Last week, we mentioned that we would be providing more detail on the planets are not thoroughly covered in Foreven Sector: Fessor Subsector. Today, we’re taking a look at Bromley. Particularly Jareth Station, a mercenary base in the system.
Jareth Station is a small space station orbiting the smaller gas giant, Sinth, in the Bromley system. It is far enough away from the war that engulfed the planet Bromley and the planetoid Freehaven that both governments have agreed that the station and the gas giant are neutral territory. Because both military leadership and average troops take a rest here from the fighting, it is a gathering place for mercenaries and intelligence gathering alike. Weapons shipments are not permitted to pass through here although weapons sales happen here all the time.
All those that want to join in the fighting for a profit must register with the station as a mercenary. When a registered mercenary wants to be seek work, they are granted access to a special databoard that lists all available military tickets.
The following are a few of the many mercenary tickets that are currently awaiting to be fulfilled at Bromley Station.
Retrieve Missing Personnel
Side: Bromley Consulate
Contact Person: Major Chtanianshalt Jdervrets, Mercenary Liaison Officer
Mission type: Retrieval
Estimated Personnel Required: 10
Equipment Available: Ammunition, Facility Layout, Terrain Survival Gear
Estimated Length of Service: 2-3 Weeks
Estimated Pay: Cr. 50,000
Post-Action Extraction: Not possible
Post-Action Support: Equipment Repair
An attack squadron came back with half their number shot down. Our best intelligence suggests that approximately 20 persons survived and are being held prisoner at a the Kiesnakr Detention Facility. The Bromley Armed Forces want them back before they can give those Freehaven rebels intelligence on our positions. The Kiesnakr Detention Facility is a captured Bromley facility and is behind enemy lines. However, they rebels have fortified their air and space defenses well enough that around that position that going in by land is recommended. Ticket pays upon successful retrieval of all survivors from this action.
Ticket Complication: A total of nineteen from this action survived and are being held at Kiesnakr. However, the Bromley military is unaware that thirty-five additional personnel are being held at the facility that are currently listed as Killed in Action. The nineteen survivors will not want to leave without their other comrades.
Protect Fort Sa’dedra
Side: Bromley Consulate
Contact Person: Major Chtanianshalt Jdervrets, Mercenary Liaison Officer
Mission type: Defense
Estimated Personnel Required: 20-30
Equipment Available: Ammunition
Estimated Length of Service: 2-3 Weeks
Estimated Pay: Cr. 30,000
Post-Action Extraction: If necessary
Post-Action Support: Medical
Fort Da’dedra has taken heavy loses and the manpower cannot be spared elsewhere. Additional forces are needed to keep the base from falling into Freehaven rebel hands. Ticket ends when reinforcements arrive.
Ticket Complication: The Base Commander of Fort Sa’dedra has been underreporting the amount of ammunition used in the hoped of making himself look good. As a result, the Base Commander died in the last raid, communications now are being jammed and the fort is almost out of ammunition. Unless the players bring considerable ammunition with them, there is enough ammo at the fort for slug weapons to last 3-4 days.
After a highly successful first day of Foreven Worlds: Fessor Subsector, we received 2 reviews. The first is a glowing 5 star review (thank you). The second is a 3 star review. The review’s author gave two reasons for dropping it two stars: 1) the map isn’t color and 2) the other planets of the sector do not have much, if any, detail. And well … he’s right. I should have done both. So I will be updating Fessor Subsector with a color map. It might take me a bit, but it will happen.
As for his second point, I’ll be sure to do that in the release for all other other subsectors, but I’m just going to post them here on my website for Fessor for all to have. I’ll post a few every few days. Please forgive that these will be unedited (my editors hate it when I do this). So here goes.
