian with unkempt crimson hair, countless
scars, broken nose and teeth, and a look on his face somewhere between a loathing grimace and a sadistic
grin. Diamond dresses in a long dark overcoat (made of Polymer Knit), and a dark hat.

Life-path: Upbringing – Town/Average; Apprenticeship – Muster Guildhall; Early Career – Mercenary


Soldier; Extra Stage 1 – Cybernetics Tweaked; Extra Stage 2 – Tour of Duty
Personality & Quirks: Violent, reckless, and sadistic. Always prepared – always has a backup plan.
Body: Strength 6 [damage bonus+1]; Dexterity 8; Endurance 7
Mind: Wits 4; Perception 5; Tech 6
Spirit: Presence 5 (-2 in many situations); Will 6; Faith 3
Natural Skills: Musters Lore 3; Fight 4; Criticorum Lore 3; Influence 7 (-2 due to ugliness); Observe 4;
Phoenix Empire Lore 3; Sneak 5; Throwing 3; Vigor 6
Learned Skills: Craft (Weaponsmith) 1; Energy Guns 7; Investigate 4; Landcraft 2; Melee 4; Physick 2;
Slug Guns 6; Streetwise 3; Survival 2; Tech Redemption 2
Wyrd: 6
Cybernetics: Centurion Knife (DMG 4, Incognito, Tool Implant [spring-loaded dagger], Inc 2); Subdermal
Plastic Sheet (Prot 8; Hidden, Inc 9, Soft, Shock)
Incompatibility: 11
Curses: Callous (-2 Presence when asked for aid); Disrespectful (-2 Presence around authority figures);
Ugly (-2 Influence); Uncouth (-2 Presence at society functions)
Benefices: Language (Urthish); Rank (Associate/Private)
Vitality: -10 / -8 / -6 / -4 / -2 / 0 / 0 / 0 / 0 / 0 / 0 / 0 / 0

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Equipment: Lank Incinerator Blaster Shotgun (Goal +2/0/-1, DMG 9/7/5, RNG 10/20/x, Shots 8, Rate
1(A*), Stock, Plasma); Sumpter Ulik Longsword .47 Heavy Revolver (Goal 0[+1 with stock], DMG 6,
RNG 30/40[30/50 with stock], Shots 6, Rate 2, Stock [folding]); Polymer Knit trench coat (Prot 3, Init
-2 , Hard, Shock); MedPac; Headset Squawker; Fusion Torch; Gas Mask; Timepiece; Restraints (TL4)
* Critical Failure during autofire causes explosion (i.e. hit self as if at point-blank range)

DAGOL
(Oro’ym)

Dagol began his life as a young and carefree Oro’ym


playing in the oceans of Madoc. Due to his size and
rather uninfluential parents, Dagol was picked by the
clan elders to serve the Musters Guild as part of the
community’s allotted quota of warrior serfs. Dagol
received top military training and was sent to several
theatres of the Emperor Wars, racking up prestige
and victory for his masters. Eventually he managed
to earn his freedom, and was released from his Mus-
ter contracts when the interstellar civil war ended.
Removed from his people at an early age, Dagol
no longer felt at home among his kin on Madoc,
who also distrusted him for being an outsider – a
Redem’ym – and no longer true Oro’ym. Dagol set
out to make his own destiny, and found kinship and a sense of purpose among other alien rejects of the
Phoenix Empire. Eventually he ended up with the ARA, and now runs an ARA recruitment cell in Ost.
To earn a living, Dagol works as a gangster and small-time crime boss on the side, and has also become
active in the No-Man’s Land community as a neighborhood watch and alien enabler.

Role: Oro’ym gangster and neighborhood vigilante. ARA recruiter.

Description: Dagol is a big and muscular Oro’ym, with dark wet skin and brightly colored frills, and large
black eyes staring coldly and threateningly at whomever he talks to. When out of water, Dagol wears an
Oro’ym wet suit that circulates water across his skin for greater comfort. The suit bears the emblem of the
Musters Guild, even though the Oro’ym is no longer a member of the guild. He earned his freedom as a
Muster soldier in the war.

Life-path: Upbringing – Rural/Poor; Apprenticeship – Musters Guildhall; Early Career – Mercenary


Soldier; Extra Stage 1 – Tour of Duty; Extra Stage 2 – Another Tour of Duty
Personality & Quirks: Cold and calculated, his anger a slow burn.
Body: Strength 9 [damage bonus+2]; Dexterity 8; Endurance 8
Mind: Wits 4; Perception 4; Tech 6
Spirit: Presence 3; Will 5; Faith 5
Natural Skills: Muster Lore 3; Fight 7; Madoc Lore 3; Influence 6; Observe 4; Phoenix Empire Lore 3;
Sneak 7; Throwing 3; Vigor 7
Learned Skills: Criticorum Lore 2; Investigate 2; Knavery 2; Landcraft 3; Leadership 4; Melee 4; Physick
2; Slug Guns 5; Streetwise 4; Survival 5; Tech Redemption 2
Wyrd: 5

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Blessings: Bite (DMG 2); Gills (breathe water as well as air); Regrowth (can regrow severed limbs/tail
within four months at the cost of 1 permanent Endurance [which can be bought back with Exp.]); Natural
Swimmer (knows how to swim even with Vigor less than 5); Strong Tail (DMG 2, swimming speed +2
meters per VP); Webbed Hands (swimming speed +1 meter per VP); Cut Webbing (web between index
and middle finger cut for easy use of Human tools, negating the -4 penalty to use Human guns etc. This
marks the character as a Redem’ym – “those who fight for outsiders”. Does not impair swimming)
Curses: Cold-blooded (Optimal environment temperature 60-100°F/15-38°C, -1 Endurance per 5°F/2,5°C
below 60°F/15°C, -1 Perception per 10°F/ 5°C above 100°F/38°C); Moisture Dependent (slowly dries up
when out of water. Can endure without suffering penalties for 1 day in very dry air/2 days in dry air/3 days
in temperate air/4 days in very wet air. After that, suffer -1 Endurance every 10 minutes/30 minutes/1
hour/2 hours. Once Endurance is zero, character suffers 1 Vitality per 10 minutes/30 minutes/1 hour/2
hours until dead. Immersion in water reverses the effect at 1 point per minute).
Benefices: Language (Oro’ym, Urthish); Rank (Sergeant)
Afflictions: Ostracized (moderate – alien); Ostracized (mild – Redem’ym)
Vitality: -10 / -8 / -6 / -4 / -2 / 0 / 0 / 0 / 0 / 0 / 0 / 0 / 0
Equipment: WET Suit (keeps Dagol wet and comfortable); Cestus (Fight DMG+2); Jahnisak Muffler
40 SMG (DMG 5, DNG 30/40, Shots 20, Rate 3(A), Stock); Energy Shield; LeagueAuto Street Carriage
in Disrepair quality (Speed 70 kph, Scale Vehicle, Structure 6, Armor 2, Range 250km); Elixir; Poison
Snooper; 50fb

ZAHHAK
(Hironem)

Zahhak’s is a sad story. A born and bred Kigazi


(warrior caste) fighter, Zahhak was recruited by a
Decados Baron as a novelty retainer at his court,
removing the young Hironem from his family and
society. The baron’s son claimed Zahhak as an exotic
bodyguard for his retinue, and Zahhak served the
Decados youth for many years as they travelled the
stars on daring adventures. On a return visit to Cadiz,
Zahhak sought out his family in Turaz (the Hironem
reservation on Cadiz), but found the community
now shunned him for having abandoned the Hiro-
nem culture. Frustrated and desperate, Zahhak ran
away, both from his people and from his Decados
masters, eventually finding his way to Ost on Criti-
corum, where he remained for seven years to win his freedom. Having been a bodyguard all his adult life,
Zahhak now works as an independent bodyguard-for-hire serving mostly alien clients, although he is
happy to protect anyone who can meet his price.

Role: Freeman (ex-escaped serf ) gunslinger

Description: Zahhak wears a brown trench coat, with collar turned up and buttons in the shape of human
skulls. He also wears sunglasses and typically chews on a match. Two Autofeed pistols are holstered on
his hips. Zahhak stands two meters tall, is very slender of build. His thick scaly skin is a dark brown, and
his eyes a bright amber-gold.

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Life-path: Life-path: Upbringing – Kiga; Apprenticeship – Turaz Kigazi; Early Career – Mercenary/
Soldier; Extra Stage 1 – Tour of Duty; Extra Stage 2 – Another Tour of Duty
Personality & Quirks: Zahhak is a poser; he likes showing off and gunspinning is a favorite pastime.
Funny and relaxed unless working, then he is alert and professional.
Body: Strength 6; Dexterity 8; Endurance 7
Mind: Wits 5; Perception 6; Tech 4
Spirit: Presence 6; Will 6; Faith 4
Natural Skills: Decados Lore 3; Fight 5; Cadiz Lore 3; Influence 6; Observe 3; Phoenix Empire Lore 3;
Sneak 3; Throwing 3; Vigor 7
Learned Skills: Athletics 5; Criticorum Lore 2; Landcraft 2; Melee 3; Lore (Naaram – Used to complement
Empathy, Self Control, Vigor, and Physick when self-treating) 2; Physick 2; Self Control 2; Slug Guns 7;
Streetwise 2; Survival 3; Tech Redemption 2
Wyrd: 6
Blessings: S’su Vision (Perception+Empathy, 1W, to ‘read’ overall emotions/psychic residue present in an
individual or area [i.e. happiness, confusion, anger, depression, etc.])
Curses: Cold-blooded (see Dagol above), No Psi.
Benefices: Contacts (4); Language (Salsu, Urthish); Passage Contract (Tramp freighter); Well-Traveled
(Known Worlds)
Afflictions: Ostracized (severe – outcast from Turaz); Ostracized (moderate – alien)
Fighting Styles: Pistola (Criticorum Reload = No penalty for drawn & shoot, and gain +3 to Initiative,
Snap Shot = shooting twice gives no penalty while shooting thrice gives only -2 penalty, Roll and Shoot
= move 3m and shoot with no penalty)
Vitality: -10 / -8 / -6 / -4 / -2 / 0 / 0 / 0 / 0 / 0 / 0 / 0
Equipment: Energy Shield (00/00, engraved with the Charioteers Guild emblem – it used to belong to
a Charioteer client that Zahhak failed to protect, and when the guilder died Zahhak took it a compensation
for a wound); 2x Mitchau Ripper .40 Medium Autofeeds (DMG 5, RNG 20/30, Shots 11, Rate 3);
Synthsilk (Prot 4, Soft, Shock ); Elixir; MedPac; Poison Snooper; Squawker – headset; Gas Mask;
Firestarter; Dagger (DMG 4); Frap Stick (DMG 2/6, bypass energy shields by withholding attack VPs
till after shield activation has been figured, Shock); 535 fb saved up (about 50 on person, 42 of which are
from Jo’vet’s weekly payment)

TIGER MEN
Genetically Modified Humans

Body: Strength 7, Dexterity 8, Endurance 7


Mind: Wits 6, Perception 6, Tech 2
Spirit: Presence 5, Will 5, Faith 3
Natural Skills: Fight 8, Influence 2, Observe 6,
Planetary Lore (Criticorum) 6, Sneak 8, Throwing
6, Vigor 8
Learned Skills: Beastcraft 6, Acrobatics 6, Archery
6, Athletics 6, Survival 8, Knavery 4
Blessings: Natural Weapons (Claws Dmg 2), Keen
Senses (+4 to Observe using Sight or Smell)
Afflictions: Dark Secret (Animalized)
Vitality: -10 / -8 / -6 / -4 / -2 / O / O / O / O / O
/O/O

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Weapons and Equipment: Those who live in the wilds often forsake high technology. The average wild
hunter will have a Hunting Bow (Dmg 4, Rng 20/30, Rate 3) and a knife (Dmg 3).

These animalized humans were bioengineered during the Emperor Wars by the al-Malik using pro-
scribed technology in an attempt to create more powerful shock troops. Temple Avesti inquisitors have
since hunted down and burnt out the facility they were created, but some of the warriors have escaped
into the wilds around Ost.

The modifications to make them better warriors were primarily in agility, strength, and cunning. They
also have strengthened fingernails that most file into razor-sharp claws. In physical appearance they tend
to being a little taller than average with high cheekbones and pronounced canine teeth. While there are
some who have very distinctive tiger-like features, most, with some simple disguise can hide most of their
features in public, but would not stand up to close scrutiny without additional prosthetics. They generally
have reddish-orange or white hair but many who live in the wilderness choose to dye it with black stripes
to give the full “tiger” effect. Most are loners by nature and their combat training was primarily in guerilla
warfare and ambush tactics.

Most of these escaped warriors live in loose communities throughout the forests near Ost, but some have
been migrating to other areas of Criticorum. A few have moved to Ost and work as mercenaries for the
Muster, or as enforcers for criminal organizations.

Drama Seed
While the locals call them “Tiger Men”, the escaped warriors were both men and women. Most of the
animalized are sterile due to their genetic manipulation, but been rumors of young Tiger Men have been
heard in Ost. If this is the case there are many who would be interested in capturing or recruiting Tiger
Men for their own armies. Temple Avesti would also be very interested in the locations of any Tiger Men
populations for purification. A cadre could be hired to find and recover the animalized for their patron, or
to protect them from the inquisitor’s flame.

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CHAPTER 4: THE
KISS OF DAWN

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CHAPTER 4: THE KISS OF DAWN

OVERVIEW
The Kiss of Dawn is a short Fading Suns drama for a cadre of 3 to 5 characters that can be dropped into an
existing epic or serve as the launching point for a new epic. As part of the series of dramas in Criticorum
Discord, it serves as the final act in the series of adventures highlighting alien conflict in the Known Worlds.

The drama is most suitable for a cadre that includes aliens and guildsmen. Although a character from any
of the factions in Fading Suns will have no problem fitting in to the drama, the most zealous of House
Juandastaas and members of Temple Avesti might have some issues.

RUNNING THE ADVENTURE


The Kiss of Dawn is presented in acts, which are further divided into scenes. The various scenes need not be
run in the exact order presented and the Game Master should adapt the story to fit the actions and choices
of the cadre. There is little text to be read aloud to the players, meaning the GM will have to describe most
of the scenes to the characters as he sees fit. Where possible, the text describes the terrain and areas the
characters will encounter, but much of the detail is left to the GM to devise. Most of the adventure con-
sists of investigative work and leaves a lot of room for intense role-playing and creative solutions.

The cadre will find out bit-by-bit what happened to an Engineer who has gone missing while he was in
the service of an Obun baroness married into the Juandaastas bloodline. When a secret plot concerning a
long lost invention from the time of the Second Republic is revealed, the cadre is left with no choice but to
intervene and to negotiate a tradeoff between all involved parties. Of course, each of the people involved
believes they acted righteously and that leaves a question to be answered by the characters: Can the crime
ever be justified? Can an impure act, performed for the right reason, be justified? How should punish-
ment be attributed for such acts? The cadre will find themselves involved in answering these questions.

ADVENTURE BACKGROUND
During the time of the Second Republic, scientists discovered a way to allow inter-species reproduction
between humans and aliens. This genetic research project was called the ‘Kiss of Dawn’, as the discovery
was thought to herald the dawn of a new age of coexistence. The collapse of the Second Republic halted
the grand experiment and the knowledge was buried beneath the debris of war.

The Engineers Guild has recently come into possession of fragmented information hinting at the location
of an ancient Second Republic laboratory facility on Criticorum, where the ‘Kiss of Dawn’ was developed.

Learning about this rumor from a Scraver archaeologist, and aware of the importance such technology
would represent in the days of the New Dark Age, Crafter Galen Nestor, a member of the Engineers Guild
and expert physick, quietly approached Baron Lucien Juandaastas, the Lord of the Barony of Calhoun
where the ancient site was believed to be, with a proposition. Lucien would allow Guild researchers on his
land and sell all rights of ownership for everything found at the site to the Guild exclusively.

The Juandaastas baron was heavily in debt and in dire need of a source of prestige and new wealth. As with
most Juandaastas nobles, Baron Lucien was a supporter of alien rights in the Phoenix Empire and had
himself taken an Obun bride several years earlier. Unlike many Juandaastas nobles, however, Baron Luc-
ien was interested in alien affairs for completely selfish reasons, and he used the support of non-humans
to cultivate his own reputation in Juandaastas courts.

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His marriage to the Obun woman Jeri’ven was


therefore politically motivated, even though his
wife in time fell for his charms and came to love
him dearly. As Jeri’ven could not give the Baron
any offspring, he employed a human slave concu-
bine, Valestra Chandro, to solve this issue. These
two women, abused as trophy wife and breeding
mare respectively, became friends and compan-
ions, and together they raised the Baron’s children.
At present, Valestra has given Lucien two (sur-
viving) children, a girl named Coraline born five
years ago and a son, Belthazar, born a little over
two years ago.

Baron Lucien told his wife about guild rumors


mentioning a buried laboratory on his land. He
asked Jeri’ven, who was not only his wife but also an experienced Obun archeomythologist, to check
whether the rumors were true. She immediately organized a research party, thinking she had finally gained
her husband’s trust and affection.

Jeri’ven soon discovered the remains of the ‘Kiss of Dawn’ clinic, but was very upset when her husband
turned excavation rights and total site control over to the Engineers Guild physick. Crafter Galen Nestor
was well prepared to assume control, and moved in quickly with the support of Muster thugs to guard the
operation and Scravers specialists to continue the excavation.

Upon discovery of the long lost data of the ‘Kiss of Dawn’ project by Crafter Galen, Baron Lucien saw
another opportunity arise. Apart from gaining relief in his debt situation, the nobleman also saw the pos-
sibility to father a half-breed, which could on the one hand serve as his rightful heir and on the other hand
become a means to promote his reputation.

However, only fragments of the ‘Kiss of Dawn’ program could be recovered, and Crafter Galen informed
Baron Lucien that the procedure could not be carried out without great health risks to the patient and
child. The Baron promised to talk it over with his wife, and soon returned with the happy news that Jeri’ven
had agreed to the procedure, despite the risks, because she so desperately wanted to produce an heir. The
scheming Baron, however, only told his wife, with teary eyes and all the charm he could muster, that the
Engineer’s research was very promising and that chances were very good that they could have a child
together at last. Jeri’ven, who truly loved her husband, agreed to undergo the ‘Kiss of Dawn’. To sweeten
the arrangement for Crafter Galen, Baron Lucien offered the Engineer full rights to the technology and
findings on his lands, on the condition that a healthy half-breed child could be produced. The Engineer in
return promised to pay a notable royalty in return for the rights, on the condition that everything was kept
a secret and that all those involved willingly agreed. The child would be raised as if it was an extraordinary
twist of nature, a natural result of the Baron and Baroness’ union, as the Engineers feared the attention of
the Universal Church.

Jeri’ven knew the ‘Kiss of Dawn’ carried some risks, but her husband lied to her regarding the severity
of the dangers. All the while, Jeri’ven clung to the hope that if she could only bear the Baron’s heir, she
would finally win her husband’s affections. When Crafter Galen asked Jeri’ven whether her husband had
informed her of all the risks, Jeri’ven confirmed this and submitted to the procedure. She was artificially
inseminated with the altered seed and egg, and put on a heavy cocktail of drugs and other remedies, while
Crafter Galen monitored the unnatural pregnancy.

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CHAPTER 4: THE KISS OF DAWN

Eventually, Jeri’ven learned about Baron Lucien’s treachery when Valestra overheard a conversation
between Lucien and the Engineer concerning the ‘Kiss of Dawn’. Angry, disappointed, and more than a
little frightened, Jeri’ven confronted her physick who was also shocked to learn the truth. However, see-
ing as how valuable the ‘Kiss of Dawn’ research was to him, Crafter Galen refused to end the treatment or
bring in other specialists, for he alone would possess the ‘Kiss of Dawn’ and profit from all future research.

Jeri’ven and Valestra, who shared a similar sorry fate, both being humiliated and abused, decided to take
revenge on Lucien and pressured Crafter Galen to aid them. The two women poisoned Lucien with a
strong sleep draught provided by Galen, which put him in a death–like coma. The Engineer assumed the
care of the “mysteriously ill” Baron and soon declared him dead, with the entire household as witnesses.
Cause of death was declared to be a stroke, and to maintain the masquerade, the corpse of a nameless slave
was acquired from a band of Muster slavers and buried in the Baron’s stead. As Lucien’s children by Val-
estra were too young to rule the fief, Jeri’ven assumed the role as their regent, immediately freed Valestra
from slavery, and appointed her the household’s new Chamberlain.

In order to complete their revenge on Lucien, Baroness Jeri’ven and her new Chamberlain decided to sell
him to travelling Muster slavers, ensuring that he would be immediately sent to a distant star system, no
questions asked. Although it would have been easier to kill Lucien, the two women were not cold-blooded
murderers. Besides, both wanted to give him a taste of the humiliation and powerlessness he had put them
through. Galen strongly objected to this unjust treatment of the nobleman but could do little to prevent it,
lest his crimes be revealed. The physick had little choice but to stand by the two conspirators.

Unfortunately, none of the plotters were aware that Lucien had a bastard half-brother who left home in his
teenage years and joined the Temple Avesti. When this half-brother Marcus, who now goes by the name
Father Elias, learned of his brother’s sudden and unexpected demise, he made arrangements to travel to
Criticorum to pay his respects, accompanied by some of his novices. During his visit Father Elias, who
was already predisposed to distrust his brother’s alien wife, sensed that Jeri’ven was hiding something. He
started an investigation of his own, visiting all towns of the fiefdom. In a village called Quoron in the north
of the Calhoun Barony, where the inhabitants are strictly religious and not too happy about being ruled by
an alien Baroness, Father Elias gathered support. He soon learned about the excavation site, and backed
by a mob of Quoron zealots, he confronted the Engineers and other Guilders working there.

Fearing that Father Elias might already know what they were up to, the guildsmen refused the priest access
to the site. Father Elias insisted on getting a closer look, and a fight broke out between Elias’ followers and
Galen’s security detail. Most of the Muster guardsmen and the Scravers archeologists were slain, the rest
taken captive as the zealots quickly overpowered the Leaguesmen. At least one Muster guard, Sergeant
Theron Langaard, was left for dead only to be discovered and cared for by a wandering Sanctuary Aeon
healer (more about that below). Father Elias examined the excavation site, but couldn’t make heads or tails of
what he saw, so he decided to take the Engineers in for questioning to Quoron. Galen’s refusal to talk, and
the sins Father Elias sensed when speaking with Jeri’ven, led him to suspect a connection between Crafter
Galen, the newly elevated Baroness Jeri’ven of Calhoun, the dig site, and his brother’s untimely demise.

For Baroness Jeri’ven, the sudden disappearance of her physick Galen was a significant problem. Her preg-
nancy was quite unstable and she was in desperate need of constant medical supervision. She came up with
a plan to hire foreign troubleshooters to locate the missing Engineer as quickly as possible, and then per-
suade them to leave soon after the job was done.

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PLOT SYNOPSIS
Valestra, the Calhoun chamberlain, hires the characters to search for Engineer Galen Nestor, who has gone
missing while in the service of Baroness Jeri’ven vo’Kaari-Juandaastas, Lady of Calhoun. When meeting
Lady Jeri’ven at her home on the island continent of Perleria, it is obvious that she is very ill and urgently
in need of Galen’s help, as he is familiar with her condition. As Jeri’ven lacks the strength for long discus-
sions, her chamberlain Valestra does most of the talking.

The characters learn that Jeri’ven’s husband, Baron Lucien, died of stroke a mere four months ago. Since
then, Baroness Jeri’ven has ruled the fief in his stead with the help of the Baron’s former concubine Val-
estra, who is also the mother of his two children, Coraline (five years) and Belthazar (two years). Valestra
provides basic information for the cadre’s investigation, the first hint leading to a town called Errysdale
where Galen recruited workers. When investigating the village, the characters learn that there are Aves-
tites around, who are also interested in the Engineers and the excavation site.

While checking out the site, the characters discover that the Avestite’s leader, Father Elias, seized control
of the ruins with the help of militant peasants. The characters get the opportunity to save an Amalthean
healer called Lyssa from being captured by zealots believing her to be an Engineer spy. Lyssa leads the
characters to a wounded member of Galen’s security detail who she found in the woods two weeks ear-
lier. Talking to Sergeant Theron Langaard reveals that the Avestites took the Engineers prisoner. Theron
knows nothing about the actual site, but he is convinced that the reason for the Avestite intervention has
something to do with the underground complex they were guarding.

In order to get past the zealots currently watching the entrance, the cadre has several different options,
including making a distraction, sneaking around the guards or even violence.

The site turns out to be an ancient physick laboratory and clinic that was buried by an earthquake some-
time during ‘The Fall.’ Galen and his team have already stripped the lab of technology and knowledge,
and the cadre manages to collect only snippets of information, revealing that genetic experiments played
a major role in the research.

At this stage the cadre should begin to wonder what this is all really about. It seems obvious that Baroness
Jeri’ven did not disclose all facts related to the case, and there are far more secrets tied to Galen’s disappear-
ance than just a grudge between the Engineers and the technologically-backwards Avestites. The cadre has
to collect more information to finally grasp the big picture.

Furthermore Jeri’ven is growing increasingly desperate, and if necessary she will try to increase the pres-
sure as well as the prospects of reward to keep the cadre motivated.

All clues lead to the village of Quoron where Elias and his followers have set up camp. As the Engineer
prisoners are under close guard, the cadre has to come up with a clever and sensible way of dealing with
this situation. The characters get the opportunity to talk to Father Elias either by choice or by being appre-
hended while sniffing around.

Father Elias turns out to be a very pious and determined man, but also a quite reasonable one, who truly
believes in his mission to seek out sinners and help them save their souls from corruption. In fact, Father
Elias bears little resemblance to the mindless fanatic stereotype of an Avestite, blinded by church’s dogmas,
but is a compassionate preacher of penitence and repenting. During a private conversation with the cadre,
he admits being Lucien’s half-brother. The cadre discovers that Father Elias has already visited Jeri’ven to
investigate his brother’s sudden death, and through theurgy and a good eye for deception, he became sus-
picious of the Obun Baroness. He started an investigation of his own and came across the excavation site.

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As the Leaguesmen refused to cooperate, an argument broke out which escalated in to a fight. The cadre
learns that Father Elias simply wanted to gather information relating to his brother’s death, and that he
regrets he could not manage to keep his followers under control. People were injured and lives were lost,
something Father Elias did not intend. As Galen staunchly refuses to talk or give confession, Father Elias
remains without evidence. Nevertheless he is absolutely positive that some crime or terrible sin has been
committed in his brother’s fief, and he means to get to the truth of it.

He asks the cadre to help him, by returning to Jeri’ven and trying to discover more about Galen’s work.
The group must now decide if they want to stick to their old mission, or if they have come to believe that
something is terribly wrong and they may in fact be working for the wrong side! Father Elias will accept
(almost) any decision, and the cadre returns to Baroness Jeri’ven to report what they discovered.

While Jeri’ven repudiates all accusations of involvement in Lucien’s death, the cadre learns that Galen has
a laboratory at the Baroness’ estates, as all examinations and treatment of Jeri’ven’s mysterious illness took
place in the house and not in a hospital. The cadre finds a way into the private lab and discovers every-
thing about the ‘Kiss of Dawn’ as well as Galen’s reports explaining his involvement. The characters are
surprised by Jeri’ven and Valestra, who want to secure the evidence as they fear the cadre might start ask-
ing too many questions.

The truth is revealed and the characters find themselves in a difficult situation. Obviously, Jeri’ven, Valestra
and Galen have committed a terrible crime, but the women are also the victims of Lucien’s heartless and
humiliating struggle for power and public attention. Jeri’ven consents to an attempt to come to an agree-
ment with the Avestites if they release Galen and his men.

As it is almost impossible to come to an agreement with three such contrary parties, the cadre is called
upon to negotiate a solution.

The outcome will be strongly influenced by the cadre, confronted as they are with the near impossible task
of finding a solution that is acceptable to everybody. Will the cadre suggest that the ‘Kiss of Dawn’ tech-
nology be destroyed? Will they side with the Avestites and deal out swift punishment or work to cover
up the scandal?

The cadre will be given many moral questions: What about the child who will soon be born? Is it an abom-
ination that must be destroyed for the safety of mankind? How should Jeri’ven, Valestra and Galen be
punished? Can Galen get away with some of his research? How will Elias’ superiors react if they learn his
sister-in-law is an Obun? And what about Baron Lucien Juandaastas, the legitimate ruler of the fief ? Does
he deserve his treatment? Should he perhaps be rescued?

All of these questions must be solved by the cadre, which will lead to great opportunities for intense
roleplaying.

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TIMELINE – GAME MASTER INFORMATION


The following timeline should give the GM a better overview of the drama and should help keep track of
events mentioned in the Adventure Background.

17 months ago

Crafter Galen acquires clues about the ‘Kiss of Dawn’ technology, buried somewhere in the Barony of Cal-
houn on Criticorum, from a Scraver archeologist and begins planning an excavation of the site with the
help of Scraver associates.

13 months ago

Crafter Galen contacts the Baron Lucien Juandaaastas, Lord of Calhoun, and suggests a joint venture
regarding excavation of the site. Baron Lucien agrees and informs his wife who immediately makes prep-
arations to begin surveying and excavation.

12 months ago

Baroness Jeri’ven conducts the initial excavation and discovers a damaged underground complex dating
back a millennium. Just two weeks after reporting to her husband, Crafter Galen arrives in Calhoun and
takes control of the site with the help of hired Muster mercenaries.

11 months ago

Crafter Galen hires workers and porters from the Calhoun village of Errysdale, and starts excavating the
entrance to the underground complex. By the end of the month he has discovered data discs and the rem-
nants of a Think Machine containing information about the ‘Kiss of Dawn’ research project.

10 months ago

Crafter Galen and Baron Lucien agree on using the ‘Kiss of Dawn’ in an experiment to have Jeri’ven con-
ceive a half-breed child through artificial insemination. Baron Lucien convinces his wife that although
there are risks, the Engineer physick is very optimistic about her chances of successfully conceiving and giv-
ing birth to their child. Crafter Galen establishes a small laboratory at the Baron’s estates and gets to work.

9 months ago

The procedure does not work immediately, so Crafter Galen and Baroness Jeri’ven repeat the treatment
several times.

8 months ago

Baroness Jeri’ven’s pregnancy is finally achieved.

7 months ago

The pregnancy proceeds as expected and Crafter Galen continues his work to recover more of the lost
Second Republic tech.

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6 months ago

The first major complications arise, with Baroness Jeri’ven suffering from fever and occasional bleeding.
Crafter Galen succeeds in stabilizing the health of mother and unborn child, but starts to grow concerned
about the treatment.

5 months ago

Despite all efforts, Baroness Jeri’ven’s health deteriorates and Crafter Galen must use stronger medications
and larger doses to keep the health of mother and child stable.

4 months ago

Valestra overhears a conversation between Baron Lucien and Crafter Galen in which it is revealed that
Baron Lucien has manipulated and lied to all parties involved, and that both the Baron and the Engineer
see the unborn half-breed child as a means to secure fame and fortune for themselves. She immediately
reports to Baroness Jeri’ven, and the two women decide to act with haste. They poison Baron Lucien, with
the help of Crafter Galen whom they blackmail by threatening to expose him, and then sell the Baron of
Calhoun into slavery.

3 months ago

Baroness Jeri’ven frees Valestra from slavery and appoints her Chamberlain of her household. The preg-
nancy remains troubled and Crafter Galen spends every waking hour researching the ‘Kiss of Dawn’ data
for ways to ensure a safe pregnancy and birth.

2 months ago

Father Elias learns of his half-brother’s sudden demise and decides to pay his sister-in-law a visit. Jeri’ven’s
health deteriorates further while Crafter Galen does his best to assist the Baroness.

1 month ago

Father Elias arrives on the continent of Perleria in the western hemisphere of Criticorum, seeks out and
confronts Baroness Jeri’ven and, unsatisfied with what he finds, decides to begin an investigation. He sets
up camp in Quoron and recruits some local zealots. He comes across a League excavation site under heavy
guard. An argument breaks out between Father Elias’ retinue and the Leaguesmen, soon escalating into
a fight. Several Leaguesmen and a few local workers (Ayman and Osei of Errysdale) are captured, while
most of the Muster guards are killed (with the notable exception of Sergeant Langaard).

The Present

The cadre arrives in Acheon and is approached by Chamberlain Valestra of the Barony of Calhoun. Jeri’ven’s
pregnancy is almost to term and the time of birth is growing near, but without a qualified physick at her
side (which on Criticorum means Crafter Galen Nestor) she and her unborn child will in all likelihood
not survive the next few weeks.

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ACT ONE: A STRANGE CASE


In which the cadre is hired to investigate the disappearance of Galen Nestor, travels to the Barony of Cal-
houn, and learns the surface story of the drama.

GETTING HIRED
This scene can be transplanted where the GM feels best for opening the drama. As written, assume that it
will be in Acheon, the capital city of Criticorum. The most appropriate place for this encounter would be
in the city’s agora, but could easily be moved to any seedy watering hole that the characters are frequenting.

The characters are enjoying some well-earned downtime in a small watering hole close to the planetary
agora. This particular little dive has a reputation for being a good place to locate talent and there are a num-
ber of Muster fixers operating from the backrooms and from the curtained off booths along the far wall. It
is also a good place to pick up gossip, information, and interesting stories. Outside of the Muster Guildhall,
this is the place to find odd jobs that well-paying patrons need done with a minimum of fuss and publicity.

There is a disturbance near one of the curtained booths as a young woman with tanned skin and coal black
hair raises her voice to dress down a smirking Muster guildsman.

”You still want more? I already offered you a fortune! You could keep drinking and whoring around for weeks,
with what I have already offered you! You know what? Forget it, I’ll find someone with some integrity to assist
my noble lady!”

Her face is a dark red mask of anger as she turns her back on the man and casts her eyes around the room.
Her gaze falls upon the cadre. She angrily stomps her foot and crosses her arms defiantly across her chest.

”Is there no one with any integrity in this place?”

If the cadre does not address her, the woman quickly walks over to them.

”I am looking for some steadfast men and women to help my lady with an urgent predicament.”

She apologizes for losing her temper and introduces herself as Valestra Chandro, chamberlain to Baron-
ess Jeri’ven vo’Kaari-Juandaastas.

”My noble lady is very ill! She has been suffering for some time now and we finally got a physician who was work-
ing on a remedy. But he disappeared without a word about two weeks ago! Please, it is of the utmost urgency, will
you aid my lady? You will of course be rewarded for your service.”

Valestra is really desperate, but she has to hire strangers, as Baroness Jeri’ven cannot risk too close a scru-
tiny of her personal affairs. She will tell the cadre anything that she deems necessary in order to convince
them to help her. She will not, however, mention that the Baroness Juandaastas of Calhoun is an Obun,
although she will admit it if asked. She does not go into details about the mysterious illness, as Jeri’ven’s
pregnancy must remain a secret. She simply claims she does not understand what kind of disease it is,
although the missing physick swore it was in no way contagious. She also claims to have asked the local
Amalthean healer for help (a lie), but she needs to find the physick who is an expert in the field and famil-
iar with her lady’s health.

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The cadre learns that Crafter Galen Nestor has been monitoring Lady Jeri’ven’s health for several months
and that he is a physick expert. Valestra offers the cadre a tantalizing sum of money if they accept the job,
but they must come with her immediately to see the Baroness for instructions and information. The Barony
of Calhoun is on the western continent of Perleria, and Valestra does not want to lose any time returning
home. She will pay for an intercontinental flight on board a small airship cargo vessel heading for Perl-
eria. There is enough space on the plane for the cadre to bring along their equipment and even mounts.

FALSE PRETENSES
Valestra is not comfortable lying to strangers willing to help solve her problems. However, no outsider
should ever learn that Crafter Galen has discovered the Second Republic technology of the ‘Kiss of Dawn’,
and the Baroness and her chamberlain usurped Baron Lucien’s land and title. She invents whatever story
she needs to keep the cadre from asking too many uncomfortable questions. It is very important that Val-
estra mentions she has asked the local Amalthean for help as this is a lie designed to keep the Amaltheans
(and the Universal Church) from getting involved, a lie that will come back and complicate matters soon,
hinting at something wrong with Valestra and Jeri’ven’s story.

PAYMENT
The GM should decide on a generous reward offered by Valestra, according to the size of rewards the cadre
is used to receiving. The idea is to give the players the impression that Valestra is being overly generous,
and pays more money than the job should be worth. This will emphasize the distress she is currently in.

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THE JOURNEY TO THE BARONY OF CALHOUN


Flying from Acheon to Larrane, the capital of Perleria, on board an airship takes no more than a single
day. It is for the most part a pleasant if unexciting journey, and the cadre will have plenty of opportunities
to question Valestra about the barony, the baroness, and their mission, although she will be reluctant to
divulge much beyond surface information, particularly about Lady Jeri’ven and her condition. She might
share more details about Crafter Galen, and if asked will reveal that the Baron Lucien Juandaastas of Cal-
houn sadly passed away only four months ago. A couple of hours into the journey, Valestra is likely to relax
more and seek to talk to the cadre (there’s nothing much to do on the airship after all), although she will
be careful not to reveal too much. Also, Jeri’ven has trained her trusted Chamberlain in Obun techniques
of psychic resistance; prying into her affairs through occult means will be very difficult (i.e. Valestra has a
very high Discipline skill).

The continent of Perleria possesses a varied geography, with coastlines of irregular cliffs while the inland
is dominated by forests and the Wyeming Mountains rising majestically to the north. The cultivated areas
are primarily agricultural lands, where wheat and the resilient blood-rye grow together with crawling tur-
nips and palm-oat. Apart from the capital of Larrane and cities to the south, Perleria is a backwater place,
technologically speaking, when compared to Criticorum as a whole. The continent is ruled by Baroness
Prajna Sophia al-Malik from the Eagle Palace in Larrane, a city that also boasts the Cathedral of St. Maya.
The Orthodox Sect of the Universal Church is prominent on Perleria, and almost every little town has its
own church or temple. The majority of Perleria’s denizens are strictly devoted to Orthodox beliefs, which
is clearly mirrored in their daily life, activities and their way of speech.

OCCULT EXAMINATION OF THE CHAMBERLAIN


Should one of the characters try to read Valestra’s mind, she will immediately be aware of it although
she might not necessarily know who is behind the mental attack. She will be very suspicious about
the character and/or cadre afterward, and will tell the Baroness about the experience before the cadre
is allowed in to meet her. Still, if they succeed in examining Valestra through occult means, the fol-
lowing might be revealed (VPs exceeding Valestra’s mental defense – VPs 0 to 3 represents surface
thoughts, while 4+ are deeper feelings and subconscious thoughts).

