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  Star​ ​RPG​ ​Starships​ ​and​ ​Planets​ ​I 
  By​ ​GM​ ​DemonMoose 
   
   
   
  Included​ ​in​ ​this​ ​document: 
   
  24​ ​Starships​ ​of​ ​CR​ ​½​ ​to​ ​CR​ ​5 
   
  Six​ ​Planets​ ​with​ ​descriptions,​ ​lifeforms,​ ​dangers​ ​and​ ​adventure​ ​hooks:  
   
  -Tarsyx-8,​ ​a​ ​desert​ ​world​ ​that​ ​used​ ​to​ ​have​ ​a​ ​bustling​ ​resort​ ​metropolis 
  -Sorull,​ ​a​ ​swamp​ ​world​ ​with​ ​all​ ​manner​ ​of​ ​tentacle​ ​beasts​ ​and​ ​the​ ​cult​ ​of​ ​Halzithoth 
  -Ashileth,​ ​a​ ​tundra​ ​moon,​ ​home​ ​to​ ​the​ ​Du’bari​ ​sound​ ​aliens​ ​and​ ​a​ ​floating​ ​Ascendancy​ ​stronghold 
  -Heteos,​ ​a​ ​ringed​ ​planet​ ​similar​ ​to​ ​Earth​ ​where​ ​the​ ​Skull​ ​Beasts​ ​roam 
  -Karnast,​ ​a​ ​crater-filled​ ​wasteland​ ​world​ ​where​ ​devils​ ​and​ ​other​ ​extraplanar​ ​creatures​ ​are​ ​pulled​ ​from 
  other​ ​planes 
  -Verdain,​ ​a​ ​lush​ ​green​ ​world,​ ​home​ ​to​ ​the​ ​Seeds​ ​of​ ​the​ ​First​ ​Synthesis,​ ​plant​ ​aliens​ ​learning​ ​how​ ​to 
  manipulate​ ​technology  
   
   
   
   
   
   
   
   
   
   
   
   
  Compatibility​ ​with​ ​the​ ​Starfinder​ ​Roleplaying​ ​Game​ ​requires​ ​the​ ​Starfinder​ ​Roleplaying​ ​Game​ ​from 
  Paizo​ ​Inc.​ ​See​ ​http://paizo.com/starfinder​ ​for​ ​more​ ​information​ ​on​ ​the​ ​Starfinder​ ​Roleplaying​ ​Game. 
  Paizo​ ​Inc.​ ​does​ ​not​ ​guarantee​ ​compatibility,​ ​and​ ​does​ ​not​ ​endorse​ ​this​ ​product. 
   
  Starfinder​ ​is​ ​a​ ​registered​ ​trademark​ ​of​ ​Paizo​ ​Inc.,​ ​and​ ​the​ ​Starfinder​ ​Roleplaying​ ​Game​ ​and​ ​the 
  Starfinder​ ​Roleplaying​ ​Game​ ​Compatibility​ ​Logo​ ​are​ ​trademarks​ ​of​ ​Paizo​ ​Inc.,​ ​and​ ​are​ ​used​ ​under​ ​the 
  Starfinder​ ​Roleplaying​ ​Game​ ​Compatibility​ ​License.​ ​See​ ​http://paizo.com/starfinder/compatibility​ ​for 
  more​ ​information​ ​on​ ​the​ ​compatibility​ ​license. 
   
   
   
   
  *Please​ ​notify​ ​me​ ​of​ ​any​ ​errors,​ ​typos​ ​and​ ​other​ ​comments​ ​at​ ​Justicemoose@gmail.com​.​ ​Your​ ​messages 
  are​ ​appreciated. 
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  TABLE​ ​OF​ ​CONTENTS 
   
  STARSHIPS 
   
  ERTRAES​ ​SEEKER
  4 
  BLOOD​ ​N’​ ​GUTS
  5 
  YANDA’S​ ​ARC
  6 
  BLACK​ ​BIOSHIP
  7 
  ASCENDANCY​ ​FIGHTER
  8 
  ASCENDANCY​ ​CRUISER
  9 
  ALCHEMIN​ ​SMUGGLER​ ​SHIP
  10 
  ALCHEMIN​ ​LABORATORY​ ​SHIP
  11 
  HOUSE​ ​ZAIURE​ ​CUTTER
  12 
  HOUSE​ ​ZAIURE​ ​ABYSS​ ​FRAME
  13 
  HOUSE​ ​ZAIURE​ ​CHANNELER
  14 
  SLAYER​ ​LONGBOW
  15 
  VINDICATOR​ ​DEFENDER
  16 
  VINDICATOR​ ​SHIV
  17 
  VINDICATOR​ ​CHAOS​ ​STAR
  18 
  VINDICATOR​ ​BRIGHT​ ​STAR
  19 
  PROVIDENCE
  20 
  SYNTHESIS​ ​SEEDSHIP
  21 
  SYNTHESIS​ ​SPORESHIP
  22 
  PURITY​ ​PURGER
  23 
  KARNAST​ ​BLAZER
  24 
  BLOODCLAW​ ​STABBER
  25 
  BLOODCLAW​ ​HEAVY​ ​STABBER
  26 
  BLUE​ ​PHALANX
  27 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  PLANETS 
   
  TARSYX-8
  28 
  SORULL
  31 
  ASHILETH
  34 
  HETEOS
  37 
  KARNAST
  40 
  VERDAIN
  43 
   
  OGL/CREDITS 
  47
   
   
   
  3 
  
   
  Ertraes​ ​Seeker 
  Tier​ ​2​ ​Medium​ ​Explorer 
  Speed 
  8 
  Maneuverability Good​ ​(turn​ ​1) 
  Hyperspace 1 
  AC 13 
  TL 12 
  HP 55 
  DT - 
  CT 11 
  Shields basic​ ​shields​ ​20​ ​(forward​ ​5,​ ​port​ ​5,​ ​starboard​ ​5,​ ​aft​ ​5) 
  Attack​ ​(Forward) light​ ​emp​ ​cannon​ ​(Special) 
  Attack​ ​(Port) light​ ​laser​ ​cannon​ ​(2d4) 
  Attack 
  (Starboard) 
  light​ ​laser​ ​cannon​ ​(2d4) 
  Attack​ ​(Turret) 
  light​ ​laser​ ​cannon​ ​(2d4) 
  Power​ ​Core 
  Pulse​ ​Green​ ​(150​ ​PCU) Hyperspace 
  Engine 
  Signal​ ​Basic​ ​(75​ ​PCU​ ​min.) 
  Expansion​ ​Bays 
  arcane​ ​laboratory​ ​,​ ​cargo​ ​hold​ ​,​ ​guest​ ​quarters​ ​,​ ​science​ ​lab 
  Modifiers 
  +1​ ​to​ ​any​ ​4​ ​checks​ ​per​ ​round,​ ​+1​ ​Piloting 
  Complement 1-6 
   
  CREW​ ​(if​ ​used​ ​by​ ​NPCs) 
  Captain​ ​gunnery​ ​+7,​ ​Intimidate+8​ ​(2​ ​ranks), 
  Piloting​ ​+7​ ​(2​ ​ranks) 
  Engineer​ ​Engineering​ ​+8​ ​(2​ ​ranks) 
  Gunners​ ​(2)​ ​gunnery​ ​+7 
  Pilot​ ​Piloting​ ​+9​ ​(2​ ​ranks) 
  Science​ ​Officer​ ​Computers​ ​+9​ ​(2​ ​ranks) 
  AC​ ​15,​ ​TL​ ​14 
   
  Special  
  Vast​ ​Knowledge 
  The​ ​Ertraes​ ​Seeker​ ​has​ ​a​ ​vast​ ​repository​ ​of 
  knowledge​ ​and​ ​information​ ​about​ ​the​ ​universe, 
  though​ ​most​ ​of​ ​what​ ​is​ ​contained​ ​in​ ​the​ ​ship’s 
  databanks​ ​is​ ​primarily​ ​science​ ​information. 
  When​ ​a​ ​crew​ ​member​ ​uses​ ​the​ ​physical​ ​science 
  or​ ​life​ ​science​ ​skill​ ​they​ ​get​ ​a​ ​+2​ ​to​ ​the​ ​roll​ ​while 
  aboard​ ​the​ ​ship. 
   
  Missionary​ ​Ship 
  Once​ ​a​ ​missionary​ ​ship​ ​for​ ​Ertraes​ ​priests,​ ​the 
  Seeker​ ​has​ ​an​ ​Artificial​ ​Intelligence​ ​that 
  constantly​ ​reminds​ ​the​ ​crew​ ​about​ ​converting​ ​to 
  the​ ​Goddess​ ​Ertraes’s​ ​ministry​ ​and​ ​finding​ ​more 
  knowledge​ ​about​ ​the​ ​universe. 
   
  The​ ​Ertraes​ ​Seeker​ ​was​ ​a​ ​missionary​ ​ship​ ​for 
  Ertraes​ ​scientist​ ​priests​ ​until​ ​it​ ​was​ ​repurposed 
  by​ ​adventurers.​ ​Some​ ​of​ ​its​ ​subroutines​ ​still 
  remain,​ ​however,​ ​and​ ​its​ ​AI​ ​continues​ ​to​ ​search 
  for​ ​new​ ​knowledge​ ​about​ ​the​ ​universe​ ​through 
  scientific​ ​processes.​ ​As​ ​it​ ​collects​ ​this 
  knowledge,​ ​it​ ​can​ ​connect​ ​it​ ​to​ ​the​ ​great​ ​Ertraes 
  databanks​ ​located​ ​on​ ​GreenStar​ ​Station​ ​and 
  Synth​ ​Alpha.  
   
   
   
   
  4 
  
   
  Blood​ ​N'​ ​Guts 
  Tier​ ​1​ ​Medium​ ​Transport 
  Speed 
  6 
  Maneuverability Average​ ​(turn​ ​2) 
  Hyperspace 1 
  AC 13 
  TL 12 
  HP 70 
  DT - 
  CT 14 
  Shields basic​ ​shields​ ​40​ ​(forward​ ​10,​ ​port​ ​10,​ ​starboard​ ​10,​ ​aft​ ​10) 
  Attack​ ​(Forward) light​ ​laser​ ​cannon​ ​(2d4) 
  Attack​ ​(Aft) 
  light​ ​laser​ ​cannon​ ​(2d4) 
  Attack​ ​(Turret) 
  coilgun​ ​(4d4),​ ​light​ ​torpedo​ ​launcher​ ​(2d8) 
  Power​ ​Core 
  Arcus​ ​Heavy​ ​(130​ ​PCU) Hyperspace 
  Engine 
  Signal​ ​Basic​ ​(75​ ​PCU​ ​min.) 
  Expansion​ ​Bays 
  cargo​ ​hold​ ​(3),​ ​recreation​ ​suite​ ​(trivid​ ​den)​ ​,​ ​smuggler​ ​compartment​ ​(dc​ ​20) 
  Modifiers 
  +2​ ​Computers,​ ​+1​ ​Piloting 
  Complement 1-6 
   
  CREW​ ​(if​ ​used​ ​by​ ​NPCs) 
  Captain​ ​gunnery​ ​+9,​ ​Intimidate+9​ ​(1​ ​rank),​ ​Piloting​ ​+9​ ​(1​ ​rank) 
  Engineer​ ​Engineering​ ​+7​ ​(1​ ​rank) 
  Gunners​ ​(2)​ ​gunnery​ ​+7 
  Pilot​ ​Piloting​ ​+8​ ​(1​ ​rank) 
  Science​ ​Officer​ ​Computers​ ​+7​ ​(1​ ​rank) 
  AC​ ​14,​ ​TL​ ​13 
   
  Special 
  Sneak​ ​Attack 
  Using​ ​cunning​ ​and​ ​a​ ​special​ ​combination​ ​of 
  illegal​ ​technology,​ ​the​ ​Blood​ ​N’​ ​Guts​ ​can​ ​render 
  itself​ ​harder​ ​to​ ​detect​ ​using​ ​scanners.​ ​When​ ​in​ ​a 
  particularly​ ​dark​ ​part​ ​of​ ​space​ ​or​ ​concealed​ ​in​ ​a 
  gaseous​ ​cloud​ ​and​ ​with​ ​its​ ​engines​ ​unpowered, 
  the​ ​Blood​ ​N’​ ​Guts​ ​cannot​ ​be​ ​detected​ ​with 
  scanners.​ ​However,​ ​it​ ​can​ ​still​ ​be​ ​seen​ ​via 
  normal​ ​senses​ ​and​ ​detected​ ​with​ ​magical 
  abilities.  
   
  Painted​ ​with​ ​blood​ ​and​ ​trailing​ ​a​ ​mass​ ​of​ ​cords 
  from​ ​its​ ​many​ ​conquests,​ ​the​ ​Blood​ ​N’​ ​Guts​ ​is​ ​a 
  notorious​ ​pirate​ ​ship​ ​hunted​ ​by​ ​security​ ​forces 
  across​ ​the​ ​sector.​ ​Its​ ​tactics​ ​involves​ ​waiting​ ​in 
  the​ ​darkness​ ​of​ ​space​ ​without​ ​any​ ​power​ ​until​ ​a 
  weakly-defended​ ​tradeship​ ​crosses​ ​its​ ​path. 
  While​ ​most​ ​of​ ​its​ ​crew​ ​are​ ​nothing​ ​special,​ ​its 
  captain​ ​is​ ​particularly​ ​dangerous​ ​in​ ​his​ ​combat 
  strategies.​ ​Rumor​ ​says​ ​that​ ​Captain​ ​Karshaz 
  was​ ​a​ ​human​ ​pirate​ ​captain​ ​from​ ​ancient​ ​times, 
  that​ ​found​ ​a​ ​magical​ ​elixir​ ​granting​ ​him 
  immortality.  
   
   
  5 
  
   
  Yanda's​ ​Arc 
  Tier​ ​3​ ​Medium​ ​Explorer 
  Speed 
  8 
  Maneuverability Good​ ​(turn​ ​1) 
  Hyperspace 1 
  AC 13 
  TL 13 
  HP 55 
  DT - 
  CT 11 
  Shields basic​ ​shields​ ​30​ ​(forward​ ​8,​ ​port​ ​7,​ ​starboard​ ​7,​ ​aft​ ​8) 
  Attack​ ​(Forward) 
  light​ ​laser​ ​cannon​ ​(2d4) 
  Attack​ ​(Port) light​ ​laser​ ​cannon​ ​(2d4) 
  Attack 
  (Starboard) 
  light​ ​emp​ ​cannon​ ​(Special) 
  Attack​ ​(Turret) 
  coilgun​ ​(4d4) 
  Power​ ​Core 
  Pulse​ ​Green​ ​(150​ ​PCU) Hyperspace 
  Engine 
  Signal​ ​Basic​ ​(75​ ​PCU​ ​min.) 
  Expansion​ ​Bays 
  arcane​ ​laboratory​ ​,​ ​cargo​ ​hold​ ​(2),​ ​science​ ​lab 
  Modifiers 
  +4​ ​to​ ​any​ ​1​ ​check​ ​per​ ​round,​ ​+1​ ​Piloting 
  Complement 1-6 
   
  CREW​ ​(if​ ​used​ ​by​ ​NPCs) 
  Captain​ ​gunnery​ ​+8,​ ​Intimidate+8​ ​(2​ ​ranks),​ ​Piloting​ ​+10​ ​(2​ ​ranks) 
  Engineer​ ​Engineering​ ​+12​ ​(3​ ​ranks) 
  Gunners​ ​(2)​ ​gunnery​ ​+8 
  Pilot​ ​Piloting​ ​+10​ ​(3​ ​ranks) 
  Science​ ​Officer​ ​Computers​ ​+12​ ​(3​ ​ranks) 
  AC​ ​16,​ ​TL​ ​16 
   
  Yanda’s​ ​Arc​ ​is​ ​a​ ​major​ ​ship​ ​of​ ​the​ ​Mark​ ​of 
  Singularity,​ ​piloted​ ​by​ ​the​ ​android​ ​technomancer 
  Myel​ ​23.​ ​It​ ​usually​ ​contains​ ​mechanical​ ​parts​ ​of 
  the​ ​fallen​ ​Goddess​ ​Singularity​ ​or​ ​remnants​ ​of 
  her​ ​AI,​ ​en​ ​route​ ​to​ ​various​ ​Singularity 
  settlements​ ​for​ ​repair​ ​or​ ​reintegration.​ ​The​ ​rest 
  of​ ​the​ ​crew​ ​is​ ​composed​ ​of​ ​other​ ​Mark​ ​of 
  Singularity​ ​constructs,​ ​robots​ ​that​ ​have​ ​gained 
  some​ ​semblance​ ​of​ ​sentience​ ​from​ ​Singularity 
  remnants.​ ​For​ ​most​ ​encounters,​ ​the​ ​Arc​ ​tends​ ​to 
  avoid​ ​battle,​ ​unless​ ​it​ ​needs​ ​to​ ​recover​ ​a 
  fragment​ ​of​ ​its​ ​Goddess​ ​from​ ​an​ ​enemy​ ​ship​ ​or 
  installation.  
   
   
  6 
  
   
   
  Black​ ​Bioship 
  Tier​ ​2​ ​Small​ ​Light​ ​Freighter 
  Speed 
  10 
  Maneuverability Good​ ​(turn​ ​1) 
  Hyperspace 2 
  AC 14 
  TL 15 
  HP 40 
  DT - 
  CT 8 
  Shields basic​ ​shields​ ​40​ ​(forward​ ​10,​ ​port​ ​10,​ ​starboard​ ​10,​ ​aft​ ​10) 
  Attack​ ​(Forward) 
  gyrolaser​ ​(1d8),​ ​coilgun​ ​(4d4) 
  Attack​ ​(Port) light​ ​laser​ ​cannon​ ​(2d4) 
  Attack 
  (Starboard) 
  light​ ​laser​ ​cannon​ ​(2d4) 
  Power​ ​Core 
  Pulse​ ​White​ ​(140​ ​PCU) Hyperspace 
  Engine 
  Signal​ ​Booster​ ​(100​ ​PCU​ ​min.) 
  Expansion​ ​Bays 
  cargo​ ​hold​ ​,​ ​escape​ ​pods​ ​,​ ​science​ ​lab 
  Modifiers 
  +2​ ​to​ ​any​ ​1​ ​check​ ​per​ ​round,​ ​+1​ ​Piloting 
  Complement 1-6 
   
  CREW​ ​(if​ ​used​ ​by​ ​NPCs) 
  Captain​ ​gunnery​ ​+8,​ ​Intimidate+11​ ​(2​ ​ranks),​ ​Piloting​ ​+8​ ​(2​ ​ranks) 
  Engineer​ ​Engineering​ ​+12​ ​(2​ ​ranks) 
  Gunners​ ​(2)​ ​gunnery​ ​+8 
  Pilot​ ​Piloting​ ​+9​ ​(2​ ​ranks) 
  Science​ ​Officer​ ​Computers​ ​+12​ ​(2​ ​ranks) 
  AC​ ​16,​ ​TL​ ​17 
   
  Special 
  Improved​ ​Hyperspace 
  With​ ​its​ ​strange​ ​technological​ ​configurations,​ ​the 
  Black​ ​Bioship​ ​takes​ ​less​ ​time​ ​to​ ​travel​ ​in 
  Hyperspace.​ ​When​ ​a​ ​travel​ ​roll​ ​is​ ​made​ ​to 
  determine​ ​Hyperspace​ ​travel,​ ​subtract​ ​1​ ​from 
  the​ ​result.  
  Nourishment​ ​Sludge 
  A​ ​strange​ ​violet​ ​paste​ ​can​ ​be​ ​excreted​ ​from 
  tubes​ ​found​ ​in​ ​the​ ​quarters​ ​of​ ​the​ ​ship.​ ​This 
  unknown​ ​material​ ​is​ ​edible,​ ​tasteless​ ​and 
  provides​ ​the​ ​nutrients​ ​for​ ​a​ ​full​ ​day’s 
  nourishment.​ ​Each​ ​day​ ​the​ ​ship​ ​provides​ ​1 
  pound​ ​of​ ​this​ ​material​ ​in​ ​each​ ​of​ ​its​ ​six​ ​room 
  quarters,​ ​with​ ​each​ ​pound​ ​acting​ ​as​ ​a​ ​single 
  serving. 
   