Dralib was the first world conquered by the Cornathian Empire. Their ships arrived in IY 971. The few hundred farmers working the communal farms knew they did not stand a chance against this force and surrendered without a shot being fired. More than two hundred years later, the descendants of the original colonists, known on world as Drians, are vastly outnumbered by those that moved here after the conquest. The IPF, Imperial Peacekeeper Force, routinely arrest Drians, claiming they were thinking of starting trouble and point to planted objects as evidence of such intent. The Drians have tried appealing to the planet’s ruler for relief from such persecution. While Governor Frinsk claims to be sympathetic to their cause, no change in the IPF’s actions are yet apparent.
Despite being a frequented trading stop between Alespron and Reidian subsectors, the people of Magnef live in perpetual poverty. The wage laws allow corporations to pay their employees so little, the people live in near-squalor conditions. Even when corporations do break such flimsy laws, there is little recourse for the several million people that live on this world. The only time the planet’s nobility go after such corporations is when they cause serious environmental damage. Recently, several hundred tons of radioactive waste material were discovered on a remote moon of the system’s only gas giant world. The only reason it was discovered was that the noblewoman that owned that world, Lady Bedia, decided to set up a pleasure dome on that moon and was unable to do so because of the unexpectedly high radiation levels. She used her influence to get the planet’s police to find the responsible party. The investigator placed the blame squarely on the crew of the Iadria Zhdev, a ship owned by Iadria Vlovl. Since the corporation received word of such an accusation, the company has ordered the crew to a different section of space. Lady Bedia is now searching for some mercenaries to bring the Iadria Zhdev and her crew to justice.
Beyond the Third Imperium’s borders and in the shadow of the Zhodani Consulate lies the subsector of Fessor. Brutal warlords and savage space pirates take what they can while agents of major powers ply their trade in secret. With danger lurking behind every asteroid, how will you change lives? Will you seek your fortune or topple a dictator bent on domination? Will you wage a war or stop one? Will you bring peace at the point of a gun or by spreading ideas? Only you can decide.
Foreven Worlds: Fessor Subsector is an 11 page supplement for Traveller. Inside you will find:
- details of worlds and the people that make their way in this lawless region of space,
- a detailed map of the subsector, showing political boundaries, locations of bases and much more,
- and plot hooks for you to create your own campaign.
What destiny lies in your hands?
“Traveller” and the Foreven logo are Trademarks owned by Far Future Enterprises, Inc. and are used with permission. The Traveller Main Rulebook is available from Mongoose Publishing.
With Foreven Worlds: Fessor Subsector coming out soon, I thought I should share with you some of the forces in the sector that players could possibly face. Lets start with the enemy to much of the sector: SORAG. SORAG is a branch of the Zhodani military and stands for Study and Operations Recording Activities Group; its official mission is to observe the progress of emerging interstellar planets. Unofficially, its job is to make unaligned planets right for a Zhodani conquest, without having it look like a conquest. They destabilize governments, if not bring them down altogether. This way the Zhodani Navy comes in and helps to stabilize the situation. Then they never leave.
Even though the paranoid in the sector see SORAG agents everywhere, that does not mean that SORAG isn’t watching. Their active infiltration and assassination missions may not be everywhere, their surveillance and analysis agents are on just about every world in the sector. They observe activities on a world, determine if the world has sufficient value to take over, and look for destabilizing weak points in the planet’s society. Once sufficient weak points are determined, infiltration agents come in and press those weak points causing a crisis. Once the economy or the government collapses, the Zhodani Consulate typically offers to help stabilize the situation. SORAG agents will have collected enough dirty deeds on the leaders to blackmail them into agreeing to the stabilizing force. Should the leaders refuse or if SORAG agents cannot find enough to blackmail a leader, the Consulate will typically send their military, making some excuse to say why it is necessary.
With so few worlds in the Foreven Sector apart of a large interstellar network, the region is ideal for SORAG agents to ply their trade. Imperial intelligence agencies have been slow to recognize this threat and are only starting to catch up. Deployed Imperial agents have been sent to determine the level of SORAG activity on individual Imperial-friendly worlds and recommend countermeasures.
