- Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3...

104
THE EXTERNALS By William W. Connors and Steven Schend Additional Credits Editing: Duane Maxwell Web Development: Mark A. Jindra Cover Illustration: Jon Foster Interior Illustrations: Glen Angus Online Interface Design: Nick Pollock Cartography: Sean Glenn and Todd Gamble Creative Direction: Richard Baker Art Direction: Paul Hanchette and Corey Macourek Web Production: Sue Weinlein Cook Based on the ALTERNITY ® rules created by Bill Slavicsek and Richard Baker U.S., CANADA EUROPEAN HEADQUARTERS ASIA, PACIFIC, & LATIN AMERICA Wizards of the Coast, Belgium Wizards of the Coast, Inc. P.B. 2031 P.O. Box 707 2600 Berchem Renton WA 98057-0707 Belgium +32-70-23-32-77 Questions? 1-800-324-6596 ALTERNITY and STAR*DRIVE are registered trademarks of Wizards of the Coast, Inc. All Wizards characters, character names, and the distinctive likenesses thereof are trademarks owned by Wizards of the Coast, Inc. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of this product is prohibited without the express written con- sent of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. ©2000 Wizards of the Coast, Inc. All rights reserved. Visit our website at www.wizards.com/stardrive TSR11624 ® ®

Transcript of - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3...

Page 1: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

THE EXTERNALS

By William W. Connors

and Steven Schend

Additional CreditsEditing: Duane Maxwell

Web Development: Mark A. JindraCover Illustration: Jon Foster

Interior Illustrations: Glen AngusOnline Interface Design: Nick Pollock

Cartography: Sean Glenn and Todd GambleCreative Direction: Richard Baker

Art Direction: Paul Hanchette and Corey MacourekWeb Production: Sue Weinlein Cook

Based on the ALTERNITY® rules created by Bill Slavicsek and Richard Baker

U.S., CANADA EUROPEAN HEADQUARTERS

ASIA, PACIFIC, & LATIN AMERICA Wizards of the Coast, Belgium

Wizards of the Coast, Inc. P.B. 2031

P.O. Box 707 2600 Berchem

Renton WA 98057-0707 Belgium

+32-70-23-32-77

Questions? 1-800-324-6596

ALTERNITY and STAR*DRIVE are registered trademarks of Wizards of the Coast, Inc. All Wizards characters, character names, and the

distinctive likenesses thereof are trademarks owned by Wizards of the Coast, Inc. This material is protected under the copyright laws

of the United States of America. Any reproduction or unauthorized use of this product is prohibited without the express written con-

sent of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is

purely coincidental. ©2000 Wizards of the Coast, Inc. All rights reserved.

Visit our website at www.wizards.com/stardrive

TSR11624

®

®

Page 2: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

Prologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3

What We Know . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4What We Must Learn. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6

Section One: The Exeat . . . . . . . . . . . . . . . . . 8

Rank and File . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8The Shock Troops . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14The Infiltrators . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18The Weaponeers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20The Slavers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21The Conquerors. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27The Holy Ones. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30The Krl’osar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32The I’krl . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35Important Exeat Leaders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39

Section Two: External Space . . . . . . . . . . . . 42

The Verge’s Edge and Beyond . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42The I’krl Theocracy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44Beyond Orion’s Arm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51

Section Three: External Technology . . . . . . . 56

Standard Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56New Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59Other Technology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61

Section Four: External Military Forces . . . . . 63

Spacecraft . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63Planetary Forces . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68Strategies and Tactics. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73

Section Five: Invasion:The First Year . . . . . . 76

Section Six: States of War . . . . . . . . . . . . . . 94

Old Space . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94Mantebron. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94Tendril. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95Hammer’s Star . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95Aegis. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96Lucullus. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96Ptolemy. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97Alien Worlds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97

Section Seven: Wartime Adventuring . . . . . 100

2TABLE OF CONTENTS

Page 3: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

In a recent high-level security session among the Re-gency and Concord commands on Aegis, ChristopherHale summed up the available intelligence concerningthe Externals: “What we positively know about the Exter-nals we can delineate in under a minute. This is an un-acceptable position, ladies and gentlemen, and we mustdo better, or we may lose a war before most of us in theVerge realize we’ve been invaded.”

Indeed, revelations about the Externals during the pastyears of the STAR*DRIVE® campaign have been slim. Allwe know for certain is they are a mystery and a dangerjust beyond the Hammer’s Star system. With this product,the veil of secrecy around the Externals is lifted. Game-masters can move their campaigns in many directions aswe put the Externals at center stage and show the faceof the enemy. Complete details on the species that makeup “the External threat” can be found in Alien Compendi-um: Creatures of the Verge and this book. Additional no-table materials on External activities are available in theSTAR*DRIVE Campaign Setting; Star Compendium: Sys-tems of the Verge; and Klick Klack. This supplementseeks not to repeat what we already know but to expandthe knowledge of the entire External threat and drive its

secrets out into the light, for good or ill.Starting with this supplement, war engulfs the Verge

with a seemingly unstoppable and innumerable enemy.Leaving all the major details on troop movements andfleet actions aside, uncovering the External secrets caneasily be a campaign in itself. There are many chancesfor heroes and others to encounter and learn of the Ex-ternals, whether they’re on the front lines or behindthem. Unless your heroes own a combat-ready ship orare part of the military, much of the fleet action and ma-jor encounters of the early war occurs as news for theheroes to learn about from the sidelines.

With this section, we’ll define what we know andwhen we learn more about the aliens from beyond. InPart One, we examine the whole of the External threat,exposing their structure and their member species. Welearn its more proper name—the I’krl Exeat, an elementof the greater I’krl Theocracy—and some of their plansfor the Verge (and their own regions of space beyond theLightning Nebula). Part Two puts all that into action asthe war begins. Opening with a section on External tech-nology and followed by a review of External militaryforces and tactics, these sections describe the External

3PROLOGUE

Page 4: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

menace in concrete terms. A timeline detailing some ofthe major strategic elements of the war serves as aframework that Gamemasters can use to create adven-tures for their players. Part Two wraps up with a sectiondescribing how the war affects various locations in theVerge, as well as some ideas delineating how Gamemas-ters can incorporate the war into their campaigns.

WHAT WE KNOWMuch of the timeline and what we know about the Exter-nals comes either from hard experience—the assault onHammer’s Star by the klicks, the massacre at Nova Sta-tion by the magus, the fall of Jaen to the kroath, andhints of External involvement at Eldala—or from a rogueGalactic News Agency reporter known only as Avatar.These events are more thoroughly covered in numerousother products, and references to them appear both inthe timeline below and within each individual species en-try in “The Externals” section. This section covers infor-mation already gathered before the start of the war in2503 as well as information still awaiting discovery(such as the status of the teln infestations in Algemron).

Preliminary IntelligenceHeroes and others can begin their investigations of theExternals by searching pre-existing records, files, andhistorical data and uncover far more than one might ex-pect. It’s all a matter in knowing what to look for andasking the right questions of the right people or ma-chines. Aside from the first encounter reports, there aremany layers of intelligence to sort through.

Of all the Externals active in the Verge and Old Space,the gardhyi have been the most prevalent and amongthe more enigmatic in terms of their motives. Given theirslight similarities to humans, gardhyi have hidden amongmen for centuries in many guises. They often appearedin myths and legends as trickster figures, gods in somemore primitive cultures, or as the Men in Black thathaunted man’s early attempts at extraterrestrial investi-gations. Human history hints of links to the gardhyi, butnone of those links reveal much about their role now inthe Verge due to one simple fact: Very few gardhyi acttoward the same goals.

Information on the n’sss, aside from the technologicalschematics and data gained from wreckage at the ZinPoint outposts, comes primarily from the t’sa. Upon firsthearing of the outpost attacks and later encounteringn’sss themselves at the Dusk colony in Oberon, the t’saloudly proclaimed the n’sss to be demons come alive!Some folks, such as Avatar (the reporter whose storiesmake up Threats from Beyond) and a growing numberof others, note that wherever folk report n’sss activity, the

involvement of VoidCorp rarely lags behind. Rumormon-gers insist that the corporation has ties to the n’sss.

The teln, klicks, and kroath maddeningly defy militaryor other intelligence in one crucial manner: They do notappear to leave physical evidence or written recordsamong those they encounter. The kroath say nothing andthe only records one finds on them relate to their immu-nity to pain, juggernautlike tactics in combat, and theirdissolution upon death. The teln remain carefully hiddenamong the upper echelons at Algemron, or at least thatis where most in the know guess them to be. Few re-ports give that much information on them, unless heroescan gain access to the secret labs and files at Section21-C at Corrivale or Colonel Davis’s camp on Algemron.Heroes can meet, examine, and expose these Externals,but their status among the Externals may be impossible

4

The Medurr

Page 5: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

to determine until seen in context with any of the otherExternal species.

First Contacts and First Answers

The entries in “The Exeat” section make numerous allu-sions to the events and data revelations noted below.Rather than repeat all the preexisting references for allExternal species to date, below is a table that providesthe first encounters and previous reference for more de-tails. Once GMs know when the External species first en-countered humanity (and how the encounters went), it’seasier to manage additional gathering of information.

A Need-to-Know BasisWhile Gamemasters may adjust this for their own cam-paigns, we recommend introducing heroes to the upper-echelon species of the Externals methodically. Gamemas-ters can reveal information about the Externals in anumber of different ways. Gossip in free trader bars orother gathering places could provide rumors of bizarreevents or encounters out in the depths of the Verge.News reports, such as those put together by Avatar inThreats from Beyond, can add substantiation to some ofthose rumors (or doubt, as the need arises) or introducenew information. The heroes could discover somethingon their own, something that may threaten their lives. Fi-nally, officials of the Verge Alliance could provide data

concerning elements of the Exeat in a region they wantthe heroes to scout. Remember also that the Alliancewants to collect information more than they want to giveit away, so the heroes may end up providing informationto the Alliance in exchange for getting answers fromthem. These and other methods are fine for expandingheroes’ knowledge of the External threat. Players be-ware: The Externals and their spies are quite methodicaland careful in their invasion, including controlling infor-mation about their activities. They’re not just going toshow up on Alaundril for interrogation.

The Concord is not the only agency putting together apicture of the Externals. Nearly every stellar nation thathas any presence in the Verge seeks to protect itselffrom this potential danger. Some of these nations un-doubtedly see the Externals as a weapon to be usedagainst their enemies. In addition, Verge governments re-member well the tragedy of Silver Bell and seek to pre-vent a repeat of that disaster.

Against the ClockThe timeline on pages 6 and 7 provides Gamemasters ablueprint of what heroes may or may not know at anygiven time during their campaigns. Much of the informa-tion relates to secret meetings and events, so Gamemas-ters can make adventures out of seeking such secretsfrom those involved. This timeline refers to events de-tailed later in this manuscript, from the initial origins of

5

First Encounters with the ExternalsDate SPECIES—First Encounter Events and Intelligence GatheringUnknown GARDHYI—Random gardhyi incidents pepper human history. (Alien Compendium, p. 119-121)2436 N’SSS—Attacks on the outposts near Zin Point reveal the existence of the creatures soon called the

n’sss, after the “demons” of t’sa mythology they appear to resemble. (AC, p. 125)2485 KROATH—Colonies at the Armstrong Cluster decimated by green-armored humanoid forces. Five

years later, the attackers are positively identified as the kroath. (AC, p. 122)2486 BLIX—Blix abandon a destroyed ship and are marooned initially on Bluefall. They are later revealed

as benevolent “fixers.” (AC, p. 116)May 3, 2489 KLICKS—Assault upon and destruction of Silver Bell colony on Spes in the Hammer’s Star system. A

mystery for years, it became clear as time went by that it was the klicks that launched this attack.(STAR*DRIVE Campaign Setting, p. 204–206, 219–220)

2496 TELN—Major Garth Norrik of the Federal State of Algemron’s Intelligence Directorate unknowingly in-fected by a teln. Others in his government have long been under the subtle influences of the teln.(S*D p. 177, 186, 187)

2498 EVREM—Peaceful encounters with a massive crystalline ship in the Lucullus system reveal theevrem, a psionic species seemingly interested only in peaceful diplomacy and trade. (AC, p. 117)

December 2500 MAGUS—Nova Station at the Alaundril shipyards is the site of a massacre at the hands of a creaturelater identified as a magus. The Center for Xenological Studies on Bluefall gains theories and infor-mation about the magus from the evrem “Raphael.” (Threats from Beyond , p. 10–13; AC p. 124)

June 2502 MEDURR—Ship believed a derelict discovered and fought over by numerous factions. Ship reacti-vates and gates in new species of “dragons,” later revealed as the medurr. (Zero Point; Alien Com-pendium II)

Page 6: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

the threat to the stunning secrets unveiled at the battlefor Aegis; this brief timeline simply shows which specieshumanity knows of and can investigate at what times.

WHAT WE MUST LEARNEven with the major events noted above, there are manyquestions that are left after the dust settles on 2503. Thisproduct can provide you (and the supporting cast andheroes of the Verge) many answers about the invaders.

Where Do They Come From?We can learn that they come from beyond the LightningNebula and that they control hundreds if not thousands ofsystems in the Perseus Arm of the Milky Way galaxy.Not so easily uncovered are External bases hiddenthroughout the Verge. Many Vergers fear that the Exter-nals lurk within a single jump from their homes, and ifthey don’t drive them out, the war against them will nev-er end. Others believe that the Externals are from muchfurther away; they agree with other Vergers that the fightagainst the Externals is a fight for the Verge itself.

6

Information TimelineDate SPECIES—Additional External Data Gained or Hidden External Activities to Uncover2364 GARDHYI—Stage One of the Exeat begins with the arrival of Vurhyr Barok Lhor and his gardhyi

agents. Initial incursions by I’krl-aligned gardhyi, teln, and n’sss agents occur all across the Vergeand in Old Space, as they begin their research and analysis of human space. None of their actionsdraw any attention until the 2430s at Zin Point and 2480s at Armstrong, nor do any of these agentsand events seem linked to anything greater.

2370 GARDHYI/N’SSS/TELN—Establishment of hidden bases on planets and moons within the Hathornsystem. From these bases, Externals explore human settlements elsewhere in the Verge.

2381 KADARAN/KLICK—A destroyer-class ship arrives from the Lightning Nebula at Hathorn carrying theParak Martis and his scientists and an escort of klick ships and crew. The kadarans begin their worktransforming Hathorn’s moons and planetoids into communications arrays, massive computers, andadded habitats for the Exeat forces.

2448 I’KRL—Fleet movements and fleet building begin within the Lightning Nebula and the Perseus Arm asthe preliminary plans of attack begin to form within the I’krl Exeat command.

2451 TELN—The teln are brought to Algemron.2452 I’KRL—Osar of all species are struck by religious fervor as the I’krl gods speak to them, performing

miracles throughout Theocracy Space around their holy sites. The upper echelons of the church be-come far more powerful (due to I’krl partial possession).

2457 THAAL—Thaal arrive in the Verge for the first time. They soon scuttle an antiquated generation ship,removing its propulsion systems and launching the battered hulk into space using their newly grant-ed powers. Humans find the hulk in the Oberon system (Threats, p. 63) forty-five years later.

2459 SIFARV—After numerous close calls with human scout ships investigating the outer systems, the Ex-eat receives three dreadnoughts and full crews from the sifarv. Their purpose is to help maintain thesecrets of Hathorn. Although the sifarv have supported in principle the goals of the Exeat, the sifarvmilitary does not commit resources to it until now.

2462 GARDHYI—VoidCorp executives secretly open talks with gardhyi within their territory, and bring theI’krl to the notice of VC upper executives, including its AI CEO. With the promise of more control anda wider base of power (not to mention a sharing of technology that could assure the corporate na-tion’s dominance in a number of fields), VoidCorp and the I’krl form a close, highly secret alliance.

2470 I’KRL—VoidCorp secretly builds a small colony and communications grid in the Hathorn system.August 2498 N’SSS—VoidCorp executive Wayne Bailey (Hm/VoidCorp/DFA-7) secretly concludes an agreement

with the n’sss via gardhyi agents whereby VoidCorp undertakes to hide a small n’sss base within thegas giant Redcrown in the Aegis system. The intelligence information both VoidCorp and the I’krl re-ceive from this base proves invaluable in their future operations in the Verge.

Late 2499 I’KRL—With the mustering of the Exeat fleet of five capital/fortress ships and their support craft to theVerge and Hathorn, Stage Two of the war truly begins for the Exeat. From this point on, all of the de-fined I’krl-allied species can be encountered in the Verge, although they remain extremely rare, limit-ed as they are to a few secret staging bases.

Early 2501 EXEAT—The world computer/communications array in the Hathorn system becomes operational.

Page 7: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

Why Are They Here?This is the greatest secret held by the invaders, and onlyone being has the answer: Ython Kadar. He directs hisforces passively, making analysis of his plans difficult.Secondary goals among the Exeat forces include provid-ing planets for the klicks, teln, and n’sss to occupy. Othergoals are open to wild speculations. If the Vergers can’tbegin to guess the Externals’ motivations, they cannotfind a common ground to sue for peace. For now, mostVergers believe they’re after the resources the Verge hasto offer, and that’s as good a reason as any.

Is There Any Chance forPeace?

The Verge Alliance has not made any headway in at-tempts at diplomacy with the Externals, as the bulk of theearly actions begin and end with noncommunicativespecies such as the kroath and klicks. Still, having seenthe ruthlessness of their fleets at Lucullus and elsewhere,the Alliance doubts that even the upper echelons of theExternal forces would negotiate unless forced to do so.

7

Information Timeline (cont.)June 26, 2501 I”KRL—The t’sa ship Twelve Clutch disappears from normal space but reemerges briefly to transmit

one word: “I’krl.” This is the first clue about the true name of the External Threat. (Threats, p. 13)May 2502 TELN—Public Knowledge: Avatar reveals the existence of the teln parasites on Algemron via the

Galactic News Agency, though many dismiss the report as an urban legend and conspiracy theory.(Threats, p. 86)

Late 2502 GARDHYI—Encounters with I’krl-aligned gardhyi occur on Penates and elsewhere, as Helixtech andsome of the Barons worry about the medurr/Concord presence outside the system.

September 2502 MEDURR—Informal negotiations with Concord occur near Lucullus. (Alien Compendium II)March 2503 MEDURR—Stykor of Clan Vys arrives at Aegis for initial secret negotiations between the Medurr Im-

perium and the Verge powers. (Alien Compendium II)April 2503 SIFARV—First encounter. (Encounters could occur earlier, if so desired by the Gamemaster, lone scout

ships and sifarv joyriders encountering heroes in various places.) The birdlike sifarv revealed amongwreckage and captured as prisoners during and after the battle at Tendril.

June 2503 I’KRL—At Lucullus, the Barons’ betrayal of the Concord is revealed as the ULDF sides with the Exter-nals against the Verge Alliance battle groups.

July 2503 BAREEM—First encounter. Occupation of Penates begins. Betrayed in turn by the Externals, the turn-coat Barons seek to extricate themselves from a brutal conquest. The hulking bareem quickly over-whelm Lucullus, establishing Port Royal as their primary base within hours and quickly betraying theJamaican baron and his people.

July 2503 KADARAN—First encounter. Occupation of Penates continues. Other ships arrive after the orbital bat-tle ends, bringing the kadarans. These aliens begin experiments upon the human population shortlyafter planetfall.

August 2503 BAREEM—Land forces on Penates decimate Santiago in a show of force, wiping out the Picts (anduniting the Supervisors with the Technospiders in a rebel opposition).

September 2503 I’KRL—The cathedral ship of Ython Kadar arrives in the Verge at Hathorn.September 2503 EVREM—The last evrem crystalship arrives at Bluefall. The evrem reveal all they know about the

I’krl and their tactics, their history, and so on. This information constitutes an early windfall for theVerge Alliance, but by itself is insufficient to do more than fight a delaying action against the Exter-nals.

October 2503 MEDURR—Stykor and Administrator Sela Taris seal the Aegis Imperium Accords and forge a tenta-tive alliance against the Externals. The medurr add tactical intelligence to the information provided bythe evrem.

November 2503 KROATH—Various agents from Lucullus escape and reveal the bareem and kadaran plans for Lucul-lus as a staging area and recruitment area for kroath troops. All captured or slain humans,mechalus, and fraal have been turned into kroath!

December 2503 THAAL—First encounter. Like the sifarv, their existence can be uncovered earlier, though the first ma-jor encounter with them comes during the Battle of Aegis, as Ython Kadar and three aides first com-municate with the Verge Alliance high command. They leave behind the sifarv Tareel, “to teach theheretics of their coming masters and their proper worship.”

Page 8: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

The Prologue recapped what we already know about theExternal threat and the species we knew were involved.Now we’ll take an in-depth look at the I’krl Exeat and itscomposition.

The “Rank and File” text below takes the broad viewand lays out the rough power structure and chain ofcommand among the Exeat. It provides a history of thethreat in the Verge (while the rest of the Externals’ histo-ry lies in Section Three). In addition, “Rank and File”scrutinizes each species’ motivations for participating inthe invasion of the Verge. While we mention numerousmajor supporting cast members among the Exeat com-manders as we go, we set their write-ups as a sidebarentitled “Important Exeat Leaders.”

Six of the next seven sections cover each of the Exter-nal species in turn with a look at the species in thebroadest view possible, giving as much informationabout the species as the known alien species in the coreALTERNITY® campaign and the additional material in theAlien Compendium. This supplement does not reproduceevery scrap of material we have on some previously en-countered External species—the klicks alone have gener-ated more than thirty pages of hard data!—but this sec-tion adds information about their status within the I’krlTheocracy as well as references to all previously printedmaterial.

After the racial sections, we provide the secrets of thekrl’osar, the mindwalking priesthood of the I’krl Church.We’ll peel back the veil from the church hierarchy andranks of the priesthood (and thus gain hints of the wholeTheocracy rulership). The Church’s orthodox regimen oftraining for all Mindwalkers and psionic talents has cre-ated some new mindwalking powers unique to the kr-l’osar.

The few sidebars among this section’s topics flesh outhints from this and other sections of the supplement (orpreviously noted mysteries from other products). We’llget more details on the human traitors of the Verge (andOld Space) siding with the Externals against the knownspecies as well as the true power players among theI’krl Exeat.. As well, there are more hints and rumorsabout the mysterious powers behind the Exeat and thedark abilities that they grant their truest servants!

RANK AND FILEThis is where we’ll examine the past and present of theExternal threat to the Verge. From there, the chain ofcommand and how the power structures work amongthe Externals become the focus. Next, read through thebrief examinations of why each of these species, in the

words of Administrator Hank Ward, “has decided tocome play king of the hill, and no one told them theycouldn’t bring nukes.” Finally, given the vast differencesin species and communications, we’ll look at how the Ex-ternals communicate well enough to work together to-ward the domination or extinction of the Verge species.

HistoryThe events and history that led the Exeat to the Verge andto conflict with humanity cover more than a dozen millen-nia. However, we’ve isolated the most immediate eventsthat concern the forces and faces of the I’krl Exeat.

More than three thousand years ago, a fearsomespecies, long imprisoned among unknown dimensions,awoke as a result of some unknown psionic or interstel-lar event. At first only aware of the universe aroundthem and the lesser species that worshiped them aslong-vanished gods, these I’krl began communicatingcryptically through kadaran world-computers and send-ing dream visions to followers trained in datalinking. Formore than five thousand years, the I’krl Church had heldfast to the secret that their gods touched them throughtheir living computers. During this time, the I’krl urgedtheir priests to take power out of the hands of secularrulers, moving the Church from its secondary role as thepower behind many sifarv thrones to the role of ruler,making the sifarv arnak a puppet emperor. They alsourged many agents into the Void to seek out the technol-ogy that kept them imprisoned and out of their originaldimension.

These agents came to the Verge and Earth over thecenturies for many purposes. One such mission sentVurhyr Barok Lhor toward the Verge in 2364 in order toestablish an information-gathering base long before theExeat was planned. The base grew over the nextdecades as the I’krl cast their senses out into the Vergeand the Stellar Ring, looking for some way to free them-selves and urging their followers to aid their search.Among the earliest projects was the kadaran growth of aworld-computer on one of Hathorn’s moons. Thaal andgardhyi explorers canvased the Verge searching for Pre-cursor ruins, finding only those on Eldala (explaining theedanwe’s aversion to fraal today).

In 2452, the I’krl and some of their priests suddenlyregistered a massive wave of psionic energy comingfrom the Verge, and they found that it opened rifts insubdimensions adjacent to their own. The I’krl, while un-prepared for the wave (caused by the Vanishing of Blue-fall), used it to partially escape their dimensional prisonsby extending parts of their collective consciousness into

8 SECTION ONE: THE EXEAT

Page 9: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

the minds of certain senior priests. Such krl’osar becamethe powerful krl’yth, their eyes now tinged purple withthe “magic” gained in I’krl service. Still quite rare and se-cret except through rumor, these powers boosted thepriests’ natural psionics but also allowed them to per-form “miracles” to signal the rise of the Exeat after near-ly a century of preparations and minor incursions intohuman-claimed space.

Within a year of what the faithful called the Sanaremn(“The Miracle Wave”), the I’krl sent visions of the Vergeand its riches to the thaal Ython Kadar, the gardhyiVurhyr Barok Lhor, and the sifarv Paratak Trewys. Theseleaders began planning a full military invasion of theVerge. Ython Kadar and Paratak Trewys secretly beganassembling a fleet as Vurhyr Barok Lhor and his cadreof agents out beyond the Theocracy began the final intel-ligence preparations for the Exeat. The early attacks atArmstrong, Zin Point, and Hammer’s Star tested humani-ty’s mettle and prevented their stumbling upon Exeat in-stallations and ships. Within ten years of those initial in-cidents, the gardhyi (or their teln allies) had contacted orinfiltrated numerous powerful human groups, includingthe upper executive ranks of VoidCorp and Helixtech inthe Lucullus system.

Hearing of increased activity in the Verge by theTheocracy, the evrem sent three ships into the Verge tokeep a watchful eye on the Exeat; they were to interveneonly if absolutely necessary. When kroath serving theI’krl destroyed one of the ships in transit, the evrem re-sponded by teleporting blix onto three kroath battleships,which caused one of them to crash and incidentallybrought the blix to Bluefall (the fate of the other twokroath ships is unknown). They also nudged an automat-ed riftship of the medurr off course during its flight to en-sure its arrival in the Lucullus system in time to possiblyhelp disrupt the I’krl invasion.

The Exeat had mustered the majority of its fleet andits forces at Hathorn by the end of the 25th century; itsworld-computer there became operational in 2501. InDecember 2500, the n’sss unleashed a magus at NovaStation in the Tendril system, assigning it the mission ofassassinating four stellar nation ambassadors and theirparty. The magus was able to kill three of them, alongwith several other people, before security forces broughtit down. The n’sss targeted the four ambassadors be-cause they had come out to seek exploration and miningrights to the gas giant Sperous. Such exploration threat-ened a small n’sss base hidden within its upper atmos-phere. Similar tactics had been planned years beforeduring their settlement of Redcrown in the Aegis system,but VoidCorp’s protection of their base has made such amove unnecessary.

The disappearance of the t’sa ship Twelve Clutch six

months later during a stardrive experiment did far morethan the Verge (or the Exeat) realized. The experimentalstardrive dropped the ship through drivespace and closeenough to the dimensions in which the I’krl lay impris-oned that they grabbed hold of the ship’s computers andsystems. The reappearances of the ship represented thebrief moments where the t’sa regained control and exitedthe subdimensional space before the I’krl or the malfunc-tioning stardrive pulled them back out of normal space.Whether this experiment has given the I’krl the chance tobreak free or not is unknown, though finding the t’sa andtheir ship might be the first step for humanity to under-stand and defeat these ancient evils now invading theVerge. (Later military proposals suggest detonating theship while in drivespace, possibly injuring or even de-stroying the I’krl, but no one has yet found a reliablemeans of contacting the Twelve Clutch.)

The following year (2502) saw the Exeat in a state ofreadiness and preparation, their klick and kroath shocktroops sowing chaos around the Verge. The Exeatmounted continual attacks against Concord assets in theHammer’s Star system to keep everyone’s eyes out ofHathorn, and they placed troops for the coming conflictin Dewi (hidden “ghost ships” of the n’sss) and Vieron(kroath invaders paving the way for kadaran scienceteams). The Exeat allied with the Ptolemy pirates out ofexpediency: It allowed them to establish a kadaran ship-yard well away from the main battle zones as a contin-gency by promising the pirates some of their tech. Thelong-hidden and highly effective teln spies finally becameactive partners of the Exeat. They urged some of theirhosts—specifically senior Vice President Faith Terragis ofHelixTech and Farr Histwin of Union Penates—to create apanic about the recent incursion of medurr near theirspace and to ally with gardhyi agents of the Exeat. Theplans of more than a century were coming together, andsoon the Verge would tremble at the coming of the Exeatand the I’krl gods who drove them forward.

Power among the ExeatThere are three power structures among the I’krl Theoc-racy, and they are fully represented among the Exeat ofYthon Kadar. In short, the psionic priesthood holds powerover the nobility, which in turn holds power over the mil-itary, all three sharing dominance over their generalpublic.

The religious power structure comes from the I’krlChurch (represented by the krl’osar, “the holy servants ofmystery.”) A krl’osar is a combination of Mindwalker,Concord Administrator (in a trouble-shooting and leader-ship capacity), and religious priest.

The noble power structure comes originally from theSifarv Demesne (which has been wholly absorbed and

9

Page 10: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

subsumed by the I’krl Theocracy) and its extant leader-ship. Now rendered largely ceremonial, nobles still holdtheir titles and much social power, though they rule onlyas dictated by their religious equal or superior. Manyamong the nobility are also part of the church or mili-tary, their roles and social influence improved even

though their earned ranks are often far beneath their no-ble titles. While still answering to the chains of com-mand, nobles can sidestep certain rules and obligationsunless in direct conflict with orders.

The military power structure is very similar to that ofthe human military, though the latter lacks the sentient

10

Table 1: External Ranks and TitlesThis table shows the power ranks among the religious (the krl’osar) and the military (the damarithan) power structures(as per joint commands and ships’ crews). There is always at least a kihl krl’osar and four lesser priests (if not krl’osarof greater ranks) on any ship above a fighter as “loyalty officers” to relay news back to the Theocracy or Exeat Com-mand at Hathorn. Such offices remain rare among the ground troops.

Ranks and SpeciesReligious Noble Naval Military Thaal Sifarv Gardhyi Kadaran Bareem Teln N’sss Klick KroathKrl’xenhon X*

Arnak XKrl’vurhon X*

Arak XKrl’ython X*

Patnak XKrl’vurhyr X* X*

Paratak X X XXenarksol X X X

Tr’komro X X XKrl’oharel X* X* X* X*

Parak X X X X X X#Ytharksol X X X X X#

Xenkomro X X X X X X#Krl’vuryth X* X* X* X*

Mirnak X X X X X X#Arksol X X X X X# X#

Ythkomro X X X X X X# X#Mitarak X X X X X X# X#

Ythapsol X X X X X# X# X#Komro X X X X X X# X# X#

Krl’xenoth X* X* X* X*Mitak X X X X X X# X#

Apsol X X X X X# X# X#Komyth X X X X X X# X# X#

Krl’noth X* X* X* X*Ytharsol X X X X X# X# X#

Komith X X X X X X# X# X#Krl’kihl X* X* X* X*

Tarlsol X X X X X X# X# X#Komosar X X X X X X# X# X#

Arlsol X X X X X X# X# X#Orlsol X X X X X X# X# X#Urlsol X X X X X X# X# X#

Ythkometh X X X X X X# X# X#Soleth X X X X X X# X# X# X#

Kometh X X X X X X# X# X# X#Krl’ojekh X* X* X* X*

Sol’oth X X X X X X X X XKom’oth X X X X X X X X X

* Only if possessed of psionic talent or mindwalking ability.# Ceremonial titles for client/slave species (socially beneath other species with similar titles).

Shaded titles do not have representatives of this rank among the I’krl Exeat (only back in I’krl space).Note that magus never possess rank of any sort; they are treated as little more than biological machines.

Page 11: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

11Species Hierarchy among the Exeat

Rounded boxes are technologies or weapons, not allies.Double-bordered boxes are human traitors allied with the Exeat.

The I’krlImprisoned “Dark Gods” and scions of the

Stoneburners and other Precursors

The Thaal / The I’krl Theocracy“The Dark Fraal” / Religious Theocracy under the I’krl,

which grant them powers

The SifarvMilitary/secular

forces alliedwith/ruled by Thaal

The GardhyiOutcasts of Gardh

Technocracy; primaryspies for Theocracy

Jamaican Syndicate

Union Penates

Ptolemy Pirates

Ships &Weapons

The KadaransBiotech weaponeers &

scientists

The BareemSlavers & power troops

The TelnParasitic spies

The N’sssTerrorists & spies

Helixtech

VOIDCORP

MagusWeapon of terror

customized to panic any enemy

Incarcerationand torture

devices

The KroathReanimated corpses ofExternal foes; primary

shock troopsBiotechnology

Weapons Ships

The KlicksInsectoid species enslaved by Sifarv and Thaal to act

as primary invasion troops and “stalking horses”

Other SpeciesHinted at and possibly named, but undetailed, species

enslaved back in Theocracy & Sifarv Demesne

Page 12: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

weapons the kroath and magus have at their disposal. Ahierarchical chain-of-command governs the Exeat mili-tary much as it does the human one. The officers of theExeat stellar navy and the officers of the army troops re-main distinct and separate, however. Neither can issueorders to the other, though each can make official re-quests for cooperation.

Military officers, nobles, or krl’osar make and deliverthe orders and decisions to the troops. These orders canbe countermanded by other leaders of the appropriateranks and titles, though this often causes strife amongthe power structures. Look at TABLE 1: EXTERNAL RANKS

AND TITLES to see how the ranks of krl’osar, nobles, andnaval/military officers stack in terms of influence. Themost powerful titles sit at the top of the table, and anyrank stacked above another can overrule or change or-ders given by a lesser. Thus, Ython Kadar rules the Ex-eat, and an apsol (ship captain) must obey the orders ofa xenoth krl’osar or a mitarak.

While the religious role is far less heavy-handed backamong the Theocracy worlds due to familiarity and con-trol, the Exeat is a religious crusade directly mandated toits commanders from the I’krl themselves. Thus, whilethe power of the nobility is still recognized, it is less sig-nificant to the Exeat than are the religious and militarycontributions and efforts. While krl’osar can put orders tothe other two powers, nobles can normally control themilitary and their own. The military is more important toKadar, and thus there is slightly more power placed inmilitary hands (at least enough to ignore noble orders ofup to two ranks above military). Thus, among the Exeat,a ship captain can have his orders changed only by anoble that holds a rank of mirnak or above.

Racial Prejudices among the Externals

While the social structure dictates most of the powerstrata among the Exeat species, there are other generallyheld prejudices and attitudes along racial lines. While therank and file follow the dictates of their superiors, theircultural and personal biases follow different lines. Asseen on the Racial/ Political Groups of the Exeat graphic,certain species answer to certain others in the hidden so-cial pecking orders. While a barem could attain a higherrank than a sifarv or a gardhyi, both of the latter consid-er their superior officer beneath them and resent takingorders “from a lesser being.”

The graphic shows that all the human traitors exceptthose from Helixtech hold ties to the gardhyi. Most of thecontacts have been made via gardhyi agents simply dueto humanity’s discomfort with the unknown alien naturesof most other Exeat species. Helixtech lies under the con-trol of some teln tangles, and they have independent

plans of an unknown nature for this company and theirhosts, which do not yet interfere with the Exeat plans.Given the normal social strata, the humans should be ac-corded social importance at least equivalent to thekadarans or bareem. However, they are as removedfrom social significance in the eyes of the Exeat as aremere kroath. Of course, until the humans outlive theirusefulness, the crafty gardhyi play up their roles amongthe goings-on in the Verge.

Motivations among the Exeat

Why did all of these species come together and launch amassive offensive against near-helpless humanity? Whilethe history and the details on the species should moreclearly describe their reasons and links to one another,here are brief notes as to the level of investment eachhas toward the Exeat.

The Church: The thaal and all krl’osar and zealousI’krl worshipers follow the dictates of Ython Kadar, theProphet of the I’krl Rising. He promises that their actionsshall lead to a new wave of unparalleled power for allkrl’osar and faithful. That is enough to motivate thou-sands of zealous Mindwalkers and thaal to the cause,though even Kadar does not know what happens afterthey free the I’krl from their dimensional prison—and hedoes not particularly care. The happenstance discoveryof the thaal’s ancient enemies—the fraal—in the Verge hasonly increased the zealotry into a holy war against theheretics who long ago sinned against their gods.

The Gardhyi: The gardhyi, if not exactly tied to thekrl’osar cause, have long been interested in the Verge asa possible way home. Some believe the key to endingthe exile imposed by their starwebs lies among the Pre-cursor ruins in and around the Verge. Many of themhave spent centuries either trying to find those keys or atleast keep others from doing so. Other gardhyi havejoined the Exeat simply to foment chaos among the hu-man nations and their allies. Whether such a strategyserves their own goals or those of others is not certain.Finally, a few of the gardhyi simply want to go home,and the best way for them to achieve this is to assurethe ascendancy of the Gardh Technarchy by bringing totheir knees through warfare its potential opponents—namely the I’krl Theocracy and their sifarv allies.

The Sifarv: The sifarv see this Exeat from numer-ous sides. Many simply follow the lead of the religiousand bring their resources and military might to bear forthe Exeat. Other individual ship commanders and noblessee the Verge as an opportunity to colonize new worlds(hopefully far from the reach and control of the I’krlChurch) and may go AWOL to do so. Still others havecarefully watched humanity and its allies resist the forces

12

Page 13: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

that have pulled so many species under the sifarv andI’krl wings. They see potential new allies to help themthrow off I’krl domination, though these rebels are fewamong the military.

The Teln and N’sss: The teln and the n’sss haveno real allegiance to the Theocracy or the Exeat. Theymerely see this as an opportunity to expand into newcolonies and exploit the riches of the Verge. The teln re-main in constant need of new hosts, and humans seemgenuinely suited to their needs, while the n’sss enjoy thefreedoms of colonizing gas giants where few other star-faring species bother them. Much of their initial involve-ment has since ended, their intelligence having servedthe Exeat well

The Kadarans: The kadarans always enjoy newopportunities to test their latest experiments, and theirfast-growing biotech weapons generators (first used withthe klick advance troops) are an unparalleled success.The kadaran scientists really see the Exeat merely as achance to push forward the boundaries of their biotech-nology, as well as a way to gather and examine new hu-man technologies to adapt to their own uses (like star-drives, mass reactors, and cybernetics).

The Bareem: The bareem have simple motiva-tions: The more species they help the sifarv and theChurch conquer and subjugate, the more important theyare to the whole of the Theocracy. Their loyalty to bothcommand structures is blind and nearly unthinking,though brief encounters with weren and humans haveshaken their resolve. Of all the species they have en-slaved, they have never encountered anything remotelyresembling themselves. While most bareem continue intheir roles as slavers, some individual barem have be-gun to wonder whether or not they should work to en-slave those similar to themselves…

The Klicks: The klicks have long been enslaved bythe bareem and the kadarans, who view them as theirgreatest success at genetic manipulation since them-selves. Their original planet (called Hivehome by klicks)remains under martial law and occupied by bareem, andthe klicks will not rebel as long as the bareem canthreaten the klick hivemothers. Klicks on Hivehome re-main unaltered, though 90% of all klick eggs get shippedoffworld and altered to what we see as klick norms.Many klick leaders seek the chance to break free ofkadaran domination, but innate conservatism and fearkeep them from rebellion.

The Magus: The magi have no other drives be-yond those given to them. For all intents and purposes,they are living weapons that destroy any foes at whichtheir masters point them. The Exeat has numerous magiunder development at Redcrown (within the VoidCorp“gas mine”), their forms custom-designed to terrorize the

varied Verge species. Until they are needed as distrac-tions or demoralizing agents, the magi remain inert.

The Kroath: Kroath, as the primary occupationforces and shock troops, exhibit few motivations otherthan following the orders of their kadaran “creators,”which they follow without exception.

Language among the Externals

I’krl Common is a complex spoken language, though it isfar simpler than having to learn fourteen or more sepa-rate racial tongues, and thus its existence proves neces-sary for the continued existence of the multiracial Theoc-racy. The common written language is pictographic andincorporates graphic or alphabetic elements of all thesubject species’ native tongues. This make it easier forpsionic communication among the krl’osar (flashing im-ages and words) as well as training many differentspecies their ship and weapons controls, all rigged withpictographic button panels.

I’krl grammar and language (see below) reveals howstratified and structured life among the Theocracy sys-tems can be. Each social group has a social, political,and military title and there are multiple meanings andsubtle distinctions among them. In a society whose com-mon tongue must address old noble titles, multiracial mil-itary and religious titles, and additional secular titles, so-cial stratification still holds as present in this glossary oftitles, listed in order of sociopolitical influence and powerin the Theocracy.

Many words, especially those directly related to thechurch and its priests and officers, begin with the prefixKrl’. In practice (and in much of the text of this book),that prefix is dropped due to the overriding assumptionand knowledge that it is omnipresent in the languageand context. Only when said prefixes are altered bysome grammar does it become necessary to write orspeak the whole words.

Here are some universal rules for this languagewhich are used as examples throughout this book:

Plurals are formed by adding N after any vowels, ANafter any two consonant construction, or an A afterthe letters L, N, R, or W. Collective group words (I’krl,krl’han, etc.) use no plural forms.All adjectives are prefixes added to words with anapostrophe (or a verbal rest).I’krl Common does not recognize gender, so refer-ences only go to I/we, you (singular)/you (plural),and it/they.

13

Page 14: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

THE SHOCK TROOPSAs with all wars, they start with the guys in the trenches,and they’re often the first and last things many see of awar. This section recaps information on the “grunts” ofthe Externals, the klicks, the kroath, and the magus, andreveals their roles in the grand scheme of the I’krl.

The KlicksOf all the Externals, humanity remains most familiar withthe klicks as they have been a recognized enemy formore than a decade (and they’re the principal alien ene-mies in most STAR*DRIVE products). Like in so many ear-ly Earth science fiction tales, the klicks are “alien bugs,”insectoid creatures that rarely take any time to communi-

14

Social TermsI’krl Common Pronunciation Definition/NotesUth OOTH Nonjudgmental term for a person, corporeal being, mortal. In plural form, this

means any or all of these potential translations: all, whole, empire, state, wholeof people, masses.

Ath ATH Term connotes a being lower than a slave, an “expendable;” it often refers to anunbeliever, a heretic, or a blasphemer vs. the I’krl. This term does not even sug-gest the applicable creature is a person, as animals are of higher social or reli-gious significance. All Vergers = Athan (“heretic subcreatures”).

Oth OTH Term connotes least beings (slaves, “expendables”) in social or other powerstructures or contexts, though it still means “person, being, mortal” (plural =generic masses, the people). They are seen more as assets, property, or goodsthan as beings of consequence.

Eth ETH Person, being, mortal (plural = generic masses, the people) Term connotes less-er beings in social or other power structures or contexts. This connotes the bulkof society.

Ith ITH Generic term for a mortal being as part of a greater collective (the singular) or agroup or collective of whom the speaker is a part (modified as species name oras a member of a power group). These are rising members of society but notyet leaders of standing (junior officers and ranks).

Yth EETH Greater corporeal being, superior being (in all ways), person of high standing orpower. Ythan are the leaders in generic terms.

Krl KURL An unknown, a mystery, an enigma (as noun); something of mysteries, some-thing hidden, inscrutable, enigmatic, mysterious without negative connotations(as an adjective or prefix).

E’krl eh-KURL A conundrum (as a descriptor of a series of events), a mystery or confusing se-ries of events with no apparent connections or meanings with one another.

O’krl oh-KURL A personal, singular unknown; an anomaly; (popular meaning) The Mystery.U’krl (u’krla) uh-KURL An unknown person, a stranger, a “wild card.”U’pom’krl uh-POM-kurl Mercenary (literally, “an unknown stranger subordinate to money”).

Religious TermsI’krl Common Pronunciation Definition/NotesI’krl ih-KURL An embodiment of all collective mysteries; (popular meaning) The Gods of the

I’krl Theocracy, the Mysteries, the Holy Unknown, the Dark Veil, the Dark Cloud(by outsiders).

Krl’uth KURL-ooth A citizen of the Theocracy; a follower or person subordinate to the Mystery(plural = generic for all those ruled by the I’krl Theocracy and/or all followersof the I’krl).

Krl’ath KURL-ath Branded as “unworthy” yet still part of the collective by alliances and deals: theenslaved klick troops, client n’sss and teln (the “u’pom’krl” mercenaries), anyprisoners, and human Verge traitors. The Unworthy/Nonbelievers/Expendables.If they do not recognize the I’krl as gods yet work with them, they are krl’ath.

Page 15: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

15Krl’oth KURL-oth A slave of the I’krl Theocracy, an expendable, a piece of meat. The kroath fallhere (as intelligent tools), as do numerous species left undefined and unnotedunder the rule/enslavement of the bareem.

Krl’eth KURL-eth This most often means “one (pl: those) ruled by the I’krl Theocracy” but itspecifically leaves out the leaders and the slaves, referring to the general public,not those above or below. The bulk of this rank are individual bareem orkadarans, as well as traitor sifarv (if not krl’ath).

Krl’ith KURL-ith This refers to any one being (or beings) in power within the Theocracy, any-where from city councilors to the xenhon and the arnak. Generically, it can referto individual sifarv, thaal, and gardhyi, though it accommodates other species ofmirnak rank or better (individual bareem, etc.) or any one of the faith (anyacolyte or above in the Church).

Krl’yth KURL-eeth A person of the highest power in the Theocracy. These refer usually to those in-dividuals who have received the touch of the I’krl and carry their essence withthem. There are rarely more than two dozen krl’yth at any time, and they tendto be of these ranks (and limited to gardhyi, sifarv, and thaal species): the xen-hon, the vurhona, the ythona, the vurhyra, the arnak, and the arakan.

Krl’osar KURL-oss-arr “The Bodies of the Mysteries:” The Holy Servants (as a whole organization).This is one of the few words that doesn’t follow the plural forms and is used asa collective and singular: Any Mindwalker is a krl’osar, and all priests are kr-l’osar. Krl’osar also gets used where humans use “ecclesiastic,” “cleric,” or “reli-gious” as appositives or adjectives.

Krl’han Kurl-HONN “Mouths of the Mysteries:” Prelata (senior ecclesiastic offices); Mindwalkers oflevels 19 and beyond.

