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1d Credits ‘Writing: il Bridges, Jackie Cassada, Sam Chupp, James Ests, Andrew Greenberg, Daniel Greenberg, Lee Hammock, Andy Harmon Sam Inabinet, Ros saac, Chis Howard, James Moore, Rustin Qual, Chis Wiese 420 system conversions: Andy Harmen ‘Additional conversions: Michele Bonli di ale Development and typesetting: Bil Bridges ating and proofreading; Jennifer Harshom and Bil Bridges Art direction: John Bridges Cover art: John Bridges Interior a1 hn Bridges, Darryl Elliot, Jason Felix, Mark Jackson, Michael Kirkbride, Brian LeBlanc, Larry MacDougall, John Poreda, Alex Sheikman, Ron Spencer Emblems: ‘The emblems on the front and back covers represent some of the new character roles presented in this book. They are: (Front cover) Questing Knights, Swords of Lextius, Chorali, Gjarti, Manja; (back cover) the Masque, Carnivalers, Siayers Guild, Apothecaries, Courtesans. Phoenix Guard, Manifest Light Pilgrims: €b, how the stars beckon your wayward souls, But go not alone tothe distant lights; take ends, Companions on the reads of night are evera boon and light to kindle the Hears lame. No mater the sols fom which they exe, the carers they fol or thr soange visiges; hey ace Connetted to you in comunon cause aod ful Did tthe Prophel gather compas ions about hin? If He saw the wisdom in such compaay, how can you spur ic? Heed his example and make many fiends.2 & Open Game Licensing Information The printing of Fading Suns: 20 Character Codex is done under versio 1.0aof the Open Gaming Licence andthe 420 System Trademark License, 420 stem Tademar Logo Guide and System Reference Dacuent by pemlsin from Wizards he Cas, This product requtsthe use of the Dungeons &Dragons® Mayers Handbook, Third Edtion, published by Wizards ofthe Coast, Dungeons & Dragons and Wizards of the Coast® are Registered Trademarks of Wizards ofthe Coast, and ae sed with permission. =d20$ystem” andthe “420 System™ ogo at trademarks oumedby Wizard ofthe Coast® and are us cording tothe tems ofthe d20System Leese, verslon 1.08 copy ofthis ene canbe found at warwizards. com Pontos of Fading Suns: 20 Character Codex ae Open Game Content censed with version 1.0 ofthe Open Game Liens (te Below. Designation of Product entity: All mater ther than gan as lea considered Open Came Content considered Proce ent as described In econ) of the Open Game License v1.0 (se bbw). This incest ino inked 1, any text appearing ina sed font (special Deven alee or akon), Fading Suns, l-non-hisrkalcharaers, ana, creates, cul powers, non-soral plce names, events ts, work, lg, trades, product names, prot lines and materia designate as product lent inthe Fading Suns: 420 rasbook Inadtion, the allowing spect tems reconsidered Product enti: Aliso, Ascot, the Changed Ett, Gannok, Gar, rope, Lexus, Mana, wy, Shan, Symbit, Va ‘Designation of Open Game Content: With the exception of Product dent, text presented inthe sa-seied Univer ots considered to be Open Game Content. Al content rom the System Reference Document (wizard on/20), 0 derived fom the System Reference Document Is aso Open Cae Content ifyou have questions abou the Open Game Content status of any material heel, pease contac Malis Design for clacton OPEN GAMELICENSE Version 8 ‘The fallow et he propery Wards the Coase. nts Copriht on Wards fhe Coa he War" AE Rg Reserve 1 efetas:( Cntauins” means he copii rd vademakawners ho have eonttuted Open Gane Caen b Devathe Mater” ears eopited tel tciig deat wars ad aneltons ead te oer compat cues) poatn, mann, erection, en, xenen, upgrade mgrvenen, mpl, signet oer fom wich an eting work may be recast ans formed or aap)" meanteaprodce ens, ent ese al, ost cat publi dpa, ans or ota cut Open Gee Comtan” means the game mechani and nudes the mebods, pocedues, processes wn utes vr the para an ny cna coment ery emda Open Game Coren by ‘he Coats andreas sy ork covered by Disease, inn wansans and eesve wrksunder copii ut spetiealyexcudes Pode dey) Prt et ienty’ mens protic! nd routine aes, ges nding mats nl lng wade res afc erestues characters sos, soles, et, then mt dlgu, eden, nguage, a aymboe, eis, epctions ans, formats, poses, canes thames and gre, photographie and ter visa oranda representations names ah designs charts, spa, echannens, pts sites, as prsngs anes abies laces, cars, ronment, eates, equpment mages! w supemanal abe a eet, gos, symbol, Cape designs sn any ater wadenart or rstre vada clearing as the Open Game Cont Tademit” meant the loos, nts mr, sp, mat, asignsthat re ute by a Combatant tort produ othe asnited potuets conta Open Game Liens by he Contr“, "Used a sng" meanst ut, Dist, ape ornat mai vase sates cre steDetvate Mates! Open Game Comer Yu" You" mensthebceseeia arm oft agreement 2 The Leese Tis Leese apples any Opan Game Content that conti nic inate te Open Game Cntr ny ony be Used unr and tr of ‘he Leese Yous ti suh nae ny Open Game Content yu Use No tars yt added tracted am the cane ncet a esrb by th cane sll Ne aber ts canons maybe applet any Open Game Cott taining hi cen. Oe and Acceptance By Using the Open Game Content You ndate ou a "Gan and onder a cnsdrton ar peta tout ths icen, the Contos rt ou perpen wedi jay te, aeklsiveleese wth ‘hens ts of i cese ta Ue the Open Game Coen. ‘Sepresenaton of utorty9 Cantibute You se comtibig oa mate ‘alas Open Game Conn, You oqresent ha ou Canibutons te You el ee ston and You av suet hs to ent the gts omeyed by is ese Ssnavect Liens Copyright Younustuptetne COPYAIGHTNOTIC parton at ‘ha Lense to ithe eva tet of he COPYRIGHT OTIC o ny Open Ga Con ‘ert Yous copig, modi dtbuta, nt You st adhe he epg ian te copiers ume tothe COPYRIGHT NOTICE af sy rg Open ame Comat you sib 1. seat Paduet ney Yo pre nett Use ay Product ety ing as snodesion ot compatbiy excep ab exes lense in aaa ndependeat ‘Aareament with th anne of ath lament of ta roduc ey. You ares nto ‘eet company c-sdaptbty wt ry Yadumaror Rested Tademsin
yr Studies, the Second Republic xeno-anthropologist Shamus al-Dubhai claimed that the Etyritongue was the most comple ing language in use, and spent nine of those volumes proving it. In purely quantifiable terms of speed and clarity of communication, Eyrian (when used between native speakers) compared favorably to many Republi- can computer languages. Sped alone proves tobe the greatest hindrance to other humanoids attempting to learn the tongue; some of the longest and most elo- quent pronouncements in Urthish or Latin, such asthe Beatific Rolls from the Compassionate Teachings or Vladimir's undelivered coronation speech, when trans- lated fully and literally ito Etyran emerge only as a brief hand of indistinguishable chips. ‘AL-Dubhai’s breakdown ofthe Exyi “alphabet” rec- ognizes over two hundred distin phonemes, withthe effective number compounded by such factors as pith, telling and context, and an equally diverse range of body language — postures, gestures and plumage dsplays —tsedin direct face-to-face conversation. Furthermore, most Etyriare capable of generating up to four different sounds simultaneously. Labial sounds, however, are impossible forthe lipless Etyr; the Urthish eters BF M, P, Vand W were used by al-Dubhai to transliterate certain groups of compound phonemes found excusively in proper names from Etyri mythology. The name *Mihanoom,” for example, starts and ends with wo very different sounds; the first letters a deep laryngeal hum and the final alow buzzing created by vibrating the two halves ofthe beak together at lightly diferent freque ‘ver half of the phonemes that compose Etyrian cannot be reproduced by humanoid vocal apparatus, so the language cannot be effectively spoken outside of the species. Over the centuries, many of Gail's inhabit- ants have developed a kindof “pidgin Etyi” consisting ofa phonetically simplified list of stock phrases. Most Etyri have litle trouble learning and speak- ing Uthish, although the reverse isnot true. tyr we provided with dolomei (think machine translators; see the Shantor), but they hate them, claiming that they “rob speech ofits sou.” In fac, all but the most sophis- ticated sound communication devices are simply inca- pable of capturing even a tenth of the nuances ofthe Ey voice26 B Roleplaying Playing Etyri The yo rafal fay iin and easly iten- titableypes but those who emt sas tendo the exceon toll theres of tec. Pecos and melons the ate fen pret who purse ht ies work wi bese fer, an ate general onest ‘oat hough nacuualy at theexpenseot ct Thos eras reconsidered san yt pers they none. thls sue ean mystigue on ra for having a dl theteansbeyen.” (Aor waoal he Ow: they must eens ead the moment hey ave the lane an areas tele eas "e EO) AS human medal scene has lore ean mt te forthe Ei, more and more are moving ever oar thei coded tants ijt stereotypes: Kell employed cous sassin; Sanctuary Aeon guardian; Huar'raughg Questing Knight Chaat rears CR singerdancerecsme tans bens Chek hag Gamemastering Etyri ‘The most stereotypical use for an Eiri character in an ongoing game would beas doomsaying fortune tlle, warn- ing of the players’ impending mortality and foreshadowing challenges 0 come. When presenting aspects of Ei cul ture wo playecs, emphasize the complexity and nuance in all its expressions Here are some stony ideas involving the Ex ~ Loggers and miners on Gril are oversteping thee bounds again, andthe Eiyti enlist the player characters el- ther to negotiate with them or nftrate and sabotage them. “A Chit singe faces charges of necromancy after holdinga seance fora widowed fiend, and hires the players to protect her fom the Inui ~ A player character's big mouth lands him ina duel with a Huarraughq Questing Knight Etyri Racial Traits Language: Etyri speak their own language, and most also speak Urthish. ‘Names: Ch’priti, Huagh’par, Heel'chreck, Ru'uagh. Alignment: Etyri are usually lawful, and they tend toward good, but individuals vary as much as humans.LOT ay: Huar'raughq +-2 Constitution: As flyers, ight bones anda high me tabolism make them less hardy than humans. + Modium-size: As medium-sized creatures, Huar’raughg have no special bonuses or penalties due to thai size “A Huor raugha's base move is 30 fet on land + Flight: Huarraugha can fy. Flying movement is 60 feet (average) =Claustrophobic: Huarraugh have a-2 racial penalty toalabilty and sil checks winen indoors or underground + +4 racial bonus to Spot and Search checks. HHuarraughg have exceptionally keen vision * Fost Metabolism: Eytri must at twice as much asa normal human each day. Also, chemicals and poisons a: fect Evtrifaster the onset time for althese eects shaved +2 racial penalty to Blt, Diplomacy, Gather Informa tion, and Sense Motive sil checks against non yr. This penalty can be overcome for a particular race by taking the Xeno-empathy feat + Automatic Languages: Ey and Urthish, Bonus Lan guages: All human ilocs, Latin, Lojmaa (Obunish), Uryar (Ukarish, and othor alien races os the GM permit. Cha‘arkut +42 Dextority,-2 Strength, -2 Constitution: These fy rs are naturally agile but light bones, small size and high metabolism make them weaker and less har * Small As small creatures, Chaarkut gain 9+1 size bonusto armor class, a +1 size bonus to attack lls, and a 14 size bonus to Fide checks, buthey also must use smaller weapons than humans use, and ther ling and carying limits are three-quarters those of medium-sized creatures. + A.Cha‘arkut’s base move is 20 fect on land + Flight: Chaarkut can fly. Flying movement is 40 feet average) = Claustrophobic: Chaarkut have a2 racial penalty to all ability and skill checks when indoors or underground + +4 racial bonus to Spot. All Evi have keon vision, + Fast Metabolism: AllEytri must eat twice as much as 2 normal human each day. Also, chemicals and poisons affect Eytr fester; the onset time for all these effects is halved *-2 racial penalty to Blt, Diplomacy, Gather Informa tion, and Sense Motive sil checks against non-Eyr. This penalty can be overcome for a particular race by taking the Xeno-empathy feat + Automatic Languages: Ey and Urtish, Bonus Lan guages: All human ilocs, Latin, Lojmaa (Obunish), Uryar (Ukarish, and other alien races os the GM permits. Chirikiti + +2 Dexterity, -2 Strength, -2 Constitution: These fly ers are naturally agile but light bones, small size and a hhigh metabolism make them weaker and less hardy. + Small: As small creatures, Chirikiti gain a +1 size bo: ‘nus to armor class, a +1 size bonus to attack rolls, anda +4 size bonus to Hide checks, but they also must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters those of medium-sized creatures. + AChirikit's base move is 20 feet on land, + Flight: Chirikiti can fly. Flying movement is 40 feet averaged. + Claustrophobic: Chirikti have a -2 racial penalty to all ability and skill checks when indoors or underground. + +4 racial bonus to Spot checks. All Eytri have keen + Fast Metabolism: All Eytri must eat twice as much as ‘a normal human each day. Also, chemicals and poisons affect Eytri faster; the onset time for all these effects is halved. + -2racial penalty to Bluff, Diplomacy, Gather Informa tion, and Sense Motive skill checks against non-Eytri. This penalty can be overcome for a particular race by taking the Xeno-empathy feat. + Automatic Languages: Eytri and Urthish. Bonus Lan: ‘guages: All human dialects, Latin, Loimaa (Obunish), Uryari (Ukarish), and other alien races as the GM permits. Ghek-da’az + Medium-size: As medium-sized creatures, Ghek-da‘az have no special bonuses or penalties due to their size. + A Ghek-da’a2's base move is 40 feet on land. + Sprint: Ghek-da’az are capable of quick bursts of ‘speed. They have a natural run speed of xS normal move: ment. The Run feat can increase this to x6. + Claustrophobic: Ghek-da'az have a -2 racial penalty to all ability and skill checks when indoors or underground, + +4 racial bonus to Spot checks. All Eytri have keen + Fast Metabolism: All Eytri must eat twice as much as ‘a normal human each day. Also, chemicals and poisons affect Eytri faster; the onset time for all these effects is halved. + -2racial penalty to Bluff, Diplomacy, Gather Informa tion, and Sense Motive skill checks against non-Eytri. This penalty can be overcome for a particular race by taking the Xeno-empathy feat. + Automatic Languages: Eytri and Urthish. Bonus Lan: ‘guages: All human dialects, Latin, Loimaa (Obunish), Uryari (Ukarish), and other alien races as the GM permits.28 fa Count Shezel Haroun al-Atatik glared at his fellow con- ‘Spirator. Director Ludovico was unperturbed and sat back to exhale a large cloud of cigar smoke. “Tean't help it if you can’t control your family’s troops,” Ludovico said. “The deal was, you ensure that the troops ‘mop up a riot in the Fondug. That didn't happen. Thus, the Vautech was not offloaded and still ses where I put it: in the hold.” “Ipaid good money for that tech!” Shezel growled. “I wane ict “Heh. Good luck getting to it now. In case you haven't noticed, a retinue of priests climbed on board before we took Off. They'll have eyes and ears open for any sort of unholy activi, even if it's just me voiding by bowels too loudly.” Shezel grimaced at his partner's crudity. “Ah, but it was not my idea to choose a commercial liner upon which to store the goods! If you had chartered a private yacht from the beginning, none of this would have been a prob- lems” “Hey, Lasked for money up front for just that! Did you lee go of one stinkin’ firebird? Noo! Wait and see, you said, Well, now we see!” Both men shut up and stared at the air vent and the clanking sounds coming from it. “Damn hull rats...” muttered Ludovico. ‘Then the grill popped open and a simian face appeared. “Hello!” Shezel and Ludovico sat gape jawed, staring at the in- trader, ‘The Gannok climbed down from the tight passage and dusted off his overalls. He ambled over to the table and sat down. “Delphian ale. Good choice!” he said as he uncorked the decanter and poured himself a drink in Ludovico's mug. “By the thousand firmamenss, what is this?” Shezel said. “Yer that engineer, ain't ya?” Ludovico said. “The Chart- oteer Gannok.” “That's met” Shezel began to sweat. “Oh? And what were you doing in the air shaft?" “Routine maintenance. Gotta keep the passages clear, you know. But bay! What you hear in a place like that!” Ludovico began to draw his slug gun, but the Gannok waved him down. "Don't worry, I'm not a squealer!” “Then what do you want?” Ludovico said, chomping down hard on his cigar. “A piece of the action. 1 know where your package is and I've already moved it. Mess with me and you'll never Gan nok find it — it's already in pieces stashed in select spots known ‘ony to me and my comrades. Play the game right and you'll get it back. for a price.” ‘Querageous!” Shezel said. “This is blackmail!” ‘Oh no its not,” the Gannok said. “Let's just call it a little game to relieve the tedium of a long flight. More ale, partners?” History Human: set foot on Bannockburn in the later years of the Second Republic. The world was rich with Anunnaki artifacts, a large amount of which were soon taken from the world by artifact hunters, scientists and corporate techni- cians, Xenoarchacologists had a hard time studying the ru- ins without suffering disturbances from unwanted vi ‘Some of these visitors were natives. Indigenous primates watched the explorers and sci lists from the trees and from their own “nests” amid the ruins. At first, they simply watched, but their innate curios- ity eventually drove them closer and closer to the expedition camps. Eventually, they would sneak into the camps and take things. Most often, this was harmless, but sometimes a valuable instrument went missing, delaying a study for ‘weeks, And sometimes the stolen devices wreaked havoc among the primates, such as when a carelessly-handled blaster went off and ignited a few acres of forest. An early xenologist dubbed the primates Gannok, based off a noise they often uttered. The beings we rnon-sentient, for they showed no signs of organized speech cor culture, But as more and more xenologists began to ob- e considered serve them, they noticed a remarkable activity: the Gannok ‘were mimicking human culture. They began wearing sci lists’ stolen clothes and housed themselves in huts built — like the expedition camps — from the local trees. This nevi before exhibited tool use amazed the scientists. It was even more amazing when the Gannok finally spoke. Professor Hamey De Montrose was spending the after- noon observing Gannok and doodling images of their play in his sketchbook. One curious Gannok ambled over to him and looked at his pictures, looked at the Gannok they were supposed to represent, and then said: “No.” De Montrose nearly had a heart attack, and then almost had another when the Gannok continued: “Clok has longer beard. Draw it longer. The talking monkeys of Bannockburn became the rage of Second Republic society. Xenologists descended on the world in droves, desperate to study the newly discovered sentientsGannok were now deemed sentient, although consid- ‘ered tobe ofa low intelligence. They mimicked well and had ‘amazing mechanical aptitude, but litde imagination for cul- ture, art or language. As barely intelligent monkeys, they were accorded some rights of self-determination, but not as many as other races. had gained by the time of the late Republic. Nonetheless, they were too friendly (for the mast part) to be treated as badly as other sentients had. Pet Gannoks become a fad among the elite, It was not uncommon for starships to adopt a Gannok as its mascot. It ‘was soon discovered that the agile primates could easily fit into small maintenance tubes. Their mechanical aptitude madeit easy to teach them basic repair skills, and thus many Gannok become repair technicians on starships Over the coming decades, it was realized that the Gannok learned very fast. Children picked up their parents’ skills ‘even quicker. Within a few generations, Gannok had their ‘own culture and learning — although it was an imitation of | Known Worlds’ society and manners. By the time of the Fall, xenologists realized that the initial assessment of the Gannok as barely sentient was way off base. The modern Gannok, a mere four or five genera- tions removed from the initial contactees, behaved and thought just as well as any contemporary human. Indeed, Gannok seemed to possess as great a range of native intel- ligence as did humans. They had even produced a few ge- ruses, such as Doctor Brock Brock Markham, inventor of an efficient starship singularity drive. Scientists also realized that the Gannok possessed their own spoken language before human contact, an expressive language of gestures and tongue clicks and tocks. Early xenologists, unable (0 establish a phonetics or vocabulary for the sounds, assumed they were just expressive animal noises. But precise concepts can be communicated in Tok ‘Tok, the human name for the Gannok tongue. It was eventually discovered that the word Gannok means “hungry.” Gannok were attracted to humans who uttered the word to them because they thought they were ‘going to be fed (which was often the case). The Gannok have no natural word for themselves as a race, although they have names for their families. I is theorized that they had no consciousness of themselves as a species seperate from others until after human contact. ‘Some believed that their intelligence had evolved since First Contact, that the intial Gannok contactees had not been as intelligent as their descendants. This theory of super- accelerated evolution shocked many in the scientific estab- lishment, who instead insisted that the early Gannok had simply not displayed to the early xenologists their native30 fa caving dscoveed invari stern Banner, These appear dei canna noes ering sls rho os One even shows a Ganok ina sacs This -evience i used to suppor theories of Anunnak tampering with Gannakevlton Others however, alm hat fhe carvings do nt dep Ganno, but instead show anther ace, per haps dsl elated to Canna in the ame manne hat humans ae elatedto ther ith pes. Hower hte m0 fat evidence of such Cantok ancestor lates The possibilty of further research note answer was dese with te Falla subsequent Dark ges. canto weatheed ths ine Bter than mast aliens for they pos seed chn skis important many ch operations. Retained noe houses and gus, they pe Kp te engines unting. Some were even given guidrank stats 8 tation thatcontns othe presen ea But even Cank oud na ee the ie of ignorance back for long, They seed ss of ening sina o thir human neighbors The Cush which adits Gannok tothe ety and tothe priesthood In exceptional cases, a monished them forthe chic laning and was menalin wearing is taitoutf many Bannockburn com mies Tod thecamok ve mos on Bannockburn, Many save in the ores, turning to thelr “pine” ways, we thers seek work wth te user or eer League pean onthe plane such asthe Server art Yaging operations There ia small community on League om which may echnical Physiology anno ae primal mana wih prehensile and long ings and toes, They ange rom the ofr and aha feet in height wih most being Inthe salle fang. Tey are usaly thin but some hae exited obe Si (although th fas determining this are urknow) Teirdones ae unisual flex and ugh ea wn thy do not end oan apecabledre hey have rovegivethan humans Xenlgsskened om nore to eratn ber than acum The most amazing thing about Cannckphysilgy is its regenerative cab. Te Gannoknerous stems seems eel devel tse and bene eplershent. le cannok cannot gow la ins oorgans, they an heal damage atan nce ae One a the actors Xeolgsis were abet isolate in thisactviy isan enzyme ch eexued throught skin (and apparent in ner vans through sess) Whe this os the cult behind the famed enh helps to quickly seal any cut or soothe any bruise. Xenologists theorized that the Gannok circulatory system consists of numerous information transmitters and recep- tors which greatly facilitate the immune and endocrine sys- tems. However, they were never