  After​ ​Zolos​ ​Company​ ​recovered​ ​this​ ​floating 
  black​ ​ship​ ​from​ ​space,​ ​their​ ​teams​ ​of​ ​scientists 
  worked​ ​day​ ​and​ ​night​ ​to​ ​uncover​ ​its​ ​mysteries. 
  The​ ​bioship​ ​is​ ​a​ ​fusion​ ​of​ ​living​ ​flesh​ ​and 
  technological​ ​equipment​ ​somehow​ ​working​ ​in 
  tandem​ ​in​ ​a​ ​functional​ ​ship.​ ​Scholars​ ​claim​ ​that 
  the​ ​strange​ ​runes​ ​on​ ​its​ ​body​ ​belong​ ​to​ ​the 
  entirely​ ​alien​ ​Empire​ ​Beyond,​ ​nightmarish 
  creatures​ ​with​ ​ties​ ​to​ ​the​ ​outer​ ​gods.​ ​With​ ​major 
  modifications,​ ​the​ ​interior​ ​of​ ​the​ ​starship​ ​was 
  remodeled​ ​for​ ​regular​ ​humanoid​ ​crews​ ​including 
  living​ ​quarters​ ​and​ ​standard​ ​equipment. 
  Afterwards,​ ​Zolos​ ​company​ ​and​ ​all​ ​its​ ​galaxy 
  holdings​ ​disappeared​ ​without​ ​a​ ​trace. 
   
  7 
  
  Ascendancy​ ​Fighter 
  Tier​ ​½​ ​Tiny​ ​Fighter 
  Speed 
  8 
  Maneuverability Good​ ​(turn​ ​1) 
  Hyperspace 1 
  AC 13 
  TL 14 
  HP 35 
  DT - 
  CT 7 
  Shields basic​ ​shields​ ​30​ ​(forward​ ​8,​ ​port​ ​7,​ ​starboard​ ​7,​ ​aft​ ​8) 
  Attack​ ​(Forward) 
  light​ ​laser​ ​cannon​ ​(2d4),​ ​light​ ​torpedo​ ​launcher​ ​(2d8) 
  Attack​ ​(Aft) 
  light​ ​laser​ ​cannon​ ​(2d4) 
  Power​ ​Core 
  Pulse​ ​Gray​ ​(100​ ​PCU) 
  Hyperspace 
  Engine 
  Signal​ ​Basic​ ​(75​ ​PCU​ ​min.) 
  Expansion​ ​Bays 
  N/A 
  Modifiers 
  +1​ ​Piloting 
  Complement 1-2 
   
  CREW​ ​(if​ ​used​ ​by​ ​NPCs) 
  Pilot​ ​gunnery​ ​+9,​ ​Piloting​ ​+7​ ​(1​ ​rank), 
  Computers​ ​+9(1​ ​rank) 
  Gunner​ ​Gunnery​ ​+9 
  AC​ ​14,​ ​TL​ ​15 
   
  This​ ​starship​ ​is​ ​piloted​ ​by​ ​an​ ​novice 
  technomancer​ ​from​ ​the​ ​Ascendancy,​ ​a​ ​group​ ​of 
  arcanists​ ​that​ ​desire​ ​to​ ​hoard​ ​technology​ ​and 
  magic​ ​for​ ​themselves.​ ​Assisting​ ​him​ ​or​ ​her​ ​is​ ​a 
  simple​ ​targeting​ ​drone​ ​meant​ ​to​ ​use​ ​the​ ​aft​ ​laser 
  cannon.​ ​As​ ​these​ ​technomancers​ ​are​ ​often 
  disposable​ ​agents​ ​for​ ​the​ ​Ascendancy,​ ​the 
  society’s​ ​advanced​ ​technological​ ​and​ ​magical 
  gadgets​ ​are​ ​not​ ​employed​ ​in​ ​this​ ​fighter​ ​ship. 
  Ascendancy​ ​Fighters​ ​often​ ​protect​ ​space 
  stations​ ​or​ ​carry​ ​technomancers​ ​who​ ​are​ ​sent 
  on​ ​missions​ ​to​ ​gain​ ​actual​ ​standing​ ​in​ ​the 
  faction.​ ​These​ ​ships​ ​are​ ​triangular​ ​in​ ​design, 
  with​ ​a​ ​curved​ ​edge​ ​in​ ​their​ ​aft​ ​sections.  
   
   
  8 
  
   
  Ascendancy​ ​Cruiser 
  Tier​ ​3​ ​Medium​ ​Transport 
  Speed 
  8 
  Maneuverability Average​ ​(turn​ ​2) 
  Hyperspace 1 
  AC 13 
  TL 12 
  HP 70 
  DT - 
  CT 14 
  Shields basic​ ​shields​ ​20​ ​(forward​ ​5,​ ​port​ ​5,​ ​starboard​ ​5,​ ​aft​ ​5) 
  Attack​ ​(Forward) 
  heavy​ ​laser​ ​cannon​ ​(4d8),​ ​gyrolaser​ ​(1d8) 
  Attack​ ​(Aft) 
  light​ ​emp​ ​cannon​ ​(Special) 
  Attack​ ​(Turret) 
  micromissile​ ​battery​ ​(2d6) 
  Power​ ​Core 
  Pulse​ ​Green​ ​(150​ ​PCU) Hyperspace 
  Engine 
  Signal​ ​Basic​ ​(75​ ​PCU​ ​min.) 
  Expansion​ ​Bays 
  arcane​ ​laboratory​ ​,​ ​cargo​ ​hold​ ​(2),​ ​synthesis​ ​bay​ ​,​ ​tech​ ​workshop 
  Modifiers 
  +2​ ​to​ ​any​ ​3​ ​checks​ ​per​ ​round,​ ​0​ ​Piloting 
  Complement 1-6 
   
  CREW​ ​(if​ ​used​ ​by​ ​NPCs) 
  Captain​ ​gunnery​ ​+8,​ ​Intimidate+8​ ​(3​ ​ranks), 
  Piloting​ ​+8​ ​(3​ ​ranks) 
  Engineer​ ​Engineering​ ​+10​ ​(3​ ​ranks) 
  Gunners​ ​(2)​ ​gunnery​ ​+11 
  Pilot​ ​Piloting​ ​+10​ ​(3​ ​ranks) 
  Science​ ​Officer​ ​Computers​ ​+12​ ​(3​ ​ranks) 
  AC​ ​16,​ ​TL​ ​15 
   
  When​ ​a​ ​lesser​ ​technomancer​ ​has​ ​proven​ ​some 
  worth​ ​to​ ​the​ ​Ascendancy,​ ​they​ ​are​ ​given​ ​a 
  starship​ ​equipped​ ​with​ ​the​ ​latest​ ​technology​ ​of 
  the​ ​Core​ ​Worlds​ ​and​ ​a​ ​few​ ​gadgets​ ​from​ ​the 
  organization’s​ ​vaults.​ ​They​ ​are​ ​also​ ​granted​ ​use 
  of​ ​a​ ​starship​ ​crew,​ ​enslaved​ ​drones​ ​and 
  humanoid​ ​servants​ ​with​ ​space​ ​experience​ ​as 
  most​ ​technomancers​ ​are​ ​inexperienced​ ​with​ ​the 
  mundanity​ ​of​ ​spaceflight.​ ​A​ ​cruiser’s​ ​main 
  purpose​ ​like​ ​other​ ​smaller​ ​starships​ ​in​ ​the 
  Ascendancy,​ ​is​ ​to​ ​escort​ ​arcanists​ ​to​ ​planets​ ​in 
  order​ ​to​ ​appropriate​ ​technology​ ​and​ ​magic​ ​from 
  ruins​ ​or​ ​undefended​ ​settlements.  
   
   
   
  9 
  
   
  Alchemin​ ​Smuggler​ ​Ship 
  Tier​ ​1​ ​Small​ ​Shuttle 
  Speed 
  12 
  Maneuverability Perfect​ ​(turn​ ​0) 
  Hyperspace 1 
  AC 13 
  TL 13 
  HP 35 
  DT - 
  CT 7 
  Shields basic​ ​shields​ ​40​ ​(forward​ ​10,​ ​port​ ​10,​ ​starboard​ ​10,​ ​aft​ ​10) 
  Attack​ ​(Forward) 
  coilgun​ ​(4d4) 
  Power​ ​Core 
  Pulse​ ​Brown​ ​(90​ ​PCU) 
  Hyperspace 
  Engine 
  Signal​ ​Basic​ ​(75​ ​PCU​ ​min.) 
  Expansion​ ​Bays 
  cargo​ ​hold​ ​(2),​ ​smuggler​ ​compartment​ ​(dc​ ​20) 
  Modifiers 
  +1​ ​Piloting 
  Complement 1-4 
   
  CREW​ ​(if​ ​used​ ​by​ ​NPCs) 
  Captain​ ​gunnery​ ​+8,​ ​Intimidate+8​ ​(1​ ​rank), 
  Piloting​ ​+10​ ​(1​ ​rank) 
  Engineer​ ​Engineering​ ​+10​ ​(1​ ​rank) 
  Gunners​ ​(1)​ ​gunnery​ ​+9 
  Science​ ​Officer​ ​Computers​ ​+12​ ​(1​ ​rank) 
  AC​ ​14,​ ​TL​ ​14 
   
  Alchemin​ ​Corporation​ ​hires​ ​crews​ ​of​ ​smugglers 
  to​ ​collect​ ​valuable​ ​resources,​ ​such​ ​as 
  endangered​ ​flora​ ​and​ ​fauna,​ ​and​ ​to​ ​transport 
  illegal​ ​items.​ ​These​ ​smuggler​ ​ships,​ ​of​ ​course, 
  do​ ​not​ ​have​ ​any​ ​symbols​ ​connecting​ ​them​ ​to​ ​the 
  large​ ​interstellar​ ​company.​ ​Tactically,​ ​smugglers 
  pretend​ ​to​ ​be​ ​simple​ ​cargo​ ​vessels​ ​or​ ​even 
  merchants​ ​traveling​ ​the​ ​starlanes,​ ​rather​ ​than 
  fight​ ​against​ ​enemy​ ​ships,​ ​and​ ​will​ ​quickly​ ​flee 
  from​ ​confrontation​ ​when​ ​given​ ​the​ ​chance. 
  Alchemin​ ​ships​ ​are​ ​ovular​ ​in​ ​shape​ ​with 
  extendable​ ​curved​ ​wings​ ​to​ ​help​ ​them​ ​turn. 
   
  10 
  
   
  Alchemin​ ​Laboratory​ ​Ship 
  Tier​ ​3​ ​Small​ ​Light​ ​Freighter 
  Speed 
  8 
  Maneuverability Good​ ​(turn​ ​1) 
  Hyperspace 1 
  AC 14 
  TL 12 
  HP 40 
  DT - 
  CT 8 
  Shields basic​ ​shields​ ​40​ ​(forward​ ​10,​ ​port​ ​10,​ ​starboard​ ​10,​ ​aft​ ​10) 
  Attack​ ​(Forward) 
  flak​ ​thrower​ ​(3d4),​ ​light​ ​emp​ ​cannon​ ​(Special) 
  Attack​ ​(Port) light​ ​laser​ ​cannon​ ​(2d4) 
  Attack 
  (Starboard) 
  light​ ​laser​ ​cannon​ ​(2d4) 
  Power​ ​Core 
  Pulse​ ​Gray​ ​(100​ ​PCU) 
  Hyperspace 
  Engine 
  Signal​ ​Basic​ ​(75​ ​PCU​ ​min.) 
  Expansion​ ​Bays 
  science​ ​lab​ ​,​ ​sealed​ ​environment​ ​chamber​ ​(2) 
  Modifiers 
  +0​ ​Computers,​ ​+1​ ​Piloting 
  Complement 1-6 
   
  CREW​ ​(if​ ​used​ ​by​ ​NPCs) 
  Captain​ ​gunnery​ ​+10,​ ​Intimidate+12​ ​(3​ ​ranks), 
  Piloting​ ​+11​ ​(3​ ​ranks) 
  Engineer​ ​Engineering​ ​+10​ ​(3​ ​ranks) 
  Gunners​ ​(3)​ ​gunnery​ ​+11 
  Science​ ​Officer​ ​Computers​ ​+12​ ​(3​ ​ranks) 
  AC​ ​17,​ ​TL​ ​15 
   
  Laboratory​ ​ships​ ​are​ ​equipped​ ​with​ ​a​ ​science 
  lab​ ​to​ ​provide​ ​rudimentary​ ​experimentation​ ​on 
  acquired​ ​specimens.​ ​Usually​ ​these​ ​are 
  employed​ ​and​ ​used​ ​in​ ​orbit​ ​of​ ​a​ ​very​ ​dangerous 
  planet,​ ​whether​ ​due​ ​to​ ​its​ ​climate,​ ​environment 
  or​ ​the​ ​hostile​ ​natives.​ ​The​ ​ships​ ​are​ ​also 
  equipped​ ​with​ ​sealed​ ​environment​ ​chambers​ ​to 
  make​ ​sure​ ​their​ ​acquisitions​ ​remain​ ​fresh,​ ​and 
  do​ ​not​ ​contaminate​ ​the​ ​crew.​ ​Alchemin​ ​ships​ ​are 
  marked​ ​with​ ​the​ ​blue-upturned​ ​flask​ ​corporate 
  symbol,​ ​and​ ​often​ ​have​ ​the​ ​correct​ ​transponder 
  data​ ​signatures​ ​to​ ​show​ ​their​ ​legitimacy​ ​as​ ​an 
  upstanding​ ​business. 
   
  11 
  
   
  House​ ​Zaiure​ ​Cutter 
  Tier​ ​½​ ​Tiny​ ​Fighter 
  Speed 
  10 
  Maneuverability Good​ ​(turn​ ​1) 
  Hyperspace 0 
  AC 14 
  TL 14 
  HP 35 
  DT - 
  CT 7 
  Shields basic​ ​shields​ ​40​ ​(forward​ ​10,​ ​port​ ​10,​ ​starboard​ ​10,​ ​aft​ ​10) 
  Attack​ ​(Forward) 
  flak​ ​thrower​ ​(3d4),​ ​light​ ​torpedo​ ​launcher​ ​(2d8) 
  Attack​ ​(Aft) 
  light​ ​laser​ ​cannon​ ​(2d4) 
  Power​ ​Core 
  Micron​ ​Heavy​ ​(70​ ​PCU) Hyperspace 
  Engine 
   
  Expansion​ ​Bays 
  N/A 
  Modifiers 
  +1​ ​Piloting 
  Complement 1-2 
   
  CREW​ ​(if​ ​used​ ​by​ ​NPCs) 
  Pilot​ ​gunnery​ ​+9,​ ​Piloting​ ​+9​ ​(1​ ​rank), 
  Computers​ ​+7(1​ ​rank) 
  Gunner​ ​Gunnery​ ​+9 
  AC​ ​15,​ ​TL​ ​15 
   
  House​ ​Zaiure​ ​cutters​ ​are​ ​the​ ​drow​ ​house’s​ ​first 
  line​ ​of​ ​defense​ ​against​ ​other​ ​houses,​ ​summoned 
  demons​ ​and​ ​opportunists​ ​wishing​ ​to​ ​steal​ ​their 
  magical​ ​knowledge​ ​or​ ​manufactured​ ​weaponry. 
  Hundreds​ ​of​ ​these​ ​pointed​ ​ships​ ​remain​ ​within 
  orbit​ ​of​ ​Drowgaust,​ ​a​ ​drow​ ​planet,​ ​their​ ​pilots 
  and​ ​gunners​ ​able​ ​to​ ​fly​ ​impressively​ ​against 
  enemies​ ​and​ ​shoot​ ​them​ ​down​ ​with​ ​honed 
  precision.​ ​Usually​ ​a​ ​pair​ ​of​ ​drow​ ​operate​ ​a​ ​single 
  vessel,​ ​though​ ​there​ ​are​ ​some​ ​piloted​ ​by​ ​an 
  enslaved​ ​Denibrean​ ​demon.​ ​Cutters​ ​look​ ​like 
  serrated​ ​short​ ​knives,​ ​with​ ​extra​ ​pieces​ ​of 
  sharpened​ ​curved​ ​metal​ ​forming​ ​their​ ​wings. 
   