Krl’san Kurl-SONN “Eyes of the Mysteries:” Tribuna (junior ecclesiastic offices); Mindwalkers of lev-els 10-18.

Krl’rin Kurl-REEN “Ears of the Mysteries:” Prosela (lesser ecclesiastics); Mindwalkers of levels 1-9.Krl’xenhon Kurl-ZEEN-hone (No plural.) Head of church hierarchy; “Highest Father of the Mystery”; rules

Theocracy; Mindwalker level 28 (minimum).Krl’vurhona Kurl-VURR-hon-ah “Holy Fathers of the Mystery;” rule the Greater Holy Sees; Mindwalker level

26+.Krl’ythona Kurl-EETH-own-uh “Great Fathers;” rule the Lesser Holy Sees; Mindwalker level 22-25.Krl’vurhyra Kurl-VURR-heer-ah “Holy Voices;” rule a Seat (single system) or patrol Theocracy; Mindwalker level

19-21.Krl’ohareln Kurl-oh-HARR-eln “High Speakers of Mystery;” rule the Curia (singular planets) or patrol as an

itinerant; Mindwalker level 16-18.Krl’vurythan Kurl-VURR-eeth-an “Holy Masters of Mystery;” rule a Congregate (continent or orbital holding) or

patrol a Greater Holy See or a fleet; Mindwalker level 13-15.Krl’xenothan Kurl-zeen-OTH-ann “Great Servants of Mystery“ (Deacons); rule a city or patrol a Lesser Holy See

or a wing of capital ships; Mindwalker level 10-12.Krl’nothan Kurl-NOTH-ann “Those who Serve Mystery” (Priests); patrol a system or a capital ship; Mind-

walker level 7-9.Krl’kihlan Kurl-KEEL-ann “Those who Hear the Mystery;” patrol a planet or wing of support ships; Mind-

walker level 4-6.Krl’ojekhan Kurl-ODJ-ekh-ann “Those who Listen to the Mystery;” an acolyte or apprentice level krl’osar limit-

ed to training at one cathedral or church; Mindwalker level 1-3.Fhar FAR Sacred, holy (used for things and places—objects and nonliving things).Vur VURR Sacred, holy (used for people, ideas and concepts—living things).

Page 16: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

cate rather than attack any human they encounter. Whiledevastatingly effective, klicks are often the troops de-ployed earliest as they have the least value to their mas-ters among the species of the Exeat.

Secrets among the Exeat

The klicks encountered by humanity hardly resembletheir original bioforms any more after millennia of subju-gated genetic manipulation. Klicks can no longer survivewithout scientific alteration and life support to sustaintheir eggs (and their previously manipulated cell struc-tures) to hatching and maturity. The original klick speciessurvives a meager existence among the Theocracy, theireggs providing stabilizing DNA for kadaran manipulationinto the engineered klick gene pool. If possible to freeHivehome from the bareem, the klicks might turn ontheir long-time torturers and masters….

The KroathThe rogue TVN reporter Avatar opened peoples’ eyes tothe true horror behind the opaque green armor of thekroath: They are transformed or dead human beings re-animated to serve the Externals! While many still dismissthis as too fantastic a theory, many more sensible headsfocus on how best to fight these far too numerous foes.Like the magus and the klicks, kroath are expendables in

the eyes of the Exeat Command, and none of them haveany qualms about such a fate.

Secrets among the Exeat

Despite peoples’ doubts, kroath truly seem to be trans-formed and animate corpses, though of more speciesthan humanity has ever met (thus different forms ofkroath are possible with mildly different statistics). Thehard armor of the kroath is calcified and radicallystrengthened skin, while the gel within the suit is abyproduct of liquefying internal organs during transfor-mation as well as a suspension medium for the truekroath species—tiny techno-organic AI nanite-computerscreated by accident long ago by the kadarans. Kroath ac-tually think of each individual body as a large ship tothem, while a kroath ship to them is a whole communityof kroath merged together for the purpose of space trav-el. The bioforms are penned close together and thenanites alter their growing carapaces over skeletonizedsuperstructures and engines so they can carry cargo,weapons, slaves, and more as ships.

Kroath commanders are about 20% larger than theaverage kroath and have a greater presence of the col-lective kroath consciousness within it. Leaders comefrom either merging two regular kroath at generation ortransforming larger beings such as weren or medurr intoa kroath. Commanders average one per twenty-four

16 I’krl Common Pronunciation Human AnaloguesArnak ARR-nak EmperorArak ARR-ak KingPatnak PAT-nak PrinceParatak pa-RAT-tak DukeParak PAYR-ak CountMirnak MEER-nak BaronMitarak mitt-ARR-ak SeneschalMitak MEET-ak Mayor

Xenarksol zhen-ARK-sole Fleet Admiral/Commander of all naval forces

Ytharksol ee-THARK-sole AdmiralArksol ARK-sole Rear AdmiralYthapsol ee-THAP-sole CommodoreApsol APP-sole CaptainYtharlsol ee-THARL-sole CommanderTarlsol TARL-sole Lieutenant

CommanderArlsol ARL-sole LieutenantOrlsol ORL-sole Lieutenant,

Junior Grade

I’krl Common Pronunciation Human AnaloguesUrlsol URL-sole EnsignSolith SOLE-ith Chief Petty OfficerSoleth SOLE-eth Petty OfficerSolothan SOLE-oth-ahn stellar fleet

Tr’komro turr-KOME-ro Five-star general/Commander of all infantry forces

Xenkomro zhen-KOME-ro GeneralYthkomro eeth-KOME-ro Major General Komro KOME-ro Brigadier General Komyth KOME-eeth Colonel Komith KOME-ith Lieutenant Colonel Komosar KOME-oh-sahr MajorYthkometh eeth-KOME-eth LieutenantKometh KOME-eth SergeantKom’oth KOME-oth stellar army (i. e.

troops and/or national army carried by fleet)

Military/Noble Terms

Page 17: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

kroath. Kroath are all totally mute, as their solidly sealed ar-

mor prevents much communication. They all understandI’krl Common perfectly well, and some even understandthe Galactic Standard used by Vergers. Their only way ofcommunicating to others is to press a palm to anotherkroath and exchange a few kroath nanites into each oth-er, their messages relayed almost instantly to the entiresystem via electrical impulses and programs carriedthrough the suspension gel.

While not revealed until late in 2503 or early in2504, the kadarans almost immediately set up camps onPenates in the Lucullus system and began the wholesaletransformation of the human population into kroath. ThePicts were among the first victims, as the Jamaicans,Union Penates, and others who allied with the Externalscaptured their enemies and delivered them to the Exter-nals for conversion (which happens eventually to themas well, once there are enough kroath on Penates to pre-vent any resistance).

The MagusEncountered only once in the Verge at Nova Station onAlaundril, the magus presented humanity with an un-stoppable killing machine in the most literal sense. Its ut-ter ruthlessness and cunning far exceed that of any livingcreature. There are many theories about the magus, aswell as a few answers, but few suspect the truth.

Secrets among the Exeat

Originally created in response to the kadaran kroath sol-diers and unleashed only on worlds declared heretic orexcommunicate, these custom-built juggernauts are thepride and joy of the n’sss (and their new facilities and al-lies at Redcrown). The magus forms from a combinedsuspension of an invasive bio-organic virus with prepro-grammed nanites (courtesy of VoidCorp) which invades aliving bioform of any kind. The virus breaks down cer-tain neural pathways, DNA strands, and protein groups,which are then invaded by technological nanites to re-place those areas with self-replicating cybernetic circuit-ry. This viral nanite converts a kilogram of biologicalmatter to technological matter in 24 hours, beginningwith the brain and central nervous system and workingoutward through the muscle tissues and internal organslater. Unlike the kroath conversion process, a magusmust be grown in a laboratory environment in vats ofthe viral nanite suspension, but they can be programmedand modified during the process, creating any variety offorms or weapons or features on them and not necessar-ily of the same form as the host.

Given all this information, the information provided by

17

Page 18: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

the evrem “Raphael” seems false (Threats) but remainsabsolutely true. The n’sss unleashed the earliest forms ofthe magus on the evrem and the League of Nine worldsover two centuries ago. An early magus simply grewfrom the introduction of the virus via technologically al-tered teln larvae. The teln infested a host, grew to a tan-gle, and thus introduced the magus conversion virusmore slowly and painfully for both teln and host alike.

In the end, both methods produce a techno-organickilling machine without any sense of pain or morality.However, the benefits the n’sss find in working withVoidCorp and its methods are a more easily pro-grammed magus with more adaptability in weaponry,defenses, and added technology. There is still a numberof the older style of magus, and these conform to thestandards set in the Alien Compendium. However, nearlyany personal weapons or defenses available to upperechelons of VoidCorp could be incorporated into a magusbioform, replacing the dark energy weapon with anotheror increasing its armor or other skills.

THE INFILTRATORSWhile not the most obvious or open of invaders, thethree species of this section have actually been amonghumans the longest. The gardhyi, teln, and n’sss havebeen spies for the I’krl and the Theocracy for more thana century before humans ever heard of the ExternalThreat. Whether acting for the I’krl or for themselves,these infiltrators have learned far more of humanity thanwe have of them…

The GardhyiGardhyi—the tricksters and Men in Black of Old Earth—mystified many starfarers over the centuries, and no onehas ever pierced the veil of enigmas in which they wrapthemselves. They simply appear unbidden, bringingchaos where they go. In truth, they are proud outcasts ofthe gardh people, severed from their community, deter-mined to return to it triumphant.

Secrets among the Exeat

The original stats given the gardhyi in the Alien Com-pendium originally planned on whole parties of heroesbattling a lone gardhyi, and its powers reflect that. How-ever, with the secrets revealed during the Exeat, we canfind four distinct types of gardhyi (suitable for low, medi-um, and high levels of play against individuals andgroups, as well as the original gardhyi, now revealed asa powerhouse in the service of the I’krl).

Fully revealed in Section Three, gardhyi are “outcastgardh” exiled from their home worlds and the Technar-chy in the Perseus Arm for egregious and blasphemous

crimes, from genocide to merely having psionic potential.All have the starweb technology implanted in them toensure their exile, but their powers are broad and var-ied, as are their interests. Outcasts cannot activate orcontrol their starwebs until they learn the ESP–navcogni-tion skill, and then the outcast becomes a rogue. Roguespsionically control their starwebs and can either useTelepathy–datalink to reprogram its jumps or use sur-gery and nanites or other invasive methods to repro-gram the web to certain sites and distances. Shades (seebelow) and krl’yth can use undetailed F/X in minor waysto readjust the starwebs, though the latter can also psion-ically manipulate them. Regardless of how any gardhyimay tinker with them, removal of starwebs results indeath, and attempts to return to the Technarchy alsocause the self-destruct sequence on the starweb to acti-vate.

One thing often overlooked is the gardhyi’s longevity:While there are some gardhyi smaller and younger thanothers, most appear as healthy adults of indeterminateage, and they remain in that state for centuries. Sometheorize that the starwebs keep them rejuvenated andalive (all the better way to prolong their punishment andexile outside of their home space), though no one knowsfor certain. The gardhyi seem immortal, although theycan die of wounds and disease.

The Outcasts: Whether just a recent outcast or re-duced to this level of power due to injuries, a gardhyioutcast has no conscious control over its starweb, andthus has no ability to teleport at will (though anothergardhyi with an active starweb can key an outcast’s star-web to the same destination as his own). With just thephysical abilities and some of the technology attributed tothe Externals, the outcast is still a formidable individualfoe suitable for lower level hero encounters. Outcasts of-ten pair up with more powerful gardhyi and eventuallylearn the skills to advance to one of the other types ofgardhyi after a few decades of dedication and training.Their most common roles within the Exeat are as agentsand information gatherers of other gardhyi, paired upwith a rogue to ensure they do not get captured. Whilethe other types often avoid physical entanglements, theoutcast seems to revel in combat and seem almostsharklike in their cold, remote fascination with a battle.Those few outcasts among the Exeat either serve asspies and go-betweens with VoidCorp and other humanquislings or they hold military posts.

The Rogues: Gardhyi rogues make up the bulk ofthe gardhyi humanity has met: the psionically activegray man with the ability to blink away in a heartbeat.While fraal and human psionic talents and Mindwalkersare more numerous, gardhyi rogues become far moredangerous as they seem to have few qualms about using

18

Page 19: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

every psionic ability they know to its most ruthless or in-sidious extents. Like most of the other gardhyi, roguesoften act as exemplary spies and assassins, their mindpowers taking precedence over physical weapons orthose F/X powers with a price too high for their tastes.While many rogues in Old Space and the Verge operateon their own mysterious agendas, many more arrive asI’krl priests and krl’osar. While “rogue” in a broad sense,most if not all gardhyi rogues enjoy the power and pres-tige being part of the krl’osar grants them. While limitedto the vurhyra in rank, gardhyi krl’osar are among themost powerful members of the Church in political, psion-ic, and religious terms, and many treat them with a fairamount of caution. After all, no one can best the gardhyiat dredging up secrets.

The Shades: Regardless of the origins or sources ofthese powers, gardhyi shades tap into F/X abilities andconjure shadows and darkness and other effects normal-ly outside the psionic abilities innate in some other gard-hyi. Over the past millennia, gardhyi have been to Earthand to thousands of other systems. If some rumors areto be believed, numerous dark cults on Earth came outof gardhyi shades revealing their powers to select believ-ers. Whether tapping the power as Arcanists (“wizards”tapping some internal energy source) or Faithful(“priests” of this or that dark god), the abilities still con-gregate around shadow and darkness and spatial manip-ulation. Shades are relatively unknown among the Exeat,as any heretics who tap such powers yet wield no psion-ics are immediately killed or excommunicated for theiraffronts against the I’krl. Thus, any gardhyi shades in theVerge or elsewhere operate independently from the I’krland the krl’yth despite similarities between some of theirpowers.

The Krl’yth: More detailed later in this section, kr-l’yth gardhyi (of whom there are approximately twenty-six in existence) exhibit the full range of powers first at-tributed to all gardhyi. Full Mindwalkers or powerfulpsionic talents as well as F/X manipulators, the only be-ings not terrified of these gardhyi are their fellow krl’ythand the I’krl themselves. The normally blank white eyesof the gardhyi constantly swim with undulating purpleand black energy, making the normally intimidating crea-tures even more unnerving to view. Gardhyi krl’yth areas powerful as any member of this species gets outsideof the Technarchy. Vurhyr Barok Lhor and many of hisassociates hope to glean new powers from the Exeat andthe I’krl so they may return to lay waste to the Technar-chy in the I’krl’s name.

The N’sssLong a client and lesser species among the Theocracyworlds, the aliens humanity calls the n’sss have spent the

last two millennia in a technological race with thekadarans in efforts to garner favor with the SifarvDemesne nobility or the I’krl Church. Both groups preferto keep this weapons and technology race going, as theybenefit from the greater biotechnology. Socially, thesealiens from Ravas V in the Chavol Expanse lose favorsimply because their home planets and atmospheresmake them difficult for other species to visit.

The n’sss who entered the Verge as spies with thegardhyi and the Exeat have found this new territorymuch to their liking. Here, they serve the Theocracy onequal footing with the kadarans, and with their loose al-liance with VoidCorp providing them with previously un-known technology to work with, they find it tempting toremain in the Verge.

Secrets among the Exeat

The n’sss actually call themselves the Ravans, as the hu-mans adopted the t’sa name given them. Back amid theTheocracy and in a limited number in the Redcrown fa-cilities, Ravans use more crablike and mantalike podswith some form of hover or flight technologies. The podsin use throughout the Verge were developed specificallyto correspond to t’sa mythology: Gardhyi allies studiedthe Verge and Old Space species and suggested theseworkable pod-forms as a particular form of psychologi-cal warfare.

N’sss biotechnology is both based on the achievementsof the species they conquered and those same speciesthemselves. The biotech used by the n’sss (more carti-laginous, similar to arachnid carapaces) is grown in cul-tures and beds, like pearls or hatcheries. Some smallformerly sentient arachnid species grow the stuff natural-ly,and the n’sss use it for their tech. These starfaringarachnids only traveled to the n’sss homeworld and nev-er made it farther, falling to the ghosts in the gas giantplanet next to them in their own star system after yearsof sharing tech and helping the n’sss overcome theirphysical limitations in the interests of seeing the stars.Originally developing their biotechnology by scavengingthe ships they arrived on and enslaving the invaders, then’sss eventually escaped their world, conquered the in-vader’s nearby world, and bred the arachnid species intothe subsentient species it remains to this day.

The TelnThe parasitic worm collectives known as the teln seemto serve a very limited purpose among the Exeat species,though they are in fact their most capable spies. Theirability to hide in plain sight and effectively control humanpopulations helped them uncover extensive intelligenceand deliver human quislings into External hands. Their

19

Page 20: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

most blatant moves before and during the war involvedthe control and manipulation of Helixtech senior VicePresident Faith Terragis and Farr Histwin of Union Pe-nates, though their reactions hardly strayed from the hu-man norm, so none suspect anything untoward yet.

Secrets among the Exeat

While they currently share equal “client” racial statusamong the Exeat, teln and n’sss cannot abide each otherfor one simple reason: The teln once lived as a slave spe-cies beneath the rule of the n’sss, who attempted to genet-ically manipulate their species into subsentience and thusbecome another piece of exploitable biotech for the n’s s sto control. In fact, the n’sss continue to use a deviant bio-form bred while the teln were their slaves, and this crea-ture used to be integral to the magus creation process.

The gardhyi, n’sss, and the thaal realize that the telndesire to remain in the Verge regardless of the Exeat’ssuccess or failure, as humanity has proven to be greathosts for them. In fact, religious teln regard the Vergeand humanity as their version of paradise delivered tothem by the I’krl for their services there. While still obe-dient, the teln pursue their own agendas here in theVerge, and Algemron may become a new teln home ifthe humans or the Externals don’t stop them. If the telnbegin to stray off whatever path Kadar wishes them on,humanity may find there are many weapons that can ex-pose and destroy teln without damaging their hosts. Ofcourse, the costs of using those weapons may be higherthan enduring teln infestation of a planet or system. . . .The teln realize this, as they have eyes and ears amongthe Exeat command apparently unknown to Kadar, andprepare contingency plans: Bluefall and its huge popula-tion of easily dominated dolphins and whales could servea fallback position as a new teln home.

One of the best-kept secrets among any teln clusters isthe plan for Lucullus. While the war rages around themand many Lucullans go to the conversion camps and un-willingly become kroath under the watchful eyes of thekadarans, the clusters inhabiting Helixtech executiveshave slowly and carefully funneled corporate assets andmonies into transportable goods and ships. This plan iscommon knowledge among the Externals, as a few teln-infested executives leave Helixtech and its holdings wideopen for kadaran and bareem forces and “escape” toBluefall with all sorts of assets to give the Externals ahidden mercantile and financial hold within the Verge.What the rest of the Externals don’t know are the plansby the teln to provide the Technospiders with ways intoHelixtech and supporting computer systems to “acciden-tally” reveal the full schematics and plans of the n’sssbases in Redcrown and some technological weaknessesto exploit in n’sss pods and ships. Of course, as with all

teln contingency plans, a few teln await anyone led tothese information caches. Propagation and infestation re-main primary teln motives.

THE WEAPONEERSThe major distinction, other than the racial and speciesdifferences, between the Externals and the Verge speciesis simple: technology. Many of the External species seemto be armed with oddly shaped and constructed weaponsgrown or built out of organic materials rather than whatwe normally recognize as weapons technology. The folkresponsible for more than 65% of all weapons and shipsamong the External fleet and forces are a smallish, de-cidedly alien species called the kadarans.

The KadaransOriginally hailing from Kadar III in the Great Pyaar Terri-tories, the kadarans were once a far more natural look-ing species. Ancient experiments in genetic manipulationmutated the original kadaran species into a durable andfunctional yet deviant subspecies of themselves. Thus,xenobiologists cannot find any analogue or archetype toexplain the kadaran bioform. Kadarans themselves, ifthey even remember their original forms or purposes,choose not to share such information with anyone. Thisspecies evolved on a dune-filled desert planet with thelife centered underground or on oasis plateaus, thoughonce they gained technology, the isolated city-state oaseswarred on one another for meager resources. The warsescalated over time until very few oasis cities remainedon Kadar I II. Indeed, very few places remained un-scarred from nuclear radiation and other wartime abus-es, rendering the planet even more inhospitable.

About this time, nearly four millennia ago, Kadar IIIfell under the roving eyes of the sifarv military. Thekadarans, whose biology altered more during their ra-dioactive wars, had begun working with biotechnology asopposed to the technology that ruined their world andmutated them all. They now embraced the chance to ex-pand beyond their world and solve problems other thanthe nearly shattered biosphere of their homeworld. Overtime, the kadarans became the primary scientists amongthe Demesne species, a standing they have retained dur-ing the past seven centuries of Theocracy rule. Somewonder if the kadarans noted any shifts at all in the po-litical structures, for their methods and efficiency neverchange. Regardless of their political ignorance, kadaranshave spent much of the past six centuries trying to main-tain their favored status as biotech engineers, which hasbeen challenged by the absorption of the n’sss into theDemesne and the Theocracy.

20

Page 21: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

21

Page 22: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

Kadarans as SupportingCast/Aliens

The “six-limbed sadists” (as described by a Pict escapeefrom Penates) live in a constant state of scientific activitywithout any sense of emotional attachment or morality.Tales from Lucullan escapees paint these aliens in lightsusually attributed to Thuldan bioengineers and Nazi sci-entists of centuries past, describing scenes where twokadarans laughed at a joke one told the other as bothhunched over an immobilized weren and slowly peeledits hide and fur away in sheets. Obviously, it is hard togain an objective view point about beings who have littleproblem vivisecting sentient species, but even such asthe kadarans deserve an impartial view of their natureand biology (if only to learn how to defeat or kill them).

Obviously, kadarans primarily focus on Tech Op ca-reers, though a few dabble as Diplomats or Free Agents.Hardly any deign to sully themselves by becoming Com-bat Specs. The closest most kadarans come to combat iseither in an out-of-control lab experiment with a protest-ing subject or now, among the Exeat: Many kadarans re-sent the primitive conditions under which they must op-erate on Penates and actually have to carry pistols fordefense during the occupations and the wars.

Description: Kadarans may have once been a moreaesthetic species before they adapted themselves “to be-come more efficient and capable of working on numer-ous problems at once.” Whatever the reasons or true ori-gins, kadarans utilize their mutated trilateral forms well.A smallish species whose tallest specimens reach 1.2meters, kadarans shuffle quickly along on their tripodlikelegs spaced equidistantly around their teardrop-shapedtrunks, and their three moderately powerful arms arespaced likewise. Limbs always appear directly between apair of opposing limbs: One arm centers directly betweentwo legs, while one leg always protrudes beneath a pairof opposed arms. Their skin appears an odd mixture ofvestigial chitinous plates and reptiloid scales, which pro-vide no protection. Skin color ranges in tones from anash gray to almost a bluish-steel tinge. Common dressamong kadarans consists of a tabardlike laboratory coatwith numerous pockets, all bulging with disgusting look-ing shreds of biotech.

Three black multifaceted eyes sit broadly along theflattened head, spaced widely to allow for 300 degreesof vision and relatively good distance judgement. Theshovellike head rests atop a thick neck with only theslightest muscle groupings suggesting shoulders, its widemouth and jaw revealing masticating plates suitable for avegetarian diet rather than carnivore teeth.

Their prehensile hands and feet are identical with

three digits, an opposable thumb, and a wide flat palmeach. kadaran laboratories take advantage of their am-bidexterity and provide many hammocklike seats andhandholds on all surfaces to allow them to clamberaround all sides of large apparati and experiments inprogress.

Encounter: Reminding some of the t’sa, their bodiesconstantly in motion, kadarans rarely inspire the senseof amusement or childlike innocence of the aforemen-tioned known species. This species appears almost con-

22

Kadaran Game DataThese statistics represent a typical kadaran scientistamong the occupying forces on Penates in the Lucullussystem (7th level Tech Op).STR 9 (d8+4) INT 12 (Animal d6+8)DEX 12 (d6+8) WIL 10 (2d8+2)CON 10 (2d6+3) PER 6 (d8+1)Durability: 10/10/5/2 Action check: 13+/12/6/3Move: sprint 20, run 12, walk 4, roll 30 #Actions: 2Reaction score: Ordinary/2 Last Resorts: 0

AttacksUnarmed 11/5/2– d4s/d6s/d4w En/ORanged weapon 14/7/3 Varies Varies

Defenses+1 resistance modifier vs. ranged attacks+1 (INT) resistance modifier vs. encounter skills+2 step resistance modifier vs. psionics

SkillsUnarmed Attack [9]–brawl [11]; Modern [12]–pistol [14];Acrobatics [12]–dodge [14]; Vehicle Operation [12];Movement [10]; Stamina [10]–endurance [11]; ComputerScience [12]*; Knowledge [12]–biotechnology [15], firstaid [13], kroath creation [13], weapons tech [13]*; LifeScience [12]–genetics [13], xenology [13]; Medical Sci -ence [12]–surgery [14]; System Operation [12]*–weapons [13]; Techno-organic Science [12]*–repair [13],technical knowledge [14]; Awareness [10]; Resolve[10]–physical [11]; Interaction [6]–intimidate [10].

* These skills apply toward the knowledge, use, and ma-nipulation of kadaran and External biotechnology. Theymust be purchased separately if a character knows ofhuman or other technologies.

Kadaran Ecological DataBiochemistry: Series IcEnvironment: Class 1GRAPH: G2/R3/A3/P3/H2Biome: AnyEncounter Chance: UnlikelyGroup Size: 1-4 (d4)Organization: Advanced urbanized societyNiche: Highly advanced biotechnological civilizationIntelligence: Advanced starfaring sentient

Page 23: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

stantly distracted, its mind elsewhere at all times. Combatencounters with kadarans almost never occur, as morethan 75% of all kadarans met in the Verge are scientistswho prefer anyone they encounter to be strapped to atable or held in place by strong bareem servants. How-ever, some lesser intellectuals do train as Combat Specs,Diplomats, or Free Agents. Kadarans are psionically in-capable; thus they do not aspire to the priesthood.

Kadarans, as the primary scientific caste among theExeat species, receive a –1 step bonus when using Tech-no-organic Science (same as Technical Science but appli -cable to biotech of kadaran or n’sss manufacture) or anyof its associated specialty skills (the same as those asso-ciated with Technical Science). This bonus works onlywhen a kadaran applies more than three limbs and atleast two eyes to the task at hand.

When necessary in fleeing or racing to another exper-iment, kadarans flip themselves over and half-run andhalf-vault in a rolling motion, covering twice as muchdistance in shorter times than a bipedal person of theirstrength and greater sizes. While it appears semicomical,a kadaran has enough limbs to maintain this all-outmovement speed and still use ranged weapons with onlya +2 step penalty.

The kadaran dual-track mind (see below) wreaks hav-oc with normal psionic perceptions, the secondarythought patterns creating “white noise” and hamperingpsionic perceptions. The use of any psionic abilities onkadaran minds (not bodies) suffer a +2 step penalty

Their greatest weakness appears to be the result oftheir own weapons and folly. Due to the kadaran species’mutability under prolonged radiation, the entire species is

23

Most, if not all, Exeat and Theocracy support technologycomes from the kadarans, whose biotechnology far out-strips the amount of more recognizable technology usedby many traditional sifarv. While some n’sss biotech fillssome small and crucial niches within the war effort, thekadarans grew or developed more than 65% of all tech-nology, weapons, ships, and support equipment.

Klick Klack provided our first full look at kadaranbiotech, though most any heroes who boarded the klickbase would not have identified the tech as anything otherthan for klick use. The kadaran central processing unitshave been described as “living tech-trees” that grow anddraw energy via solar and geothermal taps and otherambient energies where they are planted. These treesknow what to produce (and emit in tough, nutlike shellsor vegetablelike pods) as specifications are entered intoits brain through the manipulation of fluids, chemical lev-els, and pheromones. A tree can be programmed to growsmall chitinous weapons (and weapons components forlarger weapons) of various shapes and sizes, thus allow-ing one method to create weapons for klick hands as wellas those more suited for kroath or gardhyi hands. Therecan be some programmed to grow grenades, ship partsfor damage repair, specific trees with massive energycollectors to produce energy batteries and cells for ship-board use, and so on. Thus, kadaran technological en-claves always have orchards or forests of these biotechtrees somewhere around them. Items grow at least asquickly as they might be manufactured technologically.As of the end of 2503, an entire dome (and another beingprimed for expansion) at Port Royal has been turned overto kadaran tech-trees. Some of these produce blacklaserpistols for the Externals’ human allies; these work aswell as standard weapons and do not dissolve upon sep-aration from their wielders (see next paragraph).

All External tech dissolves and decays soon after sep-aration from its wielders. This happens for two reasons:Their organic composition melts if deprived of energy,and while although they contain some internal energysource, many weapons draw power from bioelectricfields. The guns tap into the energy generated by anyorganic sentient’s brain, since very few creatures utilize

all of their brain’s potential. Kadaran tech can and doescreate separate materials, weapons, and such for thaal,Mindwalkers, and krl’osar, since they tap more brain-power and cannot afford to lose the energy to theirweapons. Another theory points out that their weaponsdecay rapidly depending on how much heat they’re ex-posed to. Kadarans refrigerate all storage units, sokadaran biotech can remain intact if captured in the vac-uum of space or on an ice planet. At human-comfortabletemperatures, biotech weapons dissolve if not constantlyenergized by their wielders’ touch or by special poweredholsters and armories built for them.

Kadaran scientists developed cybertech, though theirbiotech focus makes it appear more like parasitic life-forms than invasive technology. Cy-biotech often growsunder careful supervision in a tech-tree or in vats, andthese semiliving things actually are programmed andconstructed bioweapons. The simplest forms of cy-biotech are armor or melee weapons like blades sud-d e n ly jutting out the forearm. The Verge Alliancesustained numerous defeats when they didn’t recognize(and thus confiscate or destroy) many things as cyber-netic implants: If you see a slimy octopoidal parasite withtentacles along someone’s face and throat, rip it off be-fore your enemy uses that communication device to acti-vate defensive weapons. Others are more obvious, ifequally disgusting, such as shoulder-mounted biocan-nons with scaly tendrils snaking up the wearer’s arm andacross the chest with a hunchback growth that powersthe weapon.

Finally, the greatest kadaran weapons are the kroaththemselves. Every initial occupation and beachhead ofthe Exeat sees a transport of kadarans dispatched tobegin growing habitat and laboratory domes. Once thesegrow to their final sizes after about five days, the bareemherd any prisoners and guests to kadaran labs. Over thecenturies, all the kadarans need do is inject a viscous ge-netic suspension fluid into any muscle tissue on the tar-get, and then the only problem is ignoring the screamingas the target being’s organs and brain slowly dissolveand its skin calcifies to become kroath.

Biotechnology

Page 24: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

susceptible to energy damage and they suffer an addi-tional two points over the amount rolled.

Habitat/Society: What little is known of kadaran socie-ty comes from the evrem, who express severe distaste athaving even to utter a word about them. After somepressing, the evrem broke their veneer of philosophicalpassivity and vented angrily that “no species that cannotunderstand the sanctity of life deserves that same gift. Totorture life, sentient or not, and treat it as a plaything orcuriosity is abhorrent, as are the kadarans.”

As kadarans almost maddeningly keep their owncounsel and speak very little, first impressions suggest ahighly focused scientific species with a passion for genet-ic manipulation and biotechnology. When kadarans be -gan sharing their knowledge with others, their utter lackof morality about their work struck even the most ruth-less of bareem as disturbing. Kadarans view all things aspuzzles, conundrums, and problems to be solved, andthey place little importance in emotions, philosophies, orany modes of thought beyond scientific curiosity, discov-ery, and victory. There is no room for small talk amongkadarans: There are always more problems and myster-ies to solve, especially now among all these new speciesthey have yet to examine.

The oddest aspect of speaking or interacting withkadarans that drives even the most patient of gardhyi todistraction is their ability to maintain two or more inde-pendent trains of thought at once, unlike nearly any oth-er sentient species. Kadarans often turn their heads andplace two eyes on anyone they speak to, but the thirdeye and one or more limbs continues on with other ac-tivities. Some carry on conversations with two groups atonce, pantomiming or writing words while speaking tothe other group. While kadarans think it perfectly naturalto be literally doing two things at once, others among theExternals simply find this trait useful in making themever-watchful guards, constantly working scientists, orsimply the best multitaskers for any position. Kadaranscan sleep provided no more than one eye and two limbsare active and they are relatively immobile.

While these broad views paint the kadarans as work-horses and unfeeling sadistic butchers, they do fall preyto all the usual ranges of life’s emotions and pitfalls.Kadarans merely continue to work with one thoughtwhile one or two eyes and some arms act out any emo-tions. Kadarans are an asexual species and can each in-dividually replicate three times during their lives, layingtwo to five rubbery eggs, which hatch within threemonths. It takes fifteen years for a kadaran to reach fullmaturity, and they can reproduce at ages fifteen, twenty-one, and thirty. No Exeat kadarans are fewer than twen-ty-two years old and most are older.

They are susceptible to greed and manipulation—allone has to promise them is a tempting problem or puz-zle or give them a chance to examine new pieces oftechnology (or biology). The main reason quite a fewkadarans became involved with the Exeat was thechance to explore new worlds, seek out new life, and ripit apart to see how it all works (and how they can exploitor change it).

THE SLAVERSImagine weren with the ruthlessness of VoidCorp execu-tives and the discipline and arrogance of the Thuldans,and you’ve got a rough image of the bareem—the slavekeepers of the Sifarv Demesne and the I’krl Theocracy.

The BareemNearly twelve thousand years ago, the bird-folk knownas the sifarv left their moon home and ventured down tothe third planet of the Toal system around which it orbit-ed. Despite the fact that the bareem were far more phys-ically formidable, the sifarv had greater weapons and theadvantages of flight. Swiftly conquered, the bareem haveserved the Sifarv Demesne loyally ever since, as theseavians gave them new technologies and the means tomove beyond their world and their PL3 society. Thus,while there are some remnants of bareem cultural histo-ry and mythologies, most of their behavior followsDemesne standards.

Bareem tend toward Combat Spec and Tech Op ca-reers, excelling in their sociocultural niche as the heaviesamong the Theocracy species or in their notoriety as thegreatest jailers in the known galaxy. Though exceedinglyrare, there are bareem Free Agents, though all tend to-ward the Bounty Hunter template, and bareem Diplomatsonly exist within the Aerie of the Sifarv Demesne repre-senting their people’s interests. The few bareem withmindwalking ability have joined the I’krl Church and thekrl’osar, and their physical natures make them the mostforceful and intimidating of proselytizers.

Bareem as Supporting Cast/Aliens

While most assume the martial attitudes of bareemcomes from their physical brawn, bareem dogmaticallyadhere to what they see as their roles long establishedby their native mythologies: The First Barem—Warrior—lived by his Strength and Sinew. The Second Barem—Hunter—lived by her Stealth and Stalking, The ThirdBarem—Keeper—lived to protect his family and clan byBuilding and Binding. The Fourth Barem—Protector—livedto protect the families by combining what she learnedfrom the Three and use all skills equally. The bareem

24

Page 25: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

25

Page 26: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

see themselves as children of the First Four, though theFourth gains a special place as the mother of all bareemand thus they have aspects of all four in each of them.The Four taught them to remain strong to kill, consume,or control one’s enemies, thus leading to the present dayand their service as the Theocracy’s armies, bountyhunters, wardens, and police.

Description: Bareem are large, hulking hominids al-most as hard to miss as a weren or medurr. An individ-ual barem stands 2.2 meters tall, but their habit ofhunching forward and resting their weight on their mas-sive arms and knuckles slopes the shoulders and headdown to just under 2 meters. These living walls of bris-tling fur and solid muscle are almost 1.5 meters wide atthe shoulder, making them intimidating creatures indeed.Its three-digited hands and feet are prehensile (two mas-sive fingers and an equally massive thumb); a baremcan easily choke three or four slaves into submissionwith its feet and hands around different necks at once.

Bareem have luminescent eyes similar to Earth cats,which reflect and magnify light within them (though theireyes aren’t good enough to negate penalties for dark-ness). The sight of these large piercing eyes reflectinglight back at their prey freezes more than a few crea-tures in their tracks. Thick coarse hair grows heavy andalmost furlike on a barem’s forearms, head, chest, back,and below the knees on the legs. The hair tends towardblack and browns, while corresponding barem skin tonesrange from pale tan to mahogany brown or jet black. Fe-male bareem have only slightly less hair along theirbacks and arms, though they grow their hair longer tocover their breasts (if left exposed by choice of clothing).

While capable of wearing any clothes tailored or sizedto fit them, bareem most commonly wear little more thanloose-fitting pants with tight cuffs and no shoes unlessdemanded by social niceties. They also wear harnessesor crossed bandoleers over their chests to hold anyawards or medals, which bareem show off at anychance. What many slaves learn to their regret are theseharnesses can be removed and unbuckled to become aflexible flaillike bludgeon in the hands of nearly anybarem. To a barem, modesty should always take a sec-ondary place to maintaining order among the servantsand slaves.

Encounter: Bareem remain ever prepared for battle,though they (like the weren) do not seek them out. If or-dered to attack by a superior of any species, they do sowithout hesitation or thought, unless ordered to attackone of their own or someone of superior station thanthem. In all things, bareem rationalize their actions interms of how it helps them and how it adheres to the

teachings of the Four Bareem (whom they now believe,thanks to thaal teachings and one persuasive barem kr-l’osar, to have been made part of the I’krl).

Bareem commonly attack via brawling first, launchingthemselves feet first and landing on foes, often crushingor pinning them before even drawing a weapon. Bareemchoose rarely to kill opponents unless so ordered or dur-ing war. They often look to wound or maim for immobi-lization, as kills rob them of their prey and their mastersof another serviceable slave.

Bareem have retractable claws within their hand orfoot palms as evolutionary remnants from their days astree-climbers. The claws are rudimentary and incapableof causing any more of a scratch than a human finger-nail. However, when desired, poison ducts within thatclaw still inject touched or held targets with a poison thatknocks out or paralyzes living tissues but otherwise doeslittle harm. The bareem can paralyze any biological life-

26

Bareem Ecological DataBiochemistry: Series IaEnvironment: Class 1GRAPH: G2/R2/A2/P3/H3Biome: AnyEncounter Chance: PossibleGroup Size: 2-24 (2d12)Organization: Militaristic slaver societyNiche: Advanced seminomadic clan huntersIntelligence: Human-equivalent sentient

Bareem Game DataThese statistics represent a typical bareem warden ormilitary officer (roughly 4th level Combat Spec).STR 13 (2d4+8) INT 7 (d12)DEX 9 (d8+4) WIL 10 (d6+6)CON 13 (2d4+8) PER 7 (2d6)Durability: 13/13/6/6 Action check: 11+/10/5/2Move: sprint 22, run 14, walk 4 #Actions: 2Reaction score: Marginal/1 Last Resorts: 0

AttacksUnarmed 16/8/4– d4+4s/d4+6s/d4w LI/OMelee 15/7/3 Varies VariesRanged weapon 10/5/2 Varies Varies

Defenses+2 resistance modifier vs. melee attacks

SkillsAthletics [13]; Unarmed Attack [13]–brawl [16]; Melee[13]–bludgeon [15], powered [15]; Manipulation [9];Modern [9]–pistol [10]; Vehicle Operation [9]; Movement[13]; Stamina [13]–endurance [14]; Security* [7]–protec -tion protocols [9], devices [10]; Animal Handling [10];Awareness [10]; Resolve [10]*–1 step bonus

Page 27: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

forms of less than 50 kilograms twice a day if in contactwith skin or nonprotective clothing and if they can hold atarget for more than one phase to inject their poison.

Very few bareem hold the potential for full Mindwalk-er abilities, though roughly one in fifty thousand havewild talents and one in fifty million have the psionic abili-ty to become one of the krl’osar Mindwalkers.

Though not especially brilliant at such tasks, bareemhave developed considerable skill with security systemsand the like. As such, they take a –1 step bonus to anyattempts to use the Security broad skill or any of its spe-cialty skills.

Habitat/Society: If not given a reason to attack by in-sult or injury or orders, bareem can be quite affable atfirst meeting. Despite millennia among the stars and ad-vanced technology, bareem still prefer a more oral tradi-tion in communication and can be long-winded if giventhe chance to go on. In other words, being polite and notinterrupting a barem could pin you in place for a seven-hour-long story. They hand down mythology—slightly tai-lored over the past centuries to account for the sifarvand thaal religions—to their children through storytelling.

While deferent to a fault to the sifarv and thaal spe-cies, bareem smugly take on airs of superiority over thekadarans and all the other species of the Theocracy. Thekadarans either don’t notice or don’t care, while the otherspecies already subjugate themselves as slaves beneaththe iron grip of the bareem. Among themselves, bareemorganize themselves in loose clan structures, their eldersdirecting and overseeing the lives and welfare of theirclans. Bareem marriages often only exist to see the birthof children and then both parents go their separate ways,bareem young often raised by one parent and his or herclan. Some rare marriages remain intact, especially ifbareem mated pairs have smaller or no clan familyaround them (on board ships or in isolated postings).There are no gender stereotypes among the bareem(though there often are among the species they serveand subjugate), and in fact the females often make morefierce warriors and wardens over the males whose focustends more toward hunting or deterrence (police work).

THE CONQUERORSOf all the species most responsible for the state of thegalaxy today, the sifarv stand proud and tall as the con-quering species that initially brought all the Exeat speciestogether and under their wings. Warlike in thought andaction, the sifarv culture admires and embraces strategy,tactics, and a militaristic zeal for order. Sifarv culturefinds strength in a feudal and oligarchic social structure.Many defeated species mistake the bareem for themuch-vaunted sifarv, as bareem ground troops are nu-

merous among Demesne military forces; most areshocked to discover their conquerors are the beautiful,willowy, feathered and winged sifarv.

The SifarvRising from their home on the moon of Saerie over thebareem planet of Toal III nearly twelve thousand yearsago, the sifarv have not stopped hunting and dominatingentire species, solar systems, and galactic regions. In all,before the sifarv arnak converted to the I’krl Church andturned all true control over to the krl’osar, the Demesneencompassed and ruled over one hundred worlds. Evenreduced to figureheads and puppet rulers, the sifarv andtheir expansionistic drive to conquer remains strong (andhelps explain some enthusiasm over the Exeat). Thisproud species came to the stars on their own and intro-duced many other species to the stellar community, sothey naturally see nearly all other species (outside ofgardh, evrem, and thaal) as upstart children (an attitudereinforced by their society, which places them at the topof the racial ladder).

Sifarv embrace all types of character professions andoccupations, though to varying degrees. Their favoredprofessions depend on their social rank, as 80% of si-farv nobles are Diplomats with some other secondaryskills, while the sifarv commoners prefer Combat Specover most other classes or occupations. Like the bareem,sifarv Mindwalkers are rare, numbering only oneout ofevery ten million sifarv (but easily found by their stark-white plumage and red eyes at birth), though psionic tal-ents (which are enough to gain entry into the church)number one out of every one hundred thousand births.

Sifarv as Supporting Cast/Aliens

Sifarv deceive nearly every species they encounter, forthey, like humanity, do not show their strengths andweaknesses by their bioform. Outwardly, they seempeacefully graceful with their feathered manes and deli-cate features, long, lithe limbs, and trilling speech. Likehawks and eagles, their strength and cunning appearswhen needed, and the peaceful veneer shatters with asharp war cry! Like humans, they adapt to and conquernearly every situation they seek out, their strength intheir wills rather than their bodies.

Description: Sifarv are an avian species, and the onlyother such sentient avians encountered by humanitysince the sesheyans. While their folded wings make themseem taller, all sifarv range in height between 1.4 and1.7 meters, their wingspans measuring 50% again asbroad as the person is tall. Sifarv are also quite thin andlight, their hollow bones and body structures engineered

27

Page 28: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

for flight. Sifarv hands and feet have only three digitseach, two fingers or toes and opposed third digits (toesor thumbs). Sifarv legs also bend backward at the knees,just like birds’ do.

Like their bodies, sifarv faces are long and thin, al-most teardrop-shaped and coming to a point. They havesmall, high nostrils and no upper lips as the slight carti-laginous vestiges of beaks run down the lower half oftheir faces to form chins (which can be pointed, hooked,or smooth). Almost underneath the chin is the mouth.Eyes rest on either side of the head and are largeenough for spectacular distance vision and a wider angleof sight than other humanoids their size; the eyes havelarge black pupils surrounding by thin irises of varyingcolor

While bipedal and approximating a humanoid shape,vestigial feathers replace hair on the scalp, forearms,and legs. Tiny feathers cover the breast from collarbonesto the lower ribcage, spreading up the neck, the largerneck and head feathers flanging out into a plume be-tween the nape and the crown of the skull. Colors varyin both feathers and skin tone, though skin tends towarda duller or darker shade of the plumage color.

Encounter: Most likely, first encounters with sifarvleave humans and other species irritated for at least onereason: Sifarv are among the most conceited and arro-gant of species. So enrapt in their own “self-evident su-periority,” they tend to speak down to all other speciesexcept their thaal allies. When they encounter new spe-cies, sifarv always refer to them as “shreel” or prey. Thesifarv rarely use their racial names or given names untilthe subject species gains some their respect (by defeat inbattle or at least valiant shows of resistance). Among theTheocracy worlds, to rise above being shreel often pre-vents the species from enslavement (or at least until thatspecies can be beaten into submission and slavery).

Despite the apparent frailty of their small forms, sifarvprove surprisingly tough, resilient, and merciless in bat-tle. While often leaving the vanguard to bareem soldiers,numerous sifarv reportedly fly and dive with recklessabandon toward their foes, dropping nearly silently outof the sun with little warning. Capable of only carryingsmall weapons while in flight, sifarv (other than thoseencountered in full regalia on board ships) do not weararmor or heavy clothing that weighs them down. Also,while many sifarv hover over battles directing theirtroops, few enter battle directly unless it proves neces-sary for troop morale or victory.

Sifarv move with a grace and speed in keeping withtheir forms. Wings often subtly mimic arm and handmovements when not in flight, and thus sifarv oftenspeak bluntly and rarely lie. After all, they provide clear

signals when they lie, as wings often twitch or the lighterfeathers on their neck rustle due to some psychosomaticsignals of suppressed emotions. However, psionic sifarv—all of which are marked by red irises and white plumageand are all trained krl’osar priests—can prevent thesesignals or at least cloak them by mental illusions.