Foreven Worlds: Fessor Subsector is the first in Jon Brazer Enterprises‘ releases detailing the Foreven Sector. Subscribe to our newsletter to never miss an update and to get exclusive previews and deals.
The CT supplement SORAG was originally created by Chuck Kallenbach II and published by Paranoia Press. I really enjoyed the book when I first read it and still enjoy it. I just want to thank Mr. Kallenbach and Paranoia Press for this book.
I just finished up the Fessor and Massina maps and thought I would share them with everyone. Take a look. Just an FYI, the “Stuff” subsector listing on Massina is a placeholder until we officially name that area. But the rest is done. Please tell us what you think. Click on each map for a larger version.
In a long running campaign involving the the forces of undead, you are going to need lots of NPC names. Age of Icons: 100 Lich Queen Agents is here to help. This list of 100 names will give you the inspiration you need for when you are planning your next gaming session. Additionally, 5 of the agents in the list receive full stat blocks; each comes complete with relations to the other icons, giving you hooks to create your own adventures with. Beautifully illustrated, this supplement is ideal for your 13th Age campaign.
The 5 NPCs detailed inside are
- Crematys, the Dragon-Lich (10th level caster)
- The Devouring Dark, Colossal Shadow (8th level blocker)
- Gravedigger Bob, Ghoul Commoner (5th level leader)
- Gravewing, Diseased Roc (12th level spoiler)
- Ihar the Rusted Blade, Wight Mercenary (7th level troop)
Never be caught unprepared when GMing a lich and her agents.
As you may be aware, Jon Brazer Enterprises is working on the Foreven Sector for Traveller. While there is little canon for the sector, one of them is the planet Avalar and it has a C law level. Considering the Traveller Main Rulebook goes up to a 9 on the law level, I’ve been trying to work out what exactly that means in practical terms. My girlfriend and I were talking about that this morning and we came up with a number of ideas. We would like your opinion on them.
First off, you need a license for everything. You need a license from the government to have kids and a separate license from the government to raise kids. The government only issues licenses to have kids to couples they deem to be genetically compatible with the Avalar vision for the future. If you want a run a company, it must be licensed and frequently reviewed by the government to be in keeping with the Avalar ideals of progress. All citizens must just have an implant that connects their minds directly to the planetary communication array. Naturally all criminals must be implanted to keep tabs on them.
Back to children for a moment: all zygotes are removed from the mother’s body and raised in a gestation farm until the child reaches a weight where it can care for itself. The zygote is modified at this stage to remove genetic defects, improve the future child’s genetic potential as well as direct the overall flow of children entering the next generation. This will ultimately increase the overall potential of society. While the Consulate encourages diversity, any zygote that are too far astray from the Avalar ideals are terminated at this stage. Parents that are licensed to raise children may not necessarily raise their own children. A child genetically predisposed to high intelligence will be placed in a home that meets all Avalar loyalty requirements as well as demonstrates a thorough understanding of academic requirements and and produce a positive growing environment. This not only pairs children with a household that will foster their unique potentials but also eliminates social problem such as physical and mental abusiveness, by not allowing such persons to raise children.
Areas of the planet are designated for Avalarians that are unincorporated, those without the necessary implants to be fully functioning members of society. The unincorporated cannot leave their designated zones without a license. These people are denied access to high paying positions and seldom receive higher education. They do not get a say in the way their government is run and are frequently turned down for other opportunities available to the implanted.
Avalar has two main exports to the Federation of Worlds (known by some as die Weltbund): prenatal vitamins and youth education programs. Several corporation provide vitamins to parents that are marketed to increase the health of their children. While they are proven to do so, they have side effects that increases the redness in the child’s hair, make the eyes more brown, have increased height and other Avalarian characteristics. Childhood education corporations graduate children that perform exceptionally well on standardized tests. However, some parents notice that their children have a significant fondness for the Avalar Consulate. Few parents, however, feel this fondness is enough to warrant pulling their children out of such a program that produces such exceptional results.