  12 
  
   
  House​ ​Zaiure​ ​Abyss​ ​Frame 
  Tier​ ​2​ ​Tiny​ ​Fighter 
  Speed 
  10 
  Maneuverability Good​ ​(turn​ ​1) 
  Hyperspace 0 
  AC 14 
  TL 15 
  HP 35 
  DT - 
  CT 7 
  Shields light​ ​shields​ ​70​ ​(forward​ ​18,​ ​port​ ​17,​ ​starboard​ ​17,​ ​aft​ ​18) 
  Attack​ ​(Forward) light​ ​plasma​ ​cannon​ ​(2d12),​ ​tactical​ ​nuclear​ ​missile​ ​launcher 
  (5d8) 
  Attack​ ​(Aft) 
  light​ ​plasma​ ​cannon​ ​(2d12) 
  Power​ ​Core 
  Pulse​ ​Gray​ ​(100​ ​PCU) 
  Hyperspace 
  Engine 
   
  Expansion​ ​Bays 
  N/A 
  Modifiers 
  +1​ ​to​ ​any​ ​2​ ​checks​ ​per​ ​round,​ ​+0​ ​Computers,​ ​+1​ ​Piloting 
  Complement 1-2 
   
  CREW​ ​(if​ ​used​ ​by​ ​NPCs) 
  Pilot​ ​gunnery​ ​+12,​ ​Piloting​ ​+12​ ​(2​ ​ranks), 
  Computers​ ​+10(2​ ​ranks) 
  Gunner​ ​Gunnery​ ​+12 
  AC​ ​16,​ ​TL​ ​17 
   
  Abyss​ ​Frames​ ​are​ ​stronger​ ​versions​ ​of​ ​the 
  Zaiure​ ​Cutters,​ ​equipped​ ​with​ ​plasma​ ​cannon 
  weaponry,​ ​and​ ​a​ ​tactical​ ​nuclear​ ​missile 
  launcher.​ ​They​ ​are​ ​often​ ​piloted​ ​by​ ​veteran​ ​drow 
  servants​ ​and​ ​obedient​ ​demon​ ​slaves.​ ​Their 
  sharper,​ ​sleeker​ ​designs​ ​and​ ​thin​ ​mono-layered 
  wings,​ ​provide​ ​its​ ​pilots​ ​with​ ​improved​ ​precision 
  in​ ​flight,​ ​aerial​ ​and​ ​suborbital​ ​combat. 
   
  13 
  
   
  House​ ​Zaiure​ ​Channeler 
  Tier​ ​5​ ​Medium​ ​Transport 
  Speed 
  4 
  Maneuverability Average​ ​(turn​ ​2) 
  Hyperspace 2 
  AC 13 
  TL 12 
  HP 85 
  DT - 
  CT 17 
  Shields light​ ​shields​ ​50​ ​(forward​ ​13,​ ​port​ ​12,​ ​starboard​ ​12,​ ​aft​ ​13) 
  Attack​ ​(Forward) 
  railgun​ ​(8d4),​ ​flak​ ​thrower​ ​(3d4) 
  Attack​ ​(Aft) 
  coilgun​ ​(4d4) 
  Attack​ ​(Turret) 
  light​ ​plasma​ ​cannon​ ​(2d12),​ ​light​ ​plasma​ ​torpedo​ ​launcher​ ​(3d8) 
  Power​ ​Core 
  Arcus​ ​Ultra​ ​(150​ ​PCU) 
  Hyperspace 
  Engine 
  Signal​ ​Booster​ ​(100​ ​PCU​ ​min.) 
  Expansion​ ​Bays 
  cargo​ ​hold​ ​(2),​ ​science​ ​lab​ ​,​ ​sealed​ ​environment​ ​chamber​ ​(2) 
  Modifiers 
  +2​ ​to​ ​any​ ​1​ ​check​ ​per​ ​round,​ ​+2​ ​Computers,​ ​+2​ ​Piloting 
  Complement 1-6 
   
  CREW​ ​(if​ ​used​ ​by​ ​NPCs) 
  Captain​ ​gunnery​ ​+14,​ ​Intimidate+14​ ​(5​ ​ranks),​ ​Piloting​ ​+14​ ​(5​ ​ranks) 
  Engineer​ ​Engineering​ ​+12​ ​(5​ ​ranks) 
  Gunners​ ​(2)​ ​gunnery​ ​+15 
  Pilot​ ​Piloting​ ​+14​ ​(5​ ​ranks) 
  Science​ ​Officer​ ​Computers​ ​+12​ ​(5​ ​ranks) 
  AC​ ​18,​ ​TL​ ​17 
   
  Special 
  Demonic​ ​Connection 
  When​ ​a​ ​Zaiure​ ​Channeler​ ​makes​ ​a​ ​connection 
  to​ ​Hyperspace​ ​and​ ​attracts​ ​extraplanar​ ​entities, 
  they​ ​have​ ​a​ ​75%​ ​chance​ ​that​ ​those​ ​pulled​ ​are 
  demons.  
   
  This​ ​vessel’s​ ​purpose​ ​is​ ​to​ ​create​ ​Hyperspace 
  portals​ ​for​ ​the​ ​capture​ ​of​ ​Denibrean​ ​demon 
  slaves.​ ​This​ ​method,​ ​while​ ​significantly​ ​more 
  dangerous​ ​than​ ​magical​ ​summoning,​ ​is​ ​more 
  efficient​ ​in​ ​the​ ​amount​ ​of​ ​demons​ ​it​ ​can​ ​bring​ ​to 
  the​ ​material​ ​plane.​ ​The​ ​channeler​ ​is​ ​staffed​ ​with 
  mystics​ ​and​ ​Zaiure​ ​guards​ ​with​ ​arcane 
  protections​ ​against​ ​lesser​ ​demons,​ ​though 
  occasionally​ ​a​ ​powerful​ ​extraplanar​ ​creature​ ​that 
  is​ ​not​ ​demonic​ ​appears​ ​instead.​ ​Swift 
  advancements​ ​to​ ​arcane​ ​technological​ ​gadgets 
  are​ ​making​ ​such​ ​unfortunate​ ​occurrences​ ​less 
  frequent.​ ​Channelers​ ​resemble​ ​flattened 
  crustaceans​ ​with​ ​excessive​ ​blades​ ​coming​ ​out 
  its​ ​carapace,​ ​very​ ​different​ ​from​ ​the​ ​smaller, 
  sharper​ ​and​ ​sleeker​ ​design​ ​of​ ​its​ ​fighters. 
   
   
   
  14 
  
   
  Slayer​ ​Longbow 
  Tier​ ​5​ ​Medium​ ​Transport 
  Speed 
  8 
  Maneuverability Average​ ​(turn​ ​2) 
  Hyperspace 1 
  AC 15 
  TL 11 
  HP 85 
  DT - 
  CT 17 
  Shields light​ ​shields​ ​50​ ​(forward​ ​13,​ ​port​ ​12,​ ​starboard​ ​12,​ ​aft​ ​13) 
  Attack​ ​(Forward) 
  particle​ ​beam​ ​(8d6),​ ​light​ ​laser​ ​cannon​ ​(2d4) 
  Attack​ ​(Aft) 
  light​ ​laser​ ​cannon​ ​(2d4) 
  Attack​ ​(Turret) 
  coilgun​ ​(4d4),​ ​light​ ​plasma​ ​torpedo​ ​launcher​ ​(3d8) 
  Power​ ​Core 
  Arcus​ ​Ultra​ ​(150​ ​PCU) 
  Hyperspace 
  Engine 
  Signal​ ​Basic​ ​(75​ ​PCU​ ​min.) 
  Systems L-flame​ ​rifle 
  Expansion​ ​Bays 
  cargo​ ​hold​ ​(2),​ ​medical​ ​bay​ ​,​ ​recreation​ ​suite​ ​(gym)​ ​,​ ​sealed​ ​environment​ ​chamber 
  Modifiers 
  +2​ ​Computers,​ ​0​ ​Piloting 
  Complement 1-6 
   
  CREW​ ​(if​ ​used​ ​by​ ​NPCs) 
  Captain​ ​gunnery​ ​+15,​ ​Intimidate+13​ ​(5​ ​ranks),​ ​Piloting​ ​+15​ ​(5​ ​ranks) 
  Engineer​ ​Engineering​ ​+11​ ​(5​ ​ranks) 
  Gunners​ ​(2)​ ​gunnery​ ​+15 
  Pilot​ ​Piloting​ ​+15​ ​(5​ ​ranks) 
  Science​ ​Officer​ ​Computers​ ​+11​ ​(5​ ​ranks) 
  AC​ ​20,​ ​TL​ ​16 
   
  Slayer​ ​Longbows​ ​are​ ​the​ ​ships​ ​of​ ​the​ ​Slayers​ ​of​ ​the​ ​Skull​ ​Hunt,​ ​various​ ​hunters​ ​tasked​ ​with​ ​eliminating 
  the​ ​deadly​ ​Skull​ ​Beasts.​ ​While​ ​many​ ​of​ ​these​ ​creatures​ ​are​ ​found​ ​on​ ​the​ ​planet​ ​Heteos,​ ​there​ ​have​ ​been 
  reports​ ​of​ ​several​ ​on​ ​other​ ​worlds.​ ​Whether​ ​these​ ​creatures​ ​have​ ​some​ ​means​ ​of​ ​interstellar​ ​travel,​ ​or 
  were​ ​placed​ ​there​ ​by​ ​some​ ​other​ ​species,​ ​is​ ​unknown.​ ​Longbows​ ​are​ ​communal​ ​spaces​ ​where​ ​slayers 
  can​ ​trade​ ​knowledge,​ ​share​ ​their​ ​hunting​ ​histories,​ ​and​ ​even​ ​hone​ ​their​ ​physical​ ​statures.​ ​Finally,​ ​in​ ​order 
  to​ ​deter​ ​poachers​ ​and​ ​groups​ ​like​ ​the​ ​Alchemin​ ​Corporation​ ​from​ ​taking​ ​any​ ​Skull​ ​Beast​ ​biomatter,​ ​each 
  Longbow​ ​is​ ​equipped​ ​with​ ​an​ ​array​ ​of​ ​powerful​ ​weaponry.​ ​Longbows​ ​do​ ​resemble​ ​their​ ​namesake, 
  though​ ​its​ ​limb​ ​and​ ​“string”​ ​are​ ​much​ ​broader​ ​and​ ​made​ ​of​ ​starship​ ​metal.​ ​Three​ ​corridors​ ​bridge​ ​the​ ​limb 
  and​ ​“string”​ ​providing​ ​more​ ​passageways​ ​than​ ​the​ ​connection​ ​points.  
   
   
   
   
  15 
  
   
  Vindicator​ ​Defender 
  Tier​ ​3​ ​Medium​ ​Transport 
  Speed 
  8 
  Maneuverability Average​ ​(turn​ ​2) 
  Hyperspace 1 
  AC 13 
  TL 13 
  HP 70 
  DT - 
  CT 14 
  Shields basic​ ​shields​ ​30​ ​(forward​ ​8,​ ​port​ ​7,​ ​starboard​ ​7,​ ​aft​ ​8) 
  Attack​ ​(Forward) 
  heavy​ ​laser​ ​cannon​ ​(4d8),​ ​light​ ​torpedo​ ​launcher​ ​(2d8) 
  Attack​ ​(Aft) 
  light​ ​laser​ ​cannon​ ​(2d4) 
  Attack​ ​(Turret) 
  laser​ ​net​ ​(2d6),​ ​light​ ​laser​ ​cannon​ ​(2d4) 
  Power​ ​Core 
  Arcus​ ​Heavy​ ​(130​ ​PCU) Hyperspace 
  Engine 
  Signal​ ​Basic​ ​(75​ ​PCU​ ​min.) 
  Expansion​ ​Bays 
  cargo​ ​hold​ ​,​ ​guest​ ​quarters​ ​,​ ​life​ ​boats​ ​,​ ​medical​ ​bay​ ​,​ ​passenger​ ​seating 
  Modifiers 
  +2​ ​Computers,​ ​0​ ​Piloting 
  Complement 1-6 
   
  CREW​ ​(if​ ​used​ ​by​ ​NPCs) 
  Captain​ ​gunnery​ ​+13,​ ​Intimidate+12​ ​(3​ ​ranks),​ ​Piloting​ ​+12​ ​(3​ ​ranks) 
  Engineer​ ​Engineering​ ​+10​ ​(3​ ​ranks) 
  Gunners​ ​(2)​ ​gunnery​ ​+13 
  Pilot​ ​Piloting​ ​+12​ ​(3​ ​ranks) 
  Science​ ​Officer​ ​Computers​ ​+10​ ​(3​ ​ranks) 
  AC​ ​16,​ ​TL​ ​16 
   
  The​ ​Vindicators​ ​of​ ​the​ ​Stellar​ ​Wind​ ​make​ ​it​ ​their​ ​main​ ​goal​ ​to​ ​protect​ ​pilgrims​ ​on​ ​their​ ​way​ ​to​ ​solar 
  colonies.​ ​Whether​ ​this​ ​is​ ​to​ ​the​ ​Stellar​ ​Wind’s​ ​Star​ ​in​ ​the​ ​core​ ​worlds,​ ​or​ ​to​ ​another​ ​star​ ​entirely​ ​is​ ​not 
  important.​ ​Pilgrims​ ​bound​ ​to​ ​the​ ​Goddess​ ​of​ ​the​ ​Stellar​ ​Wind​ ​are​ ​often​ ​compassionate,​ ​kind​ ​and 
  incapable​ ​of​ ​defending​ ​themselves​ ​from​ ​the​ ​evils​ ​of​ ​slavers,​ ​pirates,​ ​and​ ​alien​ ​entities,​ ​unlike​ ​the 
  Vindicators.​ ​Its​ ​crews​ ​are​ ​made​ ​up​ ​of​ ​both​ ​light​ ​and​ ​void​ ​subfactions​ ​and​ ​only​ ​function​ ​during​ ​periods 
  when​ ​there​ ​is​ ​no​ ​star​ ​battle​ ​occurring.​ ​It​ ​resembles​ ​a​ ​stylized​ ​star​ ​on​ ​its​ ​front​ ​half,​ ​with​ ​a​ ​single​ ​extended 
  point​ ​making​ ​up​ ​its​ ​aft​ ​section. 
   
  16 
  
   
  Vindicator​ ​Shiv 
  Tier​ ​3​ ​Medium​ ​Explorer 
  Speed 
  10 
  Maneuverability Good​ ​(turn​ ​1) 
  Hyperspace 1 
  AC 13 
  TL 13 
  HP 55 
  DT - 
  CT 11 
  Shields basic​ ​shields​ ​40​ ​(forward​ ​10,​ ​port​ ​10,​ ​starboard​ ​10,​ ​aft​ ​10) 
  Attack​ ​(Forward) 
  coilgun​ ​(4d4) 
  Attack​ ​(Port) coilgun​ ​(4d4) 
  Attack 
  (Starboard) 
  coilgun​ ​(4d4) 
  Attack​ ​(Turret) 
  coilgun​ ​(4d4) 
  Power​ ​Core 
  Pulse​ ​Green​ ​(150​ ​PCU) Hyperspace 
  Engine 
  Signal​ ​Basic​ ​(75​ ​PCU​ ​min.) 
  Systems Biometric​ ​locks 
  Expansion​ ​Bays 
  cargo​ ​hold​ ​(2),​ ​smuggler​ ​compartment​ ​(dc​ ​20)​ ​,​ ​tech​ ​workshop 
  Modifiers 
  +1​ ​to​ ​any​ ​1​ ​check​ ​per​ ​round,​ ​+2​ ​Computers,​ ​+1​ ​Piloting 
  Complement 1-6 
   
  CREW​ ​(if​ ​used​ ​by​ ​NPCs) 
  Captain​ ​gunnery​ ​+13,​ ​Intimidate+13​ ​(3​ ​ranks),​ ​Piloting​ ​+13​ ​(3​ ​ranks) 
  Engineer​ ​Engineering​ ​+9​ ​(3​ ​ranks) 
  Gunners​ ​(2)​ ​gunnery​ ​+13 
  Pilot​ ​Piloting​ ​+13​ ​(3​ ​ranks) 
  Science​ ​Officer​ ​Computers​ ​+11​ ​(3​ ​ranks) 
  AC​ ​16,​ ​TL​ ​16 
   
  Vindicator​ ​Shivs​ ​escort​ ​Tranquil​ ​Blades​ ​for​ ​assassination​ ​missions​ ​against​ ​the​ ​most​ ​reprehensible​ ​aliens 
  and​ ​creatures​ ​in​ ​the​ ​cosmos.​ ​When​ ​a​ ​Stellar​ ​Wind​ ​monastery​ ​locates​ ​a​ ​threat​ ​to​ ​their​ ​pilgrims​ ​and​ ​the 
  Goddess​ ​Arialle,​ ​a​ ​Tranquil​ ​Blade​ ​is​ ​sent​ ​to​ ​silence​ ​them,​ ​often​ ​permanently.​ ​A​ ​shiv​ ​is​ ​made​ ​to​ ​appear​ ​as 
  a​ ​Vindicator​ ​Defender,​ ​complete​ ​with​ ​its​ ​thicker​ ​plates​ ​and​ ​bulkier​ ​frame​ ​and​ ​also​ ​crewed​ ​with​ ​novices 
  and​ ​light​ ​faction​ ​Vindicators.​ ​In​ ​times​ ​of​ ​trouble,​ ​however,​ ​its​ ​external​ ​plates​ ​can​ ​be​ ​shunted​ ​into​ ​space, 
  revealing​ ​a​ ​more​ ​maneuverable​ ​starship.  
   
   
  17 
  
   
  Vindicator​ ​Chaos​ ​Star 
  Tier​ ​5​ ​Medium​ ​Explorer 
  Speed 
  8 
  Maneuverability Good​ ​(turn​ ​1) 
  Hyperspace 2 
  AC 14 
  TL 14 
  HP 65 
  DT - 
  CT 13 
  Shields light​ ​shields​ ​50​ ​(forward​ ​13,​ ​port​ ​12,​ ​starboard​ ​12,​ ​aft​ ​13) 
  Attack​ ​(Forward) 
  chain​ ​cannon​ ​(6d4) 
  Attack​ ​(Port) light​ ​particle​ ​beam​ ​(3d6) 
  Attack 
  (Starboard) 
  coilgun​ ​(4d4) 
  Attack​ ​(Turret) 
  high​ ​explosive​ ​missile​ ​launcher​ ​(4d8) 
  Power​ ​Core 
  Arcus​ ​Maximum​ ​(200 
  PCU) 
  Hyperspace 
  Engine 
  Signal​ ​Booster​ ​(100​ ​PCU​ ​min.) 
  Systems Biometric​ ​Locks 
  Expansion​ ​Bays 
  cargo​ ​hold​ ​,​ ​medical​ ​bay​ ​,​ ​science​ ​lab​ ​,​ ​tech​ ​workshop 
  Modifiers 
  +2​ ​to​ ​any​ ​1​ ​check​ ​per​ ​round,​ ​+2​ ​Computers,​ ​+1​ ​Piloting 
  Complement 1-6 
   
  CREW​ ​(if​ ​used​ ​by​ ​NPCs) 
  Captain​ ​gunnery​ ​+15,​ ​Intimidate+13​ ​(5​ ​ranks),​ ​Piloting​ ​+15​ ​(5​ ​ranks) 
  Engineer​ ​Engineering​ ​+10​ ​(5​ ​ranks) 
  Gunners​ ​(2)​ ​gunnery​ ​+15 
  Pilot​ ​Piloting​ ​+15​ ​(5​ ​ranks) 
  Science​ ​Officer​ ​Computers​ ​+12​ ​(5​ ​ranks) 
  AC​ ​19,​ ​TL​ ​19 
   
  Chaos​ ​Stars​ ​are​ ​only​ ​deployed​ ​by​ ​the​ ​void​ ​faction​ ​of​ ​the​ ​Vindicators​ ​of​ ​the​ ​Stellar​ ​Wind.​ ​During​ ​a​ ​star 
  battle,​ ​when​ ​the​ ​Vindicators​ ​fight​ ​over​ ​a​ ​star,​ ​or​ ​when​ ​a​ ​monastery​ ​is​ ​threatened,​ ​a​ ​Chaos​ ​Star​ ​starship 
  appears​ ​seemingly​ ​from​ ​the​ ​void​ ​of​ ​space​ ​to​ ​wreak​ ​vengeance​ ​on​ ​its​ ​enemies.​ ​They​ ​are​ ​covered​ ​in​ ​a 
  reflective​ ​black​ ​surface​ ​that​ ​mirrors​ ​the​ ​emptiness​ ​of​ ​space,​ ​save​ ​for​ ​the​ ​glowing​ ​violet​ ​core​ ​at​ ​its​ ​center. 
  These​ ​ships​ ​are​ ​crewed​ ​by​ ​Eclipse​ ​Knights,​ ​Void​ ​Mystics​ ​and​ ​Vindicator​ ​Novices​ ​that​ ​have​ ​a​ ​connection 
  to​ ​the​ ​Goddess​ ​Arialle’s​ ​entropic​ ​domain.  
   