Mind Reading

VPs Information
0 Intensely worried for her Lady, and for herself
1 “Adequate? Hurry!”
2 “I hope I’m not too late to help Jeri’ven”
3 “I must be very careful. Forget the problems of the past, focus on the current troubles?”
4 “Thankful… Do my best… Afraid of the chains…”
5 “Without Jeri’ven I have nothing!”
6 “Things will improve once this is over. Galen was a fool. No time for guilt.”
7 Occultist may ask one ‘yes’ or ‘no’ question.
8 Ask three more ‘yes’/’no’ questions, or ask for one explanation.
9+ Three more ‘yes’/’no’ questions OR one more explanation per additional VP.

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If, on the other hand, a character tries to read Valestra’s aura, she will not know about it and the char-
acter may learn the following information about her.

Aura Perception

VPs Information
0 Vertical elongated oval aura (Human)
1-2 Aura centered at the heart (emoting, social)
3-5 Prime aura color is pink (affection)
6-8 Olive-colored spots (her basic drive is frustration or disappointment)
9-11 Aura colors melt (fatigued)
12+ Aura has hard edges (Suspicious)

Minor Houses Juandaastas and Torensen have several holdings on Perleria and the two houses are often
at odds, with Marquessa Sabine al-Malik Juandaastas (the Juandaastas family matriarch) and Sir Zachery
Torenson (the local Torenson leader) being openly hostile to one another.

After landing on an airstrip just outside of Larrane, the journey towards the Barony of Calhoun continues
northwest in the shadow of the Wyeming Mountains. Valestra has made sure mounts are kept ready for their
journey from Larrane, and after three days’ travel on equil (a native Criticorum horse-analogue) through
thick conifer woods and crossing various minor hamlets, the travelers arrive at Baroness Jeri’ven’s estate.

THE WASTING BARONESS


The estate of the Calhoun Barony is a simple, yet well-maintained countryside manor, with an annex of
four buildings and a separate stable for livestock and equils. The main building is built of stone while the
rest have a stone basement with wooden constructions above – everything surrounded by a sturdy timber
palisade five meters high. Many of the surrounding fields look abandoned and the cultivated lands around
the manor were obviously larger in the past. The reason for this is that the Baroness’ household consists of
only a dozen servants, maids, stable boys and other personnel, many of them working two or more positions.
Upon arrival the cadre notices two men-at-arms in Juandaastas colors , evidently the only guards present.
The rest left over the years as the Barony declined and Baron Lucien had to cut his expenses.

After showing the cadre their rooms and allowing them to freshen up a bit, Valestra introduces them to
the Baroness Jeri’ven who receives the group abed, evidently too sick to welcome her guests in the main
hall. Jeri’ven is obviously ill and in much pain. Exhaustion marks her dark face and she is buried beneath
a mountain of pillows and blankets. Before speaking, Jeri’ven examines each and every one of the charac-
ters intently (including scanning their aura using the Sixth Sense power Subtle Sight). The Baroness suffers
from fever and occasional cramps throughout her conversation with the cadre.

Her voice is feeble and shaky, but she welcomes the cadre with as much warmth as she can muster, and
promises the cadre her eternal friendship and great rewards if they can locate her physick, Crafter Galen
Nestor of the Engineers’ Guild.

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“My own staff has so far been unable to locate the missing physick, but as we are a humble rural estate none of them
have much experience with such things. Please, find me my physick, as quickly as you can!”

Jeri’ven tires quickly and Chamberlain Valestra urges the cadre to follow her to the dining hall to discuss
the details of the assignment with her. The cadre is given the following information to start their inves-
tigation. Some of this the cadre might have learned already, during conversations with Valestra on their
long journey from Acheon:

• An Engineer Crafter called Galen Nestor was hired a few months ago in order to treat Jeri’ven’s ill-
ness. Every local healer, including a wandering Amalthean, had been consulted but none could take
care of the problems. (The last part is a lie).

PHYSICK EXAMINATION
Baroness Jeri’ven’s will not allow any of the cadre members to examine her, no matter the character’s
physick expertise, and neither will she reveal any details about her ‘disease’ or how she came to con-
tract it. The Baroness is also very careful to hide her belly or other symptoms of her pregnancy. Still,
the Baroness of Calhoun is obviously very sick and a successful Wits + Physick goal roll will allow
the character to diagnose the following symptoms just by observing her:
nausea (pale skin and strained speech)
occasional strong cramps (shivers rage through her body as she clenches her teeth)
abiding fever (cold sweating)
pain and headache (difficulty concentrating and irritable)
occasional bleeding (possibly bloodstained sheets or blankets)

Another possibility is doing an occult study of the Baroness. This, however, is not easy as Jeri’ven is
herself a capable occultist and knows how to identify and defend against such intrusion. She would
likely take offense at such an examination, although if the cadre is polite and reasonable she might
forgive their vulgar attempt to help. If they succeed in examining the Baroness through occult means,
the following might be revealed (VPs exceeding Jeri’ven’s mental defense – VPs 0 to 3 represents
surface thoughts, while 4+ are deeper feelings and subconscious thoughts).

Mind Reading

VPs Information (Note, internal conversation is in Obun!)


0 She worries for another in addition to herself.
1 “That liar!... So old… Galen.”
2 “These outsiders are our only hope.”
3 “The bastard must be kept away, or else all is lost. Is he to blame for Galen?”
4 “I loved him… Betrayal…”
5 “He brought it upon himself!”
6 “The heir is all that matters now. Will the Marquessa dethrone me?”
7 Occultist may ask one ‘yes’ or ‘no’ question.
8 Ask three more ‘yes’/’no’ questions, or ask for one explanation.
9+ Three more ‘yes’/’no’ questions OR one more explanation per additional VP.

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Alternatively, a character may study Jeri’ven’s aura. This is not an intrusion, but more like an enhance-
ment of the character’s senses, so Jeri’ven will not notice (and is unable to defend against) this.

Aura Perception

VPs Information
0 Egg-shaped aura, widest at the top (Ur-Obun)
1-2 Aura centered at the brow (contemplative, problem-solving, introvert)
3-5 Prime aura color is blue (sadness)
6-8 Specked with gray (her basic drive is fear)
9-11 Aura colors pulsate vertically (she’s determined)
12+ Gray veins shoot through her aura (obsession)

• Galen made some progress researching a remedy, although Valestra did not learn the nature of the
disease. She remembers that Galen compared it to a kind of non-contagious flu that is probably exclu-
sive to Obun. (This is another lie. Should the cadre contain an Obun character, Valestra modifies her
story to avoid discouraging their involvement, possibly by claiming the disease only strikes female
Obun or Obun of another blood type than the character).

• About two weeks ago Crafter Galen simply disappeared following a visit to Errysdale, a small village
a few hours east of here. Although Galen spent much of his time doing research at Baroness Jeri’ven’s
estates, he also enjoyed hunting and exploring the countryside especially in the northern parts of the
barony where the forests are thick and the game plenty. (Much of this is true as Valestra and Jeri’ven
do not know from where or why Galen disappeared, although they suspect, quite rightly, that he was
at the hidden excavation site).

Valestra urges the cadre to hurry with their investigation, as she fears for her Lady’s life if Galen is not found
quickly. In addition to their reward, the cadre is offered guest rooms at the estate, and they will dine with
her and the household unless the Baroness invites them to dinner, starting with a hot supper within the
hour. During the meal the cadre has the opportunity to get to know Valestra a little better if they haven’t
already befriended her on the way from Acheon. She is a very friendly and vivid young woman, but she is
very guarded when speaking about Jeri’ven or herself. She will, however, tell the cadre anything that does
not disclose the difficult situation she and her mistress are in. The Game Master should note that Father
Elias visited the Baroness a few days after Valestra first left the Calhoun Barony to search for outside aid,
and she does not know about the man’s existence until she has a chance to talk with Jeri’ven in private.

HOUSEHOLD STAFF
If the cadre wants to gather more information about Jeri’ven and the household, they might want to ques-
tion some of the servants. Valestra, however, is keeping an eye on the servants, and attempting to discourage
them from talking to the cadre – that is, from “meddling in the investigation” or “gossiping behind the Bar-
oness’ back”. In any case, the cadre doesn’t learn much more from talking to the staff, as nobody knows why
the Crafter suddenly disappeared. Galen Nestor was well liked by the staff, as he treated them as citizens
and individuals first, and servants second.

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One of the cook’s aids, a young girl from Errysdale called Karima, mentions that her elder brother Ayman
was once recruited by Galen Nestor to help out with some manual labor in the northern forest. Ayman
did not tell her exactly what the work entailed, but she recalls his clothes were often stained by mud or dirt
when he returned. (Ayman was hired as a porter for heavy gear, food supplies and electronic equipment as
Jeri’ven possesses few mounts or pack animals.) Karima is very upset because her brother has gone miss-
ing too, together with a few other townspeople, and nobody seems to care. She knows that Ayman was in
Galen’s service when he disappeared and begs the cadre to find out more about all the missing persons.

The cadre is also likely to come across Valestra’s daughter Coraline, the bastard heiress to the Barony. The
5-year-old girl is very curious and charming. Once she learns that the cadre is from off world, they’ll have
a hard time getting rid of her. Coraline does not possess any useful information.

GALEN’S CHAMBERS
Valestra gives the cadre access to the sleeping chambers assigned to Galen Nestor. She will not reveal the
existence of the Engineer’s secret laboratory, and she has ordered all members of the household to remain
quiet about the matter as the high-tech physick equipment would raise too many questions and might also
attract the attention of tech-haters such as Father Elias and his mob. Another concern is that the cadre
might steal something valuable and/or tamper with important instruments or research that Galen might
need to save the Baroness. Later on (Act 3), the cadre will have a chance to access the laboratory. In any
case, Galen’s chambers contain few clues, although a successful Intuition + Observe might uncover the
following clues (one clue per VP scored):

• For a supposed physick expert, Galen has little medical equipment in his room (or in the Baroness’
bedroom). Except for a book on Obun physiology there is nothing to indicate a physick lived in this
room. (Valestra will claim Galen had all his physick equipment on his person and with his personal
porters when he disappeared and she will lie about there being no other physick room in the manor).

• Although the room has been routinely cleaned, the thick carpet on the floor shows clear signs that
dirty boot prints have been unsuccessfully cleaned. (Valestra will claim Galen liked to take long walks
in the woods, and even hunted a bit for sport. In truth, the dirt came from the excavation).

• A receipt behind Galen’s bed shows he issued a credit note with a Reeves bank on Acheon, paying
for a one-year term of service from 6 Musters Guild members and 3 Scravers Guild members (iden-
tified only by their faction symbols). “6x [Ball-and-chain] & 3x [Eye-inside-a-rhombus]. Duration:
12 months.” Valestra claims not to know anything about this and tries to act surprised.

SEARCH AND RESCUE


The village of Errysdale is where Galen was last seen before he disappeared, and this is likely where the
investigation will begin. A badly maintained gravel road leads northeast from Lady Jeri’ven’s estates to the
town of Errysdale. It takes about two hours to walk there, or less than half an hour by equil.

Errysdale is a small village with some 150 inhabitants, consisting primarily of solid stone and clay brick
houses. Most of the villagers are simple peasants, serfs belonging to the Juandaastas Barony. Some artisans
of simple tools, wooden furniture and a few weavers also call Errysdale their home. This is a perfect place
to buy sturdy low-tech wares, such as simple winter clothing, basic tools and wooden furniture.

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There is also a small Orthodox shrine in honor of the Prophet and St. Amalthea, where travelling monks
or priests regularly celebrate mass and dispense the sacraments.

Upon entering Errysdale, the cadre is greeted somewhat reluctantly by the local population. Soon after the
cadre reaches the old well at the central village plaza, they will be addressed by a small, dark skinned man
claiming to be the town elder and speaker. He respectfully bows and spreads his arms in a welcoming ges-
ture, while a small group of curious peasants gathers behind him.

”I bid thee welcome, travelers! May the holy Prophet bless you and may merciful St. Amalthea always watch over
you. I am Khalil al-Rafat and I speak on behalf of every man, woman and child of Errysdale. May I ask what
brings you to our home?”

Khalil acts in a rather exaggerated friendly and submissive way. He is looking after the village’s interests,
particularly the well-being of the townsmen, and is keen to discover who the characters are and what their
business in Errysdale is. Their recent encounter with Father Elias and his Avestite followers left Khalil
and the villagers wary toward outsiders. As soon as the characters confirm that they are acting on Baron-
ess Jeri’ven’s vo’Kaari-Juandaastas’ behalf, the townsfolk sigh in relief and the cadre is treated as friends
of Errysdale.

Khalil invites the cadre to join him for refreshment and commands some peasants to set up a big table
with simple wooden benches beside the well. Bread, fresh fruit and small meat pies are offered, together
with fresh water and dark beer made of spelt wheat. The townsfolk will strive to make the cadre comfort-
able, especially nobles and members of the clergy, no matter which faction.

Khalil answers any questions truthfully. The GM should paraphrase relevant information from the General
Information section below. This information is available to all inhabitants of Errysdale. Information in the
Additional Information is available only if the cadre gains the full trust and friendship of the Errysdale
townsfolk. If they show some concern for what the townsfolk had to endure at the hands of the Avestites,
or if they offer any kind of help, Khalil will reveal everything he knows and will even offer to supply the
cadre with equipment like ropes, blankets, a map of the Calhoun Barony, even a small tent for their journey.

GENERAL INFORMATION
• Lady Jeri’ven has a reputation for being a benevolent, tolerant and generous ruler. Prior to her hus-
band’s death she spent much time wandering through the woods, and she often visited Errysdale and
surrounding farms. The villagers haven’t seen her for several months though – not since she fell ill.

• Baron Juandaastas died suddenly of a stroke, only 36 years old. He had a good reputation for caring
for his serfs, although it is rumored that he was in much debt, which he had inherited from his father
who was more interested in equil racing and gambling than administrating his fief.

• Galen Nestor was working at an excavation site in the woods, and he sometimes hired workers and
brought in supplies. He also had some professional diggers (the Scraver archeologists) working there,
as well as some Engineer assistants and a security detail of Muster soldiers. Crafter Galen was last
seen in Errysdale a little over three weeks ago when he came around to purchase food for his team.
Two townsmen, Ayman and Osei, who often did labor-work for Crafter Galen, were rehired when
he last visited, and they haven’t been seen since. Khalil informed Chamberlain Valestra accordingly
but never got any reply till now. In case the cadre offers to help, Khalil and his fellow townsmen will
be pleased and will happily support the characters with whatever they might need on their journey.

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• Two and a half weeks ago a group of Avestites led by a priest named Father Elias arrived in town.
They came uninvited and asked questions concerning Baroness Jeri’ven and Baron Lucien. They were
rude and threatening, so Khalil did not tell them very much. The villagers claimed they were content
with Baroness Jeri’ven’s rule, to which Father Elias and his companions responded by calling them
liars. As a result, some of the villagers, among them Khalil’s daughter Sheila, received a severe beating.

ADDITIONAL INFORMATION
• Another village lies within the Barony, a somewhat backwater place called Quoron. This town is sit-
uated farther to the north and is composed mostly of woodworkers, trappers and charcoal burners.
There’s a lot of resentment between the two towns, the Errysdale people regarding the Quoronians as
being backwater, religiously conservative and inhospitable. The Quoronians on the other hand accuse
the Errysdale inhabitants of being godless liberals and worldly opportunists.

• Father Elias’ band of troublemakers included several armed hunters and villagers from Quoron, and
the violence suffered by the Errysdale townsfolk was largely at the hands of the Quoron mob. Still
the Avestites did not seem to care about it.

• The Errysdale townsfolk are currently considering traveling to the Baroness’ estate to lodge a pub-
lic complaint against the Quoron villagers and to ask if there is any news about the two missing men
from Errysdale.

• The workers hired by Crafter Galen Nestor reported that the Engineer had discovered the ruins of
some kind of underground facility. However, none of them know any details, as they were not allowed
to examine the findings or even talk about it to others. Thanks to the town’s gossip this did not work,
of course. Although the townsfolk have no idea what Crafter Galen really discovered, they like to
speculate about it a lot. The following suggestions are the most popular ones among the villagers:

• Crafter Galen found the remnants of an ancient starship that crashed on the Perleria continent
hundreds of years ago, possibly buried by a mudslide at some point in the past.

• It is rumored that Crafter Galen found hints at a buried treasure that was hidden by a notori-
ous band of outlaws that terrorized adjacent baronies during the Emperor Wars.

• Crafter Galen discovered a secret alien vault that was built before men settled on Criticorum
and which is full of exotic artifacts and dangerous technological devices.

• Khalil got the impression that Father Elias was angry with Baroness Jeri’ven for some unknown reason.

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ACT TWO: BURIED KNOWLEDGE


The cadre’s investigation takes them to the ruins of the ‘Kiss of Dawn’ clinic in the northern woods. They
meet several characters, both friends and foes, and have the chance to explore an underground installation
that was hidden for more than a thousand years.

FOLLOWING THE TRAIL


After talking to Khalil and the Errysdale villagers, the cadre should be ready to investigate Crafter Galen’s
mysterious excavation site. The villagers can direct the cadre to the site or show them where to go on a map.
The journey to the excavation site takes about a day and a half on equil, half a day if driving (an off-road
vehicle or hover craft), and about two or three days to walk. During the journey the GM might include
some encounters to keep the group busy. Some sample encounters are suggested below.

Sample Encounters on the road to or from Crafter Galen’s excavation site:

• Wild beast: The cadre might encounter some dangerous animals, such as a lone guernicabeast, stalk-
ing through the woods.

• The lone trapper: The group meets a lone bearded man clad in a heavy fur coat and dirty old leather
boots, armed with a battered .40 caliber hunting rifle. He is a trapper named Abu Khazar from Quo-
ron and is very reserved around strangers. He is very religious and narrow-minded, and displays proper
respect and conduct only to priests. He would like nothing better than to chase the “heathens” from
the forest, and absolutely forbids the cadre to proceed to the “accursed abyss where only nightmares
dwell” (i.e. the excavation site). Little information can be gained from him, other than that he is a
strictly devoted to conservative orthodoxy (leaning towards the Temple Avesti), and that he strongly
dislikes outsiders and aliens, especially the Obun Baroness Jeri’ven vo’Kaari-Juandaastas.

• Deer hunting: Characters inclined to hunting could come across a Criticorum deer-analogy or per-
haps some smaller animals similar to rabbits, providing a good opportunity to replenish their supplies.
However, the characters should be cautious as hunting a noble Lord’s game constitutes poaching, a
capital offense in most fiefs.

ALMOST AT THE EXCAVATION SITE


The cadre is getting closer to the excavation site, finding the area well-traveled with the ground worn by
many boots and hooves, occasionally also coming across a small pile of garbage cast away behind a tree.
Only a few miles away from the site, the cadre comes across a hot-tempered argument in the middle of the
road between a group of five peasants and a priestly looking woman of the Sanctuary Aeon. The men wear
simple garb and look like peasants or woodworkers. Two carry loaded crossbows while the rest are armed
with clubs, hatchets and knives. The Amalthean is unarmed. Unknown to the cadre, the armed band are
serfs from Quoron hired by Father Elias to keep anyone from entering the place of sin, which is the site
of the ruined Second Republic clinic.

As the cadre approaches, they overhear parts of the argument and it is evident that the men are accusing
the healer of being a spy and a rumormonger. The woman defends herself as best she can, but the accusers
won’t let her finish a single sentence before cutting her off with more insults and accusations. As she turns
to leave one of the peasants grabs her by the arm, making her cry out in pain and surprise.

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When the cadre is spotted, the peasant mob


turns towards the strangers. One of the peas- HELPING OUT
ants, a tall bearded man with thick woolen If the cadre decides that this is none of their busi-
trousers, a plain cotton shirt, and an old leather ness, the GM could remind them that helping out
jerkin, steps forward and addresses the cadre. an Amalthean priest will likely be beneficial both
He introduces himself as Antar Helvold, son to their souls and health. In addition, any chival-
of Bevan Helvold – the village elder of Quo- rous noble character or member of the clergy should
ron, the leader of this small band of pious men regard helping the healer to be a point of honor
patrolling the area around the excavation site. or duty.
He demands that the cadre identify themselves It is not necessary for the cadre to help the woman
and answers all questions with the following as the scene plays out for them to provide a distrac-
statement: tion but it does give them the ability to roleplay and
perhaps gain another ally for the upcoming parts
”We have been entrusted by Father Elias of Pyre of the drama.
with guarding this vile place, so contaminated by
sin that none must enter or view it. We caught this
young woman sniffing around in this den of evil even though we have told her time and again to stay away. It
seems she is drawn towards sin...”

Helvold is way out of line here as he has absolutely no legal authority, nor does Father Elias for that mat-
ter. Helvold is not aware of this and since the mob is convinced of the righteousness of their cause, they
will hardly see reason. There are several ways the cadre could deal with this situation, including:

By the Sword: The cadre may be able to force the villagers to retreat without much effort. In this case Hel-
vold and his henchmen come to believe the cadre to be enemies of Father Elias who want to interfere with
his holy mission. They even try fighting the cadre, but will retreat quickly if it becomes clear they don’t
stand a chance. It should become obvious during the fight that the characters’ combat skills and gear are
greatly superior and that this is no real challenge. However, the characters should be careful, as hurting or
killing a noble’s serf is a serious offense. Furthermore, Lyssa Ulain, the Amalthean healer, will be less than
impressed by characters displaying unnecessary violence.

Using Wits: There are non-martial ways of dealing with the Quoron zealots, including persuasion, intim-
idation, or subterfuge. Although the Quoron mob is determined to carry out Father Elias’s orders, there
are several things they have not considered. Elias has very little authority here, while the cadre is acting on
behalf of Baroness Jeri’ven, Lady of the Calhoun Barony and ruler of Quoron. Nobles and priests may also
try to intimidate the peasants by emphasizing their superior social status and power. Although the Quoron
mob wants to help Father Elias, they will think twice before acting against the cadre if the consequences
are spelled out, especially if the cadre threatens to report them to the Baroness or local (Orthodox) Bishop.

When the situation has been resolved, one way or another, the young woman is relieved and (possibly)
delighted to make the characters’ acquaintance.

If the cadre came to her aid she will respond with kindness, ”With all my heart I thank you, noble travelers!
I don’t know what these people would have done to me had you not intervened! I will pray for you all, and ask St.
Amalthea to bless you. My name is Lyssa… Oh pardon me, I meant to say: I am Novitiate Lyssa Ulain, humble
servant of the Sanctuary Aeon, at your service.”

If the cadre did not defend her but inadvertently came to her aid when the crowd got distracted by new-
comers she will be curt but helpful as long as it helps to further her own investigation, “I am Novitiate Lyssa
Ulain, humble servant of the Sanctuary Aeon. What brings you here?”

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Lyssa may share the following information with the cadre:

• She admits to investigating what is going on here. She knows that there is an excavation site where
some Guilders were working in the past few months, before a fight broke out between zealots and
the dig workers. Other than that she doesn’t know much as neither the excavators nor the zealots
allowed her into the restricted area.

• About a week and a half ago she found a Muster soldier in the woods not far from here. He was seri-
ously injured and so she took care of him as best she could. She brought him to a nearby farming
family, the Candaros, where he will hopefully make a full recovery. Lyssa believes he was part of the
excavation security detail, although he has been too weak to tell her anything.

• She is acquainted with Baroness Jeri’ven, but has not seen her in a while. The two often ran into each
other when Jeri’ven was on her frequent hikes, and Lyssa does not know why she no longer travels.
Lyssa will be shocked to hear that the Baroness of Calhoun lies bedridden with illness, and she cannot
see any reason why neither Jeri’ven nor her Chamberlain has called upon her for help. Despite being
a mere novitiate, Lyssa is a skilled healer and she will offer to accompany the cadre and aid them in
their cause. She is also anxious to see what she can do for the Baroness’ health. She claims there is no
other Amalthean healer in this region, contradicting Valestra’s claim that the Sanctuary Aeon was
unable to help Jeri’ven, and neither are there any competent physicks (although she admits she did
not know about any visiting Engineer physick specialist in the Baroness’ court). The cadre should be
wondering what Valestra has been hiding.

When the conversation with Novitiate Lyssa is concluded, the cadre could follow one of two paths; either
continue on for a couple of hours to the excavation site (see The Secret Laboratory) or take a one day
detour and pay the wounded mercenary a visit (see The Lone Survivor).

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THE LONE SURVIVOR


Lyssa leads the cadre to the Candaro farm where the wounded Muster soldier is resting. On the way there
Lyssa talks to the cadre non-stop, asking them countless questions about their past, their heritage and their
deeds. She admits to being somewhat lonely in her travels, and she greatly appreciates the company of the
educated and worldly travelers.

The Candaro farm is about half a day’s walk west, on the borders of the forest. It is a simple medium sized
house of solid stone construction, with a small timber barn and stables. The house is occupied by Zara and
Ibrahim Candaro, and their three children Rahel (girl 12), Isha (boy 10), and Salome (girl 9). The farmer
and his wife are simple, honest folk, and they offer their hospitality immediately and unconditionally upon
Lyssa’s arrival. Lyssa is eager to look in on the mercenary and is delighted to learn that although still very
weak, he is slowly recovering from his fever.

The wounded mercenary is now strong enough to speak, and he introduces himself to the cadre as Ser-
geant Theron Langaard of the Strong Arm Free Company out of Acheon. The Engineer Galen Nestor hired
him and his squad as security guards eleven months ago, although he knows little about the nature of the
secret excavation as he was paid not to ask questions. They saw to the protection of the archeological exca-
vation site and any finds brought out of the ground, until Father Elias came to the site with a band of
peasant-looking zealots, demanding to know what was going on. Naturally, the Engineer leader refused
to disclose any information and a fight broke out in which the Muster mercenaries were overwhelmed by
the sheer number of zealots. Sergeant Langaard emphasizes that the Avestites were to blame for the fight,
and that the Muster soldiers were merely defending the Guilders and their hired excavators. Langaard
was hit twice by an axe in the chest and left for dead. He assumes that the Guilders and excavators have
been taken prisoner, but does not recall anything after he was wounded. When he woke, Sergeant Lan-
gaard could see none of dig team, dead or alive, at the excavation site turned battleground and he crawled
into the woods and lost consciousness, where he would have died had not Lyssa happened across his path.
The Amalthean healer then alerted the farmers who helped her carry the wounded soldier to their house.

Sergeant Langaard is more than a little ashamed of the fact that he and his companion mercenaries were
defeated by a mob of poorly armed peasants and he will exaggerate the story to hide his shame. This is made
worse by the fact that it was he who provoked the fight, something he will do his best to conceal. Sergeant
Langaard offers to help, but Lyssa insists that he remain here until he has fully recovered.

THE SECRET LABORATORY


The entrance to the underground laboratory is near a set of craggy hills. It is easily recognized by the tents,
toolboxes and other pieces of equipment lying around that belong to Crafter Galen and his team. Close to
a crackling campfire, a group of six Quoron peasants guards the entrance. Three are armed with slug guns
(two light Autofeed pistols and a shotgun) liberated from dead Muster mercenaries, while the rest carry
knives or axes. If the cadre approaches openly, the zealot guards attempt to drive them off. The cadre can
use force to overcome the Avestite followers or they can try to distract them and then access the entrance,
which has a single peasant guard. The Quoron mob is neither very intelligent nor brave, and it should not
be too difficult to lure the guardians away or teach them a lesson.

Again, remember that slaying another nobleman’s serfs is never a good idea. At the very least such actions
gain the cadre a bad reputation, and probably cost them dearly as they have to pay reparations to Baron-
ess Jeri’ven and the town of Quoron.

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ENTERING THE LABORATORY


The entrance is a simple hole dug into the ground, between a pair of huge gray rocks. The floor is three
meters down and the characters are able to descend safely on a Vigor + Athletics goal roll. Should the cadre
have ropes or similar climbing gear they have no trouble getting down into and back out of the under-
ground complex, and no tests are necessary unless they are being rushed. Furthermore a torch (flame or
fusion-powered) is very handy as it is pitch black down there. When entering through the hole the cadre
descends into a small corridor six meters long made of maxicrete walls and with solid floor tiles of granite.
The corridor leads in two directions, northwest and southeast. The floor is covered with dust, dirt, and peb-
bles. Only two rooms of this ancient physick complex are accessible. The other corridors and offices were
crushed by a cave-in centuries ago. Professional equipment and probably several weeks would be required
clear the rubble. It took Crafter Galen and his team quite a while to open up just these two rooms, which
were the most accessible.

The Northwestern Office


The floor here is covered by dust and debris, torn cables, broken glass, rubble, and rocks, although the exca-
vation team had cleared most of it and piled it up on the eastern wall to free up working space. There are
several electrical bulbs, connected to a small generator, installed in the roof by the excavators. The room
used to be an office area with a size of 6 x 8 meters. The floor is of broken ceramic tiles while the walls are
covered in faded and crumbling wallpaper, revealing patches of gray maxicrete underneath. A high tech
refrigerator stands in one corner, containing over a dozen broken glass vials and test tubes that were once
used for scientific experiments. The refrigerator itself is covered with rust and has not functioned in cen-
turies, its insides covered by a thick layer of mold.

Crumbling wooden writing desks are pushed into a corner together with some plastic cupboards, now
empty. Some of Crafter Galen’s findings, a set of Second Republic data chips, are still lying on one table.
However, the data long ago corrupted beyond recovery, and only a collector of antiquities would be inter-
ested in them, perhaps paying a few Firebirds for the lot. In addition, there are two shovels, a pickaxe and
a backpack containing a half empty water bottle and a few pieces of rotten bread and molded fruit, left
behind by Crafter Galen and his men.

The Southeastern Research Laboratory


This used to be a Second Republic genetic research laboratory, the source of the ’Kiss of Dawn’ technology.
The remnants of a huge ancient Think Machine, destroyed by a roof collapse, dominate the room. The room
is rather large (8x8 meters) and once harbored equipment for biological testing, such as microscopes and
glass cabinets used as testing environments, but everything was destroyed in the cave-in. The eastern wall
holds two large screens and a Think Machine terminal once used for research work at the laboratory. The
monitor is cracked and the terminal smashed by a steel girder that pushed through the wall. The entrance
to another corridor is completely blocked by rubble that came down during an earthquake. A successful
Intuition + Observe goal roll reveals a brand new Journal Think Machine that belonged to Galen Nestor
lying beneath one of the plastic desks, hidden there when the Avestites came calling. The zealots were too
unnerved and filled with supernatural dread to thoroughly search the laboratory. The Journal is still work-
ing although the energy supply is running low (it can be recharged by most Power Cells). Galen used the
Think Machine to record his research, and a successful Wits + Think Machine goal roll reveals it is filled
with random files of ancient physick research data that even Crafter Galen struggled to understand.

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Besides the research notes, Crafter Galen also kept his research diary on the Think Machine, which is eas-
ily accessible by any character having one or more ranks in the Think Machine skill. Give the player of
such character(s) Handout 1.

It is obvious that the Journal belongs to an Engineer, with identification both internally and externally
on the Think Machine, so selling it on the open market is not an option. Pawning the Think Machine on
the black market is a possibility, and could fetch quite a lot of money if the right buyers could be found
(perhaps up to several hundred Firebirds). If the cadre returns the Journal to Crafter Galen later on, he is
more than grateful and the cadre will have made a friend for life. Lyssa may be very interested in obtaining
the information stored on the Think Machine and taking it back to the physick researchers on Artemis.

The GM may end this scene by having a large group of Quoron zealots arrive at the excavation site, forc-
ing the cadre to fight their way to freedom or escape by stealth if their presence is secret.

ACT THREE: REVEALING THE TRUTH


In this act the cadre meets Father Elias and what remains of Nestor Galen’s excavation team (including the
Crafter himself ), and the drama is brought to a conclusion as the cadre mediates between the various parties.

THROUGH THE WILDERNESS


Based on Sergeant Langaard’s story, the cadre should suspect that Father Elias has taken Crafter Galen and
his crew captive. The search for the prisoners leads the cadre to the Avestite’s base of operations: the town
of Quoron. There is no road to Quoron and the cadre must travel through the heart of the forest with only
meandering animal tracks to follow. Lyssa recommends leaving mounts or vehicles behind at the Cand-
aro farm. If she is on good terms with the characters she may even offer to guide them, cutting down what
would otherwise be a five day wilderness hike to about two days.

On the evening on the first day (third day if going without a guide) the cadre comes across an old lum-
ber mill in the forest on the bank of a small river. The mill house and support buildings have not seen use
in years, and the building and mill wheel are worn down by the elements. The mill consists of three large
buildings and storage facilities, now long empty. The large saws have been dismantled and removed and
the same is true for rest of the lumber industry equipment and tools. In the past, lumber was transported
by river to be further processed in the bigger cities to the south. This is a perfect place to take shelter dur-
ing the night, and a fire can be lit in one of the fireplaces, leaving only a thin ribbon of smoke barely visible
from a distance. Note that the cadre need not cross the river to proceed to Quoron. The GM may spice up
the drama with one or more encounters by the old mill. The optional encounters below take place at night,
and, unless the cadre posts a watch, visitors will surprise them.

EVENT: ZEALOTS AGAIN


There is no escaping the Quoron zealots, it seems. This night a group of these troublemakers decides to
pause their journey at the old lumber mill. They are quite surprised to find the mill occupied. Though ini-
tially defensive, they are not necessarily hostile, unless one of them is able to identify the characters from
previous encounters. They are guarded as to their purpose, but could be travelling either towards or away
from Quoron. They inquire about the cadre and its intentions, possibly offering to act as an escort if they
are travelling in the same direction. Their manners and speech are gruff, but they are respectful of any priest

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and deferential to those of noble birth. Guildsmen are likely to be viewed with suspicion or overt hostility
if any of the characters is obviously sinful (visible cybernetics, obvious misfit stigmas etc.)

EVENT: THE RUNAWAY


A lone wanderer approaches the lumber mill late at night. The person is wearing a thick, dark cloak to pro-
tect against wind and rain. If not prevented, the wanderer enters the lumber mill and shrieks in surprise
when discovering it is occupied. The cadre recognizes the wanderer as Karima, a servant girl from Lady
Jeri’ven’s household who has a missing brother, Ayman. Karima has run away from Jeri’ven’s estates to
search for her brother. She suspects the Quoron villagers might have harmed him and now seeks proof to
bring before the Baroness. On her way to Quoron she stopped for shelter at the abandoned mill. Karima
is both very hot-tempered and quite naïve, as the cadre soon realizes, and they either have to take her with
them or try convincing her to go home and leave the heroics to them.

THE VILLAGE OF QUORON


Compared to Errysdale, Quoron is a bit smaller with about 100 inhabitants. The village is built into the
hillside that rises up above the forest, and a 30-minute fatiguing hike up a narrow path is required to
reach the settlement. Behind the village tower are the peaks of the ever-snowcapped northern Wyeming
Mountains and the dark entrance to a cave, guarded by four villagers and one man bearing Temple Aves-
tite robes, is visible.

Quoron is rather isolated and a wild place, confirming some of the Errysdale townsfolk’s prejudices. The
village consists of small wooden houses with only a few brick buildings. Due to the heavy rains of this
season, the ground is covered with thick black mud and the timber of the villagers’ homes looks wet and
dirty. In the center of town stands a large stone and clay house, within which a fire burns day and night.
This house belongs to the village elder, Bevan Helvold (father of Antar Helvold, encountered earlier), and
also shelters Father Elias and his three Temple Avesti novitiate companions, at least one of whom always
stands guard at the cave. Even if the cadre fought or quarreled with zealots earlier on, they will be able to
safely approach the village. Although Father Elias holds no legal jurisdiction in the area and can’t publicly
act against them, the cadre may be concerned that Avestite priests are known for disregarding such legal-
ities in pursuit of the Temple Avesti agenda.

The cave sits 50 meters above the village, where the ground is too steep and rocky to build houses. It is
normally used as cold storage, but now serves as a prison for the Guilders and workers captured from the
excavation site. Two villagers supervised by one of the Avestite novitiates guard the cave night and day; a
change of guards occurs every four hours. Although it is impossible to know when seeing it from the out-
side, the cave is some 20 meters deep and houses the prisoners, bound with ropes. Any attempt to free the
prisoners will be likely to alert the whole town as it’s very difficult to silence all the guards without anyone
noticing. Apart from that, the consequences that might arise from attacking and wounding, in worst case
killing, a Temple Avesti novitiate should make the cadre think carefully about their actions.

It is important that the cadre speaks with Father Elias as he is the key to gathering all the pieces of the puz-
zle. Should the cadre be reluctant to face the Avestite priest, one or more may be taken captive by a mob of
zealots, although this approach runs the risk of escalating into severe violence. Should the cadre decide to
simply storm the cave, they might be spotted before the attack commences, or something could go wrong
during the preparation. Alternatively, Father Elias might seek the cadre out before they manage to do
something stupid. Although the players should not be left feeling they are railroaded through the drama, a
bloody battle with the inhabitants of Quoron does not serve the plot well. Besides, the cadre has been hired

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to find Crafter Galen, not to slaughter the Baroness’ serfs! In case a fight between the cadre and the villag-
ers erupts, Father Elias quickly arrives on scene and convinces all involved parties to accept a cease-fire.

A FIRESIDE CONVERSATION
When the cadre eventually meets Father Elias St. John, the priest asks them to join him in the house of
the village elder. He offers them a seat in a hall with a fireplace and asks the town elder and his family to
leave. First Father Elias insists on hearing the cadre’s story. Who are they and what do they want? While
they explain themselves Elias studies them closely, seemingly gazing straight into their hearts. When sat-
isfied with the cadre’s story, Elias dismisses any villagers or novitiates present and returns the cadre the
favor by explaining details about himself and his work.

”I will be honest with you. It sounds as if none of us were aware of the bigger picture when coming to Baroness
Jeri’ven’s fief. What I am about to tell you must not leave this room. I am Father Elias, humble servant of the Tem-
ple Avesti, but I was born Marcus, bastard son of the Baron Eduardo Juandaastas who once ruled this land. The
late Baron Lucien Juandaastas was my half-brother. I will spare you the stories of my youth, but when I learned
that my brother had suddenly died I traveled hither to visit his grave and pray for his soul. The Baroness Jeri’ven,
however, greeted me in none too friendly a manner and I could sense that she was burdened by a great sin. Her
conscience was ready to burst with guilt and she took her frustration out on me, both a priest and her brother-in-
law. I swear by the name of our holy Prophet - something is amiss about my brother’s untimely death.”

Father Elias goes on to explain that he did reveal his identity as Lucien’s half-brother to the Obun Baron-
ess, who received him ill and abed, though she acted very aggressively, dismissing him almost right away.
Elias started his investigation, and gathered support from the Quoron villagers, but at first he could not
find clues related to his brother’s death. However, he soon heard talk of a secret excavation project about
which no one wanted to reveal details. When encountering the Engineers they were immediately hostile.
Something told Father Elias they were hiding some great sin. A fight broke out between his followers and
the excavation security guards.

Elias admits he overestimated his control over the Quoron zealots and failed to have them stand down
when the mercenaries provoked them. Elias regrets the loss of lives and feels responsible. After the violence,
he inspected the underground tunnel and rooms, concluding that it must once have served as a scientific
research center, but was unable to further identify its purpose.