able to fully solve the bio- logical riddle of Gannok regeneration before the Dark Ages put an end to their experiments. The stench given off by the constant sweating of this cil can be covered by perfumes or scented oils. The Gannok possess a vast diet. They can eat a wide variety of things, from plants to animals. Their regenerative ability also aids in digestion and breakdown of foods. How- ever, this same ability also requires a lot of energy. Thus, Gannoks are almost always hungry and munching on som thing, Injured Gannoks can eat a horse within a day or two, so great is their system's need for energy to replenish dam- aged flesh. While they deal with toxins and poisons better than humans, they are by no means as hardy as residents of the planet Vorox. in fact, some deadly poisons are more painful as the Gannok’s system fights a losing battle for a much longer time. Their system is adept at dealing with injury and trauma, but not as efficient against toxins or disease. Since so little is understood today about Gannok physi- ‘logy, medicine for them is rather primitive. Few Gannok become physicians, as there is litle need for such a calling among their kind. Nonetheless, they do suffer disease. The Amaltheans have realized that the best method of healing a Gannok is to aid his body's own healing system. They have been able to identify some herbal supplements for certain ailments that seem to work. Among known Gannok diseases are sj the clo. In splinter bone cases, bone mass regeneration goes haywire, causing excessive bone growths with painful spurs. It is mainly an old age disease, sort of a Gannok arthritis, that brings with it decreased mobility as the Gannok ages. ‘There is no known cure, although some miraculous theurgic healings are rumored. The clot comes when a Gannok’s blood clots too easily, clotting internally, causing circulation block- ages and sometimes aneurysms. The only known cure for the clot is a disciplined herbal therapy and exercise. During the Symbiot Wars, a few Gannok exhibited psy- chic ability, although itis by no means widespread through- ‘out the species. A few of them even seem capable of practic- ing theurgy, as witnessed by Groklo Winemaker, a Gannok ‘who joined the Eskatonic Order. So far, no Gannok is known to have succumbed to Sym- biot taint, although they have suffered disease from bact rial invasions caused by Symbiot weaponry. Their immune systems seem capable of dealing with these infections, how- ever, especially with the aid of antibiotics. ter bone andSociety Gannok are crafty tool-users, mechanically inclined but ssing no more high-tech innovation than most humans. They are very family oriented and seem to work be: poss ‘groups; most of them seem indecisive when alone. Their efficiency increases when working among others, especially ‘with fellow Gannok. They love parties, and are usually quite ‘gregarious in a crowd. ‘They are also vicious practical jokers. Just where or why this chaotic streak developed is unknown, but most Gannok cannot resist planning and acting out elaborate pranks. (For this reason, they are rarely invited to become Mercurians — they are too obvious.) While they are good mimics and can usually adapt to change very well, some seem incapable of processing rapid social change. Without aid in adjusting, these few often be- ‘come dangerous psychopaths, inexplicably angry with the chaos. world for Societal hierarchy consists of respected families on top ‘with others jockeying for importance in various areas. Old and respected families are known for their wise elders, usu. ally those who are canniest in dealing with outsiders and offworlders for Gannok betterment, Scions of these families are expected to take up the family business of mentoring and diplomacy. Well-known is the Chak Yaga family, mem: bers of which can be found in the Muster; the Wog Wog family, with connections to the Hawkwoods; and the Ook (Ook Kung, one of whom isa priest in the Universal Church, Other families are known for expertise in a particular skill or knowledge, and usually gain their social kudos (in vites to parties, free meals, etc.) through accepting appren. tices from other families. In this way, some families have become more like guilds than bloodlines, There is the Kuklo family, noted for its members’ skill in mechanical engineer: ing; the Bak Bak Bo family, known for its paintings; and the ‘Mung Mongo family, famous for its culinary arts. Gannok clothing is largely based on human styles (shirts, pants, hats, gloves, et.) but its rare to see Gannok, shoes. Some Gannok are known for their fashion sense but their designers rarely affect human styles. Their language, called Tok Tok by xenologists, is ca pable of precise communication in groups, using a short hhand of gestures and a series of clicks with the tongue in the back of the throat. Vocabulary has grown since contact with human culture and technology, but most Gannok pre fer to speak Urthish. Humans can learn Tok Tok with basic fluency.‘The only substantial Gannok population is on Bannockburn, spread throughout its continents. Most are centered around Tikta, a bustling city builtin imitation of human cities. The terrain of Bannockburn is largely made up of old growth deciduous forests, mountains and moors (similar to a pre-bronze age Scotland), with jungles in the temperate regions around the equator. Many areas host ru- ins of what appear to be Anunnaki cities, burnt and blasted in some ancient conflagration. A small community of Gannok exists on Leagueheim, ‘many of them members of the League. One famous Gannok family here is that of Zebo Chombo, a famed weaponsmith who is training a lineage of weaponsmiths. Roleplaying Playing a Gannok Gannok ace perhaps ease play than mestalen rac since ther elute dfs lite fom tha of humans, being basicaly a mimiary of many elements of diferent human cultures. Humor can arise when Gannoks may nt fly re alze the ionic implications of certain customs they adopt, but more often they seem to havea better perspective on humanity than humans hld themselves Below area numberof Gannakstrconpes Can-do Engineer: The characteris a mechanic on a starship or stapot, helping o maintenance incoming ships She does al the disty work when someone wants @ new Blaster mount o amex plating to replace the plates torn up by lasers. she is probably a member of one ofthe League guilds (perhaps a Charotee) Wild one: The character lives wild inthe forests or jungles of Bannockburn and prefers if this way, without the complications and sily dictates of society. While he may notbe as educated as hs fellows, he knows hs way around the wildemess andthe Anunnaki uins Holy Roller The character is a priest ofthe Universal Church (fom any set) and wishes to conver hs fellows Most Gannok are ambivalent about religion and may jin the Chueh jas to Kep this character ef thei hacks. Prankster: The character lives fer a eally good prank or tick, egress of how dangerous tis. Artfact Hound: The character has reali ‘money humans and other will pay forthe arta let Wing around her homeworld forthe taking She hunts thes things out or hires hesaf out lead eters to them, sed how much Gamemastering Gannok Below are some story ideas involving Gannok: «Tampering with God: During a slow starship journey toa jumpgate, a resident Gannok engineer offers to “cut the ‘Sathra Damper” fora hefty bribe. He claims to know how to shut the damper on and off in such a way that nobody will notice. What's more, he says the effect can be confined to a single cabin — the pilot need not know about it. What do the characters do? Accept his offer and experience some for- bidden Sathra ecstasy? What if the engineer is simply test- ing the characters or playing a prank? What's to stop him from telling the Inquisition that the characters forced him into the act? Who is he working for, and do his masters ‘want to put the characters into a blackmail situation? Then again, it may be worth it for one mere moment of commun- ion — especially if one of the characters is already addicted to the Effect. + Leggo the Family Jewels! The characters have got- ten hold of a valuable Anunnaki carving (is ita soul shard or usta carving?). Trouble arises when a prominent Gannok laims that it isa stolen family heitloom. This guy has con- nections and uses them to try fo retake what he claims is his, But is it really his? Is ita treasured relic of his grand- parents or does he have a secret motive? ‘© No Respect: A wealthy Gannok merchant characters as escorts. The problem is that wherever he goes humans think he's cute and want him to perform tricks. This only gets the little guy angrier and angrier. One evening, a mob descends on the characters, screaming for the Gannok’s, blood. He demands that they protect him — that's what they're being paid for! Ifthe characters can disperse the crowd and ask questions, they will discover that a local fellow was the victim of a vicious joke gone wrong (make up some- thing gruesome but funny) and that the Gannok is to blame: “They always play pranks, don’t they?” Is the Gannok the true culprit or is he the victim of racial stereotyping? Even if he is guilty, the characters have a duty to protect him. ss the(OTN aus Gannok Racial Traits Language: Gannok speak their own language, Tok Tok, and most also speak Urthish. Names: Chak Yaga, Oolok York, Chal Yurga, Upto Zok. Alignment: Gannok are usually chaotic, and they tend ‘toward good, but individuals vary as much as humans, +42 Constitution, -2 Wisdom, -2 Charisma: Gannok are tough — really tough. They also smell like the bejeesus and are prone to not thinking things through, + Medium-size: As medium-sized creatures, Gannok have no special bonuses or penalties due to their size. + AGannok’s base speed is 20 feet + Grease Monkey: Gannok are savants when it comes to repairs. They receive a +4 racial bonus to all Craft checks ‘when repairing or fixing something, + Rapid Healing: A Gannok quickly recovers from in jury, doubling the base daily healing rate (4 hp per levelt, including temporary ability damage. To get this bonus, the Gannok must eat four times as much food as normal. + Natural Athletics: Gannok receive a +4 racial bonus to Climb and Tumble checks. + Immune to Symbiot conversion: Gannok cannot be converted into Symbiots. + Agile Toes: A Gannok can use his feet as well as hands for tool use, but not combat. This can decrease the time by half for Craft and other skill checks that might benefit from having twice as many hands at work (GM's discre tion). + Vast Appetite: A Gannok can eat just about anything plant or animal. However, they have the double the daily food requirements as a human. When healing, this can even double or triple, as the body uses so much food in regenerating, + -2racial penalty to Bluff, Diplomacy, Gather Informa tion, and Sense Motive skill checks against non-humans ‘and non-Gannok. Gannok do not have this penalty towards humans because of their seeming adoption of sentience from humans. This penalty can be overcome for other races by taking the Xeno-empathy feat. + Automatic Languages: A Gannok begins play speak ing Tok Tok and Urthish. Bonus Languages: Obun, Ukar, Etyri, Shantor Windspeech (understand, not speak), and Urthtech.Be Sixday, Marz 30th, 4996 (Cadiz Date) Finally, after tvo months on this godforsaken world, I've had a breakthrough! I've been living in this festering cesspool the Decados calla city, avoiding Muster press gangs and worse, paying bribes for everything, waiting to meet the Hironem. Gaining access to their reservation at Turaz is not easy. ‘The Hironem have strict laws about foreigners entering their ‘sacred city." To enter requires not only a government visa ‘but also approval of the Sibanzi. Decados bureaucrats here, when available, work slowly, so I approached the magis trate — a corrupt little man — for help. He suid he'd help ‘me through the visa “application” process, as he called it, «and I paid him handsomely for his help. (I've already gone through most of the funds the university provided.) He didd whatever was necessary, and apparently very well for ovo dagys later I was granted a visa. Isat in a dingy, bare office, waiting for whatever pa- penwork I'd paid for. I paced the room impatiently, half expecting the arrangement to fall apart. The door opened and in walked a Hironem carrying an ornate inlaid slug- rifle — a Warrior. He is magnificent, with golden eyes and «an impressive crest display. He introduced himself as Iu Tarsi and explained the rules in clipped tones: He is to be my guide, and he must accompany me at all times. I am allowed only where he takes me. He will translate for me, ue I cannot ask questions of the Sibanzi directly — he'll convey them in writing. How strange. How regimented. Dare I say it — how Vau. I'm convinced the Hironem possess the answers I seek. — From the journal of Professor Tai Seng Wong, Uni versity of Veridian After the Oro'ym, the Hironem are perhaps the most free of alien races in the Known Worlds, While they no longer lay claim to their own planet, their overlords, the Decados, leave them alone. By treaty, the Hironem way of life is pro tected from outside influences, with contact with the Known Worlds heavily proscribed. Because their caste system bears some similarities to the Vau, a few scholars believe that Hironem hold important clues to Vau culture. Thret make up this society — the Maker caste (Kimmu) forms the foundation of the social order, followed by the Warrior caste (Kigaz), then the powerful Sibanzi. Less well known, though just as intriguing, is their strange belief in a magical li force called S'su. Humans rarely meet Hironem off-world, and those they do are considered outcasts by their own people. History The God Times Millennia ago, according to Hironem legends, gods walked the face of Cadiz. They refer to this period as the God Times — when Akkad The Maker, the Twin Warriors Eresh and Tanam, and the One Who Remains Nameless fell from the sky to teach Hironem the rudiments of civilization. They organized Hironem society and taught them the secret of $'su, the life force that binds the universe together, ‘The Nameless One set the God-King on his marble thror and made him responsible for the growing crops and swit ing heavens, Others he instructed in tending the God-King, and they became the Sibanzi. The Twin Warriors gathered together Hironem, teaching them to fight, thus forming the ‘Warrior caste. Akkad organized the rest, each according to his skill — farmers, potters, basket-weavers, and others — to create the Maker caste. Those with unclean jobs —butch- n-tenders (those who help others shed skin) — were left behind, without caste. After many years, the gods fell to fighting amongst themselves, a period known as the Red Time. Hironem sa- red scriptures tell many stories about these conflicts. Akkad became unhappy, increasingly disagreeing with the Name- less One over leadership, laws and prerogatives. Finally, breaking the taboo against his handling weapons, Akkad rebelled against order. Tanam sided with the Nameless Or while Eresh stood by Akkad. Hironem, too, joined in the conflict, each choosing a side. The Four Gods fought a mighty battle, “hurling thunderbolts at each other.” In the end, ‘Akkad slew Tanam, and together with Eresh smote the di fenseless Nameless One. According to the final book of scripture, the two rebels faced a day of retribution when the Gods Above All came to Cadiz. They found Akkad and Eresh, uncovered their great sin, and took them away. The God-King and those Hironem loyal to the Nameless One restored the old order, punishing those who sided with the Rebellious Gods. The rest of Hironem history remains unknown to hi mans, for none have bothered to study it. For millennia, all races and cultures, the Hironem had their wars, their triumphs, and their disasters. crs, morticians and: theiN RACE Arrival of Humanity Humanity landed on Cadiz in 2680, when House Gloucester established a colony fr from Hironem habia tons. Early probes had revealed the presence of indigenous sentient life inthe equatorial be, and determined thatthe sentlents' tech level was early industria. Having found ev- dence of a previous landing on Cadir's moon, House Gloucester reasoned thatthe natives almost certainly pos- sessed destructive atleleld weapons. A minor house whose fortunes always seemed tenuous, the Glowcesters sought to avoid a conflict that could jeopardize their survival. They Auiedy established a beach-head, and for thee years the Hlrooem remained unaware of humanity's presence nan unprecedented move, Ekman lowceste, the colony ‘administrator, approached the Hironem directly. When he arrived, he and his entourage were greeted with shock and amazement. The local villagers took them to the local Siban, and early meetings focused simply on opening the lines of ‘communication. Once the two sides could communicate, Ekman Gloucester offered to buy a parcel of land from the Hironem for a collection of gadgets. The Siban counted him- self successful — the land he “sold” had never been used by the Hironem, so it didn’t matter to him; he thought he'd never see the humans again, But humanity didn’t go away. The next time they ap- proached the natives, it was to purchase Hironem land and this time they met with the central authorities. According to tradition, the God-King owned all the land, the Sibanzi ad. ministered it on his behalf, and people occupied it at his sulflerance. Some Sibanzi pressed for a modernization pro. gram, trading the one thing they had for human technology —land, ‘The original agreement between the two sides set the precedent for all future Hironem-human relations. A total of five treaties were signed by the Sibanzi on behalf of the Godl-King. In this way, Hironem received generators, facto ries and farm equipment and in return the Gloucesters re- ceived land to expand their holdings. Interaction with humanity changed Hironem society. The technology the Gloucesters brought with them created a new social hierarchy. This had a dual effect. First, this displaced the Makers and Warriors who lived on the land, creating a refugee problem. Second, Warriors and Makers, interested in acquiring technology for themselves, offered their ser: vices to the humans. House Gloucester took advantage of the offer, using eager Hironem to expand their grasp on Cadiz, Wealth, measured in gadgets, replaced caste as the stan- dard of prestige and privilege. A Maker, sporting a personal think machine, volt tools and a flashlight was counted‘Traditionalists and the disenfranchised banded together, rallying around the God-King. Greedy Sibanz, they believed, betrayed the God-King for personal gain. They argued that, by adhering to the caste system, society would not suffer disarray and could present a united front against the hu- ‘man intruders. Progressives, however, advocated abandon. ing the hide-bound caste system, and desired to reform their society along human lines. Increasing social tensions among Hironem eventually proved disastrous. The Decados In 2818, House Decados (reestablished itself, and in an inexplicable turn of events Davies Gloucester signed Cadiz over fo them. The Decados were content to preserve the re- lationship with the Hironem as it stood — trading technol. ogy for land and services. Unfortunately, some Hironem no longer favored those terms. Jakovian agents learned of the growing anti-human sentiment and moved to preempt a Shantor-style revolt on Cadiz. They manufactured an insur rection, ‘The Jakovians identified the village of Semak as a suit able focal point. Baron Edom Decados was sent to acquire land and hire laborers to build a manor house. The local Siban was interested in trading farmland for a processing factory, but many of the tenants refused to relocate and bar ricaded the village, as expected. Baron Edom pressed the issue, ringing the village with his personal army. Nerves frayed and tempers hot, the Hironem Warriors manning the barricades attacked. The Decados bombarded the village from orbit. Hortified, the Hironem quickly sued for peace. In the agreement, the Decados acknowledged the divinity and sov- cereignty of the God-King over Hironem (angering the Church in the process), while the God-King agreed to cede all land to House Decados. The treaty established the reservation at Turaz and guaranteed Hironem autonomy. Afterwards, Edom Decados was heard to quip “what good is a God-King shut away in a cage?" For the next two millennia, rel ns between the Decados and Hironem remained uneventful. The Decados ignored the reptilians and did as they pleased, while the Hironem isolated themselves from the rest of the universe, During the Second Republic some young Hironem left for the stars, but never enough to establish communities on other planets. Selected as the initial site for negotiations with the Vau, Cadiz saw an explosion of development. The Decados and others poured money and resources into the planet, and the Hironem enjoyed a brief period of notoriety. But when the Vau rejected the site in favor of Veil-ya, Cadiz was aban. doned, development abrupily halted, and the Hironem re. turned to obscurity. During the Emperor Wars, House Decados briefly at- tempted to recruit Hironem into their army, but few joined. ‘They managed to forma single unit of Warriors, called Drag- ‘ons, who performed extraordinarily well. Sent on a variety of suicide missions, the Hironem always managed to sur- vive. Were they human, they would have been covered in medals and ribbons. Instead, when they mustered out of ‘army, the Hironem unit received little reward or recognition from their Decados overlords. They returned to Turaz and discovered that their own people considered them outcasts, Bitter, well-armed and experienced, most Dragons now travel the jumpweb under Muster employ. With the conclusion of the war and Alexius's rise to the throne, a new age of exploration and inquiry has begun. ‘More people now travel the jumproutes in search of lost knowledge, leading some scholars to Cadiz to study the con- nection between the obscure Hironem and the mysterious ‘Vau, Meanwhile, opportunities increase steadily for young, adventurous Hironem to leave their reservation and explore the Known Worlds Physiology ‘The average Hitonem sands six fet tall andi slightly built. Though bipedal, their evolution followed the rptiian path rather than the primate. There are several distint “races” of Hionem — light brown desert dwellers, deep ge hides Their skin is scaly and rough, ikea lizards. insteaof hair they spor variety of hom rests or Naps, Fet have marsh-dwellers, and mountain-dwellers with thicker three toes, while hands have five digits. Tails are vestigial, if atall present, Hironem faces lack a pronounced nose, in- stead breathing through two nose holes, and lack external cars. Their eyes are colored solid gold. Hironem possess extremely long, sticky tongues, which they shoot forth to catch live prey. Internally, Hironem differ little from humans — one heart, two lungs, kidneys, liver, et., although they are cold- blooded. They reproduce sexually and bear living young. For some unknown reason, Hironem have never exhibited Psi abilities and seem to be untrainable in it. Cybernet implants, however, are possible, though difficult for them to obtain on Cadiz The Hironem diet consists of various birds, small ro- dents, fish and insects, which are eaten broiled, fried, baked and raw. A popular meal is the Idim Bug, baked in its shell until the meat turns pulpy white. Takasad, a cold fish broth drunk like coffee, is another favorite. Many humans find their tendency to catch meals with their tongues disconcert- ing.N RACE a. Society Hironem lve adoring toa socal system established bythe Four Gods. The Nameless One created sibanz,Eesh and Tanam created the Warriors and Akkad crated the Makers. The tl, "non people” were shunned by the gods 1 patson's caste is determined