The primary martial encounters humans have with si-farv are during hunts, as the sifarv nobles took to toyingwith human prisoners by setting them loose and huntingthem like owls and hawks hunt mice… During the war,this only occurred inside some domes on Penates andVieron, though it could occur after the war if the sifarvcement a presence in the Verge. One tactic noted bythose escaping the hunts unleashed on Penates men-tioned two sifarv flying close to ground level, slim metalfilament chains held between them that decapitated anyfoolish enough to intercept them.

28

Sifarv Game DataThese statistics represent a typical nonprofessional si-farv of the idle nobility.STR 8 (d6+4) INT 10 (d8+5)DEX 12 (d12+5) WIL 10 (2d6+3)CON 8 (2d4+3) PER 10 (2d6+3)Durability: 8/8/4/4 Action check: 13+/12/6/3Move: sprint 20, run 12, walk 4, fly 40 #Actions: 2Reaction score: Ordinary/1 Last Resorts: 1

AttacksUnarmed 10/5/2– d4s/d4+1s/d4+2s LI/OWing buffet 12/6/3 d6s/d6+2s/d4w LI/OMelee 11/5/2 Varies VariesRanged weapon 13/6/3 Varies Varies

Defenses+1 resistance modifier vs. ranged attacks

SkillsMelee [8]–blade [11]; Unarmed Attack [8]–brawl [10],wing [12]; Acrobatics [12]–flight [14], zero-g [13]; Mod-ern [12]–pistol [13]; Stealth [12]; Vehicle Operation[12]–space* [14]; Movement [8]; Stamina [8]–endurance[10]; System Operations [10]–weapons [11]; Culture[10]–diplomacy [11], etiquette (sifarv) [11].*Apply a –1 step bonus if the type of space vehicle flownis a sifarv fighter.

Sifarv Ecological DataBiochemistry: Series IcEnvironment: Class 1GRAPH: G1/R1/A2/P2/H2Biome: Any; mountains and highlands preferredEncounter Chance: SlimGroup Size: 3-8 (d6+2)Organization: Feudal imperialists ruled by TheocracyNiche: Advanced technological civilizationIntelligence: Starfaring sentient

Page 29: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

29

Page 30: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

Sifarv fighter pilots are especially noted for their skill;they comprise the bulk of the Theocracy’s fighter forces.Any sifarv who learns Vehicle Operation–space vehicles(fighters) may take a –1 step bonus to their skill checks.

Habitat/Society: Sifarv society resembles numerousoligarchic human societies past and present, most no-tably the feudal courts of Europe or the current ThuldanEmpire. All these societies hold themselves above theirfellows by an attitude of genetic, social, and technologicalsuperiority, and the sifarv see little that disproves theirattitudes, as few species have ever been able to resisttheir domination or enforced alliances.

Sifarv language is lyrical and soft, most often de-scribed as beautiful (even when one hears a death whis-tle from a diving warrior). While sifarv have a greaterrange of sounds and speech available due to a flexiblelower mouth, making S sounds and other sibilants pro-duces whistling trills from all sifarv, whose throat andvocal structures retain many similarities to those of birds.

Sifarv design their clothes and architecture and shipsall with a need for freedom of movement for their wings.Thus, much of their clothing and building provides wide-open spaces for them to stretch their wings. While pantsare snug and form fitting, jackets and shirts often eitherare loose tabards and tunics, or they have holes for thewings and are equally snug. As they are exacting aboutgrooming and appearance, no sifarv willingly wears col-ors that clash with their plumage or eye colors

For more than a millennium, sifarv scholars and kr-l’osar priests have studied and sought after a power oftheir species long lost but possibly attainable through kr-l’osar powers—the sifarv battlecry. Now a legendarypower unseen in more than 1400 years, this psionicpower once manifested in great numbers among the no-bility. (Some, like the Trillaari, take this lost power tosuggest that subjugation beneath the I’krl and the thaalangered the sifarv gods and they stole this noble powerfrom them.) A biokinetic power, a sifarv could screechand stun whole groups of enemies or sing and charmthem as well. Despite close duplications by psionic pow-ers, sifarv krl’osar still seek to restore this innate powerto their species and they seek the answers everywhere.

THE HOLY ONESThe most shocking of the Externals, at least to humanityand its allied species, are those who brought the word ofthe I’krl to a thousand systems and act in their gracenow to free them. They are the ruthless, insidious, andall-too-familiar thaal—the sibling or parent species thatspawned the fraal Wanderers and Builders.

The ThaalAs detailed in the history of the I’krl Theocracy in thenext section, the thaal are of the same species as thefraal, one of the primary aliens of the STAR*DRIVE cam-paign, and they serve to illustrate one of humanity’sgreatest fears: What if the fraal used all their psionicmight against us? That nightmare comes alive with thearrival of the thaal and the krl’osar into the Verge duringthe Externals War.

Rumors rampaged across the Verge as the first thaalencountered were mistaken as fraal until they begantheir religious conversion campaigns of psychically en-slaving people. Tales passed from system to system asfolk talked about these “dark fraal” working with the Ex-ternals, fanning xenophobic paranoia among the Vergespecies (as intended). Once the Alliance commanders re-alized they dealt with another offshoot of the fraal, tem-pers cooled and intelligence began to collect. Luckily,fewer riots and whisper campaigns erupted against thefraal as expected, though some small-minded peopleused the opportunity to enhance their anti-psionic cam-paigns. Most realized the best way to fight some of thesepsionic priests was with psionics and fraal of their own.The Aegis Rangers (the nickname that has developed forthe Regency of Bluefall’s 118th Psychological OperationsBattalion) took heavy casualties early in the war’s intelli-gence gathering phase when thaal impersonators snakedtheir way into their ranks from Hathorn. However, thethaal provided the Rangers with much information on the

30

The Trillaari The Trillaari represent breakaway sifarv and bareemseparatists who rejected the rule of the I’krl Theocratsforty years ago. They chose to emulate the sifarv ArnakTrillaar, the last warrior emperor to rule before sifarvrule became subordinate (and in their view woefully cor-rupted) to thaal influence and the I’krl Church over twothousand years ago. They exist as pirates in a small fleetwhose main base has never been located by any species,External or otherwise. Notes on the leader of these pi-rates—the Trillyth Kaarsar—can be found among the“Major Figures of the Theocracy” in the External Spacesection. The Trillaari Fleet, at last reckoning by theTheocracy, consists of four battleships, seven light car-riers, nearly twenty light cruisers, and the minimum at-tendant fighters (under two hundred), scouts (under onehundred), and destroyers (under forty).

All trillaari (even the bareem members) still embracethe idea of sifarv supremacy over all other species, andthey do everything possible to break the hold of the I’krlChurch over their leaders and the Demesne. There is theslim possibility, at the Gamemaster’s discretion, that he-roes (or other Vergers) could come into contact withsome of the Trillaari fleet, which might follow the Exeatto the Verge. Then, it’s a matter of roleplaying a first con-tact and convincing them that the enemy of their enemycan be friends, at least temporarily. . . .

Page 31: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

I’krl religion and themselves with some agents. Much tothe chagrin of the fraal, however, the thaal revealed verylittle about their racial history until the evrem providedinformation (noted in Section Three). The paranoia en-gendered by the revelation were tough on fraal relationswith other species, but many of the Verge Alliance pow-ers and the fraal themselves simply used the chance tolearn more about their own psionic potentials.

The thaal activated a slash-and-burn campaign wherepossible with scout ships and small transports, movingmany thaal krl’osar across the Verge to supplant and im-personate fraal, discredit them, or attack them as here-tics. A notable fact surfaced later in the war that mostskirmishes and attacked fraal were Builders, not Wan -derers, though one Wanderer city-ship came under at -tack briefly when it ventured into External-controlled Lu-cullan space. In any case, once their basic nature cameto light—psionic zealots on a religious crusade apparentlyleading the other External species—the thaal became themost hated enemy of the Verge Alliance. By the end ofthe year, most knew that the most dangerous speciesamong the Externals were the thaal who ruled them.

Thaal as Supporting Cast/Aliens

While the Externals War raged, great mysteries becameunveiled as the secret masters of klick, kroath, and oth-ers proved to be familiar faces: The thaal are the speciesfrom which the fraal originated. After more than ten mil-lennia, the fraal finally have the chance to learn of theirspecies’ past, but their brethren from beyond Hammer’sStar seem less than willing to share such information.

First impressions of the thaal mimic the earliest reac-tions to fraal visitations to Earth before 2124—a mixtureof apprehension, curiosity, and a healthy dose of fear.While fraal have always struck many as enigmatic andinscrutable, most humans view the thaal as more ruth-less and aggressive with their psionics, as if they carriedsome given rights to invade one’s thoughts at any time.The other immediate difference by which humans identi-fy the thaal from their allies is their range of emotions:While often harsh and aloof, thaal have just as wide andvolatile an emotional range as any human or aleerin.

Thaal, like their wayward fraal brothers, tend towardless physically inclined classes and professions, embrac-ing the Mindwalker and Diplomat-Mindwalker classes al-most exclusively. There are thaal Tech Ops, though theseare all thaal with psi talents rather than the capability forfull mindwalking. While fraal view their psionics with re-ligious reverence, all thaal (at least all those met in theVerge via the Exeat) embrace a dogmatic and orthodoxreligious structure. Their krl’osar training teaches themthat psionics are gifts from the I’krl, and they are to beused in their reverent service zealously.

Description: Aside from a few notable cultural distinc-tions, the thaal appear identical to the fraal with whichhumanity is already well acquainted. They are, after all,of the same species; only a religio-political and sociocul-tural rift separates them. However, while they show nogross physical differences from the fraal, this speciesshows a greater propensity toward psionic power andless physical acuity. Thus, their musculature is not evenas strong as a fraal’s though their minds generate morethan the norm of psionic potential.

Thaal, like fraal, stand roughly 1.5 meters tall in abipedal humanoid form. Their garb almost exclusivelyconsists of the krl’osar colors of white, purple, and gray,though the range of styles is as broad as those amongthe stellar nations. At the absolute least, thaal wear thebadge of the krl’osar and prefer clothes that wrap snuglyand cover most of the body, unlike their sifarv coconspir-ators.

As do the fraal, thaal naturally communicate psionical-ly among themselves. They also have a wide under-standing of other racial tongues from all the species ofthe Externals. They also seem to know most of the lan-guages of the Verge, thanks to their long-term intelli-gence gathering, though they seem to lack a completegrasp of the t’sa and sesheyan tongues.

Encounter: Thaal can be encountered nearly anywherethere is reported External activity, especially after thewar gets underway and Lucullus falls. There seems to beno split in thaal society as there is among the fraal, andin truth, many similarities crop up between the thaal andthe Wanderers (though there remain enough distinctionsthat both vehemently point out as heresies against thenorm). In fact, while the sifarv constantly denigrate otherspecies for their inferiority, thaal take an intellectual cu-riosity about new species, always looking for newacolytes and species to “unite under the tri-spheres of theI’krl.” Of course, this rarely prevents them from exploitingany species and its weaknesses if it fails to embrace theholy word they bring.

Thaal always carry a weapon, though they most oftenuse them as a sign of strength rather than actually wieldthem. Krl’osar crystaffs notwithstanding, the weapon un-sheathed first by all thaal is the mind. Thaal tactics oftensuggest capture and subdual over killing, as examplesmust always be made and slaves are in constant de-mand. Thaal forced into combat act in every way possi-ble to remove themselves from harm, preferring to directunderlings or at least deal with foes from a distance, un-less they know their foe cannot match them. It is rare toencounter thaal in groups of fewer than four, and lonethaal often have bareem or sifarv bodyguards to do theirfighting.

31

Page 32: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

Habitat/Society: The thaal live and work among nu-merous species, just like the Builder fraal, though theyretain a sense of superiority over all of them, includingtheir allied sifarv oligarchs. Like the Wanderer fraal,psionics form the cornerstone of the thaal universe,though the I’krl and the religion built around them existsat center for them. Unlike fraal, the ultra-religious thaalperceive of psionics as gifts only bestowed upon thefaithful. They view the use of psionics in very orthodoxpatterns and any deviation from those patterns brings upcries of heresy and often leads to violence. While rarelydiscussed openly, those who look easily notice the divi-sions among the species: The thaal embrace religion anddomination; the Wanderers embrace psionics and isola-tionism; the Builders embrace science and assimilation.These focal points are the cause of the schisms amongtheir original forebears so long ago. Even before the rev-elations of the I’krl, the thaal followed religious preceptsthat differ little from those espoused today.

While fraal emotions exist at subtle levels and theybond with friends for life, thaal make the same sorts ofbonds with others in both directions: Friendships are forlife, as are hatreds. Wanderer fraal look upon theseemotional kin with some disdain both for their methodsand the “errors” between what they believed was theirculture and what attitudes the thaal brought with them tothe Verge.

With lifespans measuring in multiple centuries, thaalrarely mate simply to prevent overpopulation unless theyseek to dominate a planet they colonize. In either case,thaal births (like those of the fraal) are often singularbirths after an unusually long gestation period of fifteenmonths. Any thaal born without psionic potential diefrom exposure soon after birth, a long-standing practicein the Theocracy. Thaal grow to their adult proportionsby the age of twenty, their psionic potentials growingwith their bodies. There are no thaal children with theExeat, though the younger thaal adults are marked bytheir almost glowing skin and eyes (which dull and mutethemselves beneath wrinkles and age later on).

While they are no less mortal than any other speciesof Externals or Vergers, many among the Exeat bring

with them long ingrained superstitions from the Theocra-cy which mythologize the thaal slightly. They believe (asdo some demented thaal) that they are the direct childrenof the I’krl and to harm one or kill one is to blasphemeand risk eternal torment. One cannot cross their pathsunless he bows his eyes beneath the notice of the thaal(often becoming full bows, not just averted eyes). Tospeak unbidden to a thaal is to presume they wish to benoticed: Many among the Theocracy are trained to as-sume a thaal krl’osar is not there unless he announceshimself and thus is “invisible” until he draws attention tohimself. Of all the superstitions, that last one causesmany problems, as humans and other species do notplay along with them in willful ignorance and thus angerthaal by interacting with them without their leave.

THE KRL’OSARAn omnipresent force among the External commandstructures are the krl’osar, the “holy servants of the mys-teries.” They are the priests of the mysterious gods theycall the I’krl, and Mindwalkers all. Unlike the Mindwalk-ers of the Verge and Old Space, all psionically-active be-ings from the Theocracy (and thus the Exeat) gain theirtraining as Mindwalkers from the I’krl Church and pri-marily from the thaal. The krl’osar test all children onTheocracy worlds for psionic gifts before the age of five,and any found with “the gift of the gods” become wardsof the church, taken from their homes to be raised in theecclesiastical world of the krl’osar. Psionics form thefoundations of the I’krl religion and acolytes learn psion-

32 Thaal Game DataThese statistics represent a typical thaal acolyte of theI’krl church (a 1st-level Mindwalker).STR 6 (d6+3) INT 12 (2d4+8)DEX 8 (d8+3) WIL 13 (d8+9)CON 9 (2d4+2) PER 12 (d12+3)Durability: 9/9/5/5 Action check: 12+/11/5/2Move: sprint 14, run 10, walk 4 #Actions: 2Reaction score: Ordinary/2 Last Resorts: 2Psionic Strength Points: 19

AttacksUnarmed 3/2/1– d4s/d4+1s/d4+2s LI/ORanged weapon 9/4/2 Varies Varies

Defenses+2 (WIL) resistance modifier vs. encounter skills

SkillsModern [8]–pistol [9]; Vehicle Operation [8]–space [9];Knowledge [12]– language (human) [13]; System Opera-tions [12]; Awareness [13]–intuition [14]; Resolve[13]–mental [14]; ESP [12]–empathy [13], osar battlecalm [13]; Telekinesis [13]–kinetic shield [14], psychoki -netics [14]; Telepathy [12]–contact [13].

Thaal Ecological DataBiochemistry: Series IEnvironment: Class 1GRAPH: G1/R1/A2/P3/H2Biome: AnyEncounter Chance: UnlikelyGroup Size: 2–12 (2d6)Organization: Theocratic oligarchyNiche: Advanced technological civilizationIntelligence: Telepathic sentient

Page 33: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

ics more as prayers and codas than as skills, relying onfaith and will more than intellectual understanding of thepowers.

Ultimately, the only true differences between standardMindwalkers as presented in the Player’s Handbook orthe Mindwalking psionics guide and the krl’osar psionicpriests is this: The powers have strong ties to thaal andI’krl mythologies and dogma; rising in power as akrl’osar Mindwalker raises a person’s rank within thechurch hierarchies; and they gain a few powers thatseem almost magical in nature, as they have only beenseen cloaked in the mysticism of the church. In all otherways, krl’osar should be treated and written up as nor-mal Mindwalkers.

Every krl’osar, and even every acolyte or slave withsome ties to the church, wears the symbol of the I’krl insome manner. The symbol itself is a simple triangularoverlay of three circles: a gray circle atop a purple circleon the left and a white circle on the right. The most com-mon manners of wearing these are as an armband oraround the neck as an amulet. Some zealots tattoo thesymbol somewhere easily noticed, though any slaves ofthe church have the mark branded just behind the leftshoulder. Krl’osar clothing colors tend to use white, gray,and purple quite often, though variations to lavender andblack appear quite often as well in ecclesiastical garb.None in the Verge have seen full formal ecclesiastic garbfor the krl’osar beyond some standardized jewelry (brac-ers, headbands, armbands, and amulets) and purple orblack tabards and sashes bearing the I’krl symbol.

The Power of FaithThe teachings of the I’krl priests follow very strict, ortho-dox lines that have deviated little over the course of onethousand years or more. Many humans expressed sur-prise that the thaal and the krl’osar didn’t exhibit toomany more varied powers than Mindwalkers in theVerge already had. While they may have been restrictedby orthodox teachings or the limits of mortal minds, thekrl’osar could also simply have hidden its powers. Lookto the “Rumors” below for hints of other powers to grantthe krl’osar; the two powers below are the only con-firmed new psionic abilities wielded openly against hu-manity during the war.

Osar Battle Calm

ESP Skill; cost 3 points. This skill cannot be used un-trained.

After one phase of concentration, a krl’osar becomeshyper-aware of her immediate surroundings and allphysical movement within a radius of 1 meter plus anadditional meter per rank achieved in the skill. Depend-

ing on the success roll, she has +1/2/3 steps to allocateas a defensive penalty against all melee attacks directedat her.

At rank 4, add onestep to the effects. At rank 8, thekrl’osar can apply the penalty to ranged attacks as well.At rank 12, add another +1 step penalty to both meleeand ranged attacks directed against her.

Osar Crystaff Meditation

Biokinesis Skill; cost 5 points. This skill cannot be useduntrained or without an osar crystaff.

Using an osar crystaff (see below), an krl’osar priestcan effectively absorb and negate damage from manytypes of attacks with his melee weapon. This battle medi-tation takes one full phase of concentration to set inplace. Once active, the meditation remains active for therest of the round and all of the next one. The Mindwalkercan increase this duration by one additional round perpsionic energy point spent to maintain it. While active,the meditation causes the staff’s crystals to glow slightlyand stream small sparkles of energy when in motion. Ifusing the meditation to block incoming attacks, the kr-l’osar cannot attack during that phase. Attacking with acrystaff does not end the power of the meditation, thoughthe krl’osar cannot block or negate attacks in that phase.Removing one or both hands from the crystaff ends anymeditation, so switching weapons can disrupt it.

Crystaff meditation sets up a psionic energy pattern inand around the krl’osar and his crystaff, allowing them toabsorb and negate the force of attacks. Knowing how touse the crystaff as a weapon is not necessary for per-forming the meditation. When using a crystaff to block orabsorb damage, the krl’osar can, by choice, decide whichdamage to block if confronted with more than one typeof attack in a round (i.e. block all LI or HI attacks).

If successful, they can willingly negate types of dam-age from the chosen attacks intercepted (i.e. stuns,wounds, or mortals). Each damage type can be read as2 points of a lesser type of damage. Thus, a krl’osar thatcan negate two wounds can alternately negate 4 stuns;and the ability to block three mortals can stop 6 woundsor 12 stuns. This block applies to all damage of statedtype applied against the krl’osar in the phase.

As the krl’osar advances in crystaff meditation, he canperceive and intercept greater types of damage or ener-gy. At rank 1, the krl’osar may use this ability to block LIdamage. At rank 4, the krl’osar gains the ability to blockHI damage (as noted on the table below). At rank 8, thisability extends to include En damage. At rank 12, the kr-l’osar gains the ability to use half the damage amountabsorbed during the previous phase as added LI damageto an attack with his crystaff.

Crystaff meditation cannot be used in conjunction with

33

Page 34: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

any other Constitution- or Will-based psionic abilities. Italso cannot be used while in Osar Battle Calm, though itdoes combine with Battle Mind.

Rank LI HI En1 1s/2s/3s23 2s/3s/4s4 1s/2s/3s5 1w/2w/3w6 2s/3s/4s 7 2w/3w/4w8 1w/2w/4w 1s/2s/3s9 1m/2m/3m 2s/3s/4s

10 2w/3w/4w 1w/2w/3w11 2m/3m/4m 2w/3w/4w12 1m/2m/3m 1m/2m/3m

Krl’Osar Crystaff: The krl’osar crystaff is a metal quar-terstaff averaging just under 2 meters in length and shodon both ends with large crystals of variable colors. Thelength of the staff remains smooth unless the wielderchooses to carve holy marks or personal sigils on it (orthe tallies of foes defeated with it). In all ways, it corre-sponds to the weapon statistics of a normal quarterstaff(Melee Weapons), though their availability is Restrictedonly to krl’osar of the I’krl Theocracy.

I’krl Orthodox Names for Psionics

While noted by their standard names in character statis-tics and use, the I’krl Church has its dogmatic names andtitles for every psionic power. Each skill is considered aprayer or mantra to the krl’osar while it is just a mentalexercise or skill to other Mindwalkers. Referring to skillsby their common names (and not the church-mandatedtitles) always inflames the tempers of krl’osar.

Some adjustments made to the psionic powers as wellas some of the newer powers come from Mindwalking:A Guide to Psionics . The dimension walk skill, originallyin the Tangents sourcebook, changed from a Telekinesisskill to a Psychoportation skill.

CONSTITUTION SKILLSBIOKINESIS THE KAPAR PRAYERS

Bio-armor Kapar’s Fourth LessonBioweapon Kapar’s Third LessonControl metabolism Kapar’s First LessonHeal Kapar’s Fifth LessonIntangibility Kapar’s Eighth LessonMorph Kapar’s Seventh LessonRejuvenate Kapar’s Second LessonTransfer damage Kapar’s Sixth Lesson

INTELLIGENCE SKILLSESP THE SOL PRAYERS

Battle mind War of SolClairaudience Ear of SolClairvoyance Eye of SolCrystaff meditation Crystaff meditationEmpathy Heart of SolMind reading Sol’s VeilNavcognition The Traveling EyeOsar battle calm Osar battle calmPostcognition Sol’s ReminiscencePrecognition Sol’s ProphecyPsychometry Touch of SolSensitivity I’krl Waiting or Sol’s Sensing

WILL SKILLSPSYCHOPORTATION THE VUR PRAYERS

Alter speed Psalm of FleetingApportation Psalm of CollectionDimension walk* Psalm of Vur’s Great JourneyDuplicate Psalm of MirrorsTeleportation Psalm of JourneyTimeslip Psalm of Moments

TELEKINESIS THE NOTH PRAYERS

Cryokinetics Kiss of WinterElectrokinetics SkywrathKinetic blow Arm of RetributionKinetic shield Guard of Noth’s WisdomLevitation The RaedwalkPhotokinetics Light of PurityPsychokinetics Touch of the ProphetsPyrokinetics The Sualtar Rings

PERSONALITY SKILLSTELEPATHY THE OHARN PRAYERS

Contact To Understand LifemindsDatalink To Understand TechmindsDrain To Claim by Faith Empathic projection To Feel as OneIllusion To Show the GloriesMind blast To Punish DoubtMind shield To Protect by FaithMind wipe To Cleanse the HeresyPsychic armor To Guard by FaithPsychic projection To Venture by FaithSuggest To Teach by FaithTire To Slow by Faith

Note: Skills printed in italic can’t be used untrained.

34

Page 35: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

Krl’osar RumorsDuring the war, attacks by some cadres of krl’osarpriests caused flurries of rumors and speculation. Wit-nesses saw many phenomena beyond their comprehen-sion. As very few Vergers are full Mindwalkers, reportsof psionics used by the krl’osar priests are sketchy. Asnone of these powers could be corroborated by someonewith the proper knowledge of what had occurred, thesenew powers could be anything from illusion-cloaked tele-kinetics to hidden weapons slyly used by the priests.While more than fifty reports to the Verge Alliance com-mand registered these abilities in use in space or inground movements, very few ever saw use against otherMindwalkers or those versed in psionics (or at leastthose who survived to report back).

Until krl’osar prisoners can be fully scanned and theirpowers learned, these rumored powers remain justthat—rumors.Among the most common rumors was some abilitythey seemed to project that made their hand-to-handweapons hurt more. Fraal Mindwalkers hint that suchan ability is possible, but is normally used in reversein medical circumstances to reduce pain of needlesand tests, not enhance the pain of a club.Mass/weight manipulation: One report noted thaalhefting huge boulders and throwing them at low-flyingfighters, while others noted hovertanks crashing as iftheir weight overloaded their grav units.Group levitation/flight: Numerous reports saw the kr-l’osar surround themselves in glowing energy and flygroups of priests and equipment en masse, defyingthe weight available to normal levitation techniques.Molecular bond manipulation: Boarding actions onsome ships noted krl’osar being able to walk throughwalls or suddenly turn a plastic window into some-thing to resist blaster fire. The leading theory suggeststhey might be able to strengthen or weaken molecularbonds of things touched.Life swapping: Some wounded reported that they’dnearly captured some wounded krl’osar, but whenthey approached to collect them, the thaal touchedthem and inflicted the wounds on them while healingthemselves.Psi-block: Third-hand reports suggest that krl’osar andAegis Rangers clashed in some small skirmishes, andthe krl’osar managed to block or rob their foes oftheir psionic abilities, making them easy prey.Psi-pool: The rumor that scares the Verge the most isthe suggestion that a senior krl’osar priest could ab-sorb or pool power from a group of lesser priests ina ritual to perform incredible feats of psionics un-heard of by humanity. Rumors include powering

whole ships by psionic energy or at least protectingthem with telekinetic shielding generated by twelvepriests; grouping power from numerous krl’osar toempathically affect entire groups instead of individualminds; or simply combining power from a score ormore priests to power abilities known only to a majorpriest.

THE I’KRLDesigner’s Note: Bear in mind that everything revealedhere about the I’krl and the krl’yth remains secret andknown only to fewer than a dozen people in the Theoc-racy and only four people in the Verge—Ython Kadar,Vurhyr Barok Lhor, Paratak Trewys, and Vurhyr Joran.

The ancient species long fettered by their Glassmaker-in-spired prison, the I’krl exist as a homogenous collectivebeyond the physical and astral planes that humanity andMindwalkers recognize as reality. Once a psionicallypowerful mortal species like the thaal or the evrem, theI’krl sought dominance over all, and paid for their follyby being fused together in an amalgamated form andbanished into some alien dimension not adjacent to ourown. Over the many tens of thousands of years sincetheir banishment, the I’krl regained consciousness andcontrol, though they remained a psionic collective insteadof a physical species. They found that great expendituresof power allowed them to communicate via certain pow-erful computers and minds that connected to them. Onlyupon sensing the massive wave of psionic energy fromthe Vanishing at Bluefall did the I’krl dream of escape.Not being prepared for the rift torn among the dimen-sions, the I’krl only managed to partially touch some oftheir pious worshipers and nestle inside of their brains.

Thus, the I’krl now seek to manipulate their krl’ythagents and the Verge into triggering another psionicwave like the Vanishing to free them entirely or to find away to shatter their prison by manipulating the Glass-maker ruins and technology therein. Until that happens,the I’krl continue to push their agents and possess verypowerful krl’osar in order to gain more power and readythe Verge for their ascension and invasion.

Krl’ythCurrently almost exclusive to the krl’han group of seniorkrl’osar officials, the krl’yth hold the new power amongthe clergy of the I’krl. Whether chosen by fate and luck(like Kadar and Barok Lhor) or by enduring long andpainful rituals in secret, a faithful psionically active per-son can become krl’yth (“those of the Great Mystery”).The yet-unknown power of the ritual fuses some of theI’krl’s power and substance into the body of the suppli-

35

Page 36: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

36

Page 37: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

cant, though the only external cue of this infestation are ashift in eye color and fingernails—they turn a rich, nearlyblack purple, and any powers manifesting energy like-wise become purple.

Once becoming a krl’yth, the person becomes a hostfor the collective presence of the I’krl, though they do notmanifest fully into these new bodies as the mortal frameexplodes when that much power courses through it (aswas the fate of a thaal vurhon). The I’krl content them-selves in passively watching and hearing and experienc-ing everything the krl’yth does, granting them powerwhen necessary, but rarely if ever actually forcingenough presence through their connection to speak di-rectly via possession.

While some blanch at the thought of allowing an alienpresence—gods or not—permanent ties to one’s mind andsoul, the krl’yth understand and accept the burden. Forthis, they gain F/X powers of unparalleled dimensionsfor boosting their own psionic powers and the ability toperform miracles to show the worlds the true powers ofthe I’krl. Krl’yth gain the unique broad skill of “I’krl Pow-ers,” the specialty skills (spells and rituals) of this broadskill all needing training. (Of course, when the god mani-fests inside one’s head, training can easily be sidesteppedas the I’krl points the way to where such knowledge ishidden.)

Powers of the Krl’yth

Most of the powers of the krl’yth remain hidden and un-known, since the quartet of them involved in the Exeatremain relatively untouchable by humans until the Battlefor Aegis. Shadowy powers generally attributed to gard-hyi actually belong to Vurhyr Barok Lhor and two of hiskrl’yth gardhyi associates back in Theocracy space. Thefew powers exhibited by Vurhyr Joran during his visit onBluefall or revealed by spies watching Ython Kadar orParatak Trewys are noted below. In terms of F/X desig-nations, krl’yth could be considered alienists (worshipersof aliens acting as gods). Some of these powers areadaptations or renamed from their former appearancesin Beyond Science: The Guide to FX and other sources.

If the Gamemaster or players use Beyond Science, kr-l’yth use the starting power levels for superheroic levelcampaigns, regardless of their previous classes or abili-ties. Since the power comes from the I’krl within them,the F/X point pool does not grow or change with addedability. On the positive side, points restore themselves attwo per hour minimum, regardless of Will feat checks,and any powers Gamemasters wish to link to the myste-rious I’krl can be transmitted to the krl’yth for use in lim-ited fashions. In other words, Gamemasters can use anyand all F/X powers desired and add them to the reper-toire of the krl’yth, though all should be renamed and put

into an orthodox religious and pseudo-psionic context.We recommend limiting accessible powers to Faith F/Xor those relating directly to psionics. Superpowers couldbe adapted and used as needed, though such powersshould begin to burn out the krl’yth as she taps too muchpower from the I’krl (or they force her to use too much).While Gamemasters can certainly have an I’krl-pos-sessed supporting cast character take on the heroes,possession for more than six rounds (minus one roundper use of major F/X powers or psionics) causes themortal supporting cast character to explode violently.Thus, climactic battles can bring in great F/X powers butdo not unbalance the campaign as that power corruptsresolutely and finally.

Coda of Krl’saran Wrath (WIL 4)Summon miracle; 2 FX energy pointsThis skill can’t be used untrained.This miracle summons and creates a weapon and anyammunition out of the will and faith of the worshiper (aswell as any surrounding shadows and the power of theI’krl). While the worshiper need not know how theweapon is constructed, he must be familiar with its useand operation to properly visualize it. At the end of thephase when the miracle is cast, the weapon appears inthe worshiper’s hand, and remains in existence for d8+2rounds or until dismissed by its creator. The weaponsummoned is either a melee weapon of any size or aranged weapon of pistol size (due to the greater com-plexities of these weapons). Whatever charges or roundsneeded for the weapon exist while it exists (no runningout of ammunition).

At ranks 3 and 9, the duration of the weapon extendsby a cumulative +2 rounds (i.e. d8+6 rounds at rank 9)At rank 6, a worshiper can summon larger rangedweapons of up to rifle or SMG sizes. At rank 12, theworshiper can summon a weapon she has never wield-ed but seen used (often duplicating the weapons of anenemy) and wield it for the duration as if trained in itsuse.

The Darts of Vhusak (AKA Shadow Bolts; WIL 3)Summon miracle; 1 FX energy pointThis skill can’t be used untrained.A dark pulse of purple energy fires from the worshiper’shand (10/20/30-meter range) to stun a target on a suc-cessful hit. The dart inflicts d4s/d4+2s/d4+4s damage(En/O). While they can be cast with no light or sound tostrike from positions of concealment, most krl’yth consid-er this cowardly and do not do so unless ordered so bysuperiors or by the I’krl itself.

At ranks 3 and 9, the miracle creates an additionalbolt of energy, allowing up to two targets to be attacked

37

Page 38: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

per casting. At rank 6, the damage increases to d4+2s/d4+4s/d6+4s (En/O). At rank 12, it increases tod4+4s/d6+4s/d6+6s (En/O).

Prayer of Deliverance (WIL 6)Summon miracle; 10 FX energy pointsThis skill can’t be used untrained or without theESP–navcognition skill.This most powerful of miracles is an advanced versionof bend space (found in Beyond Science)and is actually acrucial power for the Exeat and its future plans. It can becast by multiple worshipers to either share the energycost of the casting or to simply increase the effects of theprayer in numerous ways. This miracle warps spaceand time around the worshiper(s), allowing instantaneoustravel across unbelievable distances for the krl’yth andwhatever or whomever it chooses to bring along. It actu-ally opens an interstellar wormhole, but to all nonpsionicperceptions, it appears as a great glowing bubble inspace around the caster that grows out to its desired ra-dius and then contracts, pulling all chosen matter withthe worshiper(s) to their destination.

One of the risks of the prayer is its easy disruption. Ifany matter pierces or interrupts the bubble at its maxi-mum extent, the energy flow is disrupted and the prayerfails, though the F/X energy is still lost. Thus, this prayeris rarely conducted on a planet with too many variablesto disrupt the bubble. Most often, the chapels withinevery ship in the Theocracy fleet are at the heart of aship and this allows krl’yth to transport whole ships andcrews of the faithful along with them in swift, unde-tectable ways.

Alone, a single krl’yth can create a prayer bubble thatradiates out to a radius of 15 meters and then move alldesired matter and energy (determined by the worshiper)within this radius up to 60 light years away, dependingon the success of the roll (20/40/60). The usual methodof using this miracle is to surround a fighter or transportand take it with the worshiper. The costs, beyond the F/Xpoint cost, occur upon the conclusion of the prayer andarrival at the destination. The worshiper immediately suf-fers 2d4+2s/3d4+3s/3d6+3s (stuns becoming woundsif necessary) and loses the ability to use either F/X orpsionic powers for d4 days due to the drain on the wor-shiper’s system in tapping such powers. Additional cast-ers within this miracle can simply share the F/X cost, di-viding it evenly among them while all performing thesame prayer. They can also cumulatively increase thesize of the warp radius by 10 meters with each addition-al worshiper if paying the full costs of the prayer.

Traveling via the deliverance prayer seems instanta-neous to those inside the bubble, nor are there anyseeming alterations in space once the bubble reaches its

maximum radius (travelers do not notice the compres-sion or expansion of the bubble due to its opaque purpleenergy). In reality it takes an hour to travel each lightyear, and the bubble’s expansion at its destination pointgoes to the maximum radius and then shimmers intonothingness.

At ranks 3 and 9, the krl’yth can increase the bubble’sradius by 5 meters. Ranks 6 and 12 add five light yearsto each success rank (25/45/65 and 30/50/70).

Prayer of Sufferance (WIL 3)Summon miracle; 1 FX energy pointThis skill can’t be used untrained.The miracle, delivered by physical touch or by psioniccontact, increases a target’s sensitivity to psionics drasti-cally, “allowing them to suffer in their zeal and duty tothe I’krl.” While this miracle remains in effect for d4hours, all psionics used by (for defense or offense) orupon the target automatically incur an equal number ofstun points as psionic energy points spent.

At ranks 3, 6, and 9, the duration increases by 20minutes. At rank 12, the prayer of sufferance can be re-duced to activating only when the target is touched oruses one particular psionic broad skill, but the durationof the miracle now increases to d8+1 hours.

The Prophet’s Eye (AKA Darksight; WIL 3)Transform miracle; 1 FX energy pointThis skill can’t be used untrained. This miracle increases the worshiper’s ability to see indarkness. The miracle lasts 10 minutes and reduces thepenalty from low light or darkness by 1, 2, or 3 steps.

At ranks 3, 6, 9, and 12, the duration increases by 10minutes.

Ritual of Excoratt (WIL 4)Summon miracle; 2 FX energy pointsThis skill can’t be used untrained.This miracle—the most dreaded of punishments amongthe krl’osar or the Theocracy’s faithful visited upon thoseunder watch of heresy against the I’krl teachings—reach-es out to the mind of a target psionic within 20 metersand unleashes a brief pyrokinetic flash within and on theoffending being. It immediately deals d4+2w/d6+2w/d8+2w to the target and half as much damage to any-one within a meter radius. Once the purplish flames diedown at the end of the phase, a surviving target remainssurrounded by a purplish corona of harmless flames,signaling their status as a heretic turned penitent in theeyes of the Church. The corona remains around the tar-get for twice as many days as the attacker’s rank, andduring that time, all psionics used by the target beingcosts twice as many points to operate normally.

38

Page 39: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

At ranks 5 and 9, the initial damage dealt by this mir-acle increases just as per the pyrokinetics skill. At ranks6 and 12, the range of the miracle increases by 10 me-ters.

Thenark’s Requiem (AKA Call Shadows; WIL 3) Conjure miracle; 1 FX energy pointThis skill can’t be used untrained.This miracle draws shadows in a 1 meter radius sur-rounding a worshiper together and darkens them, con-cealing the worshiper from observers for up to an hour.Those searching for the target worshiper suffer a +1step penalty to all Awareness checks for every degree ofsuccess of the skill check. This area of effect remains inplace for an hour even if the worshiper leaves its con-fines.

The area of effect can increase to 4 meters across atrank 4. At rank 8, the collected shadows increaseAwareness penalties to +2 steps/+3 steps/+4 steps. Atrank 12, the effect becomes mobile and moves with theworshiper at a movement rate of 2. If the worshipermoves faster, the shadowed area stops wherever theworshiper exceeded that movement rate.

Original and Additional Sources

ALTERNITY Gamemaster Guide, pages 223–229Threats from Beyond, page 13Beyond Science: A Guide to F/X

IMPORTANT EXEAT LEADERSBelow are details on the major figures among the I’krlExeat within the Verge, listed in abbreviated statistics andpertinent information following each character’s name asper the standard ALTERNITY shorthand format. However,given the new species and allegiances, here are abbrevi-ations and notes to define the hidden details of thesecharacters and others with whom they interact:

Ython Kadar: (Thm/Exeat/D-MW27/krl’yth) Thisquietly power-mad thaal could redefine zealotry as anart form. Beginning his career in the Church as a diplo-mat 270 years ago, Kadar always had a knack for iron-ing out racial and cultural differences when theseclashed in the multiracial church. Over fifteen decadesago, Kadar received his first vision while visiting a cathe-dral on a worldcomm in the Khiir Cluster: The I’krlspoke to him and to the gardhyi Vurhyr Barok Lhor dur-ing a massive solar storm, and put them on this pathleading to the Verge. Kadar and Lhor both rose as quick-ly and decisively as possible through the ranks of thechurch, all the while keeping the I’krl’s message in mind:“Go forth and destroy those who oppose us. Go forth and

find the keys. Do so and you both shall earn our grati-tude. In that alone is power beyond your reckoning.” Atthe time of the Vanishing, Kadar received more powerfrom the I’krl and became krl’yth. Now, Kadar’s Exeathas built up momentum and power of its own, and thenew miracles he and Joran and Lhor showed the peopleonly increases Kadar’s influence. This thaal priest worksto fulfill his gods’ demands, though he does not wish totake the xenhon’s throne. His master back in Theocracyspace awaits it upon Kadar’s completion of this crusade,as their cumulative connections and power could easilyunseat the current xenhon. Kadar is content to establishthe Kadar Hanuthen, the Lesser Holy See that would en-compass the entire Verge.

Vurhyr Barok Lhor: (Gm/Exeat/MW24/krl’yth)The primary aide to Kadar and his chief of intelligence,Vurhyr Barok Lhor has prepared the way for the Exeatfrom the Hathorn system and has monitored and coordi-nated all Exeat activities in the Verge since his first directcontact with the I’krl 150 years ago. While Kadar trulyleads the Exeat, more agents of many External speciespersonally answer to Vurhyr due to the long-term mis-sion given them. Barok Lhor’s cold aloofness makes himfar more imposing than Kadar’s zeal, as he looms slight-ly more than 2 meters tall and his eyes glisten blackish-purple quite starkly against his pale gray skin. Lhor’stravels to Lucullus and to parts of the Stellar Ring estab-lished External ties to Helixtech and VoidCorp, though theprimary execution of the alliances with the human con-

39Species CodesCode Species Code SpeciesB Bareem N N’sssF Fraal S SesheyanG Gardhyi Sv SifarvH Human T T’saK Kadaran Tn TelnKl Klick Th ThaalKr Kroath W WerenM Mechalus X MutantMr Medurr

Nationalities/AllegiancesCode AllegianceDemesne Loyal to secular leadership of Sifarv

DemesneExeat Loyal to the goals of the Kadar Exeat (and a

new krl’osar and Theocracy)Krl’osar Loyal to religious hierarchy within I’krl

Church (religious/nonpolitical power)Lhor Loyal to gardhyi agents and/or gardhyi

Vurhyr Barok Lhor (not the Exeat as awhole)

Theocracy Loyal to religious leadership of I’krl Theoc-racy (political power)

Page 40: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

glomerates fell to subordinates among the teln and othergardhyi (aside from secret meetings between Lhor andthe leader of VoidCorp). Barok Lhor’s greatest achieve-ments before and during the war include the completedomination of Hathorn, the building and launching of theExeat cathedral ship, and the establishment of secretbases in gas giants in the Aegis and Dewi systems.

Vurhyr Joran: (Thm/Exeat/MW23/krl’yth) The re-cently promoted protégé of Kadar, Joran underwent theritual with his mentor and gained krl’yth status. After theBattle for Aegis and the first primary contact between theVerge Alliance and the Exeat command, Joran becomes awilling “guest” on Bluefall “to bring the holy word of theI’krl to the heathens and heretics so they may be savedupon their deliverance.” With this, he becomes the touch-stone by which the Verge Alliance learns of the I’krlTheocracy, the Exeat, and the ways of the thaal. Un-known to all but himself and the other krl’yth, Joran alsoacts as the I’krl’s main spy inside, all he sees and knowsbecoming instantly known to Kadar and others throughtheir link to the I’krl collective. Joran himself actuallycomports himself well and is more open and affable thanhumans expect from fraal, his guards kept distracted byhis easygoing personality (behind which lurks a strategicmind seeking to better understand the Exeat’s enemies).

Paratak Trewys: (Svm/Exeat/MW8/krl’yth) Hisnoble title and his krl’yth status gaining him a higher po-sition among the Exeat Command, Trewys once wasmerely a puppet for Barok Lhor’s control (as were quitea few of his relatives). Trewys only held a weak teleki-netic talent, but it and his political connections among thenobility and the church moved him up. Now, as part ofthe Exeat and the krl’yth, the young paratak sits at theleft hand of Kadar as the secular commander of the mili-tary forces. Of course, either Kadar or Lhor chose theirally well, for this minor grandson of Arnak Chela of theJhirpa Nebula brought much financial and political powerto the Exeat and upon the Sanaremn (what humans callthe Vanishing of Bluefall) he became krl’yth and gainedthe gift of prophecy from the I’krl. Since that time,Trewys became a partner, not a pawn, though the I’krlsubsume much of Trewys’s original personality, givinghim a darker reputation with a penchant for referring tohimself as a collective or plural lifeform.

Kyanda: (Svf/Exeat/FA11/krl’yth?) Despite her lackof a noble or ecclesiastical rank, Kyanda is a highlyplaced member of the Exeat as the primary bodyguard(and much-rumored consort) of Ython Kadar. This cobalt-blue feathered woman wears a number of kadaran cy-biotech implants including a dark plasma cannon on herleft arm. Some other unknown enhancements make herwing flight feathers razor sharp, and she has beenknown to lash out, beheading anyone insolent enough to

interrupt her or the ython. She rarely speaks, but hersoft voice belies her battle-hardened exterior and ruthlessdemeanor. While those who have known her for yearsknow her eyes have always been a deep purple, manywhisper that she has been touched by the I’krl and thatgrants her the power to operate so effectively outside thechain of command.

Parak Martis: (Km/Exeat/TO16) By far the mostsought after External for the heinous nature of his warcrimes, Parak Martis is the sadistic senior scientist of theExeat, answering directly to Kadar and Barok Lhor de-spite a low military rank of komro (Brigadier General).With his ideas on rapid-growth weapons depots andkroath production, Martis’s religious connections gainedhim a social/political level equal to Atreel (see below).His understanding of human technology (via BarokLhor’s spies) makes him far more dangerous as headapts kadaran biotech to mimic various human weap-ons and cybertechnologies. The most exasperating thingabout Martis is his incessant chatter, which continueseven while he sleeps. Lhor has made this an advantage,since recording all the musings of Martis provide farmore scientific knowledge and understanding than Martishimself provides.

Ytharksol Atreel: (Svf/Demesne/D-CS13) One ofTrewys’s oldest friends, Atreel’s brilliance as a fleet com-mander saved him from obscurity within the GrattanWastes. Rising swiftly through the military ranks andmaking many friends along the way, the sifarv carefullyhides his distaste for Theocracy rule beneath a stoic de-meanor and a strategy of picking his battles. Atreel hasthe trust of the Exeat leaders and the command of theentire Exeat fleet (which can only be countermanded byKadar or Lhor) except the Cathedral ship of Ython Kadar.His weakness comes to the fore only when his ordersare not followed to the letter: He flies into blind rageswhen his strategies get implemented poorly or fail due topoor execution or lax discipline. He also remains fixatedon winning any battle where he engages his fleet. Atreel,with his understanding of the politics and powers in-volved, hopes to help the Exeat conquer the Verge, andwhen that destabilizes the xenhon’s power back in theTheocracy, Atreel may test the loyalty of his officers byabandoning the Verge in favor of overthrowing the reli-gious rule of the sifarv.