This is what we have so far. Please tell us what you think in the comments below.
Medium Lead Dragon
3rd level blocker [DRAGON]
Claws and bite +7 vs. AC (2 attacks)—4 damage
Natural 16+: The lead dragon can make an acid breath attack as a free action.
[Special trigger] C: Acid breath +7 vs. PD (1d3 nearby enemies)—2 acid damage
Natural odd hit: The target cannot cannot take a move action on its next turn.
Natural even hit: The target takes damage from poison lead breath.
Burrow: Unlike other dragons, a lead dragon has no wings and cannot fly. However, it can burrow. See the “Burrow” section in Chapter 7 of the 13th Age Roleplaying Game Core Rulebook.
Resist acid 12+: When an acid attack targets this creature, the attacker must roll a natural 12+ on the attack roll or it only deals half damage.
[Special Trigger]Poison Lead Breath: The target also takes 2 ongoing poison damage.
Resist weapon 12+: When an attack that targets this creature is made with a physical weapon, the attacker must roll a natural 12+ on the attack roll or it only deals half damage. Damage from other sources, such as spells, are treated as normal. Magic weapon ignore this.
Medium Iron Dragon
1st level troop [DRAGON]
Claws and bite +5 vs. AC (2 attacks)—2 damage
Natural even hit: The iron dragon can make a cold breath attack as a free action.
[Special trigger] C: Cold breath +5 vs. PD (1d3 nearby enemies)—1 cold damage
Natural 18+: The target is dazed until the end of its next turn.
Natural even hit: The target wearing heavy armor suffer from magnetic armor as an ongoing effect.
Resist cold 12+: When a cold attack targets this creature, the attacker must roll a natural 12+ on the attack roll or it only deals half damage.
[Special Trigger]Magnetic Armor: The target’s armor attracts metal, making it easier to be hit. The armor itself grants all attacks from metallic sources, such as swords, axes, and any attack from a metallic dragon, a +2 bonus. A hard save end this effect.
Its official, we signed the 13th Age Compatibility License yesterday. We will be redoing the covers of our two current 13th Age Role Playing Game releases in the next week or two. Also keep an eye out for our next 13th Age release: Age of Icons: 100 Lich Queen Agents. Like Age of Ideas: Character Backgrounds, this will include 100 names of agents of the Lich Queen you can use in your game right away. In addition, we are including 5 fully stated out NPCs that serve the Lich Queen in all her dastardly desires. Each of these make excellent bosses to defeat as well as enemies to taunt the players.
In addition, we updated our newsletter sign up form to include 13th Age. If you would like to stay current with what Jon Brazer Enterprises is planning for this exciting role playing game, be sure to sign up or modify your existing subscription today. It is totally free and helps us stay in contact with you better. Sign up today!
13th Age and associated marks and logos are trademarks of Fire Opal Media Inc., and are used under license. See 13thAge.com for more information on the 13th Age Roleplaying Game. The 13th Age Roleplaying game is published under exclusive license to Pelgrane Press Ltd.
From the depths of the desert sands, beneath the unrelenting sun, Great Pharaoh, blessed of the Gods, has collected these Objects of magic and power. Chronicled by the Scribe at the behest of our God-King, every item has been meticulously recorded. Some items protect the user while others aid the user in adventurous endeavors; they may be portable or stationary. It is the sincerest wish of Pharaoh that all find within this scroll items that bring Glory to their Names.
Within this 16 page PDF, you will find:
- 4 magical arms and armor that no desert traveler would be without
- 21 wondrous items that even the pharaohs would desire,
- a rod said to be a gift from the Cat Goddess, and
- a ring housing the spirit of the Western Desert
Don’t leave the pyramid without these exciting magic items.
Book of Beasts: Legendary Foes
Grab the ULTIMATE high level bestiary for your Pathfinder game. Download now from Paizo.com
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