Elias’ tale is in itself food for thought, but perhaps even more surprising is his plea to the cadre to join
forces with him.

”I have already wasted a lot of time trying to solve this riddle. As you seem to be honorable folk I will ask you to
consider aiding my cause. Perhaps together we can finally discover whatever malicious plot has been concocted here
and bring the guilty to justice.”

Elias suggests the cadre return to Baroness Jeri’ven and tell her truthfully that they found Crafter Galen
and his team being held as prisoners in Quoron by the Avestite. Father Elias will agree to release the pris-
oners as soon as a dialogue between the parties has been established and the full truth about the Baron’s
death and the secret excavation on Calhoun Barony land has been uncovered.

The cadre is now faced with two options for continuing their involvement in the case; either they go along
with Father Elias’ suggestions or they choose a path of violence. Should an attack on Quoron or a secret
rescue attempt be instigated, with or without the Baroness’ sanctioning, blood is very likely to be spilled.
Father Elias and his followers put up the best fight they can, and overcoming the zealots fighting a righ-

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teous battle to defend their village will probably be a huge challenge. Also, attacking an Avestite priest
without good cause is regarded as a major offense against the sect and the entire Universal Church, and
the Calhoun Barony will be tied up in ecclesiastical and planetary courts for years. Even then, there is no
guarantee that Crafter Galen can be rescued alive.

AN UNEXPECTED REFUSAL OF HELP


After talking to Father Elias, the cadre should be on their way back to Jeri’ven’s estates to report their find-
ings. Father Elias insists on coming along to hasten the proceedings, “for the Baroness is unwell and she needs
her physick, and we should therefore not delay the parley more than need be”. He agrees, if asked, to wait outside
the Calhoun manor till the cadre has discussed the matter with Jeri’ven.

Back at the manor the cadre finds the Baroness is still very sick, but she nevertheless wants to talk to the
cadre in person, with Valestra present. As before, she remains in bed in order to hide her pregnancy. She
balks at admitting Father Elias into her quarters under any circumstances, fearing his mystical powers, but
she allows the cadre to run messages between her and the priest (Father Elias refuses to operate a Squawker).
Baroness Jeri’ven acts shocked when she learns that a Temple Avesti priest took Crafter Galen and his men
captive. In truth she already feared that this might have happened, but chose not to tell the cadre as she did
not want to provoke any suspicion about past affairs. Baroness Jeri’ven will try to avoid probing questions,
lying about her acquaintance with Elias and claiming she has never met him before. She refuses to discuss
matters of the excavation site as she regards this as a private matter of the Calhoun Barony. When Father
Elias offers to release the prisoners in exchange for the Baroness’ cooperation, she hesitates and then stalls
the discussion by asking for a rest break. Although insisting she has nothing to hide, she desperately wants
to avoid a confrontation with the Avestites. She prefers to have the cadre free the Engineers by force, put-
ting both themselves and her Quoron serfs at great risk, but realizes this would be very difficult to achieve
– if she only had more soldiers. Eventually she breaks off the meeting by exaggerating her symptoms, ask-
ing the cadre to remain in her mansion till she can discuss the matter with them again. This move buys
some time to talk with her Chamberlain Valestra.

Novitiate Lyssa Ulain has been waiting patiently in the background for her chance to aid the sick Baron-
ess; now she comes forward to dispense relief and prayers. To everyone’s surprise, however, the Baroness
refuses her help, insisting on being treated by her Chamberlain and house staff alone. Jeri’ven offers no
explanation, and threatens to summon the house guard if they do not leave her room immediately. Lyssa is
hurt and confused by all of this, and retreats to her room (supplied by the house staff ) to meditate and pray.

ANOTHER SECRET LABORATORY


While staying at the Calhoun manor the cadre has a chance, and perhaps a cause, to do some snooping
around. They may search the various rooms of the house for clues, and they could question some of the ser-
vant staff, who by now are so uncertain of what to do they are easy to convince to help the cadre. Some of
the staff, such as Karima if she is still around, may offer to show them around and help them in any possi-
ble way – a desperate bid to resolve the situation. It should not take the cadre long to discover that Crafter
Galen maintained a secret personal lab at the manor. The servants reveal that he was provided with a room
where he set up a lot of high tech-looking equipment, forbidding anyone to enter even to clean. Under
no circumstance does the Baroness or Valestra allow anyone to search for it, or if found, enter, the secret
research laboratory (one of the two house guards may be positioned outside the door).

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The room is on the second floor and the door is locked with a simple mechanical lock. Obviously Crafter
Galen did not fear intruders or thieves, but the lock kept the staff out. To gain access to the room the cadre
must pick the lock (Dexterity + Intrusion), force their entry (this will surely alert the servant staff and
house guards), or enter through the window by climbing the outer wall (roll Vigor + Athletics), or by plac-
ing a ladder under it. Alternatively, they may try to steal the spare key from Valestra, who stores the keys
she does not currently use in her night drawer.

When they finally manage to enter the Engineer’s chambers, by whatever means, the cadre finds a very
well equipped physick lab. Also present here is Crafter Galen’s powerful Library Think Machine, a physick
scanner, a number of books (mostly physick related, thesis and encyclopedia) and a few data chips storing
information on prenatal diagnosis and gynecology. The Think Machine is protected by a password system
that would take even a specialist considerable time to hack.

Studying the data chip reports on another Think Machine is easy and reveals that Crafter Galen has been
monitoring a pregnancy of some sort. A character may attempt to understand what Galen has being work-
ing on by making a Wits+Physick goal roll. Success indicates that there’s something strange with the
pregnancy, although the exact nature is not immediately clear, as Galen has taken pains to conceal it even
in his notes. Some of the technical readings are quite unusual and many of the medicines administrated
highly controversial. If a character spends several hours studying the physick reports, blood samples, chem-
ical analysis files and ultrasound pictures they might conclude that the child is Obun but has some human
characteristics in its biochemical makeup! In any case, the cadre will find Crafter Galen’s latest journal
entry on the Think Machine, producing Handout 2 – Physick Report.

REVELATIONS
While the cadre is still searching Galen’s room, Valestra storms in with a shocked expression. She is quite
upset that the Baroness’ guests have entered Galen’s chamber without permission.

”What in the name of the Prophet are you doing in here!?”

Her scream is loud enough to alert other servants and residents at the manor. Valestra is boiling with rage
and shouts at the characters present till her face is red, accusing them of thievery and disrespecting the
Baroness’ hospitality. She even threatens to have them all arrested. Just as the scene seems to be getting
out of hand, Baroness Jeri’ven herself arrives. This is the first time the cadre sees the Baroness out of bed,
and her large belly gives away her pregnancy. She appears to be in the very last weeks of the pregnancy,
and she looks very weak and feeble, but still she radiates authority. Jeri’ven quiets her chamberlain and ser-
vants with a simple gesture, and then, looking tired and rubbing her sore back, the Baroness tells Valestra
to gather the cadre in the main hall for a private conversation.

The cadre, Valestra and Baroness Jeri’ven all eventually congregate in the main hall, where a fire in the fire-
place casts a warm light over the room. As soon as they are all seated, the Baroness speaks.

“Let me first apologize for deceiving you. It pains me to have brought dishonor on my household but I reassure you
it was all very necessary. Now, if you swear that none of what you hear will be repeated outside this room, I will
explain the situation to you. Afterward, if you still feel comfortable working for me I shall heed your advice and
discuss our options. If you decide not to continue you will be freed from any service to me, and sent on your way.
What do you say?”

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If the cadre agrees, Jeri’ven reveals the truth behind her pregnancy, the excavation site and that Crafter
Nestor is the only physick with any knowledge of her unique situation. She does not mention the plot
against her husband, instead trying to pass off his apparent death as fact. The only people who know the
full truth are Valestra, who corroborates everything Jeri’ven says, and Crafter Galen, who will remain silent
on the fact unless it would improve his position to reveal it.

Jeri’ven is honest and genuine about her fears for the survival of both the child and herself if she is unable
to obtain Crafter Galen’s assistance. He is the only physick who has any understanding of what her body
is going through and what needs to be done to bring the pregnancy to a safe and successful conclusion.
Locating an alternative physick is out of the question as this would break her contract with Crafter Galen
and also attract a lot of unwanted attention. If the cadre negotiates it, Jeri’ven allows Novitiate Lyssa to
help her but only after swearing an oath of secrecy.

The Baroness agrees to meet Father Elias to discuss


how this situation can be resolved, but only if the
cadre is there to back her up. She is terrified of what PULLING STRINGS
the Avestite priest and his zealot mob might do, and A possible strategy would be to contact the
wants the cadre’s assurance that they will protect the Juandaastas family matriarch Marquessa Sabine
life of herself and her unborn child in case the zeal- al-Malik Juandaastas and ask for her judgment.
ots try to assault or apprehend her. During these She is the supreme ruler of all Juandaastas hold-
scenes she is very specific in her use of language, ings on Criticorum and all inter-house legal
stating that she had no part in the Baron’s death matters fall under her jurisdiction. However, she
(true), but failing to say that he is not actually dead. has little jurisdiction over the Second Repub-
lic technology reclaimed by Crafter Galen and
besides, Father Elias is unlikely to accept the
MEDIATION authority of another Juandaastas in the mat-
ter. Should the Marquessa be contacted, Father
When Baroness Jeri’ven Juandaastas of Calhoun is Elias is likely to muster every Avestite brethren
ready, all parties are invited to convene in the main on the planet together with the entire popula-
hall of the mansion to discuss the situation and its tion of the village of Quoron to back him up.
resolution. The parties are: Even though the Avestites have no political
authority here, their sheer number and deter-
Baroness Jeri’ven and Chamberlain Valestra mination might deter the other parties. Finally,
if given some time, Crafter Galen and his asso-
Crafter Galen Nestor and the Leaguesmen ciates start building a League case against the
others to try to gain control of all the ‘Kiss of
Father Elias St. John and the Avestite novitiates Dawn’ research and finds as was stipulated in
Galen’s contract. They might also try to force
In addition, Novinate Lyssa Ulain is a wild card that the others to concede to Galen the ownership
the Game Master can use to guide the story. She of the half-breed baby when it is born!
could side with any one of the parties : the Baroness
poor of health, the physick Nestor, or the righteous By pulling strings, every side would be looking
Father Elias. at years of legal wrangling, and the case would
immediately slip away from the cadre’s hands
The cadre is given bank notes to cover their wages, (together with any hope for them to gain fur-
which can be cashed in at any Reeves bank. Inter- ther permanent allies from this drama) as the
estingly, all parties now regard the cadre as unbiased case would move up to a higher scale of politics.
and competent outsiders, and they are asked yet In the end it would be much more advantageous
again to negotiate and mediate between the three if the cadre manages to solve the argument.
parties. It is obvious that all sides are pretty much

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entrenched in their opinions, but all are willing to accept the cadre’s help. Unfortunately the discussion
is destined to end in a hot-tempered argument, with threats made around the table. Soon after the fight-
ing parties return to their own quarters, refusing to see the others and forcing the cadre to run messages
between them again.

THE POSITIONS
It will be difficult for the cadre to negotiate a compromise that everyone is happy with, but this challenge
should provide a great opportunity for roleplaying, with heated debates between parties while the cadre
runs to and fro considering all options and possibilities. The basic positions for each of the three parties
are listed below, as well as the absolute minimums they agree to.

The Baroness and Chamberlain of Calhoun


Both Jeri’ven and Valestra recognize the seriousness of their positions. They conspired to dethrone a noble-
man and sold him into a life of slavery. Jeri’ven’s pregnancy is no less serious; she bears a child who is the
product of an unholy union resulting from sinful technology. The child she carries either marks her as an
adulteress or a heretic for whom excommunication would be fitting.

Jeri’ven’s primary concern is for the welfare of her baby. Furthermore, she is protective of Valestra and
likely assumes all responsibility. The Baroness does not care about Galen, for she has not forgotten his
involvement in the affair. Galen has already been rewarded with physick data and technology, and as far
as Baroness Jeri’ven is concerned he and his associates are on their own now. She does not want the story
to become public as that would draw much unwanted attention and her child would become the focus of
gossip throughout the Phoenix Empire, which is exactly what Baron Lucien sought when agreed to make
the half-breed!

Their primary goal is that no harm or unwanted exposure must come to the unborn child. The Baroness
might agree to be dethroned, but only if at least a moderately comfortable lifelong stipend is set up to sup-
port her and her child. If the truth about the Baron’s fate should come out, she may instead demand safe
passage for the child and herself to Velisamil (the Obun homeworld). Valestra agrees to just about any-
thing and supports Jeri’ven at all costs.

Crafter Galen and the Guilders


Galen has so far not revealed the truth about the Baron or his real fate, but it is likely it will come out during
one of the heated discussions during the mediation. He may try to use it as leverage against the Baron-
ess, but he is aware that he is partially to blame for Lucien’s fate. Should it be necessary he tries to shift as
much blame as possible over on the Baroness and her chamberlain. He claims, quite truthfully, that he was
manipulated and blackmailed to act against the Baron.

Galen also has a vested interest in keeping everything that has transpired a secret, if only to protect himself.
He fears that the Universal Church might try to make an example of him for his crimes of progress, and
only if he and his research can be ‘swept under the rug’ will the ‘Kiss of Dawn’ be safe. If publicly accused
and tried for his actions concerning the Baron’s abduction and the ‘Kiss of Dawn’ project, he knows that
he would likely burn as an example to others.

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He might agree to give up the ancient laboratory and the reclaimed ‘Kiss of Dawn’ technology, but does
anything in his power to retain his notes and research. He will argue that the information in his research
notes is not sufficient to recreate the human-alien pregnancy experiment (which is in fact a lie), and that
his achievements will help advance the understanding of people’s health in general (which is probably
true). Galen insists he was fooled by Baron Lucien and claims to have been working under false pretenses.

The other Guilders support Crafter Galen fully as they are contractually bound to his work for another
month, with a considerable part of their payment being percentages of the royalties from his future work
on the ‘Kiss of Dawn’.

Galen’s goal is that no public trial be held and at least some of his data (minimum his research notes) must
be returned to the Engineers’ Guild leadership as indication of Galen’s success and value. Although he does
feel guilty over the crimes against the Baron, he refuses a public trial and any punishment that damages
his reputation. He prefers to make up for his crimes by spending money, such as a considerable donation
to some charitable cause, although he accepts a private penance and/or pilgrimage.

Father Elias and the Avestites


Father Elias would like to see the sinners punished and the damnable technology destroyed. However, he
does fear the consequences and public uproar of bringing the scandal to light. He threatens to go public,
but in the end he would be much more comfortable resolving all of this in private. Also, he fears his reputa-
tion within the Temple Avesti would suffer if his superiors learn he’s the bastard son of a Juandaastas noble,
with an Obun sister-in-law. When it comes to his unborn nephew or niece, Father Elias regards the child
as an abomination against nature and the Pancreator’s will. The half-breed will be a creature afflicted with
great original sin – its soul mirror tarnished from the moment of conception, and should it be allowed to
live, a lifelong regime of penance must be observed. He offers to stay with his sister-in-law till the baby is
born, and then take the creature with him to Pyre for cleansing and a life of atonement. If that is not pos-
sible, he will insist on Jeri’ven permanently attaching a confessor to her entourage, someone who can watch
over and guide the spawn of sin. In any case, Father Elias insists on being kept regularly informed of the
child’s life and progress. In the end, novitiate Lyssa Ulain may offer to serve the Baroness as her confessor
and court healer, which Father Elias accepts.

If Crafter Galen reveals that the Baron is not dead, Father Elias does everything in his power to discover
the truth of the matter and requires retribution for his half-brother.

The Avestites believe that the sinners cannot go free. They must atone for their sins and accept punishment
according to their crimes. The ‘Kiss of Dawn’ technology must be destroyed forever, and the abominable
half-human must be punished for its blasphemous existence – the child is NOT an innocent!

No matter the outcome, Father Elias keeps his promise and releases the captives in Quoron once the dis-
cussion is over (their weapons and obviously heretical technology will not be returned). Although the
Baroness might not be honorable, Father Elias is a man of his word. The two missing Errysdale villagers,
Ayman and Osei, are immediately to be returned to their homes. The cadre has earned the gratitude of
Khalil and all Errysdale inhabitants, and of Karima, Ayman’s sister. Jeri’ven, Valestra, and Lyssa are relieved
to see Galen, as the Baroness’ health has quickly deteriorated and the young Amalthean is powerless to
stop it. Father Elias quickly agrees to have Jeri’ven treated before questioning, and Galen manages to have
her stabilized within a day, assuming his private laboratory is still available. After the physick treatment,
Baroness Jeri’ven agrees to speak to Father Elias about what happened to her husband and the heretical
‘Kiss of Dawn’ treatment.

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SOME MORAL CONSIDERATIONS


The GM should try to make the discussion as difficult and heartfelt as possible with every side hold-
ing strong positions and good cards. As far as it is possible, it should rest on the players to negotiate a
resolution and this should not be easy. What follows are some considerations that the Game Master
may interject on behalf of the parties involved to make negotiations harder for the cadre.
The ‘Kiss of Dawn’: What would happen if the ‘Kiss of Dawn’ technology was made public? What
depravity of genetic engineering, besides inter-species conception, might it lead to? Weapons of war?
Tailor made slaves custom built for a life of hardship? And what kinds of new plagues might haphaz-
ard research unleash? Who are “we”/the cadre/ to decide on a matter such as this?
The Women Scorned: Jeri’ven and Valestra suffered greatly as pawns and brood-mares for Baron
Lucien and were slaves in all but name. What would the cadre have done in their place? Is the Bar-
on’s punishment any harsher then his sins?
Consequences of Trying the Baroness: Jeri’ven would likely be condemned to death for what she
did to her noble husband. Is that fair when Lucien would surely go free if tried for his crimes? Is a
woman’s life worth so little compared to a man’s? Perhaps she and her chamberlain were acting in
self-defense and the defense of an unborn child?
The Contract: Crafter Galen’s contract with Baron Lucien was legal and binding, and protected by
League and Imperial law. Although the contract says nothing about ancient technology, Galen was
hired to help the Baroness conceive, in return for which he would get to keep all research and tech-
niques developed for doing so. Can the cadre go against the law(s)?
The Unfortunate Baron: The Baron is a nobleman, king of his country, unlawfully dethroned and
sold into slavery. Did he really deserve his punishment? What will happen to him in slavery? Could
he be freed?
The Child: Is the child guilty or innocent of crime? What kind of life will it have? Can it be aborted,
even though the pregnancy is about to come to term? Who can take care of such a child? Who can
claim responsibility for it before the Pancreator and nature?
The Cadre: What is the cadre’s angle in all this? What do they get out of it? Are they really as impar-
tial as they pretend?
All of these are potential issues and arguments that could come up in conversations and negotiation.

There are many possible outcomes to this drama, and it falls on the cadre to negotiate one. There is no win-
win situation, and the cadre might find it hard to decide what’s right and what’s wrong. All parties want
them to help negotiate an agreement, and everyone trusts them to be impartial and just, which means they
expect the cadre to support their side. The cadre therefore holds several lives in their hands. Eventually,
Jeri’ven gives birth to a healthy little boy, half Obun and half human.

The boy inherits much of his mother’s Obun looks, and passing him off as a somewhat strange looking
Obun child might be possible. However, a physick examination, or perhaps even a close scrutiny is likely
to reveal that he is a hybrid. Jeri’ven names him after her grandfather Da’Rayn.

For the GM’s convenience, two possible solutions have been provided below. These are not meant to be
blueprints to follow, but could work as food for thought when preparing to run the drama. Other options
have been partially discussed above, but these are examples of more complete solutions.

A benign solution: Jeri’ven abdicates and leaves Criticorum to join a Church sect, such as a Sanctu-
ary Aeon, and goes on an extensive pilgrimage to atone for her sins, pledging not to return till Coraline
assumes dominion over the Calhoun Barony. In a letter to the Marquessa Sabine al-Malik Juandaas-
tas, Jeri’ven explains she feels unfit to rule for reasons she cannot divulge, leaving chamberlain Valestra to

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reign as regent. Valestra shall rule in the stead of Baron Lucien’s eldest daughter Coraline until she comes
of age (in about 10 years).

Valestra makes a generous donation to Temple Avesti, and vows to build a new church in the Barony, pos-
sibly in Quoron. Galen is allowed to keep his research information, but all the original ‘Kiss of Dawn’
technology is destroyed. The secret excavation site is destroyed with a powerful explosion and the entrance
filled up to prevent further research.

After his birth, the child is allowed to live in Coraline’s household and his true heritage kept a secret even
from him. Da’Rayn will be raised as a courtier in Coraline’s household, and the official story paints him
as the illegitimate child of ex-Baroness Jeri’ven and an unnamed traveling Obun scientist. Rumors of a
mixed heritage are dismissed as utter nonsense and no closer examination of the child is permitted. After
her atonement is completed Jeri’ven is allowed to see her child her again.

A harsh solution: After giving birth to the child, Jeri’ven has to die for her sins of overthrowing a noble-
man and selling him into slavery. She may choose her own end though, as well as how it is reported in the
courts. The half-breed child is declared a freak of nature and must either be fostered by Valestra (under the
oath to never reveal the truth to Da’Rayn and without ever leaving the boundary of the Calhoun Barony),
or he is transferred to a Ven Lohji monastery on Velisimil or an Avestite monastery on Pyre to be trained
as a scribe or monk, his past “forgotten”. Furthermore Valestra remains chamberlain and ruler of the Bar-
ony of Calhoun until Coraline comes of age and inherits land and titles. Afterwards, Valestra vows to do a
pilgrimage to Pyre in order to atone for her sins, staying there for no less than five years.

All data chips about the ‘Kiss of Dawn’ are destroyed, but Galen is allowed to keep his studies. However
he has to sign an official declaration that the technology will never be used again and that he is guilty of
being an accomplice in Baron Lucien’s abduction and faked death. Father Elias keeps this letter as insur-
ance in case Crafter Galen has a sudden change of mind. Crafter Galen can be sure that this letter will not
be used unless absolutely necessary, as this also raises a lot of questions about Elias’ motives and actions.
The secret excavation site is destroyed and the entrance filled up to prevent further research. In addition, a
local law is passed declaring a ban on all archeological activities in the Barony until Judgment Day.

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KEY CHARACTERS
Those few GM characters that are important to the overall flow of the drama are detailed below. Inciden-
tal GM characters need to be prepared by individual GMs either in advance or on the fly during the game.

CHAMBERLAIN VALESTRA CHANDRO


Born as a slave on Criticorum, Valestra was sold to Lucien’s father at the age of nine in order to become a
servant or handmaid to the Juandaastas family. As she grew older, her beauty was recognized, and it was
decided that she was an appropriate candidate for becoming the concubine of Baron Lucien, who had by
then wed an Obun wife. As humans and Obun cannot naturally procreate, it was Valestra’s task to ensure
the Baron an heir. She never loved Lucien and neither was it ever expected of her. She always dreamed of
her freedom, but got pregnant for the first time when she was sixteen years old. The first child died a year
after birth, but the following two children, Coraline (who is now five) and Balthazar (who is two) survived.
After Lucien’s ‘demise’, Jeri’ven freed Valestra from slavery and made her chamberlain of the household.

Description: Valestra is a petite woman with sun-tanned skin and long black hair that she often ties into
a loose bun. She is fond of elegant dresses and mostly wears a dark blue gown that could be compared to a
Sari from Holy Terra’s past. She often uses colorful make-up to further emphasize her natural beauty, but
despite her physical attractiveness she always remains rather modest.

Quote: “Please do not ask me questions that it is not my place to answer.”

Body: Strength 4, Dexterity 5, Endurance 4


Mind: Wits 7, Perception 6, Tech 2
Spirit: Presence 6, Will 5, Faith 2
Skills: Art (Dancing) 5, Art (Singing) 5, Athletics
2, Bureaucracy 7, Craft (Knitting) 4, Planetary Lore
(Criticorum) 3, Faction Lore ( Juandaastas) 4,
Faction Lore (Phoenix Empire) 3, Etiquette 4, Fight
3, Influence 7, Knavery 3, Observe 6, Self Control 5,
Sneak 5, Streetwise 1, Throw 2
Defense: 1
Wyrd: 5
Blessings: Beautiful (+2 Influence)
Curses: Guilty (-2 on all rolls when opposing
Church officials)
Benefices: Assets (Good), Householder
( Juandaastas), Keen Hearing (+2 Perception for
sound)
Afflictions: Dark Secret (Abducted and sold into slavery to a nobleman)
Vitality: -10 / -8 / -6 / -4 / -2 / 0 / 0 / 0 / 0
Equipment: Modest clothing, concealed knife (3d)

BARONESS JERI’VEN VO’KAARI-JUANDAASTAS


Trained as a scientist in Obun ‘archeomythology’, Jeri’ven left her home when she was still young in order
to learn as much as possible about humans and their civilization. When she met Baron Lucien Juandaas-
tas of Calhoun she was impressed by his tolerant, open-minded and gallant ways. Initially she worked for
him for a year, and when he proposed to her she did not hesitate to accept, having already fallen for him.
Soon after the marriage, she discovered that Lucien was an excellent actor and that none of his gallantry

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and affection was sincere. Still hoping to gain his love someday, Jeri’ven did her best to satisfy her husband,
but led a lonely life on Criticorum. She found it hard to get to know people, as Baron Lucien paraded her
around like a circus act at social events, a token of his standing and “tolerance”. Her only reliable friend was
her maid Valestra, who doubled as Lucien’s concubine and the mother of his children.

Description: Jeri’ven is a tall, dark skinned Obun female with black eyes and hair. She has lost her ath-
letic appearance due to her pregnancy. Her once elegant aristocratic face, dominated by high cheekbones,
now looks rather gaunt and tired.

Quote: “Judgment should be the privilege of those without sin.”

Body: Strength 5, Dexterity 5, Endurance 4


Mind: Wits 7, Perception 5, Tech 4
Spirit: Presence 6, Will 7, Faith 3
Skills: Art (Calligraphy) 4, Athletics 3, Beastcraft
3, Etiquette 6, Faction Lore ( Juandaastas) 3,
Faction Lore (Phoenix Empire) 4, Fight 3,
Influence 6, Lore (Archeomythology) 7, Lore
(Kelanti) 4, Lore (Obun History) 5, Melee 5,
Observe 5, Self Control 8, Slug Guns 3, Sneak 3,
Social Science (Archeology) 6, Survival 4, Think
Machine 4, Throw 2, Xeno Lore (Obun) 7
Wyrd: 7
Blessings: Strong-Willed (+2 Will when resisting
others or own Urge)
Curses: Outraged (-2 Presence when discussing
alien rights)
Benefices: Noble (Baroness), Retinue
Afflictions: Black Sheep (Ostracized by House Juandaastas)
Occult: Psi 6, Urge 4
Powers: FarHand (Lifting Hand, Throwing Hand, Crushing Hand, Dueling Hand, Farwall), Sixth Sense
(Sensitivity, Darksense, Subtle Sight)
Vitality: -10 / -8 / -6 / -4 / -2 / 0 / 0 / 0 / 0
Equipment: Dressing gown

NOVITIATE LYSSA ULAIN


Lyssa was born on Aylon, and her mother abandoned her shortly after birth on the steps of a local tem-
ple, where she was cared for and raised. At an early age she began helping out in the church, and in time
she rose in the Sanctuary Aeon ranks. She was educated to be a healer and never thought much about
what else life had to offer. Lyssa is very compassionate and curious, but also feels lonely. She enjoys help-
ing others, but is not really content with her current assignment as a wandering healer on Criticorum. She
is looking for an opportunity to prove herself worthy of new tasks that might lead her to other parts of the
Phoenix Empire. Lyssa is also quite open-minded and informal, and would be open to romantic advances
from philanthropic characters.

Description: Lyssa is small of stature, has dark blond hair cut short, and emerald green eyes that glow lively
when something awakes her curiosity. When traveling she usually wears a pair of simple but solid sandals,
a long white skirt and a short white blouse displaying her order’s emblem. When the weather is cold, she
dons a worn and patched coat over her clothes, and boots on her feet.

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Quote: “Let me ease your pain.”

Body: Strength 4, Dexterity 6, Endurance 6


Mind: Wits 5, Perception 4, Tech 3
Spirit: Presence 5, Will 6, Faith 6
Skills: Athletics 3, Beastcraft 4, Faction Lore
(Universal Church) 6, Faction Lore (Phoenix
Empire) 2, Fight 3, Influence 2, Observe 7, Physick
4, Self Control 4, Sneak 3, Slug Guns 2, Survival 5,
Throw 3, Vigor 3
Wyrd: 6
Blessings: Compassionate (+2 Faith when helping
others)
Curses: Gullible (-2 Wits against fast-talk)
Vitality: -10 / -8 / -6 / -4 / -2 / 0 / 0 / 0 / 0 / 0 / 0
Equipment: Traveling clothes, shoulder bag
containing physick instruments and medicines,
walking stick.

SERGEANT THERON LANGAARD


Theron is a forty year old Muster mercenary, who started his military career as a recruit towards the very
end of the Emperor Wars. Since the war ended battles have been few and far between, so he has established
himself as a reliable and competent security officer. The last few years he has been working for the Strong
Arm Free Company based in Acheon, a Muster consortium specializing in security. He has a bad temper
and a dark sense of humor, which earned him a notorious reputation among his comrades.

Description: The mercenary is a very tall (6’10”) and athletic looking man who shaves his head to hide his
growing baldness. His beard is kept well trimmed and a prominent forehead and thick eyebrows protect
his dark brown eyes.

Quote: “At least we got paid in time.”

Body: Strength 9, Dexterity 7, Endurance 8


Mind: Wits 4, Perception 6, Tech 5
Spirit: Presence 4, Will 4, Faith 2
Skills: Athletics 3, Beastcraft 2, Command 4,
Faction Lore (Merchant League) 4, Fight 7,
Gambling 5, Knavery 4, Influence 3, Observe 3,
Planetary Lore (Shaprut) 4, Slug Guns 3, Survival
3, Streetwise 6, Sneak 3, Tech Redemption 3,
Throwing 3, Vigor 6
Wyrd: 4
Blessings: Bold (+2 Will OR Faith when acting
while others hesitate)
Curses: Callous (-2 Presence when asked for aid)
Benefices: Giant
Vitality: -10 / -8 / -6 / -4 / -2 / 0 / 0 / 0 / 0 / 0 / 0 /
0/0/0/0

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Equipment: Clothing, everything else was taken


when he was left for dead.

A TYPICAL QUORON
ZEALOT (GENERIC)
These stats should give the GM a rough idea of the
Quoron peasants’ abilities. If necessary, these can be
altered according to the cadre’s skills.

Quote: “Why so interested in the Devil Hole,


stranger?”

Body: Strength 4, Dexterity 4, Endurance 4


Mind: Wits 4, Perception 3, Tech 3
Spirit: Presence 3, Will 4, Faith 2
Skills: Faction Lore (Phoenix Empire) 3, Fight 4,
Influence 1, Knavery 2, Lockpicking 2, Melee 4,
Observe 4, Planetary Lore (Criticorum) 2, Sneak 3, Survival 3, Throwing 3, Vigor 4
Wyrd: 4
Blessings: Bold (+2 Will OR Faith when acting while others hesitate)
Curses: Greedy (-2 Will when money is involved)
Vitality: -10 / -8 / -6 / -4 / -2 / 0 / 0 / 0 / 0
Equipment: Knife (3d) or Club (4d), Heavy Clothing (2d, Soft, Shock, Init -2)

FATHER ELIAS ST. JOHN


Born Marcus, a bastard son of Baron Eduardo Juandaastas, he was excluded from inheriting any land and
titles. Baron Eduardo raised Marcus as his proper son and offered him the opportunity to join the house-
hold guard as a non-commissioned officer as soon as he became an adult. However Marcus never showed
great interest in a military career and became aware of his true calling right before his fourteenth birthday
when he met a travelling Avestite priest called Dalvarus. Marcus was impressed by the priest’s righteous
determination and his high moral views. Without hesitation and despite his good relationship with his
father and half-brother, Marcus turned his back on his family and noble life to join the priest on his jour-
ney to spread the word of the holy flame and to seek out and destroy sin and depravity. He travelled under
Dalvarus for several months until he was sure of his
calling to dedicate his life to the Prophet.

Upon initiation into the Sect, Marcus took a new


name to symbolize his rebirth into a life of faith and
piety. He served with devotion and fervor for more
than fifteen years before he was finally rewarded with
ordination to the priesthood.

Elias is a determined and just man, and unlike many


other followers of Temple Avesti, he is also literate, a
fact he hides from his brethren to avoid trouble. He is
a devoted Avestite with little sympathy for criminals
and sinners. He is, however, quite capable of seeing
the Phoenix Empire through the eyes of others, a rare
gift among Avestites. Father Elias’ superiors closely

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monitor his development, for although he shows considerable promise as a priest, his understanding of
others is seen as weakness open to exploitation.

Description: Elias is a lean and muscular man of medium size in his early thirties. He has short-cropped
black hair. His blue eyes tend to size people with a penetrating gaze. He keeps himself upright and talks in
a clear and precise voice, never using slang or dialectical expressions. Most of the time he is wearing black
leather gloves in order to cover the burn scars that disfigure his hands and forearms. He received these scars
during an accident with flammable materials in the early years of his Avestite career.

Quote: “Sin will never be tolerated. It is the breeding ground of darkness.”

Body: Strength 4, Dexterity 5, Endurance 8


Mind: Wits 7, Perception 6, Tech 2
Spirit: Presence 4, Will 4, Faith 8
Skills: Archery 4, Beastcraft 4, Etiquette 3, Faction Lore (Universal Church) 8, Fight 4, Influence 5,
Investigation 6, Melee 2, Observe 7, Planetary Lore (Criticorum) 3, Self Control 6, Sneak 3, Survival 3,
Streetwise 3, Throwing 3, Vigor 5
Wyrd: 8
Blessings: Pious (+2 Presence among the sinful)
Curses: Righteous (-2 Will when judgment questioned)
Occult: Theurgy 2 / Hubris 3
Rituals: Knowing the False Heart, Scent of Evil
Vitality: -10 / -8 / -6 / -4 / -2 / 0 / 0 / 0 / 0 / 0 / 0 / 0 / 0
Equipment: Knife (3d), Medium Crossbow (6d), Avesti Robes

THE GUERNICABEAST
When the Universal Church wishes to point out the dangers of genetic engineering, it frequently uses the
guernicabeast as an example. Compared to many other types of Misfit creatures, the guernicabeast looks
natural enough, which is precisely why the Universal Church singles out these creatures – they are accepted
as natural. Created in an ill-fated “uplift and conservation program” by a now-forgotten Second Republic
corporation, these highly intelligent beasts have become one of the most feared predators in the Phoenix
Empire. Every year, several dozen people on Istakhr and Criticorum are injured or killed in guernicabeast
attacks – not all of them in the wild as these creatures are popular in al-Malik households and gardens.

In the wild, guernicabeasts hunt with ruthless efficiency, using stealth and strength to overcome their prey.
Once locked in a death struggle with a prey or foe, a guernicabeast will rarely relent until one of the two is
dead, which makes capturing wild beasts extremely difficult. Domesticated guernicabeasts can obey verbal
commands and often show near-sentient loyalty to their master, although this loyalty is not always long-
lived and they have been known to turn on their masters without warning.

Description: These enormous leonine animals stand up to 1.3 meters tall and 3 meters in length (head
to tail), and weight in at about 600 lb. They are powerful and deadly, but surprisingly intelligent and easy
to train. Their fur is most often a dull silver color, but some possess more brilliant hues, including a rare
strain that sports golden fur. They have a longer and narrower face than most Urth felines and the males
sport a thick dark mane.

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CHAPTER 4: THE KISS OF DAWN

Body: Strength 7, Dexterity 11, Endurance 7


Mind: Wits 6, Perception 6
Defense: 2
Move: 9
Skills: Fight 6, Sneak 6, Vigor 6
Weapons: Bite 7d (Hard), Claw 6d, Pounce 12d (Must use from Aggressive stance, can leap up to 3x move
rate)
Armor: 4d
Vitality: -10 / -8 / -6 / -4 / -2 / 0 / 0 / 0 / 0 / 0 / 0 / 0

CRAFTER GALEN NESTOR


Galen used to be one of the most promising Engi-
neers in the fields of medical research and treatment.
His intelligence and versatile skills advanced him
quickly to the rank of Crafter. But for five long years
his career and efforts have stagnated. Two of his lat-
est experiments failed terribly, due to miscalculations
and insufficient preparations that Galen had made
under a great deal of pressure and one research proj-
ect was recently cancelled due to funding problems.
He desperately needs a success to prevent a loss of
influence and prestige. Nevertheless, he has always
been an honest and truthful person, considering
carefully the ethical questions of his work, as it is his
aim to help people and not to do any harm.

Description: Galen is a tall and haggard man with


little hair left on his elongated skull. Dark circles around his black eyes and a pale complexion make him
seem unhealthy.

Quote: “Only the genius never tires.”

Body: Strength 4, Dexterity 4, Endurance 5


Mind: Wits 9, Perception 6, Tech 8
Spirit: Presence 3, Will 5, Faith 2
Skills: Faction Lore (Merchant League) 4, Fight 3, Influence 3, Investigation 4, Landcraft 4, Knavery 5,
Lore (Genetics) 7, Lore (Biology) 6, Lore (Xeno-Biology) 4, Observe 6, Physick 8, Planetary Lore
(Byzantium Secundus) 5, Slug Guns 2, Sneak 4, Streetwise 3, Survival 2, Tech Redemption 6, Think
Machine 6, Throwing 3, Vigor 4
Wyrd: 5
Blessings: Innovative (+2 Tech when inventing something new)
Curses: Unnerving (-2 Presence when dealing with serfs)
Vitality: -10 / -8 / -6 / -4 / -2 / 0 / 0 / 0 / 0 / 0
Equipment: Clothing, his other effects were taken from him when he was captured.

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CHAPTER 4: THE KISS OF DAWN

AFTERMATH
The cadre receives the payment negotiated at the beginning of the adventure. In addition, the cadre is likely
to have made a few new friends during the course of the drama, and the GM might want to reward them
with a new contact or two (Baroness Jeri’ven/Valestra, Crafter Galen and/or Father Elias), or perhaps an
ally (Novitiate Lyssa Ulain) or even a Refuge (the Calhoun Barony). Of course, it is equally likely they may
have made a few enemies depending on how they handled various scenes.

Afterward, the cadre can continue with their adventures or they might opt to stay behind for a while to take
advantage of the hospitality of the Calhoun Barony household. If the GM and player group is up to it, one
interesting option might be to have a player character Juandaastas or allied noble be assigned as regent of
the Calhoun Barony. A different type of campaign could then be devised in which the cadre can enjoy the
luxury of a landed noble estate, while also tackling the many challenges of running a Minor House barony.