Arksol Czynn-tal: (Thf/Theocracy/D-CS16) Com-mander of the Phlegethon (the External fortress ship sonamed by the humans) and leader of the Fourth Armada,Czynn-tal ranks among the highest placed females in theentire Exeat military. Czynn-tal’s tactical knowledge andthe firepower provided by the adaptations of Glassmakertechnology have made her flagship the best ship in theExeat fleet outside of the cathedral ship. Czynn-tal’s abili-

40

Page 41: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

ty to keep track of huge numbers of variables allowingher to manipulate dozens of capital ships in a battlewithout looking at a computer screen is outdone only byAtreel’s strategic sense. She does not like the adaptationsmade to the ship, though she enjoys the added punch de-livered by the new weapons; she simply hates kadaranswith a passion and avoids them as much as she can.

Other Exeat CharactersMitarak Hagan Lex: (Bm/Krl’osar/D-CS14)

Leader of Lucullus/Penates occupation forces; HQ in PortRoyal’s Capital Dome; also a xenoth of the krl’osar.

Ythapsol Shier Maree: (Thf/Theocracy/CS9)Commands Eagle capital ship or Falcon flight underCzynn-tal in 2nd Fleet. Commands 2nd Battleship Wingfrom The Shanath

Mitak Pama Lex: (Bf/Exeat/CS9) “Butcher of San-tiago” and head slaver/commander of the kroath cre-ation camps as well as eldest daughter of Hagan Lex.

Apsol Anla Ptarue: (Kf/Exeat/FA10) Mitarak bybirth of one of few titled kadaran families, but deter-mined to win her own notoriety in military service. Com-mands the battleship Tranda in Vieron system to rein-force Jaen and to expand kroath forces into rest ofVieron colonies; medium level hero foe or nemesis ofCommodore Pfender of Thuldans.

Tarlsol Rael Graam: (Gf/Exeat/CS11) Commanderof a Falcon transport or captured human ship undercommand of Martis; on broad assignment to captureVerge tech and species. Works with Vardye Hellis of thePtolemy pirates. An accessible enemy for heroes to startwith; has connections with Lucullus and Erek Joss.

Komosar Erek Joss: (Bm/Theocracy/CS14) TheExternals’ “Sgt. Fury”; dangerous infantry leader. Leadsthe “Manyteeth” Ahmk (77th Infantry unit of thirty-twobareem, sifarv, klick, and kroath troops); at forefront ofthe battle at Caracas (or anywhere a colorful biotech en-hanced warrior with a blacklaser cannon grafted toshoulder would come in handy). Fighting for the Theoc-racy as a patriot, not realizing that what’s going on herecould overthrow the current regime.

Faith Terragis: (Hf (Tn)/Lhor/D-FA12) (Mitak asrelative rank as operative for Barok Lhor; not official titleor rank.) Highest placed Verge spy; senior Helixtech VPin Lucullus; helped set up Jamaicans and Union Penatesby fanning paranoia about Galactic Concord negotiationswith medurr outside of Lucullus. “Escaped” the systemand works to worm way into Verge Alliance councilsearly on. Another excellent low- to mid-level hero foe.

M’nr: (Nm/Lhor/FA9) Komith (relative rank as spyfor Lhor). Head of n’sss contingent at Redcrown; mainVoidCorp contact and head of magus building project; re-ports to Vurhyr Barok Lhor outside military structure.

41

Page 42: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

As humanity learns more about the I’krl and their Exter-nal forces, there is a corresponding need for intelligenceabout the worlds and space beyond the Lightning Nebulaand beyond the Orion Arm of the galaxy. “The Verge’sEdge and Beyond” takes a prescient look at informationthat can come from the evrem, medurr, or other sourcesduring the war, but most likely these areas and experi-ences can unfold normally as part of an ongoingSTAR*DRIVE campaign as heroes explore space duringand long after the Externals War has quieted down.While far from complete, the information provided by theevrem diplomats on Aegis proved far more than anyonefrom the Verge could ever safely collect in a century, andwe present this in the “I’krl Theocracy” and “Beyond Ori-on’s Arm” sections. This section expands the boundarieson where and how you can use the Externals both dur-ing and after the war. If nothing else, there are nowmore mysteries and more adventures beyond the Light-ning Nebula for heroes ready and willing to brave themand meet new stellar powers and continue the fightagainst the I’krl… Ideally, long after the Exeat hasplayed out in your campaigns, this material provides youwith new material upon which to expand your STAR*DRI-VE campaigns.

THE VERGE’S EDGEAND BEYOND

Due to the inherent dangers and the apparent lack of ex-ploitable resources out by Hammer’s Star and the outerreaches of the Verge, these areas are not as wellmapped or analyzed as the inner systems. From the firstmoment the I’krl Exeat exited the Lightning Nebula, theExternal species have extensively analyzed and investi-gated the outer systems and turned some of them totheir advantage. The earliest encounters with the Exter-nals happened at Armstrong, Zin Point, and Hammer’sStar, and there may be more areas which they’ve infil-trated and settled in for long occupations. Similarly, thereare many smaller systems on the Verge’s edge yet un-charted which may have become I’krl holdings and thuslurking menaces for humanity.

HathornThe Class M red star system holds four planets and anasteroid belt within its gravitic hold, and this has been anI’krl stronghold for more than a century as the “SacredSee of Kadar.” While the first planet is viable only as asource of metals and minerals, the third planet—a gas gi-ant named Ssiihr by its inhabitants—is home to a largepopulation of n’sss. The asteroid belt also provides a

wide range of resources for normal sifarv ship building,which takes place either on major planetoid bodies with-in the belt or in their orbital shipyards around Fhare (seebelow). The fourth planet occupies a wide elliptical orbitand is in effect an icebound rock with little of interest tohuman or External alike.

Surrounding the second planet in the system—namedFharuthen or “Sacred State”—are seven moons and threeaccretive rings of dust and stones from previously de-stroyed moons. One of the moons and the planet itselfare both Class 1 bodies, though Fharuthen’s atmosphereand proximity to the sun render it a jungle planet. TheClass 1 moon has been named Fhare (“Sacred Place”)and houses nine separate colonies, including one eachfor gardhyi, thaal, sifarv, and kadaran officers and theirrespective slaves’ quarters. The ninth is the largest asthe cathedral complex and home of the loyal krl’osar, theholy servants of the church (and Mindwalkers all). It hasalso served as the primary base for Vurhyr Barok Lhorfor the past five decades and more recently for the YthonKadar. Down on Fharuthen live bareem who manage theslaves, and who provide for the system’s food needsthrough hunting of native fauna or agriculture on thisharsh planet.

Fharuthen’s largest moon appears odd under sensorarrays and to the naked eye—Kadaran biotech and othersifarv adaptations have transformed this moon into a lat-tice of computer circuits and comm relays. This “comm-world” maintains communication lines among the Exter-nals in the Verge as well as their fellows far behind inthe Lightning Nebula or beyond.

VoidCorp has a secret comm relay point in orbit onthe fourth moon, which it established secretly in 2470. Ithas been through this relay that communications be-tween the I’krl Exeat and VoidCorp executives of Y andgreater rank have remained open for more than threedecades. This relay, enhanced by the I’krl using theirfold-space communications arrays, is one of four inVoidCorp’s possession (two others are at Catalog in theStellar Ring and Redcrown in the Verge; the remainingone is hidden at a location of the Gamemaster’s choos-ing). Data between the arrays passes far more quicklythan through drivespace relays, but it is limited to thosewho have access to the information at the four communi-cation nodes.

In Their Wake . . .The I’krl Exeat wants the Verge for its own mysteriousreasons, and its forces certainly leave their marks onany worlds visited. Gamemasters are encouraged both

42 SECTION TWO: EXTERNAL SPACE

Page 43: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

before and during (and after) the war to hide discretepockets of Externals throughout the Verge as remnants ofthe greater threat but also as a lasting enemy to remindthe heroes that wars rarely solve problems nor do ene-mies ever fully go away.

Even their most common forces leave legacies thattake decades to overcome. Kroath forces often decimatecivilian and military populations, especially if supple-mented by kadaran conversion forces. By all rights, Pe-nates and Vieron and other sites could suffer nearly totaldepopulation as a result of the kroath invasions, and thiscould easily happen on other worlds explored later.Klicks left unchecked on a planet with the means to re-produce their warrior and leader castes could easilycome to dominate entire biomes on a planet withinmonths, provided they have sufficient food sources.

The bareem could be the longest-lurking menace forany systems of the Verge. As has been their tactic andpurpose for centuries, bareem can be dropped as in-fantry onto a planet, and they all single-mindedly stalkand enslave the major bioforms on any planet to whichthey are introduced. They also have a tenacity rivaledonly by weren and fight zealously to uphold whateverorders they were given. Gamemasters with a particularlysadistic streak could leave a parting blow by the Exeat

by seeding large numbers of troop transports across theVerge, depositing bareem troops into many inhabitedsystems to cause problems for decades to come.

The kadarans can be among the more deadly of theI’krl species given what they can do with their biotech.Responsible for the creation of the kroath and the radicalbiomodification of the klick species, kadarans can pro-vide nearly as many surprises as krl’osar psionics andF/X. Even long after they have been removed, kadaranbiotech resists removal once it infiltrates and sets itself inplace. The “weapon-trees” and “kroath conversion pens”installed on Lucullus may remain for years to come untilthey can safely be removed without additional damageor injury. Even so, many among the Austrins, Thuldans,Nariac, and Insight are intensely curious about kadaranbiotech, and some might even be so moved to shelter akadaran and its technology secrets for advancing theirpositions after the war.

As for the leading species of the Exeat, the thaal,gardhyi, and sifarv may leave minor or major traces oftheir existence across the Verge as isolated prisoners ordictatorial warlords over native lesser species. The bulkof these species’ impact on the Verge come from any in-doctrination they do of folk to the I’krl religion or fromthe reactions to the secrets that unfold during 2503. Theinitial damage—which can be as long-lasting asGamemasters desire for their campaigns—creates aschism of trust between the fraal and all other species,as their origins and intentions now become suspect astheir racial brethren lead the External threat. Anti-fraalprejudice can easily flare up during the war years, and itonly adds fuel to the fires of human extremists amongthe Thuldans in wanting to subjugate all nonhumans.

Over the course of the war (or in the decades preced-ing it), many ships of the Exeat fleet become damaged inskirmishes with humanity or as a result of simplemishaps in interstellar space. Adventures can easily risefrom the wreckage of crashed I’krl ships as they eitherprovide hostile native species with advanced tech or sim-ply unleash the dangers of the Externals upon anotherbattlefield. While incredibly rare due to the zealous reli-gion that binds them together, some Exeat forces maychoose to desert during the war, and they might be foundlater, holed up in minor holdings of their own in the out-er systems, in the Lightning Nebula, or nearly anywherealong vectors involved with the war.

Peripheral sites that did not decide the war but wereearly incursion points could also remain problems foryears. The systems of Dewi and Tarsis, while not so re-mote as some, are of minor importance to Verge politics,but might have been of note for the Externals. Consider-ing the deep enmity between VoidCorp and the remnantsof the Dreth Commonwealth now living in the Dewi sys-

43

Page 44: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

tem, it may be part of the External strategy to pressureDewi in exchange for VoidCorp assistance elsewhere.Fraal Administrator Lodiri ba Tiras foresaw a great men-ace coming to the Dewi system, and the rampant rumorsof phantom ships suggest to some that there may havebeen more fronts in this war than the major battle sitesat Lucullus, Aegis, and Ignatius. Points of little militaryimportance (but of seemingly great interest to the Exeat)are any Precursor ruins. There are hints that the I’krl Ex-eat knows far more about the ruins and their technolo-gies than humanity does, and just that mere thoughtsends chills of dread down Alliance Command’s collec-tive backs.

Last but not least, the human traitors who side withthe Exeat become exposed in the latter half of the war.While VoidCorp’s secrets remain so at the end of 2503,the betrayals at Lucullus and the Ptolemy Pirates’ al-liances can have long reaching repercussions for folkfrom those systems or affiliates. How leaders and soci-eties deal with the quislings (and the suspicions aboutthose who hail from the same system) is up to theGamemaster. These, by far, may be the hardest scars ofall to heal even long after the war is over.

Other RumorsThroughout the war, rumors fly about almost with life oftheir own, as everyone desperately seeks information onthe nature of the threat they face. While Gamemastersare encouraged to read the full events of the war andturn some of them into official rumors for hero involve-ment, additional rumors can put other special eventssolely in the hands of the heroes beyond the official ver-sion of events. Rumors should either build or dash hopesof those hearing and repeating them, and they build achain of logic from conjecture to truth. Below are severalpossibilities that could be formed from rumors:

A friend of a friend said that a fraal generation shipappeared in the Karnath system. However, none ofthe fraal lay claim to it, and claim it’s as ancient asone of their own. Are these new fraal allies or ene-mies, and do they possess any information or tech-nology that could help win the war? With the number of External ships near Precursorsites, some folk say the Externals are out to raid theruins and use the supertech against us.Lucullus didn’t just roll over and throw in with the Ex-ternals: The barons were controlled by those mind-control worms I heard about!I talked with an evrem once and he mentioned thatnot all the sifarv bird-folk toe the line of the darkfraal. They’re supposedly pirates in their own space.Maybe if we could get some of their help over here,

we’d be able to fight these External bastards with bet-ter forces and better tech.The deepfallen of Bluefall are all secretly working forthe Externals! They caused the Vanishing by turningeveryone in Aegis into a kroath and sending them toArmstrong years ago!I’ve heard some legends from folks who’ve traveledpast Hammer’s Star, and they say there are livingships and robots that fight the Externals and win!We’ve got to get some expeditions into the LightningNebula to find these “Metar” and ally with them!I’ve heard some news from Lucullus that if you’reshot by certain guns wielded by the Externals, you’llmutate into a klick!

While none or all of these hints could become true, theirtrue purpose for Gamemasters serves to generate newideas and possibilities for adventures using the Externalsand the Verge. Just because the main part of the actiontakes place off in space doesn’t mean that the only dan-gers are among the stars . . . and that’s where the he-roes come in.

THE I’KRL THEOCRACYWhile it is of little comfort to those of the Verge, the “Ex-ternal Threat” is only a fraction of the power that couldbe unleashed by the powerful I’krl Theocracy. The KadarExeat is, for lack of a better term, an expeditionary forceand a movement of proselytes dedicated to “deliveringthe holy words of the I’krl to the ignorant species.” Whilewe briefly touch on the Exeat below, this section providesinformation on their government and home states andtheir true natures. Some of this information can be usefulif the heroes take the fight to the I’krl via medurr starriftsor other means of closing the vast distance between “theHoly See of Kadar” (the Verge) and Theocracy space.

The Exeat of Ython KadarDue to various political and religious influences in theirown space, certain factions pushed for an exploration ofspace beyond the Perseus Arm (or what they call theTese Region). While beginning fourteen decades ago, theExeat had little encouragement or force behind it untilfifty years ago with the sudden spate of miracles attrib-uted to the rising of the I’krl. What had up until thenbeen a reconnaissance and exploratory mission by gard-hyi krl’osar now became the holy crusade of a lone thaalython—Kadar of Viroan became the central figure in call-ing for an Exeat, a holy mission, to convert the Verge toI’krl worship and control. To the surprise of many, thekrl’han (the senior church officials) approved of thismove.

44

Page 45: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

More details exist elsewhere on the Exeat and itsstructure. In its context with the Theocracy, the Exeatmay either prove the greatest folly or the greatest boonto all faithful of the I’krl. For reasons yet unknown, theVerge appears important in some way to the Externalsor their gods, and only Ython Kadar and a handful offolks among the Theocracy’s upper echelons know why.All most folks (including Vergers) know is that thechurch has put a large fleet and thousands of troops intoaction, and their call to arms is “Conversion or Death.” Insecret, the commanders of the Exeat move ever closer tofreeing the I’krl on an unsuspecting Verge. . . .

HistoryFourteen thousand years ago and more than 13,000light years from Earth, “the heretics” of the fraal speciesembraced technology and used it to rule their world.Upon their exodus to the stars, these technologists creat-ed a wormhole using the gravitic forces of two planetswithin their solar system of Dbaal, launching their fleet ofgeneration ships into the stars and to new worlds. How-ever, their zeal for science overlooked some factors, andtheir wormhole’s backlash and collapse shattered one ofthe outer planets and its moon. While the gravitic stress-es affected the planets for a time, the shattered moonwas a site considered holy among the religious caste.Four centuries of wars between religion and science end-ed with the religious castes victorious. They separatedthemselves in both spirit and identity from their scientificcastes by renaming themselves thaal, and remainedplanetbound for the next centuries, building their religionaround mysterious white crystal ziggurats on their planetand one of their moons.

About 11,500 years ago, the avian sifarv attainedspace flight, leaving their moon home of Saeril to con-quer the planet below (Toal I II of the Toal system) and itsdominant species of primates called the bareem. The si-farv soon began sending sleeper ships off into nearbysystems and within 1,400 years had encountered andconquered more than three dozen intelligent specieswhile colonizing over forty living worlds. The sifarv en-tered the Dbaal system and landed on Ahjaarl, the homeworld of the thaal. While the sifarv (and bareem andkadarans) had greater technologies and space flight, theycould not easily fight the overwhelming psionic powersof the thaal or the religious fervor of the Ahjaarl natives.However, at this time, all the thaal wished was alliance,and the sifarv and their subordinate species were nowjoined in their expansion by the krl’osar, the religiousarmy of the I’krl Word.

For millennia, the Sifarv Demesne grew to unbeliev-able proportions, and they grew generous to their allies.Subject species like the kadarans and bareem gained

proxy rule over some systems, while the power of thekrl’osar (which humbled or defeated many species with-out a shot fired) earned them more than a dozen sys-tems. Over the course of these expansions, I’krl priestsbecame more and more influential among the rulingclass of the sifarv, soon becoming mandatory viziers be-side every throne and often the true powers behind thosethrones. Over four centuries ago, a sifarv krl’osar namedKolluss rose to the throne of the arnak and placed muchof the arnak’s power over the 121 systems of theDemesne in the hands of the church. While the SifarvDemesne still exists today as a secular construct and title,all became the I’krl Theocracy at that point (after the in-evitable civil wars died down), and the krl’osar priest-hoods joined the sifarv nobility and the military amongthe ruling powers of the Vuruthen (Theocracy states andthe Sifarv Demesne).

The Holy HierarchyAs the dominant power among the ruling classes, the kr-l’osar psionic priests administrate to their faithful in ahighly structured command hierarchy. The Xenhon rulesall the I’krl Vuruthen (Theocracy) through his twentyVurhonan (vurhon singular), four of whom directly reportto the xenhon and the rest who oversee the sixteenGreater Holy Sees (religious control of around ten sys-tems). Vurhon orders filter down through the forty ytho-nan (ython singular) who control the Lesser Holy Sees(two to five systems beneath a vurhon) or have other di-rect duties for the church (such as commanding an Exeatinto unknown territories). Each ython has two to fourvurhyran (vurhyr singular) who command their cathedralships, control individual systems or areas, or simply aidother floating duties among the high hierarchy. All kr-l’osar refer to these top four ranks collectively as the kr-l’han, “the Mouths of the Mysteries.” Thaal dominate thekrl’han though there are a few select gardhyi amongthese august ranks.

The second collective among the krl’osar are the kr-l’san, “the Eyes of the Mysteries,” and these account forthe three ranks of junior officers among the priesthood.An oharel reports to a vurhyr, often commanding a prio-ry ship, planet, or starbase, and there are two to five ofthem for each vurhyr. Beneath each oharel are exactlytwo vurythan (vuryth singular). A vuryth can command afortress ship, a whole planetary continent, or a lesserstarbase. Individual major cities or dreadnought capitalships fall to the xenoth, of whom each vuryth commandstwo or three depending on need. Most krl’san are againthaal, though they are followed in prominence and num-bers by the sifarv, the bareem, and the gardhyi.

The final krl’osar collective encompasses the ecclesi-astical rank-and-file as “the Ears of the Mysteries,” the

45

Page 46: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

krl’rin. These soldiers of the I’krl tend to be wandererssent on any number of missions throughout the Theocra-cy or beyond, and these ranks are the most commonlyencountered krl’osar onboard ships or out in space. Theolder members settle on planets and provide support fortheir local superiors. A noth can rule a landbound cathe-dral or command carriers and lesser ships, and at leastone noth and as many as four answer to each xenoth.Two or three kihla (kihl singular) serve under each noth,and these are the lowest level of active priests who haveany political influence beyond individual contacts. Theydo have the rank to take command of a cruiser or lesserships. A kihl always has at least one (and as many asfive) acolyte with her for training, and these least of thekrl’osar are the ojekhan (ojekh singular).

While it seems redundant to have two overarchingpower structures ruling all the people of the Theocracy,the church rarely bothers much with direct governmentor the secular infrastructures of the peoples. It merelypolices, tithes, and dictates to the secular leaderships(military and noble alike). The church reinforces its con-trol by mandating the presence of various ranks of kr-l’osar in every system, every ship, and every place ofimport in their known space. The krl’osar are “the holyservants of the I’krl,” and like political officers among theformer Soviet Union on Earth, their purpose is to main-tain certain points of view rather than any direct com-mands. See the accompanying diagrams for a cleanerrepresentation of the church hierarchy and TABLE 1: EX-TERNAL RANKS AND TITLES (see Section One) which relayshow much sociopolitical power each title has (and whoseorder they can overrule without any exercise of theirpowers).

The Sifarv DemesneThe sifarv, according to evrem accounts, rank among thefive oldest species encountered by humanity and otherspacefaring species that are still extant and a major play-er in interstellar politics. Once encountered, many hu-mans and allied species remark that the sifarv holdmany similarities to the political and social structures ofthe Thuldan Empire, its highly stratified social classesand noble titles far more important than individual ability.The Thuldans, of course, see no similarities whatsoeverto this “inferior species of bird-men.” The sifarv keeptheir own counsel, as they do in their own space, fortheir power is no longer their own.

The sifarv are a proud species, which is evident intheir social strata, their secular politics, and the long-burning enmity held against the religious sifarv and theirthaal masters. While many sifarv would love to seeTheocracy rule end, none in power are so bold as tochallenge the decisions made by the Twelve—the arnak

(emperor) and his court of arakan (kings who overseeeleven systems each). Sifarv nobility follows hereditarylines, so each child of the arakan could rule two to fivesystems within their parents’ domains as a patnak. Fouror six nobles answer to each patnak, each claiming thetitle of paratak. Parak is the next lesser title, and these“counts” (from two to four per paratak) oversee individ-ual planets and colonies for their paratakan. Other lesserranks include mirnak (two per parak), mitarak (two orthree per mirnak), and mitak (five or more per mitarak),the least of the noble titles which equates to a mayor ofa large city-state.

The secondary structure of power among the sifarvand their ruled species comprises the military, both land-ed armies and the stellar and aquatic navies. Like theThuldans, many hold both noble titles and military ranks,though not necessarily. Refer to TABLE 1: EXTERNAL RANKS

AND TITLES in Section One to compare social and militaryranks and how much power each holds in the sifarv andTheocracy hierarchies. On page 49 is a diagram high-lighting those secular hierarchies among the SifarvDemesne.

Major Planets of the Theocracy

The most important planets among the 121 systems ofthe Theocracy are those from which the primary speciessprang. Depending on whom one asks, the religiousheart of the Theocracy lies either on Ahjaarl, the home-world of the thaal (in the Dbaal system), or on Kaarl, themythical birthplace of the I’krl before their ascension.These lie deep within the borders of Theocracy spaceand have never been visited by outsiders (at least nonewho lived to tell of it).

To the sifarv and bareem, Saeril and Toal III are im-portant only as origin worlds and as ceremonial places.Their more important claims lie among the Aerie, a clus-ter of seven moons and three planets among the adja-cent Nyoth system and the Whalon Nebula which countas the most prestigious and important worlds to the si-farv and the bareem both.

Kadarans, strangely enough, no longer count anyplanet as a homeworld (as their original home is now ablasted radioactive dead world) . They find more impor-tance in those planetoids they can terraform into livingcomputers and comm relays, even though they do havenine “laboratory planets” under their control. The gard-hyi, despite their outcast status and sterile nature, liveseemingly immortal lives and enough have been ban-ished from the Technarchy to control (if not totally popu-late) three systems in the Theocracy, the greatest ofwhich they call Chigon.

46

Page 47: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

47Military Hierarchy of the Theocracy Infantry

Ranks are in bold type above the group they command (aside from social obligations to the other power structures).Each subordinate subset is repeated under each rank unless noted otherwise. Shaded boxes are Exeat examples.

Paratak (Noble) or Vurhyr (Osar)or greater rank of either class in true command of all five armies

Tr’Komro“First Army”:Core worlds

Tr’Komro“Fifth Army”:

Xenhon’s Hand

Tr’Komro“Fourth Army”:

The frontier

Tr’Komro“Third Army”:Heretic worlds

Tr’Komro“Second Army”:

Slave worlds

Xenkomro“Legion One”:

Armored troops and invasion forces

Xenkomro“Legion Three”:

Long-termoccupation forces

Xenkomro“Legion Two”:

Engineering andConversion Corps

Ythkomro“Ru-Arami”: Major battle group with armor support. Additional

Ru-Arami and officers as needed (minimum of five per each legion).

Ythkomro“Ta-Hro”: Squad of thirteen troops made up of two Hruth (six-memberfire team) and one komoth. Additional Ta-Hro and officers as needed

(minimum of three per each chor).

Komosar“Ahmk”: Troop company with support weapons. Additional

Ahmk and officers as needed (minimum of three per each matek).

Ythkometh“Groush”: Troop platoon of two Chor plus support personnel. Additional

Groush and officers as needed (minimum of three per each ahmk).

Komethdar“Chor”: Section of two Ta-Hro plus support personnel. Additional Chor and officers as needed (minimum of three per each groush).

Komith“Matek”: Troop regiment with heavy weaponry. Additional

Matek and officers as needed (minimum of three per each ru-matek).

Komyth“Ru-Matek”: Troops and heavy artillery. Additional

Ru-Matek and officers as needed (minimum of two per each orj-arami).

Komro“Orj-Arami”: Major battle group with armor support. Additional

Orj-Arami and officers as needed (minimum of four per each ru-arami).

Paratak TrewysSecret organizer and secular

commander of Exeat military forces

Tr’Komro Tamarth (“The Hawk”)“The Hidden Army”: Clandestine troopsfor the Exeat organized beyond the nor-mal five armies. This army follows the

standard structure of the TheocracyArmies, though its reduced numbers

create a greater reliance on kroath con-versions than normal in their invasion

of the Verge. Tamarth is the sole tr’komro commander of the ground

troops among the Exeat.

Xenkomro Hagan Lex commands the2nd Legion at Penates with Parak

Martie. Other xenkomros command thefleet-bound troops and guard Hathorn at

Fhare.

The 15 ythkomro remain unnameduntil late in the war. Five are known tobe on Penates, three occupy positions atVieron, and two more are at Hammer’s

Star.

63 komro (22 at Penates, 16 atVieron, 8 at Hammer’s Star, 17 in

unknown locations)

150 komythan

480 komithan

1,500 komosara

4,500ythkomethan

13,500komethdaran

41,000komethan

Estimate of 400,000 nonkroath landedtroops for Kadar’s Exeat

Page 48: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

48Military Hierarchy of the Sifarv Stellar Navy

Ranks are in bold type above the group they command (aside from social obligations to the other power structures).Each subordinate subset is repeated under each rank unless noted otherwise. Shaded boxes are Exeat examples.

Paratak (Noble) or Vurhyr (Osar)or greater rank of either class in true

command of all five armies

XenarksolFleet Admiral of the Solithan

(Sifarv Stellar Fleet)

Paratak TrewysSecret organizer and secular

commander of Exeat military forces

Ytharksol“First Fleet”:Core systems

Ytharksol“Third Fleet”:Active fronts

Ytharksol“Second Fleet”:Border frontiers

Ython Kadar“Cathedral Ship”

Ytharksol AtreelAdmiral of Exeat fleet

Arksola (6)Six Fortress-classships, each with

attendant armadas

Arksol“Styx”:

Fortress ship withattendant 1st

armada

Arksol Czynn-tal“Phlegethon”:

Fortress ship withattendant 4th

armada

Arksol“Lethe”:

Fortress ship withattendant 3rd

armada

Arksol“Acheron”:

Fortress ship withattendant 2nd

armada

YthapsolCommand dreadnought or wing of three battleships; minimum of two dread-

noughts and two battleship wings per each arksol’s fleet/fortress ship (4).

ApsolCommand battleship or wing of three carriers; minimum of three battleshipsand two carrier wings per each ythapsol’s command fleet/dreadnought (5).

YtharsolCommand carrier or wing of three cruisers; minimum of three carriers and

two cruiser wings per each apsol’s command fleet/battleship (5).

TarlsolCommand cruiser or wing of three escorts or destroyers; minimum of three

cruisers and two wings of escorts or destroyers per each ytharsol’sfleet/carrier (5).

ArlsolCommand destroyer, escort, or wing of three scouts; minimum of three de-stroyers or escorts and two scout wings per each tarlsol’s fleet/cruiser (5).

OrlsolCommand scout, cutter, or wing of three fighters; minimum of three scouts,cutters, or shuttles and two fighter wings in each arlsol’s command fleet (5).

UrlsolCommand two- or three-person fighter; minimum of six fighters in each

orlsol’s command fleet (6).

Ythapsol Shier Maree 18 ExeatCommands 2nd Battleship y t h a p s o l aWing from The Shanath in all

Apsol Anla Ptarue 80 ExeatCommands the battleship apsolaTranda in Vieron system in all

400 Exeat ytharsola in all

Tarlsol Rael Graam 2,000 Commands ray-class Exeatescort ship on open tarlsola

mission for Ython Kadar in allpersonally

10,400 Exeat arlsola in all

52,000 Exeat orlsola in all

320,000 Exeat urlsola in all

Rough estimate of 750,000 navaltroops for Kadar’s Exeat

Page 49: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

Major Figures of the Theocracy

Below are details and brief notes on some of the majorfigures among the I’krl Theocracy. Those figures wholoom large among the Exeat have been detailed in Sec-tion One: The Exeat. These listings use the abbreviationsfor species codes and nationalities/allegiances describedin Important Exeat Leaders, page 39.

Xenhon Ahmyt of Ahjaarl: (Thm/Theocracy/MW31) The current xenhon holds this high seat by polit-ical power, not “the will of the I’krl” as touted to themasses. Unlike all others among the krl’yth or krl’han,Ahmyt holds no vestige of I’krl power and has onlymanaged to hold off his enemies among the vurhonanby his connections among the military and nobility. Inprivate and only among trusted companions, he vehe-mently opposes the Exeat, as his arch-rival VurhonKasahl stands to gain the most from the expedition, notthe least of which is the coveted xenhon’s throne.

Vurhon Kasahl of Scyll: (Thm/Exeat/MW29–krl’yth) Vurhon of the Trean Hanuthen (greater holy see)and master of the patriot Kadar, his Holiness Kasahl isthe true leader of the Exeat and the Prophet of the I’krl.Once deemed the weakest among the vurhonan, Kasahl’sposition on the outermost comm-world of Scyll affordshim the most contact and infiltration by the I’krl throughthe planet’s bioelectronics and his faith. In fact, very littlebeyond the physical form remains of Kasahl beyond hisambitions to overthrow the 321-year-old xenhon andtake the throne once he and Kadar perform their tasksfor the I’krl in the Verge.

Ython Elnor of Kaarl: (Thf/Krl’Osar/MW23–krl’yth) A long-time rival of Kadar, Ython Elnor overseesthe I’krl homeworld of Kaarl. As she monitors the comm-relays on the moon over the homeworld of Kaarl andmeditates near the ziggurat at Sharsen Colony, she gainsinsight into the plans of the I’krl and has seen the Vergein visions. However, the I’krl don’t allow her the full vi-sion, so all she knows is the Exeat will destroy the entirepower structure of the krl’osar and the Vuruthen if leftunchecked. For now, while she tries to warn the vurho-nan and others of the faith, smokescreens, and politicalplays by Vurhyr Kasahl and Arak Chela negate any realchance she has of derailing the Exeat.

Arnak Sota IX of the Sifarv Demesne: (Svm/Demesne/DTO18) Titular (if not actual) ruler of all hesurveys, the Arnak Sota IX has survived more than twohundred assassination attempts (ninety-four by his ownimmediate family or advisors) over the course of hisninety-six-year rule. While tired and grown apathetic ofhis puppet rulership under the I’krl Church, Sota holdsonto some pride and hopes that his children have the

49Noble Hierarchy

of the Sifarv DemesneRanks are in bold type above the group they command(aside from social obligations to the other power struc-tures). Each subordinate subset is repeated under each

rank unless noted otherwise.

The TwelveCouncil of Sifarv rulers at

the top echelons of theDemesne

ArnakSecular sifarv leader of

the Sifarv Demesne

Arak (Arakan)Singular hereditary ruler of 11 systems (sifarv or thaal).

Eleven total arak rulers (9sifarv, 2 thaal) in each of the 11 systems

Patnak (Patnakan)Inheritor of arak’s title and ruler of 2–5 systems withinarak’s domain. Unknown number; nonheirs take high

military or church posts

Paratak (Paratakan)Ruler of single system within a patnak’s or arak’s

domain. Other tasks include secular command of stellarnavies or infantries

Parak (Parakan)Ruler of one planet or region of space within a

paratak’s domain. Other commands could be a navalfleet or a high church office

Mirnak (Mirnakan)Continental ruler or controller of an orbital station or

platform. Other options include advisors to upper-eche-lon nobles or church officials

Mitarak (Mitarakan)Ruler of one province, state, or country

Mitak (Mitakan)Ruler of a city-state or colony

Page 50: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

drive to temper themselves better against this usurpedrule after four centuries. Thus, he continues (via loyalkadaran and bareem agents) influencing his arakan intofighting one another, hoping a crucible of conflict canforge a stronger sifarv leader to take power back fromthe priests and their insidious gods.

Arak Chela of the Jhirpa Nebula: (Svf/Exeat/MW7) Trained by the krl’osar and holding a rank of nothwithin the church, Arak Chela is the third child (anddaughter) of the arnak. Due to various fights she hadwith her father, she is in disfavor as noted by her remoteholdings out near the borders between I’krl and Leaguespace. She secretly allied with Vurhyr Barok Lhor, herteacher long ago, and dispatched her favored grandsonalong with him on the Exeat. She hopes that she’ll gainknowledge and power enough from the I’krl’s favor andthe Exeat to kill her two sisters and claim the arnak’sthrone herself.

Patnak Kiisa of the Khiir Cluster: (Svf/Demesne-Trillaari/DFA8) Twenty-third in line for the ar-nak’s throne, the golden-feathered Kiisa is the eldestdaughter of Arnak Sota’s only brother and thus the firstindirect descendant to gain the throne should a bloodycoup among the arakan develop. She rules the KhiirCluster on the edge of evrem space and to all accountsappears loyal and dutiful (if not totally pious) to theTheocracy. Secretly, she allies with the Trillaari (see thesifarv entry in Section Two) in hopes of ending Theocra-cy rule and overthrowing many corrupt families in favorof a new sifarv ruling line.

Triillyth Kaarsar: (Svm/Trillaari/DCS10) Thedashing young sifarv with raven-black feathers is amongthe most hunted of pirates in all Theocracy space.Kaarsar is the second-generation leader of the sifarvrebels openly fighting against the rule of the I’krl Theoc-racy. During a supply raid on the moon of Ptars IV,Kaarsar accidentally captured the visiting Patnak Kiisa,with whom he fell hopelessly in love (though she onlymildly returns his favors for now). He considers it luckythat she agrees with his goals, if not his methods, butKaarsar perseveres and hopes his roguish charm canwin over the heart of a princess.

Sennet Lhor of Keanthys: (Gm/Exeat/MW16)Keanthys is a small Class 2 colony world deep within theJhirpa Nebula and an abundant source of rare mineralsand resources needed by the sifarv military. Despite hisrelatively low rank and his ecclesiastic responsibilities onKeanthys, Sennet Lhor acts as the direct krl’osar advisorto Arak Chela. Most realize the arak has known Sennetfor decades when they both studied under his father, thenow-Vurhyr Barok Lhor. Sennet is one of few relativesamong the gardhyi, but the two share a distinctive birth-mark—a black stripe across their collarbones—proving he

is of Lhor blood. Sennet waits patiently for news fromthe Exeat, as his father promised him much for his aidand support of the Arak Chela as well as his falsifyingresource reports to supply the Exeat fleet with fuel.

Patnak Phurrgan Ghosh of the GrattanWastes: (Km/Demesne/TO27) One of the arnak’s mostloyal advisors and friends, Phurrgan spends much of histime either devising new biotechnologies to extend andimprove the life of his arnak or simply nullifying newweapons created by his children seeking to gain thethrone by assassination. Phurrgan also tries to createnew communications or technologies to subvert or lessenthe influence of the krl’osar among the ruling classes. Anatheist kadaran who keeps his views strictly to himself,he regrets that his favored pupil Martis of Hurax fell inwith the zealot Kadar and his Exeat, more for the factthat his genius serves only to further cement the I’krl inpower over them all.

Ythapsol Gaanyth Lyphaz of the Korrch:(Kf/Theocracy/DCS13) Gaanyth commands the Tyrant-class battleship Korrch, and has made it her personalcrusade to hunt down and destroy Kaarsar the Traitorand his Trillaari. Willfully ignorant of the politics aroundthe arnak due to her ship’s remote posting within theKhiir Cluster, Ythapsol Lyphaz and her lover MalakVhoppol (Bm/Theocracy/MW10), a xenoth krl’osar, havetheir suspicions about more local rulers and traitorsclose to the Patnak Kiisa. For now, they continue theirhunt for the elusive rebels in the hopes that they canmove the Korrch into a more important battle group andposting.

Life under the I’krl TheocracyForemost in the minds of nearly all citizens of the Theoc-racy is the religion that overshadows everything andeveryone. The state religion of the I’krl Church dominatesnearly all aspects of religion, though numerous enslavedpeoples practice their outlawed native religions in secret(and risk death by doing so).

Secondary is the assumed social caste structure withcertain species deemed superior to others. Above all arethe I’krl as the gods they are, followed by the thaal. Nextare the sifarv rulers, though any psionically active sifarvgain greater social status regardless of birth as it placesthem closer to the thaal. Strangely enough, the rare butpowerful gardhyi outcasts share nearly as much socialpower as the sifarv for one simple reason: These spiesand tricksters can be anywhere (and often are) and feargarners them their status. The kadarans and bareem reston similar but lower social strata, as they are deemedservants and conquered species to be manipulated bythe top three species who have finally risen above slavestatus to join those in power, albeit at the lowest rungs of

50

Page 51: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

that. Beneath these considered among the leading spe-cies are the client species, those which exist in Theocra-cy space but are neither worth the effort of either full al-liances or full enslavement. The teln and n’sss exist mostoften as clients of the gardhyi or others willing to paythese mercenary species. Lowest among the Theocraticcastes are the slave species, those subjugated by eitherthe Church or the sifarv military (and thus the bareem)and subject to hard labor, awful conditions, or forced mil-itary service. The only slave species seen by humansare the klicks, though there are dozens more under theheel of the Theocracy (though few of them are techno-logically advanced enough to escape).

People of the Theocracy (or Sifarv Demesne, depend-ing on loyalties) prioritize and scrutinize people in thefollowing way: Species determines initial reactions, thenposition or profession (which defines a person as muchas species does) and ranks within those professions, thenmoney. Having duplicate titles and ranks among the mili-tary or Church aids one’s status immensely. However,such beings as kroath never advance socially or politi-cally, as they are considered slaves at best. All told, oneimproves one’s life in the Theocracy by joining theChurch (if psionically active, this is mandatory) or themilitary. People can improve their lives and stationsthrough commerce, though one’s star (and one’s contacts)rarely rises beyond one planet or system. Thus, manylive their lives keeping their heads down and not beingnoticed by the upper classes; it is by far the safest wayto live.

Rather than being overwhelmed by legions of op-pressed peoples, the bulk of the Theocracy worlds arerelatively pleasant, prosperous worlds whose primaryconflicts and problems come as a result of money andtrade among their sister worlds or continents. Granted,these systems and worlds tend to be under thaal or si-farv control, as the most powerful worlds are the mostprosperous. There are slave worlds, such as the klickworld they call Hivehome or the Class 3 world noted forits precious metals and its native species of living sen-tient neon, which are marred by the presence of bareemoccupation forces and slavers. Still, in all, given all therestrictions of the state religion and the social strata, lifeamong these worlds at least compares to life among theolder stellar nations of the Stellar Ring—some benefits,some drawbacks, but life endures.

BEYOND ORION’S ARMWe now take a brief look at the political entities andstates from which the Exeat and many Externals havecome. As all the information in this section is beyond theextent of human exploration, it obviously comes from thefraal and Aegis Rangers who carried on the psionic dis-

cussions with the evrem diplomats and refugees onBluefall. While few if any human explorers have evenpenetrated the Lightning Nebula, let alone traversed thevoid into the Perseus Arm of the galaxy, future genera-tions can travel there with some “lay of the land” aheadof time. While this section provides little direct informa-tion to affect the war, it helps put into context the manyalien species and explain the political reality of the Vergeand Old Space in relation to the galaxy. This informationshows humans that they are even less alone than be-lieved and that they are not the dominant space power.This section’s true purpose is to extend the scope andpolitics of space to show other powers among the starsfor humanity and its brother species to rival, challenge,or embrace in an extended STAR*DRIVE campaign.

The evrem never provided any solid references forthe space claimed by all of these powers, for they notedthat “knowing which borders were where and whoclaimed which stars matters little beyond your knowingthat you have some hope beyond the Verge. The I’krl arean old menace risen again and they and their allieshunger. You are not yet an enemy to them. You aremerely an opportunity, but for what we know not. Theyare as mystified as all of us by the preponderance of liv-ing worlds here, though they may seek to change that towhatever balance they seek.”

The Evrem FederationAmong the oldest of the sentient species, the evrem area dying species in their twilight. They fought numerouswars against “the children of those you call Precursors”such as the original I’krl. In their youth, they helped cre-ate a confederation of species and worlds that spanned5,000 light years and seventeen distinct sentient species.After over sixteen thousand years as a stellar power andcolonizer of more than 125 worlds, this ancient speciesretains only four star systems in the Perseus Arm astheir homes, having long since granted or lost many oftheir territories to the younger species as many evrem“passed on” (the specific nebulous phrase used, without asense of loss or death to it). While no human or Vergealien has directly seen an evrem “pass on,” no evremcorpses were ever seen in the space around Luculluswhen one of their crystalline ships fell under the guns ofthe I’krl. Some people reported seeing flashes of bluishlight around the exploding ship, though its wreckage alsomysteriously disappeared after a bright explosion.

What was once the Evrem Federation has faded, itsclaims now given over to the League of Nine territories,if not conquered by the I’krl Theocracy. Most evrem bidetheir time in their Evremmar (their four claimed systemsat the heart of League territories) teaching those whoseek their wisdom. Those evrem still young at heart and

51

Page 52: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

full of adventure explore the stars (like those evrem inthe Verge), most often encountering other species peace-ably through trade. Their true role (as they see it) is toshepherd and to educate the younger species, thoughtheir philosophical methods and mindsets confuse manyyounger species and anger others. The I’krl declared allevrem heretics centuries ago and have systematicallyhunted and slain as many as possible.

The Federation’s technology level exceeds PL8 andPL9 in a number of ways, though most have to do withcommunications and propulsion (both of which are in-compatible with any human, thaal, or kadaran technolo-gy). Evrem abandoned weapons more than a millenniumago, and only defend themselves with their psionicswhen necessary. How they defend their worlds is still amystery, though some hint at rumored PL8 weaponsstockpiles and psionic shields generated around theirworlds by their people. Their best defense or power isthat they claim to be immune to the fantastic powerswielded by the upper echelons of the krl’osar, known col-lectively as the krl’yth. Their limited numbers do not al-low them the luxury of fighting without risking theirspecies’ certain extinction.

The Gardh TechnarchyNearly as old a stellar power as the evrem, the GardhTechnarchy made their first crude steps into space morethan forteen thousand years ago. An early studentspecies of the evrem, the gardh fought alongside them inthe stars and in their homes as the I’krl sought to en-slave them roughly ten thousand years ago. They re-mained at the side of the evrem for another four thou-sand years, half of that spent as a major player amongthe Federation powers. Eventually, internal revolts andproblems among the gardh monarchy and their roboticservants created a schism that split them off from theirstellar mentors.

While the evrem were short on the details, two majorchanges separated the gardh from the Federation worlds:Their AIs, robots, and starship computers achieved fullsentience and independence, and they expanded theircontrol over the trade lanes of Technarch space. In addi-tion, their technology moved away from ship propulsionto warp fields and gates, which now allow planet-boundgardh to step through gates across worlds. Finally, allpsionics became outlawed within Technarch space morethan one thousand years ago under vague circumstancesstill unrevealed to those outside the gardh ruling classes.

Today, the gardh rules the Technarchy, an expanse ofover 6,000 light years of space and more than threehundred systems and twenty-one sentient species amongtwenty-four Class 1 worlds. Robots, computer-drivenships, and artificial intelligences are all equal citizens of

the Technarchy; their PL9 design simply make themtechnological rather than biological lifeforms. While thegardh and many other species remain planet-bound anduse gate technology to teleport from place to place,“techanity” has remained among the stars and policesTechnarchy space as the metar (a gardh-assigned racialdesignation for any artificial life).

The gardhyi—those gray, gaunt beings met in theVerge and Old Space as opposed to the vibrant bluehues of normal gardh—are all outcasts and criminals ofTechnarch society. Found guilty of various crimes abom-inable to the gardh (such as being born with psionic po-tential or abilities), these outcasts receive their starwebsas permanent implants that banish them from gardh andmetar space and likewise render them sterile. Through-out the Technarchy are satellites that emit frequencies,which trigger the self-destruction of any starweb (andthus gardhyi), entering their space. While not the mostefficient form of punishment, exile from the wonders ofTechnarchy space could seem interminable to any gardh.Over the millennia, individual gardhyi gained some con-trol over their starwebs and found their ways across thestars to Earth and other worlds to become the trickstersof space they now are. More recently, the thaal tookmany gardhyi under their wings, teaching them ways topsionically control their starwebs and helping them inte-grate their power and knowledge into the I’krl Theocracy.In fact, the gardhyi always police the I’krl borders withgardh space, watching for new exiles to recruit into theirranks.