by bith; the cd fellows the cate of ther highest paced pacent-~a daughter born int the Wartor caste can expect ifetime of mata pu suits. Gender has no ele on cast, Blow are he our castes inthe Hionem system The God King: The pinnacle of iconem society isthe God-King, called Shamash, Each God-King bears his name, assumingit when the old Shamash des. Ths confuses many humans, who think i is a royal ie, The reason all God- Kings goby the same name is unknown. The dynasty re mains unbroken fom the rial Shamash, Hes the embeament of Hionem culture looked upto asa living deiy. Shamash isthe bridge between heaven and earth; he ensures that the rains fll andthe cops row: he interprets clestal omens. Attempts by Church mission. aries to convert Hironem tthe Panceatr lays al. Com- Imoners (and outsiders may nt se Shamash. Even Sinz must go trough rigorous waning before they are allowed im the divine presence. When the God-King ventures be- yond his alee (rae event), Wariorstavel ahead to clear Sibanzk: Servantsof the God-King, they resemble Mus- lim imams or Confucian scholar gentry on ancient rth At the top ofthe caste system, Sibandi address both sprtual and secalar needs. As temporal leaders, the cary ut the God Kings directives, acingas his agents in soit. ibana provide monl instruction as well, eften quoting Hironem nny o sult their needs. They reconsidered hal, and itis a sin stke one. Warriors and Makers are expected {0 hey thei bters unquestioning. Wartiors(kigazt): These Hionem serv as police and army, under the author ofthe Sibana. Unlike martal groups on other worlds, Hlronem Warriors donot belong to tient units or seas (his prevents cil wars). Kigaz joya number af benefits over Makers: A Maker who touches a Wario's weapons can be ke Makers must gve way them on the sticet, nor can they gainsay a Warton, a Warriors word outweighs that oa Maker Makers (Xtmumu); These are the laborers, artisans and farmers that form the bulk of Hionem society. They arelow- estin the soa order. Assuch, they have few rights: Klgaz may Kill one for an efflense to his honar or for disobeying a Sihan's orders, nov do they enjoy feedom of movement Many sub-castes exist, divided by the services they pro: vide ll are mote or less equallu: Those who produce nothing (such as merchants and moneylenders) or work in unclean professions (morti- cians, leather workers and butchers). Outcasts are consid- cred beneath notice and have no status. Wartiors may kill them on sight and Makers may refuse to serve them. Hironem who leave Turaz.on other than diplomatic missions are con. sidered tlt, Marriage between castes is permitted, though frowned ‘upon in conservative circles; this occasionally causes prob- lems, such as a Warrior wife dominated by her Siban hus band, ot a Wartior wife forced to kill her Maker husband for touching her weapons. Martiage can be a route to moving up (0 a new caste as wel, as a Siban husband instructs his wife in the necessary skills Unlike similar systems, such as the Japanese, Hindu or ‘au, Hironem can move up or down the social ladder. Social ‘mobility occurs through a process of apprenticeship. A Maker, for example, can become a Warrior by finding someone will- ing to take her under their wing. The apprentice learns the necessary skills from her master. After a certain period, caste leaders test the apprentice; if she passes, she performs an initiation ritual and becomes an accepted member ofthe new caste; if not, she resumes her previous life. It is the rare ‘Siban who accepts a Warrior or Maker for apprenticeship, though it has been known to happen. caste member who commits an unpardonable crime, fails spectacularly, or otherwise embarrasses his caste can be called to task. Found guilty, caste leaders can strip the offender of his position and rank through a ritual called the Mahazu. For example, a Warrior who routinely shows cow- ardice in battle can be summoned to answer for his crimes by his superiors. Evidence is presented and examined. If guilty, the warrior is ritually rejected — his weapons are taken, his titles stripped and he must run a gaundet of former comrades. He is no longer a member of that caste and must make his way among the Makers. Each caste has its own ‘Mahazu ritual The arrival of House Gloucester had a profound impact, on Hironem society. The introduction of human technology shattered the old, sacred order. Some Sibanzi worked to modernize their people by trading land for useful human tech, but could not foresee the strains this placed on society. Displaced Makers and Warriors became embittered refugees; rival Sibanzi preached against alien influences; those who lacked land to trade clamored to sell their services, and gar- nered wealth irrespective of station, Although the Decados took most of the land, thus set- ling the problem of land for technology, among Hironem the schism remained. Progressives and Conservatives never clashed directly to decide the direction of Hironem society.Progressives want to make Hironem more like humans, abandoning the holy caste system. Conservatives uphold it ‘The two sides continue to quarrel to this day. Occasionally, Progressives try to enact reform — a fiery speech, a demon- stration, a token gesture — but the Conservatives always bounce back (with their own fiery rhetoric, stonings and the ‘occasional murder). Language Although Hironem can speak Usthish, humans find it duet to speak Salsu What makes Salsu dffelt i not onunciation but ts grartmar, Hironem language eopha- sizes the quality of things — color, size, emotional stat, etc. — rather than thee relationship to the speaker. Nouns axe always atthe end of a sentence, after adjecives, ad verbs and verbs. For example, a simple sentence “Ihave a red ball” in Salsu becomes "Red have ball" Hironem add descriptive words to sentences that in Urthsh don't ey them; a Hironem would not simpy say “Igo tothe store.” He'd say “Happily, big, onthe hill, go store 1 Igo happily tothe big store on the hil) Humans ho choose to speak Sau stick to simple constuction. Religion Hironem worship the Four Gods who vised Cadiz mil Jennia ago. Small shrines to them can be found In shops and homes across Turaz. Most venerate te entire pantheon, with special focus on their ast deity. Oly, the God-King isnot drealy worshipped by the populace lronem cosmology centers on abel the energy ofthe gala, the cosmic ie force of which ev ccythingts part. powers the suns Su does not coe from the Gods, it justi, but the Gods taught Hironem the use of it. For millennia, Hironem have studied this force and de- ‘veloped sophisticated theories for its use. Is the bass for Hlronem martial arts, medicine arctecture technology and mag The greatest ofall su mastersis the God King Though his esoteric understanding ofthe nature of the universe, Shamash maintains all existence. tis his esponsibility o ensure a good haves, by practicing the proper ntuals at the Temple ofthe Ancients. He brings good influences and propitates bad. He determines when to plant and when to harvest. Each Shamash hands down his secrets othe next Shamash, so that they may assume their ritual dates. Hlironem belleve that th suns continue to fae because other fin S'su. S'su is races lack faith in Shamash. Much to the consternation of Church officals, Hironem continue to worship their own gods and ignore the Pancreator. From time to time, missionaries arrive to con- ‘AL best, some Hironem acknowledge the Pancreator but continue worshipping at their own al- tars, Recently, Temple Avesti pressed for an Inquisition in vert the "heathens. Taz, but Church leaders (perhaps with Decades pressure) rchufed them. Meanwhile, the skatonics, intrigued by the Concept of S's, try to forge tis with the Sibanai. So fa, they too have been rebut Psychology ‘Toa Hironem, the “energy” ofan area i considered as important as its physical quaites. This olor all facts of Hironem society — from relationships to language. A buildings location depends onthe surrounding su elds isarchtectureis designed to enhance those fils. interior decorating uses colors and textures o workin harmony with Siu, to crate a particular meed ‘All Hizonem have a form of Subde Sight. This isnot si utan innate ably, just s humans have eyes Sensi tive to mood, the fnd certain emotions unnerving and oth ers invigorating, depending on thei caste. This i alarmed trait, not inborn. Makers, fr example, feel uneasy around violence and dske those with valent emetions or intent Violence, however, captivates Wantors, who became more calm and atenive. Warors are, bawever susceptible to displays of authority This causes some od situations —a Maker tying to make peace while the Warior next o him tiesto prolong the fight. sibanzi appear tobe eof caste imposed reactions Technology ‘After the Church-Led data purges of the Dark Ages, ite reliable infomation remains about Hironem technology Some scholar believe this was based on bioenergetc rin ciples, although hat remains an unsubsanated, ing ing, theory The only agreed upon fact thatthe Hironem traveled to thet moon in a spaceship of ther own design, The supposed landing ste cannot be Investigated, asthe Decados have cordoned off Cai’s moon. Some scents belive the sibanzi possess definitive proof — ether the actual ship or its plans in thee temple foess. Lite Hionem technology exit othe current day: Habitat Cadiz, the Hironem homeworld, is comprised of various environments — temperate, arctic, tropic, etc; itis one of a handful of planets that did not require terraforming for hu- ‘mans (o inhabit. Only the equatorial belt is hot enough for these cold-blooded beings to feel comfortable; the rest of the planet they left uncolonized. Today, Cadiz is covered in urban sprawl left behind after the mad speculation and de- velopment of the Second Republic. ‘An oasis in the midst of maxicrete and terracite, Turaz {is 2000 square miles of fertile swampland surrounded by a great wall. The area is bounded by two rivers which period cally flood their banks. Here, farmers grow crops and raise40 B J livestock, living in several small villages which dot the land. scape. The city, with a population of nearly one million, is a crowded warren of low, mud buildings, divided into many neighborhoods. Towering over all are the twin structures the Temple of the Ancients, a ziggurat dedicated to the Four Gods, and Bey Tal, the God-King's palace. Warrior patrols protect the reservation, patrolling the grounds and manning the great wall around Turaz. Those caught trespassing anywhere in the reservation are sum: ‘marily executed. Having lost several members in this way, the Charioteers, Hawkwoods and Hazat have filed official protests with House Decados, who have shown litte indi nation to do anything about the problem. Turaz belongs to the Hironem, Places of Note ‘While the Hironem are limited to the’ city of Turaz boasts several interesting sites: ‘The Temple of the Ancients: The second most impor: tant building, this towering ziggurat serves as the adminis- trative center of Turaz. Some believe the Sibanzi keep the body of the Nameless One, or the secrets of Hironem tech: nology, buried here. Built to absorb surrounding S’su fields, the temple radiates energy when viewed with Second Sight, Bey Tal: The pagoda-like residence of Shamash, the Godl-King. It is believed the palace sits atop the spot wher the Four Gods landed. Only Sibanzi may enter the castle to tend to Shamash’s needs. Here, important rituals take place to ensure celestial harmony and Hironem prosperity. ‘The Southern Wall: A recent flood caused part of the ‘mud wall surrounding Turaz to collapse, unearthing arti facts predating the arrival of humanity. Reports claim that a Vau “lightsplinter” and several other trinkets, were uncov: cred. The site is closed to humans, and some Sibanzi want it buried. Roleplaying Playing Hironem Few Hlronem fel the urge to leave the safe confines of Turaz, content o isolate themselves fom the rstof the gal ay, Those who venture forth are seen as strange, touched by unclean inftuences, and become outast, Somehow, other Hlnonem can always telloneofthelrown who has vetured beyond Tuaz. Typically, Wariors or Sibanzi leave Turaz to make thei fortunes, to escape the rigid socal system, oo have adventures. Some are eld for ther cimes ‘Some stereotypes for Hconem characer are Bodyguard of bounty hunter: You left Turaz to find reservation, the adventure and sell your services as a bodyguard to whom- ever will pay. Now you find yourself in the employ ofa jaded noble, to protect him or settle an old score Diplomat: You've been sent o serve as an ambassador twanoble court — Emperor Alexus's court. You must represent your race to those who believe themselves superior while strugling to learn their ways. Political intrigue abounds. Merchant wanna-be: Somehow, you've become a mer- chant, either managing to purchase your own space ship or hiring transportation. You travel the jumproute, trying to buy high and sell low, but you're hampered by you lack of understanding and experience. Missionary: You've heard ofthe fading suns phenom- enon and believe that you have the answer — the suns fade because few beyond Cadiz believe in the God-King. t's up to you to go out among the faithless and convert them Veteran: You served the Decados during the Emperor Wars and survived many suicide missions. With the war cover, you've no place to go — your kinsmen consider you ilu and the Decados don’t want you anymore. Now, you make your way as best you can Rebellious Siban: You are a Progressive, believing that the old caste system must be swept away in favor ofan order. You either remain in Tuaz, inciting rebellion or you've been exiled for your belief Gamemastering Hironem Gamemasters running a game on Cadiz can consider the following dramas for their campaign In Search of: Hironem go to grat lengths to limit their contact with the rst of the Known Worlds. Some people believe they are hiding something, with theories ranging froma fabulous Ur Gargoyle toa secret factory manufactur. ing Hironem tech. The characters ae sent by interested par- ties — the Hawkwoods, Engineers, Avestts, ete, —to Find out what the Hironem are hiding Study Abroad: Much has been made in the Known Worlds ofthe similarities between Hironem and Vau cvili- zation, Exacly what ate those sinulaides? The characters obtain a visa to visit Turaz, and must adhere to their host's stringent and sometimes bizare laws while striving to un- cover the elusive connection. Otherwise they find themselves ened or worse. Sples Like Us: The Decados have maintained a“hands- of” policy with the Hironem sine obtaining Cadiz. Rumors ofa secret agreement between the Decados and the Vau oc- casinally surface. And why are Jakovian agents suddenly interested in your inquiries... cados, Hawkwood, Charioteers, or evenLOT ay: Hironem Racial Traits Language: Hironem speak their own language, Salsu, and most also speak Urthish. Names: Bel Zaar, Sabuta Dal, Zibota Lupar, Sanzo Saree. Alignment: Hironem are normally lawful, with neu tral tendencies. However, individuals found off their homeworld can vary wildly in alignment. +42 Wisdom, 2 Constitution: Hironem are perceptive and contemplative, but their cold-blooded nature makes them less resilient than other races. + S'su Vision: All Hironem can perceive the S'su of people and places. This ability works just like the Second Sight psychic power Subtle Sight. All Hironem have Sec ond Sight as a class skil, eegardless of class, with Wisdom asthe ability modifier. This can only be used for the Subtle Sight effect. Hironem also receive a +5 racial bonus to this skill, Hironem can also use this skill untrained. Otherwise, it works just like the Psi power, except that there sno Wyrd cost required. + Cold-blooded: Hironem are not well uited to extreme temperatures and suffer a-4 to all Wilderness Lore checks to resist subdual damage from extreme heat and cold, + Caste: All Hironem belong to a caste. Choose one of the following: Sibanzi (noble priest) Bonus Class Skill: Sense Motive, Knack:+2 Diplomacy with Hironem, 3 Kigazi (warrior) Bonus Class Skill: Wilderness Lore. Knack: +2 Bluff when feinting, Kimmu (maker) Bonus Class Skill: Any one Craft sll. Knack: +2 to all Profession sills. + -2racial penalty to Bluff, Diplomacy, Gather Informa tion, and Sense Motive skill checks against non-Hironem, This penalty can be overcome for a particular race by tak: ing the Xeno-empathy feat. + Automatic Languages: Salsu and Urthish. Bonus Lan ‘guages: All human dialects, Latin, Lojmaa (Obunish), Uryari (Ukarish), Oro'ym, and Gannok42 fa All night the roar of the waves and taste of salt spray ‘Rept Gregor Zeeman awake, hugging his small skiff against the storm. The hurricane integfered with radio communica- tions, but before the static garbled all language he heard an emergency channel urging all fishers back to port. Attempt- ing to follow the needle to Sur, he was overtaken by the ‘heavy rain and waves. Tossed and battered, Gregor's skiff the Odyssey, finally emerged into still blue skies, into the raw beauyy of Madoc’s vast waters, with a-small island in the distance. Checking his equipment, Gregor discovered that Ais radio had suffered damage and that half his catch was gone. His emergency solar sails went up. Guessing the time, ‘he figured that he had arrived at the small isle around two in the gfternoon. The isle was shaded by sasa brush and lichen-crusted bwasgan trees. Small insects hummed, and zeeta lizards scrambled on the rocks and up the tree trunks. Gregor didn't remember the isle on any map. It was less than a mile across, rising to a high point and then descending into a broad lagoon. He returned to his ship to make repairs, harboring ‘her in the lagoon. Working into the late afternoon, Gregor managed to receive a weak radio signal. He attempted com- ‘munication but, receiving no answer, he cooked some fish while watching the britiant pink and purple sunset reflected in the clear ocean. He felt small beneath the vast canopy of colors and eternal, liguid horizon. Shortly after sunset he heard a faint noise, croaking frogs breaking the stillness of the lagoon. A gentle chorus, it reminded him of his child ‘hood on Midian. The croaking grew louder, and the pleas- «ant rhythm lulled the fisherman into childhood dreams, Startled from sleep, Gregor heard someone moving on the boat. The stars were out, and only the faintest glow in the west remained of the turbulent day. He grabbed his cut- ting knife, but was seized by wet, elongated fingers. He looked right into the sea-dark eyes of a human-sized am- phibian. Another creature boarded the ship, and approached. In the dark Gregor saw that they stood upright and carried tools. Below, in the water, he heard more of them splashing about. “Prophet save me,” he whispered. The wet hand squeezed his until he dropped his knife. The sale wind picked up, whistling off the sea. “Oro’ym,” Gregor uttered. He had never seen any of the legendary sea race before. ‘yivazz ti noonta,” he said, uttering the only words he new in their speech, which translated as ‘Let us share the wide sea." Every Madoc resident knew that one. “Dagan, eh fisherman?” asked the second Oro'ym. Gregor had heard ofthe Picgnostic Dagan Brotherhood, ‘the native fisherman guild, but shook his head no. “They onty take natives,” he said, Your boat is on Oro'ym egg nest. Young wait to be born. You tell no one, human.” Below, the splashing noises ceased, but he was aware of many eyes upon him. ‘No, Idon'teven know where 1am. The storm drove me here.” Gregor looked at their scaly bodies, reflected in the starlight. The second Oro'ym spoke to the first one, in a high-pitched language. The hand left Gregor’s throat and ‘ook his knife. "1 Kurmal,” said the speaker, the starlight glinting off ‘the sail on his back. “Have authorigy o kill you, fisher man 1 think called Gregor. Ugly mammal, you look like sea ref- ‘uge. Vomit up on land, because Mother Sea no like you, eh? Fight back to claim her respect, human.” Kurmal halted, ‘then struck Gregor across the fitce with his tail. A sharp pain throbbed from the attack. Kurmal focused his abyss dark eyes inches from Gregor’ face. You tough,” Kurmal continued. “No cry out. You not sell anyone about here, Babon's child. Look at me, young one. I save you — I like ugly small eyes Gregor. Will return you home, if you take solemn oath to Dagan Brotherhood, Fishers of the Stars. ‘Tcan't,” the man trembled. “They only take natives. I'm an offworlder who came here after the Emperor Wars. The knife flashed down, cutting into his forehead. In swift strokes, a crude circle was carved. The blood dripped into Gregor's eyes. “Now you one of Dagan Brotherhood, ‘the Orolym announced, “Tell them Kurmal make you so. They blindfolded Gregor and bound him with strong seaweed, and launched his boat into the sea. After a time- less time, he felt his bonds loosen and heard a splash off the side of the boat. Taking off the blindfold, he saw that he was alone on the vessel amidst the vast open sea. The next day, his radio signals reached another fishing vessel, and they laughed when they saw his insignia scar. “Welcome to the Brotherhood,” the captain said. Madoc is a water planet with very few land masses. Its life is in the sea, and its history saw only limited land colo- ization. Although reptiles and a few minor mammals evolved, the land belonged to the amphibians. The amphib- jans ranged in size from small salamander type creatures (gwine) to the large carnivorous Ichthyotetan, which mea- sured 23 feet in length. From these amphibians arose the sentient Oro'ym race. Although their civilization reached the dizzying heights of the stars before plunging into primitive chaos, the Oro'ym survive. Now divided into seven clans, they present a mys~tery to other sentient races: the Oro'ym understand certain aspects of preadamite technology, but are baffingly unfa- miliar with the means to use it itis as if they remember ancient scientific secrets through religious rote. Today, the Scravers use the Oro'ym's skill to find ancient tech among the ruins of underwater cities, while other guilds and local fishers look to profit from their acquaintance in other ways. History The Oro'ym (*People of the Clear Water Star" in their tongue) evolved from saltwater-based amphibian ancestors, not directly from fish, as had been previously thought. Colo- nizing the land some 100 million years ago, the ancestors of the Oro'ym resembled terran lungfish, whose fins devel- oped into muscular legs out of evolutionary necessity. An Age of Amphibians followed on Mado, similar to the Devo- nian-Permian epoch on earth, While reptiles evolved, am- phibians remained the terrestrial masters of prehistoric ‘Madoc, no doubt due to the scarcity of great land masses. ‘Small islands dotted Madoc forthe most part, although one continent, Dwagah, once existed. Dwagah suffered a gradual breakup, suffering further turmoil during an ice-age which pushed the ancestors of the Oro'ym back into the ocean depths, away from the frozen temperatures that replaced the lush, tropical forests with barren tundra. Mass extine- tions occurred, except fora few reptilian creatures which evolve hat. These mammals never grew larger than otter Dwagah sankandland grew scarce. Life retumedto theses. Rising Just when the 70'ym rose wo sentence remains amy tery, They developed hands at some point before the ice pushed them again into the seas, and their half shrouded legends hint ata land empire called Sahgal-Sayok, Only leg ends recall the dim-remembered oceanic kingdoms of Thrafur,Nolagant and jewel-enerusted Sa'thal. The wars between these early Oro'ym city-states filled the sea with blood ‘An older water ace, the Nizdharmy, resembling twelve- legged mollusks, fought the emerging amphibian race for control ofthe oceans. The Niziharim had achieved sentence centuries eater, and claimed o be the spawn of Nidderdak From Beyond the Stars, The