   
  18 
  
   
  Vindicator​ ​Bright​ ​Star 
  Tier​ ​5​ ​Medium​ ​Explorer 
  Speed 
  8 
  Maneuverability Good​ ​(turn​ ​1) 
  Hyperspace 2 
  AC 15 
  TL 14 
  HP 65 
  DT - 
  CT 13 
  Shields light​ ​shields​ ​80​ ​(forward​ ​20,​ ​port​ ​20,​ ​starboard​ ​20,​ ​aft​ ​20) 
  Attack​ ​(Forward) 
  light​ ​plasma​ ​cannon​ ​(2d12) 
  Attack​ ​(Port) gyrolaser​ ​(1d8) 
  Attack 
  (Starboard) 
  gyrolaser​ ​(1d8) 
  Attack​ ​(Turret) 
  light​ ​particle​ ​beam​ ​(3d6) 
  Power​ ​Core 
  Pulse​ ​Green​ ​(150​ ​PCU) Hyperspace 
  Engine 
  Signal​ ​Booster​ ​(100​ ​PCU​ ​min.) 
  Expansion​ ​Bays 
  cargo​ ​hold​ ​,​ ​guest​ ​quarters​ ​,​ ​life​ ​boats​ ​,​ ​medical​ ​bay 
  Modifiers 
  +0​ ​Computers,​ ​+1​ ​Piloting 
  Complement 1-6 
   
  CREW​ ​(if​ ​used​ ​by​ ​NPCs) 
  Captain​ ​gunnery​ ​+15,​ ​Intimidate+12​ ​(5​ ​ranks),​ ​Piloting​ ​+15​ ​(5​ ​ranks) 
  Engineer​ ​Engineering​ ​+10​ ​(5​ ​ranks) 
  Gunners​ ​(2)​ ​gunnery​ ​+15 
  Pilot​ ​Piloting​ ​+15​ ​(5​ ​ranks) 
  Science​ ​Officer​ ​Computers​ ​+10​ ​(5​ ​ranks) 
  AC​ ​20,​ ​TL​ ​19 
   
  The​ ​Bright​ ​Star​ ​resembles​ ​its​ ​darker​ ​half,​ ​the​ ​Chaos​ ​Star,​ ​shaped​ ​as​ ​a​ ​multi-point​ ​star​ ​with​ ​a​ ​much​ ​longer 
  back​ ​point.​ ​Unlike​ ​the​ ​void​ ​factions’​ ​main​ ​ship,​ ​the​ ​Bright​ ​Stars​ ​are​ ​covered​ ​in​ ​a​ ​radiant​ ​material​ ​that 
  makes​ ​them​ ​appear​ ​as​ ​brilliant​ ​as​ ​light​ ​itself.​ ​These​ ​vessels​ ​are​ ​focused​ ​on​ ​protecting​ ​monasteries​ ​and 
  defeating​ ​the​ ​void​ ​faction​ ​of​ ​the​ ​Vindicators​ ​in​ ​a​ ​star​ ​battle,​ ​using​ ​its​ ​suite​ ​of​ ​weapons​ ​to​ ​disable​ ​and 
  destroy​ ​enemy​ ​ships. 
   
  19 
  
   
  Providence 
  Tier​ ​5​ ​Medium​ ​Explorer 
  Speed 
  12 
  Maneuverability Good​ ​(turn​ ​1) 
  Hyperspace 1 
  AC 15 
  TL 14 
  HP 65 
  DT - 
  CT 13 
  Shields light​ ​shields​ ​50​ ​(forward​ ​13,​ ​port​ ​12,​ ​starboard​ ​12,​ ​aft​ ​13) 
  Attack​ ​(Forward) 
  light​ ​plasma​ ​cannon​ ​(2d12) 
  Attack​ ​(Port) light​ ​laser​ ​cannon​ ​(2d4) 
  Attack 
  (Starboard) 
  light​ ​laser​ ​cannon​ ​(2d4) 
  Attack​ ​(Turret) 
  light​ ​plasma​ ​cannon​ ​(2d12) 
  Power​ ​Core 
  Pulse​ ​Red​ ​(175​ ​PCU) 
  Hyperspace 
  Engine 
  Signal​ ​Basic​ ​(75​ ​PCU​ ​min.) 
  Systems Antihacking​ ​x1,​ ​Shock​ ​Grid​ ​x1 
  Expansion​ ​Bays 
  cargo​ ​hold​ ​(2),​ ​guest​ ​quarters​ ​,​ ​medical​ ​bay 
  Modifiers 
  +2​ ​to​ ​any​ ​1​ ​check​ ​per​ ​round,​ ​+2​ ​Computers,​ ​0​ ​Piloting 
  Complement 1-6 
   
  CREW​ ​(if​ ​used​ ​by​ ​NPCs) 
  Captain​ ​gunnery​ ​+15,​ ​Intimidate+15​ ​(5​ ​ranks),​ ​Piloting​ ​+15​ ​(5​ ​ranks) 
  Engineer​ ​Engineering​ ​+15​ ​(5​ ​ranks) 
  Gunners​ ​(2)​ ​gunnery​ ​+15 
  Pilot​ ​Piloting​ ​+15​ ​(3​ ​ranks) 
  Science​ ​Officer​ ​Computers​ ​+15​ ​(5​ ​ranks) 
  AC​ ​20,​ ​TL​ ​19 
   
  Special 
  Warp​ ​Defenders 
  When​ ​leaving​ ​Hyperspace,​ ​the​ ​Providence 
  inexplicably​ ​appears​ ​in​ ​the​ ​midst​ ​of​ ​a​ ​space 
  battle​ ​between​ ​at​ ​least​ ​two​ ​different​ ​starships.  
  If​ ​piloted​ ​by​ ​adventurers,​ ​the​ ​Providence​ ​may 
  stay​ ​in​ ​the​ ​area​ ​after​ ​the​ ​battle,​ ​otherwise,​ ​the 
  Providence​ ​immediately​ ​creates​ ​a​ ​Hyperspace 
  portal​ ​to​ ​another​ ​destination. 
   
  When​ ​adventuring​ ​starships​ ​are​ ​threatened​ ​by 
  larger​ ​enemies,​ ​the​ ​Providence​ ​often​ ​appears 
  from​ ​the​ ​darkness​ ​of​ ​space​ ​to​ ​lend​ ​its 
  assistance.​ ​Then,​ ​as​ ​quickly​ ​as​ ​it​ ​appears,​ ​it 
  vanishes​ ​again,​ ​never​ ​to​ ​celebrate​ ​with​ ​those​ ​it 
  supports.​ ​Some​ ​say​ ​the​ ​Providence​ ​has​ ​a 
  friendly​ ​crew​ ​that​ ​serves​ ​to​ ​help​ ​those​ ​in​ ​need, 
  others​ ​believe​ ​that​ ​it​ ​is​ ​an​ ​automated​ ​ship 
  created​ ​by​ ​some​ ​unknown​ ​benefactor.​ ​Still 
  others​ ​believe​ ​the​ ​crew​ ​is​ ​cursed​ ​and​ ​forced​ ​to 
  fight​ ​in​ ​starship​ ​combat​ ​after​ ​starship​ ​combat 
  until​ ​they​ ​are​ ​eventually​ ​defeated.​ ​The 
  Providence​ ​is​ ​shaped​ ​like​ ​a​ ​reversed​ ​feather, 
  with​ ​various​ ​wing​ ​modules​ ​sprouting​ ​its​ ​arms. 
   
  20 
  
   
  Synthesis​ ​Seedship 
  Tier​ ​1​ ​Small​ ​Light​ ​Freighter 
  Speed 
  6 
  Maneuverability Good​ ​(turn​ ​1) 
  Hyperspace 1 
  AC 14 
  TL 14 
  HP 40 
  DT - 
  CT 8 
  Shields basic​ ​shields​ ​10​ ​(forward​ ​3,​ ​port​ ​2,​ ​starboard​ ​2,​ ​aft​ ​3) 
  Attack​ ​(Forward) 
  light​ ​laser​ ​cannon​ ​(2d4),​ ​light​ ​laser​ ​cannon​ ​(2d4) 
  Attack​ ​(Port) flak​ ​thrower​ ​(3d4) 
  Attack 
  (Starboard) 
  flak​ ​thrower​ ​(3d4) 
  Power​ ​Core 
  Arcus​ ​Light​ ​(75​ ​PCU) 
  Hyperspace 
  Engine 
  Signal​ ​Basic​ ​(75​ ​PCU​ ​min.) 
  Expansion​ ​Bays 
  cargo​ ​hold​ ​,​ ​science​ ​lab​ ​,​ ​tech​ ​workshop 
  Modifiers 
  +0​ ​Computers,​ ​+2​ ​Piloting 
  Complement 1-6 
   
  CREW​ ​(if​ ​used​ ​by​ ​NPCs) 
  Captain​ ​gunnery​ ​+9,​ ​Intimidate+6​ ​(1​ ​ranks),​ ​Piloting​ ​+7​ ​(1​ ​ranks) 
  Engineer​ ​Engineering​ ​+8​ ​(1​ ​ranks) 
  Gunners​ ​(2)​ ​gunnery​ ​+9 
  Pilot​ ​Piloting​ ​+7​ ​(3​ ​ranks) 
  Science​ ​Officer​ ​Computers​ ​+8​ ​(1​ ​ranks) 
  AC​ ​15,​ ​TL​ ​15 
   
  After​ ​gaining​ ​sentience​ ​and​ ​sudden​ ​understanding​ ​of​ ​technology,​ ​the​ ​race​ ​known​ ​as​ ​the​ ​Seeds​ ​of​ ​the 
  Final​ ​Synthesis​ ​seek​ ​to​ ​leave​ ​their​ ​planet​ ​and​ ​learn​ ​more​ ​about​ ​this​ ​new​ ​culture.​ ​It​ ​took​ ​several​ ​decades 
  for​ ​them​ ​to​ ​create​ ​a​ ​working​ ​ship,​ ​even​ ​with​ ​the​ ​knowledge​ ​of​ ​Hyperspace​ ​travel.​ ​Their​ ​Seedship​ ​is​ ​based 
  on​ ​their​ ​first​ ​attempt​ ​at​ ​space​ ​travel,​ ​an​ ​almond​ ​shaped​ ​dense-center​ ​with​ ​several​ ​orbiting​ ​rings.​ ​Even 
  though​ ​their​ ​race​ ​has​ ​only​ ​recently​ ​evolved​ ​with​ ​the​ ​idea​ ​of​ ​technology,​ ​they​ ​have​ ​advanced​ ​at​ ​a​ ​steady 
  pace​ ​and​ ​will​ ​soon​ ​be​ ​expanding​ ​their​ ​culture​ ​in​ ​new​ ​and​ ​fascinating​ ​ways. 
   
  21 
  
   
  Synthesis​ ​Sporeship 
  Tier​ ​3​ ​Medium​ ​Explorer 
  Speed 
  6 
  Maneuverability Good​ ​(turn​ ​1) 
  Hyperspace 1 
  AC 15 
  TL 12 
  HP 55 
  DT - 
  CT 11 
  Shields light​ ​shields​ ​50​ ​(forward​ ​13,​ ​port​ ​12,​ ​starboard​ ​12,​ ​aft​ ​13) 
  Attack​ ​(Forward) 
  tactical​ ​nuclear​ ​missile​ ​launcher​ ​(5d8) 
  Attack​ ​(Port) coilgun​ ​(4d4) 
  Attack 
  (Starboard) 
  coilgun​ ​(4d4) 
  Attack​ ​(Turret) 
  light​ ​plasma​ ​torpedo​ ​launcher​ ​(3d8) 
  Power​ ​Core 
  Arcus​ ​Heavy​ ​(130​ ​PCU) Hyperspace 
  Engine 
  Signal​ ​Basic​ ​(75​ ​PCU​ ​min.) 
  Expansion​ ​Bays 
  cargo​ ​hold​ ​(2),​ ​science​ ​lab​ ​,​ ​tech​ ​workshop 
  Modifiers 
  +0​ ​Computers,​ ​+2​ ​Piloting 
  Complement 1-6 
   
  CREW​ ​(if​ ​used​ ​by​ ​NPCs) 
  Captain​ ​gunnery​ ​+13,​ ​Intimidate+11​ ​(3​ ​ranks),​ ​Piloting​ ​+10​ ​(3​ ​ranks) 
  Engineer​ ​Engineering​ ​+10​ ​(3​ ​ranks) 
  Gunners​ ​(2)​ ​gunnery​ ​+13 
  Pilot​ ​Piloting​ ​+10​ ​(3​ ​ranks) 
  Science​ ​Officer​ ​Computers​ ​+10​ ​(3​ ​ranks) 
  AC​ ​18,​ ​TL​ ​15 
   
  The​ ​Seeds​ ​of​ ​the​ ​First​ ​Synthesis’​ ​early​ ​attempts​ ​at​ ​cultural​ ​exchange​ ​did​ ​not​ ​end​ ​in​ ​peaceful 
  conversations.​ ​Many​ ​hostile​ ​alien​ ​creatures​ ​were​ ​confused​ ​by​ ​the​ ​plant​ ​creatures’​ ​appearance​ ​and 
  immediately​ ​fired​ ​upon​ ​the​ ​Synthesis’​ ​ships.​ ​Because​ ​of​ ​this,​ ​the​ ​Seeds​ ​have​ ​upgraded​ ​their​ ​exploratory 
  ships,​ ​adding​ ​weapon​ ​systems​ ​and​ ​stronger​ ​defensive​ ​plating​ ​in​ ​order​ ​to​ ​protect​ ​their​ ​fledgling​ ​race. 
  Sporeships​ ​are​ ​longer​ ​and​ ​larger​ ​seedships​ ​with​ ​several​ ​revolving​ ​rings​ ​of​ ​hardened​ ​metal​ ​plating. 
   
  22 
  
   
   
  Purity​ ​Purger 
  Tier​ ​5​ ​Medium​ ​Transport 
  Speed 
  6 
  Maneuverability Average​ ​(turn​ ​2) 
  Hyperspace 1 
  AC 14 
  TL 13 
  HP 85 
  DT - 
  CT 17 
  Shields basic​ ​shields​ ​40​ ​(forward​ ​10,​ ​port​ ​10,​ ​starboard​ ​10,​ ​aft​ ​10) 
  Attack​ ​(Forward) 
  heavy​ ​emp​ ​cannon​ ​(Special),​ ​light​ ​emp​ ​cannon​ ​(Special) 
  Attack​ ​(Aft) 
  high​ ​explosive​ ​missile​ ​launcher​ ​(4d8) 
  Attack​ ​(Turret) 
  coilgun​ ​(4d4),​ ​coilgun​ ​(4d4) 
  Power​ ​Core 
  Pulse​ ​Red​ ​(175​ ​PCU) 
  Hyperspace 
  Engine 
  Signal​ ​Basic​ ​(75​ ​PCU​ ​min.) 
  Systems H-shock​ ​caster,​ ​static  
  Expansion​ ​Bays 
  cargo​ ​hold​ ​(2),​ ​science​ ​lab​ ​,​ ​sealed​ ​environment​ ​chamber​ ​,​ ​smuggler​ ​compartment 
  (dc​ ​20) 
  Modifiers 
  +1​ ​to​ ​any​ ​1​ ​check​ ​per​ ​round,​ ​+0​ ​Computers,​ ​+1​ ​Piloting 
  Complement 1-6 
   
  CREW​ ​(if​ ​used​ ​by​ ​NPCs) 
  Captain​ ​gunnery​ ​+14,​ ​Intimidate+13​ ​(3​ ​ranks),​ ​Piloting​ ​+13​ ​(3​ ​ranks) 
  Engineer​ ​Engineering​ ​+13​ ​(3​ ​ranks) 
  Gunners​ ​(2)​ ​gunnery​ ​+13 
  Pilot​ ​Piloting​ ​+13​ ​(3​ ​ranks) 
  Science​ ​Officer​ ​Computers​ ​+13​ ​(3​ ​ranks) 
  AC​ ​17,​ ​TL​ ​16 
   
  Special 
  Synthetic​ ​Tracker 
  When​ ​scanning​ ​another​ ​ship,​ ​a​ ​Purger​ ​can 
  precisely​ ​pinpoint​ ​any​ ​synthetic​ ​lifeforms​ ​such 
  as​ ​androids,​ ​robots,​ ​artificial​ ​intelligences​ ​and 
  drones.  
   
   
  Purity​ ​of​ ​Flesh​ ​is​ ​a​ ​radical​ ​group​ ​that​ ​believes 
  synthetic​ ​life​ ​should​ ​be​ ​cleansed​ ​from​ ​the 
  universe.​ ​In​ ​order​ ​to​ ​accomplish​ ​this,​ ​the 
  organization​ ​uses​ ​enslaved​ ​artificial​ ​intelligence 
  and​ ​synthetic​ ​creatures​ ​to​ ​hunt​ ​down​ ​others​ ​of 
  their​ ​kind.​ ​Purger​ ​starships​ ​are​ ​equipped​ ​with 
  EMP​ ​weaponry​ ​to​ ​do​ ​increased​ ​damage​ ​against 
  constructs,​ ​and​ ​also​ ​special​ ​scanners​ ​that​ ​can 
  locate​ ​and​ ​identify​ ​synthetics​ ​regardless​ ​of​ ​any 
  camouflage​ ​or​ ​concealment. 
    