RETURN OF THE FORMER RULER


Neither Valestra, Jeri’ven, nor Galen knows where the Muster slavers sent Lucien, and neither do they care,
as long as he is somewhere far away.

Eventually, Lucien might manage to escape from slavery, or a helpful cadre may even go looking for him
with the intent of freeing him. Lucien would surely reward a cadre freeing him from the bonds of slav-
ery, even if this meant that he had to put himself in greater debt. His thirst for vengeance can only be
quenched in blood. He certainly will not rest until he finds and punishes all conspirators who had a hand
in his downfall ( Jeri’ven, Valestra, and Galen). This could provide the basis for many further adventures.
The cadre could either be hired to help him execute his revenge, or the cadre could once again be called to
help and defend Jeri’ven and Valestra from the Baron’s wrath. Maybe they will be involved in burying the
’Kiss of Dawn’ technology once more, as Lucien spares no effort in reclaiming it for his own benefit. Such
an adventure might start with the cadre being called upon to investigate the murder of a certain Crafter
Galen Nestor for instance.

AWARDING EXPERIENCE
Rewarding Experience Points should follow the guidelines in Fading Suns Players Guide (p. 109)

1 Experience Point if the characters survive the plot.

2 Experience Points if the characters liberate the prisoners, including Crafter Galen, and return him to
Baroness Jeri’ven.

3 Experience Points if the characters negotiate an agreement between the parties involved.

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EXTRA EXPERIENCE
The player characters may receive bonus experience for good roleplaying, working together and learning
new things as detailed below.

+1 Experience Point for roleplaying: Any character that was roleplayed properly and took an active part
in the drama should receive this award.

+1 Experience Point for giving the moral questions that the ending might raise some thought.

+1 to +3 Experience Points for learning something new: There is plenty to learn in this drama, such as
how hard it can be to decide what’s right and what’s wrong at times, or the consequences that might fol-
low making a new discovery.

APPENDIX

HANDOUTS
The following handouts should be presented to the cadre at appropriate times in the drama. The GM should
copy those pages to have them ready for the players.

HANDOUT 1 – CRAFTER GALEN’S JOURNAL


Excavation notes

“I have finally received the requested report from the Engineer physick archives and compared those fragments of
information with the data I discovered here. My first assumption proved to be correct. This site used to be a clinic
and research lab of the “Aurora Medical Foundation”. The current findings indicate that Aurora operated more
than a dozen medical research centers and hospitals throughout Republican space before the Fall. Due to the huge
amount of historical data in Aurora’s Think Machine much remains to be analyzed, but I am convinced that Aurora
was one of the leading genetic engineering companies of its time.

Their progress of development in the field of cures for hereditary diseases, advanced cloning procedures, and gene
therapy is absolutely impressive. But that was not their sole field of interest as Aurora also provided gynecological
services ranging from artificial insemination to abortions. Even though most of the data has been corrupted, the
few fragments I could recover might improve our own physick knowledge immensely. In particular , their work
on DNA sequencing is a real milestone in research.

As soon as I return I will require at least four or five assistants to help analyze all data. This will surely take at least
half a year, but I am looking forward to every single minute of it! Some of the files are so advanced that I cannot hope
to understand them at a first glance, and many seem to contain genetic sequences and testing results from different
programs and races. However, I will most definitely need more sophisticated equipment to continue my research.

Finally I have come across a very interesting detail: I found reference to a highly prioritized and seemingly secret
project named ’Kiss of Dawn’. I believe this was a genetic experiment, but the file now contains mostly corrupt
data and I have not been able to extract any useful information so far. However I am confident that this is only
a matter of time.”

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HANDOUT 2 – PHYSICK REPORT


Report, dated four weeks before the cadre’s arrival.

“This is the fifth time that I had to readjust her medication. The patient’s blood pressure rose again to a critical level
and I was forced to double the dose to see any effect. The fever is down again and she is asleep now. I am not sure
how much longer mother and fetus will be able to survive under these conditions. I updated the ultrasound pic-
tures and blood samples to provide detailed data for future analysis. This is the first time in centuries that such a
procedure was used and I will not let this unique chance go by unrecorded! Everything will be documented and I
am sure that the acquired information will revolutionize the genetic research of today!

Based on my analysis I assume that the time window for giving birth will be in approximately five to six weeks.
I managed to further extract data and figures from the ’Kiss of Dawn’ file, but I should have known better than
to try and improvise on the missing parts. What pain I have caused. Once more I curse myself for believing that
I could fix in a few months what the scientists of the Second Republic designed over the course of a lifetime. I still
believe that mother and child can be saved, but I need to intensify my research.”

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133
CRITICORUM
HISTORY

134
CRITICORUM HISTORY

To understand a place and its people, one needs to understand its history, and the history of Criticorum are as
varied and wrought with conflict as almost any major city in the Known Worlds. Below is an overview of
the planet’s history stretching from the fall of the Second Republic (4000) to the present (early 51st century).

HISTORY OF CRITICORUM
ORIGINS
With its favorable location – combining pleasant weather with prime access to ocean, mountain, and for-
est resources – the wadi basin where Acheon lays today was one of the first places settled when humans
spread to Criticorum in 2521. The first wave of settlers consisted of private groups composed mostly of
political and religious minorities who sought to form Criticorum, and the fishing settlement of Acheon,
into a freethinkers’ haven, based on democratic and liberal ideas.

THE RISE OF BASHSHAR CORPORATION


The Bashshar Corporation, originally an Urth-based communications and weapons technology zaibatsu
that profited from selling munitions to both First Republic and noble forces, relocated to Criticorum in
the late 2570s to escape excessive taxation by the central First Republic powers. The Bashshar zaibatsu
established several chapterhouses on Criticorum, and Acheon became the seat for their mineral extrac-
tion and metalwork industries. When New Istanbul (now Byzantium Secundus) was wrestled from First
Republic grasp by noble powers in 2600, the Bashshar Corporation began exerting more local control and
increased its autonomy from the First Republic, becoming the primary controlling power on Criticorum.

MUNIR IBN TARIF “URTHIYY AL-MALIK” – THE ANCESTOR


OF HOUSE AL-MALIK
Although House al-Malik claims descent from the Ancient Urth Persian, Arabian, and Israelite royal lines,
historically the house begins with the offspring of Munir Ibn Tarif (c.2586-2665). The young Munir was
lauded as the greatest scientific genius of the First Republic, before he was forced to flee legal and ethi-
cal persecution on Urth in 2609. He found refuge in the Bashshar Corporation on Criticorum, who were
unburdened by concerns of ethical standards and questionable experimentation. Here, Munir was awarded
fantastic wealth, complete professional and experimental freedom, semi-royal status through the Bash-
shar-influenced Criticorum constitution, as well as an immense laboratory-mansion in Acheon (the ruins
of which can still be visited in the Liberty Borough of Undertown).

Optimistic and joyous, Munir was inspired to marry a local girl, Roxana of Acheon, who blessed him with
a daughter, Fatima bint Munir Criticorumiyy (2609-2694). With wealth and resources beyond compre-
hension at his disposal, Munir set to work and in late 2612 developed a vision-synth drug called Luxdei-3.
Testing the drug on himself, Munir was shaken by awesome visions of the future death of the stars,
causing him to withdraw from his family to reorganize his wealth in order to protect it for the future.

A little over a year later, in early 2614, Munir fled Criticorum with his supply of Luxdei-3, leaving his for-
tune and family behind. In 2626, he was finally located on Istakhr, where he was living as a soothsayer and
mystic together with his new wife, Donya of Istakhr, and their two sons, Lufti ibn Munir Istakhriyy (2623-
2675) and Dalir ibn Munir Istakhriyy (2625-2707).

In 2628, Munir’s daughter Fatima married Kansbar Caspari, the President of the Bashshar Corporation,
securing the house’s historic ties to that zaibatsu. And in 2669, Munir’s granddaughter through his oldest
son Lufti, Almira bint Lufti Istakhriyy (2657-2723), married into the interstellar al-Malik clan of inde-

135
CRITICORUM HISTORY

HOUSE AL-MALIK FAMILY TREE


In truth, the branches of House al-Malik are more political-territorial entities than ethnic groups,
as the various families and bloodlines have cross-married countless times over the house’s nearly
2400-year-long history. There is virtually no al-Malik alive today who does not have ancestors from
all branches of the house. Still, these inter-house parties remain important to House al-Malik, form-
ing sub-factions that ground individual al-Malik nobles’ identity and culture in ancient house history.
The city of Acheon is populated primarily by Criticorumiyy al-Malik, yet it is ruled by an Istakhr
governor on behalf of the Royal Palace on Istakhr, and supported by the Shiraziyy minority who has
taken refuge in the city.

It is from the offspring of Munir’s two wives that the oldest branches of the House al-Malik family
tree originate, and the Criticorumiyy and Istakhriyy branches have vied for control of the house ever
since Munir’s time. Broadly speaking, the Istakhriyy and Shiraziyy branches form an alliance against
the Criticorumiyy and Shaprutiyy coalition, while the Ayloniyy and Kordethiyy branches sometimes
band together into a third and neutral minority power-block in house politics.

The Criticorumiyy claims the oldest bloodline through their ancestor, Fatima bint Munir, as well
as the original royal claim through the constitutional royalty awarded Munir on Criticorum. The
Istakhriyy claim the purest bloodline through Lufti ibn Munir, as well as the stewardship of Munir’s
visions and genius.

The Shaprutiyy branch was spawned from the marriage between Princess Sakuntala Ramakrishna
of Shaprut and Prince Tahir Criticorumiyy al-Malik in 3502, and their loyalty lies therefore with
Criticorum.

When Rahimat Shaprutiyy al-Malik (4322-4414, returned 4414-4465) took Shaprut in 4438,
Sheikh Sahar Ayloniyy Keddah (4402-4465) ceded the Aylon territories as part of the treaty. Nobles
of the Shaprut al-Malik line settled the territories, giving rise to the Ayloniyy branch. The Ayloniyy
are products of Keddah culture and Aylonian customs, and feel no particular loyalty to their Shap-
rutiyy ancestors.

Kordeth was seized by House al-Malik in the wake of the Fall of the Second Republic, incorpo-
rating it into the Criticorum Republic (see below). The Kordethiyy branch of House al-Malik is
therefore an offshoot of the Criticorumiyy, although more distantly relatedto the Shaprutiyy branch.
Although acknowledging their links to the Criticorumiyy, the Kordethiyy branch prefers neutral-
ity in the inter-house power games, and of all House branches they are the least sophisticated and
most guild influenced.

Lastly, the Shiraziyy branch of House al-Malik claim descent from Munir’s second son, Dalir, who
according to (largely unverified) Shiraziyy family lore established a mystical commune on Stigmata
around 2670 (then known as Shiraz). The Shiraziyy’s claim was denied by the rest of their house al-
Malik relatives and they were regarded as a bastard offshoot of the house up until the Symbiot invasion
of Stigmata in 4900. With their defenses shattered in the initial Symbiot assault, the surviving Shi-
raziyy fled to the city of Acheon on Criticorum where they pledged their loyalty to the Istakhriyy
rulers. Istakhriyy scholars have since conveniently unearthed ancient documents that verify some of
the Shiraziyy’s claims; even though they remain the smallest of the major branch of House al-Malik,
the Shiraziyy’s star is certainly on the rise.

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CRITICORUM HISTORY

pendent merchants, who themselves claimed descent from Ancient Urth royalty. The al-Malik merchant
clan recognized the potential of close alliance with Munir’s family, and before the century was over the clan
had married a dozen other scions to the descendants of Munir and their cousins through Munir’s wives.

BASHSHAR CORPORATION SEIZE CRITICORUM


Under Bashshar influence, a planetary government was developed in 2653, with the governors democrat-
ically elected by the people of Criticorum. However, when the planet was engulfed in revolts against tax
increases in 2708, the Bashshar Corporation seized power of Criticorum. The corporation upheld local
self-government throughout Criticorum, although all people and their leaders were dependent on the zai-
batsu for economy, development, progress, and security. In the following years, successive Presidents of the
Bashshar Corporation inherited the office of Governor of Criticorum.

The Poleis Rebellion


Although the Bashshar Corporation was without question the most powerful organization on Critico-
rum, it was not without opposition. In the early 2850s, the city-states of Larrane (Perleria) and Ostgard
(western Shamal) rebelled against the influential zaibatsu, instigating a planet-wide civil war. The Poleis
Rebellion was exceptionally bitter and polarized, and the Bashshar Corporation was forced to give ground
to the rebels. Then in 2855, death and destruction exploded through Criticorum’s jumpgate, as the Ur-
Ukar invaded Human Space.

UKARI INVASION
History has shown that the initial Ukari expansion came in response to Humans having settled Istakhr and
Aylon, two worlds that had previously belonged to an interstellar Ur-Ukar Empire that had crumbled away
after 2478 due to internal strife (the Usturak Civil War 2477-2506). The Kordeth Ukari had attempted to
reestablish contact with isolated colonies on Istakhr (Kradle “Sandy Riches”) and Aylon (Okh’cha “Foot-
hold”, although soon dubbed Sada “Water” by the Ukari settler clans), only to find that those colonies now
shared the world with scattered Human settlements. Despite the facts that Criticorum had never been part
of the original Ukari Empire and that it was the strongest of the human held planets bordering Kordeth
space, the Ur-Ukar chose to attack that world first because Criticorum was preoccupied by its own civil war.

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CRITICORUM HISTORY

Realizing the vast military superiority of the alien invaders, the Bashshar Corporation, who was respon-
sible for the security of Criticorum, quickly surrendered to the Ukari. An alliance was negotiated wherein
corporate representatives were installed as puppet-kings to rule human territories on behalf of Ur-Ukar
overlords. Supported by the Ukari war machine, the Bashshar Corporation intensified the pressure on the
rebellious city-states, which were forced to surrender in 2858 (Ost) and 2859 (Larrane).

ACHEON – CAPITOL OF CRITICORUM


The Ur-Ukar made the industrial stronghold of Acheon their seat on Criticorum, and constructed a great
temple to the Anikrunta the Law-Giver and leader of the Ukari pantheon atop Mount Torab. In front
of the great statue of the one-eyed god of judgment, the Ukari sacrificed any Humans they deemed to be
trespassers against the martial law, with the blessing and frequent assistance of their Bashshar Corporation
lackeys. Criticorum withstood Palamedes’ grand fleets and armies of unified human forces and factions,
and the Universal Church-led re-conquest of Criticorum was halted at the capital city, becoming bogged
down in the bloody and costly Siege of Acheon (2884-2892). The Palamedian forces failed in controlling
Criticorum Space, and the Ur-Ukar managed to maintain supply lines between Kordeth and Acheon. Only
when human forces blockaded the Ukari homeworld in the Siege of Kordeth (2890-2892), did Acheon’s
resources dwindle, yet it was not until Kordeth surrendered in 2892 that Acheon fell back into human
hands. The Bashshar Corporation, which by now included many ancestral families of the House al-Malik,
quickly reasserted its power over Criticorum and retained Acheon as the seat of government. Although
far from the political and military powerhouse it would eventually become, by 3000 House al-Malik was
an established faction on Criticorum and beyond.

MUNIR’S BLOODLINES CONSOLIDATE


In 3200, the Caspari family, who by now held hereditary titles in the Bashshar Corporation and were well
intermarried with the Criticorumiyy descendants of Munir ibn Tarif, influenced the Criticorum govern-
ment to ratify the world’s constitution to expand the constitutional royalty into a fully-fledged constitutional
monarchy. The monarchy revolved around the Caspari family, whose rulers would from here on hold the
title of the Duke of Criticorum. The Bashshar Corporation eventually seized control of Istakhr, exploit-
ing a power vacuum and devastation that followed a series of civil wars between noble houses Aswad and
Hashim throughout the 33rd century. The Bashshar Corporation faced great opposition on Istakhr from
stubborn desert peoples tired of the so-called enlightened rule of merchant nobles. Many Directors of the
company relocated to Istakhr to exert firm control of the world.

In 3420-21, Arif Abdul Salam Istakhriyy al-Malik the Faithful, a descendent of Munir who would revive
and revitalize the family mysticism, led a coalition of desert tribes in opposition to the Bashshar Corpo-
ration. The desert rebels marched on the city of Samarkand and conquered the capital, with Arif named
Duke of Istakhr by the people. The Director of the Bashshar Corporation at the time, Lady Nawar Cas-
pari (3384-3479), the Flower of Criticorum – who was distantly related to the Criticorumiyy branch of
Munir’s descendants – found herself surrounded in the corporate headquarters and captured. She was
brought before Arif, fearing the worst, but the liberator of Istakhr addressed her as ‘kinswoman’ and offered
to marry her. They wed in the fall of 3421, merging Criticorumiyy and Istakhriyy blood, as well as securing
the Caspari family’s constitutional rights to Criticorum and Istakhr for their descendants. In 3502, Arif
and Nawar’s grandson, Tahir Criticorumiyy al-Malik, married the Princess of the Ramakrishna rulers of
Shaprut, and through this union a third world fell into House al-Malik hands, profiting Criticorum with
renewed trade and access to new exotic wares.

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CRITICORUM HISTORY

500 YEARS OF
PROSPERITY
Blessedly located on the Jumpweb, and ruled by
a trade savvy and competent noble house in the
form of a constitutional monarchy, Criticorum
quickly grew into one of the key worlds of the Sec-
ond Republic. Always one of the five or so most
influential worlds, and in a few periods rising to
the very apex of interstellar society, Criticorum
– and Acheon in particular– became a trendset-
ter for fashion, art, and entertainment throughout
the Second Republic. House al-Malik absorbed
and reorganized the Bashshar Corporation and
many other former zaibatsu companies, and they
remained among the greatest noble supporters’ ide-
als, which they influenced by their own version of
liberally democratic constitutional monarchy.

Even though Acheon remained a city at the fore


of interstellar progress and culture, the House al-
Malik leadership – which had alternated between
Istakhriyy and Criticorumiyy Dukes since the
time of Arif, but was nowfirmly in the hands of
the Istakhr branch – relocated its courts and seat
to Shaprut in 3691. The house leadership regarded
Istakhr as their homeland and trade centers, Crit-
icorum as their urban holdings with Acheon as
the cultural center, and Shaprut as their pleasant country estate where they could enjoy some peace and
quiet. This move began the period of al-Malik history known as the Second Shaprut Exile (3691-4460).

THE CRITICORUM REPUBLIC


House al-Malik was one of the Ten Great Houses, a coalition of noble forces who beat back the barbarian
incursion on Byzantium Secundus in 4000, only to conquer the capital world as soon as the rogues fled,
delivering the Second Republic its deathblow. The supposedly pro-Republican house has struggled with
coming to terms with their part in the destruction of the Second Republic ever since, arguing that the Sec-
ond Republic was doomed anyway and the pickings were just too good to pass up.

As the Second Republic died, House al-Malik consolidated its claim on Shaprut, Istakhr, and Criticorum,
while seizing Kordeth and strengthening their holdings on Stigmata and elsewhere. Still, the al-Malik
raiders carried off more than wealth and glory from the ruins of the Second Republic; they also rescued
many of the greatest leaders and scientists from Byzantium Secundus and other core worlds, setting up
their own continuation of the Second Republic in al-Malik space. The Criticorum Republic (4000-4226)
encompassed Criticorum, Istakhr, Shaprut, and Kordeth, with Aylon under House Torenson, Byzantium
Secundus under the Council of Representatives of the Ten Great Houses, Tethys under House Wind-
sor and the local Crafters’ Guild, and Kish under House Li Halan, as economic hinterland allies. Slowly,
Istakhr slipped from House al-Malik’s grasp as most of the Istakhriyy nobles emigrated to Shaprut and
Criticorum. In 4084, House Cestmir – a banker clan who had served as the Stewards of Istakhr for the
final century of the Second Republic – peacefully annexed Istakhr, although the Istakhriyy retained a great
many fiefs on the planet.

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CRITICORUM HISTORY

THE FALL OF THE CRITICORUM REPUBLIC


Like the Second Republic before it, the Criticorum Republic eventually collapsed under its own weight. A
planet-wide depression in 4226 saw the infrastructure of Criticorum crumble, bringing starvation and social
disorder, which soon spread through the entire Criticorum Republic. In 4230, House Torenson usurped
power on Shaprut, while House Cestmir annexed even more of Istakhr over the next couple of decades.
A bloody civil war erupted on Criticorum, preventing the House al-Malik leadership from returning to
Acheon, and for a few centuries more, the al-Malik seat remained on Shaprut, even after the world was
sold to House Keddah in 4299. Criticorum too slipped from House al-Malik’s grasp, and for much of the
43rd century the house controlled no worlds, only a scattered collection of realms in foreign territories.

THE CRITICORUM INTERMEDIARY PERIOD


Between 4226 and 4238, the Criticorumiyy branch held Acheon against the armies of the socialist-uto-
pian party, the Red Guard. Eventually, the Red Guard seized the city, and for the next sixty-one years,
Criticorum would be ruled by a series of foreign powers. These were: The Red Guard (4238-4258); House
Decados (4258-4259); House Li Halan (4259-4262); and finally, after a six year civil war, the Red Guard
again (4268-4299 – known as the Criticorum Regency Period).

CRITICORUM UNDER SHAPRUTIYY RULE


In 4299, the Criticorumiyy again seized control of Acheon and thereby the planet, but it was not to last. In
4434, Rahimat Shaprutiyy al-Malik, the Lion of Shaprut (4322-4414; returned 4414-4465) seized con-
trol of al-Malik holdings on Shaprut from his cousin, Duke Sorhab Criticorumiyy al-Malik, the Friend of
Merchants (4301-4434), and declared himself Duke-of-Dukes just as he had his cousin executed. Claim-
ing dominion over all al-Malik lands, many Criticorumiyy nobles saw Rahimat as a usurper, although the
war-fatigued and fractured Criticorumiyy al-Malik could not muster a consolidated resistance effort. In
4438, Rahimat chased the influential Scravers’ Guild off Shaprut and then seized the world from its House
Keddah masters in a lightning war. Opposing Rahimat was futile at this point and he was accepted as
the head of all al-Malik. In 4460, he reconquered Istakhr and, much to the relief of the surviving Shaprut
al-Malik, moved the house seat back to Istakhr, thereby ending House al-Malik’s Second Shaprut Exile
(3691-4460). Soon, the Shaprutiyy branch of House al-Malik arrived in Acheon and took control over
much of the Criticorum bureaucracy and resources. The Criticorumiyy branch was steadily marginalized,
and by the 46th century, the pure Fatima bint Munir-bloodline was almost extinct.

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CRITICORUM HISTORY

CRITICORUM BACK UNDER CRITICORUMIYY RULE


Despite the Shaprutiyy branch’s best efforts, the Criticorumiyy branch finally regained control of Critico-
rum in 4583, when Ja’far ben Sihnijah Criticorumiyy al-Malik (4554-4646) forced himself into the Acheon
palaces with an army of Criticorumiyy vassals and paid mercenaries, and crowned himself Duke of Critico-
rum. With Criticorum back in native hands, the world experienced a cultural and economic revival, fueled
large increases in armament spending. Then, in 4593, Duke Ja’far of Criticorum gathered his forces and
conquered Istakhr, bringing House al-Malik into Criticorumiyy hands for the first time in over a thou-
sand years. The Istakhriyy royal family was exiled to Aragon where they remained as diplomats of House
al-Malik for the next 234 years. Duke Ja’far had taken the family throne by force, and the Criticorumiyy
rule of House al-Malik remained a military dictatorship for the next few centuries. The Duke in Acheon
could never rest his guard lest a rival branch rise up, but the leadership did not have the stomach for con-
stant vigilance. Over time the power fell into the hands of advisors, viziers, and generals.

THE GWYNNETH CAMPAIGN


Between 4810-4812, Count Afraisyab Criticorumiyy al-Malik (4765-4816; Governor of Criticorum 4804-
4813), launched a campaign of conquest against the House Hawkwood world of Gwynneth. Following
initial success for the Count, House Hawkwood quickly retook their territories, forcing the Criticorum
troops off Gwynneth, and then moved on to conquer Criticorum for House Hawkwood for almost the
entirety of 4813. The Universal Church intervened and brokered a peace agreement in which Count Afrai-
syab abdicated as Governor of Criticorum.

CRITICORUM ONCE AGAIN UNDER ISTAKHRIYY RULE


The Gwynneth Campaign sparked a crisis on Criticorum, one which the Istakhriyy branch of the house
exploited to the fullest. In 4827, Al-Abbasah “Claudia” Istakhriyyah al-Malik (4803-4869), of the exiled
Istakhriyy royal line, invaded Criticorum from Aragon, conquering Acheon after a seven-month civil war.
Claudia moved the house seat from Acheon back to Istakhr and appointed an Istakhriyy branch governor
to rule Criticorum as ‘Planetary Duke’, a tradition that continues to this day. The Istakhriyy ruled more
peacefully, and implemented many reforms on Criticorum, although efforts were made to strengthen the al-
Malik militaries by reforming them according to current Hazat standards. The Istakhriyy rule has brought
a cultural and economic renaissance to Criticorum, and through al-Malik Space at large. Duke-of-Dukes
Jabir ibn Claudia Istakhriyy al-Malik the Golden (4850-4940) turned the al-Malik realms into centers of
learning by building dozens of new universities throughout al-Malik Space.

CRITICORUM DURING THE SYMBIOT WARS


The Symbiots struck Stigmata in the spring of 4900, destroying everything in their path, leaving only death
and metamorphosis. The surviving Shiraziyy were quick to evacuate their Stigmata holdings, relocating to
Acheon (see Emerald Mansion Tower Block in the Centertown section below). Other Stigmata refugees
arrived as well, and the great influx of impoverished people caused strain on Criticorum. Many Critico-
rumiyy nobles abused and even persecuted the refugees, eventually leading to Duke-of-Dukes Jabir to
order the execution of Count Esfandiyar Criticorumiyy al-Malik (4843-4911), the head of the Criticoru-
miyy branch, for crimes against the people and increase widening the divide between the Istakhriyy and
Criticorumiyy branches. Jabir the Golden died fighting the Symbiots, and his grandson Hakim Istakhriyy
al-Malik, The Eagle of Istakhr (4918-present), took up the mantle as al-Malik Duke-of-Dukes in 4940.

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CRITICORUM HISTORY

THE CRITICORUM THEATRE OF THE EMPEROR WARS


Istakhriyy and Criticorumiyy rivalries were initially set aside when Prince Darius Erik Hawkwood made
a claim for the Imperial Throne that sparked the Emperor Wars (4964). Criticorum became the indus-
trial power behind the al-Malik war machine. Commoners and aristocrats alike were called to foreign
fronts to fight and die for their House. The Criticorum System Fleet kept the system out of the fight for
a while, but in 4977 a massive Gwynneth expeditionary force launched the Criticorum Assault as retri-
bution for the Criticorumiyy actions of 4810-12. Fierce space battles raged above Criticorum for a full
week before a ceasefire was negotiated, and the Gwynneth forces withdrew. Three years later the Gwyn-
neth fleet returned, but this time it was halted at the Khlebnikov planet in the gruesome battle later named
Battle of Deathly Honors.

In the late 4980s, Criticorumiyy nobles began rebelling against the Istakhr-appointed governors of Crit-
icorum, and the sudden instability was a contributing factor to Duke-of-Dukes Hakim’s decision to ally
with Regent Alexius on January 25th 4991. Hoping to break the new al-Malik/Hawkwood alliance in its
infancy and taking advantage of the rebellions taking place on Criticorum, many of which were secretly
funded by Decados agents, Countess Carmetha Decados, the Commander of the Stigmata Garrison, gath-
ered the bulk of the Stigmata Garrison and attacked Criticorum on February 21st. The mighty Stigmata
Garrison drove the Criticorum forces before them, and House al-Malik was forced to abandon all expan-
sion plans and focus their efforts on holding Criticorum. By April, only the strongest fiefs and city-states
were holding out against Countess Carmetha’s invasion, but finally reinforcements arrived from elsewhere
in al-Malik Space. First a trickle, then a torrent, and finally a flood, House al-Malik threw everything it
had at the Stigmata Garrison, and by late June they had halted Carmetha’s advance. It was not until August
that al-Malik forces managed to recapture strategically important land, and it was only at the Battle of

142
CRITICORUM HISTORY

Rudaki, which raged from the 6th until the 10th of October, that the Stigmata Garrison force was finally
defeated in a clever maneuver by the Fifth Dark Legion of Ukari shock troops. Most of the surviving Stig-
mata Garrison soldiers were imprisoned, only to be released on request of Emperor Alexius in 4995 and
returned to active service on Stigmata. Thousands of treacherous Criticorumiyy fighters who had allied
with the invaders were condemned to death and the Blood Harvest (see below) of 4992 was quite likely
the bloodiest in all of Criticorum history.

The House al-Malik military was in tatters, but help came from Alexius and House Hawkwood. For much
of 4992, the Criticorum population watched nervously as Gwynneth fleets guarded Criticorum Space while
House al-Malik rebuilt its military forces. Criticorum would come to celebrate the Gwynneth presence
however, when Prince Flavius Li Halan invaded Criticorum Space in July 16th 4992. Having conquered
technologically powerful Rampart on New Year’s eve 4990/4991, House Li Halan had spent most of
4991 refurbishing its war machine, and by the mid-4992, Prince Flavius, with the backing of the Univer-
sal Church, was ready to make his own bid for the Phoenix Throne. Since the al-Malik fleets were mostly
out of commission, and House al-Malik Space relied on Hawkwood fleets for protection, Flavius struck at
Criticorum first on his way to Byzantium Secundus. His plan was to decimate a significant portion of the
Hawkwood war machine, while at the same time laying waste to the Criticorum fleets and industries to
prevent House al-Malik coming to Alexius’ assistance at Byzantium Secundus. Flavius captured the Crit-
icorum Jumpgate and drove the Gwynneth fleet further back towards Criticorum, and by the end of July,
Li Halan victory seemed imminent. Unknown to Prince Flavius, Regent Alexius was there with his fleet,
and as he did so many times during the war, Alexius took personal charge and turned the tide by leading
his forces in a series of stunning maneuvers that separated Flavius larger fleet into smaller formations. The
skirmishes, later dubbed The Brawl of the Lion and the Dragon by Li Halan historians, took place on July
29th and 30th 4992, until Flavius, thoroughly impressed by his opponent, called for a ceasefire and a meet-
ing. The two princes met for less than an hour, but a truce was agreed upon and Flavius withdrew his forces
back to Kish. A month later, Prince Flavius had officially abandoned his claim for the Phoenix Throne and
was now backing Alexius Hawkwood’s bid. When Alexius, with the backing of Houses al-Malik and Li
Halan, along with the Universal Church and the Merchant League, crowned himself Phoenix Emperor of
the Known Worlds in 4993, Criticorum’s involvement in the Emperor Wars was largely over. The planet
continued to fuel the al-Malik war machine, but peace returned to Criticorum.

CRITICORUM DURING THE PHOENIX EMPIRE


Since 4995, Criticorum has been governed by the Istakhr-appointed Planetary Duke Yusef abn Rahim
Istakhriyy al-Malik. He is a moderate known to dislike his position, vocally advocating the view that Crit-
icorum should be ruled by a Criticorumiyy noble. This earns him some respect by the locals, although the
matter remains that he is an Istakhr-appointed governor ruling Criticorum according to the wishes of the
Royal Palace on Istakhr. His appointment is supported by the Shiraziyy al-Malik in Acheon, as well as by
the Imperial presence on Criticorum.

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CRITICORUM HISTORY

144
CRITICORUM HISTORY

CRITICORUM TRAITS (ANNO 5002)


Cathedral: Orthodox (St. Ignatius, Acheon)
Agora: Reeves (Vladimir’s Way, Acheon)
Garrison: 8
Capitol: Acheon
Jumps: 1
Adjacent Worlds: Byzantium Secundus (dayside), Cadavus (nightside), Gwynneth (nightside), Kish
(nightside), Kordeth (nightside), Pyre (nightside), Shaprut (nightside)
Solar System: Apollo (red star), Budh (0.356 AU), Aristotle (0.703 AU), Criticorum (1 AU; Ardella),
Mehmet (1.573 AU; Czar, Sultan), Khlebnikov (2.98 AU, 1 moon), Ellylon ( 6.107 AU; 7 moons),
Bhuta (32.37 AU), Jumpgate (55.03 AU)
Tech: 8
Human Population: 2.6 billion
Alien Population: 10 million (estimated)
Resources: Ores, timber, coal, agriculture Exports: Refined ore, military tech, entertainment,
chemicals, machinery, vehicles, textiles, clothing, cotton, timber, pharmaceuticals, agriculture, iron,
jewelry, and gold
Landscape: Criticorum is 64% water. It is slightly larger than Holy Terra (13,045 km diameter) with
a year of 348 days. Large plankton farms harvest the oceans and in many regions the once-endangered
wildlife now thrives. The great southern al-Malik holdings contain numerous zoos, wildlife hunting
preserves and cheap labor plants (about which, the less said the better). Unstable plate tectonics cause
tremors that occasionally threaten the southern continent of Salamandra.

SOLAR SYSTEM
Apollo: The local star is a large red dwarf with about half the mass of Holy Terra’s Sol. It has a striking
burgundy red hue, somewhat darker than what it was a millennia ago. But Apollo seems to have
suffered little from the Fading Suns phenomenon.
Budh: Beloved of romantic and trite poets everywhere, Budh possesses 0.83 of Criticorum’s mass
and has a gravity of 0.91 G. Extreme heat and little atmosphere (minuscule amounts of helium and
hydrogen, a Charioteer informed me) make it uninhabitable. Since it reflects sunlight strongly, it is
called the Morning Star, and hence subject to banal musings on love and such.
Aristotle: Possessing 0.92 of Criticorum’s mass and a gravity of 1.20 G, Aristotle was partially
terraformed during the Second Republic. Today, only the domed Merchant League city of Herodotus
remains, a mining center. Thick carbon dioxide creates a cloud cover which leaves the planet’s surface
extremely hot.
Criticorum (Ardelle): Criticorum has a mass 1.15 that of Holy Terra, a diameter of 13,929 kilometers,
and its gravity is almost exactly 1 G. Its year lasts about 348 Urth days. Criticorum’s moon, Ardelle,
serves as a military base, monitoring hostile Symbiot and Vuldrok ships. Commander Colonel Tark
“Blood ‘n Spleen” Mossadas runs a tight base, as any off-duty officer will tell you between drinks.
Mehmet (Czar, Sultan): Mehmet’s Criticorum mass is 0.7 and its gravity 0.64 G. Rich in ores, she
is mined by the Merchant League (predominately Prospectors Guild-run inter-guild operations).
The two moons of Mehmet, Czar and Sultan, were each asteroids captured in her orbit — They house
small prison colonies where criminal Humans (Sultan) and Ur-Ukar (Czar) engage in mining work
as part of a correctional program for promising prisoners.
Khlebnikov: This tiny dwarf planet has a diameter of 955 km, a mass 0.18 that of Criticorum, and
0.63 G gravity. Khlebnikov is used as a forward monitoring station by the Criticorum System Defense
Force, and the space above it saw numerous battles during the Emperor Wars.
Ellylon: With a diameter of 41,318 km, this near gas-giant extends her gravitational pull to seven
moons. Life exists in Ellylon’s upper atmosphere, with the huge balloon like myrbles and the flying
predatory grapplers as the most noted examples. Ellylon is mined by two Prospector Guild clans
seeking metallic hydrogen. The pressure of the deeper atmosphere is too great to be commercially
explored.
Bhuta: The smallest planet in Apollo’s solar system Bhuta is dwarfed even by Khlebnikov. Bhuta has
a diameter of only 364 km, a gravity of 0.33 G, and its mass is 0.0019 of Criticorum’s. Bhuta’s active
volcanoes give it a red appearance, for spouting lava is common there even at its distance from the
sun. Its orbit is not in sync with the jumpgate’s orbit, and therefore spends most of its journey through
space too far from the jumpgate to have any practical use.

145
ACHEON -
CAPITAL OF
CRITICORUM

146
APPENDIX: ACHEON - CAPITAL OF CRITICORUM

Unlike most settlements, Acheon is divided not only horizontally across the land, but vertically as well. The
further away from the ground you are, the better the neighborhoods become. The floor of Acheon occupies
a wadi (desert valley) basin, and is home to the Undertown, where destitute peoples inhabit the canyon-
like streets shadowed by tall buildings and smog. The wadi runs westward from the Criticorum Fjord in
the direction of the Nordwood Forest, although only the basin proper constitutes Undertown. Above the
basin, and higher up along the wadi, lies Centertown, with its platforms and streets resting on pillars as
well as on the very superstructure of towering buildings which are more or less level with the Goldenfield
Plateau, to which it is also connected via the Basin Bridge. Centertown claims most of that territory as
well, with some walled-off areas belonging to the Old Suq historic District of Acheon’s Uppertown strata.
The highest reaches of the tallest structures are where the wealthiest nobility dwell, in the strata known as
Uppertown. Here, it seems the Second Republic never ended, and many of the buildings and way of life
echo that apex of humanity’s technical and social achievements – of course, only the al-Malik nobles and
their guests ever get to experience the Uppertown dream.

POPULATION
Acheon is a large city by Known World’s standards. It is also one of the most densely populated places in
the Phoenix Empire. By the official Acheon census of 4999, the population of Acheon counted 10,007,434
people, including nearly a million non-Humans (predominantly Ur-Ukar). This census however, counted
only free citizens, their familes and serfs; the actual population, when slaves, slum squatters, and other non-
citizens are figured in, is significantly higher, with total estimates varying between 11.5 and 14 million.

Acheon lies at the head of a fjord, on the eastern edge of the Shamal subcontinent of Salamandra, on the
coast of the oceanic expanse known as the Khazra Sea. The Shamal-Salamandra border runs just a few
kilometers south of the city limit, and Acheon proper occupies a wadi basin encircled by small mountains
and an upland plateau of dry grassland, which extends into several suburbs and adjacent settlements that
makes up the Acheon Metropolitan Area. About six kilometers west of Acheon begins the enormous Nor-
dwood Forest which stretches all across the Shamal subcontinent.

ACHEON METROPOLITAN AREA


The sections below describe downtown Acheon beyond which stretches miles of suburbs, commuter towns,
noble estates on pastoral lands, al-Malik military bases, as well as the Sufyan Skyport and the Acheon Inter-
stellar Spaceport. Roughly speaking, military and air traffic facilities lie northeast of Acheon, farmland to
the north, mines and ore refineries to the northwest, posh suburbs to the east along the wadi, timber fields
to the southeast, and worksmen’s population centers to the south spilling in across the Salamandra border.
The Acheon metropolitan area supplies the capital with the majority of its agricultural produce, raw mate-
rials, and sentient resources (i.e. workers) it consumes.

ANATOMY OF AN ARCOLOGY
An arcology is a huge single-structure building housing an entire town’s worth, or more, of people
and facilities. Although rarely true anymore, arcologies are supposed to be completely self-sufficient
systems. They often house between 5,000 - 20,000 inhabitants depending on size and function. Each
rise a hundred or more floors from the ground, and the top sections of the arcologies make up most
of Acheon’s Uppertown strata. Typically, each arcology is a fief for a very powerful noble, most of
them constituting an entire county or dukedom in and of themselves, although they sometimes are
leased out to lesser nobles or other factions.