Kedehian Recon (a series of insaibed-lay writings found by Seoond Republic xenologists off te stand of Daas) mentions Dhanalaas the King who led the Or'ymto weapon and tool use, and his son Zynigrion asthe victor over the Nihari. Al ofthis is half-gimpsed in the oldest myths preserved on the planet. ‘The exact time of the Oro’ ya's arising to senience can only be guessed at. Second Republic xenologss pace it about seven milion years ago, while extrapolation from Ozo'ymSS inythology gives a date of 10 milion years ago. Their myths, Sf! recorded in the work known as the Mworniad, states that they were litle-beter than tol-bearing sea hunters when the Dionak arrived from the stars. Some Second Republ anthropologists speculated thatthe Dionak were an ari, advanced star-aring race, although the Oro'ym thought of them as lesser gods Sarah Pavarell a noted Second Repub @_licanthropologist, wrote: "These Donak seem to correspond to similar mythological founders-gods’ evident in nearly every sentient culture. Similar in appearance tothe amp ous Oro'ym, the Dionak were long remembered in Oro'ym stoty and song. Xenophanes wrote that f horses had hands they ‘would draw the shapes of gods to look like horses.” Cro'ym records state that the Dionak gave them cl ture, and lead them from a crude animism to a religious philosophy called 7a, the “Breathing Univers.” Existence was under rule of Dewi Dralloch, Father of dhe Universal (Ocean of Pulsating Light His children were the gods, and their children (among whom the Dionak were numbered) took pity on the crude Oro'ym, and uplifted their culture, ‘What is beyond dispute is that Oro'ym culture quicly advanced to dizzying heights. Records indicate that they became a star faring culture, supposedly utilizing the mag. netic fields of stellar bodies to power their ships. The rise from ocean gathering hunters to star-raveling explorers was so fast that even xenologists who doubted the “uplift myth” remarked on its mystery. The Rassic Records (written symbols carved with laser precision into the cliffs of Ras Isle) state that the Oro'ym traveled with older sentients, giving knowledge to more primitive sentients. The star Akata (believed to be Sirius) became a central location in their mythology. They claim to have visited Urth between 12,000 BC to 6,000 BC, and their ‘Mworniad has the following verse: From the third world's waters Oanis rose teaching Babon's children the laws of gods Dagan Oanis, great among the Oro'ym Second Republican historians were divided as to whether the Oro'ym actually visited earth or had heard rumors of it from older star races. The Rassic Record suggests that the Oro'ym explored primitive sentient worlds, convincing the native sentients to ‘guard the places of magnetic power they used to fuel their ships. In exchange, they taught them laws and cultivation. ‘Some xenologists contest that the other races represented in the Rassic Record are symbols for Oro'ym rulers, who de- veloped a high caste system based off access to technology. ‘A few doubted that the Oro'ym partook in these supposedstar voyages at al claiming thatthe Rassc Record was the remains of another vanished race, perhaps simian phys- logy to the Ory. Legends vaguely reall another native Sentient ace, seemingly cetacean, but even thet name is forgotten Falling “Allis ruin/War in Heaven/The Child against the An- cienthe unseen rises.” the Mornia recalls. Galactic di saster struc the Oro'ym. A meteor crashed into Mado, Drying ther great iy of Anan Anak beneath the ocean Sediment. While their records point to a mythological wa in the heavens and its aftermath, what is apparent i ha the races or eahers which aided them disappeared, leaving the Ora'ym exposed to attacks om other sta faring aces. The colony’ and center of learning on Akata were destroyed by “Dar sntentsHowlingahter/the sons of Kles/Bloody the pure stars” Oro'ym ces were destroyed, and the rem. nants oftheir ace feweated to the underwater depths of their homeworld. Later emerging fm the devastation of war they found thei high culture in ruins. Some of the Oro'ym (aught either by the oler sentient races the itech caste, depending on whose stor is ue) lied the remaining technology and set themselves up 35 high pies kings ofthe dwindling race. Through genet coding, they developed a caste which could speak elepath- cay one another while “broadcasting” knowledge tothe pplaton at large. Ths upper case was in constant com- Imuniation with each other and they tenaciously held onto eo high culture. The majority ofthe Oro}, how- could only ecive messages fom ther ules. Sly the benign scientists became corrupt priest Kings, ruling a poplaton of slaves, Swange wanstionl at elects there tesson of Oro'ym ule; thecrude statue of Hafan, found on as Ile, testes toa shi from beatifl proportions to iconlogy in sculpture, denoting a regressive tend inthe axis Cruel wars were fought benveen the ruling caste and knowledge fl further, unl val ans, vith telepathiclead- ers of ther own, vied for mastery of Madoc’s ocean. The race which had touched the stars now warred inthe black depths the ea with erude weapons, forgeting thei Former glory. The Oro'ym seem to have diversified into diferent reeds at this time. Scattered across the watery werld wer the emerald-skinned Ziad, the purple-finned Zustar, the colrfl orange and red Rinadan. Bu the majority rae re mained the dark, brackishgyeen coloring oftheir ancestors. “Then all was darvthe bloody mad priess/brought the people down/to warsing in ruins/fighting for spawn founds These dark ages ae believed to have lasted fom 6000 to 1008. The slow sse ofthe race began again when escaped slaves formed the Dedym, or “Free Warriors." Fl ‘yond the range of their masters’ telepathic control, they ex plored the ancient cities, discovering weapons and learning ld sciences. They swiflly grew in numbers, and discovered that high frequency vibrations could break the telepathic control ofthe priest-kings. Ina series of wars these fighters brought down the despotic rulers, until the last, Mammak the Dark, fell before the sword of Mhutua. The high caste was hunted to extinct with the fall of their former masters, the slaves wandered lost in the strange ruins of their once proud civilization mn, and the Oro'ym were freed. Yet, Decimated by the wars, the remnants of the race united under Saznakaer the Lost, who gave them the Lukabankor, of Code of Peace. Henceforth, the Oro'ym were forbidden to ‘war with each other. From that time forth (¢.400 AD), peace ‘was maintained, Oro'ym numbers began to rise. When the planet was colonized during the human Diaspora, the Oro'ym ‘were once again beginning to explore the land masses. ‘The Oro'ym were first dismissed as folklore by the colo nists, for no definitive sighting had been made; the Oro'ym ‘were wary of these strangers. Eventually, contact was made with settlers — to disastrous results. Earth viruses caused devastation among them, and they retreated to the depths, Iis true that some Madoc diseases also wracked humans, especially the Blue Flu and Corpse Fever, but not all contact between the races was futile; some lone fishers befriended the Oro'ym. A few battles occurred near their spawning grounds, but these were isolated incidents. After the year 3000, the Oro'ym were scarcely seen, with, alast (and disputed) sighting occurring in 3125. It was pre- sumed that earth diseases had decimated the entire race, The few who had developed immunities retreated to the depths, frightened by the human treatment of alien races following the Ukar War. A secret society of fisher-folk, "The Sons of Akata,” claimed that the Oro'ym still lived, but this was thought to be economic propaganda meant to scare off competitors from prime fishing zones. During the Second Republic, the water world’s secrets began to be explored, Xenologists discovered the Rassic and Keddehian Records, along with advanced ruins, gleaning that the Oro'ym were descended from a higher cvlzation. But the exploration of Madoc's vast waters eventually was halted due to funding shortages. Soon after, the Second Republic ceased tobe. Rising Again In 4872 the Oro'ym were spotted again. The Oro'ym had undergone a further evolutionary change during this watery dark age. More and more females now gavelive birth to their young instead of laying eggs in shallow seas (this trend began as early as the rise ofthe pries-kings; evolu tionary causes seemed to favor such Oro'ym after earth dis. ceases later struck the race). Today, only a third of the popu-es SS iation continue to lay their eggs in “nest cities," guarded by elders. Those who give live birth are now the majority. Due yr to this mutation, Oro'ym population, once very low, tripled over the course of 1,800 years. In 4872, three Oro'ym were caught in the nets of a Scraver fisherman named Ishima Dajun. He let one go and attempted to communicate with the other two. Two nights later, his sea-craft was surrounded by Oro'ym. Ishima re- leased the two in his care and gifts were exchanged. The Meeting on the Van Toch (the name of his vessel) became famous. For the next 10 years, human and Oro'ym repre- sentatives would meet at this same spot during the anniver- sary. ‘The Merchant League encouraged these meetings, and linguists among both races soon knew enough to communi cate with each other, ahough humans cannot master all the Oro'ym dialects. The breakthrough from this meeting was little regarded at the time, as most believed that the Oro'ym were a barely sentient race at best. Vet the Oro'ym proved their detractors wrong. Historically, the Church took a dim, if disinterested view, in them. The League saw their potential, however, and since they governed Madoc, the race was spared most ofthe atrocities suffered by other sentients con noble worlds The League eyed them with an eye to profit. Exchanging tech for rare sea-gems and other underwater riches (including the harvesting of fish herds), the exchanges have been beneficial to both races. ‘The Oro'ym still guard their secrets. The location of their city, Dahun Derion, remains a mystery. A few Oro'ym have left their world on League ships, startling a curious human- ity. They are cautious, and do not desite to colonize off- world (even ifa doubting humanity would le them). Their ‘cultures rising again, following their increasing contact with ‘humanity, Those Oro'ym who enter human society as mer- cenaries or traders usually cut off the webbing between their first and second digits, so that they can easily fit their fin- gers through the triggers of guns, This marks them among their own kind either as warriors who deal with outsiders (redem'ym), or as those who travel along outsiders and thus become outsiders themselves (anog'ym), Physiology Adults range in size from four to six feet tall. Their heads are round, with large round eyes protected by heavy eye- lids. The majority of Oro'ym have fat nostrils on their faces, but others instead have a blowhole on top of their heads, ‘Their skin was once moist and scaleless, like that of earth amphibians, but scales developed upon their return to ‘Madoc’s oceans. They are cold-blooded, but can regulate their body temperature through the double row of sail-fins on their backs, as well as the colorful fills which they can ex- tend from their necks, Female Oro'ym possess small pouches, similar to those ‘of marsupials, in which they can place their young tadpoles cor eggs, offering mobile protection against predators. On land, these pouches can contain water needed for the youth's survival for weeks. Spawning grounds exist in shallow wa- ters, guarded by tribal elders, but a mutation among some ro'ym allows for live births of advanced tadpoles. Eggs usually come two to four in a group. The Oro'ym are not a numerous people, and even at their cultural height num- ered only 10 million, The Oro'ym believe in a great balance to all things, and keep their population in numbers condu- cive to their ecosystem,(ro'ym arms and legs are powerful, built for swimming. ‘Their fingers are longer than humans, webbed, and can manage great dexterity. Great finned tails propel them through the deeps. On land they stand uprightand can camry their tals in the ait. Their tails are powerful weapons, and can stun predators with a swift smack. Graceful in both land and water, the Oro'ym possess colorful sail fins on their backs. A double row of fins lies flattened while swimming or when basking in sunlight. The fins store solar energy, useful for blood regulation. When unfolded, the fins bend straight back or sideways and are about a foot long. The colorful fill about the neck stays concealed unless the Oro'ym desires to display itt frighten predators or attract mates (female frill are smaller than these of males). Ian Oro'ym looses. tailor limb, he will egener- ate it within four months time. Warriors among them brag about how many limbs they have regenerated. Oro'ym are ‘omnivorous, with sharp front teeth for tearing and back teeth for grinding “The remote ancestors ofthe Oro'ym developed eardrums in response to early terrestrial pressures. Voices to bluff and court mates also evolved, and from that, language. When the Oro'ym returned to the oceans during the ice age, they already possessed a rudimentary language and delicate ear bones. in the waters their hearing further evolved; the Oro'ymn eardrum lies concealed behind a thin membrane of skis and their hearing range is far greater than that of humans. ‘Their language resembles the high pitches given off by dol- phins. While singing or on land, they communicate in low throaty voices; in the water, through a highly-evolved, high- pitch language that human translators know litle about. ‘Many Oro'ym have learned human speech, but very few humans have learned even rudimentary Oro'ym language (atym). The famed linguist Jyrr Tolhardy is known to have learned more than most, and is venerated by the Oro'ym as their greatest human friend, Society Despite their long fall froma star-faring civilization, the ro'ym retain cultural — if not political — unity. Their belief in Dewi Dralloch and their histories, centered around the Rassic Record and the Mworniad, point to a common my- thology. The Mworniad is a living bible; every few centu- ries, the wisest of the Oro'ym gather and add a chapter to the Book of the Race. Their religious center is a site known as Tuathan Zilech, where the Prophetess interprets the word of Dewi Dralloch, No Oro'ym will let an alien know the loca- tion of this most sacred site, their cultural center. ‘The Oro'ym are divided into seven clans or confedera- tions. These are: the Zia'din, the Zustar, the Ri'nadan, the ‘Tapol'ym, the Samed'ym, the Sargon’ym and R'len. The dans no longer war, and they usually dwell far apart from each other. The Tapol'ym recently replaced the Ri'nadan as the strongest confederation, due to their alliance with the Mer- chant League, which supplies them with weapons. ‘Most clans elect their leaders (dagans) democratically, but the Samed'ym have a hereditary dagan, and the Sargon'ym have a ruling priest (dew:ym), a remnant from the days of the Priest-Kings. The R'len follow the word of the Prophetess (tym), and she appoints their leaders. There are traditionally two chiefs in a clan, a war leader (wersha) and a peace leader (dethsha). The Oro'ym can recite their ancestors for 900 generations, and each major clan sings the Ziaym, or clan ancestry song, at great gatherings. Fam-ily life is important; Oro'ym usually have three mates in a ie: the youth-love mate, the family mate, and old-age ‘mate. Life-spans can reach 120 years, but most average 80. ro'ym religion began in animism and has returned to fed to a monotheistic religion during their star-far- ing epoch, they retain vestiges of these times in their rei. gious system. Dewi Dralloch remains the creator, who puzzlingly distant yet near. Under Dewi Drallach the uni: verse is governed by a host of spirits. These spirits (ada'ym) can be invoked by prayer. To the Oro'ym, all the universe is alive. Each planet and star possess a guardian spirit; Stian is the amphibious god of Madoc and the Oro'ym race. Also ‘on Madoc dwells Uskiment, lord of the depths; Shileer, spirit of shallow seas; and Tadoon, lord ofthe isles. Beneath these great spirits are a host of lesser attendant spirits. Each dan has a clan spirit, and every shelter has a guardian spirit (kadaym), A streak of pessimism is found throughout Oro'ym thought. They state that, since the teacher races vanishet there are no longer favored races in the eyes of the greater spirits. Oro'ym and other newcomers are at best adopted orphans to these spirits, and are less cherished then the vanished elder sons and daughters. There isa place for the adopted races, but itis harder for them to reach that place Vadhirine, the “Sunlit Oceans of Bliss"), due to their early orphan state, A belief in reincarnation and the transmigra: tion of souls powerfully shapes their outlook. The bel in Tal (Breathing Universe) state that the chain of reincar- nation can be broken by becoming purified (ym) and con- templating perfection. Only a few follow this path. Some blood sacrifice exists among Oro’ym worship, but this is no longer widely practiced since the time of Saznakaer. ‘Strange societies exist in the most isolated Oro’ ym commu- nities, where the cult of Bizarg the Albino Shark and the ‘secret worship of Nidderdak From Beyond the Stars still finds adherents. The Bizarg cult is a hunter society based off a sactficial shark god, while the Nidderdak cult is only whis- pered by the Oro'ym to outsiders. ‘Teachers guide the young, although in smaller tribes this duty falls to the mother and father. The old are vener- ated. Their culture finds roles for hunters, priests, fishers- farmers, artisans, tool-makers, interpreters, wartior guard- jans and teachers. Priests interpret the holy texts ofthe race and learn history. Priests also double as scientists-explor- ers, Oro'ym are sensitive about ancestry and questions of honor and culture; making derisive comments about their history and society is certain to anger them. Slow to friend- ship with outside races, they make extremely loyal friends after they have “tested” an outsider. Rank is denoted by ceremonial clothing in Oro'ym soci- ety. Leaders wear elaborate ceremonial synthsuits, handed down from the days of their greatness, which cover all but the face and radiate a shifting pattern of constant colors. Priest robes, woven with rare sea gems and shells, denote symbolic spiritual journeys (the right to wear the Sea Dia- mond comes after journeying to the greater spirits). Warriors wear shirts of protective shells woven into ar- ‘mor, although most Oro'ym wear only shell necklace he Toms, symbolizing family history and occupation, from tool belts and food/medicine pouches, most Oro'ym go about naked. On festival days, they garb themselves in sea- ‘woven ceremonial armor and masks. Interpreters possess the right to wear human style clothes, to interact with the mammalian “other.” Some Oro'ym believe that wearing hu- ‘man clothing infuses the individual Oro'ym with the luck ‘and magic of the previous owner, and there is a brisk trade in noble insignia beneath Madoc’s waters. The earlier written language of the Oro'ym, “Old Oro'ym,” was based off mathematical-symbolic principles, ‘which only the most educated engineer or Oro'ym can read, and which they claim was a gift from the gods, Second R publicanthropologists deciphered it, but few of these records survived long in the New Dark Ages. “Middle Oro'ym scended into pictographic depictions, but "Modern Oro'ym” seems to be phonetically based, and founded after contact ‘with humanity (¢.2800). The Mworniad is written in both Old Oro’ym and Middle Oro'ym, and is translated to the people by the leaders and lore-masters. Most Ora'ym are iMiterate. Note: The term Oro'ym describes the race, and is both singular and plural. Some Madoc residents call individual Oro'ym “Oryi” Habitat Madoc is the only planet of the Known World on which the Oro'ym dwell. Here they are masters of their environ- ment. The seven tribes range all about the watery world, ‘but the greatest population center of Oro'ym remains near the equatorial zone. They are also concentrated about the isles (where they lay eggs in the shallow waters), ancient ruins, and generally in all zones save the polar seas. Madoc has no alien reservations; the Oro'ym deal with humans, ‘but most of their population remains hidden from them. ro'ym lore masters believe that some Oro'ym still iston the planet Akata (in the Sirius system?), No jumproutes to AKata exist, so this cannot be proven. Oro’'ym Glossary Adarym: Those spirits below Dewi Dralloch who aid in the governing of the various physical and spiri- tual realms created by Dewi Dralloch; literal translation means “people of divine spirit Akata: A planet believed to be near Sirius, said by creation,(Oro'ym lore masters to have been the only offworld Oro'ym colony. Some Oro'ym belief that their kind still live there, although no jumpgate exists to the system. Anan Annalk: Greatest city of the Oro'ym, destroyed when a meteor struck Madoc. Anog'ym: Outsiders in Oro'ym society, usually denot- ing other sentient races, but also those who have dwelt too Jong among other races, becoming Anog'ym themselves, Avym: The Oro'ym land speech, translated by Jyrr ‘Tolhardy with the assistance ofthe Reeve Linguist, Holwraft ‘Their water speech is a series of high pitched signals unpro- nounceable to humans similar to the speech of dolphins. Av’ym derives from ad'ym, the tongue of the spirits, accord- ing to Oro'ym mythology. Babon/Babon'ym: Oro'ym term for “human” and “hu- ‘man race” respectively, derived from the Mworniad, which 1s. a sentient, biped mammal race that dwells on the third planet from the star Jaya. Bizarg: Albino shark spirit, worshipped by hunters in the most isolated Oro'ym communities, Dagan: Ruler in the Oro'ym tongue. Dahun Derion: Underwater city of the Oro'ym, believed tobe in the northern hemisphere and controlled by the R'len confederation, No humans know its exact location, although itis said to have been raised over Gamat Ghilliom, the last city ofthe Priest-Kings. Ded'ym: The free warriors, who escaped from the range of the Oro'ym priest-kings' telepathic control and searched the ancient ruins for technology. They returned and over~ threw the telepathic aristocracy, hunting them to extinction. ‘Since then, very few Oro'ym have exhibited psychic powers, Dethsha: The Peace Chief, usually the authority on a confederation’ daily activities and cultural events. Dewi Dralloch: Father of the Universal Ocean of Pul- sating Light, the supreme creator god in Oro'ym religion, ‘once exclusively worshipped during Oro'ym history. lis said that when Dewi Dralloch contemplated self, and then sought to unite with this contemplation, all the universes were born. Once a monotheistic god, Dewi Dralloch still remains the supreme creator to the animistic Oro'ym. Dew’ym: Oro'ym priests, The name derives from “Those people who journey and speak with Dewi Dralloch.” Priests are educators and explorers in Oro'ym society. The modern Dew'ym are descended from the Ded'ym, and have no con- notations to the Priest-Kings who telepathically ruled over the Oro'ym when their culture fell Dionak: In Oro'ym mythology, an advanced amphibi- ‘ous race which uplifted the Oro'ym culture and guided them in exploring the physical universe. When the Dionak disap- peared, Oro'ym culture fell. Second Republic anthropologists and xenologists long debated if the Dionak were an actual advanced race or the creation of Oro'ym mythology. Dwagah: Ancient continent on Madoc where the Oro'ym may have evolved. Xenologists believed that the Oro'ym developed opposable thumbs to scamper up low-hanging trees to escape fierce marine amphibians, and left the trees to stand upright in times of food scarcity. This is all