   
   
  23 
  
   
  Karnast​ ​Blazer 
  Tier​ ​2​ ​Tiny​ ​Fighter 
  Speed 
  8 
  Maneuverability Good​ ​(turn​ ​1) 
  Hyperspace 0 
  AC 15 
  TL 17 
  HP 35 
  DT - 
  CT 7 
  Shields light​ ​shields​ ​60​ ​(forward​ ​15,​ ​port​ ​15,​ ​starboard​ ​15,​ ​aft​ ​15) 
  Attack​ ​(Forward) 
  light​ ​plasma​ ​cannon​ ​(2d12),​ ​light​ ​plasma​ ​torpedo​ ​launcher​ ​(3d8) 
  Attack​ ​(Aft) 
  light​ ​particle​ ​beam​ ​(3d6) 
  Power​ ​Core 
  Arcus​ ​Light​ ​(75​ ​PCU) 
  Hyperspace 
  Engine 
  N/A 
  Modifiers 
  +2​ ​Computers,​ ​+1​ ​Piloting 
  Complement 1-2 
   
  CREW​ ​(if​ ​used​ ​by​ ​NPCs) 
  Pilot​ ​gunnery​ ​+11,​ ​Piloting​ ​+11​ ​(2​ ​ranks),​ ​Computers​ ​+11(2​ ​ranks) 
  Gunner​ ​Gunnery​ ​+11 
  AC​ ​17,​ ​TL​ ​19 
   
  Special 
  Volatile​ ​Energies 
  The​ ​hell​ ​energy​ ​that​ ​supplies​ ​power​ ​to​ ​the 
  starship​ ​is​ ​incredibly​ ​volatile​ ​and​ ​prone​ ​to​ ​large 
  explosions.​ ​When​ ​a​ ​Karnast​ ​Blazer​ ​reaches​ ​0 
  Hit​ ​Points,​ ​or​ ​if​ ​its​ ​power​ ​core​ ​becomes 
  wrecked,​ ​it​ ​explodes​ ​in​ ​a​ ​conflagration​ ​dealing 
  5d6​ ​fire​ ​damage​ ​to​ ​all​ ​ships​ ​and​ ​creatures​ ​in 
  adjacent​ ​hexes. 
   
  Pulled​ ​from​ ​hellish​ ​planes​ ​by​ ​some​ ​unknown 
  device,​ ​the​ ​Karnast​ ​Devils​ ​have​ ​learned​ ​quickly 
  to​ ​adapt​ ​to​ ​the​ ​new​ ​and​ ​changing​ ​universe. 
  Luckily​ ​the​ ​planet​ ​that​ ​they​ ​arrived​ ​on​ ​was 
  technologically​ ​advanced,​ ​they​ ​simply​ ​had​ ​to 
  defeat​ ​its​ ​somewhat​ ​docile​ ​inhabitants​ ​and​ ​claim 
  their​ ​technology​ ​for​ ​themselves.​ ​Enslaving​ ​some 
  of​ ​the​ ​Fawar​ ​aliens,​ ​the​ ​Karnast​ ​Devils​ ​took 
  control​ ​of​ ​the​ ​defeated​ ​race’s​ ​weapons.​ ​Some 
  Karnast​ ​Devils​ ​are​ ​searching​ ​for​ ​a​ ​means​ ​to 
  return​ ​to​ ​Hell,​ ​while​ ​others​ ​are​ ​content​ ​to 
  continue​ ​exploring​ ​new​ ​worlds​ ​and​ ​enslaving​ ​its 
  inhabitants.  
   
  The​ ​Karnast​ ​Blazer​ ​was​ ​originally​ ​a​ ​Fawar 
  starship,​ ​now​ ​equipped​ ​with​ ​once-defensive 
  armaments.​ ​It​ ​is​ ​shaped​ ​like​ ​a​ ​curved​ ​V​ ​with​ ​a 
  crimson​ ​glow​ ​from​ ​the​ ​hellish​ ​magic​ ​that 
  energizes​ ​its​ ​power​ ​core. 
   
   
  24 
  
   
  Bloodclaw​ ​Stabber 
  Tier​ ​2​ ​Tiny​ ​Fighter 
  Speed 
  10 
  Maneuverability Good​ ​(turn​ ​1) 
  Hyperspace 0 
  AC 18 
  TL 16 
  HP 35 
  DT - 
  CT 7 
  Shields basic​ ​shields​ ​40​ ​(forward​ ​10,​ ​port​ ​10,​ ​starboard​ ​10,​ ​aft​ ​10) 
  Attack​ ​(Forward) 
  light​ ​plasma​ ​cannon​ ​(2d12),​ ​high​ ​explosive​ ​missile​ ​launcher​ ​(4d8) 
  Attack​ ​(Aft) 
  light​ ​plasma​ ​cannon​ ​(2d12) 
  Power​ ​Core 
  Micron​ ​Ultra​ ​(80​ ​PCU) 
  Hyperspace 
  Engine 
   
  Modifiers 
  -2​ ​Computers,​ ​+1​ ​Piloting 
  Complement 1-2 
   
  CREW​ ​(if​ ​used​ ​by​ ​NPCs) 
  Pilot​ ​gunnery​ ​+13,​ ​Piloting​ ​+12​ ​(2​ ​ranks),​ ​Computers​ ​+10(2​ ​ranks) 
  Gunner​ ​Gunnery​ ​+10 
  AC​ ​20,​ ​TL​ ​18 
   
  Special 
  Crude​ ​Tech 
  Bloodclaw​ ​Stabbers​ ​manage​ ​to​ ​travel​ ​through 
  space​ ​by​ ​sheer​ ​luck,​ ​but​ ​are​ ​prone​ ​to 
  malfunctions.​ ​On​ ​each​ ​round​ ​of​ ​starship​ ​combat, 
  roll​ ​a​ ​d100.​ ​On​ ​a​ ​50%​ ​or​ ​lower,​ ​one​ ​of​ ​its 
  weapons​ ​or​ ​other​ ​systems​ ​becomes​ ​glitched.​ ​If 
  a​ ​system​ ​or​ ​weapon​ ​is​ ​glitched​ ​again,​ ​it​ ​instead 
  malfunctions,​ ​and​ ​if​ ​it​ ​it​ ​glitches​ ​again​ ​then​ ​it 
  becomes​ ​wrecked. 
   
  One​ ​of​ ​the​ ​many​ ​scourges​ ​of​ ​stellar​ ​travel​ ​is​ ​the 
  Bloodclaw​ ​Orcs,​ ​ruthless​ ​piratical​ ​raiders​ ​that 
  target​ ​any​ ​starship​ ​flying​ ​through​ ​the​ ​void. 
  Stabbers​ ​are​ ​crude​ ​vessels​ ​cobbled​ ​together 
  with​ ​all​ ​sorts​ ​of​ ​scavenged​ ​technology,​ ​usually 
  from​ ​recently​ ​raided​ ​starships.​ ​Their​ ​ships​ ​are 
  kept​ ​space-worthy​ ​by​ ​space​ ​goblins​ ​who 
  function​ ​as​ ​engineers​ ​and​ ​maintenance​ ​crews.  
   
   
  25 
  
   
  Bloodclaw​ ​Heavy​ ​Stabber 
  Tier​ ​5​ ​Large​ ​Destroyer 
  Speed 
  4 
  Maneuverability Average​ ​(turn​ ​2) 
  Hyperspace 1 
  AC 14 
  TL 13 
  HP 170 DT - 
  CT 34 
  Shields basic​ ​shields​ ​40​ ​(forward​ ​10,​ ​port​ ​10,​ ​starboard​ ​10,​ ​aft​ ​10) 
  Attack​ ​(Forward) 
  heavy​ ​laser​ ​cannon​ ​(4d8),​ ​heavy​ ​laser​ ​cannon​ ​(4d8) 
  Attack​ ​(Port) flak​ ​thrower​ ​(3d4) 
  Attack 
  (Starboard) 
  flak​ ​thrower​ ​(3d4) 
  Attack​ ​(Aft) 
  flak​ ​thrower​ ​(3d4) 
  Attack​ ​(Turret) 
  high​ ​explosive​ ​missile​ ​launcher​ ​(4d8) 
  Power​ ​Core 
  Arcus​ ​Ultra​ ​(150​ ​PCU) 
  Hyperspace 
  Engine 
  Signal​ ​Basic​ ​(75​ ​PCU​ ​min.) 
  Expansion​ ​Bays 
  cargo​ ​hold​ ​(3),​ ​recreation​ ​suite​ ​(trivid​ ​den) 
  Modifiers 
  -2​ ​Computers,​ ​+2​ ​Piloting 
  Complement 6-20 
   
  CREW​ ​(if​ ​used​ ​by​ ​NPCs) 
  Captain​ ​gunnery​ ​+15,​ ​Intimidate+15​ ​(5​ ​ranks),​ ​Piloting​ ​+15​ ​(5​ ​ranks) 
  Engineer​ ​Engineering​ ​+13​ ​(5​ ​ranks) 
  Gunners​ ​(4)​ ​gunnery​ ​+15 
  Pilot​ ​Piloting​ ​+15​ ​(5​ ​ranks) 
  Science​ ​Officer​ ​Computers​ ​+12​ ​(5​ ​ranks) 
  AC​ ​19,​ ​TL​ ​18 
   
  Special 
  Crude​ ​Tech​ ​Mk​ ​2 
  Bloodclaw​ ​Heavy​ ​Stabbers​ ​manage​ ​to​ ​travel​ ​through 
  space​ ​by​ ​sheer​ ​luck,​ ​but​ ​are​ ​prone​ ​to​ ​malfunctions. 
  On​ ​each​ ​round​ ​of​ ​starship​ ​combat,​ ​roll​ ​a​ ​d100.​ ​On​ ​a 
  25%​ ​or​ ​lower,​ ​one​ ​of​ ​its​ ​weapons​ ​or​ ​other​ ​systems 
  becomes​ ​glitched.​ ​If​ ​a​ ​system​ ​or​ ​weapon​ ​is​ ​glitched 
  again,​ ​it​ ​instead​ ​malfunctions.​ ​If​ ​it​ ​becomes​ ​glitched 
  again​ ​then​ ​it​ ​becomes​ ​wrecked. 
   
  Forced​ ​Docking 
  Up​ ​to​ ​two​ ​Bloodclaw​ ​Stabbers​ ​can​ ​dock​ ​into​ ​a 
  Bloodclaw​ ​Heavy​ ​Stabber.​ ​This​ ​reduces​ ​its​ ​speed​ ​to 
  2,​ ​and​ ​the​ ​smaller​ ​ships​ ​cannot​ ​be​ ​targeted​ ​by​ ​enemy 
  fire.​ ​The​ ​Stabbers​ ​can​ ​safely​ ​attach​ ​to​ ​and​ ​detach 
  from​ ​the​ ​main​ ​ship​ ​with​ ​a​ ​Piloting​ ​DC​ ​15​ ​check,​ ​the 
  Heavy​ ​Stabber​ ​takes​ ​2d6​ ​damage​ ​on​ ​a​ ​failure. 
   
  Bloodclaw​ ​Heavy​ ​Stabbers​ ​are​ ​larger​ ​ships​ ​in​ ​the 
  Bloodclaw​ ​fleets​ ​capable​ ​of​ ​house​ ​a​ ​pair​ ​of​ ​smaller 
  Stabber​ ​starships​ ​at​ ​a​ ​cost.​ ​It​ ​has​ ​extra​ ​goblin 
  engineers​ ​that​ ​work​ ​tirelessly​ ​to​ ​repair​ ​any​ ​damage, 
  making​ ​it​ ​less​ ​likely​ ​for​ ​its​ ​systems​ ​to​ ​malfunction. 
  Sporting​ ​a​ ​few​ ​flak​ ​launchers,​ ​it​ ​uses​ ​hastily​ ​looted 
  material​ ​from​ ​raided​ ​starships​ ​as​ ​weapon​ ​fuel.​ ​Heavy 
  Stabbers​ ​resemble​ ​clawed​ ​gauntlets​ ​with​ ​extra​ ​blades 
  sprouting​ ​from​ ​the​ ​sides.​ ​They​ ​are​ ​also​ ​crewed​ ​by 
  successful​ ​Bloodclaw​ ​raiders,​ ​orcs​ ​and​ ​other​ ​aliens 
  that​ ​have​ ​defeated​ ​dozens​ ​of​ ​other​ ​enemy​ ​ships.  
  26 
  
   
  Blue​ ​Phalanx 
  Tier​ ​5​ ​Medium​ ​Explorer 
  Speed 
  8 
  Maneuverability Good​ ​(turn​ ​1) 
  Hyperspace 2 
  AC 15 
  TL 14 
  HP 65 
  DT - 
  CT 13 
  Shields basic​ ​shields​ ​40​ ​(forward​ ​10,​ ​port​ ​10,​ ​starboard​ ​10,​ ​aft​ ​10) 
  Attack​ ​(Forward) 
  chain​ ​cannon​ ​(6d4) 
  Attack​ ​(Port) gyrolaser​ ​(1d8) 
  Attack 
  (Starboard) 
  gyrolaser​ ​(1d8) 
  Attack​ ​(Turret) 
  light​ ​particle​ ​beam​ ​(3d6) 
  Power​ ​Core 
  Arcus​ ​Ultra​ ​(150​ ​PCU) 
  Hyperspace 
  Engine 
  Signal​ ​Booster​ ​(100​ ​PCU​ ​min.) 
  Expansion​ ​Bays 
  arcane​ ​laboratory​ ​,​ ​cargo​ ​hold​ ​,​ ​synthesis​ ​bay​ ​,​ ​tech​ ​workshop 
  Modifiers 
  +3​ ​to​ ​any​ ​1​ ​check​ ​per​ ​round,​ ​+2​ ​Computers,​ ​+1​ ​Piloting 
  Complement 1-6 
   
  CREW​ ​(if​ ​used​ ​by​ ​NPCs) 
  Captain​ ​gunnery​ ​+13,​ ​Intimidate+11​ ​(5​ ​ranks),​ ​Piloting​ ​+15​ ​(5​ ​ranks) 
  Engineer​ ​Engineering​ ​+14​ ​(5​ ​ranks) 
  Gunners​ ​(2)​ ​gunnery​ ​+13 
  Pilot​ ​Piloting​ ​+15​ ​(5​ ​ranks) 
  Science​ ​Officer​ ​Computers​ ​+14​ ​(5​ ​ranks) 
  AC​ ​20,​ ​TL​ ​19 
   
  This​ ​merchant​ ​vessel,​ ​Blue​ ​Phalanx,​ ​is​ ​crewed​ ​by​ ​djinn​ ​and​ ​other​ ​genie-folk.​ ​It​ ​makes​ ​its​ ​rounds​ ​through 
  space​ ​often​ ​waiting​ ​near​ ​dangerous​ ​planets​ ​for​ ​adventurers​ ​to​ ​offload​ ​their​ ​undesired​ ​loot,​ ​to​ ​sell​ ​its​ ​own 
  acquisitions​ ​through​ ​barter,​ ​and​ ​to​ ​provide​ ​a​ ​few​ ​crafting​ ​stations​ ​for​ ​friendly​ ​parties.​ ​This​ ​starship​ ​can 
  also​ ​be​ ​hired​ ​to​ ​support​ ​other​ ​starships​ ​in​ ​battle,​ ​coming​ ​to​ ​others’​ ​aid​ ​when​ ​preparing​ ​for​ ​smaller 
  skirmishes.​ ​The​ ​Blue​ ​Phalanx​ ​resembles​ ​a​ ​pointed​ ​shield,​ ​with​ ​curved​ ​wings​ ​angled​ ​at​ ​its​ ​sides. 
   
    
   
   
   
   
   
   
   
  27 
  
  Desert​ ​World,​ ​Tarsyx-8 
  Once​ ​a​ ​major​ ​resort​ ​metropolis,​ ​Tarsyx-8​ ​was​ ​blanketed​ ​by 
  massive​ ​sandstorms​ ​until​ ​the​ ​casinos​ ​and​ ​hotels​ ​were​ ​covered 
  under​ ​miles​ ​of​ ​sand.​ ​Treasure​ ​hunters​ ​search​ ​its​ ​ruins​ ​for​ ​credits 
  and​ ​anything​ ​else​ ​they​ ​can​ ​salvage,​ ​while​ ​avoiding​ ​its​ ​desert 
  creatures,​ ​malfunctioning​ ​robots,​ ​and​ ​evolver​ ​beasts.  
   
  Notable​ ​Locations 
   
  Aether​ ​Skies​ ​Casino 
  One​ ​of​ ​the​ ​major​ ​casino​ ​resorts​ ​on​ ​the​ ​planet,​ ​the​ ​Aether​ ​Skies 
  Casino​ ​managed​ ​to​ ​survive​ ​mostly​ ​intact,​ ​though​ ​buried​ ​heavily 
  under​ ​sand​ ​after​ ​the​ ​giant​ ​sandstorms​ ​and​ ​earthquakes​ ​conquered 
  the​ ​desert.​ ​While​ ​treasure​ ​hunters​ ​are​ ​drawn​ ​to​ ​the​ ​huge​ ​amount​ ​of​ ​credsticks​ ​and​ ​other​ ​valuables​ ​on​ ​its 
  casino​ ​and​ ​hotel​ ​floors,​ ​rumors​ ​persist​ ​of​ ​super​ ​secure​ ​vaults​ ​filled​ ​with​ ​technological​ ​and​ ​magical 
  artifacts​ ​on​ ​its​ ​basement​ ​levels​ ​guarded​ ​by​ ​malfunctioning​ ​guard​ ​robots.​ ​A​ ​few​ ​of​ ​the​ ​motifs​ ​that​ ​make​ ​up 
  the​ ​casino​ ​include​ ​heavenly​ ​skies,​ ​starlit​ ​vistas​ ​and​ ​even​ ​a​ ​Hell-inspired​ ​area​ ​complete​ ​with​ ​increased 
  heat.  
   
  FreezR​ ​Cryo​ ​Spa 
  Atop​ ​one​ ​of​ ​the​ ​major​ ​casinos​ ​on​ ​the​ ​planet​ ​is​ ​FreezR​ ​Cryo​ ​Spa,​ ​a​ ​division​ ​of​ ​Alchemin​ ​Corporation. 
  Many​ ​celebrities​ ​would​ ​flock​ ​to​ ​this​ ​locale​ ​in​ ​order​ ​to​ ​feel​ ​newer​ ​and​ ​actually​ ​be​ ​newer.​ ​Its​ ​state​ ​of​ ​the​ ​art 
  cryo​ ​technology,​ ​coupled​ ​with​ ​rare​ ​alchemical​ ​science,​ ​could​ ​increase​ ​clients’​ ​lifespans,​ ​remove​ ​pesky 
  diseases​ ​and​ ​rejuvenate​ ​their​ ​bodies.​ ​Unfortunately,​ ​when​ ​one​ ​of​ ​the​ ​larger​ ​earthquakes​ ​hit,​ ​many​ ​of​ ​its 
  clients​ ​were​ ​unable​ ​to​ ​be​ ​extracted​ ​from​ ​secure​ ​safety-sealing​ ​doors.  
   