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APPENDIX: ACHEON - CAPITAL OF CRITICORUM

In Acheon, all arcologies except the Green Sapphire Palace are rooted in Undertown. The Green
Sapphire Palace lies too far up the Upland Wadi for its base to be part of Undertown. Some arcolo-
gies are completely cut off from the Undertown citizenry however, while others house workmen serfs
on the lower floors. Generally speaking, only the first 5 or 6 floors counts as part of the Undertown,
with Centertown continuing for another 80 or so floors, anything above that qualifies as Upper-
town reaches. That said, individual arcologies are divided according to their function and the whim
of the owners, and frequently deviate from this scheme. Only a dozen Acheon arcologies are named
and located on the Acheon maps in this product, and only a few are detailed in the below text. The
Game Master is encouraged to develop Acheon arcologies as he sees fit, knowing that each consti-
tutes a city-within-the-city.

Acheon’s Arcologies
A – Zebulon’s Tower: See description below (Uppertown).
B – Acheon Palace: At 1002 meters tall, Acheon Palace is the second tallest structure in Acheon, and
the biggest overall. It houses the seat for the Criticorumiyy branch of House al-Malik.
C – Jabiran Rook: This is home to the planet’s Istakhriyy branch residents and visitors, and also
contains the Duke-of-Duke’s private quarters for when he, or members of his family, visit Critico-
rum. Juandaastas stewards manage several Istakhriyy baronies and baronetcies within Jabiran Rook,
while low-ranking Istakhriyy nobles and even yeomen commoners elevated to position during the
Emperor Wars oversee most others.
D – Rahimat Castle: The Shaprutiyy branch holds court here, and the arcology also houses many
Shaprutiyy holiday resorts and ambassadorial buildings. A curiosity of the Rahimat Castle is the
Shantor Police, an all-Shantor watch force guarding the commoner and middle-class areas.
E – Emerald Mansions: See description below. (Centertown and Uppertown)
F – El Dorado City: The Ayloniyy branch of the al-Malik inhabits this arcology, although most res-
idents are merchant representatives and middlemen of Aylon’s nobility. Of note is El Dorado City’s
impressive display of taxidermy animals, scattered throughout the top 20 or so floors, hailing from
every single world of the Phoenix Empire, and even some from barbarian worlds. Although possi-
bly an exaggeration, the El Dorado City officials insist they pay the highest prices for new animal
specimens in the Known Worlds, and big game hunting expeditions are frequently organized from
here. El Dorado City has a standing wish list for desired beasts, with Symbiots and Ungavorox beasts
fetching the highest prices – the beasts must be dead upon arrival, however, lest the prize be forfeited.
G – Topazios: Like the Ayloniyy branch’s El Dorado City, ranking members of the Kordethiyy
al-Malik seldom reside in their Acheon dwellings themselves, leaving such quarters and any respon-
sibilities to retainers and low-ranking noble representatives. The arcology also houses the planet’s
Ukari Allied Clans embassies, and the guard force is pure Ur-Ukar, these ‘tame’ aliens in their ser-
vice being a source of pride to the Ayloniyy.
H – Green Sapphire Palace: See Appendix – Fiefs, pg.180.
I – Acheon Theatre: See description below (Undertown).
J – Prosperity Palace: See description below (Centertown).
K – Embassy Tower: As the name suggests, this arcology houses most of the embassies to foreign
worlds and factions, as well as numerous conference centers and tourist facilities. Clean, meticulous,
and quite pleasant, the Embassy Tower is nevertheless mired in hostility and tension, as every faction
competes in spying on the others, and the arcology’s al-Malik soldier-guards are gruff and unforgiving
– they have been known to execute suspected terrorists on sight, causing more than a few interplan-
etary incidents over the centuries.

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APPENDIX: ACHEON - CAPITAL OF CRITICORUM

L – Firebird Tower: The bastion of Imperial power on Criticorum, the Firebird Tower blatantly
displays its colors in gaudy neon signs, billboard screens, and luminescent calligraphy. Imperial pro-
paganda films run across screens covering entire sides of the arcology, often 10 floors tall, all night
and day, and locals jokingly claim that the imperial sycophants, or Abdelankaanians as they are some-
times called (from Abdelankaa, “Servant of the Phoenix”), are compensating for lack of endowment
in other areas.

UNDERTOWN STRATA
Undertown sits in the lowest parts of the Acheon basin, where dust, pollution, and people settle among
decaying buildings. Historically, this was the heart of the city, where the markets, workshops, and cul-
tural establishments that gave rise to Acheon’s fame and prestige once lay. The rich and powerful began
abandoning the basin territories during the first few decades of the Criticorum Republic era (4000-4226)
however, surrendering the lowlands to the great immigrant multitudes that fled hither to maintain a sem-
blance of the Second Republic.

Undertown Industry
The Undertown Flesh Trade
Industry still exists down here, taking the
form of sweatshops and unhealthy factories There are few operating laws down here, and prosti-
that supply the higher-strata businesses with tution is legal in Undertown. In fact, the trade is one
cheap wares, allowing the guild workshops of the few draws attracting higher-strata citizens
and al-Malik manufacturing facilities to pro- down to Undertown. The Undertown flesh trade is
duce high-quality goods at a competitive price. run by the Panderers’ Guild, which in turn is backed
In other words, the Acheon, and by extension by Scravers Guild kingpin patrons. The trade is so
the Criticorum, economy is driven largely by organized that an annually updated price index cata-
the exploitation of Undertown. Generational logue called the Purple Book is available for purchase
debts to the nobility are steadily increasing all over Acheon. The book also functions as a tour-
in Undertown as the population, rather than ist guide for the trade, and includes health tips and
slowly working off their debts, have to bor- discretion advice for slumming lords and ladies. The
row money from the elite to supplement their most successful chain of Undertown brothels is the
meager income to be able to afford purchas- Red Lamp, which offers slightly below Purple Book
ing consumer goods and lease lodgings from standard rates for quality employees and services.
the same privileged elite. Here, everybody is a
wage-slave, and even the most premier factory
foreman has little hope of elevating his status by
ascending to a life in Centertown. Child labor is rampant here. There are remarkably few slaves in Under-
town, for the simple fact that there is an abundance of cheaper indentured servitude.

Undertown Pollution
The life expectancy among the average Undertown citizen is very low. In addition to high child mortal-
ity rates, unhealthy working conditions, overpopulation, poor sanitation, and limited access to affordable
health care, Undertown is plagued with every manner of pollution that one can think of. The water is so
polluted that even washing in it is unsafe, saturated as it is with industrial waste and organic refuse from

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faulty sewage systems and continuing factory spills. This does not mean that the water is not drunk, for
many are unable to afford even the cheapest bottled water.

If the water is dangerous, the air is many times worse. On good days, the toxic smog burns the eyes and stings
the lungs, with visibility reduced to a few dozen meters. On bad days, the smog can cause severe allergic
reactions to those who come into contact with it, while on the worst days instant anaphylactic shock awaits
those unfortunate enough to breathe it. Wearing breathing apparatus when venturing outside is highly rec-
ommended, as is covering skin and eyes to minimize exposure to the foul air and smog. Oxygen shops are
almost as common as bars in Undertown, and the trade in breathing masks is brisk. Local masks, called
Face Ornaments, cost two or more times the norm, and come styled in various fantastical beastly visages.

Freeman’s Park
Undertown’s only surviving garden area is Freeman’s Park, which is kept alive by Acheon’s only surviving
air filtration and atmosphere engine. Acheon used to have four such atmospheric engines, but the other
three ceased functioning and the Engineers Guild salvaged them to keep the last one functioning. Now
the last atmosphere plant is running above capacity to compensate for the loss of the other three, and
although the air is reasonably fresh in northern Undertown around Freeman’s Park, it is still a far cry from
the air quality of Centertown. Freeman’s Park stretches across two Undertown districts, Liberty Borough
and Shangy. Houses are encroaching on the eastern end of the park, reducing it to approximately three-
quarters of its original size. The few low-ranking elites and desperate freemen who live in Undertown tend
to flock around Freeman’s Park, and the area is teeming with sweatshop foremen, Scraver kingpins, and
ostracized aristocrats.

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The Slope
As the name implies, this district resides on a slope climbing out of the wadi basin, which makes The Slope
a buffer to Centertown districts rising up further along the wadi. It is relatively safe from crime, as the dis-
trict is dominated by a Musters’ Guild chapterhouse and affiliated structures which were installed here
to guard the middle-class Centertown areas from the dregs of Undertown. Of course, everyone fears the
Chainers here, who indiscriminately harvest people from the street every now and again.

Union Quarter
This industrial area is a strange socialist enclave, nearly self-governed by freemen supervisors and Scravers’
Guild backers. Living conditions are even more cramped and unhygienic than the rest of Undertown, and
there is plenty of work to be had in the numerous factories that operate day and night, year in and year out.
The factories hire only Union Quarter comrades, ensuring that none of the district’s workers need ascend
to Centertown factories in search of work. In Union Quarter, children are put to work at the age of three
– who needs education when they are guaranteed a job for life, and who has the time to play when there
is work to be done? The coal powered heavy industries of the area specialize in hydrocarbon refinery, steel
production, and chemical processing, that spews thick smoke into polluted air while a thick layer of black
dust covers every square inch of ground, building, and citizen in the area.

Liberty Borough
“Liberty is where exhausted minor houses go to die,” or so the saying goes. Indeed, the district’s popula-
tion includes a large number of nobles from houses on the brink of extinction, although some have lingered
in that stage for centuries, and even more people claim descent from already extinct houses. Apparently,
the practice of houseless nobles settling in the Liberty area dates back to the Regency Wars (aka The First
Emperor Wars, of 4550-4560), when scions of minor houses wiped out by the conflict took refuge on Crit-
icorum. A sizable minority of Ur-Ukar and Vorox nobles also maintain diaspora fiefs here, owing fealty
to a complicated network of local al-Malik patrons, the far-away heads of their families, and other mas-
ters. Today, the aristocrats of Liberty cling pitifully to notions of status and grace, while occupying decrepit
apartments that a Centertown freeman would be loath to inhabit and wearing reused attire scavenged by
Scravers’ Guild wage-slaves from Uppertown’s castaway garbage.

Shangy
Shangy (or Shonghey) has a distinct cultural atmosphere reminiscent of South-East Asian metropolises
of Holy Terra. Ethnically, the Shangys are as varied as most Acheon districts, with a slight dominance of
people whose distant ancestors hailed from the Africa and Asia zones on Holy Terra. Furthermore, like
Liberty Borough, Shangy is wealthy and fresh – by Undertown standards. Freemen foremen and aristo-
cratic retainer-supervisors live in squalor compared to their higher-up masters, but in Shangy they still
rule as kings of filth and smog. Since Alexius’ Peace in 4995, local land owners – in particular Baron Issa
Ibn Abibaal Criticorumiyy al-Malik, who owns most of Freemen’s Park and resides in its Liberty Borough
section - have developed much of northern Shangy into cheap middle class tenant apartments to house
the growing population of Undertown’s aspirants. At the current rate, Shangy will be without a greenery
zone within two or three decades.

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Klinton Borough
One of the more miserable neighborhoods, Klinton Borough is where the destitute flee when even the rest
of Undertown grows too expensive to live in. In this rundown slum, desperation, degeneration, and mad-
ness hang in the Klinton Borough air. Killings and random acts of violence are common.

Little Urth
Not much better than Klinton Borough, Little Urth is poor, miserable, and very violent. The meek are
preyed upon by the strong, with children and streetwalkers suffering the worst abuse. Organ theft, kid-
napping, and arson are everyday occurrences in Little Urth. Body snatchers are so common that few bury
their dead here anymore, choosing instead to cremate their loved ones or have them interred elsewhere.
Ethnically, the folk of Little Urth seem to descend from peoples of the West Europe zone of Holy Terra.

Container City (formerly ‘Acheon Harbor’)


This district lies just outside the historic Undertown proper, and although it sits on the lowland floor of the
wadi, this cargo port used to be an economic satellite of Centertown, where imports and exports passed
through in hundreds of containers every day. All of that changed in the latter years of the Emperor Wars,
when interstellar trade collapsed and scores of businesses and entrepreneurs went bankrupt. The Critico-
rum System Defense Fleet habitually seized idle cargo vessels and personal transports for the war effort,
while guild security forces, stevedores, overseers, and accountants were relocated to more profitable mar-
kets. Nobles, eager to transform financial defeat into martial glory, hastily reclaimed only that which was
immediately useful in war, abandoning thousands of containers to their fate. As the businesses withdrew,
organized crime and street gangs moved in, most enjoying Scravers’ Guild sanction, clearing out containers
and carving out their turfs in the narrow streets between rows of container stacks, administration buildings,
and warehouses. Today, Container City is a lawless territory, with neither official representation nor even
clerical protection, as there is no church building, parish, or institution here. It ranks amongst the poorest
districts in Undertown, although the air quality is slightly better than usual, due to the district lying by the
sea and having no higher city strata towering above it, trapping smog and dust like elsewhere in Undertown.

Despite strong Urth Orthodox pressure to clean up Container City and protect its people, Acheon author-
ities are slow to address the lawless district, due to Scravers lobbying for maintaining the status quo and the
assessment that the cost of restoring the harbor outweighs the gain. The Acheon Interstellar Spaceport, with
its adjacent Sufyan Skyport, are currently handling all official imports and exports in the city, with ocean
shipping redirected to Tabrast or Ost and from there flown to Acheon. The Charioteers’ Guild controls
most space, sky, and sea freight on Criticorum and are more than happy to maintain this profitable situation.

Even with Container City being ignored by the nobility, unofficial business still flourishes here, with large
scale smuggling through the supposedly condemned harbor. Amongst the converted containers and busi-
ness facilities, black market trade is brisk, and virtually anything – especially if illegal or heavily restricted
– can be obtained here. Local business specialties include ransoming kidnapped aristocrats, the sale of sto-
len and illegally imported goods, especially alien wares, as well as a very lucrative trafficking in stolen organs.
Although the nobles, guilds, and the Universal Church officially condemn the lawlessness of Container City,
the locals maintain that a large percentage of their customers are Centertown and even Uppertown elites.

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Parliament District
For many centuries, Acheon’s government was located within this circular district before it relocated to
Uppertown in the late 4570s. The prime real estate made available by this move was quickly bought up
by Merchant League ventures and now Parliament District is a strange mix of ancient historic landmark
buildings and cheap pre-fabricated constructs. Few people reside in Parliament District, as most build-
ings are occupied by cramped tannery workshops and textiles factories. This district also houses the base of
the enormous Zebulon’s Tower (see Centertown), which is encircled by a protective fortress-wall manned
by al-Malik soldiers.

Spitalhouse Borough
Every district in Undertown has its street physickers and barber-surgeons, but only Spitalhouse has a hos-
pital. The district is named after the Sanctuary Aeon medical institution located in the approximate center
of Spitalhouse, occupying several streets and buildings. Although a Sanctuary Aeon institution, the Spit-
alhouse hospital is not primarily a clerical institution, focusing instead on supplying cheap medical care to
the masses. Here physickers and healers study and treat a myriad of health problems suffered by the very
poor, including as many as two dozen diseases unique to Undertown. The institution is a subordinate of
the Paramu Missionary Hospice at the base of the St. Amalthea statue on the peak of Mount Shada (see
Centertown).

Nyomor District
Like so many Undertown districts Nyomor, which apparently means “poverty” in some forgotten Urthish
dialect, is extremely poor and incredibly unhealthy. Still, Nyomor has something its neighboring districts
does not – a sense of self, pride, and community. The citizens of Nyomor are annoyingly happy and opti-
mistic, and jealous neighbors suspect that Centertown pharmaceutical factories are testing mind-altering
drugs on the population. “It is unnatural to be THAT happy!” Nyomor is also an Urth Orthodox strong-
hold in Undertown, with several small churches and parishes throughout – some say they are here to keep
an eye on the Sanctuary Aeon dominated district of Spitalhouse.

Amphitown
There is a certain air of sophistication and decadence about Amphitown, with its many theatres and show-
rooms, and the high percentage of artists and entertainment industrialists residing in the area. Every bar
here has a stage and every family nurtures their one promising artist in hope of a commercial breakthrough
that would elevate them all to Centertown citizens. The Masque Guild dominates Amphitown, and enjoys
powerful Imperial patronage unheard of elsewhere in Undertown.

Jellicle Quarter
Like its neighboring Amphitown, the Jellicle Quarter specializes in entertainment, although Jellicle’s
focuses more on mass consumption with its crude drama and circus acts. This is the domain of the Car-
nivalers and the streets of Jellicle are crowded with jugglers, painted harlequins, animal trainers, acrobats,
mimes, and other street acts, while the myriad of showrooms and stages of the district are packed full of
spectators and talent scouts almost every night.

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The Acheon Theater


This enormous, multi-story theater building is dedicated to performance arts and entertainment
in all its facets. The Acheon Theatre arcology rises from the basin floor, where it straddles Bavaria
Strasse with one ‘foot’ in each of Amphitown and Jellicle Quarter, all the way to the highest reaches of
Uppertown. Run by Reeves’ agents, the Acheon Theatre experiences fierce rivalries between Masque,
Carnivalers, Wordwrights and other minor guilds competing for attention and position in Acheon’s
entertainment business.
The Undertown floors are primarily dedicated to prop and costume production, and other theatre
craftsmen’s workshops. The handful of showrooms and halls on this level perform consumer operas
and broad humor acts, with more sophisticated and lavish shows playing higher up.
The Centertown floors house most of the arcology’s stagecraft, music, and acting schools, as well as
some of the largest theatre halls in al-Malik territories. It also sports a fair number of high-class res-
taurants and popular nightclubs.
The Uppertown floors consist of opulent theatre halls of gold, crystal, amber, and exquisite wood-
work. Here perform the greatest actors, musicians, and Chorali hymnists. Tickets to an Uppertown
seasonal premiere can cost hundreds to thousands of firebirds a person.

Amsterd Quarter
Amsterd is a craftsman’s section of Undertown focusing on fine arts, including jewelry and luxury goods
for those who dwell in the higher strata of Acheon. Above all else however, Amsterd Quarter manufac-
tures breath masks. Although every Undertown district manufactures breathing apparatus to counter the
polluted air, Amsterd Quarter is renowned for producing the finest and most elaborate ‘Face Ornaments’.
The local Ornamenteers’ Guild controls the lives of Amsterd citizens on every level, including arranging
marriages between suitable workers, deciding schooling and career for every child, and providing food,
lodging, and amenities for its workers. On the upside, the Ornamenteers’ Guild also guarantees Spitalhouse
healthcare for its workers, and by ducal charter the people of Amsterd may not be enslaved by Chainers.
They are also free from taxation, including the Universal Church tithe which is paid on their behalf by the
city of Acheon, and they can never be conscripted for war or labor. In return, the Ornamenteers’ Guild is
bound to supply an annual 100 exquisite Face Ornaments to the Criticorumiyy branch of House al-Malik.

Vugi District
Vugi is a rather ethnically uniform district, with most of the older families, who tend to rule Vugi streets
and apartment buildings as puppet kings on behalf of Scravers kingpins, descending from peoples of the
South-Asian zone on Holy Terra. The area is broken into family-clans, with street fighting street, build-
ing fighting building, as each clan vies for control of crumbling edifices and smoggy squares. Vugi has a
knife-obsessed culture where blades are drawn for the slightest of insults. Stabbings, cut throat attacks,
and knifepoint robbery are commonplace.

Tada-Town
This Ur-Ukar enclave houses perhaps as many as a million Ukari. The exact number is unknown, as the
population has proven particularly difficult to census. What is established is that less than five percent of
the population is non-Ukari. It is a rough neighborhood where those unable to stand their own ground are

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fair game. Life is cheap here, and outsiders are routinely targeted for beatings or muggings, with the lucky
ones surviving to warn their friends against visiting Tada-Town. Ur-Obun are particularly targeted here,
as are, for reasons that are poorly understood, Shantor and Decados nobles. Even fellow Ur-Ukar, arriv-
ing from elsewhere on Criticorum or beyond, frequently suffer muggings, enslavement, or murder on the
Ukari streets of Tada-Town. Displaying a firearm or exotic weapon is regarded as an open invitation for
others to attempt to take it from the owner, and some Ukari street gangs see the theft of a superior weapon
from a powerful foe as a rite of passage. An Ukari Police force exists here, although they are corrupt and
always side with resident Ur-Ukar over non-Ukari and other outsiders.

Since much of the Ur-Ukar culture revolves around living underground, the Ukari inhabitants of Tada-Town
try to emulate subterranean dwellings in the decoration and construction of their homes. Many buildings
are connected by enclosed tunnels, which are frequently suspended high above the ground, and it is often
said that one can live an entire lifetime in Tada-Town without ever venturing outside.

Taverns and Accommodations in Undertown


The following is a handful of service establishments found in Undertown. Despite the poor repu-
tation and quality of this low strata, prices are only marginally below average. In Undertown, as so
many other places, it is a seller’s market.

The Oneiropolis – Container City


The Oneiropolis is a capsule hotel on the outskirts of Container City where for a quarter of a fire-
bird, clients get to sleep in a reasonably clean and comfortable 2x1x1 meter ‘coffin’, or 6 firebirds if
a 30-day period is booked in advance, no refunds. A deluxe model, which comfortably houses two
lodgers in a 2x2x1 meters capsule costs a full firebird, or 25 firebirds if a 30-day period is booked in
advance, no refunds.
In addition to the capsules, there are adjacent storage areas, shared bathrooms, and a recreation hall
on the first floor. It used to be a cheap worker’s hostel for seasonal laborers, but was purchased by
freemen brothers Walter and Werner Seidelhofer in 4996 and turned into a profitable establishment
despite the district’s failing economy. Because the air is somewhat fresher in Container City, visit-
ing out-of-towners often prefer the Oneiropolis to larger accommodations elsewhere in Undertown,
and the Seidelhofer brothers have bought advertisement space all over Acheon’s skyport and space-
port, as well as in many news sheets, ensuring a steady trickle of customers. The Seidelhofer brothers
also pay protection money to the Scarlet Wraiths, although they are beginning to question exactly
what the gang is protecting them from.

Rusty Crane – Container City


This establishment is named after the huge, long abandoned cargo crane that towers above it, which
functions as both a local landmark and as the bar’s makeshift signpost. The bar occupies the pre-fab-
ricated barracks that once housed this pier’s stevedore gang and overseer. The Rusty Crane serves
rather bland beer and simple food. Their talon-for-a-half-liter of homemade moonshine is absolutely
foul, although for many locals it is the only alcoholic drink they can afford.
The proprietor is a toothless old man with a wide smile called Ol’ Pop, who also employs a hand-
ful of staffers at any given time. He is as friendly as any good salesman, and makes sure his clientele
are equally friendly or else he calls his dogs to attack: three enormous mutts that are usually piled
up, sound asleep, under one of the bar’s tables. “Oh yes sir, you may sit at that table if you wish. The
hounds won’t bite unless you, or I, give them cause to, sir.” But all is not well at the Rusty Crane, for

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the place is under the unfortunate aegis of the Scarlet Wraiths, who will stand neither for late pay-
ment of protection money nor disrespectful behavior by the proprietor or his guests. Ol’ Pop used to
have both another guard dog and almost a dozen teeth in his mouth, but now he has neither. Some
say he even used to have a daughter, before gangsters carried her off as a disciplinary lesson to the
old man. Ol’ Pop’s mood grows dark at the mention of the Scarlet Wraiths, or at questions about his
family or missing dog and teeth, but whenever the gangsters come around for a drink or extra pay-
ment for their protection services, he puts on his most jolly mien.

Anikrunta’s Eye – Tada-Town


This Ur-Ukar pub is an anomaly in Undertown, for it is one of the very few places down here that the
people of Centertown, and on occasion even Uppertown aristocrats, visit. Of course, only a minority
of these esteemed patrons are non-Ukari. The pub is located near the corner of Frankfurter Strasse
and Fjord Highway, one of the quietest areas of Tada-Town. The frequent upscale clientele of Ani-
krunta’s Eye means this is a cleaner and nicer place than most Undertown drinking holes and street
cafés. The subterranean style of the place is both unsettling and beautiful, the concrete building aug-
mented by galisp construction and decoration that transforms it into a roots- and lichen-covered
four story cavern complex. The pub is a Tada-Town safe haven, and every Ukari street gang and tribe
here has sworn to uphold the peace of Anikrunta’s Eye. That does not mean the place is safe how-
ever, for although the gangs do not fight here, individuals often do, and Anikrunta’s Eye is probably
the roughest establishment frequently visited by Centertown and Uppertown individuals. Kidnap-
pings are common, with some victims ransomed for money while others, according to local legend,
are sacrificed to dark Ur-Ukar gods, their blood and guts offered as sustenance to the galisp protist-
fungi that cover the walls, floors, and ceiling. Still, Anikrunta’s Eye offers an excellent selection of
traditional Ur-Ukar dishes and drinks, as well as the best wine cellar in Undertown – this makes the
pub a favorite haunt for slumming nobles, guilders, and even some members of the Acheon clergy.

Undertown Street Gangs


There are few opportunities available for the population of Undertown, and little protection or ameni-
ties offered by the secular, ecclesiastical, or mercantile authorities. The locals must instead seek stability
and empowerment elsewhere, which makes Undertown ripe for street gangs and organized crime.
Most gangs operate as vigilantes, protecting their claimed streets and corners from outside aggres-
sion, although their ‘service’ typically takes the form of protection rackets. Every district has its unique
street gang, the most noteworthy of which are summarized below. At present, two gangs, the Sons of

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Rillos and the Vorox Raiders, fight for dominance over the better-off Liberty Borough and Shangy
districts, and the fact that this gang war has continued undeterred for several years in what passes
for the aristocrat district goes to show just how powerless and inconsequential the Undertown lords
and guild representatives are. They are unable to govern their own fiefs and neighborhoods, and the
best they can hope for is to hire enough protection to keep the armed mobs from their doors. Regu-
lar payments of tribute to the two gangs help keep the violence away, as well as financing continued
warfare between the Vorox Raiders and the Sons of Rillos.

Sons of Rillos – Shangy


In Ur-Ukar religion, the Sons of Rillos are a collection of war gods, the bodyguard-champion reti-
nue of Rillos himself, a mysterious warlord deity of self-sacrifice, clever tactics, and stealthy murder.
The Undertown street gang of perhaps 200 thugs that borrows the name emulates those qualities in
their war against the Vorox Raiders. The majority of the Sons of Rillos are Human gangsters, although
the leadership consists of mainly Ukari veterans of the Emperor Wars, i.e. retired and deserted ex-
members of Duke Hakim al-Malik’s feared all-Ukari Fifth Dark Legion; a dangerous lot indeed!
The gang’s leader is called Ringanor, meaning “ghostly” in ancient Ukarish, although whether this is
an honorific for a specific individual, or just a gang title meaning ‘boss’ is uncertain. It is speculated
that the Sons of Rillos retain connections with corrupt officials in Criticorum’s armed forces, as about
one in five carries military grade weapons and equipment, surplus gear recalled from conscripts and
reserve forces after the Emperor Wars that are officially the property of the al-Malik garrisons. The
Sons of Rillos control most of Shangy, except some neighborhoods near Prussia Strasse which the
rivalling Vorox Raiders currently occupy, much to the Sons’ displeasure.

Vorox Raiders – Liberty Borough


Undoubtedly the strongest gang in Undertown, the Vorox Raiders counts more than 600 members,
including two dozen Vorox veterans released from military service after the Emperor Wars. Less
organized than the Sons of Rillos and inferiorly equipped, the Vorox Raiders rely on urban guerrilla
warfare and terrorist tactics, and over the last couple of years they have slowly won ground. Today,
the Vorox Raiders control Liberty Borough, as well as a handful of Shangy streets hugging the Prus-
sia Strasse. The gang’s leaders consist of a council of four Vorox ‘brothers’ and a Human couple, all
of whom wear elaborately designed demon-faced breath masks in public to hide their features. The
council is collectively known as Werak, a strangely constructed Voroxian word that possibly means
“The Luckians” or “Fortunate Group”. The leaders’ identities are a well-guarded secret, although
rumor insists that two of the Vorox are feral and the other two civilized, and the Humans suppos-
edly speak with a Malignatian accent. Several observers have noted that the Vorox Raiders avoid
Scravers’ Guild businesses and personnel, and it is rumored that the gang enjoys Scravers patronage.

Scarlet Wraiths – Container City


Currently one of Container City’s leading gangs, the Scarlet Wraiths viciously defend their turf from
rival gangs and outsiders looking for trouble.
Drugs, robbery, extortion, and pickpocketing are their preferred business ventures, although they have
so far not ventured into the organ harvesting trade, as this is a bit too sophisticated for the Scarlet
Wraiths. They have about 80 active members in their ranks, with a few hundred more auxiliary mem-
bers made up of relatives, informants, and young wannabe gangsters. They are easily recognized by
scarlet red tattoos on their right hands and scarlet bandanas. It is not currently known whether they
enjoy aristocratic patronage, although seeing as they are well-equipped and highly organized for a
street gang, this is very likely.

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Amogi – Tada-Town
One of many Ur-Ukar street gangs in Tada-Town, the Amogi, which means “dead people” or “the
dead ones” in Ukarish, have vowed to unite the local Ukari into a new Undertown-based clan mod-
ernized for the 51st century. That few inhabitants of Tada-Town share their goal does not deter the
Amogi the least bit. It just encourages them to try harder. Although nominally a racketeer-vigi-
lante group protecting ‘their’ streets from rivaling gangs and semi-legitimate vigilantes, the Amogi is
steadily working itself into a frenzy, and the locals fear it is only a matter of time before Tada-Town
erupts in a bloody war. Organized along traditional clan lines, and surprisingly well-equipped for
a slum gang, the Amogi is akin to a paramilitary force itching for a war to fight. They possess their
own (recently invented) Baa’mon body-carving marks, but also tattoo the palms of their hands with
skull and crossbone designs in traditional ink for identification by non-Ukari.

CENTERTOWN STRATA
Centertown comprises the middle strata, both physically and sociologically, of Acheon. It is home to the
city’s middle class: poor freemen factory workers, guilders, and priests, as well as low-ranking noblemen.
Roughly speaking, Centertown occupies the hilltops and mountainside terraces that during the Second
Republic housed the estates of the city’s rich and powerful, before the aristocratic elite fled higher up. In
addition, Centertown has expanded to encompass the middle floors of the city’s arcologies and skyscrap-
ers, from where the middle class looks down upon the dregs of Undertown while dreaming of ascending
to the heavenly Uppertown above.

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Undertown-Centertown Border Control


Passing from Centertown to Undertown is unrestricted, but going the other way is not. A series of strictly
guarded checkpoints and fortified walls, each protected by several well-equipped House al-Malik soldiers,
must be passed to get into Centertown, and only the elite and their household are given passage. To further
discourage social mobility, the border control charge 1fb per sentient head that passes from Undertown
into Centertown, and a further 1fb per 100 kg of goods and transportation passing through the check-
points. Al-Malik nobles and Imperials, as well as their retinue and guests, are exempt from this border tax.

Centertown Industry
This is where most of the planet’s machine parts, vehicles, military tech, pharmaceuticals, and chemicals
are produced, the majority of which are exported off world. Working conditions here are marginally better
than in Undertown, while the air quality, sustenance, and health care is far superior, leading to a markedly
healthier work force. However, unemployment is high in Acheon, a situation that the industrial magnates
know how to exploit. Life as a Centertown freeman is hard, lucky is he who is serf to a master of means
and steady work! Every morning, a desperate spectacle takes place before the well-guarded factory gates,
where impoverished freemen flock in the hope of receiving work for the day so that their families will not
starve that evening. Tension runs high and violence is common. The matter is made worse by the armies
of slum people who arrive from Undertown on the same errand, although they are unhealthier and unable
to work as hard as Centertown freemen, they demand far lower salaries making them an attractive alter-
native to many factory foremen. Every week, Centertown freemen families are forced to abandon their
privileged lives and descend into Undertown, every one of them promising that it is “just for one or two
seasons, till we earn enough to move back up”. The next morning, they join the army of slum workers beg-
ging for work at the Centertown factory gates, earning so little they will never again live in Centertown.

Centertown Pollution
The pollution here is much the same as in any industrial city of the Phoenix Empire; far from as bad as
down in Undertown, although what one breathes here can hardly qualify as fresh air. Still, some observers
comment the filth and vapors of Centertown are of a more refined quality, seeing as much of it is pumped
down from the Uppertown reaches rather than being generated by unwashed plebes of Undertown. Nev-
ertheless, breath masks and breathing filters are a common sight even in Centertown.

Zebulon’s Tower District


The Centertown portions of Zebulon’s Tower rest on a circular platform sitting like a roof above Parliament
District, and it is this platform that constitutes the Zebulon’s Tower District. Some of Acheon’s richest
and most expensive residential areas can be found here, together with some of the best restaurants in the
Known Worlds. The district is also home to several impressive museums, including the Bashshar Muse-
ums, which over the years has expanded to become a general Criticorum history museum; the Acheon
Technical Museum, access to which is restricted to benefactors of “Privileged Martyrs” only; the Critico-
rum Museum of Natural History; and the Acheon Art Museum. The Acheon Theatre (see above), situated
just outside the Zebulon’s Tower District and rising up from Bavaria Strasse, is truly enormous, hosting
shows for thousands of Centertown and Uppertown aristocrats every week.

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Vladimir’s Way – Planetary Agora


The Planetary Agora is a two kilometer long shopping street flanked by towering malls, warehouse-sized
department stores, posh little boutiques hidden away on lazy side streets, specialists’ shops, banks, work-
shops, rental services, parlors, and clinics. It runs above the West Road, connecting the Zebulon’s Tower
district with the westernmost of Acheon’s downtown arcologies, and intersecting Basin Bridge. As Crit-
icorum is one of the most technologically sophisticated planets in the Phoenix Empire, and also one of
the richest, Acheon is the “IT” place to shop for high-tech gadgets and services. While the famed Istakhr
Market is much larger than Acheon’s agora and carries the greatest variety of goods anywhere, including a
lot of truly exotic wares, for high-tech gear Criticorum’s Vladimir’s Way is the best option. It is also worth
mentioning that the Universal Church remains rather weak on Criticorum, making it much easier to pur-
chase and peddle such wares here than on most other worlds of the Phoenix Empire.

Basin Bridge District


While Vladimir’s Way is where the markets and shops are, Acheon’s guilder quarters lay along the Basin
Bridge. The Basin Bridge is so large it contains several major roads, but the largest and busiest road is the
Basin Expanse Road which is more than five kilometers long, tunneling through Mount Torab, and con-
necting with the Salamandra highway systems to the south of Acheon.

Prosperity Palace (aka. “Little Leagueheim”) – Basin Bridge


This one kilometer long arcology runs along the Basin Expanse Road and houses the principle Acheon
offices, workshops, academies, and factories of the Merchant League’s five major guilds. Although Pros-
perity Palace rises all the way into Uppertown, only the top floor reception and patrons’ floor is considered
to be part of that most exclusive strata. Like the Planetary Agora on Vladimir’s Way, the Prosperity Pal-
ace is dominated by the Reeves’ Guild.

Isambad County – Upland Wadi


This is a city-district fief ruled by Count Katanga ibn Jaden Criticorumiyy al-Malik, centered on the Green
Sapphire Palace arcology. For more detail on this sample fief, see Appendix – Fiefs on pg.180.

Emerald Mansions Tower Block – Green Borough


Built in the 4040s to accommodate the great influx of people fleeing Second Republic core worlds for the
so-called Criticorum Republic (4000-4226), the tower block was allowed to decay sometime after 4600
before eventually being abandoned altogether. However, in the late 4870s a group of Criticorum nobles
banded together and purchased the aging arcology, with the aim of refurbishing it to host townhouse
apartments for wealthy landowners with the need of a place to call home in the capital. Then, in 4900, the
Symbiot menace exploded into the Known Worlds, laying waste to several worlds before being halted on
Stigmata. Stigmata was, much like Kordeth remains, under joint Merchant League and House al-Malik
ownership at the time, but when the shape-changers came, guilders and nobles alike fled for the stars. Most
of the Shiraziyy branch of House al-Malik fled to Criticorum and settled in refugee zones in Acheon. A
ducal decree came from the al-Malik Royal Palace in Samarkand on Istakhr that the tower block was to
be appropriated by the ruling family and converted to house Shiraziyy refugees. This decision ruined more
than a few Criticorumiyy fortunes. Originally intended as only a temporary solution to the refugee prob-

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lem, the Shiraziyy immigrants have been here for close to four generations now, and have become well
integrated into Acheon high society.

Paramu Missionary Hospice (Sanctuary Aeon) – Mount Shada


Named after the subtle vibratory energies that St. Amalthea understood to be healing, the Paramu Mis-
sionary Hospice is the premiere medical institution in Acheon. Located atop Mount Shada, near the base
of the titanic statue of St. Amalthea called ‘The Merciful Lady’ – 57 meters tall and depicting a smiling
Amalthea offering a grail-cup brimming with six-petaled flowers – the missionary runs a lucrative pilgrim-
age service for health-tourists drawn to the statue from all over Criticorum and beyond.

Although wealthy aristocrats generally keep one or more Apothecary guilders on staff, the masses receive
their medical aid primarily from the Paramu Missionary Hospice or its satellite institutions. Unlike the
mundane Spitalhouse hospital in Undertown’s Spitalhouse Borough, the Paramu Missionary is primarily
a center for the spiritual healing of the patients’ – or rather pilgrims’ – minds, bodies, and souls. All phys-
ickers seeking to work at the Spitalhouse hospital are required to first spend a full year-and-a-day serving
at the Paramu Missionary, studying the teachings of St. Amalthea and aiding the steady stream of pil-
grims. Occasionally, outsiders like travelling physickers and military or starship medics on extended leave
will attend the hospice to get new perspectives on their trade. Resident personnel receive no reward or pay-
ment for their work at the hospice, although all their needs are attended to and their Amalthean education
is free. Strict ethical behavior is demanded, as is abstinence from worldly distractions like intoxicants, sex
(unless the visitor is traveling with a legal spouse), and politics.

The current matron of the Paramu Missionary Hospice is Bishop Sotera White, although she prefers
the Sanctuary Aeon title Prthivi Mater, which means ‘healing mother’. She is an eccentric blue-haired
crone with a sharp tongue and wicked sense of humor. In the interest of researching the effects of nicotine
addiction, Bishop Sotera has turned herself into a chain smoker, on average consuming about a hundred
cigarettes a day. She does abstain from the habit while seeing patients and working the hospice grounds.