conjc: ture, but small skeletons of a proto-Oro'ym race were dis. covered; these indicated that climbing was essential to their evolutionary survival Jadhirine: The Sunlit Qoeans of Bliss, the place prom. {sed to al sentients during their long spiritual journeys which involve reincarnation and the transmigration of souls. Ac. cording to the Oro'ym, it is harder for the younger, orphaned races to find this place, since the teacher-races have van- ished. Pessimism infuses all Oro'ym spiritual thought, and they believe the cycle of the Universe (measured in 12 mil lion year spans) has taken a turn for the worse. Kada'ym: Guardian spirit of shelters. Keddehian Records: Series of clay inscribed writings found by Second Republic xenologists off the island of Daas, written in a language dubbed “Proto-Oro'ym”, which de. scribes Zynigrion’s victory over the Nizdarhim. Lukabankor: Code of Peace, created by Saznakaer the Lost, which ended the fighting between the Oro'ym confed: erations. Since then, the Oro'ym confederations have been at peace, but the recent rise in power of the Tapol'ym has alarmed the other Oro'ym (save for the Sargon’ ym, histori cally allied with the Tapol'ym) ‘Mammak the Dark: Last Priest-King, overthrown by the warrior Mhutua, who founded a confederation ruled by ‘Mworniad, The: Oro'ym holy book, which records the history of their race. Written in Old and Middle Oro'ym, added to every thousand years by the Loremasters. Nidderdak From Beyond the Dark: Star-god and pro- genitor of the Nizdharim race, said to be a god of darkness and wisdom. After the destruction of the Nizdharim race, his worship seems to have continued in isolated Oro'ym communities. Nidderdak was froma pantheon of deities who claimed to have hurled time back on itself Nizdharim: Mollusk-type sentient race who ruled the ‘oceans long before the Oro'ym returned to the waters. They ‘were destroyed in a series of savage wars between the two ro'ym: “People of the Clear Water Star.” Sentient am phibious race of Madoc, with some reptlian-fish attributes (they possess scales instead of the moist, clear skin of earth amphibians) as well as recent mammalian ones (the ability among two-thirds of Oro'ym females to give live birth to their young). Sometimes referred to as “newts” by humans, Oro'ym written records: Divided between four peri ods, Proto-Oro’ym, Old Oro'ym, Middle Oro'ym and New Oro'ym. Old Oro'ym was a highly symbolic language, al50 B ‘most mathematical in its written form, while Middle Oro'ym had descended to pictography. New Oro'ym, influenced by human contact, is an attempt at a phonetic transcribing of their tongue into symbols. Middle Oro'ym remains the most practiced form of written communication by the scribes. Picgnostic Dagan Brotherhood: Society of Madoc fish: ermen who allied with the Oro'ym and who, alone of all ‘humans, believed for long that the Oro'ym were not extinct, Iisa secret brotherhood, which help the Oro'ym in exchange for aid in fishing and navigation. Priest-Kings: Originally a group of scientist-technicians who, alarmed at the fall of Oro'ym culture, seized power to preserve a remnant of the science taught to them by the vanished Dionak. Developing genetic telepathy, they created an aristocracy of telepathic controllers, who eventually ruled as priest-Kings when the higher sciences were completely lost. They ruled Madoc until civil war broke out among them, destroying the culture they sought to save. The Priest-Kings ‘were slain by the Ded'ym; they had become petty tyrants of | small city-states, warring with each other, incapable of unity. Rassic Record: Name given by Second Republic anthro- pologists to the hi-tech carved symbols on the cliffs of Ras Isle, which tell of a time when the Oro'ym visited other worlds. The language was highly mathematical-symbolic, and academic debates about the nature of the records con- tinued throughout the Second Republic. Di Record pertain to the Oro'ym, or another race, si physiology? Redem'ym: Oro'ym who cut their finger webbing to handle human weapons, becoming “Warriors who deal with outsiders Sahgal-Sayok: Vanished land empire of the terrestrial Oro'ym, remembered in the most ancient myths of the Oro’ym, when they were land dwellers on the continent of Dwagah, Saznakaer the Lost: Oro'ym Loremaster who briefly united the race after the overthrow of the Priest-Kings. He created the Lukabankor, or Code of Peace, which stopped ‘wars between the race. Sons of Krillos: A destructive star-faring race who at tacked the Oro'ym and are similar in aspects to the Rillok of Ur-Ukar mythology. The Sons of Krillos may have battled the elder races. Seven Confederations of the Oro'ym: The Zia’din, the Zustar, the Ri'nadan, the Tapol’ym, the Semed'ym, the ‘Sargon'ym and the R’'len. The emerald skinned Zia’din and the purple hued Zustar confederations are found in the equa- torial waters, while the orange and red Ri'nadan are found in the southern hemisphere. The remaining confederations are physically dark brackish-green, although all Oro'ym are cone species. the Rassic ilar in Sli'an: Amphibious god of Madoc and the Oro'ym rac ‘one of the Ada'ym under Dewi Dralloch, Attendant to Slitan ‘on Madoc are Uskiment, lord of the depths, Shfleer, spirit of the shallow seas (usually depicted as a female Oro'ym guard- ing her eggs), and Tadoon, Lord of the Isles (Sometimes depicted as a lizard god, sometimes an Oro'ym with lizard attributes) ‘Thrafur, Nolagant and Jewel-Encrusted Sa'thal: An- ent city-states of the Oro’ym, constructed shortly after their return to the water. These states warred with each other, and are remembered in the oldest legends. Wal: “The Breathing Universe.” According to the (Oro'ym, the universe and all matter in itis alive; even inani- mate objects have life. A teaching whose roots go back to Oro'ym antiquity. ‘Trym: The prophetess of Tuathan Zilech, and leader of the R'len tribe. The title means "The Breathing People,” d noting one who is in sync with Tal, T'ym also denotes a purified one, who has broken the cycle of reincarnation by surrendering desires and contemplating perfection, This path was started by Ziandol, an Oro'ym many thought to be a complete atheist but whose teachings later formed a rel gious path, Tuathan Zilech: Religious and cultural center of the (Oro'ym, whose location is unknown to humanity. Here the Prophetess speaks to Dewi Dralloch. Wersha: War Leader, traditionally one of two chiefs in Oro'ym society. Although large wars are outlawed, skir- mishes occur from time to time between the confederations. Roleplaying Playing Oro'ym some sugested seeps are Sea Hunter The carer saunter, searching the seas for py tring ack her pope Usa mre pei tv than other oro yn, hunters revel in an archaea’ of ite Trader: The character makes a good ving bartering undersea oral descent shel another Madoe wonders to Tand dlrs and off eres Shaman. Bless with psychic owes, the characteris aspritalleader among her peopl, dining atta tnd veto for her be Mercenary: The characteris more modern than most hist, taining with high ech weapons and crafts fd ing hms out off orders a8 Dodyand oe tie orteveing ft wold hse Loreseeker The character seeks knowledge of is peoples stand wishes tae hs people tothe stars again ee the terms, not tow dated by humsGamesmastering Oro'ym Family Jewels collector fora decatent al-Malik baron ‘has stolen some Oro'ym eggs from a guarded “hatchpool.” ‘The Oro'ym have pursued the colecor toa smal island on ‘Madoc. Now the collector has radioed for help, but is sur- rounded by the Oro'ym with no hope of escaping himself. ‘The characters can respond to his calf Oo'ym characters are pursuing the collector, he and a small guard (four mer- cenaries) wil hole up in an old abandoned human palace- estate instead. ‘The Unusual Suspects: The lore masters of the ro'ym have chosen a few among them to explore the Known Words, ‘The Merchant League transports them to Byzantium Secundus, where they are presented tothe Emperor. Then, a murder of a minor courtesan is blamed on the Oro'ym. Ifthe characters investigate, they will discover that Doctor Finman’s genetically engineered Gilmen (see Byzantium Secundus) are responsible, manipulated by an angry party ‘The Oro'ym must prove their innocence. Oro’ym Racial Traits Language: Oro'ym speak their own language, At'ym (both sea and land versions), and most also speak Urthish. ‘Names: Ada‘hyr, Dwimtar, Hwa'yip, Zolz'yun, Nidiwar. Alignment: Oro'ym are usually lawful, and they tend, toward neutral, but individuals vary as much as humans. + 42 Stronath, -2 Charisma, Oro'ym are tough despite being cold-blooded, but can come off as cold fish. + Medium-size: As medium-sized creatures, Oro'ym have no special bonuses or penalties due to their si + An Oro'ym's base speed is 30 feet. + Swimming: An Oro'ym’s swim speed is 30 fect. +-+4 racial bonus to Balance and Jump checks thanks to their fong tals, + Water Breathing: Oro'ym have gills and can breath underwater. + Bite: An Oro'ym can make a bite as an attack or part of an attack action. Making a bite with a normal attack works the same as attacking with two weapons with no off-hand penalty and the bite is treated like a light weapon. Bite damage is 144 +1/2 Strength modifer. + Regrowth: An Oro'ym can permanently sacrifice a point of Constitution to re-grow a severed limb or tail. This process takes about four months. The Constitution point is lost when the process is complete. + God Lore: Oro'ym receive a +4 racial bonus to all Use Artfact skill checks. *Cold-blooded: Oro'ym are not well suited to extreme temperatures and suffer a -4to all Wilderness Lore checks to resist subdual damage from extreme heat and cold. + Amphibious: Oro'ym can survive long periods withery three days. After three days without water, treat the COro'ym as starving until the Oro'ym dies or is immersed in water for at least one minute per day without water. + racial penalty to Bluff, Diplomacy, Gather Informa tion, and Sense Motive skill checks against non-Oro'ym ‘This penalty can be overcome for a particular race by tak: ing the Xeno-empathy feat. + Automatic Languages: Oro'ym and Urthish. Bonus, Languages: All human dialects, Latin, Lojmaa (Obunish), Uryari (Ukarish), Etyri, and Shantor Windspeech (under stand only) Shantor ‘The runner felt the warm smooth hands of his accom- plices massaging his limbs, rubbing herbed oil into them. He had only one chance to get his message heard, one chance 10 attract attention. He felt the weight of his people, the tremendous heaviness of each and every one of them weigh- ing on his shoulders. He turned into the light of the Sun The ever-present Sun would guide him. It did not matter ‘hat this particular star was foreign, for the light of the Sun ‘was omnipresent. He stood in that light and then vaulted forward, his tremendous legs pounding the marble walkway as he ran into the main thoroughfare. He raced after the Imperial con- vay, running as fast as he possibly could, listening for the sounds of weapons being drawn and trained upon him. He approached the Imperial landcraft and saw Emperor Alexius inside the plastic bubble, The Emperor med to look at him, shocked to see the ‘huge, dappled Shantor galloping alongside him. His body- guard raised a weapon, but Alexius waved it down. The Phoenix Ruler earned to his alien citizen and for a moment locked eyes with the Shantor. There was an eternity in that ‘moment, one that bespoke ancient traditions lost and the memory of @ thousand years wasted. It seemed to Alextus that the Shantor was trying to say something, speaking through a box affixed (0 his neck, yet the sound failed to penetrate the car's domed roof, Then blood splattered across the bubble, and Alexius felt a sickening lurch as the Shantor was crushed under the wheels. The Emperor fellforward, covering his face with his ‘hands. He looked back at the bloodied corpse receding on the white marble. A guard posted on a nearby roof proudly claimed over the radio: “I dropped the Shant. He ordered the car stopped and turned around. “Obviously some kind of revolutionary maniac, Maj- esty," his aide said. “No need to..." Alexius shocked his retinue when he jumped from the car and rushed to the dead Shantor. He bent over and picked Lup the voice-box. He shuddered as he keyed the replay but- ton on its side, listening to the Shantor's last recorded words. The sound echoed loud in the plaza, a voice from beyond death: “Free my people, Son of the Sun. You are Great Run- ner. Free my people. Firstamong the fallen ali a nomadic people who moved across the lush fields of ‘Shaprut, following the fair weather and good grazing. Their religion was based on Shaprut’s single star, as itraced across the sky, they felt that it somehow told them to follow, to plunge forward with their destiny. When humanity discovered the Shantor, there was a tremendous — if not predictable — reaction on the part of the alien sentients once communication was established. A cultural revolution washed through the quadrupeds. Shantor everywhere abandoned the old ways to embrace the ways of the “People from behind the Sun.” Their trust was their undoing, Like many proud, noble and trusting primitive human cultures, they were corrupted, exploited and eventually enslaved. No longer the proud be ings who chased the light of the sun, running until their hearts nearly burst, they became sycophants, addicts, crimi- nals, slaves and outlaws. They who had built their entire lives around their families and their warrior roles were of- ten surgically altered, genetically manipulated and thor- ‘oughly perverted. No longer were they supported by thou- sands of years of non-verbal wisdom once carefully hoarded throughout the ages. While they gained some measure of respect during the ‘Second Republic, it was swept away after the Fall. The noble warriors now labor for their noble masters, their lot worse x physical size ‘and powerful forelimbs make them formidable opponents, If the Shantor were to someday receive the great liberator their prophecies speak of — the Great Runner — they might just be able to rescue themselves from bondage. races, the Shantor we than that of most human serfS. But their shiHistory The first sentient alien race which humanity encoun- tered was something of a tremendous disappointment to the ‘xeno-anthropologists who made first contact with them, if for no other reason than that the Shantor had never heard of the Annunaki and had no legends about them. At first, the scouts and surveyors who mapped Shaprut did not con- sider the Shantor to be sentient. They noted the ungulates’ ‘opposable dewclaws on their forelimbs, but did not believe that the Shantor had used this advantage to make tools. ‘Then they observed a Shantor battle, Ranks of Shantor gripped spears in their mouths, whipping their necks to ling the spears with tremendous strength and accuracy at each other. This prompted the scouts to call in a team of xeno- anthropologists. Until then, the field of xeno-anthropology ‘was concerned exclusively with the Annunaki, for they were the only known, non-human sentients. The problem of initially identifying the Shantor as ani- mals (perhaps because they resembled horses) contaminated human-Shantor relations. Shaprut colonists pushed the ‘Shantor out of the way to make room for new housing, com- merce centers and industry. Even recognizing their sentience, few viewed the Shantor as highly evolved, believing them to be clever horses. They had no recognizable art to speak of, and thus, as far as humanity as a whole was concerned, no culture. ‘The Shantor had believed that they were the only sentients in the universe, followers of the Great Sun which ran across the sky. They were astounded to understand that the two-legs came from beyond the Sun. This very fact alone, coupled with humanity's tremendous facility with tools, at first humbled and amazed the Shantor (tool use was long one of the three areas of Shantor virtue, the other two being individual speed and fierceness in battle). Eventually, the Shantor-human language barrier was broken by the “man/spiritbox," or dolomei. These small computers are made to fit around a Shantor's neck and trans- late high-pitched whines and whistles into a human Ian- guage, for Shantor cannot pronounce many of the hard sounds in human speech, The first dolomei were abit tinny sounding and incapable of representing many deeper shades of meaning; later models improved communication but have never fully captured windspeech’s full range. So much more can be said in windspeech that speaking to humans through aa dolome is like talking to a Shantor child. Dolomei are pti: ful at translating human language into windspeech; most Shantor learn to understand a human language even though they cannot speak it without the aid of a dolome. ‘The Great Families moved through the seasons, chang-ing course when they encountered mining operations and human settlements. Soon, however, it became impossible for them to follow their normal migratory patterns. Paths that the Shantor had followed for millennia were blocked and fenced off. Water holes were poisoned by industry. A transplanted grain which the humans called “We Eat" be. gan to strangle the native flora that the Shantor tradition. ally ate, have and “We Eat” was all but indigestible to them (they ince developed the necessary stomach bacteria to handle wheat) Noone expected that the Shantor, who seemed to nearly worship humans, would ever rebel. But it was not long be- fore the proud warrior species realized the illusion of affil. ating humans with the Sun, A few of the Shantor families revolted, running down colonists, utilizing human-supplied weaponry to great effect. Their sheer size, endurance and strength were formidable. They could coordinate their at tacks with high-frequency whines and whistles which con- veyed intricate battle information. ‘The governor of Shaprut received a rude awakening — the severed heads of several mining-supervisors were left on his doorstep, their eyes staring sightlessly from atop Shantor battle-spears. He immediately called in military sup. port. Troops landed and, within a season, beat back the ini tial rebellion, A guerrilla war ensued, Entire Families (the {ignorant called them “herds,” although none of the Shantor had ever allowed themselves to be herded or ridden) were split up, their traditional ties broken and scattered across the stars. During the Ukar War, the Shantor were targeted by Ur. ‘Ukar psychics who telepathically manipulated a Shantor res. ervation, driving the residents into a state of battle-frenzy. Many human colonists and Shantor were killed. Only Church missionaries listened to the Shantors’ story of a “great, pi ing light from the Sun, telling us to run and fight." Investi- ig the daims, the Church revealed the Ur-Ukar’s psy: chic manipulations. Despite the explanation by the Church, a wave of anti Shantor prejudice washed over Shaprut. The planetary gov. cemors sentenced the Shantor rebels to virtual slavery, fore: ing them to perform hard labor to pay for their “crimes. While this custom was abolished during the Second Repub. lic itreturned after the Fall. Suffering enslavement and the scattering of their Families to other worlds, many Shantor became criminals, some of them becoming addicted to vari ous drugs potent enough to intoxicate even their large frames, ‘The youngest free Shantor are called “Darkwalkers, an Urthish translation from the Shantor word/phrase which ‘means: "He who walks in the shadow of the Sun.” These Shantor have neglected the Prayer of Running and other Shantor religious traditions. They don’t even speak Shantor very well, instead speaking Urthish through their dolomei to each other. These young, witnessing the fading suns phe- nomenon, believe that the Sun has tured his flank upon them, They have taken to body modification, tattooing, scari- fication and hair-dying to differentiate themselves from other Shanter. ‘The Church has had some influence over Shantor reser- vations, Sanctuary Aeon ministers to them and intervenes politically for them from time to time. There are even a few Shantor priests who often impress the Church with their particular insights, based upon millennia of solar observa- tion painstakingly passed down through a complex oral tra- dition, There is a Hesychast monastery on Shaprut whose monks chronicle the wisdom of Shantor elders, those who oral tradition and now struggle to communicate difficult Shantor concepts through their dolomei. The Shantor have no current central leadership. Each reservation is lead by a Runner, who often counsels peace ‘with humanity. Although the al-Malik hold the land on which they dwell, there is no court representative from the Shantor, Despite their supposed reputation as Republican sympathiz- crs, most al-Malik suffer the traditional Dark Ages preju- dice against Shantor, viewing them as barely-sentient, cul- tually literate animals, who should feel lucky that humanity has benevolently uplifted them to civilization and provided purpose for them as draft horses. This view has been chal- Tenged in the past by some local family reformers and infa- mous mystic poets, but for the most part, the prejudice sticks A rebellious Shantor calls himself Alahad Star-Running, al-Malik (a mockery of his noble masters) and is a famed Shantor advocate. His songs, stories and sculptures have made their way into even Byzantium Secundus's popular culture, He has friends all over the Known Worlds who are willing to spread his Shantor legends and stories of expl tation. The Charioteers have even begun to market real of his live performance, “Sun Man Fell,” the story of the first Shantor revolt. Alahad also sings a song called “Great Runner Will Come," which is about the prophesied Shantor liberator who will lead the people from bondage. This song has been banned in most Shantor-populated areas by the local nobility. During the Symbiot Wars, the regents feared that the ‘Shantor would become contaminated and transformed into have memorized th monsters. Great care has been taken since then to ensure that contact with the Shantor is watched and guarded from possible Symbiot taint. Physiology The Shantor are tall, quadrupedal ungulates, massively built like giant percherons (16 “hands” — or over five feet at the withers — on average). They have highly-developed