The League of NineOf the nine aligned species that make up the League ofNine, only three have more of a history in space travelthan humanity. Comprised of former species nurturedand watched over by the Evrem Federation, the Leagueoversees twenty-three systems, of which seventeen havebeen colonized in the past 400 years. League technologyhovers, like humanity’s, between PL5 and PL7 with cer-tain species bringing certain rare PL8 technologies astheir dues for the League. While there are some internaldifficulties among some of the species, the League standsfirm in holding their territories against the oppression ofthe I’krl Theocracy. The League fleet and its evrem advi-sors saved its most recent inductee species from I’krl ex-communication: The usual tactic of atmosphere poisoningdid near-irreparable damage to Qualv IV’s biospherewhich will take centuries to repair, and many refugeesfled to other League worlds. The League members con-sist of these species, in order of age and political weightin the League:

The lugarites, a leonine species that still comprisemany honor guards for their evrem benefactors,

52

Page 53: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

53

Page 54: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

forms the keystone of the League as the oldestspecies among them. They control four League sys-tems entirely through their PL7 and PL8 technologyand their hunters’ cunning and patience.The ossim are an empathic species of cephalopodsthat have adapted to life on Class 1 and 2 worlds.Their communications tech links the League across its400 light year expanse.The xarians sound like the mechalus—a seeminglynatural melding of technology and biology. However,they are quadrupedal crustaceans living in “thinkingseas” of salt water tinged with nanites (effectively,oceanic supercomputers or AIs with no sentience) andoften in transparent hover-globes or battle suits con-taining their personal environments.The payan are bipedal primates (and some distantgenetic relation to the bareem) with remarkable natu-ral psionics (or F/X). Payans can mentally and physi-cally fuse into collective beings, up to three of themmerging into a massive 3-meter-high juggernaut ofthemselves! This ability works only among siblings,though payans deliver no fewer than three and up tonine children per pregnancy. Despite their obvioussuitability toward combat, payans prefer more scien-tific pursuits with their group minds.The doln, gartese, and the anthons once warredamong themselves in their rare tri-system cluster,each within four light years of the others and eachwith a Class 1 or 2 world among them. Long underthe eye of the evrem and the lugarites, the three spe-cies and their systems came into the League after fi-nally ending their conflicts peaceably and working to-gether to move beyond their local systems more thantwo hundred years ago. All three species are similarto humans and mechalus (though dissimilar enough toevoke prejudices for two centuries), and the evremsuggest that perhaps the Precursors did more to someplanets than simply terraform them for Class 1 life.The qualvans and the krosh come from the Qualvsystem, a binary star system with a massive gas gi-ant supporting sixteen moons. From two of thosemoons come these young species which nearly diedbefore ever reaching the stars. After centuries of ba-reem occupation, the avian krosh and the amphibious(and more technologically advanced) qualvans re-belled against the invaders with the aid of a doln fleetand xarian technology fifty-five years ago. Unfortu-nately, numerous atomic weapons detonated on thekrosh moon of Qualv VIII clouded its atmosphere witha radioactive winter lasting to the present. Joining theLeague, the krosh now scatter among all the Leagueworlds while some qualvans work to restore the twoworlds to health.

The League, by the evrem estimations, could become asinfluential as the Vergers and the Galactic Concord in thefuture of space. Provided, that is, they can survive en-croachment and attacks by both the Medurr Imperiumand the I’krl Theocracy. The Technarchy refuses to rec-ognize the League in the least, though some individualmetar have some minor dealings with them. The medurrsimply see any species that does not prevent its own en-slavement as its property. Thus, like humanity, theLeague finds a number of peoples trying to surviveamong many enemies.

The Medurr ImperiumFirst revealed in Zero Point and detailed in the AlienCompendium II, the medurr are an aggressive species ofhexapedal saurids most aptly described by some humansas “dragons.” A relatively young species, they have con-quered nearly every species they contacted over the pastmillennia, absorbing them as slaves and their technolo-gies into the Imperium’s control. The evrem once tradedwith the Imperium, though contact fell off as the innateconflicts between the psionic species and the nonpsionicmedurr led to many conflicts.

The Medurr Imperium’s control spans more than3000 light years, no fewer than 120 life-bearing sys-tems, and at least twenty-five other species. Unlike otherstellar powers, they do not encompass all systemsamong their borders. Their transportation technology al-lows them to create “starrifts” that create instantaneouswormholes between two locations, allowing them tocross amazing distances in an eyeblink. However, asidefrom their iron grips over individual systems, their shipsdo not have faster-than-light capability and thus remainwithin found systems or in sleeper ships traveling to un-known systems to take control of them. Thus, the Imperi-um holds individual systems but not necessarily all sys-tems around or between them, leading to a map of “step-ping stones” that dot the “western” parts of the PerseusArm and a few isolated sites in the Orion Arm such asCambria and Sage.

Matriarchal rule sets the Medurr Imperium apart fromthe other major stellar powers, the Aalnorum of theeleven High Matriarchs aiding the rule of the Great Ma-triarch (or Empress) of the medurr. These matriarchscontrol numerous systems each, though each can easilyfall if a daughter finds a new species and new technolo-gies that allow her to return to Medall III—the medurrhomeworld—and take a High Matriarch’s seat (or theGreat Matriarch’s throne) for herself. The most fearsomeaspect of medurr society is its need for constant expan-sion until faced with a foe they cannot easily conquer.Their response then is always to reinforce and continuethe fight until they win or lose all claims by the death of

54

Page 55: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

each and every troop committed to the battle. They havefought the I’krl Exeat and the Theocracy in many battles,and they hold a particular hatred for the kroath due tosome previous encounters. It is this hate alone that al-lows them to ally with humanity against the Externals,rather than trying to conquer the Verge immediately…

Powers Past and PresentThe evrem also hinted at legends and stories that linkedwith some of humanity’s rumors and stories of spacetravel. Just as the early explorers reported strange sight-ings never confirmed, the evrem confessed that each ofthe starfaring species had similar encounters, all equallyinexplicable after millennia. They too have their leg-endary Precursors, and in fact, they claim that at leastfour of the six recognized Precursor species came fromthe Perseus Arm and their space millions of years ago(as did other species just as old that never reached theOrion Arm). They support this theory with the argumentthat they, the gardh, and three other unnamed speciestrace their origins back to two Precursor species whomthey collectively call (translated from their words intoterms for human comprehension) “Starweavers” and“Those who Think.” The evrem point out similarities be-tween their crystalline technology and some things foundat Glassmaker sites, though there are enough differencesto make them incompatible.

When pressed for more information, the evrem acqui-esced and spoke of ancient legends from their space. Ac-cording to them, there may be no fewer than nine Pre-cursor species, given the five discovered by humanityand others they knew. Existing millions of years ago,

their travels, colonies, and wars spanned at least thesetwo local arms of the galaxy, if not more. The evrem be-lieve that psionics and what few F/X are available to thespecies today are the briefest hints of what they were ca-pable of generating. Of all the species they know, onlythe blix, the deepfallen, the thaal, and they themselvescome close to such powers.

The evrem classify species by ages: Child (non-star-faring), Young (starfaring for less than five centuries),Mature (starfarers for more than five centuries), Elder(starfarers for more than five millennia), and Ancient(starfarers of more than twenty millennia). The Precur-sors, given their distance from our history and time, donot exist to them as species except as legends (or godsto some younger species). They hint that the I’krl, the“gods” of the thaal and the Theocracy, are an Ancientspecies whose powers are unparalleled by any extantspecies; the Ancient species seem to be considered thechildren of the Precursors before their exodus fromknown space. They named only one other Ancientspecies—the Falkri—and claimed these beings of psionicenergy helped them imprison the I’krl more than ten mil-lennia ago. Of the Elder species, they count themselves,the gardh, the thaal, and the blix (though they providedno more explanation on these speechless fixers). Human-ity and the t’sa are on the cusp of becoming Maturespecies in their eyes, and that is why they chose now tocommunicate with the Verge Alliance. While other alienspecies are still learning their way about the stars, theevrem need new allies to fight the other Elder and Ma-ture species that seek to wreak havoc on what the Pre-cursors built.

55

Page 56: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

As has been mentioned elsewhere in this book, the tech-nology of the Externals is very different from that of hu-mankind. That being said, however, it is worth notingthat the technology of both Externals and humans is sim-ilar in its results. Both sides go about things in differentways, although their results are more or less equivalent.

STANDARD WEAPONSAs is almost always the case in war, the media and mili-tary intelligence personnel tend to focus their attention onthe weapons of the enemy. With that in mind, we’ll takea look at the weapons of the aliens before we move onto the rest of their technology.

Blacklaser WeaponsThe mainstay of the External arsenal is the blacklaser.Found primarily in the hands of klick warriors, this dead-ly weapon is more or less identical to a human-builtlaser. Unlike human lasers, the alien blacklaser operatesat wavelengths between 4200 and 3500 angstroms,largely beyond the limit of the visible spectrum. Althoughthe media often refers to these weapons as x-ray lasers,they are more correctly described as ultraviolet lasers.

The most commonly encountered examples of thistechnology are the blacklaser pistol, which many officersand noncombat troops carry, and the blacklaser subma-chine guns, which is the primary weapon of klick in-fantry. Crack troops often carry the heavier weapons,like the blacklaser rifle or machine guns. The blacklasercannon is often mounted as an antipersonnel weapon onnumerous vehicles or in pillboxes. There are larger ver-sions of the blacklaser mounted on tanks, as field ar-tillery and so on, but those are so powerful as to be be-yond the scope of the individual combat system.

Two very rare versions of the blacklaser have beenencountered since the advent of the External war;Gamemasters might consider the recovery of one ofthese weapons early in the war something of a break-through. If the weapon is turned over to the authorities,they certainly reward the heroes for the chance to exam-ine this new weapon.

One of these is a small, easily concealed weaponabout the size of a small billfold. Known as a stinger, it iscarried by spies and others who do not wish to be visi-bly armed. A stinger is neither especially accurate norpowerful, but it can give the wielder a chance to avoidcompromise or capture.

At the other extreme of the spectrum, so to speak, isthe sniper, a heavy rifle. Equipped with enhanced com-puter sights and gyroscopic stabilizers, this highly accu-rate weapon is very deadly in the hands of a skilledmarksman. In addition to deploying snipers on the battle-field, the Externals have been known to scatter themaround occupied cities where they can enforce orderfrom a distance.

Dark Plasma WeaponsThe primary weapon of kroath troops, dark plasmaweapons lack the range of their blacklaser counterparts,but pack a powerful punch. While humankind has exper-imented with fusion and plasma weapons over the years,the only commonly encountered example of this technol-ogy is the plasma grenade. The Externals, however, havepursued this line of research in lieu of masers and othersuch weapons.

Dark plasma weapons employ a combined magnetic/gravity (gravimetic) field to rapidly compress a darkmatter slug until it is converted to a plasma state. Whenthe weapon is fired, the gravimetic field is hurled at thetarget. When it strikes, the containing field bursts and thedark plasma expands rapidly, releasing incredibleamounts of heat, a concussive shockwave, and a fairamount of radiation.

In addition to the dark plasma rifle, which is the main-stay of kroath infantry, this technology has been encoun-tered in other formats. The heavier dark plasma trigun,for example, is used as a support weapon on most largebattlefields.

Alliance troops have encountered two other dark plas-ma weapons since the war started.

The first is a stocky weapon known as a pug gun.The blunt, stocky appearance of the pug gun is reminis-

56 SECTION THREE: EXTERNAL TECHNOLOGY

ClipWeapon Skill Acc Range Md Type Damage Actions Size Hide MassBlacklaser, stinger Mod–pistol 0 5/10/20 F En/O d4w/d4+1w/d4m 3 6 +5 .5Blacklaser pistol Mod–pistol –1 20/40/200 F En/O d4+2w/d6+2w/d4m 4 10 +3 1Blacklaser rifle Mod–rifle –1 100/400/1000 B/A En/O d6+2w/d8+2w/d4+2m 3 30/10 — 4Blacklaser sniper Mod–rifle –2 200/600/1500 F En/O d6+2w/d8+2w/d4+2m 2 10 — 5Blacklaser SMG Mod–SMG 0 20/80/200 F/B/A En/O d6+1w/d6+3w/d4+1m 4 18/6 +1 3Blacklaser MG Hvy–direct 0 100/200/500 B/A En/O d6+3w/d8+3w/d4+3m 3 150/10 — 8Blacklaser cannon Hvy–direct 0 70/160/600 A En/G d8+2w/d12+2w/d6+2m 3 60/20 n/a 12

Page 57: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

cent of a sawed-off shotgun. This weapon fires two plas-ma rounds with every pull of the trigger, sacrificing ac-curacy for enhanced stopping power. When this weaponis used, the attacker makes a single attack roll with suc-cess indicating that both rounds have found their markand failure resulting in no damage to the target. Thedamage figures given on the table above are for a singleslug of plasma.

The other newly encountered weapon is the darkplasma pistol. This is a bulky weapon that most militaryanalysts believe to be a prototype. To date, it is a rareweapon.

Dark Fusion WeaponsA more advanced version of the dark plasma weapon,this powerful weapons makes use of an even more pow-erful gravimetic bottle to further compress the dark mat-ter slug until fusion begins to take place. This results in aweapon that inflicts even greater damage with almostidentical accuracy and other characteristics.

Although dark fusion weapons have been encounteredwith some regularity, they do not appear to be in generaldistribution. As such, there is some reason to believe thatthey have only just become practical for battlefield use.Alliance military intelligence seeks to capture some ofthese weaspons for further study. Heroes who get hold ofthem can count on being well rewarded for turning themover to the authorities.

Filament WeaponsThrough an unknown process, the Externals are able tospin out strands of molecular filaments. These ultrafinefibers can slice through most solid matter with relativeease, but can be dangerous if used by the untrained.Anyone careless enough to touch the cutting strand of afilament weapon is likely to slice off his fingers.

The typical example of such weaponry is the kroathfilament chain. This consists of two cylindrical gripslinked together by a strand of filament roughly one meterin length. When the weapon is carried, the two grips aresnugly secured together, making a tube about .3 meterslong. When the power stud is activated, the filament un-furls until only an invisibly thin strand of faintly glowingfilament connects the two grips. In order to make theweapon somewhat safer to use, the filament is given afaint charge that encases it in a soft glow; this makes theotherwise unseen filament visible.

In addition to this, the kroath have been known to em-ploy knives and swords with filament blades. These aresimilar to the filament chain, but have only one grip.When the weapon is activated, the filament blade extendsto a distance of .25 meters for the knife or 1 meter forthe sword. In order to stiffen the blade and make it safefor use, the charge applied to it causes the filament tostiffen as well as glow. About the only thing a filamentblade won’t cut through is another filament blade.

The kroath have also been known to employ filament-based weapons similar to ancient terran bolos. These aretremendously dangerous weapons that can be thrownwith great accuracy and deadly effect.

The kroath have been known to use their filamenttechnology in other ways as well. They often stringstrands of this invisible wire across hallways and the likeas booby traps. As often as not, the first sign an enemyhas of such a trap is the sight of a forward scout orcompanion suddenly being decapitated.

Neural WeaponsFew species among the ranks of the Externals are asstrange as the Jovian-dwelling n’sss. It should come aslittle surprise, therefore, that the weapons and technologyof these creatures is unlike any other. For reasons that

57Clip

Weapon Skill Acc Range Md Type Damage Actions Size Hide MassDP pistol Mod–pistol 0 20/40/200 F En/G d6+1w/d8+1w/d8+3w 3 5 +1 3DP rifle Mod–rifle 0 80/200/400 F En/G d8+1w/2d6w/2d6+3w 2 10 — 4DP pug-gun Mod–rifle +1 10/20/40 F En/G d8+1w/2d6w/2d6+3w 2 12 — 4DP trigun Hvy–direct 0 100/250/600 B/A En/G d8+1w/2d6w/2d6+3w 4 —/12 — 5

DF rifle Mod–rifle 0 80/200/400 F En/A d8+3w/2d6+2w/3d6+2w 2 10 — 5DF pug-gun Mod–rifle +1 10/20/40 F En/A d8+3w/2d6+2w/3d6+2w 2 12 — 5DF trigun Hvy–direct 0 100/250/600 B/A En/A d8+3w/2d6+2w/3d6+2w 4 —/12 — 6

ClipWeapon Skill Acc Range Type Damage Actions Size Hide MassFilament chain Melee–power –1 Personal LI/G d6+1w/2d4+1w/3d4+2w 3 20 +1 2Filament knife Melee–power 0 Personal LI/G d4+1w/d6+1w/d8+2w 3 20 +3 1Filament sword Melee–power 0 Personal LI/G d6+1w/2d4+1w/3d4+2w 3 20 +1 2Filament bolo Athletics–throw 0 Per Strength LI/G d4+1w/d6+1w/d8+1w 2 20 +1 3

Page 58: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

humankind can only guess at, they have an excellent un-derstanding of nervous systems and living tissues.

The n’sss neural weapons are most commonly en-countered in the shape of the neural blade. Thegrip/power pack of this weapon creates a spade-shapedfield of ultrasonic vibrations. The slightest touch of thissonic blade causes extreme pain as tissues and nervesare literally torn apart.

In addition to the bayonetlike neural blade, this tech-nology has also been adapted to other weapons, al-though Alliance troops do not encounter these with anyfrequency. The most interesting example of this technolo-gy is the neural lance. This weapon has a grip ratherlike the L-shaped stock of a traditional police baton.When the power stud is activated, it throws out a wedgeof ultrasonic vibrations that breaks down living tissue.This field of deadly energy begins at the tip of theweapon and extends outward to form a cone some threemeters long and wide.

Another deadly use of this technology is the neuralnet, a vibration field erected across hallways or otherpassages as a security measure. Anyone who passesthrough the ultrasonic energy is subject to its deadly ef-fects. The table above provides information for theportable version of this device, which contains its ownpower plant and can operate for up to a month before itmust be recharged. The field projected by this generatorcan cover a hallway or portal up as large as 10 metersby 10 meters. Larger, more powerful versions of theneural net exist, but these are generally fixed defenses.

Render WeaponsMany of the External species employ gravity-basedweapons similar to human renders. By rapidly strobingthrough a cycle of gravitic attraction and repulsion, theseweapons can wrack a target and, in extreme cases, tear

it apart. The aliens use lower frequencies than humansocieties, resulting in weapons ess powerful than theirhuman counterparts but far more painful to the target.Whether this is the result of lesser gravity engineeringtechnology or sadistic design remains to be seen.

The most commonly encountered examples of thistechnology are the render pistol and rifle. These arecommonly carried by the n’sss and other powerful Exter-nal species. In addition, battlefield render cannons havebeen encountered on a wide variety of armored vehiclesor carried as support weapons by infantry units.

Recent rumors have surfaced hinting that the Exter-nals are experimenting with massive, battlefield renders.To date, no direct encounters have been had with ar-tillery of this type.

Sliver WeaponsAnother unusual weapon developed by the n’sss is thesliver gun. Using a powerful magnetic accelerator tothrow a shower of tiny crystalline needles at an enemy,this weapon is similar in many respects to human railguns and mass drivers.

The primary difference, however, is the nature of theprojectiles hurled by the sliver gun. The most commonlyencountered versions of this weapon throw crystallineshards. Examples of these devices have even been en-countered as artillery capable of spraying a massive vol-ley of shards with a high firing rate.

More unusual versions of the sliver gun have beenencountered on rare occasions. The crystalline shards inthese weapons differ from the usual ones. For example,some gardhyi agents have been known to employ sliverguns that fire slivers that dissolve inside the target, re-leasing various drugs. In many ways, these weapons aresimilar to the tranquilizer-firing rifles employed by gamewardens and some police forces.

58Clip

Weapon Skill Acc Range Type Damage Actions Size Hide MassNeural blade Melee–power 0 Personal En/O d6w/d4+1m/2d4m 3 10 +2 2Neural net Security–devices 0 See text En/O d8w/d6+2m/d6+4m — — — 10Neural lance Melee–power 0 See text En/O d6+1w/d6+1m/d8+2m 2 10 +1 3

ClipWeapon Skill Acc Range Md Type Damage Actions Size Hide MassRender pistol Mod–pistol –1 20/40/100 F En/O 2d4s/d6+3w/d4+1m 3 10 +3 1Render rifle Mod–rifle –1 60/120/500 F En/O 2d4+1s/d6+4w/d4+2m 3 10 — 3Render cannon Hvy–direct –1 100/300/500 F En/G 2d6s/2d8w/2d4m 3 6 — 4

Sliver gun Mod–SMG –2 20/40/60 B/A HI/G d6w/d8+1w/d4+2m 3 —/6 +1 2Sliver gun (tranq) Mod–SMG –2 20/40/60 B/A HI/O d4w/d6w/d8w* 3 —/6 +1 2Sliver cannon Hvy–direct 0 200/400/600 F/B/A HI/G 2d4w/2d6w/2d4m 3 15/150 — 10

* In addition to the damage inflicted by the weapon, the victim must deal with the effects of an insinuative paralytic poison with anonset time of 1 minute. Every hit by the weapon applies a +1 step penalty to the target’s attempt to resist the action.

Page 59: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

Cluster RocketsA common support weapon among the External militaryis the heavy and dangerous cluster rocket launcher. Withthe smallest of these weapons weighing in at 10 kilo-grams, they are normally encountered only on battle-fields. Here, they serve to support normal infantry unitsand fill the air with clouds of terrifying projectiles. Morethan one observer has noted that the cluster rocket doesas much damage to the enemy’s morale as it does totheir forces.

The cluster rocket launcher is a bulky affair with threelaunching rails affixed to the sides of a triangular hous-ing. Two projectiles are mounted one atop the other oneach rail. With a single pull of the trigger, three rocketsare launched as one. A second pull discharges the nextsalvo, after which the weapon must be reloaded.

When the rockets take flight, they are guided to theirtarget by a designating blacklaser beam. The accuracy ofthe weapon depends upon the firer’s ability to paint histarget with the laser designator until the moment of im-pact. If the attacker is unable to do this, apply a penaltyto the attack roll. This might be as little as a +1 steppenalty or much greater, depending on the situation.

As the rockets near their target, they burst into a sal-vo of three warheads. At this point, the guidance systemis no longer active and the gunner may stop painting thetarget. A second or so after the rockets split apart, ashower of small dark matter bombs hammers the target,doing an incredible amount of damage.

Larger versions of the cluster rocket have been en-countered, ranging in size from hopper-fed vehiclemounted cannons to field artillery pieces. In the lattercase, target designation is often the task of a forward ob-server whose job is to remain out of sight and paint oneenemy position after another.

Cluster MissilesThe cluster missile is an improved version of the clusterrocket. While the weapon itself is very similar in design

and construction, the major difference between the twolies in the guidance systems. While those using the clus-ter rocket must paint the target with a blacklaser desig-nator, the missiles fired by this weapon are self-guided.At the moment the shooter pulls the trigger, and internalguidance system tracks the target and insures a solid hit.

The guidance system of the cluster missile is intendedto track vehicles and other large targets. When attempt-ing to lock onto a smaller target, especially one that ismoving, they tend to lose the target and strike randomly.Thus, they are less accurate when employed against in-fantry or other small targets. Of course, a random show-er of small matter bomblets is still nothing to laugh at.

NEW WEAPONSAlthough a long series of skirmishes and border clasheswith the Externals had left both sides more or less famil-iar with the principle weapons of the enemy, there weresurprises for both sides at the start of the External War.

While human analysts can only speculate about mat-ters from the alien point of view, it seems certain thatthey had no idea humanity would unify against them.Their intelligence about the Verge and its countless bick-ering factions almost certainly led them to believe that nocentral government would rise to govern all of humani-ty’s holdings. While the Verge Alliance may not have ef-fected a full unification of the human colonies in the area,it was certainly much more so than the Externals mighthave been led to expect.

On the human side, there were numerous surprises instore. For the most part, these centered on a human ten-dency to underestimate the External biotechnology. Hu-man arrogance led them to assume that their masses oftechnology must certainly be superior to the squishy-techof the aliens. The battle at Hammer’s Star appears tohave proven just how wrong such thinkers were.

In addition to the weapons brought into the war by theExternals, a great deal of fear rose up from their seizureof the Mantebron system. Obviously, there was greatspeculation about their objectives there. Of course, the

59

ClipWeapon Skill Acc Range Md Type Damage Actions Size Hide MassCR launcher Hvy–indirect 0 200/400/1200 A HI/G d6+3w/d4m/d4+3m* 1 —/6 — 10CR cannon Hvy–indirect 0 400/800/2400 A HI/G 3d6w/3d4m/3d6m* 1 —/60 — 25

* CR launchers are area effect weapons inflicting amazing damage out to 2 meters from the impact point, good damage out to 4meters, and ordinary damage out to 8 meters. These ranges are doubled for the CR cannon.

CM launcher Hvy–indirect +/–2 200/400/1200 A HI/G d6+3w/d4m/d4+3m* 1 —/6 — 10CM cannon Hvy–indirect +/–2 400/800/2400 A HI/G 3d6w/3d4m/3d6m* 1 —/60 — 25

* CM launchers are area effect weapons inflicting amazing damage out to 2 meters from the impact point, good damage out to 4meters, and ordinary damage out to 8 meters. These ranges are doubled for the CM cannon.

Page 60: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

most commonly voiced opinion was that they weresearching the Glassmaker ruins for technological relicsthat might be used as weapons. Their researches turnedup a wide assortment of useful innovations. These, cou-pled with the virtual matter shield, have made for nu-merous surprises in the early months of the ExternalWar.

The following is a brief discussion of the weapons andsystems that most surprised the Alliance during the firsttwelve months of the External War.

Tachyon CannonAlliance military and scientific analysts have not yet de-termined the full extent of the External discoveries onMantebron. To be sure, they have not been in control ofthat system long enough to open up vast new areas thatwere not previously explored by human scientists. Thatthe aliens have managed to draw forth secrets with suchseeming ease indicates that they must have a greaterbase understanding of Glassmaker technology than doeshumanity. Perhaps the most telling example of these dis-coveries is the powerful tachyon cannon that was de-ployed aboard the fortress ship Phlegethon in time forthe battle at Aegis.

The tachyon cannon makes use of a powerfulgravimetic snare to collect faster-than-light particles.These are held inside a gravimetic packet until theweapon is discharged. The targeting computer gives thepacket a charge to sustain it until it reaches its target. Byprecisely controlling the strength of the gravimetic field, itcan be made to decay when it reaches the target. As thefield weakens, the tachyons within it are released. Thedrag created by their passage through the weakeningbottle causes them to lose velocity, causing them to beslowed to well below the speed of light. This causes theparticles to release a great amount of heat, a powerfulconcussive shock wave, and a storm of hard radiation.

The massive tachyon cannon mounted aboard thefortress ship Phlegethon is a piece of technology unlikeany deployed by the humans or their allies. The weaponappears to have been built into the very structure of theship itself. Indeed, so complete is this integration that dis-mounting the weapon would almost certainly require thedeconstruction of the entire craft. It may well be that thisweapon was discovered as a whole on Mantebron andwas then mounted aboard Phlegethon after it had under -gone restoration.

Because of its great size and power, it is far beyond

the scope of the starship combat rules presented in theALTERNITY game system. Gamemasters should assumethat any craft smaller than a cruiser struck by thatweapon is destroyed. Larger craft suffer damage moreor less equivalent to that needed to annihilate a cruiseras determined by the Gamemaster.

It is presumed that the Externals are working hard toreverse engineer the technology of this ancient weapon.In due time, it is likely that they can mount smaller ver-sions of this weapon aboard other ships. When this hap-pens, the Verge will be hard pressed trying to competewith such weaponry. Fortunately, it is unlikely that theywill be able to employ this technology to produce battle-field weapons anytime in the near future.

It is probable that the Glassmaker versions of thisweapon were much more sturdy and reliable than thosebeing deployed by the Externals. Because they are forcedto replace some aspects of the lost Glassmaker technolo-gy with their own, they depend upon juryrigged systems.These have a tendency to break down more often thando other systems, making the tachyon cannon a less reli-able system than might be expected.

It is important to keep in mind that this is a uniqueweapon, at least for now and the foreseeable future. Thedescriptions of the light and heavy tachyon gun givenhere are for reference only; if the Externals manage toreverse-engineer the technology successfully, these otherweapons may appear. A light tachyon gun would requirea battleship to mount it, while the heavy tachyon gun canfit only on a fortress or cathedral ship.

Assume the damage ranges given here are of a scalenecessary to engage very large capital-class ships(fortress ships, dreadnoughts, battleships, and so on). Re-fer to the description above to determine the effects of ashot fired at any smaller ship (cruisers and smaller).

Converter GunsDespite its name, the External converter gun is not simi-lar to the human mass converter. While that weaponcauses the atoms of the target to strip themselves of par-ticles, effectively disintegrating it, the converter weaponof the Externals fires a concentrated shot of antimatter.When this strikes the target, the gravimetic bottle decaysand the minute quantity of antimatter within comes intocontact with the target. This results in a massive releaseof energy and hard radiation.

The External converter guns are encountered both asartillery and starship weapons. Lighter versions are oc-

60

Weapon PL Dur Pow Acc Range Type Damage ActionsLight tachyon gun 9? 2 6 0 8/16/24 En (e) 2d6w/3d6w/2d6m 2Tachyon gun 9? 3 8 0 10/20/30 En (e) 3d6w/4d6w/3d6m 2Heavy tachyon gun 9? 4 10 0 15/30/45 En (e) 4d6w/5d6w/4d6m 2

Page 61: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

casionally encounter aboard the heaviest armored unitslike the Longsword or Flamberge. Examples of both arepresented herein.

Examinations of converter guns have been captured,although not intact. Studies of these weapons have ledmilitary analysts to believe that they are Progress Level8 developments. As the majority of the External Technol-ogy appears to be more or less equivalent to what hu-manity labels as Progress Level 6 or 7, the existence ofthese weapons is cause for concern. The most probableexplanation is that the klicks, kroath, and other aliens areat least partially supplied by some force with a basictechnology more sophisticated than that of humanity.

Virtual Matter ShieldsOne of the most daunting systems developed by the Ex-ternals is the virtual matter shield. The technology behindthese deflectors is unknown to humans although manytheories have been put forward to explain their function.

Observation of these systems indicates that they ap-pear to surround the vessel with a physical wall that actsmuch like armor. This barrier doesn’t actually exist, rais-ing more questions than it answers. Most technical ana-lysts agree that they work by creating a force bubblearound the ship, perhaps gravity induced, which is everybit as solid as the armor on the ship’s hull. The damagecaused to these shields is absorbed, either as kinetic orelectromagnetic energy, and stored in a series of on-board capacitors. When these reach their limit, the shieldcollapses.

Presumably, these capacitors can be discharged andthe shield raised again.

In game terms, these deflectors are treated just likenormal armor. Exactly how long it takes the ship to raiseits shields again appears to be a product of the damageit has absorbed. It requires one combat round to dis-charge 10 points of damage. Thus, a ship whose shieldshave absorbed 27 points of damage through its VMshields would be forced to spend three rounds withoutthem active in order to completely recharge them. If itraised them again after only two minutes, the capacitors

would still have 7 points stored in them. Thus, the Game-master can treat VM shielding as armor that “growsback” between (or even in the midst of) battles.

The protection provided by these systems has yet tobe solidly quantified by human analysts, but the followingestimates seem to be more or less correct. It is probablethat further advances will see the evolution of even morepowerful virtual matter technology at Progress Level 9.

OTHER TECHNOLOGYBy and large, the Externals have not followed the sameroad to the stars as humanity. While there are some ex-ceptions among them, most notably the sifarv, they tendto accomplish their goals through the manipulation of liv-ing creatures. As might be imagined, the biotechnologyof the Externals makes for some unusual equipment.While it is considered commonplace among the aliens, itis strange and sometimes horrific to humanity.

In most cases, the Gamemaster does not need to getcaught up in the working specifics of these unusual de-vices. Assume, for example, that an alien water purifierhas the same operational characteristics as its technolog-ical counterpart. The fact that an alien flashlight uses bio-luminescent slime instead of a filament to generate lightshouldn’t affect game play.

However, this fact should not be forgotten. Wheneverthe Gamemaster is called upon to describe an alien pieceof equipment, he should keep in mind the fact that mosthumans find the concept of biotechnology somewhat un-nerving. This factor can be played up whenever the hu-mans encounter Externals face to face. A scuba mask,for example, might look far too much like the face-hug-ger from Alien to make any hero willing to touch it.Creepy, crawly, and slimy are characteristics that can beattributed to almost anything the Externals design.

The following sections further illustrate the differencesbetween human and External technology.

Clothing and EquipmentLike humanity, the Externals wear a wide variety of

61

Starship Weapon PL Dur Pow Acc Range Type Damage ActionsConverter gun 8 4 5 0 5/10/20 En (e) d6+1w/d6+3w/d6m 2

ClipVehicular Weapon Skill Acc Range Md Type Damage Actions Size Hide MassConverter gun Hvy–indirect 0 100/200/400 F En/G d6+1w/d6+3w/d6m 2 * — 25* The weapon is fueled from the vehicle’s power plant and has an effectively unlimited number of shots.

VM Armor Type PL LI HI En Availability Cost per 10 DurabilityVM Aura (light) 6 d4 d6 d6 External Military 1m?VM Shell (moderate) 7 d6 d8 d8 External Military 2m?VM Shield (heavy) 8 d6+2 d8+2 d8+2 External Military 4m?

Page 62: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

clothing. These range from light, casual things worn forcomfort or style, to heavy survival gear donned to allowoperation in hostile climates.

Civilian Clothing

The lightest examples of External clothing are fine mem-branes generally found in one of two formats. The casualclothing worn by civilians appears to be fashioned fromsome manner of naturally spun fiber more or less akinto terrestrial silk.

Examinations of these garments seem to indicate thatthey are all single pieces of fabric. Indeed, many peoplehave theorized that each article of clothing is individuallytailored. It has even been suggested that the would-becustomer visits the External equivalent of a tailor andhas a small army of spiderlike creatures swarm over hisbody. As they move to and fro, they spin out their webscreating a new garment in the same way a caterpillarfashions a cocoon.

Military Clothing

The common uniforms worn by military personnel ap-pear to be some manner of living membrane. They ap-pear to be created by immersing an individual in a bathof, for want of a better word, slime. When the person isremoved from the solution, a thin film remains on thevictim. This film, it appears, is a living creature that sur-vives by feeding on such unwanted byproducts of life asperspiration and urine.

This living clothing acts to make its wearer morecomfortable in many ways. First and foremost, it cleansitself by absorbing (perhaps feeding on?) stains and thelike. It also serves to regulate the temperature aroundthe wearer, warming or cooling the wearer by a few de-grees at any given time. Minor tears or cuts in the fabricare mended overnight and larger ones in a few days asthe artificial skin grows itself back together.

This same technology appears to be used for themanufacturing of cold weather clothing, hazardous mate-rial handling suits, or even as protection against unusu-ally high levels of radiation. There is some evidence toindicate that many of their civilian space suits are creat-ed in much the same way.

Computers and ElectronicsMany scholars frown on the use of the term “computer”to describe External logic systems. They believe that theterm “thinking machine” or, more simply, “brain” is moreappropriate. In light of the biological nature of thesethings, the latter statement might be more correct.

One of the most interesting differences between hu-man computers and Externals’ brains involves the con-

cept of artificial intelligence. For decades, human scien-tists built more and more powerful computers in an at-tempt to duplicate the thought processes of the humanbrain. They managed to create systems that could simu-late almost every aspect of human intelligence.

The Externals, however, had no such problem. Eventhe most basic of their thinking machines was gifted withat least a modicum of self-awareness. The massivebrains and nerve clusters that serve to guide their livingstarships between the stars are fully sentient creatures intheir own right. They understand their lot and follow or-ders much as any other member of the crew is expectedto do, but they are indeed sentient creatures. Whether anExternal spacecraft would refuse to obey commands thatled it to certain doom is a question many have consid-ered carefully. In the end, it is assumed they would actmuch like loyal soldiers, giving up their lives if duty andhonor demands it.

This matter is likely to come up in a game situationonly when heroes get their hands on an External artifactof some sort. In the case of a simple machine (the 26th-century equivalent of a calculator, for example), the intel-ligence of the device would be too limited to matter. Ifthey have gotten their hands on something more sophis-ticated, perhaps a notebook computer, the device is likelyto resent its new owners. It might not be obvious aboutsuch things, but could simply give them the wrong an-swers whenever they try to use it.

Despite these considerations, Gamemasters can as-sume that alien computer systems are more or less theequivalent of their human counterparts. As a rule, how-ever, External brains are larger than human computers,but have slightly more active memory available to them.Gamemasters should multiply the mass of an Externalcomputer by 125% and increase the Active Memory by1. Thus, an Ordinary-quality, PL 6 External desktop com-puter would mass 10 kilograms and have an ActiveMemory of 5.

Cybertech and MutationsThe Externals do not use much cybertech. Because onlya handful of the Externals use electronics and similartechnology, the implanting of mechanical devices is most-ly unknown to them. However, their superior medicalskills allow them to shape living things as they desire. Inmany ways, this gives them the ability to mimic the cy-bernetic components described in the ALTERNITY rules.

The line between mutations and cybertechnology hasceased to exist for the Externals. Would a creature ma-nipulated so that it extends long, bony claws in combatbe a mutant or a cyborg? Because much of what the Ex-ternals build doesn’t fit into the human scheme of things,however, the matter is sometimes difficult to judge.

62

Page 63: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

Compared to the I’krl Theocracy, the stellar nations ofhumanity are really quite homogeneous. The differencebetween the men and women of Austrin-Ontis Unlimitedand their counterparts in VoidCorp space or in the SolarUnion are insignificant compared to the racial differencesbetween the thaal and their sifarv underlings or thegardhyi and the n’sss who obey them. This makes it dif-ficult for either side to truly understand the other.

Nowhere is this more apparent than in the structureand deployment of military forces.

SPACECRAFTIn very general terms, the spacecraft employed by theExternals can be said to have counterparts in the VergeAlliance Navy. This is true despite the fact that many ofthe craft employed by the Externals are the products ofstrange and exotic biotechnologies. In other words, themajority of the alien craft encountered during the Exter-nal War are grown rather than constructed.

In game play, the organic nature of the External fleetmatters little. They can be assumed to function very sim-ilarly to human-built craft in all ways. For roleplayingpurposes, however, a skilled GM can make much of thesoft edges and flowing contours of the alien craft.

One interesting aspect of the alien biotechnology isthat no two External vessels are ever the same. Whilethe shipyards of humanity often produce numerous ves-sels of a given class that are, for all intents and purpos-es, identical, every alien vessel is, in essence, an individ-ual. Despite this, normal human convention has led mili-tary analysts to refer to ships of roughly identicalcharacteristics as being of the same “class.”

The major exceptions to this rule are the sifarv. Theseadvanced creatures have a technology very much akinto that of their human enemies. Although their craft areclearly the work of alien shipyards, they are also veryobviously the products of traditional technology.

The remarks made on the given pages are, obviously,intended for human readers. As such, they reflect humanprejudices and assumptions. Because of this, readersshould recognize the fact that, while a battleship of hu-man design might be very different from one of Externalmanufacture, the two have roughly similar capabilities.

FightersThe smallest true spacecraft employed by the Externalsare their fighters. Although the Externals do not employ

ship classes like their human counterparts do, the VergeAlliance has grouped their craft into three distinct types,based wholly on the number of crewmen. In addition,there are sifarv fighters, but these are quite rare withinthe Exeat military forces.

Hornisse: These light fighters have only a single pilotand are generally lightly armed. As a rule, they are veryswift and often employed as scouts or interceptors. Forthe purposes of the shorthand combat system describedabove, Hornisse class fighters have a combat strength of10. These light craft are not equipped with a stardriveand have only a limited endurance. They are seldomfound far from a base or carrier.

63SECTION FOUR:EXTERNAL MILITARY FORCES

External StarshipsClass CombatName Ship Type StrengthHornisse Light Fighter 10Wespe Fighter 15Beine Heavy Fighter 20Raptor Light Fighter 15Pato Troop Shuttle 10Augila Scout 20Halcon Cutter 30Riddare Light Destroyer 50Soldat Fleet Destroyer 75Ray Assault Escort 100Skate Escort 125Shark Fleet Escort 150Intruder Light Cruiser 250Violator Cruiser 375Invader Heavy Cruiser 500Saeta Light Carrier 200*Lanza Carrier 250*Bala Heavy Carrier 300*Dictator Pocket Battleship 1,000Tyrant Battleship 1,500Behemoth Dreadnought 2,500*Styx Fortress Ship 10,000**Phlegethon Improved Fortress Ship 12,500**Guardian Light Monitor 500*Protector Monitor 750*Defender Heavy Monitor 1,000*Ascension Cathedral Ship 20,000*** The unit’s combat strength does not take into account

its fighter squadrons.** The unit’s combat strength does not take into account

its fighter squadrons and other internally carried ships.

Page 64: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

64 Quick Combat ResolutionOver the course of the war, a great many battles arefought between space fleets, armored divisions, and soon. In many cases, there are so many participants inthese battles that it becomes impractical to resolve themusing the normal combat rules. In such cases, the fol-lowing system can be used to quickly determine the win-ners and losers of a given exchange. Gamemasters canuse the same system for actions involving opposingspacecraft, ground forces, or combinations of the two.

This system is by no means exacting. It is meant toprovide a general system to resolve large conflictsquickly and easily. Those who demand precise rules thattake into account many variations in tactics and condi-tions should refer to Warships.

Force StrengthThe first step in resolving a large battle with this short-hand system is to assign a numerical rating reflectingthe strength of each side.

Individual Combat Strength: Each of the vessels de-scribed in this section is given a combat strength. Forsmall craft, these are quite low. For larger vessels, thesemight be much higher. An External Hornisse class fighter,for example, has a combat strength of 10, while a klickinfantryman has a combat strength of 1. A thaal cathe-dral ship, the largest combat vessel known to man, has acombat strength of no less than 20,000.

Force Strength: In order to determine the totalstrength of a given side, the Gamemaster need only addup the combat strengths of its individual units. A flight ofsix Hornisse fighters would have a total combat strengthof 60, as would twelve five-man klick fire teams.

Tactical AdvantageOnce the strength of both sides has been determined, theGamemaster need only compare these numbers to deter-mine which side has the tactical advantage. For the pur-poses of these rules, the side with the higher total ForceStrength is termed the “attacker” while the other side iscalled the “defender.” These terms are not meant to indi-cate which side is actually the aggressor and are usedonly for the sake of convenience.

Based on the relative strength of the attacker, theGamemaster can determine a step modifier for the battle.In order to use the following table, the Gamemaster needonly divide the defender’s force strength by the attacker’sto determine the “Tactical Advantage.”

Offensive Advantage Step ModifierLess than 0.2 +50.2 to 0.39 +40.4 to 0.59 +30.6 to 0.79 +20.8 or higher +1

Combat ResolutionAfter the tactical advantage has been determined, theGamemaster should call upon the leader of the attackingfleet to make a skill check using his tactics skill. The out-come of this roll determines the course of the battle’s ini-tial phase as indicated on the following table.

Check Result Attacker Losses Defender LossesCritical Failure 25% 5%Failure 20% 10%Ordinary Success 15% 15%Good Success 10% 20%Amazing Success 5% 25%

The number indicated on the table is a percentage ofcombat strength lost in the battle. For example, we’re re-solving a small fleet action in which the attacker’s forcestrength is 12,500 points and the defender’s is 10,000.If the attacking commander’s tactics check indicates or-dinary success, both sides would lose 15% of their com-bat strength. For the attacker, this would be 1,875 points,while the defender would lose 1,500 points.

A failure or critical failure can often indicate that thetide has turned in a close battle. In the above skirmish, aCritical Failure would cost the attacker 25% of his force(3,125 points) while the defender would lose only 5%(500 points). After these results are applied (see below),the original attacker would have a Force Strength of9,375 and the defender’s strength would be 9,500. Whenthe next round of battle is resolved, the designation of “at-tacker” and “defender” would be reversed.

Allocating LossesAfter the combat results above are determined, both sidesreduce their fleet strengths as indicated. For the mostpart, it isn’t important to determine which vessels arelost or damaged at this juncture. Thus, both sides needonly record their new totals.

GMs who wish to keep more careful track of the bat-tle might require each side to “cross off” ships whosetotal combat strength is equal to the number indicated aslost. If this is done, the Gamemaster should allow bothsides to determine their own losses and allow for a fewpoints of leeway when trying to hit the exact point total.

It is possible for the side that begins a battle as the at-tacker to see his force diminish until it is smaller thanthat of his opponent. If this happens, the terms “attacker”and “defender” are swapped.

Moving OnOnce this is done, both sides have the option of with-drawing from combat and ending the battle. If neitherwishes to do so, another round of combat is resolved asindicated above. This process continues until one side orthe other is victorious or withdraws.

Although heroes are free to command their forces tocontinue fighting for as long as they deem wise, fleetscontrolled by the Gamemaster should be a little morepractical. As a rule, any human-controlled fleet breaks offwhen it loses 40% of its original strength. The mentalityof the Externals makes them more determined and lesswilling to admit defeat than would humans, so theirforces usually fight on until they lose some 60% of theiroriginal fleet strength.

Of course, special considerations may alter these val -ues. The human forces defending Hammer’s Star, for ex-ample, vowed to fight to the death as they bought time forcivilians to flee the system. As such, the order to with-draw was not given until the human force had been re-duced to 10% of its original size.

Page 65: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

Wespe: Slightly slower and more heavily armed thanthe one-man Hornisse fighters, the Wespe carries a crewof two. One of these acts as the pilot and navigator whilethe other is in charge of the craft’s offensive and defen-sive systems. The Wespe has a combat strength of 15.These vehicles do not carry stardrives but have extendedlife support capabilities. As such, they can operate inde-pendently for extended periods of time and are often en-countered far from any base or carrier.

Beine: The heaviest fighters employed by the Exter-nals are the Beine three-man craft. These vessels areslower than their smaller counterparts, but carry heavyshielding and powerful weapons. Their crew consists ofa pilot/navigator, a tactical officer, and an engineer.Equipped with both a stardrive and extended life supportcapabilities, these craft can operate very far from carri-ers or bases and are often used as high-speed couriers.A Beine fighter has a combat strength of 20.

Raptor: These sifarv fighters are quite possibly thebest-designed fighters in existence. A pilot’s dream to fly,the Raptor is small, highly maneuverable, fast, and wellarmed. Consider the Raptor to have the equivalent of astabilizer system installed (at no cost); actually adding astabilizer does not improve its maneuverability any fur-ther than its natural –1. Further, its speed is more than

enough to overtake most ships, and its armaments give ita good punch when it catches its prey. Assume a combatstrength of 15 for these agile, single-pilot craft.