Green Borough
This Centertown district, running above and along the Undertown Stuttgart Street and Berlin Street, is
the primary residential area for Acheon’s considerable freemen and guilder middle class. Many landless
nobles and lesser clergy also make their home here, as do a number of officers of the Criticorum System
Defense Force and Criticorum Planetary Defense Force. Consisting of numerous apartment blocks and
tenement buildings, Green Borough gets its name from the fact that almost every building here has its
roof covered in greenery, giving it a park-like appearance when viewed from Uppertown. The many Green
Borough roof gardens contribute greatly to Centertown air quality, as well as serving scores of pollinating
insect species which helps Centertown and Uppertown maintain a healthy urban ecology.

St. Isaac of the Martyrs’ Basilica (Urth Orthodoxy – Mahayana) –


Vladimir’s Way
Lying just off Vladimir’s Way, St. Isaac’s Basilica dominates a vast esplanade centered on a large white
marble statue of the Prophet Zebulon standing in a contemplation pose and holding a scroll. Young dea-
cons preach to passing pilgrims here, offering gifts of water and bread as well as nourishment for the soul.
The basilica used to be the seat of the Planetary Archbishopric until it moved to St. Ignatius’ Cathedral in

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4922. Although in the autumn of its power, St. Isaac’s Basilica still attracts scores of pilgrims praying for
courage to face their life’s challenges, and the huge twin belltowers flanking its massive wooden doors still
call hundreds to daily service. The rivalry between the Mahayanist St. Isaac’s Basilica and the Hinayanist
St. Ignatius’ Cathedral (see Uppertown) is poetically referred to as the ‘War of the Skulls’.

The Merciful Lady – Mount Shada


Although it is not part of the Uppertown strata, the statue rises high above even Centertown, and offers
a respite from the hard and troubled lives further down. So great is the difference in air quality between
the top of Mount Shada, visitors often feel instantly refreshed and revitalized when they reach the feet
of the statue. See Centertown for more information on the statue and the Paramu Missionary Hospice.

Torab Baree’a – Mount Torab


For much of the later 29th century, Mount Torab housed the temple to Antikrunta, the Ur-Ukar god of
judgment and rulership. It is estimated the Ukari occupational force sacrificed as many as 30,000 Humans
between 2855 and 2892. The temple has long since been torn down, but the red granite steps leading from
the spectators’ court up to the sacrificial altar by the temple entrance still stand, and are now a major pil-
grimage destination for the cult of St. Ignatius, who met his end here. The entirety of the mountain apex is
known as Torab Baree’a, which translates to “The Soil of Innocents” in an ancient Urthish dialect, in honor
of those who were sacrificed to Antikrunta. According to local legend, ghosts can still be heard wailing in
protest from atop the mountains on windy nights. On three separate occasions over the last 120 years the
Universal Church performed grand exorcism ceremonies atop Mount Torab, none of which have managed
to dispel the legend or, according to many citizen of Acheon, the cries of the dead.

Taverns and Accommodations in Centertown


Centertown is populated by countless restaurants, hotels, bars, and other such services, ranging from
tiny backstreet snug to huge many-storied food palaces. Acheon is a political city, with all legal (and
many proscribed) factions operating chapterhouses in the back of sympathetic taverns, while other
establishments simply specialize in catering to a certain group of people. A handful of such estab-
lishments are detailed here.

Sleeping Nun – Vladimir’s Way


This ultra-orthodox establishment is where Hinayanist clergy of Acheon relax in the evening, dis-
cussing nuances of theology, local politics, and Universal Church gossip. Here, patrons are encouraged
to show respect and deference to Universal Church hierarchy, with bishops and the rare archbishop
treated as VIP guests.
For such an orthodox place, the name of the bar is surprisingly, although quite innocently, rebellious.
“Sleeping Nun” alludes to a story about monks at a priory who, living under the yoke of a domineer-
ing prioress, would only dare to sneak out of the monastery for a drink at the pub once the priory
nuns had gone to sleep for the night. Because of the rebellious connotations of the name, many of
the conservative clientele see themselves as libertine and almost scandalous daredevils when visit-
ing the Sleeping Nun, and indeed the bar is not as austere and forbidding as most ultra-orthodox
establishments. In fact, stories about nocturnal orgies mirroring the Agape Feast in a debased form,

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conducted in the basement or ‘nether regions’ of the Sleeping Nun, are a favorite bar-tale in rival tav-
erns, even though the stories are probably quite untrue.

The Sleeping Nun exclusively serves drinks produced by Urth Orthodox parish vineyards and monas-
tic breweries, primarily imported from Holy Terra. Charoli musicians compete for the opportunity
to perform here, and the Sleeping Nun is a frequent stepping-stone for these theurgist-musicians to
attract permanent patronage at the court of a high Universal Church official. The proprietors are a
coterie of six Hinayanist monks and retired priests, led by Father Athanasius the Red-faced, a round
beer-bellied little man who spends the nights wandering from table to table encouraging merriment
and intoxication. “The drunk speaks with the mysterious wisdom of Saint Hombor, partakes in the
sacred compassion of Saint Amalthea, and unshackles himself like the just Saint Maya.”

Bishop’s Curse – Vladimir’s Way


Despite the Planetary Cathedral of St. Ignatius being nominally Hinayanist, the Criticorum Church
is predominately Mahayanist, and the Bishop’s Curse caters to that majority school. The proprietor of
the Bishop’s Curse is one Salah Tamudaei, a former parish librarian and canon who quit his priestly
life upon discovering his affinity for brewery. The Bishop’s Curse only sells his own ales, beers, and
whiskeys, produced in his Tamudaei Brewery and Still just down the street. Interestingly, Bishop’s
Curse is also a Voavenlohjun haven, with priests of the Obun branch of the Universal Church hold-
ing regular services in the bar’s backroom, events typically attended by pro-Mahayanists Humans
and faithful Ur-Obun in more or less equal numbers. Another infamous patron of the Bishop’s Curse
is the Hesychast prophet, Virgo the Scarred, who delivers a never-ending stream of predictions and
prophesies – typically radical and violent in nature – to everyone he comes upon. So far, few of his
thousands-a-year predictions have come true, although Virgo did accurately predict a Symbiot raiding
party that landed with stealth and destruction on Criticorum in 4968. The success of that prophesy
still fuels his work.

The bar’s name alludes to a famous incident in 4193, when the Planetary Archbishop of Criticorum
– Archbishop Artos (4131-4203; Archbishop 4178-4203) – pronounced a curse upon Zarek Mezen-
tius (4168-4203) and his Incarnates sect, who had risen up against the Universal Church’s hierarchy
and theology on Criticorum. Archbishop Artos’ public cursing took the form of a long and incredi-
bly detailed rant, written up and sent to every parish on the planet to be proclaimed for the faithful.
The curse, or “Monition Against the Incarnates”, listed all the bits and pieces of the offenders’ bod-
ies (“I curse the plasma in their blood, their white blood cells, their red blood cells, and their blood
plates; I curse the salt, the water, and the enzymes in their tears; I curse the hair of their heads, of
their faces, of their bodies, of their arms, of their legs, of their unmentionables, and I curse the fol-
licles of those hairs and the skin which surrounds them…”), households (“I curse their wives, their
children, their parents, their siblings, their aunts and uncles, the cousins, their nephews and nieces;
I curse their servants who partake in their evil deeds, their slaves, their friends, and I curse the mer-
chants who trade with them; I curse their livestock, their mounts, their pets, and the vermin in their
homes...”), and their life in general (“I curse them sleeping and I curse them awake, I curse them rid-
ing and I curse them walking, I curse them standing and I curse them sitting down… I curse their
work, their achievements, their praise as well as those who praise them, and I curse their inheritance
and their will, their words and their thoughts, their rest and their efforts…”, and so on), specifically
cursed by Archbishop Artos. Although Zarek Mezentius escaped with most of his followers, the
incarnate leader and his sect was excommunicated by Patriarch Benedict IV shortly thereafter, and
their interpretation of Universal Faith theology declared heretical. The curse became instantly famous
throughout Criticorum, and has often been comically copied or aped ever since.

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Old Codex – Green Borough


This bright and clean bar proudly displays its republican affiliations. The only reason it is still in oper-
ation is the many powerful patrons who protect it. The pressure to shut the Old Codex down comes
from nobles, guilders, and the Universal Church alike, as none of these factions would benefit from a
democratic revolution, yet individual idealists and romantics from all these factions stand up to protect
it. The primary clientele of the Old Codex are upper-middle class freemen as well as Ukari citizens.
The vast majority of Ur-Ukar in Acheon seem to harbor republican leanings, which is perhaps not
surprising seeing as the Ur-Ukar were one of the strongest supporters of the Criticorum Republic
back in its day. The Acheon government has, on advice of the city’s Imperial representatives, decided
to quietly ignore the republican goings-on at the Old Codex, fearing that shutting the place down
might spark an uprising or cause the republicans to melt into hiding – better the arrogant trouble-
makers you can see and monitor than those who bitterly plot behind closed doors.

The proprietor of the Old Codex is an Ur-Uka female named Anydi of Dwan, who served the al-
Malik forces on Aylon during the Emperor Wars. After the peace, she was allowed to retire to
Criticorum, where Anydi set up her bar. Originally intended as a haven for all war veterans, no mat-
ter their allegiance, the Old Codex attracted mostly Ur-Ukar and guilder clients who brought with
them their republican ideals. Anydi has since come to sympathize with the republicans, although she
is careful to keep a low profile, playing the role of the dumb female who does not understand anything
of what the menfolk are talking about when law enforcers, Imperials, or Synecullum agents come
knocking. Anydi is also a silent observer for several alien terrorist organizations, including Bava! and
the Alien Republican Army, although she does not necessarily sympathize with their more extreme
views. “I am no specist. Some of my best friends are Human,” she is known to point out.

Midas – Basin Expanse Road


At the Midas, business and entertainment intertwine. Part sophisticated gentlemen’s club and part
cocktail bar, Midas offers public tables before a stage in the showroom, or private booths in the back-
room where business can be discussed in a quiet and relaxing environment. Guild entertainers of
every type, as long as it is classy, perform all night every night, and Midas is particularly popular with
guilder executives and their noble patrons.
A regular patron of Midas is Dame Jazmina, an ebony beauty of the Courtesans’ Guild who plies
her trade every night, nurturing her gossip network and flattering wealthy patrons who shower her
with gifts. Sophisticated and well-schooled in a variety of subjects, Dame Jazmina is held in high
regard by local nobles and guild officials alike, and her entrance to Midas is always an exciting affair.

The Sink – Basin Expanse Road


The Sink caters primarily to Musters and Charioteer guilders, and is good place to pick up off-world
news and gossip from elsewhere on Criticorum. Although the name is not very inviting, the Sink
is a clean and charmingly rustic tavern that brews its own fine selection of beers and ales. The Sink
is also a place where Musters and Charioteer guilders advertise for discrete troubleshooters to han-
dle sensitive jobs.

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UPPERTOWN STRATA
If the majesty of the Empyrean realms is reflected in Manifest Reality, Acheon’s Uppertown must surely be
it – or so it seems to Undertown and even Centertown citizens. Life in the glittering Uppertown strata is
far from idyllic, with cut-throat politics and fierce rivalry polluting every district, establishment, and family.
When outsiders refer to Acheon as the City of Schemes, Mother of Veils, or Den of Plots, it is Upper-
town they talk about. Access to Uppertown is restricted to nobles, or high-ranking Universal Church and
Merchant League representatives. Others may visit, assuming they behave properly, look respectable, and
then only as guests of the former.

Centertown-Uppertown Border Control


Passage from Uppertown to Centertown is unrestricted, although getting into Uppertown from Center-
town is an entirely different story. The checkpoints between Centertown and Uppertown function very
similarly to those between Undertown and Centertown, except that they look and feel totally different. The
latter has interrogation rooms, holding cells, and examination halls. The former has office meeting rooms,
decent hotel rooms, and medical clinics designed to make a questioned visitor’s stay as pleasant as possible

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while his or her background, identification, and identity is being verified. To guarantee that no unwanted
being can afford to sneak into Uppertown, the fee for crossing the border from Centertown to Upper-
town is 10fb per sentient head, with a further 1fb per 10 kg of goods and transportation. Al-Malik nobles
and Imperials may cross the border free of charge, as may anyone accompanying them, and some desti-
tute al-Malik knights run quite illegal businesses to smuggle people into Uppertown as their entourage.

Uppertown Pollution
What pollution? The citizens of Uppertown live healthy lives blissfully spared the toxic dangers below, and
even the stink of the unwashed masses, as they converse and play and plot among the glittering spires and
opulent balconies in the skies. Here, the air is fresh and pleasant to breathe. An intricate system of wind
engines and air pumps help transport factory smog, petroleum craft exhaust, and sewage vapors away from
Uppertown down through Centertown and finally into Undertown where much of the toxic air is trapped
in the Acheon basin by air pressure and the surrounding mountains and uplands.

Emerald Mansions Tower Block – Top floors


Rooted in Centertown, the uppermost floors of the tower block house the Shiraziyy refugees from Stigmata,
houses the leadership of the Shiraziyy branch of House al-Malik, together with a handful of Juandaas-
tas vassal-retainers. The tower block is divided into seven tiny noble fiefs (a county and six vassal realms),
including one Shiraziyy al-Malik barony overseen by a Juandaastas steward. Only the top two fiefs, those
of Lord Shilhak bin Amarutu Shiraziyy al-Malik, Count of the Emerald Mansions, and his brother Lord
Khambys bin Amarutu Shiraziyy al-Malik, Earl of the Farview Realm, qualify as part of Uppertown. The
count, and to a lesser extent his brother, are controversial characters who provoke Universal Church crit-
icism and Inquisitorial suspicion by depicting in heraldry and house art Lord Shilhak as a golden calf
venerating some obscure pagan solar deity called Utu. The count insists it is just an expression of his fami-
ly’s pre-Reflective history that should be accorded no religious relevance, although detractors readily point
out that the count’s great grandfather, Lord Amarutu, took to referring to himself as “Utu, the Dazzling
Disk, Light of the World, the Universal Sun” in the last three years of his life. Still, the count is quite influ-
ential, and enjoys the support of powerful al-Malik patrons. So far the Universal Church has been unable
to officially charge the count with heresy and ancestor worship (possibly in the form of Manja practices).

Old Suq Historic District


By the late 42nd century, population pressure on Acheon – the capitol of the Criticorum Republic – had
swallowed many official facilities and public buildings. Trade and barter had been forced to relocate to
numerous minor squares and shopping arcades throughout the wadi basin, and the costs of controlling,
stimulating, and taxing trade were quickly outgrowing the yield to Acheon. The president of the Criticorum
Republic therefore ordered a new town built on the edge of the Goldenfield Plateau, just where the Basin
Bridge starts today, as a mercantile precinct to service trade for all of Acheon and beyond. The project was
ambitious, soon taking on a veneer of prestige and propaganda, and no expense was spared as buildings were
erected in sturdy imported Byzantium Secundus terracite and glittering Gold Mud bricks, and exquisite
Shaprutan marble, while follies, ornaments, and other decorations were added lavishly in Urthish rosewood,
Byzantium Secundus luminite, and emeralds from throughout the Criticorum Republic. The new market
suburb was officially opened with much pomp and celebration on the eve of the 43rd century, and it was
a true marvel to behold. Later commentators theorize that the building of the mercantile precinct was a
direct contributor to the economic crisis Criticorum faced in the early 4210s and 4220s, and which lead to

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the planet-wide depression of 4226 that ended the Criticorum Republic. When businesses moved out of
the Suq, the rich and wealthy moved in and turned the district into an area of VIP housing, official build-
ings, and prestigious schools. Today, the district is renowned for its architectural beauty, where every street
is overflowing with magnificent structures that are more objects d’art than ordinary buildings. Although
Acheon’s main museums have been moved to the Zebulon’s Tower District, the Old Suq Historic Dis-
trict, as it is now called, house scores of smaller museums, historic landmarks, and educational institutions.

St. Ignatius’ Cathedral (Urth Orthodoxy – Hinayana) – Old Suq


The planetary Cathedral of Criticorum and seat of Planetary Archbishop Palden Gampopa, St. Ignatius’
Cathedral is a Hinayanist stronghold among the libertines and technosophists of Acheon, a Hinayanist
oasis in an otherwise Mahayanist city and planet. This despite the Planetary Archbishop Gampopa being
an independently-minded ruler who does as he wishes with no regard for his backers, or indeed his oppo-
sition, and he is probably one of the most Merchant League friendly Planetary Archbishops in the Phoenix
Empire. No wonder his detractors call him the Patriarch of Criticorum.

The cathedral was completed in 4922, for the purpose of moving the Planetary Archbishopric from Center-
town (where it had been previously attached to the St. Isaac of the Martyrs’ Basilica) to blessed Uppertown.
Conveniently, the skull of St. Ignatius was discovered in an ancient and forgotten grave during the con-
struction of the cathedral, boosting its legitimacy and granting the Planetary Archbishopric a welcome
source of income in the form of a steady stream of pilgrims visiting the skull of the decapitated St. Ignatius.

Vladimir Coliseum – Old Suq


The Vladimir Coliseum was built during the 4570s, and inaugurated by Tahir Majnun Shaprutiyy al-Malik
the Doomed (4530-4593) in 4579. It is a large sports stadium, sometimes doubling as an outdoor festival
ground for concerts and theatre productions, as well as hosting the annual Criticorum Republic fair every
harvest season. The Vladimir Coliseum is also where the annual Slaughter Bowl is held, wherein 500 pris-
oners, collected over the course of the previous year from throughout Criticorum and beyond, battle one
another in gruesome bloody fights to the death over five days around midsummer. The event draws huge
crowds, and is also broadcast as pay-to-view holovid shows. The winner, if indeed anyone survives, is sub-
sequently pardoned and awarded a huge monetary prize of 5% of the revenue generated by the events,
typically amounting to between 10,000-25,000 firebirds.

The Slaughter Bowl is said to have originated with the public execution of prisoners of war during either
the Vladimirian Civil War (4548-4550) or the Regency Wars (aka. the First Emperor Wars 4550-4560).
Many have spoken out against the barbarity of this event. Urth Orthodox theologians regularly draw par-
allels between the Slaughter Bowl and heathen Ur-Ukar practices of sacrificing sentient beings to secure
a good harvest, but the event is immensely popular and enjoys the full backing of House al-Malik and the
Merchant League. By tradition, the Planetary Archbishop holds the right to save 50 of the condemned
prisoners, typically pardoning women or children, or individuals of value to the Universal Church.

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Acheon Blood Sports and the Blood Harvest


Even though Acheon is a progressive and semi-republican city, it has an aggressive streak as well.
Blood sports of every kind, from respectable martial arts tournaments to full-fledged gladiatorial
fights, are prevalent in Acheon, and throughout most of Criticorum. The Acheon Gladiators’ Guild,
a subsidiary of the local Musters’ Guild, trains fighters for these blood sports. Many of these “figth-
ers” are slaves bought cheaply from the Muster.

Nowhere is the Criticorum taste for blood sports as evident as in the Blood Harvest, a planetary
competition primarily between the cities of Acheon, Larrane, and Rothitaka, The competing cities
purchase the execution rights for criminals and have them put to death, usually by hanging, in great
public celebratory spectacles. Noble criminals are rare but fetch the highest prices [their Nobility
rank cost x100 or more fb each], guilders the second most expensive and prestigious category [their
Guild Commission rank cost x10 or more fb each], while freemen fetch only about 5-20 fb each.
Serfs and slaves are typically bought in bulk for about a dozen a firebird. Sensational crimes inflates
the cost even more [from x2 to x10 the base cost], with forbidden love and crimes of passion being
the most popular.

Condemned prisoners of martial ability and prowess are often saved for the Slaughter Bowl instead
of being dispatched at the gallows. In Acheon, the Blood Harvest culminates in this orgy of blood
and death. The Slaughter Bowl is the most popular sporting event in Acheon, and possibly on the
entire planet.

Zebulon’s Tower
An architectural marvel that rises to a height of 1,724 meters, Zebulon’s Tower is the second tallest building
in the Known Worlds. Built in the mid-38th century, the immense terracite structure is rooted in Under-
town, cutting straight through Centertown and rising above all other Uppertown buildings. Sophisticated
gravity discs stabilize the tower as it sways in the wind. It is the primary tourist attraction in Acheon, a sec-
ular pilgrimage site, and the best view of the Acheon expanse is from the lookout near the top tower. From
there, tourists get to admire the delicate beauty of Uppertown rising up from Centertown, which seems
to float on a grey vaporous cloud of smoke; the smog clouds of Undertown. For most visitors to Acheon,
Zebulon’s Tower grants their only access to Uppertown.

Elysian Fields Platform


This Uppertown district fans out from the Zebulon’s Tower and covers the open-air quarter of the Zeb-
ulon’s Tower District below like a floating roof. Here the nobles of Acheon can escape city life and walk
barefoot on ground not part of a tower or arcology structure. The platform even contains some grain fields
to give the nobles a country view without needing to descend among the plebs.

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Taverns and Accommodations in Uppertown


Like the lower strata of Acheon, Uppertown is home to numerous restaurants, public houses, hotels,
and other accommodations, many of which double as important political institutions.

Istakhr Times – Old Suq


This expensive restaurant caters to Istakhriyy al-Malik and followers of the Eagle of Istakhr, Duke-of-
Dukes Hakim ibn Amir Istakhriyy al-Malik. The cuisine is conservatively al-Malik, favoring dishes
from Istakhr, Shaprut, and of course Criticorum. Wines are the drink of choice here, together with
grape brandies that are drunk in the top floor smoking lounge where tobacco and mild intoxicants
are smoked in water pipes. In addition, Istakhr Times claims to serve the best coffee with the wid-
est range of flavors on the planet, and detractors are hard pressed to prove the establishment wrong.
The restaurant is also a place of art and high culture, and enjoys the patronage of Duchess Yusara al-
Malik, the Duke-of-Duke’s wife, who always makes a point of visiting the Istakhr Times when in
Acheon. Art shows are regularly hosted, with the best art and artists sent to be flaunted at the Royal
Palace on Istakhr. The Istakhr Times is owned and operated by Tarsa bint Ehsan Istakhriyy, a bas-
tard of an Istakhriyy al-Malik lady whose identity is a closely guarded secret, and her large extended
family of children, grandchildren, cousins, nieces and nephews through her father’s side of the fam-
ily. Unknown to most, although suspected by some, Tarsa is also a sleeper agent and informant for
the Mutasih – the al-Malik secret police and intelligence service.

Thirsty Demon – Old Suq


The Istakhr branch of the family has ruled House al-Malik since 4827, and the local Criticorumiyy
population is not particularly satisfied with this arrangement. Although not exactly rebellious towards
Duke-of-Dukes Hakim Istakhriyy al-Malik, the local al-Maliks dream of being masters of their
own world, and the Thirsty Demon is one of the Criticorumiyy factions’ favorite haunts. The Thirsty
Demon is owned by a wizened old gentleman and al-Malik bastard called Yochanan bin Afara Crit-
icorumiyy, who enjoys telling tall tales and charming the ladies.
According to an old legend, a demon stalked the Old Suq in the 49th century, murdering loose women
and stray children. The fiend could disguise itself as whomever it wanted, and therefore eluded law
enforcers and Kalinthi demon-hunters alike. On every night when Ardelle (Criticorum’s moon) rose
full in the sky, the demon struck, stalking poor tenement houses and taverns in search for victims.
Although its appearance and identity was always different, a pattern started to emerge in the witness
accounts. Many people claimed to have met the demon on the night of its attack, only identifying
the stranger as the demon after the fact. According to several of these accounts, the demon would
visit a random local tavern prior to every murder, and order a glass of Desert Gin. The demon never
drank anything else; it was always Desert Gin brewed with the water of an oasis in the Ahmar Desert.
A plan was hatched, between Kalinthi demon-hunters and the Criticorumiyy owners of the Desert
Gin distillery, to brew the gin using holy water imported from Holy Terra and blessed by a dozen
bishops, which when drunk would cause the demon to reveal its true nature. Seven years it took
before the holy water gin was ready, for the hunters dared not hasten the production in case the
demon was alerted to a difference in color, smell, or taste. Finally the sanctified spirit was shipped
off to the Acheon taverns just in time for the first full moon of the year 4888. On that day a stranger
in a handsome cape and top hat, claiming to be a visiting physicker from Tabrast, entered the Ten
Bells Alehouse and ordered a tall glass of Desert Gin. As soon as the liquid touched the stranger’s
lips, the gentleman seized up as if in an epileptic fit and spat curses at the proprietor and patrons as
he writhed uncontrollably on the floor.

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Within minutes the Kalinthi, who had flooded Acheon’s drinking holes with spies, arrived on the
scene and smote the demon with a combination of blessed weapons and theurgical attacks. Soon
thereafter, the Ten Bells Alehouse was renamed the Thirsty Demon, and the tavern – since expanded
into a luxurious restaurant – has been a famous haunt for Criticorumiyy traditionalists ever since. A
black stain, as if burnt into the floor tiles, marks the spot where the demon supposedly bled to death.

Green Phoenix – Elysian Fields Platform


Located on the edge of the outdoorsy Elysian Fields platform, the Green Phoenix bar is a haunt for
Imperials and their sycophants, and quite vulgar in its unabashed display of Imperiana. Propaganda
pictures of Emperor Alexius decorate every wall, while a grand mosaic displaying him as a conquer-
ing hero during the Miracle of Sylan on Stigmata (4991) adorns the ceiling. The back of every chair
is carved with a lavish rooster, or a phoenix according to the proprietor, while pictures of the Emper-
or’s personal flagship – Solaris – are stamped onto every glass, coaster, plate, and piece of cutlery.
Despite the vulgarity, the Green Phoenix is nice place, famous for its excellent selection of millirice
beers imported from Byzantium Secundus.
The proprietor of the Green Phoenix is a voluptuous Caucasian native woman called Rahil bint
Rahman (né Criticorumiyyah al-Malik) Abdelankaa. She served as a minor functionary in the Crit-
icorum ambassadorial services to Byzantium Secundus shortly after the Emperor Wars, where she
became one of the first Criticorum nobles to join the Questing Knights. Although she never actu-
ally quested anywhere, Rahil served her time with the Phoenix Company in the capacity of a clerk
and diplomat, before she returned to her hometown in 4998 to open a bar for her Questing Knight
colleagues. Her primary service to other Imperials, besides selling them food and drink, is helping
interpret the many intricate cultural cues and codes of al-Malik society, as well as teaching Questing
Knights the basics of the Graceful Tongue. The patrons all love the quirky Rahil, although newcom-
ers are sometimes taken aback by her constant reference to Emperor Alexius as “my husband,” which
is actually meant to indicate that she is ‘married’ to the Phoenix Company and refuses any sugges-
tion of starting a family of her own.

Green Turret – Green Borough


This gentlemen’s salon and hotel occupies an Uppertown floor of one of the Green Borough arcol-
ogies, and caters to martially inclined noblemen. It is quite refined and posh, or at least it used to be
a couple of decades ago before the owner, Baronet Moshaf Babateresh Criticorumiyy al-Malik, was
stricken with melancholy around the time of the Alexius Peace (4995). No one knows the cause of
Lord Moshaf ’s depression, although many suspect it is due to some great personal loss he suffered
in the mid-4990s – naturally, people suspect a broken heart (born in 4964, he has never been mar-
ried). The place has suffered neglect ever since, and the Green Turret is in bad need of a fix-up, as is
Baronet Moshaf. Protective of their owner, the baronet’s two enormous Vorox Hounds, genetically
altered from Urth canine stock and originally bred to protect Human settlers on Ungavorox, have
claimed the salon for themselves. Here they skulk around guests as if sniffing for troublemakers.
Despite the staff ’s best efforts, the Green Turret salon is rather filthy, although the maxiplate-glass
floor offers an excellent view of the gladiatorial blood sports that are regularly hosted on the floor
below. Here, Baronet Moshaf organizes fights between Acheon prisoners for the entertainment of
his guests, although unlike the annual Blood Harvest celebrations, these fights are rarely to the death.

The Dreaming Mendicant – Green Borough


This hotel and lounge is the Green Turret’s main rival for the aristocratic customers of the Upper-
town portions of the Green Borough district, and detractors privately accuse the owner, Baronetess
Fatima bint Jibril Istakhriyyah al-Malik, of being responsible for Baronet Moshaf ’s misery.

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The Dreaming Mendicant is luxurious and stylish, catering primarily to local al-Malik and off-world
visiting nobles and Questing Knights. Politically, the owner and her staff practice strict neutrality.
The Dreaming Mendicant became a Questing Knight haunt when Baronetess Fatima’s cousin, Lady
Sharifah Istakhriyyah al-Malik, was accepted into the Phoenix Company in 4997. Like many estab-
lishments in upper Green Borough, the Dreaming Mendicant hosts a fighting arena for entertaining
guests with blood sports. Some fights are between rough prisoners, although the Dreaming Mendi-
cant also hosts matches between professional fighters such as the local martial arts tournament held
each winter. Finally, the arena has occasionally been used to host noble duels

Semiramis Gardens – Elysian Fields Platform


Separated from the streets by cast-iron gates, the Semiramis Gardens is the largest outdoor park in Upper-
town. The vast park is a symbol of noble wealth and superiority in Acheon. With three al-Malik guards
and a dozen gardeners on staff at any given time, its maintenance costs are more than a hundred factory
workers’ annual salaries. The Semiramis Gardens is owned by Count Hossam Mustafar Criticorumiyy
al-Malik, and is financed through taxation and private donations. Renowned for its rose cultivation and
orangery, the gardens attract noble lords and ladies seeking a pleasant environment for private conversation
and encounters – non-nobles may enter by invitation only. An invitation to the gardens is an honor rarely
bestowed upon strangers to Acheon’s high society, but it does sometimes occur when local nobles wish to
hear interstellar news or conduct business with commoners. News of upcoming social events in noble cir-
cles is often first heard through gossip in the Semiramis Gardens. Furthermore, the northernmost part of
the park is Acheon’s most popular place to stage duels at dawn.

The Ordeal of the Blue Rose


The Ordeal is a test of courage common among Acheon’s freeman youth. It requires the brave young-
ster to climb the fence around Semiramis Gardens and sneak into the central greenhouse to steal one
of Count Hossam’s precious artificially cultivated and bred blue roses. If successful, the task earns the
daring individual respect among the freeman citizenry. Among young lovers in particular, the gift of
a Semiramis blue rose is considered the ultimate token of love and devotion. It is a highly danger-
ous task, and almost every month the Semiramis Gardens’ guards arrest a young man, or sometimes
a young woman, trying to break into the park. Count Hossam recently got so fed up with the reg-
ularity of these acts of trespassing that in 5001 he used all his political influence, and quite a bit of
money, to have a law passed that was designed to specifically target the theft of his valuable roses.
This, the Blue Rose Act, decrees that any commoner (i.e. non-noble) caught trespassing on a noble’s
garden or grounds, including public parks maintained by one or more nobles, is to be sentenced to
three years of hard labor for the complainant’s benefit. Nobles caught for the same crime are to be
publically shamed at the complainant’s court. Despite the threat of severe repercussions, the Ordeal
of the Blue Rose remains popular.

171
THE CITY OF OST

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APPENDIX: THE CITY OF OST

HISTORY
UNKNOWN ORIGINS
Although time has swallowed all clues about the establishment of the settlement of Ostgard, Scraver arche-
ologists and Reeves researchers have traced Ost’s history as far back as to mid-28th century. Exactly how a
city located on the extreme western coast of the Shamal subcontinent came to be known as Ostgard, which
in an ancient Urthish dialect translates to “East Hold”, is anybody’s guess. One theory suggests the name
was imported by settlers from another ‘Ostgard’ off-world, possibly even a lost Urth city. Another theory
claims that the name derives from the fact that the city lies at the eastern edge of Ilaha Ocean, making
“eastern hold” an appropriate name for the port city. Still, no one knows for sure how the settlement got
its name, which was shortened around Vladimir I’s time from Ostgard to Ost.

THE HUMAN-UKARI WAR


Ostgard’s first major appearance on the stage of history was when the independent city-state, together with
Perleria’s capital city of Larrane, rebelled against the Bashshar Corporation in the early 2850s. A civil war
raged, only to be interrupted by the alien invasion of Criticorum in 2855, which marked the beginning of
the Human-Ukari War (2855-2892). The alien conquest of Criticorum was swift, and the Bashshar Cor-
poration needed little encouragement to surrender to the bloodthirsty and militarily superior invaders, for
which the corporate leaders were awarded puppet-king status under the Ur-Ukar overlords. With the sup-
port of the Ukari war machine, the Bashshar Corporation crushed the rebellious city-states in a series of
late 2850s engagements (Ost in 2858 and Larrane in 2859).

OST LEASED BY THE MERCHANT LEAGUE


On December 3, 4715 (Urth calendar), the Merchant League leased the city of Ost from the Criticorum
planetary authorities to use as a base for their interstellar relief effort to save Rampart from famine. Earlier
that year on June 22, Rampart had been struck by an asteroid dubbed Kung-1 which caused planet-wide
earthquakes and dust clouds that blotted out Rampart’s sun for the next seven years. Many tens of mil-
lions of people died in the calamity, and with infrastructure, industry, and agriculture in ruins, Rampart
required off-world assistance. Ost became one of the primary aid cities with cargo ships leaving weekly for
Rampart over the next decade, carrying Criticorum foodstuffs and other goods to a crisis stricken Ram-
partian population.

EMPEROR WARS
The City Council of Ost were successful in their efforts to keep their city out of armed conflicts, although
Ost contributed greatly to the manufacturing and shipping of goods to civilians on Criticorum as well as
off world. A local proverb holds that every settlement within three jumps of Criticorum owes their sur-
vival to Ost. Even when Countess Carmetha Decados invaded Criticorum with the Stigmata Garrison in
4991, Ost escaped armed involvement, although hundreds of deserters on all sides fled to the city in hope
of earning freedom and a Freeman status. With Alexius’ Peace of 4995, the stream of refugees and desert-
ers dried up. Ost has struggled since with violent and unstable individuals unable to appreciate the stability
and peace they fled here to find. Lone dogs and loose cannons, stalking the streets and fighting no war in
particular, are a real and serious problem in some districts.

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THE FUTURE OF OST


On December 3, 5015 the Merchant League’s lease on Ost will run out and the locals fear the conse-
quences. Desperate to avoid a return of noble masters, the Ostians now debate what to do when the fateful
day arrives. The Merchant League has shown some interest in re-leasing the city, although at a greatly
reduced price since Ost is no longer of critical importance to League operations. Criticorum nobles are
split on the matter, many voicing disinterest in taking back the sinking city crawling with headstrong free-
men and League leniencies, while others see great potential in the mercantile port. Planetary Duke Yusef
abn Rahim Istakhariyy al-Malik has so far refused to comment on the situation, and many believe the
Istakhr appointed governor is hoping to be succeeded by a Criticorumiyy branch lord before the matter
demands a resolution. Should House al-Malik retake control of Ost, a mass exodus of freemen to League
friendly worlds will likely occur, although some viperous tongues speak of a coming democratic rebellion
to turn Ost into a truly free city ruled by its citizens.

THE CHARACTER OF OST


With just short of a million inhabitants in the city and another two million in the outlying suburban region,
Ost is one of the largest cities on Criticorum. It is also one of the most liberal, technologically sophisti-
cated, and anarchistic. On the downside, Ost is cramped due to a steady stream of immigrants hoping to
find freedom and wealth here, a fact that is made worse by the city steadily sinking into the Ilaha Ocean
despite the Merchant League’s ardent efforts to prevent this. Although law-enforcement exists in the form
of the Metropolitan Watch, it is generally a commercial venture primarily charged with the protection of
League interests. By and large, commoners and workers have to band together and fend for themselves,
and wealth is the only true political power.

Many outsiders also claim that Ost is morally and ethically bankrupt, for although Ost is one of the few
Criticorum cities not to practice the Blood Harvest execution games (see the FSR Game Master’s Guide
p.139), there are few laws that protect the lower classes. One of Ost’s most famous laws is that any escaped
serf or slave who remains in the city for seven years will automatically qualify as a free citizen of Ost. In
essence, it is every person for themselves in Ost, and here guild forces, vigilante groups, criminal gangs,
hired security (i.e. privately rented mercenaries), and specific interest organizations vie for dominance of
the streets and the support of the citizens. Of course, the guilder forces win almost every dispute. They typ-
ically care only about the most influential, productive, and lucrative districts of Ost.

OST – A MERCANTILE HAVEN


The city is rich due to fishing and trading, as the trade laws are very liberal here. This attracts merchants
from all over Criticorum, and from off-world as well. In fact, the district immediately surrounding the
Selaam Sky & Spaceport of Ost, the Souk Najma (“Space Market”), is practically a second planetary agora,
second only to Vladimir’s Way in Acheon.

CITY GOVERNMENT
Ost is ruled by the City Council, which has been dominated by the Charioteers’ Guild since before the
Emperor Wars. The current leader of the council, and therefore of the city, is Consul Pollux of the Char-
ioteer’s Guild, a powerful man in his late fifties who commands both fantastic wealth and an army of
mercenaries strong enough to give nightmares to even the mightiest Criticorum noble.

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APPENDIX: THE CITY OF OST

OST-PERLERIAN ALLIANCE
In planetary politics, Ost tends to back the underdogs of the Shaprutiyy al-Malik branch on the island-con-
tinent of Perleria, rather than the Criticorumiyy branch centered in Tabrast, or the ruling Istakhriyy branch
seated in Acheon. This Ost-Perlerian alliance is predominately economic in character, and the majority
of off-world wares and people en route to Perleria pass through Ost’s spaceport, while freight goods from
other Criticorum cities tends to pass through Ost’s seaport.

A POPULATION FREE
Ost is a free-spirited and tolerant city, verging on the anarchistic. In everyday life, people rule themselves
with little authoritarian central interference. On the flipside, the city offers few rights and little security
for its citizens and it is mostly up to the citizens to police and protect themselves. Taxes are as high here
as in noble lands, for the cost of keeping Ost from sliding into the Ilaha Ocean is staggering. In addition,
administrative corruption is as rampant here as in most Merchant League territories. Other than taxes,
the city demands few other services from its inhabitants. There is, for instance, no citizen militia in Ost, as
the defense of the city is guaranteed by the Musters Guild.

The citizens of Ost are religiously liberal, yet politically conservative – to be neutral is regarded with sus-
picion in Ost, and all side with one faction or another. Here, even the freemen hold allegiances to a guild,
sect, noble house, or other institution – they have to, as there is virtually no other security for the citizens
of Ost than what one’s patrons can provide. City laws hold that escaped serfs and slaves who stay here for
seven years become freemen citizens of Ost, which means that Ost has a considerable freeman population.

THE METROPOLITAN WATCH


The only official law enforcement agency in Ost is the Metropolitan Watch, charged with protecting the
rich from the poor. The Metropolitan Watch, or “Ostwatch” as it is sometimes known, segregates the cit-
izens of Ost into priority groups depending on their power and status, with neighborhoods and streets
color-coded for easy identification.