be a willingness to lend a hand when its needed. Any Vaga- bond can initiate someone into the “guild.” Vagabonds are everywhere. They are the down-and-out, the ignored and the unwanted. Where poverty is the norm, they are often the poorest. More often than not, this is by choice. Vagabonds are loners and travelers, the dreamers who won't work and the crippled who can’t work. They have their own language, using universal hand gestures and whispered grunts, ‘Vagabonds do not earn a salary, nor can they call any place home, unless that place has already been abandoned by someone else. They have no interest in court intrigues or the cutthroat world of the Merchant League. The Church is‘seldom of more than passing importance. They are far 100 busy surviving. But if a person knows the signs to watch out for, itis easy to find a shelter ora filing if untasty meal, ‘The main rules for the Vagabonds are easy enough to follow. First, you must know how to survive; the best fights are those you can completely avoid. The best way to avoid a Lis not to make trouble. However, as is often the case for the down-trodden, there's always someone willing to try ‘aking outa bad day's frustrations on a lonely bum. Know ing who to watch out for is as important as knowing who ‘you can depend on. Few among the loose-knit group is ever ‘without a weapon and virtually all of them know how to use whatever fighting equipment they've managed to obtain. This specialized training sets them apart from other down-trod. den and is one of the things which makes membership in the guild appealing. ‘The second rule is knowing who you can depend on in a time of need. Vagabonds have a long-standing code of honor. No one is ever truly alone in the group, unless he chooses to be. Secret signs exist all over the Known Worlds, pointing to hidden locations where a night's shelter is wait- ing or where food can be obtained. Scratch marks on walls, ‘ovigs placed in certain angles and carefully laid patterns of stones in the streets all are reliable sources of information to the Vagabonds. ‘The third rule is simply to keep well-informed. The more experienced members of the guild often know some damag- ing secrets on just about everyone of importance in a city or town, Knowing this information is important not because there's a profit to be made, but because such secrets provide blackmail that can be used to avoid trouble with the local law. There might actually be a few Vagabonds who consider selling information to others for a personal profit, but the vast majority understand the importance of not being no- ticed. Once a Vagabond is recognizable to the powers that be, he is almost certainly in danger. Long years of dealing ‘with minor nobles and officals in various cities have proved that the haves are always willing to eliminate the have-nots, should they prove to be more than a minor inconvenience. The opposite side of the coin stands true as well. Most ‘Vagabonds are willing to spread the word if they have infor- mation that can be of assistance to others in their informal guild. Warnings against sleeping near certain places are as important as marking areas where it's safe to get a night's rest. Likewise, unscrupulous people in power who ignore the carefully worded threats of a Vagabond often find their secrets exposed for everyone to hear, and if the secret is, dirty enough to bring that soul to the attention of the Inqui- sition, the individual in question just might not live long ‘enough to regret making the wrong choice.‘The fourth rule of the Vagabonds is simply to be useful Helping a stranger find his way when lost in the city is often the best way to ensure kindness for others in the future. In some area of almost every town the Vagabonds gather to- gether in the cold of night and work as a sort of neighbor- hood watch. In those places, violent crimes are less-frequent than most people would expect. The Vagabonds often handle would-be criminals with their own form of street justice, ‘More than one body has been found stripped of al its pos- sessions — criminals who chose the wrong prey. Information, services rendered and kindnesses granted are the main tools of survival for the Vagabonds. Though there are no formal leaders for the group, there are almost always a few to whom the others turn to for advice. Some of | the unofficial rulers of the Vagabonds are reputed to have powers all their own, unique talents that make life for the ‘Vagabonds as a whole much easier to accept. These beggar- kings are usually known to the people in power, and are normally held with a grudging respect, or with a very real sense of fear for the secrets they know. Many of the re- spected elders in the Vagabonds could bring minor nobles to their knees or ruin the careers of unscrupulous members of the Church hierarchy, The secrets they know about the guilds, are enough to allow them occasional transport on a starship, even if the accommodations are cramped and the food less- than-fresh, The Vagabonds do not play political games. They have no desire to rule others. They do not wish to preach and rarely do they delve into scholarly subjects. More often, they are simply people who've decided they'd rather be poor and free than be beholden to another. Sometimes they have ex- perienced the world of the wealthy and stepped away from the maddening intrigues and clandestine meetings in an ef- fort to discover who they really are beyond a ttle or a sal- ary. Some were once members of the Church who leamed that the Pancreator takes second place to the desire for power among the higher echelons of the religious community. Vagabonds are not poor souls who've had a fear of life beaten into them by years of struggling to survive; they have taken survival as a right, and would kill © keep that sacred right. They are not scavengers who dwell in shadows and ‘wait for some fool with a fat purse and less brains than money to come stumbling drunk into their territory; they are the eyes of the underground and the ears of the people. ‘They are those who sit in alleyways, content to draw an- Vagabond Patois Vagabonds have an exensve patois of gestures grunts and slang, often interpreted as schizophrenic Taumblings by the upper-lases. A Vagabond telling another about a lca lord's secret tryst which she wit essed thaugh a window whilerurimaging the manors farbage might say: “Woah! Bad-a-boom! (laps hands together, smiles) Dont touch the merchandise." A wamn- ing of danger ner the junk yard might be: “Whoah damn, can’t shop no more. Git (mics a dog's jaws chewing with his hand, other breath rather than lamenting tat they have no fo: tune to spend. They are the street bums who tip what set of their hat toa lady, rather than leering at her with a des perate grin and a dark thought in their heart ‘They ae perhaps the mest civlizedsurvivorsin the Dark ‘Ages, inate when most people in power are simply out for their own agendas, regardless of the costo others, and when most ofthe lower asses are too desperate to care what happens othe person next door. Average Salary (per year) 15 firebids for beginning Vagabonds 30 iebitds for experienced Vagabonds 50 firebird forthe very finest begears Vagabonds Guild Affiliation Traits Knack: +2 to Gather Information with Vagabond Class Skill Speak Vagabond Patois Hexery Asmall number of Vagabond, those who see their jour: neys in poverty and freedom as spiritual ones, know a few special tricks for good luck. Hexery is a form of theurgy which does not require ordination or training by a religious order; its simply a bunch of hexes taught from one Vaga- bond to another. Many outsiders who are aware of this witch- cry consider it more a form of innate psychic talent which ‘would be available to most people if they were aware of it Those who practice hexery, however, be a higher power — although not one which would damn a ‘man for stealing a loaf of bread. Indeed, this power might help him do it. ‘See Chapter 8: Occult Powers for detail. it comes fromfa Apothecaries are the main alternative to the healers of Sanctuary Aeon, While untrained in the mystical healings of the sect, Apothecaries are quite adept with high-tech ‘medicine. Unlike the Amaltheans, this League guild works strictly for profit — but they do not ask questions or de. ‘mand moral penances. They are very discreet, something their noble and guild patrons greatly appreciate. Rumors persist that the Physickers delve into forbid. den lore, such as cloned body parts and genetic enhance. ‘ment. The Church continues to investigate the rumors, but with litle suocess, Some claim that the Church turns a blind. eye toward the Physickers’ illegal and immoral use of "won- der drugs” and continuing research into the lost arts of the Second Republic's healers. It is known that many ailing nobles have entertained personal PhysicKers in their homes and made miraculous recoveries from what should have been fatal live far beyond the usual number of years. ‘The Apothecaries are stricly a mercenary operation. Those who can af- ford their fees are few, but they are always treated with the best possible equipment. They will administer to the poor, but those who can’t pay with ‘money usually donate organs instead. Sanctuary Aeon is, usually disapproving buttol- erant of the guild, for they often free the priests to heal those in true need, rather than waste their time on noble hangnails. But the practice of organ payment hottifies the sect, and they juries and diseases. Some nobles even manage to Apothecaries have begun a campaign against it, standing infront of Apoth- cecary shops and tell tices. This does little to prevent a dying serf from consent- ing to losing a leg or kidney in return for his life. The Apothecaries charge high prices not only for their medical treatment, but for their discretion as well. Many nobles who contract embarrassing diseases prefer to pay the extra money rather than face. lecture froman Amalthean retions ig passersby about the immoral prac- about the wages of sin, doubly so because any indi are likely to be reported to their local clergy. Where Sanctu- ary Aeon takes patients on the basis of who needs their attention the most, the Apothecaries regularly accept bribes to move their patients to the front of the line. They also deal in makeover surgery altering the faces and bodies of ind- vidas who are on te nun from the Church or te lw Average Salary (per year) 300 firebird for beginning doctors 500 fiebirds for well-estab- lished doctors 700+ firebieds for doc- tors dealing in legal s Apothecaries Guild Affiliation Traits 42 to Com: bat medicine Heal checks. Class SkiCourtesans Courtesans are a vital part of noble society. While many are little more than prostitutes — both high and low cost — lds. The and surprising number are well-educated in several fi highest caliber Courtesans specialize in exotic taste are able to deliver unique pleasures which only the deca- dently wealthy can hope to afford, The most accomplished are often highly-sought after, moving from house to house and noble to noble, depending on who can pay the best wages. But the Courtesans don't only deal in the flesh trade: they also know the art of making their employers look good, as professional entourage hangers-on. These specialists work as advisors — though few nobles would admit to taking their advice — and as symbols of social status. Their job is to deftly move conversations in directions which will please their employers and reveal information about numerous top. ies while simultaneously keeping the attention of as many important people as possible, However, Courtesans are paid as much for thei silence as for the quality of their conversa. tion. ‘Some courtesans also Work as go-betweens for their employers. If a special, discreet purchase is needed by a noble, the odds are excellent that a Courtesan can and will procure what is needed. The Courtesans maintain a gossip network on many worlds, and are especially good at finding things. For those nobles who seek questionable entertain: ‘ment and diversions, Courtesans provide one of the few safe methods of gaining their desires. Courtesans come in all shapes and sizes, and many of the most popular Courtesans are aliens. These often become favored “pets” in noble entourages. Most tend to adopt very Thum behavior pattems as time goes on, and many are no longer welcome among their own kind. The long standing esentment that most aliens share toward their Tuma counterparts isa curse alien Courtesans must endure in order to sucted in ther chosen profession The Courtesans a the tp ofthe pecking order, usualy former eld operatives themselves, act as pro cuters for members and establish the guidelines that all courtesans must follow ‘Average Salary (per year 50 firebird for b 100 irebirds for seasone ig Courtesans well-liked Courtesans 300+ firebirds for experienced and popular Courtesans Courtesans Guild Affiliation Traits Knael lass Ski 2 t0 Innuendo when attracting someone, I: Sense Motive.1s a So long as humans and aliens feel the need to conquer others, there will always be a profit in the art of weaponsmithing, Many small guilds — most of them inde. pendent of the League — and families are known for their skill in this area: the Mitchau family (patroned by House Hazat), Martech guild (connected to the Engineers), the Varsten family (House Decados), the Sumpter family (patroned by House al-Malik), the Radi family (patroned by House Decados), and famed individuals such as Ariman Dreskel (under contract with the Scravers) and Boltan Arbogast. Competition is fierce between them, but is none. theless civilized, ‘Most families are run by a family head, usually the pre tier crafter in the family, who trains his progeny to follow in his or her footsteps. Those in the family who have no talent for weaponsmithing instead learn to run the business side of the family calling, selling the weapons to customers and landing contracts for new designs. Itis vital that each family gain a patron, a lifetime con- tract with a house or guild (more rarely a sect) to desien and produce weapons for that patron, Such contracts w necessary during the Emperor Wars; each faction wante. censure that their prize designer did not leave to work f rival. However, in the new peace, many of these factions considering canceling contracts or signing for ess-than-l time periods, making competition between weaponsmit fiercer than ever. ‘A patron provides the family with a good stipend and in return the family produces fine weapons. All such families and guilds are constantly trying to recreate Sec- ond Republic technologies, and to this end usually send their journeymen sons and daughters out to search for such tech, ‘The guilds are managed in a number of ways. “Most contract with another faction for a specific task Weaponsmiths or a set amount of time, They will usually have multiple contracts going, sometimes with one of their customer's com- petitors, This makes many people uncomfortable, but the guild's access to high-tech, mass-manufacturing gives them an edge over crafer families. Martech, a sub-guild of the Engineers, is owned by its members — a radical concept that makes many houses and guilds uncomfortable. Every member of Martech shares inthe profits. For this reason, membership in the guild is only open tothe best, and more than a few rising stars have been lured from their family business to join Martech. Average Salary (per year): 100 firebird for beginning crafter 300 firebirds for experienced crafter 700+ firebirds for master crafter Weaponsmiths Guild Affiliation Traits Knack: +2 Craft (weapon smith) with specific weapon. Class Skill: Craft (weapon smith)Prospectors They are also called Belters, Astromasons, Moon Moles ‘and Hell-Walkers. They are simple miners, but their digs are in the void of space or in atmospheres of corrosive tox- Prospectors area hard working, high-tech and low-anxi- ety people with a love of life in zero gravity. Their's is a tight-knit society composed of families who have been min- ing asteroids and uninhabited planets since the Second Re- public. Prospectors live life that few would want, spending their days blasting apart asteroids and refining the raw ore they find into metals used to manufacture a variety of goods. ‘Where many of the terraformed planets inhabited by hu- mans have long since given up their mineral wealth, the rocks floating in the void, the barren moons or the planets far from the sun still have treasures to offer for those daring ‘enough to seek them out. Although nominal members of the League, Prospector aren't interested in politics or power-plays. They just want their wages and a good place to spend them. Their technol- ‘ogy is old but reliable, often passed down from genera- tion to generation and kept up meticulously. Hard suits and drilling lasers powerful enough to carve through the hardest stone are the primary tools of their trade, along with explosives and refining ships large enough to move megatons of raw ore. When a Prospector ship docks in port, its miners are renowned for their ‘odd behavior and their quick and easy way of spending firebirds, ‘The Prospectors guild has no central leader- ship. Instead, each of its massive mining ships has ‘a Council of Elders which represents each family within its floating city. Each Council elects one se- nior representative to discuss business and rates with fellow Prospector ships. Politics are kept to a ‘minimum by the guild; personal grudges are not permitted to get in the way of an honest profit. “Most Prospector ships are contracted to house, guild or Church operation, labor ill = ingto uncover metals vial to those factions’ manufacturing concerns, Those operations which cannot afford a full ship wil contract lone Prospectorstoactas oremen, supervising sett laborers ‘Many believe the miners have been apart from human iy for 50 fong that they are no longer fully human. They often seem as inentally different from the average human asthe Ascocbitesare physically. Most of theives are spent on their refining ships, with ite or no outside contact with Known Worlds clture, Many of the sites where they work ate hidden from the fant ight ofthe fading suns or all heir eccentrics, the Prospecors seem happy with ther lotintif. Perhaps fo this reason alone, few Known Workers really trust them ‘Average Salary (per year) ds for beginning ners 200 firebird for experienced miners Prospectors Guild Affiliation Tr. Knack: +2 o Intuit Direction while weightloss Drive Spacecraft120 fa Koowledge is power, and members ofthe Talent pres tie ass could not agree more. Trough his understanding of the basic make up ofthe universe te Talent can do just about anything he sets his mind to Hit Dice: d6 Requirements To quality to become a Tlont, a charactor must fulfil allthe following criteria Skills: Knowledge (Biology) 10 ranks, Knowledge {Chomistry) 10 ranks, Knowledge (Engineering 10 ranks, Knowledge (Physic) 10 ranks Feats: Comprehend Tech Level 718), Guild Commis sion 1, Skil Focus (any) x2, Steady Hand, Special: Musthave the Encyclopedic Mind class abil iy Class Skills ‘The Talent treats al skills as clas sil Skill Points per level: 10 +Int modifier. Class Features All ofthe following are class features ofthe Talent pres: tige class, Weapon and Armor Proficiency: The Talent gains, ro proficiency with any weapons or armor and shield. Skill Mastery: A Talent can choose three skills for Which she can “take 10” even during stressful situations. ‘Mind: A Talent adds his level in this prestige class for all rolls for the Encyclopedic Mind class ability. ti Photographic Memory: A Talent remembers just about anything she sees. At this level she can make an Intelligence check to remember something seen or heard verbatim, sn There - Done That: A Talent picks up a little bit of everything without even trying. With this ability, the Talent can attempt a skill roll for a skill that he does not have any ranks in and is an untrained skill. The ability ‘modifier for this skill check is considered +0 regardless of his relevant ability Improved Skill Mastery: At" level the Talent gains the ability to "take 10” on any skill that she has at least 5 ranks in regardless of the stressfulness of the situation. Well Versed: At this level, the Talent can use her En: cyclopedic Mind ability just like the Well Traveled feat. If she already possesses this feat, she gains a +2 bonus to ‘checks with the feat. Renaissance Man: At this level, he Talent can apply his broad learning base to any situation. This ability al: lows the Talent to use his Intelligence modifier in place of the modifier normally used for a skill. However, using this ability takes longer than normal use of the skill; double the time it normally takes. For example using a skill that nor mally takes a fullround action to use would take two full round actions to use with the Renaissance Man ability. Free actions become move-equivalent actions, move-equivalent actions become full-ound actions, etc. Pedagogue: At 9" level, the Talent gains the Leader: ship feat (ithe doesn't already have it) and adds his Intell gence modifier to his Leadership score. Perfect: When reaching the 10" level, the Talent can “take 20” on an Intelligence-based skill check even in stress {ul situations and without the extra time. This only works on skills modified by Intelligence. The Talent can use this ability with the Renaissance Man ability by doubling the time the skill check would normally take.Table 5—1: Talent Base Fort Ref Level Attack Bonus Save Save ™ 40 4042 aad 42 wu wag 4 na Bm ag Had 48 248 48 248 48 248 45 B48 10" 45, B07 Special Skill Mastery Eidetic Mind Photographic Memory Been There - Done That Improved Skill Mastery ‘Well Versed Renaissance Man Pedagogue PerfectOl Mern tos 6: The Military ith the Emperor Wars having ended sean fw years ago, the numberof people nthe Known Words th i tary tng and expences tan all-time hgh does not mater if they fought for on ofthe Royal Houses the imperial legions, the Pataca leet. one ofthe Leave merenary frees or any ofthe many the groups — they Iara to kil anda ample opportunites to race thet Craft Ths layers can choos fom wide range af military background for hi arcs and the gamermastr can tse any ofthese groups fo thei opponents aswel Please note that the suggest tats ate fo characters ho hae Tt the service. characters sl inthe mary would have eset mich te equipment, but would no ave mich freedom of movement ules he gumeastr ants cen House Legions ‘The most common form of military experience eames frm sewing one’s ln. Lowel notes ove thet on verona cera amber of soir at their master’s re Guest "These nobles owe more woop othe own spr Ges who owe them thei on sper, pote head oF tachhouse The pine ofeach ofthe fe Royal Houses can Gaon milion of oops acest number of planes though doing so would si the lant of thee pode tive work oe. This eva hat happend atthe eit ofthe nperor Wars The ables called pions of peas Sts, gave them the raiment weapons waning an sent them oft ie. Those who survived have now tured fo their ores, bt mre than fe once ain, unsais fd wth hietvesafter having ee far mar of he Known wots Most ofthese soldiers spent ther ime as the equivalent of enlisted woops. The houses had very ew ranks for them, generalcaling them prtvates, corporal sergeants Com mand positions went to house nobles, aid noble ora ew Skilled mercenaries. Teles do exist of desperate field com missions, when peasants became freemen or Fcemen be came koights so that they could take an important com mand. One or vo peasants may have even been made ee men and later knighted. These promotions usually lasted for theif ofthe newly promoted often a shot period of time considering the creumstances that led othe promo tion Stil, some new nobles and even an estemely minor house or two came out ofthese il promotions, with the new nobles’ progeny geting to inher ther predeessr’s tet remains to be Seen if these new nobles can turn a battlefield promotion ntoa dynasty In these post-war ines, such embarrassmentsare usually feribly mustered out with a good pension as long asthe retire well out of sight The Imperial Legions [At the end of the Emperor Wats, the leaders of ll the Royal Houses (and mos ofthe minor ones) pledged fealty to Emperor Alexis. Aleius could theoretically cal on thei troops at any tine, but iis unlikely hat many of te houses weuld give him anything beterthan ther worst unless here were some compelling ouside that ‘Most of the imperial lesionnaires come fom imperil tesory or Alexis’ own flowers. The garison on Si mata i recognized as one ofthe srongest forces anywhere and receives the Empire's best teops and equipment. The era legions of elite hod guards drawn Emperor also has124 fa League Mercenaries ‘The Muster has the songes eputaton for military power in the Langue, hut each ofthe major quid has is Sh troops, om he Reeves dt calestion feces and the Chariteranpiacy feet to the Seaver’ redamation troops andthe Engineers erate guards The Leaghe ict has some pint faces at posal ut sto ts troops come fem the inal pds ‘Mos ofthese troops ace feemen fom Leaguchei, ado and Bannockburn hough the nobles sometimes case these unite of being havens for escaped ser. They sis charge th eson hat the Maserelen est sel away their est legions, promising theme money and rank. ‘The Muster Has ofelaly fought some promising serfs rom noble ot into mercenaries. ‘most all officers have a commission in some guild or other, Church Troops and this is where