Cutters/ScoutsAlthough the largest of the External fighters are able tocarry stardrives and might be considered starships, mostreserve that designation for somewhat larger craft. Thesmallest of these craft are generally classed as cutters orscouts. This description covers a wide range of smallcraft, including the landing craft and other shuttles usedto transport troops and supplies to the surface of an em-battled world. The Verge Alliance recognizes three differ -ent types of ship in this class, each of which has a crewof up to a dozen.

Pato: The Pato is a small craft used primarily as atransport. Some of these might be used to carry troopswhile others are outfitted to haul ground vehicles or oth-er cargo. In any case, however, these armed transportshave a combat strength of 10. The typical Pato-classtransport can carry a platoon (or groush) and its supportgear.

Augila: These craft are lightly armed vesselsequipped for extended duration missions and scientificinvestigations. They are seldom encountered in battle, al-

65

Page 66: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

though they are more heavily armed than the Pato trans-ports. The average Augila class ship has a combatstrength of 20.

Halcon: When these craft are outfitted for battle, theysometimes serve as fleet escorts or light gunboats. Whilethey can be useful for suppression of piracy or as com-merce raiders themselves, they seldom play an impor-tant role in any real fleet action. The light armaments ofthese craft give them a combat strength of 30.

DestroyersWith crews numbering a few dozen, these craft oftenserve to bolster the strength of a small fleet. Their supe-rior firepower allows them to operate independently insome cases, patrolling trade lanes, policing ports, or thelike. There are two general types of small ships in theExternal fleet.

Riddare: These craft are designed to serve as part ofa larger squadron, relying on the presence of other shipsto compensate for their own lesser firepower. They areoften encountered as commerce raiders, operating inpacks of between three and nine ships. The typical Rid-dare-class ship has a combat strength of 50.

Soldat: Heavier than their counterparts, these craftare sometimes given independent assignments at thefringes of explored space. While they certainly lack thefirepower to move against any fortified position, they canbe used to blockade civilian positions and otherwise ex-ert pressure on the enemy. The typical Soldat-class ves-sel has a combat strength of 75.

EscortsThe primary role of the escort is to flesh out the ranks ofa large fleet and support the actions of cruisers or othercraft. They generally have crews of several dozen andare designed to fill a specific role and can be defined bythe types of weaponry they mount. The Verge Alliancerecognizes three types of escorts in the service of theI’krl Theocracy.

Ray: These light escort craft are outfitted with power-ful energy weapons, making them deadly opponents.They are by far the most commonly encountered exam-ples of this type of ship, filling out many small battlefleets. When engaging in combat, their strength is 100.

Skate: Opting for a balanced mixture of energyweapons and projectiles, the Skate is a deadly craft thatcan serve equally well when attacking other ships orbombarding forces on the ground. It has a combatstrength of 125.

Shark: The Shark-class vessel is designed along op-posite lines from the Ray. Instead of being based aroundenergy weapons, it employs missiles and other projectile

armaments. All in all, it is somewhat more powerful(having a combat strength of 150) but is less commonlyencountered.

CruisersThe heart of most battle fleets is the cruiser. These mas-sive ships have crews of several hundred and mountweapons heavy enough to pulverize smaller craft. Eventhe lightest of them is a truly formidable vessel. If calledupon to deploy its ship’s troops as a ground force, acruiser can field a force equal to that of a regular seven-ty-five-man groush.

Intruder: These light cruisers are often employed asescorts for larger craft like battleships or carriers. Theyare seldom encountered on their own and are often ac-companied by two or three smaller craft (usually de-stroyers). Ships of the Intruder-class have a combatstrength of 250.

Violator: These craft are heavily armored and mounta wide assortment of weapons and defenses. Becausethey retain much of the maneuverability of the lightcruiser, they are perhaps the most versatile craft in theExternal fleet. Although they’re powerful enough to oper-ate on their own, these craft are most often part of alarger fleet or in the company of a dreadnought orfortress ship. The average ship of this class has a com-bat strength of 375.

Invader: The heaviest of the alien cruisers, thesecraft mount enough firepower to reduce whole cities torubble in short order. Although their greater bulk coststhem something in terms of maneuverability, this is morethan compensated for their increased arms and armor.Invaders often act on their own, serving as the main ele-ment of small fleets or task forces. Invaders have a com-bat strength of 500, making them a deadly menace.

CarriersIn order to carry their complement of fighters, carriersare forced to give up a great deal of weaponry and ar-mor. Despite this, however, the powerful armaments ofthe 26th century make even these craft deadly warships.The Verge Alliance classes carriers by the number offighters they carry on them. In addition to their owncrew, of course, these ships must carry pilots, techni-cians, and the like. All told, they can carry a crew of wellover a thousand.

Saeta: The lightest of the External carriers, theseships carry a complement of forty fighters and their ac-companying support teams. If forced to battle without itsprotective squadrons, the Saeta-class light carrier has acombat strength of 200.

Lanza: The most commonly encountered carrier in

66

Page 67: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

the External fleet, the Lanza-class is able to carry up toeighty fighters. In addition, it mounts a wide assortmentof weapons, giving it a combat strength of 250 even af-ter all of its fighters have been lost.

Bala: The Bala-class carrier is a true juggernaut, ca-pable of supporting no fewer than 100 fighter craft. Al-though not noted for its speed or maneuverability, theBala carries enough weaponry to give it a combatstrength of 300, making it a deadly vessel even whencaught before it can deploy its fighter screen.

BattleshipsBattleships are the focal point of most major assaultfleets. Huge and heavily armed, they make up for theirlack of speed and maneuverability with heavy armorand shielding. To date, the Verge Alliance has catalogedtwo general types of battleship in the External fleet, bothof which have crews numbering in the thousands. Battle-ships often carry a landing force as well, allowing themto insert an entire ahmk of 150 soldiers and their sup-porting equipment.

Dictator: The lighter or “pocket” battleship is best ex-emplified by the Dictator-class. Lacking the firepower ofits heavier sisters, this craft is very well designed andcan soak up an incredible amount of damage. Dictator-class ships are often deployed in groups of three so thattheir lighter weaponry is more than compensated for bythe pooling of their resources. A typical Dictator has acombat rating of 1,000.

Tyrant: An excellent example of the full-fledged bat-tleship is the Tyrant. A true behemoth, this massive bat-tleship packs a tremendous offensive punch and canwithstand incredible damage itself. While not especiallyswift or agile, it is still more maneuverable than mostwould expect. The Dictator has a combat strength of1,500, making it one of the most deadly craft in the war.

DreadnoughtsThere are only a handful of true dreadnoughts on eitherside of the External War. The alien Behemoth is the bestexample of this class of ship. Massive and heavilyarmed, these craft have the firepower to go toe-to-toewith an orbital fortress all by themselves. Whole fleetshave broken themselves against a lone dreadnought,which is reflected in their combat strength of 2500.

The typical External dreadnought also acts as a carri-er, able to deploy a screen of some thirty fighters to pro-tect herself and act as advanced scouts. In addition, itcarries two 150-man ahmks of ship’s troops and thePato landing craft needed to deploy them rapidly to aplanet’s surface.

Fortress ShipsIn human space, the fortress ship is considered the epito-me of naval firepower. These massive craft are able totake on the defenses of even the most heavily fortifiedsystems. Fortress ships are protected by an incrediblearray of screens and electronic warfare equipment thatmakes them difficult to hit despite their size and poormaneuverability. The typical fortress ship, as exemplifiedby the Styx, Lethe, and Acheron, has a combat strengthof 10,000. (Note: After being refitted with the Glassmak-er-based tachyon cannon, the Phlegethon has a combatstrength of 12,500.)

A fortress ship has internal hangar space largeenough to hold not only fighters, but also other largecraft. As a rule, a fortress ship can field a squadron of100 fighters as well as other craft with a total combatstrength of 2,000. For example, the Lethe is currently be-lieved to be carrying a pair of Invader-class cruisers(500 points each), three Intruder-class cruisers (250points each), and five Riddare-class destroyers (50 pointseach). Fortress ships can also transport fighter carriers,allowing them to deploy these craft and greatly increasethe number of fighters available to them.

Fortress ships also carry large numbers of ship’stroops and the landing craft needed to deploy them rap-idly. As a rule, a typical fortress ship carries an entire600-soldier ori-arami and its support equipment.

MonitorsMonitors are large space fortresses lacking stardrivesand, often, even the ability to maneuver much within asystem. As a rule, they are constructed in a given sys-tem or towed by stardrive equipped tugs. The starfortress assembled by the Externals in the Hammer’sStar system is an example of such structures.

Because they do not have to allocate valuable spaceto stardrives and the like, these structures are moreheavily armed and armored than a driveship of equalsize. Although the Verge Alliance has not yet encoun-tered an External monitor, it is assumed that they areroughly analogous to their human counterparts. As such,military intelligence analysts assume that External moni-tors fall into three categories.

Guardian: Often referred to simply as “space sta-tions,” these light monitors are intended primarily ascommercial or scientific facilities. Although they arearmed and armored, their weaponry is really not suitedfor anything more than piracy suppression and the like.A typical light monitor has a combat strength of 500 andhangar facilities for fifteen fighter craft.

Protector: This structure is a typical External monitor.It is heavily armored and mounts a wide array of weap-

67

Page 68: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

ons. Although a Protector often has some commercial orscientific capabilities, it is clearly military in design. Inaddition to keeping pirates and other outlaws in line, amonitor has the firepower to bring order to rebellioussystems. The typical monitor has a combat strength of750 and hangar facilities for thirty fighters.

Defender: Often called “battle stations,” these massivestructures make no pretense at being anything other thanmilitary structures. They are generally deployed in sys-tems where armed conflict is not only possible, but alsoexpected. The craft deployed in the Hammer’s Star sys-tem is an example of the heavy monitor. These struc-tures are assumed to have a combat strength of 1,000with hangar facilities sufficient to house fifty fighters.

Cathedral ShipsAlthough humankind has never been called upon to faceone in combat, Verge Alliance intelligence has come tobelieve that the I’krl Theocracy fields a class of ship evenmore powerful than the fortress ship. To date, little isknown about these craft, which appear to be roughlyanalogous to the city ships employed by fraal Wander-ers. Based on the best guesses of Verge Alliance experts,these craft are assumed to have a combat strength of notless than 20,000.

It is further assumed that these massive craft have theability to carry and deploy some 150 fighters. Further,many speculate that they can carry as many as 3500combat points worth of other craft internally. Cathedralships are also theoretically capable of carrying an entirebrigade (1,500 troops) and their support equipment.

Reports have begun to trickle in that a cathedral ship,given the name Ascension by the Verge Alliance intelli-gence community, has recently arrived in the Hammer’sStar system. Many believe that the Ascension is nothingmore than a bit of disinformation leaked to the Verge Al-liance in an effort to break morale.

PLANETARY FORCESIn many cases, the stellar navies of the participants de-cide interstellar conflicts. After a major fleet action, whichcan often last for several days, the down and dirty taskof securing a system’s planets tends to be forgotten.

Often, this oversight is understandable. After all, onceits defenses have been breached, a planet is often quitevulnerable to planetary bombardment and the destructionof its population centers. Faced with such a threat, anyrational government surrenders rather than watch civil-ian casualties soar.

Whether or not the attacker opts to accept such a sur-render is, of course, another matter. Repeated calls formercy went unanswered on Spes as city after city wasreduced to ash by heartless External commanders.

In some cases, however, a planet must be taken byforce. When this happens, a long and bloody battle canresult. If the Externals are able to crack the defenses atAlaundril in the Tendril system, this is likely the outcomethere.

InfantryThe backbone of the External army is the foot soldier. Inmost cases, these have proven to be klicks and kroath,although it is certain that this vast, multiracial empiremakes use of other species when planetary conditionscall for them. The Externals appear to divide their in-fantry as described below. Readers should note that thenames given these units and their translations are bestguesses based on sketchy information.

The two most commonly encountered types of soldierdeployed by the Externals to date are klicks and kroath.Although they wear different types of armor and carrydifferent weapons, they are roughly equal in terms ofability. The standard klick soldiers are equipped with ablacklaser SMG and armor appropriate to the environ-ment in which they fight. Most kroath soldiers are armedwith dark plasma rifles for ranged combat and manycarry filament blades for use in melee.

68

System DefensesIn Section Four of the STAR*DRIVE Campaign Setting book,a shorthand rating of system defenses is presentedusing a scale of Zero through Five. Although systems inOld Space may have higher ratings, the best defensivenetworks in the Verge are those at Aegis and, until re-cently, Hammer’s Star.

It is possible to estimate the defensive combatstrength of a system using this number. Simply squarethe combat rating (multiply it by itself) and then multiplythe resulting number by 1,000.

For example, the Aegis system has Type Five de-fenses, among the best in the Verge. To convert this intoa combat strength for use with the abstract combat sys-tem, we multiply 5 times 5 for a total of 25. This num-ber is then multiplied by 1,000 for a grand total of25,000 points. In other words, the Aegis system nor-mally has defensive firepower equal to two fortressships.

Of course, this strength can be bolstered by the addi-tion of other ships and military forces. At the time of theExternal attack on Hammer’s Star, for example, therewere roughly 15,000 points worth of ships present inaddition to the normal defenses of the system. This in-creased the overall combat strength of the system tosome 40,000 points.

As impressive as this might sound, of course, it paledin comparison to the force that attacked it. After all, thetrio of fortress ships combined for over 30,000 pointsall by themselves. All told, the alien fleet had a combatstrength nearly twice that of the system’s defenders.

Page 69: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

For the purposes of the abstract quick resolution sys-tem, both are assumed to have a combat strength of 1each. Thus, a group of six kroath and five klick soldierswould have a combined combat strength of 11. The Ex-ternals seem to organize their foot soldiers in a mannernot unlike that employed by traditional human militaryunits. Military intelligence officials briefly define these asfollows:

Hruth: The standard External hruth or fire team iscomposed of six combat soldiers. Five of them carry thestandard armament of their species (blacklaser SMGs inthe case of a klick unit or darkplasma rifles for thekroath). The final member of the unit, who appears to

command the others, carries a somewhat heavier weap-on. For klick units, this is a blacklaser rifle and forkroath it is usually a dark plasma trigun. The leader of ahruth is a kometh (sergeant). The hruth is assumed tohave a combat strength of 6 for the purposes of abstractcombat resolution.

Ta-hro: A thirteen-soldier External ta-hro (or squad)is made up of two six-man fire teams and an additionalleader. This leader—a kometh (sergeant)—is believed tohandle all aspects of training and planning for both fireteams. Squads have a combat strength of 13.

Chor: An External chor is roughly equivalent to a hu-man section and is also commanded by a kometh, al-

69

Abstract Combat SystemThe abstract combat system presented earlier works justas well for surface battles. The same steps are followedand resolution proceeds almost exactly as above. Theonly real difference is that Tactics–ground tactics is usedhere in lieu of the Tactics–space tactics skill.

Planetary Bombardment

It is also possible to resolve battles involving both landand space forces using this system. As a rule, any space-craft can conduct orbital bombardment with a combatfactor equal to 50% of its normal rating. Thus, a Ray-class assault escort (which normally has a combat ratingof 100 in space combat) would have a combat rating of50 when firing on ground forces.

Some spacecraft might be specially designed asplanet bombers. If this is the case, the combat factor ofthe craft is halved when engaging other spacecraft andused at full strength when attacking ground targets. Thisis not a decision that can be made in the field, however,since it involves major design changes. The determina-tion of whether a ship is constructed (or grown) as abomber is made at the shipyard when it is first laid down.Thereafter, changes can be made only by expensive andtime-consuming retrofits.

Planetary Defense Batteries

Some ground forces can be used to attack orbiting space-craft. As a rule, this ability is reserved for larger unitsonly, although there are exceptions. In general, no armorunit lighter than the Broadsword may engage orbitingcraft. Infantry units, even reinforced ones like the rum-matek, are unable to target such craft. When aBroadsword, Longsword, Great Sword, or Flamberge at-tacks space forces, its combat strength is reduced by50%.

Artillery units are far more deadly than their 20th-century counterparts. As such, they can also engageenemy craft, although at only 50% of their normal com-bat strength. It is possible to designate (at the time ofconstruction only) that a given unit is going to serve as aplanetary defense battery. When this is done, the artilleryis able to use its full offensive strength against enemyspacecraft, but only half this value when engaging otherground forces.

Some fixed fortifications have the ability to fire on or-biting targets while others do not. None of the bunkersare equipped for such combat, while all heavier fortifica-tions are. In addition, the nature of the weapons and firecontrol systems employed in these larger structures al-lows them to use their full combat strength when attack-ing both ground forces and space forces.

Resolving Mixed Engagements

It is possible, although rare, for a given battle to havethree different elements taking place at once. As twonavies clash in space, other craft might be bombardingan enemy planet, while ground forces for both sides slugit out in the trenches. While this might seem a confusingsituation at first, it is easy to resolve using the abstractsystem.

Instead of trying to pool all of these engagements intoone massive exchange, the players and Gamemastershould allocate their available forces secretly into three(or two or however many are needed) groups. After thisgrouping is completed, both sides reveal their allocationand the battles are resolved separately.

Common Sense and Imagination

The shorthand combat system presented above leaves alot of things to the imagination of the Gamemaster. It isn’tintended to be played out as an ongoing war game withcontingencies for every possible strategy or battle result.Such an endeavor is clearly beyond the scope of thisproduct. Because of this, the Gamemaster is frequentlycalled on to make decisions about exactly what a givenresult means to the heroes.

As an example, consider the attack on Hammer’s Star.The Concord fleet has been annihilated and the ship onwhich the heroes were serving has been swept out of ex-istence. Does this mean that the heroes have all beenkilled? Not by a long shot. Instead, they might have beencaptured by the Externals and face terrible torture unlessthey escape. Alternately, they may have escaped theirship to crash on Spes in a lifeboat, leaving them to fendfor themselves until they can find some other way offplanet. The possibilities are endless, and a goodGamemaster makes the most of them.

Remember, this system is meant to provide back-ground flavor for the campaign, not to dominate it.

Page 70: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

though one who possesses greater command authoritythan a kometh leading a ta-hro (squad). Each section iscomposed of two squads and a handful of support per-sonnel, bringing it to a total of some thirty troops. Such aunit has a combat strength of 30.

Groush: A rough counterpart to the human platoon isthe alien groush, which is composed of two chor and afew administrative/support personnel. The leader of agroush is an ythkometh (lieutenant). Although seniornoncommissioned officers (typically a leading sergeant orsuch) often command human platoons, this does not ap-pear to be strictly true with either klick or kroath units. Agroush has a combat strength of 75 when using the ab-stract resolution system.

It is worth noting that the Externals tend to employlarge numbers of smaller landing craft when makingtheir descents to planetary surfaces. This is best exempli-fied by the Pato-class landing craft, which can carry aplatoon from orbit to the surface of planet (or vice versa)very rapidly. In this way, surface defenses are forced tofire on a great many targets. Even if the planet’s defend-ers are able to destroy many of the landers, large num-bers of troops can still make planetfall.

Ahmk: The alien equivalent to a company, the ahmkis composed of two groush and is commanded by a ko-mosar (major). In combat, these units have a strength of150. A scattering of heavier support weapons that allowit to secure and hold a large area against enemy ad-vances reinforces the typical ahmk. When backed byheavier weapons, like armor or artillery, the ahmk is aformidable offensive unit.

Matek: Roughly the equivalent of the Concord battal-ion, the matek is commanded by a komith (lieutenantcolonel). An External matek is generally composed oftwo companies and deployed along with some mannerof heavy support (often armor). When using the abstractsystem, the typical matek has a combat strength of 300.

Ru-matek: When mixed with armor and other heavysupport systems, the matek becomes a ru-matek (oftencalled a reinforced battalion by Alliance analysts). Insuch cases, the combat strength of the unit is increasedto 450. The leader of a ru-matek is also commanded bya komith (lieutenant colonel).

Ori-arami: One of the largest known groupings forExternal troops is the ori-arami, which many translateroughly as brigade. It is presumed that larger organiza-tional units exist, but military intelligence has yet to findenough information to make any reliable guesses as totheir structure or deployment. The ori-arami is composedof two matek, has a combat strength of 600 and is com-manded by a komyth (colonel).

Ru-arami: The ori arami is often pooled with supportsystems like armor and artillery to form a more power-

ful unit known as a ru-arami. A komyth also commandsa unit of this size. When using the abstract combat sys-tem, the ru-arami has an effective combat strength of750.

External Troop Units

CombatUnit Type Basic Composition StrengthInfantryman 1 klick or kroath 1Hruth 6 troops 6Ta-hro 13 troops 13Chor 30 troops 30Groush 75 troops 75Ahmk 150 troops 150Matek 300 troops 300Ru-matek 300 troops + armor 450Ori-arami 600 troops 600Ru-arami 600 troops + armor 750

ArmorThe Externals do not limit themselves to the deploymentof infantry alone. Like humanity, they have developedpowerful engines of war. These range from armoredpersonnel carriers to the massive Broadsword mobilefortresses. The following are typical examples of thesegravitic propelled armored units:

Stiletto: The alien Stiletto is a light, fighting vehicledesigned primarily to fill the same role as an armoredpersonnel carrier. Under normal conditions, it can carrya ta-hro (13 troops). The Stiletto is lightly armored andgenerally mounts a heavy weapon of some sort, like adark plasma or blacklaser cannon. Small gun ports givethe troops inside a limited ability to fire out, althoughtheir accuracy is limited. All told, the Stiletto has a com-bat strength of 10 when using the abstract mass combatsystem.

Gladius: Roughly the equivalent of a light tank, theGladius is small and agile. It has been known to mount awide variety of weapons, but most seem to be equippedwith blacklaser cannons. A few have been encounteredequipped with heavy versions of cluster rockets em-ployed by the n’sss. A Gladius has a combat strength of30 when using the abstract combat system.

Sabre: The standard External main battle tank com-bines good speed with solid armor protection and verypotent weaponry. Usually equipped with a heavy black-laser or accelerator cannon (similar to human railguns),these vehicles have a combat strength of 40. In additionto its main battery, the Sabre carries two secondaryweapon systems, usually a missile or cluster rocket bankand some manner of antipersonnel gun.

Cutlass: The equivalent of terrestrial heavy tanks, the

70

Page 71: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

alien Cutlass is somewhat slow and cumbersome, butmakes up for this with thick armor and a massive maingun (usually a dark plasma gun). Three secondary tur-rets give the vehicle potent antipersonnel capabilities andoften incorporate a limited antiaircraft system. Because ofits powerful weapons and heavy armor, a Cutlass is as-sumed to have a combat strength of 60.

Broadsword: A true behemoth, the ExternalBroadsword is larger than any armored vehicle found inthe human military. Mounting a pair of massive mainguns, usually dark fusion guns, and a half dozen second-ary turrets, these grav-propelled fortifications have acrew of fifteen. Nothing like them exists in the humanmilitary. When using the shorthand combat system, aBroadsword has a combat strength of 100.

External Armor Units

CombatUnit Type Basic Composition StrengthStiletto Light personnel carrier 10Gladius Light tank 30Sabre Tank 40Cutlass Heavy tank 60Broadsword Light mobile fortress 100

ArtilleryWhile alien armor and infantry are often sent to battlehuman forces head to head, the Externals also employ awide assortment of heavy artillery pieces to supportthese units from behind the lines of battle. The mostcommonly encountered examples of this technology arelisted below. The strength of each is that of a battery ofguns, totalling some 18-24 guns.

Sliver Cannons: These deadly weapons are essen-tially giant versions of the sliver weapons employed bythe n’sss and certain other External species. Making useof a powerful gravi-magnetic accelerator, this weaponthrows out a stream of crystalline shards at speeds fargreater than that of sound. In essence, it might bethought of a terribly powerful, futuristic machine gun.The typical sliver cannon battery has a combat strengthof 125.

Cluster Rocket Batteries: These weapons fire mas-sive salvos of rockets tipped with dark matter warheads.Although the individual rockets are not especially large,the sheer volume of the attack can overwhelm a target’sdefenses in short order. Cluster rockets are indirect fireweapons, so they can be positioned in gullies or otherrecessed locations and still strike effectively. A cluster

71

Page 72: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

rocket battery has a combatstrength of 175.

Dark Matter Missile Bat-teries: Like the cluster rocketsdescribed earlier, a dark mattermissile battery employs salvosof deadly projectiles to destroyits targets. These more sophisti-cated weapons employ largermissiles with better guidanceand more powerful warheadsthan their lesser cousins do. Atypical dark matter missile bat-tery has a combat strength of225.

Blacklaser Cannons: Per-haps the most commonly en-countered field guns employedby the Externals are their dread-ed blacklaser cannons. Thesedirect fire weapons are similarto the heavy weapons employedby many of their armor units,but are much more powerful.Because these are direct fireweapons, they are often mount-ed in elevated positions. Ablacklaser battery has a combatstrength of 150.

Dark Plasma Cannons:The dark plasma weapon is themainstay of most External ar-tillery units. By compressing apacket of superheated dark mat-ter until it is on the verge of un-dergoing fusion, a great deal ofheat and energy are released.When this is targeted at an ene-my unit, tremendous damage is done. The combatstrength of a dark plasma cannon battery is 200.

Dark Fusion Cannons: Dark fusion weapons oper-ate on the same principle as the dark plasma cannon(see above), but generate even more damage by com-pressing a “packet” of dark matter until a fusion reactionbegins to take place. A dark fusion cannon battery is atruly terrible weapon that has a combat strength of 250when using the shorthand combat system provided earli-er.

Converter Cannons: Only recently developed by theExternals, these weapons may be the ultimate develop-ment of direct fire field artillery. They operate by encas-ing a packet of antimatter in a magnetic stream and thenreleasing that deadly particle barrage at a target. The re-

sult of an attack by this weapon is terrible indeed, as ex-plosions rip apart matter and streams of heat and hardradiation pour outward. Thankfully very rare, the typicalconverter cannon battery has a combat strength of 300.

External Artillery

Unit General CombatType (Battery) Type StrengthSliver Cannon Direct Fire Projectile 125Cluster Rocket Indirect Fire Projectile 175Dark Matter Missile Indirect Fire Projectile 225Blacklaser Cannon Direct Fire Energy 150Dark Plasma Cannon Direct Fire Energy 200Dark Fusion Cannon Direct Fire Energy 250Converter Cannon Direct Fire Energy 300

72

Page 73: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

Fixed FortificationsOnce the Externals claim a piece of land, they are nomore willing to part with it than were the natives fromwhom it was taken. Because of this, they are quick toerect at least a basic series of fortifications once an areahas been secured.

Where a human force would depend upon the skills ofa construction battalion to throw up ramparts, erectshield generators, and so on, the Externals tend to makeuse of their own biotechnology to accomplish a similarresult. Once an area is selected on which a fortification isto be erected, they position a series of seedlike pods andbombard them with certain frequencies of radiation. Thiscauses the pods to sprout and grow very rapidly. Underthe careful guidance of skilled “gardeners,” the resultinggrowth rapidly takes the shape desired. All told, an Ex-ternal fortification grows in roughly the same amount oftime it would take a skilled team of engineers to build asimilar one.

For the purposes of the abstract combat system, usethe following types of External fortifications. Each is as-sumed to be outfitted with weaponry and defenses suit-able to the area in which it is deployed. This includesspecial demands based on the local conditions, like asealed environment or additional radiation shielding. Inespecially dangerous places, a fixed fortification might bereinforced with additional artillery or armor. Also thecombat strength indicated below includes the troops as-signed to base security and an assortment of weaponsbuilt into the structure. Additional troops might be as-signed to the base to increase its combat strength.

Frontier Bunker: The most basic type of defensivestructure grown by the Externals, this facility is generallyerected in a position where it can serve as a forward ob-servation post. The weapons and armor of a frontierbunker give it a combat strength of 100.

Fortified Bunker: Somewhat more solid and betterdefended than the frontier bunker, this structure is oftenused to hold an important position against expected ene-my advances. Although not strong enough to resist amajor offensive, it can be counted on to give the enemya few headaches before they overcome it. In battle, thefortified bunker has a combat strength of 200. Thesestructures are often used as communication relays.

Command Bunker: An External command bunker isa secure facility designed to oversee military operationsin a given area. In many cases, a network of fortified orfrontier bunkers is established around a central com-mand bunker. These structures are often erected in con-junction with an ammunition dump, landing field, or oth-er important facility. A command bunker has a combatstrength of 300.

Stronghold: While all of the bunkers describedabove are intended to be self-contained facilities, thestronghold is often built to secure a population center orother important area. In combat, they have a strength of500. The guns of a stronghold are powerful enough toallow it to fire on spacecraft orbiting above the world.

Citadel: A citadel is a massive military complex withthe ability to control an entire country or similar regionthrough a network of strongholds and the like. Theymount a sophisticated series of defenses and powerfulweapons allowing them to actively engage enemy space-craft engaged in planetary bombardment. All told, thecitadel has a combat strength of 750.

Fortress: The largest structure deployed to date bythe Externals, this structure has the power to control anentire continent if supported by a network of citadels,strongholds, and other facilities. When several fortressesare linked together, they are able to provide all the com-mand and control facilities needed to dominate an entireplanet. All told, a fortress has a combat strength of 1,000and is fully equipped to return the fire of orbiting space-craft.

External Fortifications

Unit General CombatType Purpose StrengthFrontier Bunker Forward Observation 100Fortified Bunker Front Line Comm-Station 200Command Bunker Battlefield Control 300Stronghold City Command 500Citadel National Command 750Fortress Continental Command 1000

STRATEGIES AND TACTICSAlthough it is impossible to quantify any given set of tac-tics and state that the Externals always follow a givencourse of action in a specific situation, the first severalmonths of the war have taught humanity a number ofvaluable lessons. As a rule, the alien invaders seem toemploy several basic strategies depending upon their ob-jectives in a given battle. Taken as a whole, it is possiblethat a learned observer might be able to guess at the ul-timate aim of the enemy by a careful study of their pasttactics.

Scorched EarthWhen the Externals first attacked Spes and the Ham-mer’s Star system, most military analysts expected to seehostilities confined to that system. Although they madeready for additional advances, it was believed that theywould claim this system and then fortify it to make a

73

Page 74: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

stronghold. With the human populace of the system heldhostage, the Verge Alliance would be reluctant to mountan all-out offensive to reclaim the system.

This theory proved to be utterly wrong.Instead of claiming the system for themselves and

then clamping down on the human settlers, the Externalsset about depopulating Spes and its neighbors. Whereverthere was a trace of human life, alien ships rained darkmatter warheads down. Population centers, industrialcomplexes, and military bases were all treated as pri-mary targets. No quarter was given as total annihilationof the local populace was the one and only objective ofthe campaign.

Exactly why the Externals opted to undertake so radi-cal a tactic is something analysts have debated since thefirst hours of the war. Perhaps they felt that such anoverwhelming show of force might break the nerve ofthe Verge’s human defenders. The Externals may haveassumed that, faced with what might appear to be anoverwhelming alien threat, humanity would surrender.

Of course, this did not happen. Indeed, the sheer fe-rocity and barbarism of the External attack seems tohave galvanized public and government opinion. As itseems clear that no concept of mercy exists in the Exter-nal mind, the general sentiment goes, it is better to godown fighting than simply surrender and be executed.

Whether or not the Externals would employ thesesame tactics again remains to be seen. Clearly, theywere willing to accept the surrender of the Ignatius sys-tem prior to its liberation by the Verge Alliance fleet. Sotoo do they make repeated offers of mercy for those will-ing to lay down their arms in the Tendril system. Al-though conditions in Lucullus and Ptolemy, both of whichare currently occupied by External forces, remain harsh,it appears that the people there are suffering no greaterhardships than they would under the hand of a humanconqueror.

In order to employ these tactics, a number of condi-tions must be met. The most important of these, ofcourse, is that the system’s defenders must be sweptaside. Before any planetary bombardment can begin inearnest, a space fleet must be certain that it is safe fromfurther space attack while its efforts are focused planet-ward. In addition to space fleets, this includes the elimi-nation of orbital defense stations or planetary defensebatteries. While the former are engaged like spacecraft,the latter are generally targeted and destroyed via orbitalbombardment. A more detailed description of the strate-gies and tactics of planetary bombardment is presentedlater in this section.

The advantages of carrying out a scorched earth cam-paign are more or less offset by the disadvantages. Per-haps the greatest strategic advantage of such tactics is

that the occupying armies need not worry about control-ling a large civilian population in the wake it invasion.By employing enhanced radiation weapons and biochem-ical agents, an invader can almost guarantee that few ifany of the planet’s original inhabitants are left alive.

By the same token, however, these tactics often leavethe embattled planet unfit for habitation by the newly ar-rived force. After all, any planet so riddled with diseaseand radioactive dust that humanity cannot survive thereisn’t going to be able to support External life either. Inaddition, these tactics often destroy all of planet’s heavyindustry, communications networks, and so on. If thesystem is to be used as a base in the wake of scorchedearth attack, an army cannot expect to seize enemy facil-ities and use them for their own.

Of course, many military units are equipped to surviveweapons of mass destruction. Hardened positions can of-ten withstand anything short of a direct hit from a darkmatter warhead. As such, a long period of hunting downand eliminating such forces often follows the initial bom-bardment of a target world. It is assumed that such ele-ments are still active at Hammer’s Star, perhaps even onSpes itself.

The biggest problem these survivors face, (beyondsurvival itself, of course) is avoiding detection. Any useof heavy equipment is likely to be detected by Externalsensors and, as such, they are often forced to dependupon only the most rudimentary tools. Matters are great-ly simplified for such people if they opt to simply hidethemselves away. Because the survivors tend to be mili-tary personnel, however, many devote themselves tomaking harassing attacks on the enemy when possible.

SiegesIn lieu of an all-out attack on a planet, the enemy hasbeen known to deploy naval elements in staggered posi-tions around it. In so doing, they erect a blockade thatprevents shipping from reaching or leaving the planet.

The most notable example of this action is the currentstalemate in the Tendril system. Although the Externalsclearly attacked here with every intention of either occu-pying the system for themselves or laying it waste asthey did in Hammer’s Star, things did not go according toplan. The timely arrival of Verge Alliance forces brokethe alien armada and prevented them from either land-ing troops on Alaundril or bombarding it from orbit.

As things stand now, an uneasy truce holds sway inthe system. The Externals clearly control the space lanesand have effectively cut off Alaundril from all outsidecontact. At the same time, however, they have been un-able to break the defenses of the planet. As things stand,a radical change in the existing balance of power is veryunlikely.

74

Page 75: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

The ultimate purpose of a siege is to break the will ofthose on the planet and, with luck, force them to surren-der. Primarily, a siege is an economic measure designedto cut the trade lines that link a planet to other worlds.This is most effective when a colony is unable to supportitself, perhaps because it must import food or other vitalsupplies.

When the colony has the ability to exist without im-ports, the blockade is far less effective. While it might de-prive the inhabitants of luxuries and gradually degradethe morale of the populace, they need not fear starvationor such. Indeed, in many cases the morale of a deter-mined populace can be bolstered by the knowledge thatthey can’t be starved out. Of course, much depends onthe willingness of the citizenry to believe in their leadersand military.

One of the biggest problems with a space blockade orsiege is the sheer volume of space that must be secured.Because planets are large and must be defended asmassive spheres, even the tightest blockade is subject tominor leaks. A fast, well-defended ship can rush throughthe blockade with at least a fair chance of success. Be-cause of this, important intelligence about the enemy canbe smuggled out or vital supplies carried in. Even thebest blockade is not perfectly secure.

Breaking a siege is a difficult proposition. After all, ifthe embattled colony had the firepower to turn away thedefenders, a siege could never have been instigated. Asa rule, the only way in which a planetary blockade likethe one at Tendril can be broken is through outside help.If a relief force arrives to liberate the planet, the ships inthe blockade can find themselves pinned between twoenemies. As the newly arrived space fleet bears downon them, the defenders on the surface of the planet gen-erally open fire as well. In the history of space warfare,such circumstances have often spelled the end for a ma-jor force.

OccupationIn theory, the ultimate end of almost every military actionis the occupation of enemy territory. Indeed, in Hammer’sStar, the Externals made no attempt to take large num-bers of prisoners or preserve existing structures; the sys-tem itself was occupied and converted into an Externalstronghold.

To date, the best example of an alien occupation canbe found at Lucullus. Here, a couple of factions chose toally themselves with the Externals. Although other fac-tions chose to resist the system’s new masters, thosewho opted to sell out the human species, like the Ja-maican Syndicate and Union Penates, had the firepowerto back up their decision. As such, after a brief clash ofnaval forces, the Externals occupied the planets of theLucullus system. Despite minor opposition from the Tech-nospiders and their kin and an ongoing problem withguerrilla forces, the occupation of this system went large-ly without incident.

When the Externals move into a system, they immedi-ately appoint a military governor and institute martiallaw. As often as not, this ruler is a gardhyi, although it isnot unknown for a sifarv or n’sss or exceptional merit tobe awarded such a post. In almost every case, prominentcitizens are brought before their new master. Thanks tothe influence of the teln, these poor folk are transformedinto loyal citizens of the new order.

Depending upon the exact conditions in the occupiedstate, the rule of the Externals is more or less severe. AtLucullus, on the world of Penates, the aliens have notbeen well received. Despite the fact that the planet’s lead-ers have sworn fealty to their new masters, the generalpopulace is kept under control only by force of arms. Inthis case, armed troopers, often bareem, patrol the citystreets around the clock. These soldiers respond to anyviolation of External authority with lethal force.

Another common tactic employed by the Externals isthe establishment of concentration camps in out-of-the-way places. Those who do not obey orders or whothreaten the authority of the aliens are sent to thesestockades. As often as not, their fate here is death. Massexecutions are held every day as a steady influx of pris-oners would otherwise overflow the capacity of these fa-cilities.

In other cases, the fate of the prisoners is far worse.On Penates, for example, large numbers of citizens arebeing transformed into kroath. It may be that this pleasessome twisted, alien sense of irony—transforming wholetowns of enemies into faithful warriors who carry theExternal banner against their own kind.

75

Page 76: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

THE WAR:YEAR ONEThe war began with a lightning quick attack on the 15thof January in the year 2503. From there, it has proceed-ed to the point where the Galactic Concord is actuallyconsidering abandoning the Verge altogether.

Clearly, the alien civilization beyond the Lightning Neb-ula had learned much from their previous incursions intohuman space. The technology and prisoners theyclaimed in the destruction of the Silver Bell colony taughtthem many lessons. With an understanding of our tech-nology and tactics, our physiology and psychology, theywere far better equipped than were the men and womencalled upon to repel their advances.

The future of the Verge hangs in the balance. Will hu-manity be able to pull some manner of victory from thebattle? Indeed, is it even possible for the Galactic Con-cord and its allies to establish a standoff with the Exter-nals? The answers to these questions remain unknown.In order to plan for the future, it is vital that we under-stand the past.

This map on the previous page shows the first fourmonths of the war. The following chronology lays out thecritical elements of the war’s opening months. Additionalmaps are presented to illustrate the ebb and flow of thewar’s progress.

February 2501:Seeds of WarThe first incursions of what was to become the ExternalWar began early in 2501. As Star Force Vice AdmiralAdrianus Raastad was leading a relentless search for thepirate enclaves believed to dot the fringes of the Ham-mer’s Star system, a small fleet of nineteen craft ap-peared inside the orbit of Bruelt. When reports of the in-cursion first reached him, Raastad felt that he had at lastchased the renegade privateers into the open. In shortorder, however, countless sensor readings confirmed thatthese craft were unlike any built by humans.

Although his own command, the battleship Vition, wason the far side of the system, a number of Concord shipswere in position to intercept the unidentified intruders.The light carrier Inamorata and the battlecruiser Consti-tution were quickly dispatched. Accompanied by a hand-ful of escorts, they met the mysterious ships near the as-teroid Rakke in the Vicek Belt.

Despite initial efforts at contact, the only response theConcord vessels received to their hails was a deadly bar-rage. The commander of Constitution reacted instantly,

replying in kind. In the short battle that followed, In-amorata and Constitution were both heavily damaged. Inthe end, however, the carrier’s squadrons did their jobwith cold efficiency: The aliens were vanquished.

Before the last shot was fired, however, the Externalsmanaged to land a trio of assault ships on Rakke. TheConcord Marines stationed there met their attackersbravely, but were clearly overmatched from the outset.By the time the Star Force was able to rid themselves ofthe enemy fleet, there were few if any human beings leftalive on Rakke.

By order of Vice Admiral Raastad, the Concord fleetbombarded the aliens. Only after a withering barragewere any of the ship’s troops allowed to descend to thesurface of the asteroid. They found a scene of unspeak-able horrors there. The marines had been overmatchedand many had been literally torn apart. There were alienremains scattered amid the human corpses and Externalweapons here and there.

Military forensic teams descended on the ruins imme-diately after the Concord Marines carried aboard Consti-tution. They learned a great deal about their enemy, themajority of which has been printed elsewhere. Manycame away from the encounter believing that humanitywas now safe. The aliens had been beaten back. But assubsequent events show, this was simply a probing mis-sion. At least one of the External craft fired off a drive-

76 SECTION FIVE:INVASION–THE FIRST YEAR

Adventure Idea:Klick Clack

Prior to the start of the war, there are many possibilitiesfor adventures involving the Externals. Perhaps the mostcomplete example of this is the adventure Klick Clack.On a similar note, several of the short essays in Threatsfrom Beyond can provide inspiration for everythingfrom brief scenarios to full-blown campaigns.

The easiest type of adventure to set up in this periodinvolves a brief skirmish with some aspect of the Exter-nal military. This might be the exploration of an alienbase, as is the case in Klick Clack, or the discovery of analien spy ship at the edge of the Hammer’s Star system.It is known that the Externals have employed humansand other familiar species as spies for many years, soheroes might also be tasked with tracking down andplugging intelligence leaks. A thrilling adventure mightallow the heroes to discover the exact time and date ofthe External attack, only to find themselves unable to de-liver this information to the authorities in time to pre-vent the war. Of course, the Gamemaster should allowthem to use this information in some way, lest they feelthat they have failed.

Page 77: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

77

Page 78: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

capable torpedo before being destroyed. This was, therecould be no doubt, a report on the resistance offered bythe inhabitants of Hammer’s Star.

Vice Admiral Raastad didn’t believe for a moment thatthe system had seen the last of these alien invaders. Heknew that the Externals had learned far more from theirencounter with humankind than the other way around.The Externals would be back, Raastad was certain, andthis time they would be back in force.

There are many who believe that Raastad acted im-properly in ordering the Star Force ships to open fire onthe asteroid. Much information about the attackers, theirweapons, and their tactics may have been lost. Raastadhas never responded to these criticisms, although it isquite likely that he was called upon to explain his ordersto his superiors. Apparently, whatever answers he gavethem were judged acceptable, for Raastad was promotedto Admiral in December 2502 and given full commandover the Concord’s forces in Hammer’s Star.

Over the course of the next several months, Raastadlobbied for additional funding and defensive forces. WhileHammer’s Star boasted one of the most potent defensivearrays in the Verge, Raastad insisted that it must bemuch stronger. He fought his way through wall after wallof political opposition. Gradually, ships were dispatchedto join Vition, Constitution, and Inamorata in the defen-sive fleet. In retrospect, it seems possible that Raastadmight have been able turn aside the initial attacks of theExternal wars if he had been given another five years toprepare. As the old saying goes: For want of a nail . . .

January 2503:Defeat at Hammer’s Star

On 15 January 2503, the External War began in earnest.Without warning, a massive alien fleet surged into the

Hammer’s Star system. The heart of the invading forcewas a trio of massive battlewagons roughly comparableto humanity’s own fortress ships. The Concord admiraltyhas since named these monstrous craft for the rivers ofHell in Dante’s Inferno: Acheron, Styx, and Phlegethon.

Instead of the nineteen ships that had tested the sys-tem’s defenses a few years earlier, humanity was facedwith an armada. In addition to the three fortress ships, adozen dreadnoughts and a score of battle cruisersbrought their guns to bear. Admiral Raastad had beenproven right—much to his own dismay.

This time, Admiral Raastad wasn’t cut off from the ac-tion. By chance or by choice, the alien fleet was bearingdown on Vition and her escort fleet. Again, the GalacticConcord attempted to hail the alien ships. Aware thatthere was little chance his offers of peaceful negotiationwould be acknowledged, however, the Admiral orderedhis fleet to make ready for battle.

The majority of the ships advancing on Hammer’sStar were of organic construction, similar to those thathad been encountered countless times before along theExternal frontier. The three fortress ships, however, weresomething new. Much to the surprise of Admiral Raastadand his intelligence officers, these were clearly techno-logical vehicles like the Vition and her fleet. For the firsttime, humans had encountered the works of the sifarv.

The outcome of the engagement was never in doubt.Long before the first shot was fired, Admiral Raastadknew he could never overcome the awesome battle fleetarrayed before him. Still, he was determined to do whathe could. Without hesitation, he sent word of the loomingdisaster to Spes and the other human outposts in thesystem. His order was simple and unquestioned: evacu-ate at once! The Star Force would do what it could to de-lay the invaders, but that would be precious little.

The battle that followed was terrible indeed. One byone, the human ships were targeted and destroyed. Inshort order, there would be nothing left of the system’sbrave defenders. Despite overwhelming odds, not a sin-gle Concord vessel broke ranks. Time and time again,Admiral Raastad addressed his officers, reminding themthat every minute of battle was another minute duringwhich the citizens of Hammer’s Star could escape.

Although there were no survivors from the Vition’sbattle group, stories of heroism were carried to the restof humanity by the refugees who poured out of the sys-tem. Perhaps the most amazing of these involved thelight carrier Inamorata. With her fighters deployed, shewas left with only her own light armaments to defendherself. The alien fleet, recognizing the carrier as a fairlyweak target, closed in for the kill. The damaged vesselbegan to retreat, limping away and drawing a handful ofenemy craft with her. Just as she was overtaken, howev-er, Inamorata showed her true colors. With a burst ofspeed, she made clear to one and all that her engineswhere not as badly damaged as she had led her attack-ers to believe.

Before the aliens knew what was happening, Inamor-ata had wheeled about and was bearing down on them.As cannon fire tore into her hull, the ship’s power corewas deliberately overloaded. The resulting explosion de-stroyed Inamorata and set off a series of chain reactionsin which six enemy ships were crippled or destroyed.

The last ship to be lost was the flagship Vition. Badlydamaged and with Admiral Raastad manning the helmhimself, the dreadnought fought her way through the es-cort fleet and bore down upon Styx. With a last burst ofspeed, the system’s last remaining defender slammedinto the hull of the alien fortress ship. It was hoped, alast message explained, that Vition’s sensors had pin-pointed a vital control nexus.