The districts of the wealthiest taxpayers, called the Plutocrats and consisting of nobles and ranking guil-
ders, receive the most attention from the Metropolitan Watch. Here security is on par with the best to be
had on Criticorum. Plutocrat areas are identified by green street signs.

The wealthy stratum of the middle class, called the Bourgeoisie and consisting of senior guilders, wealthy
freemen and bureaucrats, struggling nobles, and ranking priests, receive general protection in the form of
street patrols, some street surveillance, and quick response times. Bourgeoisie areas are identified by blue
street signs.

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APPENDIX: THE CITY OF OST

The remaining middle class, called the Proletariat and consisting of destitute nobles, the majority of free-
men and priests, and junior guilders, receives passive protection only, which means that occasional street
patrols aim to discourage crime, but little effort is made to track down and arrest the culprit once crime
has been committed. Proletariat areas are identified by yellow street signs.

The city does not recognize a class below the middle class, considering only the taxpaying Ostians to be
citizens, and regarding the rest as squatters in Ost. A sizeable 60% of the population falls below the middle
class line. These folks are called the Dregs and consist of anyone unable or unwilling to pay tax, including
petty criminals, the impoverished, escaped serfs and slaves, and people who just do not belong anywhere
else. Here, infrequent Metropolitan Watch street patrols, usually undercover, keep an eye on the Dregs
for retribution against any crimes against the upper class and to monitor for any uprisings. Any individ-
ual found on these streets runs the risk of being arrested and jailed without cause, although unprovoked
arrests are easily avoided by bribery. Dreg zones are identified by large red street signs.

CLIMATE OF OST
Ost is a coastal city lying in the temperate climate to the north, and it is wetter than most regions on Crit-
icorum. A seasonal weather system brings much rain in from the Ilaha Ocean, particularly in the autumn
and winter. When it isn’t raining, mist and fog typically gathers over the open canals and wet streets. Win-
ter temperatures range from 54 °F during the day to an average low of 41 °F at night. During the summer
months, temperatures rise to an average of 86 °F on sunny days and drop to 68 °F during summer nights.

THE ANIMALIZED
Ost has attracted a fair amount of notoriety for its high population of Animalized. Although such mutants
are shunned by society, failed League genetic experiments of the past have released countless Changed into
Ost and the surrounding wilderness. These pitiful creatures carve out a living for themselves at the margins
of civilization, living close to but out of sight of the Ost citizenry. The best known and largest Animalized
populations are the man-eating Tiger Men of the western Nordwood forest, and the Mole Folk dwell-
ing beneath the streets of Ost, rumored to occasionally snatch people off the streets, dragging them into
the sewers never to return. It is worth noting that the City Council has declared the Animalized a lesser
threat, claiming the Animalized only attack when provoked. Most Ostians believe Consul Pollux is just
trying to sweep the problem under the rug.

DESCRIPTION
Ost is a large city divided into several distinct sectors or districts, each with its own unique social and cultural
flavor. It lies west of the vast Nordwood forest, which covers much of the Shamal subcontinent, stretching
north into Criticorum’s arctic. The countryside surrounding Ost is plagued by man-eating Tiger Men and
other predators, making Ost an oasis of civilization in the middle of a dangerous wilderness.

The city is renowned for its architecture. Almost every building is a landmark, a testament to the impressive
and delicate Second Republic styles. Overall, the city’s architecture consists of impressive Second Repub-
lic skyscrapers and arcologies of interwoven stone and ceramsteel in the original Crafts-Mesh style that
was common on capital worlds a thousand years ago. These buildings are connected by several sky-bridges
and elevated road systems dividing the older sections of Ost vertically as well as horizontally. Pre-fabri-
cated structures are surprisingly rare in Ost, and many districts place much pride in the preservation of
their often unique stylistic expressions.

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APPENDIX: THE CITY OF OST

Although crumbling and fading, these ancient structures have matured gracefully with age, conveying an
atmosphere of warm melancholy and style. Ost is frequently upheld as one of the most beautiful urban
environments in the Phoenix Empire. Many buildings in the Dreg districts are in bad shape however. Once
majestic edifices and beautiful architectural masterpieces are inhabited by destitute squatters, who have
neither the will nor the resources to maintain the buildings.

The mighty Second Republic sewer systems are still in operation and great canals carry water into
the Ilaha Ocean, which helps to slow down Ost’s sinking into the water. These subterranean realms are
now inhabited by the mysterious Mole Men; blind, bioengineered half-men designed for a life in the
mines of the Shamal Mountains.

A stonework canal cuts through the city, creating an artificial river that drains rainwater and sewage into
the sea. The western coast of the Shamal subcontinent experiences considerable rainfall, with measurable
precipitation occurring 220 days of Criticorum’s 348 day long year. The canal is fed by thousands of tribu-
tary canals, tunnels, and extensive pipework, protecting the city and surrounding countryside from flooding
and water saturation. Several stone bridges span the canal, and turbines sit in the stream at regular inter-
vals, feeding the city with hydroelectric power. Despite the League’s best efforts to maintain the canal’s
efficiency, the city of Ost and the surrounding lands are slowly sinking, and every year the Ilaha Ocean
creeps inwards to wash away more land.

CITY DISTRICTS
Ost’s city districts are semi-autonomous, typically policed by local vigilante groups, especially on Prole-
tariat and Dregs streets. These vigilantes do their best to stay out of the Metropolitan Watch’s way, while
the typical Watch officer goes out of her way to ignore the vigilantes. No one wishes to stir up tension
between the two. Each district has its own strong cultural identity, functioning in many ways as separate
villages within the larger city. Many areas, especially in Dregs quarters, are rife with drugs, violence, gang
warfare, and prostitution. Each district has its own markets and stores, as well as its own town halls, indus-
try and artisans, hospitals, schools, and other public functions and facilities with the possible exception of
Hunger City, which is truly destitute.

FACTOR DISTRICT
The industrial district, with its multitude of different factories and workshops, is the heart of Ost. The dis-
trict is very crowded, with countless tenement apartments housing poor workers and the occasional petty
businessman. The majority of Factor District citizens are Dregs and Proletariats. The Bourgeoisie are the
factory owners and directors, who commute to their safe high-rise arcologies when not overseeing their
interests in the district. Several canals transport industrial waste, sewage, and garbage out to sea, making
the harbor extremely polluted.

SEAPORT
The Ost seaport, which lies along the western shore, is brimming with wharfs, container terminals, har-
bors, and piers all servicing Ost’s mighty merchant shipping and fishing fleets. The area is predominantly
inhabited by Proletariat seamen and stevedores, with occasional Bourgeoisie ship captains, public officials,
warehouse owners, and guilders.

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APPENDIX: THE CITY OF OST

SOUK NAJMA (“SPACE MARKET”)


This area in northern Ost consists of winding streets and toppling buildings rich in character and even
richer in trade. The Souk Najma is a large, extended marketplace enclosing the Selaam Sky & Spaceport of
Ost, and although not as large as Vladimir’s Way in Acheon, and certainly dwarfed by the famous Istakhr
Market, Souk Najma is large enough that most wares, tech, and services can be found here. Ost’s arti-
sans and factories typically operate stores in Souk Najma catering to tourists and travelers at a significant
markup. The citizens of Souk Najma are mostly Proletariats, with the Bourgeoisie shop owners and Plu-
tocrat patrons living elsewhere in town. The Dregs are unusually persecuted here as their filth and petty
crimes discourage tourism.

UNDERSTREETS
This Understreets are not an official Ost district, although it is often referred to as such by the city’s
inhabitants. It consists of several linked sewers, old maintenance tunnels, pipes, flood canals, abandoned
underground railway tracks, forgotten sub-cellars, disaster shelters, disused metro stations, and various
built-over older sections of Ost. The Understreets are also the domain of the feared Mole Men, a geneti-
cally engineered species of half-breed miners who escaped and found their way here during the Emperor
Wars. Few others live here permanently and the Mole Men sometimes attack desperate squatters who
intrude on their territory. See Alien Manhunt Act 3, Scene 1 for more information on the Understreets.

INDUSVILLE
Although Indusville is a multi-ethnic society, since its cultural aspects and features hail predominantly
from the South Asian zone of Urth, the district is known locally as ‘India Town’. Strong colors dominate
clothes and decorations here and the scent of exotic spices hangs heavily in the air. The people here are gen-
erally friendly and hospitable, although all fear the Thuggees, a local street gang covertly backed by Scravers’
guilders who hold the entire district in the grip of a tight protection racket. Although Indusville has its offi-
cials and politicians, it is the Thuggees who run the district, their hands deep in every pocket, their thugs
doubling as police and city workers who serve and protect only those citizens who pay their due. Thuggee
pickpockets, drug dealers, and con artists are themselves beyond prosecution in Indusville. In fact, they
are treated more like legitimate businessmen than criminals. The majority of the population of Indusville
belongs to the Bourgeoisie and Proletariat, although both Dregs and Plutocrats also live here. Impor-
tant Indusville locations in Alien Manhunt include The Chela Mountain and the Tabbouleh Restaurant.

SHAHTON (“SHAH TOWN”), AKA “IMPTOWN”


This is one of Ost’s richest districts, bordering Indusville to the south. It used to house the noble palaces
and estates before the Merchant League took over in 4715. The district is still a place of beautiful parks,
magnificent buildings, lavish decoration, public facilities, and a genteel atmosphere, although most of the
old al-Malik palaces have been converted into hotels or apartment buildings for the very rich. The inhabit-
ants of Shahton are Plutocrats and Bourgeoisie, counting the wealthiest guilders as well as the majority of
Ost’s small noble population as its citizens. Around the turn of the millennia, the Phoenix Throne estab-
lished an Imperial Embassy here, earning the district the colloquial nickname ‘Imptown’. This embassy
focuses mainly on Imperial relations with the local guilders and with the Shaprutiyy al-Malik branch from
Perleria. The Metropolitan Watch is also headquartered in this district.

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APPENDIX: THE CITY OF OST

HUNGER CITY
Squeezed between Factor District and Souk Najma, Hunger City is a lawless, walled-off area where the
mighty enslave the meek as a matter of course, and revolutions regularly upturn social dynamics and the
economic order. Gangs fight for control of Hunger City, and occasionally one will rise to prominence
through force or alliance, only to be overthrown in a year or so by a different gang. Forced prostitution,
exploitation of drug addiction, and slave factories are very common in Hunger City. Even cannibalism is
a rumored regularity. Here, it is every man, woman, and child for themselves. At the same time, the citi-
zens of Hunger City are proud and protective of their district, and the destitute often gang up on outsiders
who come with their feigned best intentions and greedy business propositions to develop Hunger City.
Outsiders refer to the inhabitants of Hunger City as ‘peoploids’, a name the fierce and destitute citizens of
the district wear with pride. All citizens of Hunger City belong to the Dregs, with the possible exception
of criminal outsiders who come here to stay hidden. Important Hunger City locations in Alien Manhunt
include The Brandenbury Building.

POPPY LANE
This district is one big drug den the size of several city blocks, where addicts live and prey upon one another.
It lies to the north, bordering Hunger City and No-Man’s Land. A culture of ‘see no evil, hear no evil, speak
no evil and evil will mostly let you be’ reigns in this district. Apart from the occasional Bourgeoisie-level
drug lord and gangster kingpin, with their Proletariat henchmen, virtually all citizens of Poppy Lane are
Dregs. Poppy Lane is not featured specifically in the Alien Manhunt drama, although Vorek the Ur-Ukar
Junky usually buys his drugs from here.

NO-MAN’S LAND
This is Ost’s non-Human quarter of ill repute, positioned at the center of town, bordering Factor District,
Indusville, Glitter Hill, Poppy lane, and Hunger City. Other alien sections and ghettos exist in Ost, but they
enjoy a much better reputation among Humans. The district’s name is a pun on the fact that few Humans
dare tread here and even fewer still make No-Man’s Land their home. The overwhelming majority of the
inhabitants of No-Man’s Land are non-Humans. The population numbers some 220,000 Ur-Obun and
100,000 other aliens, many of whom are waiting out the 7-year period before they become legally Freemen
in Ost. A century ago this ghetto was a posh uptown neighborhood called Alabaster Hills, but during the
Emperor Wars it was overrun and taken over by alien refugees. There is now a functional anarchy of a sort
here where everyone looks out for themselves and where superior might is law. Inhabitants of all classes can
be found in No-Man’s Land, from the lowliest Dregs to the wealthiest non-Human Plutocrats, although
the lower classes are in great majority. Much of the Alien Manhunt drama takes place in No-Man’s Land
as this is where Jo’vet hides out when he comes to Ost. Locations important to that drama include The
Sanctuary Cave, Alabaster Hills Academy, and Garden of Pomegranates Hotel.

GLITTER HILL
This district borders on No-Man’s Land, and was once the sister district to that uptown neighborhood.
Today, Glitter Hill houses primarily Bourgeoisie and Plutocrats, although it is no longer as polished and
pristine as it once was. It is now overcrowded with immigrants from No-Man’s Land who fled the Ala-
baster Hill district when the aliens overran it. All the inhabitants are generally well off, but overcrowding
causes tempers to flare and arguments are commonplace. Additional structures have been haphazardly
erected atop older buildings, and some sky-bridges have been completely enclosed in emergency construc-
tions to facilitate the increase in population.

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APPENDIX -
CRITICORUM
FIEFS

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CRITICORUM FIEFS

The fiefs presented in this chapter are presented in the same format as the sample fiefs in the Fading Suns
Game Master’s Guide page 71. Each of these can be used by the Game Master as an area of interest for
a drama, or by the Players as part of their character’s background by purchasing them as a benefice dur-
ing character creation.

Game Masters might want to use some of these locales in dramas prior to running the ones presented in
Criticorum Discord to give the players some insight to life on Criticorum. Even if the characters only inter-
act briefly with some NPC’s and locales, the extra attention to detail can help make the game feel more alive.

THE ISAMBAD COUNTY OF ACHEON


A landed nobleman’s fief does not always consist of a country estate surrounded by farmland and villages;
some fiefs lay entirely within city limits and are dedicated to exploiting urban produce and finances instead
of rural natural resources – the Isambad County is one such urban fief. The realm occupies the wadi floor
bottleneck where the wadi raises up westwards out of the Acheon basin, flanked on three sides by Hill
Drive and the Shamal and Nordwood highways. As such it belongs to the Centertown strata of Acheon,
bordering on the Slope district of Undertown, while the highest reaches of the county rise into the airy
Uppertown. Isambad County is a powerful economic force in Acheon, but also a cultural stronghold hous-
ing many taverns, restaurants, nightclubs, theaters, and magic lantern halls. Art and culture is very much
a focus of the realm, with the many businesses and factories being simply means of sponsoring the arts.
Several small schools exist to educate would-be actors and artists. Isambad County is widely known for
sponsoring artistic talents among its serfs, occasionally lifting the most gifted individuals out of indentured
servitude to become courtiers and retainers of the count’s household. Still, the strong artistic focus would
not be possible without the lucrative revenue from industry taxation and the crowded, smog-filled Isam-
bad County remains a strange mix of filthy factories and opulent theaters and galleries.

RELATIONS
Wealth attracts friends and enemies alike in Isambad County as much as anywhere else. The county’s wealthy
easily pay for supporters, but every palm cannot be greased and many city officials – particularly fellow al-
Malik nobles – shake their fists in envy at the opulent buildings of Isambad County. The more martially
bent members of other factions dream of conquering the county for themselves, or at least plundering its
riches for a while, but so far Isambad has remained too strong and well-connected.

The Merchant League in particular are close allies, operating as they do with little supervision or regula-
tion within the realm. The Charioteers’ Guild merchants and Reeves’ Guild moneylenders do especially
wellin Isambad.

Naturally, the Universal Church views any fief with close ties to the guilds as a possible technosophist
haven. Synecullum agents and Inquisitors frequently arrive in Isambad to investigate various alleged crimes,
only to be turned away by the county’s soldiers and law-enforcers. In reality, the Universal Church is quite
impotent within Isambad County, and the parish priest here has vowed to bring down the count’s “cor-
rupt reign”. Few take these threats seriously; many find them entertaining.

DESCRIPTION
Isambad County composed of nine city blocks organized into a three by three grid plan, and centered on
the Green Sapphire Palace, a restored Second Republic arcology. Spanning an entire city block, the Greene
Sapphire Palace has steeply sloped sides, forming a tall green pyramid, seventy-two stories tall. It was built

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CRITICORUM FIEFS

and decorated in the Obun Art Deco style, which was popular throughout the Known Worlds in the 38th
and 39th centuries. Originally used as a financial center, the building now functions as a shopping arcade
and employee tenement building where the count’s serfs live and work. The bottom fifty floors make up the
shopping arcade, offices, service facilities, hotels, etc., while the next ten floors house the count’s serfs. The
top eight floors serve as the count’s private estate, with a fortified skimmer hangar and garage on the roof,
while the four floors immediately below have been renovated and rebuilt into an indoor park – the Isam-
bad Forest – complete with thick undergrowth, tall trees, gorgeous flowers, charming paths and clearings,
and simulated 12 hours of sunlight, scheduled rainfall, several creeks, and idyllic ponds.

Many species of animals, particularly Urthish creatures, roam the Isambad Forest; pheasant, peafowl,
rabbits, and favorable insects like butterflies and bees. Every month or so, bigger game, such as deer and
Lamik (Fading Suns GMG pg. 54), are introduced to the park for the count and his family and visiting
dignitaries to hunt. On occasion, even dangerous predators, such as Guernicabeasts (see Kiss of Dawn,
pg.128), Skerra, or bands of Sikkeena (Fading Suns GMG pg.56), are let loose upon the Isambad Forest
to enhance the hunting experience.

To round off the artificial park, Count Katanga has also installed a holographic phantasmagoria projector.
Augmented with hidden audio speakers, the phantasmagoria quite convincingly projects a Second Republic
holo-advertisement of a blue giraffe stumbling clumsily about every few hours as if exhausted. Most visi-
tors coming upon the tired blue giraffe will not realize it is a hologram, instead praising the count for his
truly exotic wildlife specimen. Every so often however, the end portion of the projection runs despite the
best efforts of the county’s technicians, treating the viewers to the original advertisement.

When that happens, the exhausted creature stumbles over to the viewer and produces from behind a tree
a holographic cup of steaming hot liquid. “Are you just like me,” the blue giraffe asks, “unable to start the
day before having had a cup of hot Joe? Then drink Vollmak Coffee, renowned for its unequaled smooth-
ness and invigorating effect throughout the Republic!” The blue giraffe takes a long drink from the cup
and continues, “That’s a damn good cup of coffee! With all-natural ingredients from Sutek’s southern jun-
gles, Vollmak Coffee is the best there is!” With that the holo-creature sprints off, full of vigor and health,
the projecting ending as it disappears behind a tree or around a corner.

Surrounding the Green Sapphire Palace, the remainder of the realm consists of eight city blocks dedicated
to various services or types of businesses and is broken up into districts.

Malachite District: Musters Guild mercenaries, weaponsmiths’ guilds workshops, and other remains of
wartime production.

Ruby District: Residential area for tenement laborers and lower middle-class freemen workers.

Diorite District: Heavy industry workshops and factories.

Emerald Palace: Shopping arcades, Tailors’ Guild workshops, Scravers Guild food preparation and pack-
aging factories, and some Glassmakers’ Guild workshops.

Penitent’s District: This district is home to the Sapphire Cathedral and middle-class apartment com-
plexes. The Sapphire Cathedral is an Urth Orthodox church run by Matre Evadne Kingdom (see below).

Crystal Palace: Art and entertainment ventures, primarily freemen organizations under noble patronage.

Obsidian Court: Residential area for upper middle-class freemen as well as some aristocrats.

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CRITICORUM FIEFS

Granite Court Barony: A vassal fief to Count Katanga, in many ways a mini-version of Isambad County.

The majority of Isambad County’s income is derived from renting out real estate as well as from taxation
of vendors and workshops operating within the realm, which currently counts some 200 businesses. The
serfs of the realm are factory workers and salesmen hired out to business ventures setting up in Isambad
County, for any business or industry is obliged by contract to draw at least 40% of their workforce from
the county’s serf stock.

HISTORY
This is an old al-Malik fief, tracing its humble beginnings back to the early days of the Royal House, and
even further back to pre-house Bashshar ancestors. It has changed hands numerous times over the mil-
lennia, but has remained in al-Malik hands since the latter half of the 46th century. Isambad County has
for the most part managed to stay out of armed conflicts for the last few centuries, due in no small part
to the Isambad family’s willingness to constantly reinvent itself and adapt to changing times. During
the Emperor Wars, it converted parts of its production towards the al-Malik war economy, earning both
wealth and respect from its peers. Clever business strategies made the transition to peacetime productions
smooth, and the county remains one of the richest private fiefs on the planet. Industrial espionage remains
a problem even after the Emperor Wars, but the Isambad Patrol is efficient in stopping intruders and spies.

PERSONA
Count Katanga ibn Jaden
Criticorumiyy al-Malik (born
4959)
Despite his age, Count Katanga remains a bach-
elor; the handsome ebony man, tall and gallant
seems to be courting a new love-interest or three
every season. At present, Count Katanga keeps
Captain Audrey Vendor (born 4973), as his
favorite paramour. Captain Vendor is the top
Charioteers’ Guild representative and owner of
half-a-dozen luxury-goods stores in the Emerald
Palace district,

Although a shrewd businessman and courtier,


Count Katanga’s main interest is art. He is patron
to a number of artists, many who have risen from
the serf classes to freemen position in the count’s
court. Count Katanga’s current butler, Ahmat Adoli (born 4946), as well as the Master of Performances
Aggrey Ghali (born 4970), both rose up from lowly serf stock to freemen status and enjoyed distinguished
artistic careers before the count brought them back serve in his household.

Matre Evadne Kingdom (born 4963)


Matre Kingdom is an ordained Urth Orthodox priest, the pastora of the Isambad parish. Matre Kingdom
maintains a staff consisting of a deacon, several canons, and layperson helpers, as well as a Penitent Psy-

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CRITICORUM FIEFS

chic who serves as a guard and sometimes verger.


Her flock is surprisingly large, although frustrat-
ingly casual and liberal in their attitudes and beliefs.
Matre Kingdom lays the blame on the count’s
shoulders, for, as she regularly tells him, his liberal
ways and technosophical flirtations serve as a bad
influence on his subjects.

She is especially critical of the magic lantern busi-


ness that the count is so fond of, as well as some of
the more high-tech factories operating in his realm.
It is not that Matre Kingdom is a luddite or a reac-
tionary, for she understands that controlled use of
technology is necessary for an interstellar society
to work, but that the count appears to ignore his
subject’s spiritual needs, filling their lives with con-
venient technology and base entertainment instead
of piety and goodliness.

But however noble her professed intentions, gossip insists that Matre Kingdom’s animosity towards the
count stems from pains of the heart, as she never recovered from being replaced as Count Katanga’s pri-
mary companion last year. Now the gossipers claim the scorned woman spends all her time raging against
the count, whom frustratingly counters her aggression with humor and a standing invitation to come to
his parties, and it is whispered, to his bedchamber.

Captain Tox Wenders (born 4940)


Captain Wenders has been a fighter since he could
walk. His career in the Musters’ Guild has been
long and distinguished. He is currently enjoying a
kind of forced semi-retirement as Garrison Com-
mander of the Typhoon Company, a position he
has held since Alexius’ peace in 4995.

Peace… Tox hates the word, as he hates Gehenna


and all Imperials. Peace is against the natural order
of things, for it favors the weak over the strong, it
holds back progress and allows cancerous elements
to fester in society. With war, everything is out in
the open, the mighty driving progress and evolu-
tion – war is glorious. Captain Wenders has had
enough of peace and now plots to fling Isambad
County into a local or regional war. If the powers-
that-are wish to keep him out of the war zones, then Tox will create his own war zone!

He currently plots to provoke an armed conflict with the upstart Minor House Alba fief that borders Isam-
bad County, occupying a lucrative power-line node for which they demand a fee for Isambad to use and
threatening to cut the county’s external power supply if the count doesn’t pay up. So far, Count Katanga
has been happy to pay the bastard house’s fee, preferring a financial solution to the distractions of hostile

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CRITICORUM FIEFS

politics, but Captain Wenders intends to escalate the matter by kidnapping House Alba householders and
scions in ways that frame Isambad, while conducting terrorist actions within the county that can only be
interpreted as House Alba retaliation.

Before the year is out, Captain Wenders estimates, the region will be at war, both sides having long aban-
doned the blame-game in favor of destroying their enemy – with a little luck, House Alba’s Imperial
patrons will be provoked to action, while House al-Malik proper will not stand idly by and watch one of
their wealthiest fiefs on the planet be humiliated. War is coming, and Captain Wenders is crazier than
anyone suspects.

Men-at-arms
Isambad County enjoys a considerable military presence, employing no less than three distinct armed forces.

The Isambad Patrol (9 Sheriffs + 35 deputies): A local police force organized into one al-Malik sher-
iff and a handful of deputies for each of the eight districts. Only al-Malik knights and squires can serve
in the Isambad Patrol, and they are equipped with Slapper loaded pumpfeed shotguns, Vibro-Warsords,
and Plastic Breast Plates emblazoned with the House al-Malik cogwheel emblem flanked with stylized
wings (i.e. the Isambad family crest).

The Green Sapphire Manorial Guard (30): A private force of household soldiers composed of distin-
guished al-Malik veterans of the Emperor wars. The fanatically loyal Manorial Guardsmen carry Arbogast
Sleeper stunners, Master-Crafted basket-hilted Rapiers (DMG 6 instead of 5; +1 Defense), Bucklers, and
Stiffsynth suits (adorned with the logo for Criticorum’s lacrosse team of the Interstellar Olympic Games’
of 3740) – officers also wear Assault Energy Shield.

The Typhoon Company (300): A Musters’ Guild mercenary unit with a base in the Malachite District.
They use converted warehouses as dojos and gyms, and an apartment building enclosing an open court-
yard as their makeshift garrison headquarters and barracks. The musters does not pay lodging fees or taxes
to the count, instead rendering their services of 50 soldiers free of charge at any time and for any cause
– which effectively gives Count Katanga a standing army of 50 highly trained and well-equipped battle
hardened soldiers.

The Typhoon Company carry Plasteel Plate Mail Suits for protection and are armed with Muster Rover
assault rifles and Krosler Dunehound medium autofeeds as sidearms. The garrison also stocks various heavy
weapons and four Shodan Scrounger motor vehicles fitted with extra armor (+2, speed 70 kph) and a Jahn-
isak Autocannon mounted on the roof, operated from the passenger quarters.

USING LORD KATANGA AS A PATRON


The cadre could be scions and/or retainers of the Granite Court Barony, Count Katanga’s only vassal realm,
or they could serve directly in the count’s household. Isambad has many enemies and it is only a matter of
time before Count Katanga is forced to take action against some of them.

Should Captain Wenders’ schemes of war come to fruition, Isambad County will fast find itself in need
of troubleshooters and hired goons, as well as investigators and mediators. Of course, should the cadre be
citizens of Isambad County, they would be called upon to serve their homeland in times of need without
the count having to pay them – on the other hand, promotion and glory is much easier achieved from your
own patron lord than from an employer.

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CRITICORUM FIEFS

USING LORD KATANGA AS AN ADVERSARY


Many VIPs look with greed and malice upon Isambad County, and the cadre could serve as spies and
spearhead saboteurs for an advancing army. Of course, in war things never goes as planned and the cadre
could easily be stuck within the Isambad territories, the Typhoon Company blocking all access in and out
of Isambad, while the cadre’s backing army is stalled by politics and negotiations. How will the cadre man-
age to survive in an urban war zone under enemy lockdown for several days or weeks as they wait for the
war to end or their allies to finally launch the promised attack?

Should the Game Master not wish to throw the cadre into all-out war, it should be noted that Count
Katanga displays many of the qualities of a mastermind villain. He is a venture capitalist sponsoring numer-
ous schemes (not all of them business related) and a sort of puppet master who dictates destinies in the
artistic circles of the planet. As an aggressive businessman and art-world kingpin, Count Katanga has his
hands in numerous pies and could easily be involved in any venture that the cadre finds themselves oppos-
ing. He could be the silent backer of a legally ambiguous tech-research project or a criminal enterprise, or
he might fund the projects of the cadre’s nemesis.

ISAMBAD COUNTY AS A PLAYER FIEF


Benefice (Asset): 16-pt Fief (County) OR 8-pt Fief (Barony)

As a large and powerful fief, an adventuring character would need to be a high-ranking noble to claim this
fief. The character should at least hold the title of Count in House al-Malik. A player wanting to purchase
this fief at character generation should discuss it with the Game Master to see how this should be handled.

With minimal disruption to the campaign, Lord Katanaga could just pay the character lip service, pro-
vide lavish accommodations, and pay his dues to the higher-ranking noble. If the Game Master and Player
wish to use this location as a more integral part of the campaign the Player may work with (or against)
Lord Katanaga and his schemes. With this option it might be better for the Player’s character to hold the
rank of Duke/Duchess.

Alternatively, the player owning this fief could replace Lord Katanaga and be placed in charge of maintain-
ing the fief as well as negotiating all of the politics required to run a large fief. This method of integrating
the fief requires a large investment for both the Player and the Game Master.

If this benefice is gained as an 8-pt fief, then the player would be the lord of the Granite Court Barony, a
smaller fief located within the county. Any character in charge of the barony is subject to Count Katanaga.
As above, the Count could become an integral part of an epic, or leave the characters to their own machi-
nations. When selecting this option the Game Master and Player should discuss the options.

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CRITICORUM FIEFS

OST DOCKS IV (LORD’S BAY BARONY)


While the Merchant League holds a lease on Ost, House al-Malik still maintains a presence in the city.
The Lord’s Bay docks are maintained as a method to keep some control of access to the city as well as keep
an eye on League activity. Though this fief is relatively poor in cash, it does provide some unique services
that make it a good location and not quite the punishment that it would seem to be.

The nature of the Merchant League’s lease on Ost keeps the docks from being used for commercial pur-
poses but the al-Malik nobility still use it for private ventures and leasing. The dock buildings have been
converted into high-quality living space for nobles visiting Ost and participating in Lord’s Bay Dock spon-
sored deep sea fishing adventures.

Several vintage sailing ships moor at the docks, as well as one Second Republic luxury yacht, the Orion
Dancer, that has been impeccably maintained. Visiting nobles and rich merchants mingle aboard monthly
parties hosted on the Orion Dancer.

RELATIONS
The nobles who have been tasked with maintaining the docks while the League’s lease is in effect have
forged a strong relationship with guild business owners. Charioteer’s bringing wealthy passengers in to Ost
often recommend these docks as a sight to see and a place to stay for those who can afford it.

House al-Malik often uses the Lord’s Bay Barony as a place to move agents quietly in and out of Ost to
look for fugitives who may be moving through Ost in an attempt to get to the free city of Yitrai. House
assessors sometimes move into the dock residences to assess the value of Ost in preparation for lease nego-
tiations with the Merchant League.

DESCRIPTION
This fief consists of a large pier with moorings for about ten ships and a large four-story dock house that
was once used for processing and storing material being shipped to Ost from other parts of Criticorum.

The dock building’s first floor consists of administrative and meeting offices for al-Malik nobility visiting
Ost. The next two floors have been converted into a posh twenty-room hotel and apartment rental space.
The top floor is the living quarters for the resident nobility.

The most impressive feature of the fief, at least to most, is the exquisite Orion Dancer, a luxury yacht main-
tained since the days of the Second Republic. This 400-foot yacht has nearly every amenity imaginable and
can comfortably sleep 32 passengers in luxury staterooms.

HISTORY
The Lord’s Bay Barony did not exist until the Merchant League signed the lease on Ost. As part of the
lease’s provisions the house wanted to maintain some fiefs within and around Ost. This small barony is
technically independent of Ost but the authority of the League has never been challenged as the Ostwatch
maintains order and protection over the barony.

A number of barons and baronesses have ruled this fief and it is not unheard of for it to change hands
multiple times a year. While many nobles from other worlds might consider this a prime fief, for the Crit-
icorumiyy family it is far from the intrigue and action of Acheon, so it remains an undesirable home.

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CRITICORUM FIEFS

ASSETS
Aside from the Orion Dancer, which for all intents and purposes is a priceless relic, the Lord’s Bay Inn
and Hostel is the primary asset. Unfortunately, most of the profits from the Inn are immediately turned
into maintenance for the Orion Dancer.

A small number of sailing ships and yachts also moor here for use in deep-sea fishing expeditions for the
wealthy inhabitants of Ost and visiting nobility. The barony claims a small percentage of the income from
these operations as well.

PERSONA
Jemma Glass (born 4932)
As the innkeeper for the Lord’s Bay Inn, Ms. Glass
is probably the most well known face of the bar-
ony. As it’s longest retained employee she is also
often mistakenly referred to as the baroness, a mis-
take she doesn’t often bother correcting. As the one
constant in an ever-changing sea of noble faces she
probably knows more about running this fief than
anyone else in House al-Malik and the wise noble
would just let her keep running things while they
reap the benefits of a job well done. Even though
she is a serf, when no noble is in charge of the fief
all of the staff defer to her authority.

For a woman in her seventies she appears unnatu-


rally young. Most guess her as mid-to-late thirties.
She attributes this good luck as, “just something
that runs in the family” but most assume that as a reward for her loyal service the house has been giving
her anti-aging treatments. Friendly and outgoing almost to a fault, she never appears to be in a bad mood
or have a bad day.

Sir Jonas Paynter Torenson (born


4971)
A master of etiquette and fencing, Sir Jonas lives
nearly permanently aboard the Orion Dancer and
commands the Lord’s Bay Marines from there.
While most of the marines under his command are
far more capable in combat, he serves as a perfect
liaison for the nobles and wealthy guild members
who frequent the events aboard the yacht.

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CRITICORUM FIEFS

MEN-AT-ARMS
While most of the security and safety is provided by the Ostwatch but it also maintains its own private
force for security as well.

Lord’s Bay Marines (20): This small force consists of loyal al-Malik soldiers, mostly close to retirement
age, to guard the Inn and the Orion Dancer. Most soldiers are assigned to this post as a reward for years of
loyal service. The marines are under the command of Sir Jonas Paynter Torenson (see above).

LORD’S BAY BARONY AS A PLAYER FIEF


Benefice (Asset): 8pt Fief (Barony)

This small fief is designed as a good location that can keep a character with a small income and be mostly
hands off in terms of campaign effect. This fief could serve as a good base for a cadre, having access to a qual-
ity market and space port but far enough from court intrigue that it would likely not face much interference.

The Game Master could also use this fief as a reward for al-Malik characters that perform a great service
to the House. It is not large enough to change the course of a campaign, but could be a good bridge for
cadres with a mix of al-Malik nobility and League characters.

189
APPENDIX -
MAPS

190
MAPS

ACHEON - UNDERTOWN STRATA MAP

191
MAPS

ACHEON - CENTERTOWN STRATA MAP

192
MAPS

ACHEON - UPPERTOWN STRATA MAP

193
MAPS

THE CITY OF OST MAP

194
MAPS

THE SHOOTING STAR MAP

195
PREGENERATED
CHARACTERS

The following player characters have been designed specifically to mesh with the challenges and themes
explored in Criticorum Discord. They were created using the Fading Suns Revised Lifepath generation
system and a summary of the choices made is provided with each of the characters. The Game Master is
under no obligation to use them when running the drama anthology, and having players create their own
characters is a great way to get them involved in the game. These characters are provided as ready to play
for someone that just wants to dive into the game and start right away.

Five sample characters are presented here, each with their own strengths and faults, roleplaying challenges
and potentials. While they are presented as one gender, the gender and name could easily be changed with-
out making the character any less effective. One character, the Justinian noble, is the socio-political focus
of the group, although whether that character will be the actual boss of the cadre, or merely the high-soci-
ety liaison with all the right contacts, is up to the group to decide. In any case, one of the players should
choose that character, as the rest are optional and tied to the Justinian noble in various ways. With power
comes responsibility however, and the Justinian character possesses both, so perhaps it is not such a bad
idea to treat him/her as the leader of the pack after all.

196
PREGENERATED CHARACTERS

SIR JULIEN JUSTINIAN

(Human)
Role: Minor house knight and socialite.
Body: Strength 4, Dexterity 6, Endurance 5
Mind: Wits 8, Perception 6, Tech 4
Spirit: Presence 8, Will 7, Faith 4
Natural Skills: Faction Lore ( Justinian) 4, Faction Lore (Phoenix Empire) 5, Fight 3, Influence 8, Observe
5, Planet Lore (Tethys) 3, Sneak 5, Throwing 3, Vigor 4
Learned Skills: Art (Painting) 2, Energy Guns 5, Empathy 2, Etiquette 4, Investigation 4, Leadership 3,
Melee 3, Ride 4, Sleight of Hand 4, Survival 3
Wyrd: 6
Blessings: Loyalty (2pts: +2 Will when aiding sworn ally);
Curses: Stubborn (+2pts: -2 Presence when forced to change plans);
Benefices: Assets (3,000 fb annual stipend from father’s patron: 3,000 fb); Contacts (4); Languages
(Urthish); Passage Contract – Tramp Freighter; Rank (Knight)
Vitality: -10 / -8 / -6 / -4 / -2 / 0 / 0 / 0 / 0 / 0
Equipment: 330 fb cash reserves; Energy Shield (TL7, Impact/Force=5/10, Hits 10); Master-Crafted
Martech Gold laser pistol (TL6, Goal+2, DMG 5 [3 in thick fog, smoke, or other light-scattering
atmosphere], STR 0, RNG 10/20, Shots 15, Rate 2, Size S); Rapier (TL2, DMG5, STR 3, Size L)
Lifepath: Upbringing – Landless (Hawkwood), Apprenticeship – Diplomacy/Intrigue, Early Career –
Ambassador, Extra Stage 1 – Career Tour, Extra Stage 2 – Master Tour

197
PREGENERATED CHARACTERS

You were born into a noble life of wealth. Your house is among the proudest despite belonging to the so-
called minor house class of dynasties. House Justinian has a reputation for fierce loyalty and trustworthiness,
as well as for the ravenous ambition of its younger members.

Once a royal house, House Justinian’s fortunes collapsed with the defeat of the pro-Vladimir coalition in
the Vladimirian Civil War (4550-4560), reducing it to a minor political power. Since then, House Justinian
has been vying for power primarily through political marriages, trading Justinian sons and daughters for
influence with more prestigious nobles. Recently however, many of the younger house scions have rebelled
against this tradition, arguing that House Justinian should increase its power through the glory of accom-
plishments by its members rather than leeching off the prestige of others.

Your father, Lord Cato Justinian – Marquis of West Baskay, located on the Tarquinia continent on Tethys,
is of the old guard however. Recently he married off your older sister, Pomponia, to Baron Mehrdad ibn
Marduk Istakhriyy al-Malik on Istakhr. By agreement, the al-Malik baron also set aside a portion of the
dowry to fund your own adventures, granting you a chance to prove yourself to the Known Worlds. Your
father’s instructions are simple, “Use this opportunity to advance the family’s standing in the Known Worlds
through great deeds, strategic alliances, and the acquisition of wealth and power. Remember that you are
a Justinian and that family comes first, always. Go forth and make me proud!”