the Inquisitoril armies often come from. More than one noble has met death at the hands of his own peasants, inflamed by the words of an Inquisitor. Barbarian Hordes VVulrok warlords draw their troops from their own per: sonal fiefs. When groups of them combine forces, they gen: erally do so voluntarily, without feudal requirements. While they will recognize one of their own (generally the stron gest) as overall commander, the other warlords may leave Aliens in the Army ‘Allens have founda place inal the lltary forces ofthe Known Worlds, but don't expect their more hu man commanders to brag about thelr successes, While all Ukar might know ofthe sacrifices the ith Dark Legion made forthe al-Malik at the Bt of Criicorum, word ofits deeds has not reached the general populace Leaders donot ike toad justhow elective ther alien levies have been, but the aliens know. Some of the best known of these alien units in- clude House Li Halan’s Vorox shock legions, House Hawkwood’s Ur-Obun Gray Scouts and House al-Malik's Ur-Ukar commandos. During the Emperor Wars aliens served in every part of the Known World's military forces, ‘but generally stayed in their own legions under the com mand of human officers. The only places where alien commanders were common were their homeworlds. ‘Thus alien characters can choose any military back ‘ground they like, but should not expect the same re spect accorded human veterans, fat any time, Some say this is the main reason House Hawkwood has managed to keep them from making sig- nificant gains — whenever the Vuldrok start making head- way, their hordes begin to break up in disputes over loot and slaves. Most of these troops are heavily armed and ar- mored infantry, though everybody seems to have multiple duties. A ship's pilot may also lead infantry assaults on the ground. ‘The Kurga Caliphate, on the other hand, seems to have ‘an extremely regimented military with large numbers of pro- fessional soldiers. While its armies seem extremely divers ‘each individual legion appears culturally homogenous. The Hazat believe that different planets, or different regions of different planets, specialize in the kinds of troops they pro- duce, but no direct evidence has appeared to back this up, ‘What has become apparent is that the Kurgans maintain a high level of discipline and have produced some very tal- ented commanders, They seem to lack the heavier weapons of the Known Worlds, relying more on speed and maneu- vverability, but this weapons imbalance may be changing.Feats Marauder (General) You are proficient in the use of Marauder Armor. Prerequisites: Military Expertise (space marine), Heavy Armor. Benefit: You are proficient in the use of Marauder ‘Armor for both combat and propulsion in space. You only suffer armor check penalties on Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks. Normal: A character who is wearing Marauder Armor and is not proficient in it suffers its armor check penalty on attack rolls and on all skill checks that involve moving, including Drive. Special: This feat is added to the list of bonus feats available to Soldiers. Military Expertise (Social) You are a trained soldier in one of the various branches of Military Service. Prerequisites: Military Rank (officer or enlisted) 2+, Benefit: As a member of the military branch you have joined, you have received special training in your branch's specialty. This special training gives you a knack bonus and a bonus class sil. These bonuses are in adtion to any Knacks or las sis from any other affliations that you may have. You are military personnel, meaning that YOU are subject o orders from those of higher rank and tre probably are stationed in a particular base with a pla toon, company, and unit Penalties for breaking the rles set forth by your branch of sevice are particularly harsh inthe Known Worlds. When choosing this feat select one ot the branches of sevice listed below. Army Intarry. Knack: +2 to physical sil o attribute checks when performing over an extended time Case skill Gather Information, Heavy Weapons: Knack: +2 Strength for determining weight allow Class skill: Concentration Tracker Knack: +2 Search when finding trails. Class skill: Wilderness Lore Beast Calvary:Knack: +2 Ride when using a mount for cover. Class skill: Ride (beast type)126 fa Armored Calvary: Knack: +2 Drive (landeraft) in specific type of tank, Class skill: Craft (mech redemption). Anttterist Knack: +2 Spot when determining range for artillery. Class skill: Drive (landcraft) Combat Engineer: Knack: +2 Search when finding a weaknessina struc ture, Class kil Chaplain +42 Sense Motive with military personnel Knowledge (religion) Knowledge (engineering) +2 Hoal for first aid checks. Heal 42 Intimidate with military personnel. Knowledge (torture). Chem-Bio: Knack: +2 Fort saves versus gases. Class 21 Knowledge (Chemistry) Special Forces Ranger: Knack, +2 Hide while outdoors lass si Cybercorps: Knack: +2 Will saves against Cyber Sin None Disable Device Class 31 Stigmata Garrison: Knack: +2 to Spot Symbiots. Class skill: Knowledge (Symbiots) Gueritla Knack: +2 Knowledge (local) on home turt. Class skill: Hide, Air Force Pilot: Knack: +2 Drive (aircraft) with particular type of air craft. Class 21 Gunner: Knack: +2 Spot targets when airborne. Class skill: Drive (aircraft Drive (aircraft Mechanic: Knack: +2 Craft (mech redemption) with particular type of aircraft. Class 21 Craft (mech redemption) Traffic Control: Knack: +2 Concentration when directing traffic. Class Skill: Uso Think Machine. Sea Navy rect Knack: +2 Craft (mech redemption) with particular type of seacraft. Class SI Frogman; Knack: +2 Swim underwater Craft (mech redemption), Class si Disable Device. Gunner: Knack: +2 Spot targets when at sea. Class skill: Drive (seacraft. Helmsman: Knack: +2 Drive (seacraft) with particular type of se: acraft Class Skill: Drive (seacraft) Tradewatchman: Knack: +2 Heal when performing first aid Class skill: Gather Information. Marine: Knack: +2 Balance at sea. Class skill: Use Rope. Space Legions Sailor: Knack: +2 Profession (space sailor). Class Skill: Drive (spacecraft) Fighter Pilot Knack: +2 Drive (spacecraft) with particular type of spacecraft. Class si Marine: Knack: +2 to Con checks to hold breath. Drive (spacecraft Class si Weird Forces \orox Commando: Knack: 42 Wilderness Lore when tracking by scent. Class skill: Knowledge (military) League Tech Forces: Knack: 42 Intimidate with strange weapon, Class skill: Use Artifact. Think Machine Warriors: Knack: Bonus programming language. Class skill: Use Think Machine. Intuit Direction.4 Weightless Environments Gravity is always present when acting on a planet, but outin space gravity only exists through inertia and gravity plates. Normal shipboard operations include the use of grav plates, so even a planet hopping trav eler rarely experiences such conditions, Here are some simple rules to simulate this condition: Movement: In an area with sufficient handholds and objects to push off of, allow an individual to move safely at one-half normal movement rate as a move: equivalent action. Without such surfaces and handles, an individual can make a move-equivalent action to move 5 feet in any direction. Molee Attacks: Normal meloe attacks cause both attacker and defender to resolve a bull rush attack based on the attack roll of the attacker (the attacker considers the bull rush as coming from the target These bull-ush attacks do not provoke an attack of opportunity Ranged Attacks: Non-eneray ranged weapons, like slug throwers and thrown weapons, also move an attacker back. For the sake of simplicity, after making such an attack, move the attacker back 6 fact away from the direction fired per attack made (or bullet fired, in the case of slug throwers) Null-G Training (General) You have spent a long time in weightless environ: ments, and don't suffer the normal effets of being with out gravity Benefit: You do not suffer the normal penalties for acting in a weightless environment. You still need to apply force to move, but can move at your normal movement rate if handhold or objects to push off of are available (such as a spaceship corridor.128 fa In fantry ‘The backbone ofthe Known Worlds’ military might, these foot soldiers bear the brunt of combat, get the worst pay and die at some ofthe highest rates. A the low end of the scale are the militia legions, poory trained and equipped peasant levies. Many ofthese ack armor and cary nothing tmore powerful than an ate or spear. Nest up Is the regular infantry, seni-professional soldiers equipped wih cheap fire arms and cheaper armor. At the top ofthe sale are the elite units, heavily armed, very well trained and sometimes ge retical altered. The very best ofthese are included in the special forces section (below), Militia Characters who want a basi familiarity with weapons can pick this background. These are peasants who, at best, train one day a week. Most get no training before being thrust into battle. Infantry Characters wit this background commited to several years of duty with somebory's miliary force. At the begin ning ofthe Emperor Wars, mos infantry legions were a hodgepodge of men and eqhipment, with speanmen stand ing next io rlemen. By the end ofthe war infantry troops had become much more speialized, and nobles tried tod ide them ito regular Infantry, hea w shock troops, heavily armored troopsand the rately the high casualty rates of war often meant that spearmen sl served next to riflemen ‘Average Salary: 4firbitdsmonth Heavy Weapons Specialists While some military forestry to give all their oot ol dlers some practice with support weapons, most sil jus pick the biggest, strongest guy and make him lug the stuf around. These guys are genealy the best protected par of any infantry group, however, soit isnot that bad a job to hve ‘Average Salary: 4firebirdsmonth Tracker ‘The Tracker legions do not quite fit the d special forces, but they play much the same role. They scout ahead of regular forces, set up ambushes, delay enemy ad. vances and retreats, and harry the enemy at all points. they lack the extensive training which marks the special forces. ‘Average Salary: 6 firebirds/month tion of Infantry Beast Cavalry During the Emperor Wars all the major factions utilized beast cavalry fora variety of duties, including scouting, raids and the fabled mounted charges. At some point or another almost every rideable creature has been used in battle, though horses remain the most common. Some of the most famous ‘mounted troops include House Hawkwood's Urroc fliers and Ur-Obun Gray Scouts, Brother Battle's Knights of the Steed, and the Rolas Raiders of the Hazat. Cavalry Raider Average Salary: 8 fiebirds/month Armored Vehicles Stil rather rare in the Known Worlds, tanks and the like went through a major revival during the Emperor Wars, All the houses made substantial changes to their armored forces so that by the end of the wars armor had become a key factor in deciding almost every major battle. As a result, armored units could choose from some of the best troops available. These troops received better pay and training, but since tanks tended to lead attacks, they also tended to have some of the highest casualty rates. Hovertank drivers are the elite of the elite, but their losses were even worse than those of other ground units. Tank Driver Average Salary: 8 fiebitds/month Support Troops Not everyone in the army goes head to head with the ‘enemy. Cooks, accountants, mechanics and others all have their place in the military, and characters can have thes backgrounds as their own. This category also includes more martial occupations like artllerst and combat engineer. Artillerist During the Emperor Wars the Royal Houses used ev- ceything fom catapults to meson cannons ther attempts to cause mass destruction. Wale any solder can be taught to use these, ony the best tained use them to thei full potenti ‘Average Salary: 6 fiebirds/month Combat Engineer category covers wide range of soldiers, including emotions experts, construction specialists and special ‘weapons technilans. Engineers serve te dual function ofa ee a a building fortifications for their side and tearing down the enemy's. Average Salary: 8 firebirds/month Chaplains and Medics ‘The same person is often responsible fora units physi- cal and spiritual wellbeing, The Chach provides many of these healers, though each house started fielding advanced hospital ops late in the Emperor Wars Chaplain These vary from House Li Halan'sighting chaplains, who area likely to lead an attack as to help the wounded afterard tothe Sanctuary Aeon healers who will net ight Dut whose acs of bated heroism have aained legend ary satus ‘Average Salary: 5 firbidsimonth Combat Physick Not all ofthe technological advances during the Em- petor Wars came in weapons development. Media ining and techniques advanced rapidly as well, espcially when nobles discovered that they were a almost as much risk as the militia. These nobles called some ofthe brightest so- ier in the ranks to beoome combat physicks, capable of performing nea-nicacls inthe worst of conditions ‘Average Salar: 10 firebirds/month Military Police ‘The Royal Houses are notasconcermed about the pub- lic relations of tei armies as wer the poll leaders of the twentieth century, but somebedy needs o chase down daft dodgers, ant-var activist and theike. n most armies these are just troops of thugs strong enough to bash down, anyone who might oppose them, but Emperor ‘Alecus has introduced a tal police fore to ensure that imperil legions stay on ther est. Behave wherever they aight be ‘Average Salary: 5 firebirds/month Chemical/ alu Biological = Warriors — Rumors of chemical/biological warfare abounded during the Emperor Wars, with every house accused of using plague germs, hallucination gas and more. No: body admits to using these troops of- fensively, explaining that the only rea- son they maintain these troops and their stockpiles of deadly weapons is for defensive purposes. In any case, these cloaked and ar ‘mored figures are enough to strike true terror into the hearts of peasants everywhere. ‘Average Salary: 8 firbirds/month s NCOs (Non-Commissioned Officers) ‘While nobles fl most of the officer positions in house armies, peasants and freemen make up the bulk ofthe non commissioned ofcers. These are the grunts who do the of fers ral work. They tain the oopsand usualy lead them in combat as well Each branch ofthe miliary has is own NCOs, bu they all have certain features incom ton, The flowing suggestions are in addition to the typical ones for their branch, ‘Average Salary: +2 firebirds/month130 fa ie andar arty oes nde ef he ing dre Espa Ve het ett th ents wach hte gone nn a oad song Tat aataon Penne ste vaio ane esas highiytned goons of exrenay lord tnedeie These wre the sone loth ben ae ecole went een patnd cenytanionscie piesa wheaanaage je Inaalaton ‘who cused elon in ae oases fs, wo aed oat assassinations who dead the ay fr nuluand mae probaly te ust nos se of pal oss ce dating stars fal fs 10 sodas ble He Hawiood Ranges woul atresia hens ofa atack fc, eng on he chalon and lr st 0 tod cura wa teeny we ey cated ou cn tales abctugeand sae epecions hea Be tason sane, heal shock ope and ybemeteahy enhanced eglonnates wuld it key nation working batt tetneste cana aa mayor ar possi af peu he ist and ook cu set eneny get the albert fr byantion nea noah ccetetytoverseta une iothecnfcy wih Deados Koes tating aaa Dees tanto ata peste the lard alsdarvowe Poet Gud mow >a echo aly sted the mer thee apc faces gave aval a Sora of dealer Fo any tes det poate a Tow te yal Houses have dcanded thete get armies, though each hep eon ooo spt oes aoe toad Tue st of eae slate eed ot sous wor ewer Tey feet the mks of mae nar signed on ih nda os, ine he ls er crm iad we Chr Rapes at opto py tate scan petal ones saningarevn Gerctteoa eae dyin th hoses to eth apd ces belne anyother ote as Rangers cnc geeri em fo speci oes oops, he word srnger as come torr ts sei ffoaton oop wno have anesthe arof seta tebindeneny sed casing all sce of che. Mot uagua wet eon sam cane afte calyfarasestoburecswich sau ais he wert at twatie ‘trope soy 3 focbelsteaa Special Forces Cybercorps ‘The Church may have frowned on the way houses al tered and modified thee troops, but no one could deny the effectiveness ofthese watiors — ot thei expense. Nobles ed toops who had already proven themselves as among the best to undergo costly ybernetc enhancement surgery. This equipment was not like the expensive armor and weap- cons given to other elite forces — these tools couldnt be passed on to another soldier after their current user died or retired. For this reason their recipients were usally the most loyal troops as wel though this was not aways the case Most cybetlegionnaires ate stl in their house's military, but few have lft, ether retiring or going on the lam. The cybercorps generally served as a mobile reserve, either moving to stop enemy breakthroughs or to exploit cones created by their own side, They also led critical as- saulls, but nobles tied not to use their most expensive troops inthis fashion too often. Instead they kept them inthe re ready to strike when the moment was right Average Salary: 15 rebinds/month Chemical Shock Troops Like the eybereorps, chemical shock troops are made, not bor. Their modifications just takea lite longer, though they have atleast as many ugly side effets The Church object to these forces even more sttenously than they do the cybercomps, because atleast cybemnetically enhanced troops have the option to one day detach ther Foul devices, -Most chem troops enter the abs befor they hit puberty and come outa few years later, never to be rid ofthe eects of their “enfianements.” These units do not cost houses as much as the cvbercorps do, and asa resale they often see front-line ac ton. During the Exieror War, some houses hegan cheml- cally enhancing large numbers of theic soldiers, cranking them out as qulcly as posible. These processes were not vwell-moniioced, 0 more than a few ofthe troops who su ved both the process and the wars now suffer from aide variety of nasty side effets ‘Average Salary: 9 firebtds/month The Stigmata Garrison While these troops full many ofthe same roles as regu lar arty forces, ther exceptional level of training and dedi cation fighting one opponent (Symbiots} leaves litle doubt as to thee clasifiation among the special forces. Even the cooks and malnterunce workers know how to fight beter than most professional sldlers — and they get plenty of pportuntles to practic thee skis‘The majority of the troops on Stigmata are fi joined up for the chance to gain their own land. Anyone ‘who serves 10 years on the planet is rewarded with a plot of| land, and the land on Stigmata is good. A huge percentage of the planet is arable, and significant mineral deposits still exist. Owning land on this world, however, has a huge risk attached, Symbiot attacks can happen at any time, usually hit- ting without warning and trying to do as much damage as. possible. Most of these assaults take the form of simple raids, though at least of few of these have provided cover for deeper infiltrations, where the initial raid served as a feint 0 allow ‘other Symbiots to infect the grounds, food supply or what- ever, eventually turning living creatures on the base into symbiots Of course, not all these attacks are raids, The Stigmata Garrison has no way of knowing which attack might turn into the real thing, a full-scale invasion aimed at driving them off the planet. All they know is that at some point the sky will fill with Symbiot blowships and grapplers, drop- ping hordes of reavers, butchers, arcers and new creations never before encountered. Then the entire Stigmata Garri- son goes to war, with every man, woman and child grab- bing a gun. ‘The last time this happened was years ago, when then- Garrison Commander Carmetha Decados took the Garrison off-planet to attack Istakhr and other al-Malik worlds, as well as to cement her own power among the Decados. The gateway to the Known Worlds had almost fallen when Alexius brought his own forces (and a strong contingent of “Muster troops from Bannockburn) to its relief ‘Average Salary: 6 firebirds/month The Phoenix Guard While the Stigmata Garrison has the reputation as the ‘mightiest special force, the Emperor's personal bodyguards ‘would like to contest this distinction, Hand picked from le gionnaires who served under Alexius during the Emperor ‘Wars, this legion of hardened veterans can choose from the best equipment available in the Known Worlds, These are ‘many of the same troops who came to Stigmata's relief dur ing the last Symbiot assault Now the Phoenix Guard's primary duty is protecting the Emperor, but Alexius has made no secret of the fact that he uses these legions for other roles as well. They have chased pirates, fought Vuldrok raiders and helped put down a peas. ant rebellion on Tethys. Other houses mutter that Alexius just likes to use the Phoenix Guard to remind other houses of the power at his disposal Average Salary: 15 firebirds/month (See pp. 142-143 for the Phoenix Guardsman prestige class.)132 Guerrilla warriors may not make up part of a regular army, but they can have as much impact as a legion of sol diers in disrupting the enemy. They specialize in harassing, raiding or sabotaging an adversary’s operations, attacking quickly and leaving even faster. Most guerrillas operate out of ideotogical reasons, though warring houses have Funded such operations when it suited their purposes. ‘Some of the best known guerrilla operations include the anti-Li Halan rebels on Midian, the religious zealots on Malignatius, and the sympathizers of minor houses on a number of different worlds. A pro-Republic movement is growing on the recently rediscovered world of Iver, but word of this has yet to spread through the Known Worlds. Some of these move. ments have degenerated, losing their lofty aims and becoming little more than extortion rackets, but most have stayed true to their goals. Most of the indigenous rebel forces which cropped up during the Emperor Wars have disappeared, elther due to violent sup. pression or lack of dedicated fol- lowers, Some Guerillas grew up during intrahouse feuds, as one branch or another tld to take over the famly, and went away once the house restored order. A few disappeared ater accomplishing thet goals, ke the pro-Alexius faction on Tethys which threat ened Hazat lands uni that house recognized him as Em- pero ‘These groups rarely have standardized equipment, ge ecaly equlpping themselves with a wide vale of weap- ons, and these weapons geneally determine what kind of operation the guerllas can cary out. Groups with meee ‘weapons and only afew fears wil generally ry to way lay lone solders or enemy sympathizer. Guerilas with acess to heavy weapons and explosives wil target supely tains communication fetes and may even engage regu lar solders in combat Freedom Fighter This guerilla has dedicated himself 1 some cu and will do everything he an to bring it to fruition. He as probably severed tls with his family and old occu- pation, and now lives off the land and contributions from sympathizers. "Average Salary: noneAir Force Air power varies dramatically from planet to planet. On some worlds it makes up the bulk of military spending, while ‘on others ithas almost no role Still, most legionnaires view only a posting in space as more prestigious. Some of the most famous air legions are the Sky Drakes of Severus, who protect House Decados's homeworld, and the Birds of Prey, ‘which Emperor Alexius commands on Byzantium Secundus, Delphi and wherever else they are needed. Four main kinds of troops make up most air legions: pilots, gunners/bom- bardiers, mechanics and air traffic controllers/radar special- ists Pilot ‘Average Salary: 10 firebirds/month Gunner/Bombardier ‘Average Salary: 9 firebirds/month Aircraft