  Great​ ​Knight​ ​Resort 
  Another​ ​casino​ ​resort​ ​on​ ​Tarsyx-8,​ ​the​ ​Great​ ​Knight​ ​Resort​ ​was​ ​modeled​ ​and​ ​built​ ​to​ ​look​ ​like​ ​a​ ​real 
  castle​ ​from​ ​ancient​ ​times.​ ​Much​ ​of​ ​it​ ​is​ ​ruined,​ ​buried​ ​under​ ​sand​ ​and​ ​hidden​ ​beneath​ ​the​ ​surface​ ​of​ ​the 
  planet.​ ​Due​ ​to​ ​some​ ​scheduling​ ​error,​ ​a​ ​group​ ​of​ ​galaxy​ ​defending​ ​space​ ​knights,​ ​the​ ​Royal​ ​Order,​ ​stayed 
  at​ ​the​ ​resort.​ ​During​ ​one​ ​of​ ​the​ ​planet’s​ ​major​ ​earthquakes,​ ​these​ ​knights​ ​remained​ ​behind​ ​to​ ​protect 
  evacuating​ ​citizens​ ​and​ ​were​ ​all​ ​killed​ ​from​ ​the​ ​natural​ ​disaster.​ ​Their​ ​ghosts​ ​still​ ​remain​ ​affixed​ ​to​ ​the 
  location,​ ​until​ ​their​ ​spirits​ ​can​ ​be​ ​convinced​ ​that​ ​there​ ​are​ ​no​ ​more​ ​survivors​ ​left​ ​to​ ​rescue. 
   
  REgreen​ ​Terraformer​ ​Project 
  Settled​ ​several​ ​miles​ ​from​ ​any​ ​major​ ​resort​ ​hub,​ ​the​ ​REgreen​ ​Terraformer​ ​Project​ ​was​ ​built​ ​to​ ​create 
  more​ ​habitable​ ​settings​ ​for​ ​Tarsyx-8’s​ ​populace.​ ​Several​ ​species​ ​of​ ​alien​ ​plant​ ​was​ ​brought​ ​to​ ​this​ ​locale 
  in​ ​secure​ ​trans-light​ ​globes.​ ​Each​ ​of​ ​the​ ​many​ ​globes​ ​has​ ​its​ ​own​ ​environmental​ ​settings,​ ​from​ ​tundra 
  landscapes​ ​to​ ​forest​ ​biomes​ ​and​ ​even​ ​micro-deserts.​ ​However,​ ​the​ ​project​ ​failed​ ​inexplicably​ ​before​ ​the 
  major​ ​storms​ ​and​ ​earthquakes​ ​hit​ ​Tarsyx-8,​ ​leaving​ ​some​ ​of​ ​the​ ​globes​ ​dormant​ ​and​ ​its​ ​small​ ​groups​ ​of 
  settlers​ ​ignorant​ ​of​ ​the​ ​outside​ ​disasters.  
   
  Bone​ ​Dunes 
  Large​ ​jutting​ ​ivory​ ​bones​ ​spear​ ​the​ ​sands​ ​in​ ​the​ ​Bone​ ​Dunes,​ ​the​ ​remains​ ​of​ ​these​ ​massive​ ​skeletons 
  serve​ ​as​ ​a​ ​living​ ​ecosystem.​ ​Large​ ​sandworms​ ​and​ ​other​ ​giant​ ​beasts​ ​are​ ​drawn​ ​to​ ​the​ ​dunes​ ​when​ ​their 
  lifespans​ ​near​ ​their​ ​ends,​ ​also​ ​attracting​ ​various​ ​carrion​ ​feeders,​ ​from​ ​giant​ ​vulture-like​ ​birds​ ​to​ ​equally 
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  giant​ ​maggot-like​ ​creatures.​ ​Lurking​ ​underneath​ ​the​ ​dunes​ ​is​ ​a​ ​large​ ​colony​ ​of​ ​evolver​ ​beasts,​ ​which 
  sends​ ​out​ ​its​ ​young​ ​and​ ​mature​ ​specimens​ ​to​ ​hunt​ ​for​ ​nourishment.  
   
  Tarsyx​ ​spaceport 
  The​ ​largest​ ​and​ ​only​ ​spaceport​ ​on​ ​Tarsyx-8,​ ​Tarsyx​ ​Spaceport’s​ ​automatic​ ​functions​ ​no​ ​longer​ ​assist 
  landing​ ​starships​ ​entry​ ​or​ ​escape​ ​from​ ​the​ ​planet.​ ​Many​ ​derelict​ ​ships​ ​have​ ​been​ ​abandoned,​ ​mostly​ ​due 
  to​ ​pilots​ ​and​ ​crew​ ​unable​ ​to​ ​return​ ​during​ ​the​ ​disasters.​ ​The​ ​spaceport​ ​is​ ​a​ ​veritable​ ​treasure​ ​trove​ ​of 
  mechanical​ ​and​ ​technological​ ​parts,​ ​not​ ​only​ ​from​ ​the​ ​stranded​ ​ships,​ ​but​ ​also​ ​from​ ​the​ ​Tarsyx​ ​mechanics 
  bay​ ​and​ ​the​ ​various​ ​weapons​ ​and​ ​armor​ ​businesses​ ​that​ ​made​ ​up​ ​much​ ​of​ ​the​ ​spaceport’s​ ​auxiliary 
  income.  
   
  Lifeforms 
  Evolver​ ​Beasts 
  One​ ​of​ ​the​ ​major​ ​creature​ ​species​ ​that​ ​make​ ​up​ ​Tarsyx-8’s​ ​ecosystem​ ​is​ ​the​ ​evolver​ ​beasts.​ ​These 
  creatures​ ​take​ ​on​ ​many​ ​forms,​ ​and​ ​have​ ​two​ ​intrinsic​ ​abilities.​ ​The​ ​first​ ​is​ ​their​ ​ability​ ​to​ ​burrow​ ​in​ ​the 
  sand,​ ​a​ ​standard​ ​for​ ​many​ ​desert​ ​dwelling​ ​creatures.​ ​Their​ ​other​ ​ability​ ​is​ ​to​ ​rapidly​ ​evolve​ ​into​ ​other 
  forms,​ ​usually​ ​ones​ ​better​ ​suited​ ​for​ ​their​ ​terrain​ ​and​ ​climate.​ ​Their​ ​basic​ ​form,​ ​the​ ​young​ ​and​ ​mature 
  hydraloch,​ ​are​ ​serpentine​ ​with​ ​sharp​ ​claws​ ​and​ ​range-throwing​ ​spines,​ ​however,​ ​with​ ​some​ ​time​ ​and​ ​food 
  material,​ ​they​ ​can​ ​transform​ ​into​ ​winged​ ​creatures,​ ​beasts​ ​sprouting​ ​thick​ ​plates​ ​and​ ​myriad​ ​spikes,​ ​and 
  other​ ​stranger​ ​forms.  
   
  Mark​ ​of​ ​Singularity 
  When​ ​Singlularity,​ ​an​ ​ancient​ ​technological​ ​goddess,​ ​was​ ​defeated,​ ​her​ ​artificial​ ​intelligence​ ​code​ ​and 
  machinery​ ​was​ ​scattered​ ​across​ ​the​ ​galaxy,​ ​preventing​ ​her​ ​regeneration.​ ​During​ ​the​ ​current​ ​age,​ ​these 
  pieces​ ​have​ ​revived​ ​and​ ​are​ ​granting​ ​nearby​ ​synthetic​ ​life​ ​a​ ​new​ ​sentience,​ ​a​ ​desire​ ​to​ ​explore​ ​the 
  galaxy,​ ​to​ ​discover​ ​their​ ​purpose​ ​in​ ​life,​ ​and​ ​to​ ​rebuild​ ​the​ ​fallen​ ​goddess.​ ​Robots​ ​and​ ​androids​ ​that​ ​have 
  been​ ​affected​ ​by​ ​the​ ​Mark​ ​have​ ​altered​ ​their​ ​abilities​ ​to​ ​better​ ​serve​ ​themselves​ ​and​ ​Singularity, 
  protecting​ ​other​ ​synthetics​ ​and​ ​scouring​ ​ruins​ ​and​ ​settlements​ ​for​ ​the​ ​myriad​ ​pieces.  
   
  Desert​ ​Creatures 
  Hundreds​ ​of​ ​different​ ​desert​ ​creatures​ ​make​ ​up​ ​their​ ​home​ ​in​ ​Tarsyx-8,​ ​from​ ​giant​ ​leviathan​ ​sandworms, 
  to​ ​flying​ ​sand​ ​fish​ ​and​ ​spiny​ ​lizards.​ ​Many​ ​live​ ​near​ ​the​ ​Bone​ ​Dunes,​ ​but​ ​others​ ​are​ ​buried​ ​underground, 
  cresting​ ​the​ ​upper​ ​sand​ ​only​ ​to​ ​hunt​ ​for​ ​prey.​ ​Blackened​ ​emaciated​ ​vultures,​ ​human-sized​ ​maggots, 
  packs​ ​of​ ​hyenas,​ ​various​ ​snakes,​ ​insects​ ​and​ ​evolver​ ​beasts,​ ​are​ ​only​ ​a​ ​few​ ​of​ ​the​ ​creatures​ ​residing​ ​on 
  the​ ​planet. 
   
  Old​ ​Servitor​ ​Constructs 
  Many​ ​of​ ​the​ ​resorts​ ​and​ ​casinos​ ​were​ ​automated​ ​with​ ​constructs,​ ​including​ ​guard​ ​robots,​ ​casino​ ​hosts, 
  and​ ​even​ ​medical​ ​drones.​ ​Over​ ​time​ ​many​ ​of​ ​these​ ​have​ ​depowered​ ​due​ ​to​ ​lack​ ​of​ ​maintenance​ ​and 
  energy​ ​systems,​ ​while​ ​others​ ​have​ ​malfunctioned​ ​and​ ​serve​ ​their​ ​purpose​ ​in​ ​other​ ​ways.​ ​Still​ ​others 
  continue​ ​to​ ​wait​ ​for​ ​customers​ ​and​ ​hotel​ ​residents​ ​in​ ​order​ ​to​ ​continue​ ​their​ ​labors.​ ​The​ ​Mark​ ​of 
  Singularity​ ​tries​ ​to​ ​bring​ ​all​ ​of​ ​these​ ​constructs​ ​back​ ​to​ ​their​ ​clandestine​ ​settlements,​ ​away​ ​from​ ​the​ ​prying 
  eyes​ ​and​ ​interference​ ​of​ ​adventurers​ ​and​ ​treasure​ ​hunters.  
   
   
  Dangers 
  -Earthquakes​ ​and​ ​sandstorms 
  -Falling​ ​buildings​ ​and​ ​debris 
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  Adventure​ ​Hooks 
  -Within​ ​a​ ​desert​ ​valley,​ ​or​ ​deserted​ ​science​ ​facility,​ ​or​ ​the​ ​Bone​ ​Dunes,​ ​a​ ​malfunctioning​ ​trans-emitter’s 
  waves​ ​are​ ​causing​ ​the​ ​evolver​ ​beasts​ ​to​ ​become​ ​more​ ​vicious​ ​and​ ​organized.​ ​A​ ​scientist​ ​would​ ​like​ ​you 
  to​ ​study​ ​their​ ​new​ ​patterns​ ​and​ ​bring​ ​one​ ​back​ ​for​ ​further​ ​experimentation.​ ​Or,​ ​a​ ​company​ ​wants​ ​you​ ​to 
  recover​ ​the​ ​trans-emitter,​ ​so​ ​that​ ​it​ ​can​ ​reverse​ ​engineer​ ​its​ ​waves​ ​and​ ​possibly​ ​create​ ​a​ ​device​ ​that 
  pacifies​ ​the​ ​creatures​ ​instead. 
   
  -Search​ ​the​ ​Aether​ ​Skies​ ​Casino​ ​for​ ​a​ ​mass​ ​of​ ​credits,​ ​or​ ​its​ ​fabled​ ​vault​ ​treasure.​ ​This​ ​can​ ​either​ ​be​ ​to 
  bring​ ​back​ ​the​ ​treasure​ ​to​ ​a​ ​wealthy​ ​benefactor,​ ​or​ ​a​ ​member​ ​of​ ​the​ ​party​ ​may​ ​have​ ​received​ ​coordinates 
  of​ ​where​ ​the​ ​vault​ ​is.  
   
  -Find​ ​the​ ​lost​ ​person​ ​at​ ​the​ ​FreezR​ ​Cryo​ ​Spa.​ ​A​ ​client​ ​wants​ ​you​ ​to​ ​search​ ​for​ ​their​ ​relative​ ​at​ ​the​ ​Cryo 
  Spa​ ​and​ ​bring​ ​them​ ​back,​ ​alive​ ​or​ ​their​ ​remains​ ​if​ ​they​ ​have​ ​already​ ​perished.​ ​Along​ ​the​ ​way,​ ​the​ ​party 
  becomes​ ​trapped​ ​and​ ​has​ ​to​ ​fight​ ​their​ ​way​ ​against​ ​strange​ ​abominations​ ​and​ ​released​ ​victims​ ​of​ ​the​ ​spa. 
   
  -Uncover​ ​the​ ​history​ ​of​ ​the​ ​REgreen​ ​Terraformer​ ​Project.​ ​A​ ​science​ ​group​ ​planning​ ​on​ ​terraforming​ ​other 
  planets,​ ​or​ ​the​ ​original​ ​company,​ ​wants​ ​you​ ​to​ ​discover​ ​the​ ​reason​ ​that​ ​the​ ​project​ ​failed.​ ​You​ ​are​ ​to 
  recover​ ​pieces​ ​of​ ​evidence,​ ​data​ ​from​ ​data​ ​consoles,​ ​science​ ​pads,​ ​computers,​ ​etc.,​ ​to​ ​determine​ ​why​ ​it 
  no​ ​longer​ ​operates​ ​properly.​ ​Also,​ ​you​ ​should​ ​avoid/make​ ​note​ ​of​ ​any​ ​settlers​ ​that​ ​are​ ​still​ ​residing​ ​in​ ​the 
  domes. 
   
  -The​ ​Mark​ ​of​ ​Singularity​ ​is​ ​searching​ ​for​ ​a​ ​relic​ ​of​ ​their​ ​lost​ ​goddess.​ ​If​ ​a​ ​party​ ​member​ ​is​ ​an​ ​android​ ​or 
  synthetic,​ ​or​ ​if​ ​the​ ​party​ ​is​ ​trustworthy,​ ​they​ ​may​ ​be​ ​contacted​ ​by​ ​a​ ​member​ ​of​ ​the​ ​Singularity​ ​settlement. 
  Recent​ ​reports​ ​suggest​ ​that​ ​the​ ​relic​ ​is​ ​lost​ ​in​ ​the​ ​Great​ ​Knight​ ​Resort,​ ​or​ ​perhaps​ ​the​ ​Bone​ ​Dunes,​ ​and 
  they​ ​would​ ​like​ ​the​ ​party​ ​to​ ​recover​ ​it​ ​for​ ​them.​ ​The​ ​party​ ​will​ ​have​ ​to​ ​deal​ ​with​ ​the​ ​ghosts​ ​of​ ​the​ ​Royal 
  Order,​ ​and​ ​any​ ​malfunctioning​ ​servitor​ ​robots​ ​that​ ​guard​ ​the​ ​area.  
   
   
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  Swamp​ ​World,​ ​Sorull 
  Far​ ​away​ ​from​ ​the​ ​core​ ​worlds​ ​lies​ ​the​ ​swamp​ ​world​ ​of​ ​Sorull, 
  a​ ​mostly​ ​single​ ​habitat​ ​of​ ​different​ ​kinds​ ​of​ ​swamp​ ​and 
  wetland,​ ​filled​ ​with​ ​fish​ ​and​ ​tentacle​ ​creatures.​ ​The​ ​planet​ ​has 
  remained​ ​mostly​ ​uninhabited​ ​by​ ​aliens​ ​from​ ​the​ ​core​ ​worlds, 
  due​ ​to​ ​the​ ​hostility​ ​of​ ​its​ ​native​ ​flora​ ​and​ ​fauna.​ ​A​ ​few​ ​scattered 
  humanoid​ ​settlements​ ​calling​ ​themselves​ ​the​ ​Children​ ​of 
  Halzithoth,​ ​make​ ​up​ ​the​ ​only​ ​surface​ ​dwelling​ ​inhabitants.​ ​On 
  certain​ ​nights,​ ​Sorull​ ​casts​ ​an​ ​eerie​ ​crimson​ ​glow​ ​from​ ​space, 
  though​ ​its​ ​nearby​ ​sun​ ​remains​ ​a​ ​bright​ ​yellow.  
   
   
  Locations 
  Village​ ​of​ ​Ichor 
  One​ ​of​ ​the​ ​few​ ​humanoid​ ​settlements​ ​on​ ​Sorull,​ ​the​ ​Village​ ​of​ ​Ichor​ ​is​ ​filled​ ​with​ ​people​ ​calling​ ​themselves 
  the​ ​Children​ ​of​ ​Halzithoth,​ ​the​ ​Blood​ ​God.​ ​These​ ​settlers​ ​wear​ ​robes​ ​of​ ​white​ ​stained​ ​crimson,​ ​and​ ​live 
  plain​ ​simple​ ​lives​ ​in​ ​the​ ​swamp​ ​land.​ ​The​ ​village​ ​is​ ​particularly​ ​low​ ​tech,​ ​while​ ​its​ ​inhabitants​ ​are​ ​very 
  hospitable.​ ​Visitors​ ​often​ ​end​ ​up​ ​joining​ ​the​ ​Children,​ ​or​ ​disappearing​ ​completely. 
   