Your father is strict but fair, proud but compassionate, but what are you?

YOUR PLACE IN THE PHOENIX EMPIRE


You are a noble, albeit of a minor house. Still, you ARE a noble, with all the privilege and duties that nobil-
ity entitles, and your house is one of the proudest. The difference between your house and the royal houses
is only a matter of wealth, power, and prestige, you are just as noble as they – or at least, that’s what you
keep telling yourself.

As a leader, it is your obligation to stay in power, and to increase it where possible. But you cannot accom-
plish this by yourself, and your retinue is without a doubt your greatest asset. You should not bow to your
subjects’ wishes of course, but it is your job to keep them happy and stimulated. You owe your retinue no
salary, although they do rely on you for food and shelter. Sharing rewards and treating one’s retinue to a
good life is a proven way to keep them happy. A foolish noble surround himself with disgruntled slaves,
an adequate one with placated mercenaries, a good one with servant-friends, while the best and most suc-
cessful nobles surround themselves with dependent hero-worshippers. It remains to be seen to which
category you belong…

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PREGENERATED CHARACTERS

DARYA ISTAKHRIYYAH

(Human)
Role: Champion retainer. Renowned swordmaster.
Body: Strength 6, Dexterity 8, Endurance 7
Mind: Wits 5, Perception 7, Tech 3
Spirit: Presence 6, Will 7, Faith 3
Natural Skills: Faction Lore (al-Malik) 3, Faction Lore (Phoenix Empire) 3, Fight 3, Influence 4, Observe
5, Planet Lore (Istakhr) 3, Sneak 3, Throwing 7, Vigor 3
Learned Skills: Athletics 6, Etiquette 2, Investigation 3, Knavery 5, Melee 8, Physick 2, Self Control 2
Wyrd: 7
Blessings: Gracious (+2 Presence towards guests); Languages (Graceful Tongue, Urthish); Reputation –
Swordmaster (+2 Presence among martial artists);
Curses: Impetuous (-2 Wits when trading); Prideful (-2 Will when insulted)
Benefices: Contacts (5); Gossip Network (al-Malik Space); Householder (enjoy some respect from serfs);
Passage Contract (Tramp freighter); Rank (None)
Fighting Styles:
Florentine Fencing Style (Woven Steel [+1 Defense when using two weapons]; No off-hand penalty; also
qualifies for Off-Hand Strike [-2 goal, reduce opponent’s Defense by -2], Double Strike [attack with each
weapon without penalty, loose Florentine Defense bonus])

Kraxi Knife Style (Focused Rage [DMG+2 with size M or smaller blades]; also qualifies for Thrust [+1
DMG when lunging from a distance to close in, ignoring moving penalty if 1m or less], Rapid Strike [size
M or smaller blades gain Rate 3])
Afflictions: Bastard (blood-blooded, but unacknowledged by family. Marginalized and cannot inherit)
Vitality: -10 / -8 / -6 / -4 / -2 / 0 / 0 / 0 / 0 / 0 / 0 / 0
Equipment: 5 fb cash reserves; Curved Sword with basket hilt & vibroblade (TL2, DMG 6, STR 3, Size
L, +1 Defense, halves Soft armor & tweak energy shields by +1 Impact/-1 Force); Main Gauche with
basket hilt & vibroblade (TL2, DMG 3, STR 2, Size M, +1 Defense, halves Soft armor & tweak energy
shields by +1 Impact/-1 Force); Throwing Axe x1 (TL1, DMG 4, STR 3, RNG 5/10, Shots handful, Rate
2, Size M); Throwing Knife x5 (TL1, DMG 3, STR 2, RNG 5/10, Shots handful, Rate 2, Size S);
Plasteel-studded Leather Jerkin (TL5, Prot 5, Hard, Shock, eA); Dueling Energy Shield (TL7, Impact/
Force=5/10, Hits 10, concealed in a Guernicabeast claw necklace)

199
PREGENERATED CHARACTERS

Lifepath: Upbringing – Landless al-Malik, Apprenticeship – Leisure/Duelist, Early Career – Court/


Duelist, Extra Stage 1 – Career Tour, Extra Stage 2 – Master Tour

Well, aren’t you the royal bastard? You were born to Baron Mehrdad ibn Marduk Istakhriyy al-Malik, a
wealthy mining industrialist on Istakhr, and his favorite squire, Madam Sophie de Rozen, a freewoman
who served the house with distinction during the Emperor Wars. You grew up in your father’s sophisti-
cated al-Malik household, where you were treated like any other staff-member of slight privilege. You had
excellent tutors and teachers however, and as your martial talents developed, your mother pressured the
baron to fund your training as a court champion.

Swordmasters instructed you for several years in the twin-bladed Florentine fencing style. In secret, you
also studied the Kraxi knife style with a friendly Ur-Ukar sparring partner named Shinris va Torun. Com-
bining these two styles gave you the perfect edge in duels, making you equally deadly with sword and
parrying dagger. Soon you became a local celebrity in Istakhr fencing circles. Some years ago you took the
first prize in a regional fencing championship, winning an expensive Dueling Energy Shield concealed as
a necklace made of Guernicabeast claws.

As a household champion, you’ve received many prestigious assignments and court functions, but all that
changed with your father’s recent marriage to a noble of house Justinian. The baron’s wife, Lady Pomponia,
daughter of the Marquis of West Baskay, a backwater fief on Tethys, did not approve of your presence
at court and saw you as a possible threat to the inheritance of her future children. In recognition of her
father’s rich fief and good connections to the Merchant League, your father conceded to his wife’s wishes,
and terminated your employment. With a pat on the back and wishes of luck, you were sent off to serve
the princess’ sibling on adventure throughout the Phoenix Empire, your other option was being shipped
off to the Stigmata Garrison to war with the Symbiots!

YOUR PLACE IN THE PHOENIX EMPIRE


You are a half-blood noble with no rank or privilege. Your father’s house is mighty and glorious, and many
magnitudes more influential than that of your current Justinian master, but House al-Malik does barely
recognize you as a member. At best, you belong marginally to the noble class; at worst, you are a glorified
freeman. But at least you are not a serf or an alien, who suffer far greater discrimination than you, not to
mention the slaves. What you have, however, is good education, proper ambition, and you will make your
own mark by becoming a swordmaster of great renown.

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200
PREGENERATED CHARACTERS

PANDEMONIUM MAX
(Human)
Role: Veteran void mercenary. Bodyguard.
Body: Strength 8, Dexterity 8, Endurance 8
Mind: Wits 4, Perception 5, Tech 5
Spirit: Presence 5, Will 5, Faith 4
Natural Skills: Faction Lore (Musters) 3, Faction Lore
(Phoenix Empire) 4, Fight 6, Influence 5, Observe 5,
Planet Lore (Pandemonium) 3, Sneak 5, Throwing 3,
Vigor 6
Learned Skills: Etiquette 2, Investigate 2, Landcraft
2, Leadership 2, Melee 3, Physick 2, Slug Guns 8,
Survival 3, Streetwise 2, Tech Redemption 3
Wyrd: 5
Blessings: Bold (+2 Will or Faith while acting when
others hesitate); Keen Eyes (+2 Perception with sight)
Curses: Callous (-2 Presence among the needy);
Nightmares (+2pts: You regain one Wyrd after sleeping
ONLY if succeeding on a Will OR Faith + Self Control)
Benefices: Passage Contract (Tramp Freighter); Rank (Sergeant/Chief )
Fighting Styles: Iron Heel Martial Art Style (Beatdown Stance [+2 Grapple and knock-down & +2 Grapple
DMG]; also qualifies for Chain of Destruction [automatically inflict grapple damage with no contested
roll], Head-Butt [Goal+2, DMG 4, if damage done is greater than half opponent’s Endurance = escape
grapple])
Vitality: -10 / -8 / -6 / -4 / -2 / 0 / 0 / 0 / 0 / 0 / 0 / 0 / 0
Equipment: 20 fb cash reserves; Muster Rover Autofeed Rifle with Optical Sightx3 (TL4, DMG 7, STR
3*, RNG 40/125, Shots 32, Rate 3(A), Size XL, Hard, Stock, Tech+2, TL4 Gun Tech Kit in stock,
*Bipod(halves STR for recoil purposes), ignore up to -3 RNG penalty); Rifle ammo = 3 magazines of
ordinary bullets; Tenson Blitzer Heavy Autofeed pistol with Silencer (TL4, DMG 6, STR 4, 25/35, Shots
8, Rate 2, Size M, Hard, Perception + Observe to hear shot beyond 20m with -2 per additional 5m); Pistol
ammo = 6 clips ordinary bullets & 1 clip Sunder Slugs (DMG+1 & ignore an additional 2 armor); Frag
Grenades x2 (TL4, DMG 12(-1 per 1m beyond 5m radius), STR 1, RNG 10/20, Shots handful, Rate 2,
Size S), Plasma Grenade x1 (TL6, DMG 18(-1 per 1m beyond 6m radius, Plasma), STR 1, RNG 10/20,
Shots handful, Rate 2, Size S); Polymer Knit armor (TL4, Prot 3, Init -2, Hard, Shock); Headset Squawker
(TL4, 25km); Restraints (TL4); Low-Light Googles (-1 Perception, ignore all darkness penalties);
Camping Pack; Camouflage Poncho/Suit (+2 Sneak); MedPack;
Lifepath: Upbringing – Rural Wealthy, Apprenticeship – Muster Streets, Early Career – Soldier, Extra
Stage 1 – Career Tour, Extra Stage 2 – Master Tour

You were born in a quiet farming community on Pandemonium some three decades ago. Back then, the
planet was known as Grange, an agricultural paradise world and the premier “bread-basket” planet of the
Known Worlds. Interstellar civil war raged at the time, but Grange remained largely untouched by the
Emperor Wars (4964-4995). Life was good and despite being lowly serfs, your family lived in comfort and
good health. Then disaster struck in the fall of 4982 as one terraforming engine after another malfunctioned,
throwing Grange into a planet-wide geological, climatic, biotic, and socio-economic turmoil. Panic swept
the world, and the word “pandemonium” was on everyone’s lips, in every sermon, in every public announce-
ment, and headlining every newssheet, so much so that within weeks people began referring to the world
by this name. The name stuck and today ‘Pandemonium’ is the world’s official name.

201
PREGENERATED CHARACTERS

At the time of the Grange Cataclysm, you were an impressionable preadolescent, and you saw your family
and community wiped out by one calamity after another. To this day, you thank the Empyrean for a night
undisturbed by nightmares. Fleeing to the world’s capital, you found life just as dangerous and chaotic
there. True, the terraforming engines still worked in the capital, sparing the Hub the worst of the natural
disasters that ravaged Pandemonium, but the mass of desperate people congregating there caused its own
version of cataclysm. Relief initiatives were pitifully insufficient, and refugees sought to survive another
day by any means. Violence was more common than breathing. You were lucky however, after a fashion, as
being young and fit you were quickly recruited as a deputy of the Musters’ Guild to help them earn a small
fortune by keeping overpriced order at the barrel of a gun. They gave you a day’s ration of food and water, a
revolver, and a t-shirt emblazed with the guild emblem as a uniform, and put you to work guarding a food
line. You killed your first person that night, as desperate hunger caused the crowd to rush the food stand;
she was a young mother, perhaps only a few years older than you.

It was the worst time of your life, although your actions (they called them ‘heroic’) rewarded you with a
full membership in the guild. Fortunately, the Musters’ Guild soon abandoned most of their operations
on Pandemonium, moving the majority of its personnel and resources off world. By the spring of 4983,
you found yourself on Leagueheim. The following decade took you to more than a dozen worlds fighting
countless engagements for Musters’ Guild causes in the Emperor Wars. After Alexius’ Peace of 4995, your
assignments changed to guard duty, engagements to dissuade pocket rebellions, and an increased involve-
ment in the Musters’ other major venture, the slave trade.

Rising to the rank of Lieutenant you lead your own squad through a handful of missions before tiring of the
Muster life and applying for leave to become a private operative. Being over-staffed in this age of relative
peace, the guild was happy to enroll you in their reserves, as long as you continue supporting the Musters
cause in your endeavors. Since then, you have worked as a soldier-for-hire and bodyguard in the private
sector, primarily attaching yourself to noble retinues as a token warrior and prestige guilder. Recently, you
signed a three-year contract with a Justinian noble family to serve their scion on a quest for glory and
adventure. This assignment, following a spoiled noble brat around the Known Worlds, could be a much
deserved cushion job for you, although with your luck you rather doubt it…

YOUR PLACE IN THE PHOENIX EMPIRE


Although beholden to the Musters’ Guild, an interstellar slavers’ union and soldiering consortium, you
are currently free to pursue your own businesses and adventures. As a guilder you belong to a privileged
middle class, together with the clergy and the freemen. Like every citizen of the Phoenix Empire, guil-
ders are required to defer to the clergy on matters of technology-use and the mandatory salvation of one’s
soul, and the nobles are the bosses of everyone else, owning as they do the majority of the Known Worlds.
Still, guilders know they are the glue of interstellar society, the oil and the energy that keeps the machinery
working, and most are happy to obey the priests and the nobles as long as they remain excellent customers.

Then there are the aliens, inferior to their peers no matter which social class they belong to and the most
unfortunate of all are the alien slaves. Moralists and churchmen often point accusing fingers at the Mus-
ters’ Guild for operating the slave trade, yet fail to address those among their own classes who purchase the
wares and maintain the market. You might even sympathize with the poor devils, but as long as the upper
classes remain hungry for slaves, the Musters’ Guild will supply the demand.

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202
PREGENERATED CHARACTERS

SAYVÓNE OF THE ENGINEERS


(Ur-Obun)
Role: Technologist and gadgeteer. Voice of Reason.
Body: Strength 5, Dexterity 7, Endurance 5
Mind: Wits 5, Perception 4, Tech 8
Spirit: Presence 3, Will 6, Faith 3
Occult: PSI 4, Urge 0,
Natural Skills: Faction Lore (Engineers Guild) 3,
Faction Lore (Phoenix Empire) 3, Fight 3,
Influence 4, Observe 6, Planet Lore (Velisamil) 3,
Sneak 4, Throwing 3, Vigor 5
Learned Skills: Energy Guns 5, Investigate 2,
Landcraft 4, Lockpicking 2, Physick 1, Science
(Applied Science) 4, Sleight of Hand 2, Tech
Redemption 8, Think Machine 2, Warfare 3
Wyrd: 8
Psi: Vis Craft (Vis Eye [Will + Observe, Sensory,
Extended, 1W = Sense energy used by tech,
spotting items in use (low-light googles, spy
camera, active energy shield, energy weapon out of
power, etc.), discerning type of energy (electric,
fusion, thermal, ionized radiation, etc.), and tracing
its sources (which might require contested goal
rolls]; Vis Drain [Will + Tech Red., Touch, Instant,
W cost depend on source = Drain/cut off flow of power to item], Vis Flow [Will + Tech. Red., Touch,
Instant, 1W = Channel drained power into item])
Blessings: Just (+2 Faith when righting a wrong)
Curses: Bad Hearing (-2 Perception with hearing); Bad Liver (-2 Endurance with toxins); Bad Lungs (-1
Endurance with athletics); Condescending (-2 Presence among the unenlightened); Incurable Disease –
Mild Radiation poisoning (1 Vitality indefinitely lost and can only be treated by specialist TL7 medicine
and lengthy hospitalization. Endurance + Vigor every morning or suffer -2 penalty to all goals due to
nausea, disorientation, and pain)
Benefices: Languages (Obunish, Urthish, Urthtech); Passage Contract (Tramp Freighter); Rank (Associate/
Apprentice)
Afflictions: Cloistered (Socially awkward. Unused to people)
Vitality: -10 / -8 / -6 / -4 / -2 / 0 / 0 / 0 / 0 / X
Equipment: 85 fb cash reserve; Smart-Cloth Bodysuit (TL7, self-cleaning, self-repairing, adapts color
and texture to surroundings [Two settings: either +1 Sneak OR +1 Influence]; Fireproof [Prot 2 vs Laser
& Prot 3 vs Flame]; Impenetrable [Prot 3, Hard]; also runs random adds for various Second Republic
products displayed on the back [sound can be switched off ]); Energy Shield (TL7, Impact/Force=5/10,
Hits 10); Master-Crafted Banner Cabal Xaser pistol (TL7, Goal+2, DMG 4, STR 0, RNG 12/25, Shots
10, Rate 2, Size S, Xaser [ignore 4 non-Xaser armor successes], Prohibited by Universal Church law);
Plasma Grenade x1 (TL6, DMG 18(-1 per 1m beyond 6m radius, Plasma), STR 1, RNG 10/20, Shots
handful, Rate 2, Size S); Tool Kits (TL3, TL4, TL5, TL6 & TL7); Volt Tools; Gas Mask; Firestarter;
Fusion Torch; Wristband Squawker (25km); Low-Light Goggles (-1 Perception, ignore all darkness
penalties); Thieves’ Keys (TL5, may pick mechanical locks); Scrambler Pad (TL5, may pick electronic
locks); Sample Analyzer (multi-spectrum chemical analysis of material);
Lifepath: Upbringing – Velisamil, Apprenticeship – Engineer Guildhall, Early Career – Mercenary Combat
Engineer, Extra Stage 1 – Natal Psi. Extra Stage 2 – Career Tour

203
PREGENERATED CHARACTERS

You grew up on the Ur-Obun homeworld of Velisamil, largely shielded from the horrors and injustice of
the Known Worlds. There you had friends, a loving family, and access to stimulating pursuits of artistic
expression and philosophic studies. What you did not have on Velisamil however, being as you were of a
lowly cast, was a future. On Velisamil, the privileged casts and families reserved the best opportunities and
most prestigious pursuits for themselves, often encouraged by Human patrons in return of loyalty, and
there was nothing there for a young and ambitious Ur-Obun who dreamt of status beyond your station.

Like so many Ur-Obun before you, you sought prestige, freedom, and fortune from within the Human-
biased system of the Phoenix Empire. Enrolling with a Merchant League recruitment program at an early
age, you were accepted into the Engineers’ Guild when your tests demonstrated an aptitude for technology.
Since then, your life has consisted of studies and training, and service to a myriad of masters. The freedom
and adventure you hoped to find within Human society has largely eluded you. The years have ticked by
as you crawled through heaps of wires, cogs, bolts, computer cards, processors, grease, and tools, expos-
ing yourself to harmful chemicals, corrupting radiation, and generally unhealthy environments. You have
visited dozens of worlds while rarely leaving the confines of a starship, surviving countless battles while
keeping the ships engines running and praying that the noble commander knew what they were doing,
and even designed numerous gadgets and appliances while never reaping any rewards. On good days you
feel valuable and appreciated, but on bad days you despair for having let humans educate you into slavery.

Things just might improve now however, for you have finally caught a break! Or at least that’s what you
hope. You were recently offered to serve in a young Justinian noble’s retinue as an experienced technolog-
ical advisor, and you jumped at the opportunity, hoping that at last you would see the worlds you traveled
to and be allowed to make your mark on society.

YOUR PLACE IN THE PHOENIX EMPIRE


You herald from a proud people with a glorious past. Once upon a time, the Ur-Obun were the most priv-
ileged servants of the ancient progenitor species, inheriting civilization and wisdom from the Anunnaki,
and waging terrible war against evil Anunnaki and their shadow-dwelling subjects, the Ur-Ukar. That was
many millennia ago and now the Ur-Obun are a conquered people subject to the whims of humanity, and
under constant pressure to conform to human society.

On the surface, the Ur-Obun are well-integrated into the interstellar Human civilization, but in reality you
are second-rate citizens, only grudgingly accepted by the majority of humans. Regardless of one’s talent or
position in society, aliens are always discriminated against by Human peers. Still, as integration goes, the
Ur-Obun, together with the Ur-Ukar and the Vorox, are in a better position than most alien peoples, for
you enjoy a freedom of movement and culture within the confines of human civilization that other alien
species do not. Most aliens are confined to ghettoes, enclaves, reservations, and compared to them your
kind are privileged. Aliens have some friends among humans however, individual idealists, the Mahayana
school of the Urth Orthodoxy of the Universal Church, and even the minor house Juandaastas who cam-
paign for species equality in the Known Worlds. Still, for the most part non-humans of any type remain
feared and even despised wherever they go in the Known Worlds.

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204
PREGENERATED CHARACTERS

MOTHER SIMONE OSTIAN

(Human)
Role: Sanctuary Aeon missionary and theurgist. Spiritual advisor and confessor.
Body: Strength 4, Dexterity 4, Endurance 5
Mind: Wits 6, Perception 6, Tech 3
Spirit: Presence 4, Will 5, Faith 8
Occult: Theurgy 5, Hubris 0
Natural Skills: Faction Lore (Sanctuary Aeon) 3, Faction Lore (Phoenix Empire) 3, Fight 3, Influence 8,
Observe 5, Planet Lore (Criticorum) 3, Sneak 3, Throwing 3, Vigor 4
Learned Skills: Craft ( Jeweler) 1, Investigation 2, Empathy 4, Landcraft 1, Life Science 2, Physick 5, Self
Control 3, Slug Guns 2, Streetwise 2, Survival 2
Wyrd: 11
Theurgy: Sanctuary Aeon Rituals (Cleansing [L1, Faith + Self Control, LGP, Touch, Prolonged, 1W, add
half VP (round down, minimum 1) as penalty to any PSI, Antinomy, Urge, Hubris, etc. goal against target.
Also cleans infected wound & sterilize equipment]; Hearth [L2, Faith + Self Control, LG, Touch, Prolonged,
1W, create ‘magical’ campfire, no fuel needed]; Calming [L3, Faith + Empathy, G, Sensory, Prolonged, 1W,
VP bonus to everyone’s Will to calm down/keep cool. Everyone inspired to choose non-confrontational
solutions if possible]; Knowing Heart [L4, Faith + Observe, P, Sensory, Extended, 1W, read surface emotions
and thoughts. Critical success MAY reveal more if GM allows it]; Fruitful Multiplication [L5, Faith + Self
Control, LP, Touch, Perpetual, 1W, increase mass/number of targeted substance VP times (minimum 1)]);
Universal Church Rituals (The Laying on of Hands [L3, Faith + Empathy, P, Touch, Instant, 1W, heal VPs
Vitality, 0VP stabilizes the patient])
Blessings: Compassionate (+2 Faith when helping others);
Curses: Gullible (-2 Wits against compassionate pleas);
Benefices: Contact (4), Languages (Latin, Ukarish, Urthish, Vuldrok), Passenger Contract (Tramp
Freighter), Rank (Novitiate)
Afflictions: Stigma – Empyrean Presence (a bright, fiery halo surrounds you when performing theurgy,
and witnesses hear angelic music, making subtle theurgy impossible. Although impressive, this vulgar
display of supposed holiness will frequently cause fear or suspicion in others, especially other priests).
Vitality: -10 / -8 / -6 / -4 / -2 / 0 / 0 / 0 / 0 / 0

205
PREGENERATED CHARACTERS

Equipment: 0 fb cash reserve; 1 copy of the Omega Gospels (in Latin); 6 abridged copies of the Urth
Orthodox catechism (4 in Urthish and 2 in Ukarish); Rosary & Jumpgate Cross; Fenrir Shortstop Light
Revolver with Laser Sight (TL3, Goal +2 when aiming, DMG 4, STR 2, 10/20, Shots 6, Rate 3, Size S);
Six ordinary bullets
Lifepath: Upbringing – City Poor, Apprenticeship – Sanctuary Aeon Monastery, Early Career – Missionary,
Extra Stage 1 – Neophyte Theurgist, Extra Stage 2 – Adept Theurgist

You never knew your parents or the circumstances of your birth and early childhood. Your earliest memo-
ries are living on the streets of Ost with a band of other urchins, scraping by through petty crime, begging,
collecting semi-valuable trash, and making crude jewelry to sell on the street. Inevitably, you were arrested
by the city watch, your crime: the picking of flowers from a noble flowerbed to sell on the street. A short life
of hard labor awaited you until priests came to the jail and negotiated your release. Gratefully you accom-
panied the priests, and have served the Amalthean sect ever since.

Displaying an early talent for theurgy, and were trained as a missionary with an aim to preach among the
Ur-Ukar. Those plans never came to pass however, for after graduating from seminary you instead found
yourself attached to the retinue of various nobles, some of them pious and some of them despicable. Your
latest noble master was sent by the family into the world to advance house Justinian’s name and fortune,
with you as the groups priest confessor. You have yet to determine if your new master belongs to the pious
or the despicable category of nobles.

YOUR PLACE IN THE PHOENIX EMPIRE


The clergy are simultaneously the most and least privileged of the Phoenix Empire’s social classes. The Uni-
versal Church sets the ethical standards and laws of the Known Worlds, but individual priests are required
to live by stricter rules and hierarchies than any other group. You belong to the Sanctuary Aeon or ‘Amal-
theans’, a minor sect which follows a compassionate creed and specializes in medicine and healthcare. Your
sect is among the most liberal, at least when it comes to mundane and technological discussions, although
it holds little power in the Urth Orthodox-dominated Universal Church. Still, Amaltheans are respected
by other clergy, although the Avestite inquisitionists regard the sect with some suspicion, and the general
public – especially the serfs – love your sect for their charitable healing, but therein lay the seeds of hubris.

Priests are central to the wellbeing and progress of humanity, for without your dispensed sacraments and
spiritual guidance, it would be only a matter of time before mankind again descended into the socially
degrading consumerism and life-threatening technological abuse akin to the horrors of the Second Repub-
lic. The Church is rarely celebrated for this work however, for those who are greedy or short-sighted deem
the Universal Church at best an inconvenience and at worst an enemy. It is human nature to profess a wish
to do good works, and yet choosing to do evil. The Universal Church teaches that people should enno-
ble themselves and cherish their own talents rather than enslaving themselves to technological wonders.
Every individual is a miraculous gift of the Empyrean, with boundless potential and unique worth, and it
falls on the priests to protect the faithful from themselves.

Permission is specifically granted to photocopy the characters for personal use only. Copyright © 2015, Holistic
Design, Inc. All rights reserved.

206
PREGENERATED CHARACTERS

207
INDEX
Symbols An Audience with the Headmaster 67
Another Secret Laboratory 117
500 Years of Prosperity 139 An Unexpected Refusal of Help 117
Apollo 145
A A Population Free 175
Acheon Blood Sports and the Blood Appendix 131
Harvest 168 Appendix - Acheon: Capital of
Acheon - Capital of Criticorum 146 Criticorum 146
Acheon – Capitol of Criticorum 138 Appendix - Criticorum Fiefs 180
Acheon - Centertown Strata map 192 Appendix - Maps 190
Acheon metropolitan area 147 Appendix - The City of Ost 172
Acheon’s Arcologies 148 ARA Door Guards 81
Acheon - Undertown Strata Aristotle 145
map 191, 192, 193 Asking around the Sanctuary Cave 65
Acheon - Uppertown Strata A Typical Quoron Zealot (generic) 127
map 193, 194, 195 Aura Perception 103, 105
Act 1: Acheon - Tracking the Prey 46 Awarding Experience 130
Act 2: Ost - Hunting the Prey 57
Act 3: Ost - Closing In on the Prey 71 B
Act I - Boarding and Journey to the Baroness Jeri’ven vo’Kaari-Juandaastas 124
Jumpgate 17 Bashshar Corporation Seize
Act II - A Grisly Scene and the Hijackers Criticorum 137
Strike 23 Basin Bridge District 160
Act III - Taking the Ship Back 25 Bhuta 145
Act One: A Strange Case 100 Billy Jacobs 31
Act Three: Revealing the Truth 114 Boarding 17
Act Two: Buried Knowledge 109 Bringing Weapons Aboard 17
Additional Information 108 “Brownbird”/Pfyrryiiiit 35
Adventure Background 93 Budh 145
A Fireside Conversation 116
Aftermath 130 C
A Helpful Informant 66
Alien Manhunt 8, 44 Captain Tox Wenders 184
Alien Republic Army 11 Catching Jo’vet 55
Alien Rights 7 Centertown Industry 159
Almost at the Excavation Site 109 Centertown Pollution 159
Alternative Routes 27 Centertown Strata 158
Amphitown 153 Centertown-Uppertown Border
Amsterd Quarter 154 Control 165
Anatomy of an Arcology 147 Chamberlain Valestra Chandro 124

208
INDEX

Changing the Setup 18 Elysian Fields Platform 168


Chapter 10: Pregenerated Characters 196 Emerald Mansions Tower Block - Green
City Districts 177 Borough 160
City Government 174 Emerald Mansions Tower Block - Top
Climate of Ost 176 floors 166
Coming to the Academy after first visiting Entering the Apartment First 53
the Sanctuary Cave 67 Entering the Laboratory 113
Concluding the Act 29 Etyri 25
Conclusion 29 Event: The Runaway 115
Container City (formerly ‘Acheon Event: Zealots Again 114
Harbor’) 152 Expanding the Act 18
Contents 3 Extra Experience 131
Count Katanga ibn Jaden Criticorumiyy
al-Malik 183 F
Crafter Galen and the Guilders 120 Factor District 177
Crafter Galen Nestor 129 False Pretenses 101
Cramped Quarters 15 Father Elias and the Avestites 121
Crawl Space Hunting 27 Father Elias St. John 127
CREDITS 2 Final Scene - The Jump 22
Crew Members 34 Following the Trail 109
Criticorum (Ardelle) 145 Force of Nature 26
Criticorum Back Under Criticorumiyy Freeman’s Park 150
Rule 141
Criticorum During the Phoenix G
Empire 143
Criticorum During the Symbiot Wars 141 Galen’s Chambers 106
Criticorum History 134 Game Master Characters 30, 84
Criticorum Once Again Under Istakhriyy Gannok 19
Rule 141 General Information 107
Criticorum Traits (Anno 5002) 145 Getting Hired 100
Criticorum Under Shaprutiyy Rule 140 Glitter Hill 179
Customizing the Drama for Ongoing Goals and Organization: Alien Republic
Epics 45 Army 12
Customizing the Opposition 16 Green Borough 161

D H
Dagol 88 Handout 2 – Physick report 132
Darya Istakhriyyah 199 Handouts 131
Deol VenVoorji 41 Helping Out 110
Description 176 Help On the Inside 26
Diamond Styx 87 Here we go again - after him! 82
Drama Background 11 Hironem 65
Drama Summary 15, 45 Historic Overview of the Struggle for Alien
Rights 12
E History 173
History: Alien Republic Army 11
Ellylon 145

209
INDEX

History of Criticorum 135 Liberty Borough 151


House al-Malik Family Tree 136 Life Aboard the Shooting Star 19
Household Staff 105 Little Urth 152
Hovinton 59 Lord’s Bay Barony as a Player Fief 189
Hunger City 179
Hunting the Hunter and the Hunted 72 M
Hynek Zdrazil 42 Maryam bint Zaurak Criticorumiyya 32
I Matre Evadne Kingdom 183
Mediation 119
Imperial Cargo 13 Mehmet (Czar, Sultan) 145
Index 208 Men-at-arms 185
Indusville 178 Mind Reading 102, 104
Interrogating Zahhak 70 Monofilament Charge 21
Into the Lion’s Den 82 Mother Simone Ostian 205
Into the Understreets 73 Munir ibn Tarif “Urthiyy al-Malik” – The
Introduction 6 Ancestor of House al-Malik 135
Investigation Options - Backtracking 78 Munir’s Bloodlines Consolidate 138
Investigation Options – Investigating the
Thuggees 77 N
Investigation Options - Surveilling the New Blessing - Darkfighting 37
Brotherhood Against Man 79 No-Man’s Land 179
Investigation Options - Surveilling the Novitiate Lyssa Ulain 125
Cadre’s Rivals 81 Nyomor District 153
Isambad County as a Player Fief 186
Isambad County - Upland Wadi 160 O
J Oberto Madruzzo 30
Occult Examination of the Chamberlain
Jee’tain na Tontha, Nayak na Tontha 36 102
Jellicle Quarter 153 Old Suq Historic District 166
Jemma Glass 188 Opening the Act - Hijackers in Control 25
Jo’vet Escapes 56 Optional Encounter - The Rivals Come to
Jo’vet’s Apartment 53 Gloat 76
Jo’vet’s Head Start 59 Optional Hijacker - Undercover
Jo’vet’s Plan 83 Passenger 41
Jo’vet “the Strangler of Aylon” na Siddir 84 Origins 135
Jurisdiction 48 Oro’ym 64
K Ost - A Mercantile Haven 174
Ost Docks IV (Lord’s Bay Barony) 187
Kerkar of the Kuklo family 33 Ost-Perlerian Alliance 175
Key Characters 124 Other Clever Ideas 29
Khlebnikov 145 Other Hunters 47
Klinton Borough 152 Overview 93

L P
League Free Trader Class Freighter 14 Pandemonium Max 201

210
INDEX

Paramu Missionary Hospice (Sanctuary


Aeon) - Mount Shada 161
Parliament District 153
Passengers 42
Payment 101
Persona 183
Physick Examination 104
Plot Synopsis 96
Poppy Lane 179
Population 147
Possible Inquiry #1 - An Ur-Ukar Arrives
on a Hoverbike 61
Possible Inquiry #2 - Criminals and Alien
Opportunities in Ost 62
Possible Inquiry #3 - Ditching a Stolen
Hoverbike 62
Pregenerated Characters 196
Presentation of Game Information 9
Prior Encounters with the Shooting Star 11
Prosperity Palace (aka. “Little League-
heim”) - Basin Bridge 160
Pulling Strings 119

R
Reaching Ost First 61
Recognition 30
Return of the Former Ruler 130
Revelations 118
Rooftop Chase Obstacles 55
Running a Multi-faction Confrontation 83
Running the Adventure 93
Rushing a Terrorist Position 27

S
Scene 1: Down in the Understreets 71
Scene 1: In Pursuit Across the Shamal Sub-
Continent 59
Scene 1: The Imperial Challenge 46
Scene 2: Collecting More Data 76
Scene 2: Initial Probing Inquiries in Ost 61
Scene 2: The Usual Suspects - Filthy
Harold 49
Scene 3: At the Brandenbury Building 81
Scene 3: The Sanctuary Cave 64
Scene 3: The Stick-up Victim - Astro
Schwartz 50

211
INDEX

Scene 4: Endgame - Many Against One 82 T


Scene 4: The Alabaster Hills Academy 66
Scene 4: Word on the Street 51 Tabbouleh Restaurant 68
Scene 5: The Killer’s Apartment 53 Tada-Town 154
Scene 5: The Wrong Choice 68 Talking to Dagol 65
Scene 6: Rooftop Chase 54 Taverns and Accommodations in Under-
Scene One - Localized Burst of Super Grav- town 155
ity 23 Taverns and Accommodations in Upper-
Scene One - Localized Loss of Gravity 20 town 169
Scene Three - Death Stalks in the Dark 24 The Animalized 176
Scene Three - Peekaboo 21 The Baroness and Chamberlain of
Scene Two - Blackout! 24 Calhoun 120
Scene Two - Let Me Fix that for You, Sir 20 The Brandenbury Building 81
Seaport 177 The Cadre 7
Search and Rescue 106 The Cadre Questions Astro First 50
Searching Jo’vet’s Room 71 The Cadre Talks to Harold First 49
Semiramis Gardens- Elysian Fields Plat- The Challenge 46
form 171 The Character of Ost 174
Sergeant Theron Langaard 126 The City of Ost 172
Servants of Peace Monastery 60 The City of Ost Map 194
Shahton (“Shah Town”), aka The Crew 28
“Imptown” 178 The Criticorum Intermediary Period 140
Shangy 151 The Criticorum Republic 139
Shooting Star 14 The Criticorum Theatre of the Emperor
Shooting Star Hijack 8, 10 Wars 142
Shooting Star (Refit Sentry Class League The Dramas 8
Escort) 14 The Fall of the Criticorum Republic 140
Showdown with Zahhak at the Hotel 71 The Future of Ost 174
Showdown with Zahhak at the The Garden of Pomegranates Hotel 70
Restaurant 69 The Guernicabeast 128
Sir Edgar Abdelankaa 86 The Gwynneth Campaign 141
Sir Jonas Paynter Torenson 188 The Isambad County of Acheon 181
Sir Julien Justinian 197 The Jail Escape 47
Solar System 145 The Journey to the Barony of Calhoun 102
Some Moral Considerations 122 The Kiss of Dawn 9, 92
Souk Najma (“Space Market”) 178 The Lone Survivor 112
So… what about a reward then? 29 The Merciful Lady - Mount Shada 162
Spitalhouse Borough 153 The Metropolitan Watch 175
St. Ignatius’ Cathedral (Urth Orthodoxy - The More the Merrier 83
Hinayana) - Old Suq 167 The Northwestern Office 113
St. Isaac of the Martyrs’ Basilica (Urth The Ordeal of the Blue Rose 171
Orthodoxy - Mahayana) - Vladimir’s The Poleis Rebellion 137
Way 161 The Renegade Regulators 13
Surrender 28 The Rise of Bashshar Corporation 135
The Rivals Reach the Apartment First 54
The Rivals Talk to Harold First 50
The Rooftop Chase 54

212
INDEX

The Secret Laboratory 112 Visiting Tabbouleh Last - Mayhem at the


The Shooting Star Crew 30 Restaurant 70
The Shooting Star map 195 Visiting the Garden First 70
The Slope 151 Visiting the Garden Last - Mayhem at the
The Southeastern Research Laboratory 113 Hotel 71
The Strangler of Aylon’s Criminal Vladimir Coliseum - Old Suq 167
Dossier 49 Vladimir’s Way - Planetary Agora 160
The Terrorists 35 Vugi District 154
The Tiger Men of Ost 60
The Underground Gallery 74 W
The Undertown Flesh Trade 149 Waiting it Out 28
The Village of Quoron 115 Who Was Jo’vet’s Anonymous Caller? 69
The Wasting Baroness 103 Word on the Street Results 52
The Weapons Locker 26
The Yellowy-Green Apartment Building 53 Z
Thokgur 37
Through the Wilderness 114 Zahhak 89
Tiger Men 90 Zebulon’s Tower 168
Tiger Men Drama Seed 91 Zebulon’s Tower District 159
Timeline - Game Master information 98
Torab Baree’a - Mount Torab 162
Transportation 57
Travel Time to the first Jumpgate 19
Two Clues 48

U
Ukari Invasion 137
Understreets 178
Undertown-Centertown Border
Control 159
Undertown Industry 149
Undertown Pollution 149
Undertown Strata 149
Undertown Street Gangs 156
Union Quarter 151
Unknown Origins 173
Uppertown Pollution 166
Uppertown Strata 165
Ur-Ukari Warriors 40
Using Lord Katanga as an Adversary 186
Using Lord Katanga as a Patron 185

V
Vaidya SaaMajoo 39
Visiting Tabbouleh First 68

213

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