Mechanic ‘Average Salary: 8 firebirds/month Air Traffic Control / Radar Specialist ‘Average Salary: 8 firebirds/monthOn planets with significant bodies of water the navy plays. as much (if not more) ofa role than does the ai force, Several sea navies have gained renown, including the mas. sive Seven Fleets Navy on Byzantium Secundus, the Hazat’s Aragon fleets and House Decados's Severus navy. The League has a naval contingent (or several depending on who ‘you believe) on the water planet Madoc, but the cl authority there is somewhat unclear. Naval troops ar general, adventurous types always seeking the next port of call and having little understanding of *landlubbers” or be- ing tied down to any one location. ‘There are four main types of naval troops, including technicians, frogmen, gunners and helmsmen. Two associ ated groups are the coast guards and the sea marines. Techni Average Salary: 6 firebirds/month Frogmen Average Salary: 8 firebirds/month Gunners Average Salary: 5 firebirds/month Helmsmen Average Salary: 8 Coast Guard Tradewatchmen Coast guards are not found on all planets, and on those planets where they do exist their main objective is not com- baat preparation. Instead they train to handle rescues and, more importantly, prevent smuggling Average Salary: 6 firebirds/month Marines ans febirds/month, ‘The marines’ main duty is to repel enemy boarders and seize other people's ships. On some worlds they also handle amphibious assaults and special operations. Average Salary: 4 firebirds/monthSQ BY, Space Legions Probably the most glamorous postin the legions of the Known Worlds is space, on board a warship cruising be- tween the stars. This is the recruiting patter that the houses use to get freemen to sign up for these duties, which genei ally consist of months of growing boredom punctuated by moments of extreme danger. If something goes seriously ‘wrong on a spaceship, itis unlikely anyone will survive. Most of the legionnaires on a spaceship carry out a va~ riety of different jobs. Specialization is not a desirable trai for there are not enough trained spacers to handle every role, This kind of training and experience does not come ‘easily, Effective spacers must know how to read, work with tools and deal with technology. Few freemen have these skills and almost no adult peasants can learn them, Thus spacers have to know how to do a little bit of everything ‘The most important spacer duties involve maintenance. ‘Most spaceships have sailed between the stars for genera- tions, and something invariably goes wrong with them after every jump. These bugs range from relatively small things like the shipboard entertainment systems shorting out to more important problems, like the air purifiers shutting down. Since usually more than one system will break down at a time, almost the entire crew will be on maintenance assumes that player characters have not gotten into fights on board ship and shot up the life support. Flying the ship is the next most important duty. Some people have the false notion that all a spacer has to do is ‘im his vessel at a jumpgate and then sit back to enjoy the ride, Flying a spaceship involves a lot more than that. First of all, the navigator has to calculate the angle and speed at hich he has to make the jump. At the speeds these ships travel, it may have gone hundreds or even thousands of miles before completing a turn, Enteringa jump at the wrong trajectory can send a ship hundreds of thousands of miles ‘off course, and correcting this sort of error can eat through hhuge amounts of a ship's fuel. The pilot's job is to keep the ship on course and con- stantly correct any errors in its path. Since the fight path is calculated based on a steady acceleration and deceleration, pilots constantly find themselves having to make slight ad- justments. Almost no ship can maintain steady speeds any Gunnery is another important spacer skill, involving a knowledge of the weapons, computer targeting devices and pilot tactics. Almost all ships have guns, and while it would seem that two ships would have a difficult time finding each ‘ther in the vastness of space, space battles are not uncom- duties. Of course, t Famous Ships Spaceships ofthe Emperor Wars often obtained a legendary status, with tales of thelr exploits passing through the Known Worlds. sailors who could claim to have served on one of these found themselves the ob- jets of attention and admiation, and postions onthe most famous Ships ae the mest sought after Unlike raves ofthe twenteth century, the houses do not use consistent naming structure forthe vessels. her names areusual lft up othe noble who commissioned thet Darius: imperial Dreadnought. The mes common name for Alexis’ pera Nagship "Theodsia: Al-Maik dreadnought. Sid tobe the ses beaut warship ever Diamond Gaze: Al-Malik crits fighters have
; Introsound 9/9000; ZETScan Infraprofile xno matter. you shall open up your secrets to me. {END} {START} microstructural analysis indicates hypercooled Recommended procedure: prep for psi-scan, high-viscosity semifluid sediments in, (a coolant? articu- lated chambers suggest a peristaltic pulse. loops of stand- ing electromagnetic waveform at these nodes may confirm.) 5 cesium dating places leakage at estimated seven thousand to four thousand years ago. tubes 13a through 17¢ are all hollow, scored to allow passage of a delicate cable long since ‘eroded away, impacted levers? do they torque the sacs in the interstices? any other tech would open up with its se- crets like a clockwork toy, but this fautodeleted} contrap. tion is as reticent and recalcitrant as any living subject! {s"ATTENTION": all indications of organic biomechanism must be reported directly to Z Division ::} only the absence ‘of any organic compounds prevents me from hitting the sym- biosis containment hotbutton here and now. {LUNCH} damned thing must be moving on its own — returned to it shifted to one side in its holding palet resettled into clamps, markers all slid askew. patently im- possible; the ching is simply not fashioned to move under its own power. the laws of the {autodelete:: substitute “Pancreator":} are not easily grasped, but even the gat builders were constrained by the phenomenal world. but ling cannot be shaken. it watches. it gauges and it fers and it calculates, you understand my thoughts, don't you? last night Isaw you, whole, as you scoured a gate’s surface, clearing debris from crevices and un- readable inscriptions. but 1 saw it from without, above the plane of space, where the starlanes are but silver filaments webbing the night sky. like pursestrings are they, drawing worlds close, fold- ing away the hungry cold void, pulling life in to protect and secure it. ut do we pull too hard? the eyelets tear, the drawstring frays, the ight and warmth of our suns trickle away, swallowed by night. whence such visions, if not from you? is this a revelation, a glimpse of the Great {autodelete:: substitute “Pancreator” or “Empyrean” :}
the‘Marco growled as he kicked one of his apprentices out of the way. Damn Consul Coto! Marco should have spent a normal morning at the Velvet Mask, a pleasure house he g _ ‘an for the guild, counting the previous night's profits, in stead of traipsing into Vera Cruz’s outback, visiting a dirt- encrusted reclamation site. Now his workers were unload. ing five crates of Second Republic gambling boxes, Scraver bam he used to smuggle goods on planet. The afternoon was usually when Marco met with his underlings and associates, discussing ways to increase the take on their various operations, as well as sharing news and information. Marco had looked forward to a pleasant lunch at the Milan Grotto, eating, drinking and gossiping, Instead he was out here in the boonies, overseeing the di posal of these crates and waiting for a lander to get them off planet. He probably would not be able to leave here until wel into the evening, meaning that he would miss the new singer he had hired for Marco's Lounge, the small nightclub he ‘owned and from which he ran his insurance operations. Local merchants paid him a monthly fee and Marco did his best to ‘ensure that nothing untoward happened at their establish- ments. ‘The apprentice Marco had kicked started tugging on his sleeve. “Hey boss, it looks like we have visitors,” he said. ‘Marco smiled. Well, maybe he wouldn't have to wait as long as he thought he would. “Well boy, don't just stand there, ‘get my cloak and let's go greet them.” He strode happily to the door, smiling for the first time that day. The smile disappeared as soon as he stepped outside. ‘The visitors were not coming by lander. They were driving up in an old scrounger, the type Scravers used at redama- tion sites. As they came closer, Marco saw the Hazat cus- toms markings on their robes. He swore and yelled for his, assistants. “Get those damn crates covered. Bring me my purse... and my shotgun.” Ifthe meddling o listen to money, they would listen to bullets. ials wouldn'tThe Muster Barlow looked at his longtime friend, Antony, and sighed. Their argument was an old one. Antony always im- plied that Barlow was little more than a hoodlum, all the hile pretending he meant no insult. “Why do you give me grief just because I work for the ‘Muster?” Barlow shook his head angrily. “Do I call you an cextortionist, because you're a Gray Face?” "That's ‘Reeve,’ thank you. 1 don’t call you a slaver, you don't call me a Gray Face,” Antony replied, his voice ‘whiny and nasal, just enough to set Barlow's teeth on edge, ‘The two walked through the agora, brushing off beggars and ignoring merchants; they weren't here to shop. They had a business deal to work out Antony changed tacties, “ Prove me wrong. What do you do with your days?” “You mean, what do I do while I'm at work?” Exadly. ‘Well, | find the right people for the right jobs. Some- times, i's accountants fora guild’s new venture, sometimes serfs for a noble. Even soldiers for a battle against the symbiots.” Antony sniffed disdainfully. “Oh, I forgot," Barlow said, “You don't believe in symbiots.” “If they existed, 'd have seen one by now.” ‘'ve seen them, Spawn from Hell.” He rounded a cor- ner, entering a side street, away from the crowds “I think the Symbiots are just a political weapon,” Antony said, following behind. “They help keep the masses in line “You're from Byzantium Secundus,” Barlow said. “That planet's defenses are virtually impregnable. You can afford to believe they don't exis. It's not so easy on worlds closer to Symbiot space. Antony looked around the small street, suddenly real- izing that he had no idea where he was. “Where are we? Is yout office close by?” Barlow drew a leather sap from his belt and rapped it ‘across his “friend's” temple. Antony fell to the ground with- ‘outa whimper, conscious but stunned. “Actually,” Barlow said as he locked Muster Chains around Antony's arms and ankles, “the office is a long way off. On Stigmata, to be precise. You wanted to see a Sym-%Y biot? Well, the garrison there needs a few good men. A ‘Antony whimpered “Mira told me about your advan Barlow said. “If T've told you once, I've told you a thousand times: Mira is ‘my wife. She tires of your attempts to seduce her, and so do 1." As Barlow dragged his new acquisition toward the wait: ing Muster ship, he allowed himself a smile. One down, fifty to go. The work was hard, but it had its own special re- wards.Reeve Pieter Hardig threw the ancient tome across his office, startling Franklin, his faithful guard dog. Pieter had to be in court in a matter of hours, and he had still found no laws to help his client and friend, Sabitha Cole. Ever since Baroness Hasima al-Malik had accused Sabitha of attempting to broad. cast illegal transmissions from Shaprut's main communica: tion installation, things had gone from bad to worse. Of course Pieter had leaped to her defense, Then Graksby, Hasima’s oily litle security advisor, had begun to appear everywhere. First Pieter had problems with those who ‘owed him money, refusing or unable to pay debts. Attempts to get the city authorities to help collect thes ‘met with indifference or outright hostility. Two trading e peditions Pieter helped fund suffered mysterious setbacks. firebirds were Rumors had begun to spread that Pieter was involved in a pro-Republic underground movement. Now, to top itall off, a friend on Criticorum had sent him a message saying two higher-ranking Reeves were coming to Shaprut to investi- gate the situation, Well, ifthe regular channels had failed him, then it was time to find an alternate solution. He reached into his desk drawer and pulled outa laser pistol, a tiny camera and a bag filled with firebirds. He would have to begin his day at the court, paying the clerk a hefty bribe to delay the trial. Then he would make his way to the Clear Mountain Inn, Rumor had it that Graksby liked to meet a certain female at that dingy establishment after lunch. Pictures of that could come in very handy. Pieter called in his apprentice and gave him a sealed message to take to Manager Bustro, The Scraver still owe Pieter for a loan he used to bring in a shipment of illicit realities and could start paying it off by meeting Pieter at the Inn. Pieter would put him and his men to work follow- ing Graksby and his friend, Pieter wished he could follow Graksby himself, putting to use those skills he developed years ago when he worked with the Reeves loan collectors, but he had other business to attend to. Someone was out to get him and his friends, and it probably did not stop at Graksby or Baroness Hasima, ‘Tonight he would have to arrange for a meeting of the Third Era. Surely his friends and compatriots in the movement to reestablish democracy in the Known Worlds would be glad to help,eae BY, Yeoman (Freelancer) Berel, Morning! You're reading an instalink transmission straight from my mouth to your think machine! Cool, init? Don't worry about the cost, called in some favors. Just tran- scribe the important stuff here and draw up a contract. Oh, and the new xobo distiller is for you. It's on the cabinet by my desk. Fix yourself a hot cup and go to work, babe! Let's see... it's about midnight by my watch. Not much action yet. Been sitting here watching the house for about three hours now. Our unfaithful baron hasn't left yet, but he's in there with the dame. When the lights go out, I'llcreep up and take some realities of the lovebirds sleeping it off ‘They'll go over real well with the baroness. Vm going to make some calls while I'm waiting, so I'm shutting down the link for a minute, Shit! The guns are no good and Fat Jack's pissed! Find ‘out who set me up with the bad irons! Damn Scravers. Gotta be them. Call jack in the morning and offer him another job gratis, Oh, 1 got some messages I forgot about. Lemme check them, Hmm... Bodyguard job from that Hazat seneschal. Too risky, Call him and turn it down for me. This one pays well: A wagon train through the Bad- lands needs a skimmer pilot, Discreet. I'd have to brush up con flying a bit. But it takes me out of commission too long, Cll them back and say no. Whoah! Baron's on the move! I'm following. What the — ? Who're these bully boys?! [gunshots. energy discharge. collision?) Okay, 'm back. Take that Badlands job and have my ‘bags packed. I'll meet you in the alley around noon. Shut down the office for three months. Oh, and garage the fitter with Grax. Get him to hide the blaster marks. When I devise an alibi for the bodi to the encrypted account, Vl send itinstalinkBz Milord, 1 thank you much for this gracious audience. 1 hope that I might distill some of the rage on your brow with news ofthe actions our — your —village have taken against the criminals who so wrongfully disrupted your hunt with their villainy. If might explain from the begi What? Oh, yes, Ido admit to some booklearning and art to my words in greater measure than my upbringing or that of my fellows, 1 was the good Friar Mackles who taught me, milord. So ‘sweet was his tongue that it honeyed mine just by listening tohis sermons. Oh... Certainly, milord. ll efrain from such vanity and continue my tale. ‘The two who accosted your property are indeed from the village, but they have ever been unliked, 1 as- sure you. We have long believed them to be no good, for they rarely join in the common work of the fields or even the festivities that we are allowed. Loners, they are, They live in a hovel on the edge of the town, tanning and sew- ing leathers. Smelly work for foul- stenched hearts, milord! ‘Why, yes, milord, my tunic isof their make. But lassure ‘you, itis because they are the only leatherworkers available to us! 1 do not support them any more than need be. The same is true for all of us. ! assure ‘you of this. When they Killed your boar, it was not simply for the eat, but for commerce. They sought to steal from your plate to provide hides for their livelihood. Once yout call had gone ‘out, we quickly rallied to find them. The butcher and the innkeep cornered them, milord, in their own den — in the very act of skinning your fine boar with a laser. Yes, a laser! How they acquired such a tool 1 do not know, but surely your torturers will draw the knowledge from them! We hauled them from their hovel and tied them to the central hitching post in the square, immediately summon- ing your soldiers. The c tody, in the dungeons below. We have done all possible to deliver them to your jus- tice. Thus, I beg of you, milord, release our wives from the dungeon and allow them to return home, where they may better serve you in the fields. You are most just, milord! The Pancreator surely shines brightly upon you! Er... the laser? 1 do not know what be- came of it, milord. What? Oh, that laser there. In my own home? Surely not, milord. How it came ther als are even now in your cus~ Tknow not! never hide such property from ‘you. Itis a trick! The criminals somehow transferred it into my belongings before they ‘were taken away! No! Please! Not the ‘moat! I can’t swim! Any punishment be milord — 1 beg you! Oooo —Lam... ready, my count. As you requested, 1 observed your zhrii-ka‘a reverie in... intimate detail. As you suspected before taking the drug, your mind did indeed block much of your experience from your memory once its effect wore out. 1, however, suffered no such repression, as 1 was simply as observer and am, skilled in navigating such spaces Let us begin the account from the time the first effects set in, No, my count, 1 am no longer connected w* “~~~ mind, as requested. That would be a violation of ders and your trust. As your vision became luminous and the munc jects of the room came to life, awakening their lat selves to your perception, you felt a deep longing, for what, 1am unsure. It made you rise from your bed and enter the garden, where the already gi ¢gantic plants took on even larger proportions. For ‘awhile, you were content in a fantasy that you ‘were a bee stealing pollen from these flowers. In reality, you were... spreading your rayal essence upon them. From there, you wandered to thelake, where you saw your reflection, This is a memory you do not now share because it was too terrifying. Your reflection yielded an image of a butcher, a filthy, common man in leathern apron with blood splattered the length of his arms and upon his face. For a moment, you thought it was a clown that stared back at you, but then you saw the knife, dripping with blood. calm yourself, my count. 1 can see that the memory floods back into the open chambers of your mind. But itis only a figment of the drug, although a true figment, By this I mean that the Zhrit-ka’a shows us our deepest unconscious feelings and reveals our own image to us. On a certain level unknown to your waking conscious- ness, you perceive that you are a butcher, not a noble. Yes, my count, you may ery. Thei others to witness it. It is good to rel pent grief How may you alter this image? My count, it is the most simple of things. So simple that many men through many ages overlook it.I is but this: such Open your heart. IF you do this, you cannot be a butcher, but only a protector of others. The deaths you decree, the armies ‘you unleash, will work only toward virtue and defense, not self-aggrandizement ot petty wealth Ifyou do not do this thing, then your vision will haunt you. A threat? Of course not, my count. I only recount the vision, 1am but the voice of the zhrii-ka'a in this. If you ‘would be whole, heed its wisdom, hidden from yourself by your self but revealed in my mental scrying, Would you be whole, my count? ie(Pranslated into Urthish and entered into court record by Fayed Shimbun by order of Count Shayid al-stallt, witnessed by Reeve (Consul sulanel) Deatest Parents, {fam sucely off-world by the time you read this, cocooned in a starship floating towards the gate which will deliver me to another world. can stay on Istakhr no longer. Lam not guilty ofthe murder of which I have been accused. 1am, lke so many of our kind, a pawn ina greater game played by human powers. Lec me explains Iwas approached by the priest Ulb Wylan to aft for him an orb for his new chapel, placed so ignorant inthe Fondug district of the Market. | agreed, for one job is no different from another for me, as long asthe pay is proper. "began work that evening, using the downpayment he had provided to purchase the everlight core. It was expensive, Dut he ‘had paid wel. Some will surely try to dim that thought the cheap- est available and pocketed the rst, but you know me better than that. My work is everything. | bought the bes, and even paid two extta crests from my own pocket. | would have bought an even ‘more expensive one had itbeen available. "returned to begin the lattice whi was absorbed in the drawing when there was a knock at my door. I was the priest. He had come to bless the everlight before it was placed within ts cradle. was angered, anxious to get back to work, but 1 gave the priest his privacy with the everlght, and paced out- side as he prayed over i ‘Once he had left, began work again. Two days ater, as prom ed, Thad finished the ornate cradle, carved with images from the ‘Omega Gospels so dear to these priests’ hearts. {had been careful ‘ensure that the saints appeared only as depicted in the Orthodox edition ofthe Gospels, athough such deails concern me not. But it was as commissioned. h would encase the orb and Flush with pride over my achievement, I delivered the orb to the chapel personally rather than wait for the priest co come him- I He was strangely disturbed fo see me and his precious com ‘mission, and trled to send me away while he took the confessions of some local thieves. I recognized his penitents — Scraver smug sles. ‘They were curious about the orb and pushed the priest aside, bidding me to hang it in its place. 1 followed their wishes, even though the priest told me the time was not right. He even tied to ‘knock me from the ladder the Savers had brought from the closet! But the orb hung beautifully, and caught the noonday sun just as 1 had planned, according to the priest's careful is walked tothe doors to seei from afar, as one would when entering the Church. The priest red to join me —fantic to do so, infact. But a Scraver grabbed him by the arm and pointed to one ofthe saints carved above, asking him which one it was. He did not have time to reply before the otb exploded. When 1 ‘came to consciousness, the priest and the Scravers were scattered about the shattered pews, dead. Passersby tentatively saw what had happened. Since many people knew that I was the structions. 1 came in and Ur-Ukar fone crafting the orb, 1 was instantly accused of cau sion. fled While arranging passage off world, 1 heard many interesting things. Such as how Count Shayid al-Malik himself was scheduled to visit che cathedral the next day, during noon worship, and how the priest, whose real name is Jerrod Helgott, a known psychic
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