78

Page 79: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

79

Page 80: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

Vition exploded, ripping open the alien vessel. A hugefireball bloomed outward, feeding on the escaping atmos-phere within until the airless vacuum starved it into sub-mission. A series of secondary explosions ripped throughStyx and, for a moment, it looked very much like Vition’skamikaze attack would prove successful. Apparently,however, the damage control parties and mechanismsaboard Styx were able to stabilize the damage.

In the end, Raastad managed only to slow Styx down.This meant that Acheron and Phlegethon reached Speswell ahead of their sister ship. By the time the woundedfortress ship limped into orbit, there were very few hu-man beings left alive on the blue and green orb belowthem.

February 2503: IsolationWhile it was impossible for humanity to guess howmuch the Externals knew about the colonies in theVerge, early evidence pointed to a disturbing conclusion.Shortly after the attack on Hammer’s Star, the drivesatrelay at Tendril lost its connection with Old Space. At

first, this seemed to be nothing more important than atechnical failure somewhere in the chain or relay stationsthat bridged the several hundred light-year gap betweenthe Verge and the realm of the stellar nations.

When word reached the StarMech settlers of Tendril,the truth became apparent. An alien task force had ap-parently circumnavigated the Verge, severing the vitalcommunications link in at least one spot.

In time, of course, the stellar nations would realizewhat had happened. Presumably, they would send shipsto defend their outposts in the Verge. Whether such reliefefforts could come in time, however, and in sufficientforce to repel the invaders, was something no one couldguess.

It is important to note that this was an important turn-ing point in the war, although many people did not rec-ognize it as such. Most officers assumed that the alienshad sent only a small fleet or single cruiser on this mis-sion around the Verge. To send a larger force wouldhave been to risk detection and ruin the chances of sur-prise at Hammer’s Star. Others speculated that sabotageand betrayal were indicated—they envisioned humanagents of the Externals severing the Verge’s link with OldSpace to serve their alien masters. In truth, neither ofthese proved to be the case.

The Externals had indeed taken the risk of sending amassive fleet around the flanks of human civilization inthe Verge. They chose to risk detection in order to en-sure a victory in the event that their target was heavilyfortified. Their gamble paid off. The External fortress shipthat was to become known by the name Lethe was nowpositioned, along with her massive escort fleet, on the farside of the Verge from Hammer’s Star. Although it wouldbe many months before humanity encountered Lethe,she remained in the void between Old Space and theVerge, waiting for just the right moment to strike.

March 2503: A Call To ArmsAs news of the External attack filtered back through therest of the Verge, fear gripped the populace. Just ascountless people had poured out of the Hammer’s Starsystem before the attacking aliens could reach them, sotoo did many others begin an exodus that would bringthem ultimately to distant suns.

Every star system feared that it would be the next tar-get of the alien invaders. Throughout the Verge, defenseswere rushed into place. Those that did not flee armedthemselves and formed militia, ready to offer whateverresistance they might to alien shock troopers. Ships indry dock for routine repairs or maintenance werepressed back into service, armed and outfitted with what-ever shielding and armor might be available.

No one knew if it would be enough.

80

Adventure Idea:The Fall of Spes

Heroes visiting the colonies on Spes might learn of theapproaching External fleet through sensors on their ownstarship or via a civil defense broadcast. As the heroicfleet fights a delaying action, the heroes might be calledupon to undertake any number of hurried activities. Theexact events here can be determined by the nature of thegroup.

If they lack a starship, the most obvious course of ac-tion for them is to find passage out of the system. Ofcourse, with everyone on Spes doing everything theycan to get away before the aliens arrive, starship own-ers extort all they can from potential passengers andpanicked citizens fight for every possible seat.

Players with a starship might find themselves on theopposite end of the situation. Mobs might try to forcetheir way onto the ship, possibly damaging it badly inthe process. Others offer them wealth and other re-wards. In the end, who or what they decide to take offthe planet with them is wholly up to the players.

In all cases, the Gamemaster should make certain toallow the heroes plenty of chances for heroism and self-less acts. These might not be rewarded instantly, butword of their heroism should certainly accompany theheroes when they leave the planet. Sooner or later, theywill be repaid in kind for their efforts at the Battle ofHammer’s Star.

Of course, the same is true for those heroes whodon’t pay at least a little attention to the suffering aroundthem. If they turn deaf ears on the cries of the helpless,the Gamemaster should make certain that such mis-deeds come to the attention of others. Those who havebeen left to suffer and die at the hands of the Externalsmay certainly have friends outside the Hammer’s Starsystem.

Page 81: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

At this same time, the Galactic Concord sent out a callfor unity. When the war erupted, Undersecretary MichaelThayne was in the Verge, tending to Concord businesson Aegis. As its highest-ranking official, he assumedcommand of all Concord operations in the Verge for theduration of the emergency. Some saw this as an ambi-tious play for power and questioned his motives. In theend, however, these objections went largely unheard.There was no doubt that a single hand must guide theship of state if humanity was to offer any serious opposi-tion to the aliens.

Thayne sent out a call for unity in the Verge. In amoving speech delivered from the Concord offices onBluefall, he asked that every system in the region poolits resources under the banner of the Galactic Concord.

“For too many centuries,” Thayne intoned, “our specieshas been contentious and divided. The nations of theEarth fought each other, the worlds of the solar systemfought each other, and the stellar nations fought eachother. So far, we have been lucky. As we dragged ourown kind down, often hovering on the brink of extinction,there has never been anyone around to seize the oppor-tunity to exploit our fratricidal nature. Now, things havechanged. Humans either must put aside their ancient dif-ferences or learn to accept the merciless hand of an

alien master. I know my choice and I call upon the restof you to make yours. Survival or extinction: It is not adifficult decision.”

April 2503: The Verge AllianceReactions to Thayne’s call for unity were mixed. It wasclear from his words that he meant for Vergers to formmore than a simple alliance.

The first response to Thayne’s call came, quite pre-dictably, from Regent Christopher Hale, ruler of the Blue-fall Regency. While he stopped short of accepting thewhole of Thayne’s plan, he announced that the militaryforces of Bluefall would be merged into a single unifiedforce with their counterparts in Galactic Concord. Thus itwas that the Verge Alliance was first formed.

In addition to the Regency and its colonies on Rinstokeand Terivine, other major players saw the advantage ofjoining the fledgling Alliance. The StarMech allied gov-ernment of Tendril, while refusing to break its ties withits distant parent state, announced that its fleet wouldnow sail under the Verge Alliance colors. Similarly, the

81

Adventure Idea:Panic in the Streets

The disruption of drivesat communications with the na-tions of Old Space is more than a little bit upsetting tothe citizens of the Verge. Although the government in-sists that this was simply a coincidental technical fail-ure, the general public won’t believe it. The truth of thematter is obvious, and the more the government calls forcalm, the more panicked the populace becomes.

The possibilities for adventure in a situation like thisare manifold. With many powerful people fearing an-other long period of isolation, hoarding of food, medi-cine, and other essentials begins on a massive scale. Theheroes might find themselves caught up in riots ortasked with carrying important supplies to isolatedareas.

As word of the External invasion spreads, a mass ex-odus might begin. Civilian ships might begin to maketheir way back to Old Space in an effort to escape fromthe onslaught of the alien hordes. Certainly, the govern-ment is reluctant to dispatch any military vessels to es-cort these craft. The heroes, therefore, might be hired toride shotgun with a convoy of civilian refugees.

Of course, many of those who flee the Tendril systemand follow the chain of drivesat relays back to therealms of the stellar nations run smack into Lethe andher escort craft. This armada is more than a match foranything short of a main battle group and is likely tomake short work of the refugees. Heroes who survive anencounter with these ships could gain valuable informa-tion greatly prized by the military in the Tendril system.

Adventure Idea:Politics as Usual

Undersecretary Thayne’s call for unity is certain to cre-ate a good deal of political uncertainty throughout theVerge. Some nations embrace it openly while others re-ject it as a blatant power play by the Galactic Concord.Neither of these groups is likely to create much call foradventurers, however, as their minds are made up. Farmore useful to the Gamemaster are those planets sittingon the fence.

If the heroes are acting as representatives of theGalactic Concord or its close ally, the Bluefall Regency,they might be dispatched to sway the leaders of theseworlds. If they have no formal ties to the government,situations can be created that enable the adventurers toexpose an alien conspiracy or underground movementon the planet. In this way, the leaders of the world canaccept the challenge of unity offered by UndersecretaryThayne.

For example, the Gamemaster might speculate that agiven leader is about to renounce the Galactic Concord’seffort. The heroes might discover that his actions wereresult of alien influence or the advice of a quisling. Ex-posing this traitor can be a very exciting adventure thatwins the heroes the thanks of the local government aswell as the Galactic Concord.

For those adventurers who dislike the subtle maneu-verings of the political arena, more direct actions can beemployed. The heroes might stumble upon a plot to as-sassinate a leader who wishes to side with Thayne andthe Concord in order to usher in a replacement whowould remain neutral or, worse yet, even side with theExeat. Exposing these conspirators might involve a wildexchange of gunfire, frantic chase scenes through thestreets of a major city, or the careful defusing of a tick-ing bomb. Or, perhaps, all three.

Page 82: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

Orion colony on Mantebron officially cemented its al-ready solid ties with the Regency and Concord. Theworlds of Terivine and Corrivale, each governed by morethan one power, became members of the new Alliance,as did the independent nation of Argos. Even the balka-nized states of Lucullus agreed to put aside their differ-ences and join with their neighbors.

The other systems of the Verge were reluctant to giveup any measure of their sovereignty, even in the face ofsuch a deadly menace. Most remained somewhat neu-tral, accepting the general ideals expressed by Thaynewithout making any move to join in.

Only two governments openly balked at the call forunity: The warring colonies of Algemron announced thatthey would have nothing to do with the Verge Alliance.Considering the viciousness of their decades-old war, fewwere surprised.

May 2503: AnticipationThe nearest major systems to Hammer’s Star seemedlikely next targets. If the aliens wanted to strike at theheart of human civilization in the Verge, they must focustheir attention on the major systems first. The rest, theywould reason, could be mopped up after the war hadbeen won.

Possible initial targets for the External intruders includ-ed Argos (31.68 light-years), Lucullus (32.31), Vieron(35.63), Rinstoke (36.18), and Oberon (39.37). Of theseworlds, the most heavily defended were Lucullus andOberon. For all their military might, however, these sys-

tems were far less sophisticated than those found atHammer’s Star or Aegis. If these systems were to bebrought up to the point where they would stand a chanceagainst the enemy, military fleets would have to reinforcethe extant defenses. On the other hand, Vieron and Rin-stoke were so poorly defended that it would be almostimpossible to reinforce them to the point where theycould repel an External attack. Argos fell somewhere inthe middle. Clearly, stopping the aliens now would re-quire careful deployment of military craft and more thana little luck.

The Concord Admiralty was now faced with a seriouschallenge. Exactly how much information the Externalshad managed to acquire about the human defenses wasunknown. Similarly, their military strength was impossi -ble to determine. Clearly, they had been able to over-whelm the human defenses at Hammer’s Star. Whilethese were among the most potent in the Verge, theywere caught unaware. Could an alert, ready system havefared better? These mysteries were certain to be an-swered, but how great a cost humanity would have topay for this information remained to be seen.

June 2503:Betrayal at Lucullus

For many weeks the aliens seemed content to hold theirposition in the Hammer’s Star system. Presumably, thistime was spent shoring up their defenses and makingrepairs to their fleet. Meanwhile, Undersecretary Thayne,Regent Hale, and the other members of the Verge Al-liance’s ruling council met to orchestrate their defenses.

They decided that the most likely targets for the Exter-nals would be either Lucullus or Argos. Lucullus wasbetter defended, something they assumed the alienswould know, but would make an excellent staging pointfor a follow-up attack on Aegis or Tendril (by way of thevery lightly defended Ignatius). Argos, on the other hand,would offer less resistance, but offered a less attractivestaging point. Although Aegis was easily assailed fromArgos, it was too remote to provide easy access to anyother major system.

The decision was made to split the majority of theVerge Alliance fleet into four groups. Each of thesewould move to a position where it might best support theexisting defenses of a given system. With a little luck, thealiens would find themselves facing much stronger oppo-sition than they expected.

The strongest of these task forces was the First BattleGroup. Commanded by the massive Lighthouse, it wouldtravel to Argos and prepare to make a stand should thealiens advance in that direction. Although Argos was notparticularly well fortified, the armament of the 1st BGwas nothing short of awesome. Even if the whole of the

82

Adventure Idea:Into the Dark Unknown

During this phase of the war, the stage is set for furtheradventures involving political maneuvering and intrigue.Again, the party might be sent as representatives of theproposed Verge Alliance, hoping to convince some of theneutral states to join the fledgling organization. On theother hand, they might be tasked with attempting tosway the governments of Algemron and Oberon fromtheir openly hostile stance.

There are also far less palatable adventures.The heroes might find themselves sent on an intelli-

gence-gathering mission into the Hammer’s Star systemor even the distant Lightning Nebula. In the former case,they encounter great devastation. An overview of condi-tions in the Hammer’s Star system can be found in theStates of War section.

In the latter instance, they work to discover the loca-tion of a theoretical staging area somewhere in theneighborhood of LN-1, the neutron star at the heart ofthe Lightning Nebula. An expedition into the clouds ofthe Lightning Nebula is an excellent way for theGamemaster to pass out secrets about the Externals,their technology, and the hierarchy of their empire.

Page 83: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

External fleet were sent to Argos, the battle would be ahotly contested one.

The Second Battle Group, centered on the Regency’sflagship Sanctuary, would take up a position in the betterdefended Lucullus system. Alliance strategists believedthat the combination of existing system defenses andnaval power would be enough to turn away the Externalmenace. Coordinating the addition of the local star fleet tothe Alliance’s own battle group proved troublesome,however. The balkanization of the Lucullus system madeit difficult to coordinate the actions of ships and forcescommanded by political rivals. In the end, the matter wasresolved by forming the whole of the Lucullus navy intoa second, independent force. While political positioningwas still a problem, it became a matter to be dealt withlocally by the more than capable Ramil ibn Beighur,whose light cruiser Birmingham became the flagship ofthe United Lucullan Defense Force (ULDF).

The Third and Fourth Battle Groups assumed defen-

sive positions at Tendril and Aegis. In the event that anExternal attack proved too much for either Lucullus orArgos, these forces would be called upon to protect thosevital systems. Important secondary orders were issued tothe ships of the 3rd BG. If they received word that thebattle had gone well, they were to depart the Verge atbest speed and bring word of recent events to Old Space.

The Alliance commanders knew their strategy was notwithout hazards. If the aliens opted to drive directly to-ward Aegis, they might be caught with only a secondarydefense facing the main body of the External invaders.There were countless ways in which this strategy mightfail, but it seemed the best defense possible consideringthe limited resources of the Verge Alliance.

In the end, the Admiralty guessed right. The aliens at-tacked where they were expected. That having been said,however, it must be noted that this insight on the part ofthe Verge Alliance military leaders didn’t stop the battlefrom being an absolute defeat for the forces of humanity.

On June 7, the attack came. A large External armada,commanded by the fortress ships Phlegethon and Ach-eron, appeared at the edge of the Lucullus system. Withthe alien fleet moving relentlessly forward, Sanctuaryand her escorts moved to intercept them. It was pre-sumed, rightly, that Styx and her escorts had remained inthe Hammer’s Star system to secure it against a possiblecounterattack by the forces of humans and their allies.

On orders from the Birmingham, the ships of theULDF formed a second rank, hanging back and assum-ing a defensive posture. If any of the invaders managedto break through the Verge Alliance ranks, this fleetwould be charged with stopping them before theyreached the inhabited worlds beyond.

As soon as the battle was joined, it became clear thatthe Verge Alliance had been betrayed. Many ships of theULDF opened fire as soon as the aliens did. Their tar-gets, however, were not the sinister shapes of the Exter-nal fleet. Clearly, some of the local barons had decided tothrow their lot in with the invaders. As Birmingham andthe few loyal factions of the ULDF watched in horror,their sister ships targeted them and the ships of theVerge Alliance’s Second Battle Group.

One of the earliest casualties in the battle was actuallyan innocent bystander. Shortly before hostilities brokeout, an evrem trading vessel had entered the system.When the Externals arrived, the crystalline evrem shipwas trapped between the two fleets. Despite repeatedurgings from the Verge Alliance fleet, it was unwilling orunable to withdraw from the system. When the battlewas joined, the hapless craft was targeted and destroyedby an External cruiser. Amazingly, Verge Alliance escortswere able to recover a handful of survivors in lifepodseven as the battle raged around them.

83

Adventure Idea:The Fifth Column

his is an uneasy time for the human civilizations of theVerge. There can be no doubt that the Externals are notcontent to stay where they are. Sooner or later, they willstrike again. The question, of course, is when.

At this point in the war, the Verge Alliance has not yetcome to expect that any real fifth column exists. The as-sumption is that the battle lines are drawn and clearlydefined by species. On one side are the ranks of hu-manity and its allies: the fraal, mechalus, weren, andsuch. On the other are the masters of the Exeat and theirallies and slaves. The concept of defectors, traitors, andturncoats on either side seems a lesser danger than thatof open destruction at the hands of an enemy armada.

As both sides consider their next moves, however, thetruth will soon become all too clear. Gamemastersshould keep this in mind and use adventures set duringthis time to hint at the possibility of treachery. Heroesmight stumble upon rings of terrorists headed up bygardhyi, n’sss, or even the parasitic teln. The more thatcan be done to set up an atmosphere of paranoia or in-trigue, the better.

This is an excellent chance for the Gamemaster tobegin hinting that some major faction of human societyis having dealings with the Externals. Of course, it’s tooearly for them to begin to learn the truth: VoidCorp isselling out the human species. Still, they might stumbleinto any number of unusual encounters that point themin that general direction.

It could be that the adventurers might come across asmall corporation that has been selling information tothe aliens. As they investigate it, the heroes might dis-cover that it’s a puppet of some larger entity. As they at-tempt to unravel the tangled web of ownership andinvestments behind the subsidiary, they take their firststeps toward solving a mystery that shakes the entirefabric of human space.

Page 84: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

Recognizing that the battle was certainly lost, theVerge Alliance forces sought to break off. As their num-bers fell rapidly, an order to retreat was echoed from

ship to ship. By the time these instructions could be actedupon, however, fully 25% of the Verge Alliance fleet hadbeen lost. Another quarter of the fleet was able to with-draw to Aegis, but was so badly damaged that the admi-ralty was forced to scrap them.

While the defeat at Lucullus was not nearly so com-plete as the one suffered at Hammer’s Star, it taught theVerge Alliance a terrible lesson. As impossible as itmight seem, there were men and women willing to sellout their own birthright for a place in alien pecking orderof the I’krl Theocracy. After Lucullus, the Verge Alliancehigh command took seriously the idea of traitors andsaboteurs.

In the weeks and months that followed the human de-feat, the Externals and turncoat barons of Lucullus wouldcome to know and fear the sight of Birmingham. Al-though badly damaged in the battle, she managed to slipaway and effect repairs. Operating from a hidden base,presumably an offworld facility constructed under theauspices of the Technospiders, she conducted a series ofbrutal hit and run attacks. No enemy ship was safe. In-deed, the citizens of Lucullus, most of who felt no loyaltyto their new alien masters, dubbed Ramil ibn Beighur the26th century Robin Hood. Some even assumed that hewas the de facto head of the Technospiders and chris-tened them his merry men.

The major landing forces on Penates brought humansinto close contact with the kadarans and bareem for thefirst time. As these aliens began to grow their fortifica-tions, loyal human agents studied them and gathered in-formation about them in hopes of passing it along to theVerge Alliance. More information about this can be foundin the section States of War.

July 2503:Pressing the Advantage

In the days after the defeat at Lucullus, it became clearthat the aliens had also managed to assemble an allianceof sorts with the pirates and corsairs of the Ptolemy sys-tem. While those renegades were hardly a threat ontheir own, they increased the already staggering weightof the External forces. What information they might havebeen able to carry into the hands of the Externals wasimpossible to guess, but it was now certain that humani-ty would have few secrets from the alien marauders.

The month of July saw the aliens press their advan-tage. With the human fleet driven from the Lucullus sys-tem, they paused only briefly before moving on to attackother human strongholds.

Leaving the quisling ships of the ULDF behind to mopup resistance at Lucullus, the aliens divided their forceand moved against Mantebron and Ignatius.

This tactic caused a great deal of confusion among the

84Adventure Idea:The Resistance

To say that every one of Lucullus’ss factions sided withthe enemy would be untrue. The Technospiders are themost notable exception. Always a thorn in the side of theother factions, they were intentionally cut out of the dealthat bought the system a place in the Exeat. When theULDF showed its true colors, ground forces from severalfactions moved against the Technospiders in Penatesand their other enclaves. While these forces succeededin breaking the power of the Technospiders, they wereunable to conquer the spirit of these freedom-lovingtechnocrats.

In the weeks following the battle at Lucullus, how-ever, the Technospiders moved underground, forming aGrid-based resistance movement that seemed always tostay one step ahead of the enforcers. There are count-less ways in which a Gamemaster can make use of theLucullan resistance movement in his campaign.

The fact that the average citizen of Lucullus also hadno love of the External overlords who now held swayover their lives made matters somewhat easier for theTechnospider underground. People who might have con-sidered them dangerous or subversive before the occu-pation now opened their doors to them. A Technospideroperative being pursued by the Occupation Police couldvanish in a thousand different ways.

If the heroes are in the Lucullus system when thebattle breaks out, they can become founding members ofthe underground. This is especially well suited for cam-paigns that focus on Grid running and make the most ofthe 26th century’s computer networks. Heroic shadowscan find all sorts of work disrupting enemy lines of com-munication, stealing important data files, and otherwisecausing problems for the Externals.

Indeed, it is important to note that the Technospiderunderground has undertaken a broadband approach totormenting the enemy. To be sure, their most talentedmembers attempt to crack the highest levels of Externalcomputer security, but only a small fraction of the Tech-nospiders have the skills necessary to accomplish (oreven attempt) such missions. These raids are even moredifficult when considering the great difficulty in under-standing the Externals’ linguistic base. Most attacks,therefore, are directed against the human turncoats.What was once merely an avocation for up-and-comingTechnospiders has become a deadly game of computercat-and-mouse. Even less-experienced Technospiderstear through the computers of the turncoat factions,wreaking havoc. These infiltrations might result in any-thing from misdirected orders for office supplies tophantom messages that tie up system resources withpage after page of gibberish.

Those heroes who do not reside in the Lucullus sys-tem may find contact with the Technospiders an excitingand lucrative proposition. They might be called upon toact as couriers, running the External blockade whichnow holds the system secure.

Page 85: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

Verge Alliance admiralty. Although many expected thealiens to move against Aegis in the wake of their victory,they chose to give this fortified world a wide berth. Theywere unable to determine the exact reason for this cau-tion, but they assumed the Externals knew of the mas-sive fortifications awaiting them at Bluefall.

The alien move against Mantebron was totally unex-pected by the leaders of the Verge Alliance. They sawthat remote system as next to useless strategically. Its re-sources were limited and it was too remote to serve asmuch of a staging point. Alliance intelligence assumed,quite rightly, that the Externals knew something about thesystem we didn’t, likely associated with the Glassmakerruins there.

Exactly what the aliens hoped to dredge up was im-possible to guess. Perhaps they were simply fishing forsomething unknown even to them and hoping to getlucky. This theory was comforting, because it suggestedthat the occupation of Mantebron might serve to tie upimportant forces that might otherwise assail importantAlliance positions.

This assumption also cast the quality of the alien intel-ligence in doubt. To date, the Externals had shown them-selves keenly aware of human positions, technologies,and strategies. It was impossible for Undersecretary

Thayne and the other leaders of the Alliance to deny. IfKadar’s Exeat had gone to the trouble of storming Mante-bron, they almost certainly had an excellent reason fordoing so.

Of course, the attack on Ignatius was not unexpected.Unaware that Lethe lay in wait just beyond the Verge,humanity assumed that the Externals would drive head-long toward Tendril and its vital drivesat connection withOld Space. Because of this, they have since assumed thatthe attack on Ignatius was a feint, intended to convincethe human commanders that they had indeed deducedthe alien strategy.

When the External fortress ship Acheron popped outof drive space at Ignatius, she found herself confrontedby only a ragtag assortment of defending craft and fortifi-cations. There was obviously no chance for the humandefenders of the system. The inhabitants of Ignatiuswould have to take their chances with the untested mer-cy of their alien attackers. As such, the government ofIgnatius signaled its unconditional surrender without fir-ing a single shot.

85

Page 86: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

August 2503: Victoryat Ignatius!

As the External fleet moved to take control of the Ignatiussystem, a veritable wall of Alliance vessels fell out of dri-vespace. After falling back to Aegis, Sanctuary and thesurviving ships of the 2nd Battle Group had quickly re-grouped and made their way to Ignatius. It was their in-tention to block any move against the Tendril system. Ifthey were defeated, any alien ships that managed to getpast their blockade would find the ships of the 3rd BattleGroup allied against them at Tendril. Thanks far more toluck than military planning, the Verge Alliance fleetfound itself with an immediate upper hand in the battle.

Although the fleet action that followed the arrival ofSanctuary in the Ignatius system was intense, it was alsothankfully brief. While the Exeat ships fought bravely,some might even say suicidally, to the last, the oddswere against them almost from the start. This was duelargely to the quick destruction of the alien flagshipAcheron. Trapped between the Sanctuary and the battle-ship Pittsburgh, she was subjected to a withering barrageof fire. Recognizing their advantage, squadrons of fight-ers from the carriers Monarch and Patriarch swept in tosupport the capital ships. After nearly an hour of sus-tained fire, Pittsburgh’s main guns scored a critical hit onAcheron’s drive section. This triggered a series of sec-ondary, internal explosions that tore through the shipfrom stern to bow. With a visible shudder, the Externalcraft broke in half amidships and tore itself apart in amatter of seconds.

Although the rest of the External fleet fought on for

nearly two days, the destruction of Acheron effectivelysignaled the end of the Battle of Ignatius. For the firsttime in the war, the Verge Alliance had won a decisivevictory. The fact that it was largely a product of good for-tune was left out of the press releases, of course.

Meanwhile, Verge Alliance agents worked day andnight to learn what they could of the Externals’ interest inMantebron. To date, no one had been able to determinewhy this fairly unimportant planet might be of such inter-est to the Exeat.

86

Adventure Idea:The Shadow of Death

There is little that even the most valiant group of ad-ventures can do to turn aside the gradually advancingfleet of alien vessels. This doesn’t mean, however, thatthis situation is devoid of opportunities for adventuring.Indeed, the looming presence of this shadow of deathcan make an excellent backdrop for exciting scenarios ofmany kinds.

An excellent adventure might be staged around thecreation of an underground movement. Weapons andother vital supplies would have to be gathered andstockpiled as the aliens draw ever closer. After all, noneof the heroes is likely willing to simply sit back and wel-come their new overlords. Some people, and the heroesare presumably among that number, are going to takeup arms against the aliens.

The heroes might also be tasked with transportingsomething very important offworld. As the noose of alienships tightens around Ignatius, local Alliance represen-tatives assemble vital information place in the heroes’charge. It would then be their responsibility to get it tothe Verge Alliance high command at Aegis.

Adventure Idea:Alien Secrets at MantebronExactly what the External fleets hoped to discover atMantebron was something humanity could only guess.To be sure, the most frightening answer was also themost likely. Most people believed, including Verge Al-liance leaders like Undersecretary Thayne and Bluefall’sRegent Christopher Hale, that the Externals thought theycould find some manner of new weapon among the ru-ined cities of the Externals.

To a certain extent, this speculation was true. How-ever, there was more to the External plan than that. Itwas soon to become clear that they understood far moreabout the technology of both the Glassmakers andStoneburners than humans did.

What they hoped to discover, it is now believed, wassome way to harness the secret power of the deepfallen.Even as Verge leaders were slowly coming to grips withthe knowledge that those aquatic creatures were artifi-cial constructs of the long forgotten Glassmakers, theExternals were already planning to tap the deepfallenfor their own uses.

To some extent, the aliens were successful. Whilethey were apparently unable to learn anything usefulabout the deepfallen, External scientists found the ruinson Mantebron to be a wealth of alien secrets and for-gotten technologies. Their superior understanding of thePrecursor species allowed them to more fully under-stand things that humanity had to date been unable tocomprehend or had dismissed as worthless.

Gradually, the aliens began to incorporate some ofthe secrets they found at Mantebron into their own tech-nologies. It is known that they undertook a number ofsignificant upgrades to the Phlegethon during this time.It would be several months, however, before the VergeAlliance encountered the newly outfitted Phlegethonwith its recovered Glassmaker technology. When thatday came, at the Battle of Aegis in December, thingswould seem dark indeed for the Verge Alliance.

Heroes could choose to take a ship into the Mante-bron system and attempt to discover what the Externalsare up to there. Such a mission is perilous indeed, forthe External armada there is enough to threaten even anAlliance fleet. But a small ship rigged for stealth justmight be able to get close enough to find out whatthey’re doing, then sneak out and report to Alliance in-telligence officers. Such information could prove invalu-able later in the war.

Page 87: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

87

Page 88: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

September 2503:Defeat at Tendril

The Verge Alliance was still basking in the glow of itsoverwhelming victory at Ignatius when the high com-mand received news of yet another crushing defeat.

On September 2, 2503, Lethe and her escort fleet ap-peared in the Tendril system. The Verge Alliance’s 3rdBattle Group, commanded by the StarMech dreadnoughtGandolf moved to intercept the aliens. Although the carri-ers Princeton and Stormfront flanked this massive ship , itwas painfully obvious that the human defenders of Ten-dril were outnumbered and outgunned. Even the additionof elements of Sanctuary’s 2nd Battle Group, includingthe battleship Philadelphia, which were undergoing re-pairs following the Battle of Ignatius, did little to even theodds.

Even before the first salvo of the battle was fired, theVerge Alliance was witness to an unexpected attack. Asthe two fleets neared each other, Lethe fired a single,large missile. This projectile drove itself slowly awayfrom the fortress ship as Gandolf’s sensor teams trieddesperately to understand the weapon. Although its sizesuggested that the missile might carry a massive war-head, its rate of speed and almost complete lack of mo-bility meant that it could be easily destroyed or evaded.

Suddenly, the missile was gone. The reason was soonobvious: It had engaged a stardrive. Even before the im-plications of this development could be fully analyzed, aterrible explosion appeared on the sensors of the Al-liance ships. Somehow, via mechanics humanity has yetto explain, the alien projectile had hit Tendril’s drivesatstation. Whether the explosion had occurred in normalspace or, although it seemed impossible, in drivespace,was anybody’s guess.

Lacking the ability or the time to fully understandwhat they had just witnessed, the Verge Alliance fleet en-gaged the enemy. As the battle raged, the longrange de-stroyer Bonnie Brae was dispatched to Aegis with asmuch information about the weapon as her computerscould hold.

In the hours that followed, the human fleet was gradu-ally torn apart. When the order to break off was givenby Philadelphia, which had by then become the flagshipof the fleet, fewer than a dozen ships were able to fleethrough drivespace toward Aegis.

The thousands of men and women who gave theirlives in defense of Tendril did not do so in vain, however.For every human ship that was lost, an External vesselwas also destroyed. In the end, the battle went to the in-vaders, but at a heavy cost. Indeed, so many alien craftwere lost over the course of the Battle of Tendril, thatmany judge it a human victory.

At the end, Lethe commanded only a skeleton fleet.The Externals held the system, to be sure, but theylacked the firepower to move against the fortified colonyon Alaundril. For their part, the people of Alaundril hadreason to hope. It was unlikely, given the informationthey had about other External movement in the Verge,that Lethe and her remaining fleet would be reinforcedanytime soon. On the other hand, however, Alaundrilcould hope for relief at any moment. Many believed thata fleet from Old Space would soon arrive in the system,crushing the Externals and liberating the system.

What the people of Alaundril didn’t know, however,was that circumstances were conspiring against both ofthese hopes. The Verge Alliance was soon to find itselffacing the prospect of fighting a two-front war and pow-erful forces in Old Space were taking steps to delaysending troops to the Verge frontier.

October 2503:Occupied Space

Although minor skirmishes were fought throughout theVerge in the month of October, there were no majorclashes between the two sides. It is important to note thatthe Externals were certainly not still during this period.Although they had lost one of their fortress ships duringthe battle at Ignatius, the two surviving vessels and theYthon Kadar’s cathedral ship remained very real threatsto the safety of every Verge citizen.

In Mantebron, the External fortress ship Phlegethonand her fleet had easily swept the scattered Concord de-fenders of the system out of existence. Now, she had ab-solute power over the system, with a broad sensor netthrown out to detect even the faintest sign of unwantedvisitors. Although it is impossible to say for certain whatmight have transpired in the Mantebron system duringthis period, analysts drew some important conclusionsfrom facts that surfaced later.

Clearly, the Externals had a far greater understandingof the Glassmakers than humans did. It appears that thePhlegethon counted among her escort fleet a large num-ber of scientific vessels. Indeed, these were nothing lessthan massive scientific outposts with drive systemstacked on. One after another, these craft touched down atvarious points on Mantebron and went to work.

Intelligence agents have been able to determine a fewthings about the Exeat’s interest in the Mantebron ruins.Perhaps the most important of these was the simple factthat many alien artifacts were being shipped offworld,through the base at Hammer’s Star, and back into theheart of External Space. In addition, remote probes indi-cated that the aliens were making major modifications tothe Phlegethon even as her escorts swept through thesystem.

88

Page 89: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

In the Tendril system, a tense stalemate ensued.Throughout October, the people of Alaundril bracedthemselves for an alien attack that never came. Day andnight, their sensor operators tracked the massive Letheand the surviving members of her escort fleet, but thesecraft never came into range of their guns.

As the length of the siege stretched from days intoweeks, the populace began to suspect that relief was noton its way. This caused a level of panic that spreadthrough the general public. Clearly, the aliens had notcrushed the Verge Alliance. If that had happened, therewas no reason for them to stay their hand at Tendril. Onthe other hand, it was clear that the Alliance had notbeen able to drive out the Externals, for this would haveseen relief arrive to break the blockade.

The greatest area of concern was the absence of traf-fic from Old Space. While it was clear that Lethe and herfleet had been intercepting much of the shipping headingfor Tendril since severing the communications relay, thisdid not explain why no battle fleet had been dispatchedto reinforce the Verge. As the days ticked by, it becameclear that something was preventing the stellar nationsfrom coming to their aid.

Gradually, the people of Alaundril began to suspectthat one of two things had happened. Either a ThirdGalactic War had broken out, tying up the resources ofOld Space or, far more terrible, the aliens had been ableto attack both regions at the same time.

On Aegis, the leaders of the Verge Alliance met. Theyhad many important matters to consider. In addition tothe unusual situation at Mantebron, which was ominousbut not immediately threatening, and fears that the Ten-dril system may already have been reduced to a smok-ing ruin, they had to consider the fate of Hammer’s Star.

For a brief period of time after the initial invasion andthe surge of refugees that accompanied it, stragglersfrom that system had made their way to nearby colonyworlds. Within a month, however, that trickle of sur-vivors had ceased and the stories of the last to leave thesystem were terrible indeed.

The Externals, it seemed, had no intention of conquer-ing the human settlers at Hammer’s Star. As soon astheir ships reached Spes, they undertook a massivecampaign of orbital bombardment. Cities, military bases,generators, and anything else that hinted at the presenceof human inhabitants were blasted out of existence.

Even as they carried out this process of genocidal ex-termination, the Externals were digging in. Massive battlestations were being transported into the system piece bypiece and assembled there. Supply lines from beyond theLightning Nebula were being shored up, leaving littledoubt that the Externals planned to make their stay inHammer’s Star a very long one indeed.

As October drew to a close, Thayne, Hale, and theother leaders of the Verge Alliance tried to coordinatetheir forces and stage some manner of counterattack.The remnants of the original four battle groups werenow reassigned into three elements. The first of these,commanded by the Lighthouse, was stationed at Argos toshore up the defense of that vital crossroads. Althoughthe Externals had bypassed it in their initial assault onthe Verge, it remained a very likely target.

The newly reconstituted Second Battle Group, com-manded by the Bluefall Regency’s own Sanctuary, waspositioned at Aegis, there to hold down the fort in theevent of an External attack on the de facto capital of theVerge Alliance.

The Third Battle Group, commanded by the combat-hardened crew of the Pittsburgh, was designed to be amobile response force. Although it was originally intend-ed to strike at the External forces in Tendril and free thatimportant system from the enemy’s grip, circumstanceswould soon make that impossible. With numerous skir-mishes breaking out along the medurr front, the Alliance

89

Adventure Idea:Tendril and Beyond

The situation at Tendril is unique in the Verge. The VergeAlliance has an unshakable (for the moment) hold onAlaundril. The Externals, on the other hand, control thespace lanes and all access to the world. Neither side hasthe ability to advance into the enemy’s zone of control,so a very stable stalemate exists.

Both sides are hoping for quick reinforcements. TheExternals, however, are far more likely to see this even-tuality realized than their human counterparts.

For Gamemasters, this can be an excellent place inwhich to set adventures. This works best if the heroesare already on Alaundril, safe and secure for the mo-ment, but surrounded by enemy craft. Both sides usesmall, probing attacks to harass the enemy and test hisstrength. The heroes can easily become a part of this ac-tion and, with luck, make a big difference in the war.

The Externals employ several tactics in their effortsto rattle the nerves of those of Alaundril. Some of theseare more successful and effective than are others. Themost common of these is the occasional loosing of amissile barrage to test the planetary defenses. As manyas four times each day, the aliens loose a salvo of mis-siles at Alaundril. Without fail, the planetary defensenetwork detects and destroys these projectiles beforethey become a threat. What do the aliens hope to gainwith these tactics? If something happens on Alaundril todisable the defensive systems, the success of the missileattack would alert the Externals and prompt an immedi-ate assault on the colony.

An excellent adventure could be staged around one ofthese probing attacks with the heroes being instrumen-tal in restoring the defensive system to full operation intime to intercept the attackers. The failure in the systemmight be the result of External sabotage or even an ac-cident caused by the heroes themselves.

Page 90: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

commanders deemed it vital to put on a show of force inthe Cambria system, a task that fell to the brave menand women of the Pittsburgh.

November 2503:A Second Front?

In June 2502, humanity first came into contact with thealien medurr. The medurr seemed a warlike and aggres-sive species, and there seemed little chance of a lastingpeace between humanity and these aliens. In the face ofthe External attacks, however, the leaders of the VergeAlliance were convinced that peace with the medurrmust be maintained. There was no way that the nationsof the Verge could hope to battle both the Exeat and theforces of the medurr at the same time.

In the months after first contact with the medurr it be-came clear that the aliens were sizing up the militarymight of the Alliance. Despite initially favorable negotia-

tions, the relationship between human representativesand the medurr deteriorated. Small skirmishes into hu-man space, a continued campaign of commerce raiding,and a series of sharp, probing advances made their in-tentions obvious. Despite these provocations, however,Undersecretary Thayne was determined to have peace.

With that in mind, an expert operative name VirginiaDuPree was placed in charge of the medurr negotiations.In addition to being a trusted confidant of UndersecretaryThayne, DuPree was the senior Concord Administrator inthe Verge. The Alliance leaders hoped that her wisdomand experience would win the peace Thayne so desired.With a small, handpicked crew, she boarded the cutterProminence and set course for the medurr base in theCambria system.

DuPree was given complete authority to negotiate onbehalf of the Verge Alliance. She was empowered to signany treaty she deemed acceptable and instructed to bringabout an end to hostilities with the medurr in almost anyway possible. The leaders of the Verge Alliance placedonly one restriction on her actions. Under no circum-stances was DuPree to allow the medurr to discover thathumanity was already fighting for its life. If the medurrlearned this, Alliance Command believed, they wouldcertainly take advantage of the situation to move againstthe Verge.

In November 2503, however, the chances for peacefulcoexistence seemed remote when the medurr refused toacknowledge Virginia DuPree’s hail. Without a word ofwarning, they opened fire on her vessel. Prominencewas blasted out of existence and DuPree was killed. Un-dersecretary Thayne’s dream of a peaceful settlementdied with her.

On the advice of Christopher Hale, Regent of Bluefall,Undersecretary Thayne agreed to move against themedurr. It seemed certain that the only chance of avert-ing a war with them now was to present them with ashow of strength. If negotiations would accomplish noth-ing, perhaps a bloody nose would show the medurr thatthe Vergers were not going to roll over for them.

With that decision made, the Third Battle Group wasassembled and dispatched to the Cambria system. Cap-tain Hiraku Ting Sun, commander of the Pittsburgh, wasawarded the rank of Admiral and ordered to shatter themedurr fleet at Cambria. While he was authorized to usehis own judgment in almost every conceivable situation,he was ordered to minimize civilian casualties in theCambria system. With that restriction in mind, his ordersstated only that he was to undertake whatever operationsmight seem best suited to inflicting maximum damage tothe medurr military installations at Cambria.

At the head of nearly three dozen ships, Pittsburghmade her way to the Cambria system. Instead of the

90

Adventure Idea:Questions and Answers

This is a difficult time for the Verge Alliance. Militarily,they have their backs to a wall. Although still able tofield three effective fleets, they have suffered a numberof critical setbacks. As they begin to regroup and planfor the next phase of the war, they are desperate for in-formation about the enemy. Of special concern to theVerge Alliance admiralty is External interest in the Man-tebron system.

This is an excellent time for the heroes to be handedespionage missions. The Verge Alliance needs intelli-gence and it needs it quickly. With that in mind, the he-roes might be sent behind enemy lines into theMantebron system. In all probability, their best chance ofsuccess is to take the controls of a captured enemy ship.As only a few External craft have fallen into Alliancehands, the heroes might be given a ship whose mark-ings and transponder signature might mark it as be-longing to the traitors in Lucullus or the renegades inPtolemy.

While the Gamemaster probably does not want theheroes to discover exactly what’s going on at Mantebron,it might be possible for them to learn a great many im-portant things. Among these might be that Phlegethon isundergoing some manner of upgrade. Another possiblediscovery is that the Externals have, for one reason oranother, an inordinate interest in the deepfallen of theAegis system. Again, exactly why they are seeking in-formation about those aquatic sentients is somethingthat ought to be kept secret. The mere fact that the Ex-ternals are trying to learn about them by studying theruins on Mantebron should be a significant discovery.

Of course, the Mantebron system isn’t the only placewhere the Verge Alliance has an interest. The medurrcolony at Cambria is becoming more and more impor-tant as tensions increase with those reptilian creatures.Missions to Hammer’s Star and the Lightning Nebulahave already been suggested earlier in this section, andthey continue to be viable sources of adventure ideas.

Page 91: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

frontier fortifications Admiral Ting Sun expected to findthere, however, he found a massive fleet. Clearly, themedurr were planning to move against the Verge Al-liance in strength. Luckily, the appearance of the 3rd Bat-tle Group had caught them off guard. Ting Sun orderedan attack and the battle was joined.

Hostilities in the Cambria system lasted nearly a fullday. When the last shot was fired, the medurr had clear-ly been dealt a terrible defeat. For all their ferocity, it wasapparent that their technology was somewhat less ad-vanced than humankind’s. Although Pittsburgh was badlydamaged and lost a large number of her escort craft, themedurr lost two ships for every one they destroyed.

When he felt that the enemy had been given a suffi-cient show of human muscle, Ting Sun ordered a with-drawal from the system. Whether his actions wouldbring the medurr to the bargaining table or provoke andall out war was something Vergers would have to waitto see.

December 2503:Battle at Aegis

As the first year of the External War drew to a close, thelong feared Battle at Aegis took place. On December 9th,a massive alien fleet commanded by the refitted

Phlegethon and her sister ship Styx appeared near Jet-sam, the outermost world in the Aegis system.

Elements of the Regency Interstellar Navy assigned topatrol the area around Jetsam and its moon, Flotsam,were vastly outgunned. Despite this, they engaged theenemy with valor and attempted to fight a delaying ac-tion. Their effort was in vain, however, as the superiornumbers of the External fleet made short work of the Re-gency’s fleet.

Even as the last few ships fought on, the aliensopened fire on Research Station Echo, the military/scien-tific observatory/listening post on Jetsam’s moon. Assoon as its meager defenses were overcome, waves oflanding craft descended to the planet, loosing troops thatquickly overcame the base’s ground troops. Clearly, theExternals recognized the importance of the informationstored in the station’s computer banks.

As the ground troops secured the facility on Flotsam,missile boats opened fire on the defenseless Hatiremonastery on Jetsam. A single salvo was all it took toannihilate the complex, killing every man and woman onthe planet.

By the time the aliens had finished their work, theships of the Verge Alliance’s 2nd Battle Group wereready to engage them. This already considerable armadawas reinforced by a large number of Thuldan ships sta-tioned at their Lhop base near the gas giant Redcrown. Aflotilla of VoidCorp ships, also maintaining station at Red-crown, remained there to defend the gas giant and itsmoons in the event that External raiders broke off fromthe main body to strike there.

At first, the advantage seemed to lie with the VergeAlliance. They outnumbered the External fleet by a con-

91

Secrets of the MedurrThe events at Cambria were a great puzzle for humananalysts. Ever since May 2503, the medurr had been en-gaged in peace talks with representatives of the Galac-tic Concord and, when it was formed, the Verge Alliance.With efforts being made to resolve disputes with hu-manity peacefully, why should the medurr in Cambriareact so violently to human envoys? If humans had abetter understanding of the medurr, they might haveguessed at the answer.

The incident at Cambria was, in fact, a power play bythe medurr Teran. As her sister, Stykor, sought to ham-mer out a peace agreement with humanity, Teran waslooking for a way to expand her own power. For her part,their mother (the Matriarch Tolvys) was willing to waitand see which of her children would be the most suc-cessful. It mattered little to her whether the medurr wentto war with humanity or managed to come to peacefulterms with them.

Despite Teran’s desire to weaken her mother and as-sume her place in the medurr hierarchy, she is limitedin the tactics she can employ. Whether or not she is ul-timately able to bring about a war with humanity re-mains to be seen.

For their part, the rulers of the Verge Alliance wereforced to make guesses at the motivations of themedurr. Even as Stykor promises peace, her sister in-vites war. Lacking a complete understanding of the in-tricacies of medurr government and culture, humananalysts must try to find answers even as they wonderif they are even asking the right questions.

Adventure Idea:Border Skirmishes

The medurr present an interesting problem for theVerge Alliance. Clearly, they are an aggressive species. Ifprovoked or given reason to believe that humanity is tooweak to defend itself, they almost certainly attack. Theadmiralty believes, quite rightly, that it lacks the militarymight to fight a two front war at this point. Because ofthis, peace with the medurr is essential.

