Criticorum Discord PDF
Criticorum Discord PDF
Criticorum Discord PDF
DISCORD
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CREDITS
Fading Suns Criticorum Discord tm
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!
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.
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CONTENTS
CREDITS.................................................................................2
Chapter 1: Introduction..........................................................6
The Cadre.................................................................................................................7
The Dramas..............................................................................................................8
Presentation of Game Information..........................................................................9
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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
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CONTENTS
Criticorum History..............................................................134
History of Criticorum...........................................................................................135
Criticorum Traits (Anno 5002)...........................................................................145
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
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CHAPTER 1:
INTRODUCTION
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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.
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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!
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.
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CHAPTER 1: INTRODUCTION
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!
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CHAPTER 2:
SHOOTING STAR
HIJACK
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CHAPTER 2: SHOOTING STAR HIJACK
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…
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.
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CHAPTER 2: SHOOTING STAR HIJACK
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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.
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
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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.
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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.
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CHAPTER 2: SHOOTING STAR HIJACK
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.
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CHAPTER 2: SHOOTING STAR HIJACK
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.
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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.
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.
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CHAPTER 2: SHOOTING STAR HIJACK
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
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.
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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.
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
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
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.
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.
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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.
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…
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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.
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.
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.
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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.
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.
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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).
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.
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.
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CHAPTER 2: SHOOTING STAR HIJACK
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.
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.
Role: Captain
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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.
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.
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.
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”.
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 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
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 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.
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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
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CHAPTER 2: SHOOTING STAR HIJACK
THE TERRORISTS
“BROWNBIRD”/PFYRRYIIIIT
(Etyri – Cha’arkut race)
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.
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.
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CHAPTER 2: SHOOTING STAR HIJACK
Knowing little other than stealth and violence, they were recruited by local resistance movements on Aylon
before they went interplanetary and joined the ARA.
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
THOKGUR
(Vorox)
37
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.
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)
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.
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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.
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CHAPTER 2: SHOOTING STAR HIJACK
DEOL VENVOORJI
(Ur Obun)
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.
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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)
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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.
43
CHAPTER 3:
ALIEN MANHUNT
44
CHAPTER 3: ALIEN MANHUNT
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
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.
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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 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.
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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.
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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.
“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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CHAPTER 3: ALIEN MANHUNT
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.
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CHAPTER 3: ALIEN MANHUNT
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).
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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.
• 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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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.
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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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.
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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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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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.
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• 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).
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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.
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.
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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.
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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.
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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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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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.
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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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.
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.
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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.
“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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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 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.
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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Run the showdown as described in Showdown with Zahhak at the Restaurant above.
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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.
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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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.”
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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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).
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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.
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.
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.”
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.
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 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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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.
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.
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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.
See “The Strangler’s Criminal Dossier” above (p.49) for background details on Jo’vet.
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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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.
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DIAMOND STYX
(Human)
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.
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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)
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.
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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)
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
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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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KISS OF DAWN
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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.
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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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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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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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
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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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.
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 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.
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.
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
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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.
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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• 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.
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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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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• 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 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.
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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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.
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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.
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.
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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.)
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.
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.
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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.
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.
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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.
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.
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.
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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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.
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.
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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.
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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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.
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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.
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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.
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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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.
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)
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.
“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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“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.
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-
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CRITICORUM HISTORY
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.
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).
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.
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
140
CRITICORUM HISTORY
141
CRITICORUM HISTORY
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
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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.
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CRITICORUM HISTORY
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CRITICORUM HISTORY
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.
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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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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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.
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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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.
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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.
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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.
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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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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.
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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.
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.
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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’.
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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.”
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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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.
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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.
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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.
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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.
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.
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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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.
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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.
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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
171
THE CITY OF OST
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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.
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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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.
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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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 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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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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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
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.
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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.
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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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.
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,
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CRITICORUM FIEFS
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.
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
184
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.
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.
185
CRITICORUM FIEFS
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.
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.
186
CRITICORUM FIEFS
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.
187
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.
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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).
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
191
MAPS
192
MAPS
193
MAPS
194
MAPS
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
(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?
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…
Permission is specifically granted to photocopy the characters for personal use only. Copyright © 2015, Holistic
Design, Inc. All rights reserved.
198
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
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!
Permission is specifically granted to photocopy the characters for personal use only. Copyright © 2015, Holistic
Design, Inc. All rights reserved.
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…
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
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.
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
(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.
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.
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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
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
L P
League Free Trader Class Freighter 14 Pandemonium Max 201
210
INDEX
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
212
INDEX
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