  Alchemin​ ​Laboratory​ ​312 
  Alchemin​ ​Corporation​ ​has​ ​always​ ​been​ ​accused​ ​of​ ​going​ ​too​ ​far​ ​with​ ​its​ ​experiments,​ ​participating​ ​in 
  illegal​ ​activities,​ ​stealing​ ​endangered​ ​species,​ ​etc,​ ​but​ ​there​ ​has​ ​been​ ​no​ ​such​ ​evidence​ ​of​ ​their​ ​nefarious 
  acts.​ ​Laboratory​ ​312​ ​is​ ​their​ ​only​ ​science​ ​facility​ ​on​ ​the​ ​planet​ ​where​ ​it​ ​is​ ​rumored​ ​all​ ​sorts​ ​of​ ​experiments 
  are​ ​done​ ​on​ ​the​ ​native​ ​creatures​ ​of​ ​Sorull.​ ​Recently,​ ​an​ ​explosion​ ​in​ ​one​ ​of​ ​its​ ​smaller​ ​laboratories​ ​has 
  caused​ ​further​ ​rumors​ ​into​ ​what​ ​could​ ​be​ ​transpiring​ ​within​ ​its​ ​confines.  
   
  Kavaresh​ ​Marsh 
  This​ ​area​ ​is​ ​very​ ​thick​ ​with​ ​shrubs,​ ​cattails,​ ​dead​ ​trees,​ ​vines​ ​and​ ​other​ ​plant​ ​life.​ ​Wanderers​ ​that​ ​enter 
  this​ ​place​ ​often​ ​report​ ​movement​ ​out​ ​of​ ​the​ ​corners​ ​of​ ​their​ ​eyes,​ ​but​ ​cannot​ ​seem​ ​to​ ​find​ ​any​ ​creatures 
  that​ ​could​ ​contribute​ ​to​ ​it.​ ​Instead,​ ​they​ ​notice​ ​that​ ​their​ ​surroundings​ ​have​ ​moved,​ ​or​ ​that​ ​they​ ​no​ ​longer 
  remember​ ​what​ ​path​ ​they​ ​traveled​ ​from.​ ​The​ ​swamp​ ​water​ ​in​ ​the​ ​marsh​ ​is​ ​noticeably​ ​warmer​ ​than​ ​in 
  other​ ​parts​ ​of​ ​the​ ​planet,​ ​and​ ​are​ ​quick​ ​to​ ​bubble​ ​and​ ​release​ ​gasses.  
   
  Lake​ ​of​ ​Stillness 
  This​ ​lake​ ​is​ ​unnaturally​ ​placid,​ ​despite​ ​the​ ​many​ ​creatures​ ​living​ ​under​ ​its​ ​surface.​ ​Surrounding​ ​it​ ​are 
  miles​ ​of​ ​salt​ ​flats,​ ​that​ ​filter​ ​residue​ ​into​ ​the​ ​waters.​ ​A​ ​tribe​ ​of​ ​bipedal​ ​fish​ ​creatures​ ​the​ ​size​ ​of​ ​humans 
  reside​ ​in​ ​the​ ​lake.​ ​The​ ​few​ ​scientists​ ​that​ ​have​ ​researched​ ​this​ ​believe​ ​that​ ​they​ ​have​ ​no​ ​known​ ​language 
  or​ ​means​ ​of​ ​communicating​ ​with​ ​each​ ​other.​ ​Other​ ​sea​ ​creatures​ ​live​ ​within​ ​the​ ​depths​ ​of​ ​the​ ​lake,​ ​though 
  few​ ​explorers​ ​have​ ​seen​ ​this​ ​sea-life.  
   
  Temple​ ​of​ ​Nai’thule 
  This​ ​temple​ ​structure​ ​is​ ​mostly​ ​intact​ ​but​ ​covered​ ​in​ ​masses​ ​of​ ​thick​ ​vines.​ ​It​ ​has​ ​various​ ​snakes​ ​as​ ​its 
  motif,​ ​with​ ​a​ ​giant​ ​winged​ ​snake​ ​statue​ ​guarding​ ​its​ ​main​ ​entrance.​ ​Preliminary​ ​exploration​ ​of​ ​the​ ​building 
  reveals​ ​several​ ​areas​ ​submerged​ ​in​ ​water​ ​and​ ​a​ ​constant​ ​hissing​ ​noise​ ​that​ ​echoes​ ​from​ ​its​ ​corridors. 
  Researchers​ ​have​ ​also​ ​noticed​ ​humanoid​ ​snake​ ​creatures​ ​but​ ​are​ ​unable​ ​to​ ​initiate​ ​contact.​ ​Legends 
  deciphered​ ​from​ ​stone​ ​tablets​ ​mention​ ​a​ ​highly​ ​advanced​ ​alien​ ​race​ ​that​ ​rejected​ ​its​ ​technological​ ​gifts 
  and​ ​instead​ ​retreated​ ​beneath​ ​the​ ​temple.  
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  Lifeforms 
   
  Fish​ ​People​ ​of​ ​Lake​ ​of​ ​Stillness 
  The​ ​fish​ ​people​ ​living​ ​in​ ​the​ ​Lake​ ​of​ ​Stillness​ ​are​ ​as​ ​varied​ ​as​ ​the​ ​different​ ​fish​ ​species​ ​in​ ​most​ ​aquatic 
  environments.​ ​Researchers​ ​have​ ​tried​ ​to​ ​make​ ​contact​ ​but​ ​are​ ​unable​ ​to​ ​communicate​ ​with​ ​the​ ​species, 
  using​ ​magical​ ​or​ ​technological​ ​means.​ ​These​ ​sea​ ​creatures​ ​carry​ ​primitive​ ​weapons​ ​like​ ​tridents​ ​and 
  spears,​ ​but​ ​have​ ​not​ ​been​ ​hostile​ ​to​ ​attempts​ ​at​ ​communication.  
   
  Tentacled​ ​Beasts 
  All​ ​manner​ ​of​ ​tentacled​ ​beast​ ​reside​ ​in​ ​the​ ​swamps​ ​of​ ​Sorull,​ ​from​ ​tree​ ​creatures,​ ​squid​ ​and​ ​octopi,​ ​and 
  other​ ​somewhat​ ​terrifying​ ​aberrations.​ ​Some​ ​slither​ ​from​ ​hollowed​ ​out​ ​rocks,​ ​or​ ​swim​ ​through​ ​the​ ​murky, 
  muddy​ ​waters,​ ​or​ ​cling​ ​onto​ ​dead​ ​tree​ ​trunks.​ ​The​ ​appearance​ ​of​ ​these​ ​creatures​ ​is​ ​likely​ ​due​ ​to​ ​the​ ​outer 
  god​ ​Halzithoth’s​ ​presence​ ​on​ ​the​ ​planet.  
   
  Nai’thuleans 
  Nai’thuleans​ ​are​ ​elusive​ ​snake​ ​humanoid​ ​creatures​ ​that​ ​brandish​ ​analog​ ​weaponry,​ ​such​ ​as​ ​staves, 
  polearms​ ​and​ ​axes.​ ​They​ ​have​ ​an​ ​extra​ ​pair​ ​of​ ​eyes​ ​beneath​ ​their​ ​main​ ​eyes,​ ​which​ ​blink​ ​in​ ​rhythm. 
  Rumors​ ​say​ ​that​ ​these​ ​creatures​ ​have​ ​forsaken​ ​their​ ​ancient​ ​advanced​ ​technology​ ​for​ ​more​ ​mundane 
  lifestyles,​ ​but​ ​friendly​ ​contact​ ​between​ ​them​ ​and​ ​explorers​ ​has​ ​been​ ​sparse.​ ​These​ ​snake​ ​creatures​ ​also 
  have​ ​stump-like​ ​growths​ ​that​ ​poke​ ​out​ ​of​ ​their​ ​upper​ ​backs. 
   
  First​ ​Wave​ ​of​ ​Halzithoth 
  The​ ​majority​ ​of​ ​Halzithoth’s​ ​minions​ ​on​ ​Sorull​ ​are​ ​the​ ​Children​ ​of​ ​Halzithoth,​ ​cultists​ ​of​ ​all​ ​races​ ​that 
  worship​ ​the​ ​outer​ ​god​ ​of​ ​blood.​ ​However,​ ​when​ ​the​ ​blood​ ​moon​ ​appears​ ​and​ ​the​ ​swamp​ ​world​ ​is​ ​covered 
  in​ ​red​ ​light,​ ​Halzithoth’s​ ​other​ ​children​ ​appear.​ ​Tentacled,​ ​horned,​ ​spiked​ ​and​ ​many-eyed​ ​creatures​ ​that 
  resemble​ ​star​ ​shapes,​ ​and​ ​that​ ​constantly​ ​ooze​ ​blood​ ​number​ ​as​ ​some​ ​of​ ​his​ ​first​ ​wave,​ ​the​ ​beginning​ ​of 
  the​ ​outer​ ​god’s​ ​invasion​ ​into​ ​our​ ​reality. 
   
  Alchemin​ ​Corporation 
  Scientists,​ ​alchemists​ ​and​ ​corporate​ ​workers​ ​of​ ​the​ ​infamously​ ​rumored​ ​Alchemin​ ​Corporation​ ​have 
  several​ ​laboratories​ ​on​ ​the​ ​planet’s​ ​surface.​ ​These​ ​very​ ​secure​ ​locations​ ​are​ ​policed​ ​by​ ​guards​ ​and​ ​men 
  and​ ​women​ ​wearing​ ​contamination​ ​suits.​ ​Workers​ ​take​ ​plant,​ ​animal​ ​and​ ​other​ ​biomatter​ ​into​ ​these​ ​labs 
  to​ ​conduct​ ​experiments,​ ​extracting​ ​useful​ ​and​ ​sometimes​ ​illegal​ ​pharmaceuticals​ ​and​ ​elixirs.​ ​Their 
  facilities​ ​are​ ​closed​ ​to​ ​all​ ​visitors,​ ​resistance​ ​to​ ​leave​ ​met​ ​with​ ​violence​ ​and​ ​sometimes​ ​planetary 
  extradition​ ​or​ ​worse.  
   
  Dangers 
   
  -Whirlpools​ ​sometimes​ ​appear​ ​in​ ​the​ ​swamp​ ​or​ ​the​ ​lake,​ ​pulling​ ​adventurers​ ​or​ ​other​ ​creatures​ ​down​ ​into 
  the​ ​depths.​ ​These​ ​are​ ​sometimes​ ​caused​ ​by​ ​large​ ​predators,​ ​but​ ​also​ ​generated​ ​by​ ​the​ ​environment​ ​on 
  occasion.  
  -Acidic​ ​rainfall​ ​sometimes​ ​falls​ ​down​ ​during​ ​very​ ​cloudy​ ​weather.​ ​This​ ​is​ ​partly​ ​due​ ​to​ ​Alchemin 
  Corporation’s​ ​experiments,​ ​but​ ​also​ ​due​ ​to​ ​strange​ ​nutrients​ ​in​ ​the​ ​swamp​ ​water. 
  -The​ ​Blood​ ​Moon​ ​appears​ ​frequently​ ​every​ ​odd​ ​number​ ​of​ ​days,​ ​casting​ ​the​ ​planet​ ​in​ ​a​ ​strange​ ​sanguine 
  glow.​ ​While​ ​Sorull​ ​does​ ​have​ ​a​ ​moon,​ ​the​ ​tundra​ ​moon​ ​Ashileth,​ ​it​ ​is​ ​still​ ​visible​ ​in​ ​the​ ​night​ ​sky​ ​when​ ​the 
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  red​ ​satellite​ ​appears.​ ​People​ ​that​ ​survive​ ​this​ ​strange​ ​phenomenon​ ​report​ ​memories​ ​of​ ​intense​ ​confusion 
  and​ ​insanity​ ​as​ ​their​ ​bodies​ ​seemingly​ ​move​ ​and​ ​act​ ​on​ ​their​ ​own. 
   
   
  Adventure​ ​Hooks 
   
  -Stop​ ​the​ ​experiments​ ​of​ ​Alchemin​ ​Corporation​ ​at​ ​Laboratory​ ​312.​ ​A​ ​rival​ ​corporation​ ​or​ ​do-gooder 
  association​ ​wants​ ​you​ ​to​ ​stop​ ​the​ ​heinous​ ​experimentation​ ​at​ ​Lab​ ​312.​ ​You​ ​can​ ​do​ ​this​ ​be​ ​destroying​ ​the 
  facility​ ​through​ ​self​ ​destruction​ ​or​ ​arming​ ​supplied​ ​explosives,​ ​eliminating​ ​the​ ​scientists​ ​in​ ​the​ ​building,​ ​or 
  sabotaging​ ​the​ ​experimental​ ​samples​ ​contained​ ​within.  
   
  -Make​ ​diplomatic​ ​contact​ ​with​ ​the​ ​fish​ ​people​ ​at​ ​the​ ​Lake​ ​of​ ​Stillness.​ ​A​ ​missionary​ ​or​ ​envoy​ ​has​ ​asked 
  the​ ​party​ ​to​ ​connect​ ​with​ ​the​ ​fish​ ​people,​ ​deep​ ​underneath​ ​the​ ​lake’s​ ​surface.​ ​In​ ​order​ ​to​ ​do​ ​so,​ ​they​ ​must 
  travel​ ​through​ ​an​ ​underwater​ ​cave,​ ​or​ ​use​ ​equipment​ ​that​ ​allows​ ​them​ ​to​ ​dive​ ​deep​ ​under​ ​the​ ​water,​ ​or​ ​go 
  into​ ​a​ ​whirlpool.​ ​Fighting​ ​the​ ​many​ ​underwater​ ​denizens,​ ​the​ ​party​ ​gains​ ​passage​ ​to​ ​one​ ​of​ ​the​ ​fishfolks 
  underwater​ ​villages.​ ​In​ ​order​ ​to​ ​gain​ ​their​ ​trust,​ ​the​ ​party​ ​may​ ​need​ ​to​ ​save​ ​fish​ ​citizens​ ​that​ ​have​ ​gone 
  missing​ ​in​ ​a​ ​different,​ ​darker​ ​and​ ​more​ ​dangerous​ ​part​ ​of​ ​the​ ​lake. 
   
  -Explore​ ​the​ ​Temple​ ​of​ ​Nai’thule​ ​and​ ​gain​ ​evidence​ ​of​ ​the​ ​Nai’thuleans.​ ​A​ ​scholar​ ​or​ ​archaeologists 
  requests​ ​that​ ​the​ ​party​ ​discover​ ​the​ ​purpose​ ​of​ ​the​ ​temple,​ ​and​ ​whether​ ​it​ ​follows​ ​the​ ​legends​ ​they​ ​have 
  uncovered.​ ​The​ ​party​ ​will​ ​need​ ​special​ ​gear,​ ​such​ ​as​ ​water-breathing​ ​apparatuses​ ​and​ ​recording​ ​devices. 
  Nai’thuleans​ ​should​ ​not​ ​appear​ ​early​ ​on,​ ​but​ ​rather​ ​serpent​ ​and​ ​aquatic​ ​creatures​ ​that​ ​are​ ​hostile​ ​to​ ​the 
  party.​ ​Afterwards,​ ​the​ ​Nai’thuleans​ ​may​ ​be​ ​hostile,​ ​as​ ​they​ ​have​ ​breached​ ​their​ ​sanctum.  
   
  -Escape​ ​the​ ​Village​ ​of​ ​Ichor​ ​and​ ​the​ ​madness​ ​of​ ​Halzithoth.​ ​After​ ​crash-landing​ ​on​ ​Sorull,​ ​the​ ​party​ ​is 
  saved​ ​by​ ​the​ ​Children​ ​of​ ​Halzithoth​ ​at​ ​taken​ ​to​ ​the​ ​Village​ ​of​ ​Ichor.​ ​Despite​ ​any​ ​attempts​ ​at​ ​leaving,​ ​the 
  party​ ​is​ ​pampered​ ​and​ ​forbidden​ ​from​ ​escape​ ​until​ ​they​ ​make​ ​a​ ​full​ ​recovery.​ ​They​ ​witness​ ​a​ ​sacrificial 
  ritual​ ​and​ ​also​ ​the​ ​strange​ ​effects​ ​of​ ​the​ ​Blood​ ​Moon. 
   
  -Recover​ ​a​ ​lost​ ​cache​ ​of​ ​alchemical​ ​resources​ ​in​ ​Kavaresh​ ​Marsh​ ​for​ ​Alchemin​ ​Corporation.​ ​A​ ​dangerous 
  package​ ​of​ ​resources​ ​has​ ​been​ ​lost​ ​in​ ​the​ ​marsh,​ ​which​ ​has​ ​contaminated​ ​the​ ​wildlife​ ​therein.​ ​Plant 
  creatures​ ​become​ ​sentient​ ​and​ ​hostile​ ​to​ ​the​ ​party,​ ​making​ ​retrieval​ ​difficult.​ ​A​ ​rival​ ​group​ ​of​ ​Alchemin​ ​Co. 
  or​ ​other​ ​raiders​ ​may​ ​be​ ​trying​ ​to​ ​secure​ ​the​ ​cache​ ​before​ ​the​ ​party​ ​can.  
   
   
   
  33 
  
  Tundra​ ​Moon,​ ​Ashileth 
  Orbiting​ ​the​ ​swamp​ ​world​ ​of​ ​Sorull​ ​is​ ​the​ ​tundra​ ​moon,​ ​Ashileth.​ ​Unlike​ ​its​ ​planet,​ ​the​ ​moon​ ​is​ ​a 
  mono-habitat​ ​of​ ​snow​ ​and​ ​ice.​ ​Hovering​ ​between​ ​the​ ​moon​ ​and​ ​the​ ​planet​ ​is​ ​an​ ​Ascendancy​ ​mini-station 
  that​ ​the​ ​organization​ ​uses​ ​to​ ​launch​ ​magical​ ​relic​ ​and​ ​technological​ ​gadget​ ​acquiring​ ​expeditions.​ ​This 
  suborbital​ ​station​ ​also​ ​violates​ ​the​ ​planet​ ​with​ ​technological​ ​runoff,​ ​mutating​ ​its​ ​lifeforms​ ​with​ ​strange 
  alterations​ ​in​ ​their​ ​biological​ ​chemistry.​ ​The​ ​majority​ ​of​ ​its​ ​native​ ​populace​ ​are​ ​the​ ​furry​ ​humanoid​ ​Du’bari, 
  creatures​ ​that​ ​shun​ ​technology​ ​but​ ​are​ ​able​ ​to​ ​harness​ ​sonic​ ​energy​ ​simply​ ​called​ ​the​ ​Bari.  
   
    
  Locations 
   
  Ascendancy​ ​Sub-Orbital​ ​Mini-station,​ ​Excel 
  Technomancers​ ​and​ ​arcanists​ ​have​ ​a​ ​powerful​ ​base​ ​filled​ ​with​ ​advanced 
  technological​ ​equipment.​ ​From​ ​this​ ​location​ ​they​ ​make​ ​forays​ ​down​ ​into 
  Ashileth,​ ​trying​ ​to​ ​uncover​ ​the​ ​mysteries​ ​of​ ​the​ ​Bari​ ​weapon​ ​and​ ​its​ ​Du’bari 
  masters.​ ​Excel​ ​constantly​ ​leaks​ ​streams​ ​of​ ​dangerous​ ​technological​ ​runoff, 
  which​ ​greatly​ ​affects​ ​the​ ​lifeforms​ ​with​ ​a​ ​host​ ​of​ ​different​ ​mutations.  
   