Peace is not something the Verge Alliance finds easyto attain. This is a time of increasing hostility betweenthe Alliance and the medurr. As such, the heroes couldvery easily find themselves confronted by commerceraiders and other medurr threats. Encounters with thesealiens can be designed and resolved using the materialpresented in Alien Compendium II.

Heroes might also find themselves faced with thetask of brokering a peace with the medurr. Consideringwhat they did to the official envoys of the Verge Alliance,this may seem a suicide mission or, at the very least, ex-tremely hazardous duty.

Page 92: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

siderable margin. As the aliens bore down on Aegis,however, a disturbing report reached the commander ofthe Sanctuary. Long range readings from the intelligencevessel Boron Wind were indicating something unusual.The electromagnetic signature of Phlegethon wasmarkedly different from that recorded during the Battle ofLucullus. Clearly, the craft had been heavily modified inthe months since it was last encountered.

The reason for these variations would soon becomeclear. As the battle was joined, Phlegethon opened firewith a massive weapon the likes of which humanity hadnever seen. A single hit from this deadly weapon torethe battle cruiser Viceroy apart in a blinding explosion.

Analysis of the weapon conducted in the weeks fol-lowing the attack on Aegis was daunting indeed. Appar-ently, the aliens’ new weapon was able to create a smallbubble in the fabric of space. This acted like a net orsnare, capturing a quantity of tachyons. This packet offaster-than-light particles was then directed at a targetand charged to a carefully selected level. When theweapon is fired, the field around the tachyons decayedrapidly. As it reached its target, the bubble became tooweak to contain the tachyons inside it. As the tachyonswere loosed, the residual effects of the bubble slowedthem to below light speed. This transformation releases agreat deal of energy both as hard radiation and heat. Amore complete description of the External tachyon can-non can be found in the New Weapons section of thesection on External Technologies.

Although the ships of the Verge Alliance fought brave-ly, the tachyon cannon was far too powerful for them tomatch. It seemed to pass through armor and shieldswithout difficulty. Although the weapon required severalminutes to recharge between firings, it was almost al-ways fatal to its target. While the size of the alien arma-da was dwindling, Phlegethon was stripping away Blue-fall’s defenses at a far faster rate. In the end, it was only

a matter of time before the Externals would be in a posi-tion to use this new weapon on the cities of Bluefall.

The tide of battle turned suddenly, however, with theunexpected arrival of the Lighthouse and her 1st BattleGroup. Intelligence received from a small band of eliteoperatives (including a Ranger, Concord Administrator,and Hatire Mind Knight) convinced the commander of theLighthouse, Station Administrator Kyle Wakefield, thatAegis was about to be attacked. Leaving behind a thirdof his fleet to watch over the Argos system, he opted togamble and move the bulk of his ships to Aegis. Luckwas with him, as Wakefield and his ships arrived just intime to intercept the External fleet.

The 1st Battle Group attacked with great ferocity, ham-mering the alien fleet. This bought the heavily damagedships remaining from the initial encounter, including thenow badly damaged Sanctuary, time to withdraw fromthe battle. Moving at the best speed they could manage,which was often none too good, they made their way tothe Thuldan Empire base at Lhop.

Recognizing that the tide of battle had turned againstthem, the Externals opted to break off their attack. AsStyx and Phlegethon laid down a massive barrage ofcovering fire, their numbers began to slip away into dri-vespace. The newly arrived defenders of Aegis returnedfire, focusing their efforts on Phlegethon. It was Wake-field’s intention to cripple the ship and then board it. Inthis way, he hoped to deliver the alien tachyon cannoninto the hands of the Verge alliance.

Sadly, this was not to be.Phlegethon continued to employ her revolutionary

new weaponry to great effectiveness. Ultimately, hercommander turned his attention to the Lighthouse itself.Despite its incredible defenses, the pride of the GalacticConcord could do little to slow the devastating barrage offire.

On Bluefall, the leaders of the Verge Alliance waitedimpatiently for news of the battle. Because of the posi-tioning of the planets in the Aegis system at the time ofthe attack, direct observation of the encounter wasblocked by the system’s stars, Aegis and Phantasm. Al-though relay satellites would ordinarily have allowedthem to follow the battle, alien jamming had shut thesesystems down. Indeed, many of them had been targetedand destroyed by the Externals.

Finally, the surviving ships began to emerge from thesensor blind spot. As the dreadnought Decisive appeared,it made contact with the Verge Alliance command onBluefall. The message her commander, Commodore Juliavan Buren, sent was one of mixed omens.

The battle is won. The enemy has quit the system.Lighthouse lost.

92

Adventure Idea:Stand into Danger

Gamemasters may wish to involve their players’ heroesin the biggest naval battle in Verge history (at least ashumans know it). While it may be difficult for aGamemaster to coordinate the complexity of a capitalship battle, there is plenty of opportunity for heroes toengage in small ship combats or commando boardingmissions. Simply getting a small ship equipped with so-phisticated sensors and stealth capability near thePhlegethon to get a look at the weapon it’s carryingmight prove critical in the months to come. If players areespecially adventurous (or even suicidal!), a boardingmission onto the Externals’ flagship designed to destroythe flag bridge could bring about a turning point in thebattle. Gamemasters will undoubtedly come up withother possibilities as well.

Page 93: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

93

Page 94: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

After twelve months of fighting, the war has taken its tollon the Verge. While no inhabited planet can truly claimto have been unaffected by the war, some have clearlysuffered more than others have. Over the course of thenext few pages, we’ll take a brief look at the current con-ditions on several of the systems most affected by thebattles of the External War.

OLD SPACEWhile not technically a part of the Verge, the ties ofmany worlds to the stellar nations of Old Space are sostrong that no discussion of this sort would be completewithout at least a passing mention of what’s going on inand around Sol.

With the storm clouds of war sweeping across theVerge, there are many who seem ready to forget aboutthe stellar nations. After all, powerful though they are,these governments are terribly remote. Further, theyhave sent no reinforcements, which makes many wonderwhether or not the stellar nations care what happens tothe Verge. Clearly, the Verge has been left to fend for it-self, just as it was during the Second Galactic War.

The truth about what has happened in Old Space isfar more terrible than that. The stellar nations have notopted to ignore their colonists, they have sold them out(at least, one has). The powers that be within the upperechelons of VoidCorp have struck a deal with the dread-ed Externals. In the name of self-interest, profit, and cor-porate advancement, VoidCorp has been actively negoti-ating with the I’krl Theocracy for the past few decades.

The nature of this contact remains shrouded in secre-cy, although its results are obvious to any who knowwhere to look. In the Verge, VoidCorp appears to be asupporting member of the Verge Alliance. In truth, theyare slow to respond to orders from the Alliance’s com-manders and pass along a great deal of intelligence tothe Externals.

In Old Space, VoidCorp is being even more devious.They have taken a public position here that the Verge isa lost cause. They use the destruction of Tendril’s dri-vesat and the reports of those refugees who have madeit back to Old Space to support this position. VoidCorphas managed to persuade many of the other stellar na-tions to focus their attention on the defense of Old Space.After all, they say, with the aliens securely entrenched inthe Verge, isn’t it logical to assume their next target is thestellar nations themselves?

There are a few stellar nations who are not yet readyto dismiss their holdings in the Verge. Chief among theseare the Galactic Concord, StarMech, and the Orion

League. These nations have begun to organize a reliefeffort. Under the banner of Operation: Rache, ships,troops, and supplies have begun to arrive in the Kendaisystem. Ordinarily, this fleet would have set course forthe Verge months ago. A series of delays and mishaps,all the result of VoidCorp’s subtle influence, have resultedin numerous setbacks in this project. If things continue atthis rate, it is several months more before Rache can belaunched.

The leaders of Austrin-Ontis Unlimited agree with thestatements made by VoidCorp that the Verge has beenlost, but they aren’t ready to forsake those distant worldsjust yet. They argue against falling back and, as they putit, “pulling our heads into our shells like a turtle.” Instead,Austrin-Ontis favors a full military assault on the aliens.Despite their best efforts, however, they have found littleor no support for this drastic action among the otherstellar nations. In light of this, they have recently begunto support Operation: Rache. When and if those ships doset sail for the Verge, it is likely that a major portion ofthe military force will fly the colors of Austrin-Ontis.

MANTEBRONThe exact details of what the Externals are doing in theMantebron system remains a great mystery in the eyesof the Verge Alliance. As speculation runs wild on theGrid and throughout the media, military intelligencestrives to nail down exactly what it is that the aliens aresearching for in the long cold ruins of this Glassmakerworld.

The assumption being made by the Verge Alliance In-telligence is a simple one. Given the appearance of thetachyon cannon aboard Phlegethon in the closing monthsof 2503, they reason, the answer is obvious: The aliensare looking for lost technology so they can develop newweapons and defensive systems. While this is partiallytrue, the fact of the matter is that such discoveries havebeen mere side effects of the actual course of investiga-tions being conducted on Mantebron.

What the Externals hope to accomplish at Mantebronis something so beyond the realm of human understand-ing that the Verge Alliance can hardly be faulted for fail-ing to suspect it. As has already been mentioned, the Ex-ternals know far more about the ancient technology ofthe Stoneburners and Glassmakers than humankind orany of its allies. In truth, the External interest in these ru-ins is tied directly to the deepfallen of the Aegis system.

Long ago, in the time of the Precursors, there was aminor species of Stoneburner scions known as the I’krl.Although insignificant in their own time, they were men-

94 SECTION SIX: STATES OF WAR

Page 95: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

tal and technological giants by the standards of the 26thcentury civilization of the Verge. Eons ago, the I’krl werebanished to another dimension. Endless years of waitinghave failed to slacken their desire to return to our uni-verse and claim it for their own. Try as they might, how-ever, these fell creatures have been locked tight in theirancient prison, unable to menace the new inhabitants ofthe Verge.

A few decades ago, something happened that caughtthe I’krl off guard. Without warning, something puncheda hole in the fabric of the dimensions. Had the I’krl beenready for this unexpected breach, they could have main-tained this opening in time and space long enough forthem to make good their escape.

Through their agents, the dreaded thaal, the I’krl havesought to learn the cause of this fleeting rupture in theuniverse so that they might cause it to be opened anew.After much effort, the thaal have discovered that thecause of the momentary disruption was the “Vanishing”on Bluefall, when every intelligent being was swept outof existence through the power of the deepfallen.

Aware that the deepfallen are biological constructs ofthe Glassmakers, the Externals hope that they can findsome manner of trigger on Mantebron. Exactly whatform this might take is something they can’t even beginto guess. In all likelihood, they expect to find some sortof transmitter that can be used to order the deepfallen touse their awesome power.

If the deepfallen are commanded to activate theirunique racial ability while the I’krl are ready, that ancientand evil species will again be loosed upon the stars ofthe Milky Way.

TENDRILWithout question, the situation in the Tendril system isunique in the Verge. While the planet Sperous and its in-habited moon Alaundril are securely defended, the restof the system is solidly in the hands of the Exeat. Bothsides would like to see this stalemate broken, but neitherhas the strength to do so.

On Alaundril, life continues more or less normally forthe citizens of Babel and the other cities. This is due en-tirely to the efforts of government propaganda agencies.While everyone is well aware of the fact that an armadaof alien craft lurks just beyond the range of their guns,they are constantly reminded that the invaders pose noimmediate danger to the human colonists.

Of course, this isn’t entirely true. The Externals areconstantly harassing the defenders of Alaundril. Whilethey haven’t been able to find a weakness or breach yet,they continue their efforts. In addition, the government’sinsistence that relief will soon arrive, either from OldSpace or via the Verge Alliance, is beginning to wear

thin. Fear spreads through the population as they wonderwhether or not they are the only remaining humancolony in the Verge.

For their part, the sifarv commanders of the Externalforces at Tendril are no more pleased with the situationthan their human counterparts. They insist that the con-tinued existence of a valid human military unit at Tendrilposes a threat to the continued success of the war effort.Unable to finish the job they started, they constantly callupon their thaal masters to send them additional forces.So far, their demands have gone unanswered as thethaal focus their attention on Aegis.

Long range scans from Alaundril’s orbital defense sta-tions indicate that the Externals are conducting some sortof operation deep within the clouds of Pox, the system’slone gas giant. Many theories have been put forth to ex-plain their unusual interest in this distant world, but noneof them has been convincing enough to win the supportof Alaundril’s military commanders.

HAMMER’S STARWhen the Externals made their first probing attackagainst humanity on May 3, 2489, they utterly destroyedthe colony of Silver Bell. They showed no mercy to theinhabitants of that thriving city then and they showed nomercy to anyone on Spes when they returned in 2503.After dispatching the Concord and Borealin fleets in thesystem, they loosed terrible weapons of destruction onthe population centers of Spes and the other worlds ofthe Hammer’s Star system.

One after another, beginning with the rebuilt SilverBell and its nearly sixty thousand inhabitants, they razedthe cities of Spes. Massive explosions threw gigatons ofdust into the air and rained deadly radioactive dust overevery corner of the world. This badly damaged the frag-ile planetary ecosystem, making it almost certain thatanyone who survived the initial attack would perish inthe days following. Never again will Spes be a world fitfor human habitation.

The rest of the system fared little better. Outposts inthe clouds of Platon or on the surfaces of Arist and themoons of Iniad were located, targeted, and annihilated.Even the scattered miners plying their trades in the Re-vik and Vicek Belts could not escape the notice of thesystem’s new alien masters.

While it is possible that some pockets of human set-tlers or military personnel may have survived, time iscertainly running out for these individuals. Unable to useany advanced equipment for fear of catching the ever-watchful eye of the Externals, they would have a verydifficult time doing anything more than existing. For suchpeople, hope of relief must certainly be fading with everypassing hour.

95

Page 96: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

For their part, the Externals have moved into Ham-mer’s Star in force. Shortly after their initial attack, fourmassive tugs arrived in the system, each towing one-quarter of a massive battle station. These crawled slowlyinto orbit around Platon where their cargoes were se-cured together. With the completion of this structure, theExternal hold on Hammer’s Star was complete.

Other large, prefabricated structures were quickly as-sembled under the protection of the battle station’s guns.Many of these were staging areas, receiving shipmentsof vital supplies from beyond the Lightning Nebula andpassing them along to the alien fleets in the Verge.

If the Verge Alliance is ever to rid the Verge of theExternal menace, they have to break the alien hold onthis system. Even the combined might of the entire VergeAlliance fleet would hardly be up to that task.

AEGISFor many years, Bluefall has been the unofficial capitalof the Verge. With the coming of the External War, itseemed only natural for the other systems to look towardthe Regency of Bluefall for guidance. The quick decisionof Regent Hale to join with the Galactic Concord and formthe Verge Alliance was instrumental in the success ofthat venture.

Because of the alliance between the Regency of Blue-fall and the Galactic Concord, their presence in the Aegissystem grows stronger with every passing day. With theloss of Mantebron and the destruction of the Lighthouse,the Galactic Concord has been forced to shift many of itsnormal operations to Diandes, one of Bluefall’s many is-lands. In essence, this honeycomb of government build-ings and underground command bunkers has becomethe de facto capital of the Verge Alliance.

For many of Bluefall’s half-billion citizens, life goes onmore or less normally. To be sure, many local industrieshave retooled to support the war effort and rationing ofvital commodities has put a great deal of stress on thelocal economy. Despite these changes, however, the en-tertainment industry continues to produce programming,and no one wants for the basic necessities of life.

The seemingly endless stream of refugees pouringinto the system has added, at least temporarily, almostone hundred million people to the planet’s population.This has put a great strain on the planet’s social services.Sea farmers are working overtime to feed the planet’snew settlers and medical facilities are hard pressed tomeet the health needs of these often-destitute individuals.

The Thuldan Empire’s presence in the Aegis systemhas always been a sore spot for the Bluefall Regency.Ever since their attack on Regency Island in 2498, theThuldan Empire has been an unwelcome guest in thesystem—tolerated only because it was politically expedi-

ent to do so. The onset of the External War has provedthe wisdom of this decision, as the military experienceand technology of the Thuldans has been a valuable as-set to the Verge Alliance admiralty. Given their nationaldisdain for anything nonhuman and the generally highlevel of xenophobia present in Thuldan culture, there canbe no doubt that the Empire proves to be a loyal ally tothe other members of the Verge Alliance and an annoy-ing thorn in the Exeat’s side.

LUCULLUSThe betrayal of the Verge Alliance by the ruling baronsof Lucullus was one of the greatest surprises of the war’sfirst twelve months. Some minor consolation might betaken in the fact that many of the system’s human rulersnow regret their decision.

So who were the traitors and what were they prom-ised in exchange for their villainy?

The Jamaicans were very quick to deal with the Ex-eat’s gardhyi representatives in the days just before andafter the war began. They were concerned about the po-tential menace of the medurr and felt the Galactic Con-cord was doing little if anything to protect them. Facedwith what they felt was an utter lack of support fromtheir own kind, the Jamaicans were only too willing toaccept the External offers.

Other factions had far less sympathetic motives. Theywanted only one thing from the Externals: control of thesystem when all was done. This devil’s bargain appearsto have come to the traditional end for such deals. Whilethe Barons of Penates might be the current rulers of thesystem in name, they are themselves crushed under theweight of their External overlords.

The motives of Helixtech are somewhat less clear. Un-like the Jamaicans, they seemed to have some faith inthe ability of the Concord to protect them from themedurr. Indeed, there is a good deal of evidence to indi-cate that Karcen Borun, an important Helixtech officer,had even managed some manner of contact with thereptilians. Exactly why Helixtech decided to side with theExternals may never be fully understood. It appears thata number of senior officials, including Borun, arguedagainst this decision. In the end, however, the faction fa-voring an alliance with the Externals carried the day.

As was stated above, the power in the Lucullus sys-tem these days is theoretically in the hands of Penatesand its Barons. In truth, however, the gardhyi are thereal powers here. Through them, the will of the I’krlTheocracy is done in the Lucullus system. And terribleindeed is that will.

On Penates, the fell kadarans have established con-sulates to better orchestrate dealings between the Exter-nals and their human “allies.” In truth, these are vile

96

Page 97: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

places overseeing the gradual conversion of the planet’spopulation into kroath. If they are left unchecked, thekadarans will leave few if any human beings alive onPenates—or elsewhere in the system.

PTOLEMYConditions in the Ptolemy system are only marginallybetter than in neighboring Lucullus. Vardye Hellis, theiron fist who rules the system by sheer force of will andarms, struck a deal with the Externals even before theBarons of Lucullus were contacted by the gardhyi. Heasked for only two things in exchange for the services ofhis men, his ships, and the other facilities of the Ptolemysystem.

The first of these was simple power. Hellis was prom-ised a leading role among in new Verge order. He wasto be rewarded with one or more systems to call hisown. Of course, the truth of the matter is not so cut anddried. The Externals speak in glowing terms of Hellis’spower and military skills, but constantly keep him incheck. In truth, he is no more the master of his fate thanare the Barons of Lucullus. While the kadarans are notpresent in any great numbers at Ptolemy, the gardhyimake certain that every order Hellis gives is the will ofthe Exeat.

The other aspect of Hellis’s bargain with the Externalswas revenge. He has always plotted and schemed forsome means to strike back at the Regency of Bluefall forthe terrible defeat his forces suffered at their hands in2466. By aiding the Externals, he is certain, he helps tobring about the destruction of the Bluefall Regency andthe death of Christopher Hale.

ALIEN WORLDSAt the time of the alien attack, the vast majority of theVerge’s inhabitants were human. This is not to say, how-ever, that the interests of humankind’s alien allies are notworthy of mention. Indeed, if humans are to pull out anymanner of victory in the Verge, it seems certain that thecontributions of the fraal, t’sa, and other alien species willbe nothing less than pivotal.

FraalAs always, any discussion of the fraal must take into ac-count their divided society. The Builders have one set ofgoals while the elusive and mysterious Wanderers haveanother.

For their part, the Builders are as determined as any-one else is to see the External menace beaten back.Members of this sect can be found scattered throughoutalmost every human colony world in the Verge. As thelong-time allies of humanity, they are often thought of as

“one of the family” and not counted among the ranks ofthe aliens.

At the time of the External attack on Hammer’s Star,there were two Wanderer cityships in the Verge. Thelargest of them, dubbed Mirage One by Galactic ConcordIntelligence, has since vanished and its current where-abouts are unknown. There are some who speculate thatit has jumped sides, forsaking humanity for the alienranks of the Externals. This theory, although popularamong the sensationalist media and uneducated, holdslittle water with the Verge Alliance admiralty.

The second Wanderer ship, referred to in militarycommuniqués as Mirage Two, hangs in deep space atthe edge of the Aegis system. Silent and brooding, it re-fuses to respond to any contacts, even those of fraalBuilders. Exactly what, if any, notice this massive crafthas taken of the war raging around it is impossible toguess.

WerenThe weren, although relatively few in number, are wellrepresented in the Verge Alliance. This is due largely tothe presence of Cardinal Rashorra on the Alliance’s rul-ing council. A cunning diplomat, learned theocrat, andfierce warrior, Rashorra is a fine example of everythingthe weren species has to offer the universe.

For the most part, weren citizens of the Verge areonly too happy to take up arms against the Externals.Several Concord Marine units composed wholly of werenhave seen battle on numerous worlds in the Verge. Themost highly decorated of these are the Jo-Rika, a namethat translated into Standard roughly as Happy Bayonets.

Thanks largely to the efforts of the Bluefall-based me-dia conglomerates, the weren are being depicted as ut-terly loyal, unstoppable fighting machines. Often, this isdone at the expense of their intelligence. As such, manyVergers are becoming convinced that the weren aremore like faithful guard dogs than fellow sentients. This,of course, is not something the weren find overly flatter-ing.

MechalusOnly a handful of mechalus can be found in the Verge,but their intelligence and technical understanding makethem valuable additions to the war effort. Since thebreakdown of communications with Old Space, themechalus in the Verge can no longer depend on the aus-pices of their Rigunmor patrons. As such, many of themhave entrusted themselves to the care of the GalacticConcord, often applying for citizenship.

The services of these unusual sentients has proven in-valuable as the Verge Alliance labors to maintain its

97

Page 98: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

equipment in wartime conditions without support fromOld Space. Perhaps the best example of this can befound in the Aegis system. Long known for the appallingcondition of the local Grid, the demands of war havemade improvements to the system imperative. Whilecommercial contractors were already making progress inthis matter, the current situation calls for more radicalmeasures.

With this in mind, a number of mechalus Grid techshave been placed in charge of the upgrade. Thankslargely to their understanding and experience, the up-grade to the Aegis Grid is proceeding with unprecedent-ed speed. Whether or not this and similar projects canbe completed in time to turn aside the External forces re-mains to be seen.

SesheyanThe best-known concentration of sesheyans in the Vergeis found on Grith in the Corrivale system. Here, under theauspices of the Galactic Concord and their Hatire neigh-bors, they have established one of the few sesheyancolonies that is independent of VoidCorp control.

Of all the human-allied alien species found in theVerge, the sesheyans would appear to be the least im-portant to the war effort. After all, they are uncomfort-able with much of the advanced technology so vital tothe war. Despite this, however, the sesheyan have a roleto play that might, if all goes well, prove vital to defeat ofthe Externals.

Acting with great care, the sesheyans on Grith havesought out contacts with the Externals. Complaining ofpoor treatment at the hands of their human neighbors,they have made an effort to appear sympathetic to theExternal cause. Although they have yet to win the trust ofthe invaders, they are gradually easing the suspicions ofthe Exeat’s agents.

Of course, the final outcome of these negotiations re-mains uncertain. At the very least, the Verge Alliancehopes to be able to feed the Externals false intelligencethrough the sesheyans. If things go better, they may beable to infiltrate the ranks of the invaders. With a greatdeal of luck, the often forgotten sesheyans may prove tobe one of the greatest weapons in humanity’s arsenal.

T’saBecause they have been cut off from their home stars inOld Space, the t’sa in the Verge have become de factowards if the Galactic Concord. Like the mechalus, theirkeen minds and technical ingenuity have made themvaluable members of the Verge Alliance.

T’sa are making two major contributions to the wareffort. A great many of them have been drafted into mili-

tary intelligence duty and are working on cryptographyand related matters. A few, perhaps the best and bright-est of the Verge’s t’sa, have been charged with the taskof understanding the technology of the Externals andfinding ways to better defend human worlds against theattackers.

A good many t’sa who lack the technical training haveenlisted in military units hoping to see actual combatagainst the enemies of man and t’sa alike. Others havejoined the various navies, serving as pilots, gunners, andeven simple deckhands. Of course, this is not to say thateach and every t’sa found in the Verge has volunteeredfor military service. Many continue with their lives justlike countless millions of others in the Verge.

One of the most interesting groups of t’sa fightingagainst the Externals is the clandestine tliss ta klee orarmy of dissension. This crack commando unit wastrapped on Lucullus when the Externals claimed that sys-tem. Since then, they have used their skills and experi-ence to wage a savage terrorist campaign against theoccupying armies. Try as they might, the Externals havebeen unable to track down these tenacious warriors.

DeepfallenOf the fifty or so intelligent species known to man, noneis more enigmatic than the deepfallen of Bluefall. Geneti-cally engineered ages past no less a species than theGlassmakers themselves, these creatures are gifted withamazing mental powers. The greatest of these is the abil-ity to open a portal through time and space, bridging di-mensions, and thrust other creatures through it—whetherthey wish to make the journey or not.

It was this power that the deepfallen used to send theGlassmakers on their way to the next stage of their evo-lution uncounted centuries ago. When humanity came tothe Aegis system, the deepfallen assumed that theywished to follow the Glassmakers on their mystical jour-ney into the unknown. They used their power and sweptevery intelligent creature except themselves out of exis-tence. Humans came to call this the Vanishing, and itwas a mystery that remained unexplained until very re-cently. Indeed, even now the truth behind the Vanishingis a closely guarded secret known only to the highestlevels of the Bluefall Regency and Galactic Concord.

What the deepfallen aren’t aware of, however, is thattheir use of the power given them by the Glassmakersvery nearly allowed the dreaded I’krl to escape the inter-dimensional prison into which they had been cast. Ifthose aquatic sentients use their abilities again, now thatthe I’krl are watching for it, the opening will be securedand they will be able to return to our universe.

What the thaal rulers of the I’krl Theocracy fail to un-

98

Page 99: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

derstand, however, is the deepfallen attitude toward theirpowers. The thaal plan is to force the deepfallen into asituation where they must use their power to sweep aninvading force out of existence or face destruction them-selves. This might seem logical to the Externals, but itdoesn’t take into account the deepfallen philosophy.

The deepfallen are not creatures of evolution. Theywere made by the Glassmakers for one reason and onereason only, to send their creators on a mystical journeyinto unexplored dimensions. In their eyes, the Glassmak-

ers are nothing less than gods and the psychic powersbestowed upon them are a sacred blessing. They see theuse of this power as the bestowing of a great gift, not asa weapon to be used against their enemies.

If the Externals are to prod the deepfallen into usingtheir powers, they have to find another means. Exactlywhat this might be is impossible to guess, but if it can befound anywhere, the ruins on Mantebron are an excel-lent place to look—and that’s just where the aliens arelooking.

99A council of representatives from every member stateheads up the Verge Alliance. The most important ofthese, naturally, are the representatives of the stellarnations and Bluefall Regency. All told, this body hastwenty-three members, the most important of whomare described briefly below.

Undersecretary Michael Thayne (Galactic Con-cord): The de facto head of the Verge Alliance Admi-ralty and senior member of the Galactic Concord’sdiplomatic team in the Verge at the onset of the war,Thayne has been branded by many as power hungrypolitician. Nothing could be further from the truth,however. Thayne does everything in his power to keephuman civilization in the Verge from being swallowedup by the Externals.

Regent Christopher Hale (Bluefall Regency): Theruler of Bluefall, Hale is an intelligent and driven man.He sees great things for the Verge Alliance. If the cur-rent menace can be defeated, he hopes to see thetrend toward unification and cooperation continueunabated. In the wake of the External War, Haledreams of a Verge governed by a single, central gov-ernment. He has spent many years shaping Bluefallinto the logical choice for the capital of such a gov-ernment and, of course, would be only too happy toaccept the office of President when such a union is of-ficially established.

Field Marshall Andrew Stott (Thuldan Empire):An experienced diplomat, Stott was ordered to mendfences with the Bluefall Regency following the Em-pire’s abortive attack in 2498. When contact was lostwith the stellar nations, Stott used an extensive net-work of friends and contacts to seize control of theThuldan Empire’s holdings in the Verge. Althoughtechnically still acting under in the name of the Em-pire, he is doing everything he can to improve his ownposition in the Verge. If and when contact is reestab-lished with Old Space, Stott hopes to present the Em-pire with a fait accompli and be allowed to continueas the master of all things Thuldan in the Verge.

Cardinal Rashorra (Orlamu Theocracy): One ofonly three nonhumans holding a seat on the Verge Al-liance’s ruling body, the weren Rashorra has assumedcontrol of the Orlamu Theocracy’s holdings in theVerge, including the colony on Yellow Sky and, untilrecently, the temple aboard the Galactic Concord’s fa-mous Lighthouse. She is charismatic and forceful, adevout believer in the teachings of the Orlamu faithand well liked by the other members of the Admiralty(with the possible exception of Field Marshall Stott).Rashorra views the External War as nothing less thana holy crusade which must be won if the citizens ofthe Verge are to be granted favor in the eyes of God.

Alad mir Scnee (Hatire Community): As a stellarnation, the Hatire Community had relatively few hold-ings in the Verge at the start of the External War. Thefraal Alad mir Scnee serves on the Verge Alliance Ad-miralty not as a representative of his government, butas the commander of a pseudo-independent companyof Mind Knights. Recognizing the importance of vic-tory in the External War, they opted to offer their serv-ices to the Verge Alliance. Mir Scnee is a calm andintelligent man whose wisdom has made him an im-portant voice on the Admiralty.

WC102 89TSR (VoidCorp): Andoni Moriarty isan unusual citizen. Born on Earth, he left behind hisSolar roots and joined the ranks of VoidCorp nearlytwenty-five years ago. Through cutthroat corporatetactics and vicious office politics, Moriarty became thehead of VoidCorp Security in the Verge. It was his cun-ning that allowed his corporate masters to strike theirdevil’s bargain with the Externals. Although no othermember of the Verge Admiralty suspects him, Mori-arty is a traitor who passes a great deal of informa-tion through his agents and on to the Externals. He iscareful, however, to give them only the knowledge hechooses. In this way, he maintains an upper hand inthe traitorous relationship.

Verge Alliance Admiralty

Page 100: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

WARTIME ADVENTURESRunning a campaign against the backdrop of a massiveinterstellar war can be challenging task. Indeed, at first itmight seem to be an impossible one. After all, what con-tribution can a single man or woman make in so greatan undertaking as interstellar war?

The simple answer to that question would seem to be“not much.” But we’re not talking about ordinary peoplehere. The players are not assuming the roles of account-ants, farmers, or factory workers. They are heroes. Bytheir actions are the fates of entire star systems decided.

Consider the place of the individual hero in sciencefiction history. Luke Skywalker, despite all outward ap-pearances, was no mere farm boy. The clan Kinnison,immortalized in E. E. Smith’s Lensman books were of fargreater importance to the universe than could ever have

been imagined. Larry Niven’s Louis Woo was, on thesurface, a somewhat eccentric loner fond of spendingmonths in deep space because he often grew weary ofcivilization. Yet this unassuming soul constantly foundhimself at the heart of events whose ramifications wouldnot fully be felt for hundreds or thousands of years.

Time and again, the individual in a science fiction talehas proven himself to be more than a match for themost carefully laid plans of tyrants. At the last possibleseconds, heroes snatch victory from the jaws of defeat.They discover the enemy’s weakness, they disable theirimpenetrable defenses, or they develop a shield capableof deflecting the ultimate weapon of the enemy. Thesame must be true in your ALTERNITY campaign.

In order for the players to prove themselves equal tothe heroic challenges set before them, however, theGamemaster must have a full and complete understand-ing of the war, its origins, and its ultimate possible out-comes. These matters are discussed throughout the restof this book. For the moment, we’ll focus on the factorsthat make a wartime campaign different from other set-tings. With a little effort, the following techniques can beincorporated into any STAR*DRIVE campaign in order tomake the heroes feel that they are very much a part ofthe External War.

The War as a BackdropThis can be tricky, however, especially if the Gamemasterwants to keep his campaign in tune with the “official”events portrayed in published game products. With alittle care, however, the ebb and flow of events can bemade to parallel the course laid down here. Indeed, withonly a little effort, it can appear that the actions of theheroes have been the pivotal point on which the wholeof the war turns.

Consider the betrayal of humanity in the Battle of Lu-cullus. An excellent adventure could be written about agroup of heroes who discover what is about to happeneven before the External fleet appears in the system. Theculmination could be a race against time as they attemptto elude pursuers and stay alive long enough to contactthe Verge Alliance fleet. Because the Gamemaster knowsfull well that the Externals and their Lucullan quislingsmust win this battle, he can’t allow the heroes to warnthe fleet too early.

This doesn’t mean that a message can’t reach the fleetat the last possible second, in time for the Verge Allianceships to activate their defenses. When the Lucullan trai-

100 SECTION SEVEN:WARTIME ADVENTURING

I watched Jackson scream into the commlink. His eyeswere wide with fear, but he didn’t know what else to do.“Hard hat, this is Rapier Seven, repeat, Rapier Seven, doyou copy, Hard Hat?”

Stevenson tried to tell him it was no use. The bugswould be on us in a matter of minutes. His calls for sup-port would go unanswered. The command center, alongwith everything else in Alcazar, was nothing more thana smoldering crater now. Our remotes had seen the flashand we’d even felt the shockwave. Without something onthe order of divine intervention, we were all going to diehere.

I swallowed hard and tried to hide the fear in myvoice. “Ev e r y b o dy check your weapons. When theroaches show up, I want them to know what a bloodynose feels like. We might not be able to stop them, butwe can sure as hell slow them down—even if it’s only toreload.”

Everyone but Jackson nodded and tried to look brave.A new salvo of explosions tore across the ground out-side. The high, screaming sound of a missile enginecould be heard just before each report. I waited, listen-ing for a lull in the barrage. When it came, I kicked openthe bunker door and we poured into the trenches out-side. The banshee wail of supersonic aircraft was deaf-ening. One after another, silver arrowheads shot overour position, loosing a torrent of missiles.

I stood motionless for a second, barely able to hear,let alone understand, the scratchy voice coming overJackson’s transceiver. “Rapier Seven, this is ArchangelOne, message received. Stand by for evac, repeat, standby for evac. You’ve just got enough time to catch the laststage out of Dodge, boys.”

An excerpt from Assault on Hammer’s Starby Gunnery Sergeant Peter McAndres,

Concord Marine Corps

Page 101: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

tors open fire, they won’t have defenseless targets. Aslong as it is emphasized that hundreds, maybe eventhousands, of lives have been saved by their actions, theheroes can feel that they have succeeded, even if the Ex-ternals ultimately win the battle.

Remember, spin control is just as important in Game-mastering as it is in politics.

Command DecisionsOf course, the easiest way to make the heroes feel thatthey have an important role to play in the war effort is toplace them in command of an important element of it. Ifthe heroes are acting as important members of somegovernment agency, they could very well find themselvesgiven a position of authority.

Perhaps they find themselves acting as the commandcrew of a large ship, like a cruiser or battleship. Such acampaign would have the feel of a Star Trek episode.One player might fill the role of the ship’s Captain, anoth-er serving as the Chief Weapons Officer, and so forth.While the heroes are free to delegate the less interestingaspects of these jobs (you never saw Captain Kirk fillingout a whole lot of paperwork, did you?), they are theones making the decisions upon which their lives andthe fate of their ship depend. Such a setting also makesmatters a little easier for the Gamemaster, who can sim-ply hand out orders from the Admiralty at the start ofeach scenario. The heroes, despite their authority, gowhere they are told to go and do more or less what theyare told to do.

Similarly, they might be in positions of overall authori-ty, rather like the principal characters of the Star Warsfilms. While not acting as the commanders of a specificship or military cadre, they would direct the deploymentof fleets and such. A campaign like this is likely to makefrequent use of the abstract mass combat system as theheroes allocate forces and then await reports on theirsuccess or failure.

Critical Turning PointsBy their very nature, wars are massive and confusingthings. It is impossible, even with the communicationstechnology of the 26th century, for the heroes to receivereliable reports about each and every aspect of the war.Information is often distorted or missing important piecesthat make it difficult to interpret. The fog of war can be amajor factor in such situations.

The best way for Gamemasters to administer wartimecampaigns is to focus on key turning points. Consider theexample of Earth’s Second World War. The names of themost important battles are etched forever on the pages ofhistory: Pearl Harbor, Midway, Normandy, Hiroshima,

and a dozen others. By focusing on these important bat-tles, a Gamemaster could tell the whole tale of the war.History will remember the epic battles of the war farlonger than the less important ones, and the heroes havea right to expect that their names are the ones held upand recognized much the way modern society remem-bers Eisenhower, Patton, MacArthur, or Churchill.

It is worth noting that the timeline presented else-where in this supplement is intended to do just this. Thebattles it presents are the most important ones. It mustbe assumed that numerous skirmishes are taking placethroughout the Verge.

When running adventures based upon these majorbattles, the Gamemaster can allow the heroes to uncoverall sorts of useful information about the rest of the war.This includes secrets of the External biotechnology, usefulinformation about alien strategies or tactics, and dataabout key players in the enemy’s high command.

Luring the PlayersAn important aspect in any campaign is something thatmight be called the lure. The lure can take many forms,but it is an essential element of the campaign that drawsthe players ever onward. It might be a secret weapon ofthe ancient Stoneburners that could be used against theenemy or the key to understanding their coded transmis-sions. Whatever it is, the lure should give the heroes anadvantage over everyone else in the campaign.

Consider the example of the dagger. Suppose that theheroes discover early on in the war that an enemy spyknown only as the dagger has managed to infiltrate theVerge Alliance. Their first encounters with the daggermight reveal little more than his existence to the heroes.As their adventures continue, however, they manage tokeep running across clues as to the true identity of theenemy agent and his ultimate plans. In the end, ofcourse, they confront the dagger and stop his masterplan seconds before it ensures victory for the Exeat.

The Gamemaster needs to keep in mind the fact that alure serves as a motivating factor throughout the cam-paign, not just for a single game. While there is almostcertainly some manner of lure in every scenario, theseshould be minor things compared to the grand draw ofthe campaign’s big secret.

A skillful Gamemaster must take care to release infor-mation about the lure at a measured pace: a hint here, ahint there, never too much at any one time. In the end,when the heroes uncover the whole truth about the lurethey’ll have every right to feel full of pride.

Of course, the Gamemaster must make sure that thesecret of the lure is worth all the buildup. The Death Starisn’t just a big spaceship—it’s a spaceship the size of asmall moon that can annihilate whole planets in a single

101

Page 102: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

shot! An excellent lure for the campaign presented in thissupplement is the alien occupation of Mantebron andtheir gradual recovery and development of the tachyoncannon. A little research into the Manhattan Project canhelp the Gamemaster to capture the feel of intrigue andintense government security associated with the project.

Driving the PlayersThe opposite of the draw is the drive. This is a force thatmoves the heroes on against their will. It can take manyforms, but is used as a tool to make certain the heroesdon’t miss something important to the adventure.

The most basic form of drive is simple pursuit. On theground, this could be a pack of External hunters with thealien equivalent of bloodhounds. In space, it could be asquadron of alien fighters sweeping the solar system insearch of the party. The important thing about this sort ofthing is that it must be something the heroes will ab-solutely want to avoid. If they have seen large concentra-tion camps where prisoners are being transformed intokroath, for example, they will do everything they can toavoid capture.

Another very popular form of drive is the time limit.This might be self imposed or forced upon the party.Consider the case of a party that has been exposed tosome deadly virus. They know time is of the essence, asthey must keep moving if they are to find a cure or re-ceive medical treatment before the virus claims them.The remorseless ticking of a time bomb or the loomingthreat of an alien attack can impose similar time limits.

Whatever form the drive takes, the Gamemaster mustbe careful in its use. They must always feel that it istheir choice to move in a given direction, not that theyare being forced there with no choice of their own. Adrive can be a powerful tool, but it must not be overdoneor the players will begin to feel that their heroes arepawns instead of heroes.

Domestic PoliticsSome players and Gamemasters prefer adventures thatcenter on roleplaying and political intrigue. While theymight enjoy the occasional exchange of gunfire with aring of spies or traitors, the primary focus of the cam-paign isn’t combat or battle-heavy adventures.

Many of the things we’ve already discussed have theirplace in these adventures as well. The primary differ-ence, however, is in the forms they take. The drive, forexample, might be the constant scheming of a politicalenemy who would be only too happy to see the heroesdisgraced and, perhaps, imprisoned. The knowledge thatsomeone is out to get them keeps the heroes on theirtoes. This sort of enemy can be particularly useful if the

heroes are in a position where they can do little or noth-ing to rid themselves of this antagonist. Perhaps he is toowell connected politically or, even worse, in a position ofauthority over them.

Characters in this sort of campaign can find them-selves working to flush out spies, eliminate traitors, de-velop new weapons, crack enemy codes, and so on.They find themselves challenged mentally far more fre-quently than heroes in more military campaigns. Indeed,the heroes are almost certain to go around unarmedmost of the time. After all, how many members of thePresident’s cabinet carry firearms under their suits?

Foreign AffairsAnother feature of wartime adventuring that deservesmention is the diplomatic campaign. This is similar to thepolitical one mentioned above, but has some very impor-tant differences. Where the heroes in a diplomatic cam-paign are working primarily in friendly territory, those inthese settings are in foreign settings.

As often as not, they are trying to win the favor of aforeign leader. Perhaps they hope to secure an ally in thewar or, at the very least, convince a power consideringan alliance with the Externals to remain neutral. This cancall for the greatest care on the part of the heroes, forthe slightest miscue could cost them success.

Less frequently, the heroes might be called upon tosway those who have already sided with the enemy.These missions are more dangerous as the heroes arelikely to come into direct contact with their Externalcounterparts.

Space BattlesOf course, any interstellar war is going to be punctuatedwith space battles. These should always be depicted astitanic clashes with starships throwing incredibly destruc-tive weapons back and forth against the backdrop of thestars. The important thing here is the sheer scope ofsuch battles.

The exact role of the heroes in such conflicts dependsupon their places in the campaign. If they are military of-ficers, they could very well be directing the actions ofwhole fleets. In such cases, the abstract combat systemcan be used frequently and can be augmented with thenormal starship combat rules.

If the heroes are fond of fighter combat, as depicted infilms such as Star Wars or Battlestar Galactica, the he-roes might be made pilots aboard space carriers. In mostcases, these campaigns feature swift combat in whichfighter sorties are conducted against large ships, groundtargets, and so on. The abstract combat system can beused to provide backdrops for their missions, but the

102

Page 103: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

103

Page 104: - Star Drive - The Externals.pdfPrologue. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 What We Know ...

Gamemaster can use the basic ship to ship combat rulespresented in the ALTERNITY Gamemaster Guide to resolvespecific missions.

Those who are fond of larger fleet actions may findmassive battles like those depicted in Star Trek or theLensman books to be much more to their liking. Thesebattles should be depicted as more sweeping and epicthan those centering on fighters. Gamemasters might findinspiration for such campaigns in the epic World WarTwo documentary Victory At Sea. Massive battlewagonsexchanging broadside after broadside are the mainstayof such battles.

Planetary BattlesObviously, space battles can be de-emphasized for cam-paigns based around soldiers and similar characters. Forthese heroes, the space navies exist only to transportthem from one battlefield to another. There is an old ex-change that runs something like this:

What are you?MARINES!And why are you Marines?TO DIE!And why is there a Navy?TO TAKE US WHERE WE CAN DIE!

Campaigns based around ground troops should capturethe flavor of movies like Aliens or books such as TheForever War and Starship Troopers. The heroes are giv-en incredibly powerful weapons and thrust into the faceof a similarly armed foe. What follows can be nothingless than chaos itself.

Exactly what tone the Gamemaster chooses to give hiscampaign should be based on the likes and dislikes ofthe players. Some groups might prefer a more sanitizedversion of infantry engagements like those depicted incountless John Wayne movies. Others might favor amore brutal and realistic atmosphere similar to the onepresented in movies such as Saving Private Ryan.

The most important thing to remember about cam-paigns that focus on ground battles is best summarizedby the old saying: War is Hell. Naval officers might ex-pect to sit down and enjoy a cup of tea while their craftdrifts through the deep void of space. Campaigns featur-ing Marines and soldiers should be full of mud, rain, badfood, harsh conditions, and the constant threat of enemysnipers.

Disturbing InformationOver the course of the External War, the Gamemastermay want to gradually release important bits of informa-

tion. These tidbits can be handed out as rewards for suc-cessfully completed missions, discovered through carefulresearch, or even learned through spying.

Exactly what sort of information the heroes might dis-cover depends upon the type of campaign and theirplace in it. Some excellent possibilities for discoveriesearly in the war include horrific revelations like the truenature of the kroath. Later on, the heroes might learnmore and more about the nature of the Externals andtheir dark history. By the end of the first year, the heroesare likely to have learned of the existence of the thaal,the betrayal of VoidCorp, and so on.

The important thing to remember here is that informa-tion is very valuable. It should be handed out carefullywith each piece building upon those received earlier. Ifthings are handled with care, the players may constantlytry to put forth theories about how the things their he-roes have learned come together. When the ultimatetruth is revealed, however, it must come as a surprise.

With only a little effort, the Gamemaster can lay downlittle clues that won’t be recognized by the players at thetime. Later on, however, when some important secret isdiscovered, they’ll snap their fingers and say: Of course,that explains why…

Victory and DefeatAt the end of every successfully completed adventure,the Gamemaster must reward the heroes in some way.In many cases, the best reward might be the discoveryof an important piece of information as described above.

Another very useful reward might be the capture ofan enemy ship or weapon. The heroes might retain thisitem and used to give them an edge in future encounterswith the Externals or medurr. Alternately, their newly ac-quired treasure might be turned over to the Verge Al-liance authorities so that it can be torn apart and studied.

At the same time, however, the Gamemaster must ac-cept the very real possibility that the heroes may dropthe ball. Despite their best efforts, the players may sim-ply fail to put together the pieces of the puzzle or over-come the alien menace. A good Gamemaster shouldmake sure that the heroes don’t come away from suchan adventure feeling as if they have failed utterly.

After all, the heroes can almost certainly learn some-thing from even the most terrible and crushing of de-feats. While these rewards will certainly be smaller thanmight be had for the successful completion of their mis-sion, they must nonetheless be useful. In all cases, ofcourse, the Gamemaster must balance the hazards of themission with nature of the rewards handed out, both forsuccess and failure.

104