   
  Du’bari​ ​Villages 
  Several​ ​primitive​ ​villages​ ​dot​ ​the​ ​landscape​ ​of​ ​the​ ​barren​ ​snow​ ​and​ ​ice,​ ​filled​ ​with​ ​the​ ​amphibian​ ​Du’bari. 
  These​ ​creatures,​ ​while​ ​smart​ ​enough​ ​to​ ​understand​ ​a​ ​manipulate​ ​technology,​ ​instead​ ​shun​ ​progress. 
  They​ ​hold​ ​onto​ ​the​ ​Bari​ ​tradition​ ​by​ ​harnessing​ ​a​ ​powerful​ ​artifact​ ​located​ ​in​ ​a​ ​secluded​ ​location,​ ​the​ ​Altar 
  of​ ​Bari.​ ​Here​ ​Du’bari​ ​gain​ ​the​ ​ability​ ​to​ ​channel​ ​sound​ ​as​ ​a​ ​weapon,​ ​focusing​ ​their​ ​voices​ ​into​ ​a​ ​powerful 
  ranged​ ​blast.​ ​Their​ ​hostilities​ ​towards​ ​the​ ​Ascendancy​ ​only​ ​make​ ​them​ ​more​ ​antagonistic​ ​towards​ ​others 
  that​ ​wield​ ​technology,​ ​though​ ​there​ ​have​ ​been​ ​young​ ​exiled​ ​Du’bari​ ​who​ ​would​ ​rather​ ​take​ ​to​ ​the​ ​stars 
  and​ ​learn​ ​new​ ​things.  
   
  Tower​ ​of​ ​Elziona 
  This​ ​ancient​ ​tower​ ​belonged​ ​to​ ​a​ ​long​ ​dead​ ​mage​ ​buried​ ​deep​ ​underneath​ ​the​ ​snow.​ ​Elziona’s 
  experiments​ ​focused​ ​on​ ​curing​ ​an​ ​incurable​ ​disease,​ ​through​ ​magic,​ ​old​ ​technology​ ​and​ ​alchemical 
  concoctions.​ ​But​ ​her​ ​desire​ ​to​ ​cure​ ​the​ ​disease​ ​became​ ​an​ ​obsession.​ ​First,​ ​she​ ​began​ ​to​ ​take​ ​Du’bari 
  and​ ​creatures​ ​from​ ​other​ ​worlds​ ​in​ ​her​ ​experiments,​ ​imprisoning​ ​them​ ​in​ ​magical​ ​cryo-stasis​ ​units.​ ​Then 
  she​ ​would​ ​infect​ ​those​ ​unfortunate​ ​souls​ ​with​ ​the​ ​disease,​ ​creating​ ​more​ ​fresh​ ​subjects​ ​for​ ​analysis.​ ​The 
  tower​ ​also​ ​contains​ ​her​ ​planar​ ​portal,​ ​a​ ​magical​ ​device​ ​that​ ​links​ ​to​ ​other​ ​worlds​ ​and​ ​realms.​ ​When​ ​she 
  passed​ ​away​ ​from​ ​hundreds​ ​of​ ​years​ ​of​ ​failure,​ ​her​ ​hideout​ ​remains​ ​a​ ​place​ ​of​ ​roaming​ ​test​ ​subjects 
  carriers​ ​of​ ​this​ ​horrible​ ​disease. 
   
   
  Caves​ ​of​ ​Daruuma 
  A​ ​set​ ​of​ ​underground​ ​caverns​ ​that​ ​link​ ​the​ ​various​ ​Du’bari​ ​villages.​ ​The​ ​Du’bari​ ​youth,​ ​prior​ ​to​ ​their 
  pilgrimage​ ​to​ ​the​ ​Altar​ ​of​ ​Bari,​ ​practice​ ​survival​ ​training​ ​in​ ​these​ ​dangerous​ ​warrens.​ ​Dark​ ​and​ ​dangerous 
  things​ ​live​ ​in​ ​the​ ​caves,​ ​including​ ​oozes,​ ​weird​ ​strains​ ​of​ ​bats,​ ​and​ ​lurking​ ​predators.​ ​The​ ​pathways 
  branch​ ​repeatedly​ ​and​ ​are​ ​labyrinthine,​ ​adventurers​ ​that​ ​travel​ ​the​ ​caves​ ​may​ ​find​ ​their​ ​exit​ ​at​ ​the 
  opposite​ ​ends​ ​of​ ​Ashileth.​ ​Hidden​ ​even​ ​further​ ​within​ ​the​ ​caves​ ​is​ ​a​ ​single​ ​shrine​ ​to​ ​their​ ​ancient​ ​god, 
  Daruuma,​ ​the​ ​Sound​ ​Maker.  
   
   
  34 
  
   
  Challenge​ ​Slates 
  Scattered​ ​across​ ​the​ ​planet​ ​by​ ​an​ ​infamous​ ​pirate,​ ​the​ ​challenge​ ​slates,​ ​large​ ​monuments​ ​of​ ​starmetal, 
  provide​ ​a​ ​hint​ ​to​ ​a​ ​miraculous​ ​treasure​ ​hidden​ ​somewhere​ ​on​ ​the​ ​planet.​ ​Each​ ​of​ ​the​ ​slates​ ​details​ ​a 
  difficult​ ​task​ ​that​ ​sometimes​ ​involves​ ​traveling​ ​to​ ​another​ ​difficult-to-reach​ ​point​ ​on​ ​the​ ​planet,​ ​bringing 
  back​ ​some​ ​material​ ​or​ ​fragment​ ​of​ ​starmetal,​ ​and​ ​even​ ​donating​ ​an​ ​amount​ ​of​ ​credits.​ ​Treasure​ ​hunters 
  speculate​ ​that​ ​the​ ​treasure​ ​may​ ​be​ ​the​ ​pirate​ ​Kortaz’s​ ​starship,​ ​the​ ​Willmaker,​ ​or​ ​the​ ​the​ ​Crowns​ ​of​ ​the 
  Defeated​ ​Scions,​ ​or​ ​a​ ​prototype​ ​weapon.  
   
  Altar​ ​of​ ​Bari 
  In​ ​a​ ​hidden​ ​location,​ ​young​ ​Du’Bari​ ​partake​ ​in​ ​a​ ​ritual​ ​in​ ​order​ ​to​ ​gain​ ​the​ ​power​ ​of​ ​the​ ​Bari,​ ​a​ ​weapon​ ​of 
  sound​ ​that​ ​comes​ ​from​ ​within​ ​their​ ​bodies.​ ​The​ ​altar​ ​is​ ​located​ ​in​ ​a​ ​large​ ​temple​ ​complex,​ ​deep 
  underground​ ​at​ ​a​ ​point​ ​where​ ​the​ ​Fount​ ​and​ ​the​ ​Caves​ ​of​ ​Daruuma​ ​intersect.​ ​Older​ ​Du’bari​ ​also​ ​make 
  pilgrimages​ ​here​ ​after​ ​years​ ​of​ ​meditation​ ​and​ ​practice,​ ​often​ ​evolving​ ​their​ ​vocal​ ​weaponry​ ​into 
  thunderous​ ​cacophonies.  
   
  The​ ​Fount  
  The​ ​Fount​ ​is​ ​a​ ​gigantic​ ​lake​ ​and​ ​the​ ​rivers​ ​that​ ​link​ ​to​ ​it,​ ​providing​ ​pure​ ​water​ ​to​ ​the​ ​villages​ ​of​ ​the​ ​Du’bari. 
  It​ ​constantly​ ​refills​ ​regardless​ ​of​ ​rainfall​ ​or​ ​snow​ ​meltage,​ ​and​ ​seems​ ​to​ ​have​ ​other​ ​rejuvenative 
  properties.​ ​Some​ ​scientists​ ​believe​ ​that​ ​a​ ​combination​ ​of​ ​the​ ​water,​ ​the​ ​Du’bari’s​ ​physiology​ ​and​ ​the 
  vibrational​ ​frequencies​ ​of​ ​the​ ​Altar​ ​of​ ​Bari,​ ​allow​ ​them​ ​primitive​ ​race​ ​to​ ​gain​ ​their​ ​natural​ ​sound​ ​weaponry. 
  At​ ​empty​ ​villages​ ​of​ ​Du’bari,​ ​Ascendancy​ ​agents​ ​have​ ​set​ ​up​ ​Arcane​ ​laboratories​ ​to​ ​study​ ​the​ ​water,​ ​and 
  try​ ​to​ ​gain​ ​Bari​ ​for​ ​themselves.  
   
  Lifeforms 
  Snow​ ​and​ ​ice​ ​creatures​ ​make​ ​up​ ​some​ ​of​ ​the​ ​creatures​ ​found​ ​on​ ​Ashileth.​ ​Some​ ​were​ ​created​ ​by​ ​the 
  mage​ ​Elziona,​ ​and​ ​others​ ​produced​ ​by​ ​the​ ​technomagical​ ​runoff​ ​from​ ​the​ ​Ascendancy​ ​space​ ​station.​ ​The 
  Ascendancy​ ​keeps​ ​a​ ​major​ ​presence​ ​on​ ​the​ ​orbital​ ​station,​ ​Excel,​ ​and​ ​frequently​ ​sends​ ​survey​ ​teams 
  planetside​ ​to​ ​search​ ​for​ ​clues​ ​to​ ​acquiring​ ​the​ ​Bari.​ ​The​ ​amphibian​ ​Du’bari​ ​are​ ​the​ ​greatest​ ​native 
  humanoids​ ​of​ ​the​ ​planet,​ ​scattered​ ​across​ ​the​ ​whole​ ​of​ ​Ashileth.​ ​Finally,​ ​various​ ​types​ ​of​ ​wolves​ ​and 
  arctic​ ​creatures​ ​roam​ ​the​ ​wilderness,​ ​such​ ​as​ ​boars,​ ​bears​ ​and​ ​snow​ ​leopards.​ ​Some​ ​of​ ​these​ ​have 
  mutated​ ​from​ ​drinking​ ​technomagical​ ​runoff.  
   
  Dangers 
  The​ ​temperature​ ​of​ ​Ashileth​ ​can​ ​suddenly​ ​dip​ ​below​ ​freezing,​ ​and​ ​instant​ ​blizzards​ ​can​ ​appear​ ​shrouding 
  the​ ​landscape​ ​with​ ​harsh​ ​snow​ ​and​ ​wind.​ ​Also​ ​certain​ ​water​ ​sources​ ​and​ ​plants​ ​have​ ​been​ ​contaminated 
  by​ ​Excel’s​ ​pollution.  
   
  Adventure​ ​Hooks 
  -Scattered​ ​across​ ​the​ ​planet​ ​are​ ​the​ ​Challenge​ ​Slates,​ ​large​ ​monuments​ ​of​ ​starmetal​ ​that​ ​give​ ​hints​ ​at​ ​the 
  location​ ​of​ ​a​ ​legendary​ ​pirate​ ​treasure.​ ​The​ ​crew​ ​is​ ​hired​ ​by​ ​a​ ​treasure​ ​hunter​ ​who​ ​believes​ ​he​ ​or​ ​she​ ​has 
  finally​ ​found​ ​the​ ​answers​ ​to​ ​the​ ​Slates​ ​and​ ​only​ ​needs​ ​a​ ​group​ ​of​ ​trustworthy​ ​adventurers​ ​to​ ​claim​ ​it. 
  Unfortunately,​ ​the​ ​treasure​ ​hunter​ ​is​ ​being​ ​trailed​ ​by​ ​a​ ​criminal​ ​syndicate​ ​that​ ​wants​ ​the​ ​treasure​ ​for 
  themselves. 
   
  -A​ ​diplomat​ ​from​ ​the​ ​core​ ​worlds​ ​has​ ​made​ ​significant​ ​progress​ ​in​ ​communications​ ​with​ ​the​ ​Du’bari,​ ​who 
  may​ ​offer​ ​friendly​ ​adventurers​ ​stay​ ​and​ ​hospitality​ ​in​ ​their​ ​villages.​ ​The​ ​final​ ​step​ ​to​ ​cement​ ​this​ ​alliance, 
  35 
  
  however,​ ​is​ ​to​ ​destroy​ ​or​ ​take​ ​over​ ​the​ ​Ascendancy​ ​mini-station​ ​Excel​ ​that​ ​hovers​ ​in​ ​the​ ​sky,​ ​and​ ​remove 
  its​ ​technomancers​ ​from​ ​the​ ​planet.  
   
  -Explore​ ​the​ ​Tower​ ​of​ ​Elziona​ ​and​ ​procure​ ​its​ ​scientific​ ​research.​ ​The​ ​Alchemin​ ​Corporation​ ​has​ ​hired​ ​the 
  adventurers​ ​to​ ​search​ ​this​ ​mysterious​ ​location​ ​for​ ​any​ ​useful​ ​technological​ ​and​ ​magic​ ​items,​ ​including 
  Elziona’s​ ​magical​ ​cryo-stasis​ ​machines,​ ​the​ ​disease,​ ​or​ ​any​ ​leftover​ ​victims.​ ​Tissue​ ​samples​ ​are​ ​required 
  as​ ​well​ ​as​ ​any​ ​scanning​ ​technology.​ ​Adventurers​ ​can​ ​also​ ​tamper​ ​with​ ​her​ ​planar​ ​portal,​ ​extracting​ ​all 
  manner​ ​of​ ​extraplanar​ ​creatures,​ ​aliens,​ ​or​ ​otherworldly​ ​creatures.​ ​They​ ​must​ ​also​ ​find​ ​a​ ​means​ ​of 
  traveling​ ​through​ ​the​ ​thick​ ​snow​ ​that​ ​has​ ​covered​ ​the​ ​tower,​ ​and​ ​surviving​ ​the​ ​sub-zero​ ​temperatures​ ​of 
  the​ ​location. 
   
  -The​ ​Ascendancy​ ​is​ ​attacking​ ​the​ ​Du’bari​ ​villages,​ ​and​ ​planning​ ​on​ ​acquiring​ ​the​ ​power​ ​of​ ​sound.​ ​After 
  making​ ​planetfall,​ ​the​ ​adventurers​ ​are​ ​contacted​ ​by​ ​Du’bari​ ​villagers​ ​who​ ​ask​ ​the​ ​players​ ​for​ ​help.​ ​In​ ​order 
  to​ ​help​ ​the​ ​amphibian​ ​race,​ ​the​ ​adventurers​ ​must​ ​free​ ​captured​ ​villages​ ​and​ ​eliminate​ ​the​ ​Ascendancy 
  task​ ​force​ ​before​ ​they​ ​can​ ​find​ ​the​ ​Altar​ ​of​ ​Bari.  
   
  -Strange​ ​creatures​ ​are​ ​appearing​ ​from​ ​the​ ​Fount,​ ​threatening​ ​to​ ​contaminate​ ​the​ ​whole​ ​of​ ​the​ ​Du’bari’s 
  water​ ​source.​ ​Likely​ ​the​ ​Ascendancy’s​ ​tampering,​ ​or​ ​one​ ​of​ ​Elziona’s​ ​experiments,​ ​is​ ​the​ ​cause.​ ​If​ ​the 
  creatures​ ​and​ ​the​ ​cause​ ​is​ ​not​ ​stopped,​ ​the​ ​Du’bari​ ​themselves​ ​could​ ​mutate​ ​from​ ​the​ ​contaminant. 
  Adventurers​ ​are​ ​led​ ​to​ ​the​ ​Fount,​ ​and​ ​can​ ​explore​ ​the​ ​origin​ ​of​ ​the​ ​strange​ ​creatures​ ​by​ ​traveling 
  underwater,​ ​or​ ​using​ ​the​ ​Caverns​ ​of​ ​Daruuma​ ​as​ ​another​ ​access​ ​point. 
   
   
   
   
  36 
  
  Heteos,​ ​Land​ ​of​ ​the​ ​Skull​ ​Beasts 
  The​ ​planet​ ​Heteos​ ​resembles​ ​a​ ​standard​ ​planet​ ​of​ ​multiple​ ​terrains 
  and​ ​climates.​ ​Surrounding​ ​it​ ​is​ ​a​ ​thin​ ​ring​ ​that​ ​may​ ​be​ ​the​ ​remains​ ​of 
  a​ ​small​ ​moon,​ ​with​ ​portions​ ​of​ ​these​ ​rocks​ ​containing​ ​starmetals. 
  Mining​ ​companies​ ​have​ ​not​ ​been​ ​able​ ​to​ ​gather​ ​these​ ​materials​ ​yet, 
  as​ ​the​ ​Slayers​ ​on​ ​the​ ​planet​ ​below​ ​have​ ​prevented​ ​any​ ​entry,​ ​orbital 
  or​ ​planetary,​ ​by​ ​corporate​ ​entities.  
   
  Locations 
  Slayer​ ​Villages 
  Many​ ​Slayer​ ​villages​ ​are​ ​scattered​ ​across​ ​the​ ​planet​ ​in​ ​its​ ​various 
  climates,​ ​harnessing​ ​the​ ​wildness​ ​and​ ​ferocity​ ​of​ ​the​ ​weather​ ​and 
  locations​ ​to​ ​strengthen​ ​their​ ​minds,​ ​bodies​ ​and​ ​spirits.​ ​While​ ​each​ ​of​ ​these​ ​villages​ ​appears​ ​fairly 
  primitive,​ ​small​ ​pockets​ ​of​ ​technology​ ​is​ ​visible,​ ​especially​ ​when​ ​Slayers​ ​prepare​ ​for​ ​the​ ​hunt.​ ​These 
  villages​ ​are​ ​not​ ​defended​ ​by​ ​any​ ​kind​ ​of​ ​defensive​ ​structures​ ​except​ ​for​ ​simple​ ​walls​ ​and​ ​palisades, 
  instead​ ​its​ ​people​ ​rely​ ​on​ ​the​ ​many​ ​Slayers​ ​that​ ​take​ ​up​ ​residence.  
   
  Valley​ ​of​ ​Skull​ ​Beasts 
  Every​ ​manner​ ​of​ ​Skull​ ​Beast​ ​is​ ​attracted​ ​to​ ​this​ ​place,​ ​often​ ​fighting​ ​amongst​ ​each​ ​other​ ​to​ ​display​ ​their 
  superiority​ ​and​ ​consuming​ ​the​ ​defeated.​ ​While​ ​some​ ​Slayers​ ​have​ ​tried​ ​to​ ​vanquish​ ​the​ ​creatures​ ​here, 
  they​ ​have​ ​been​ ​unsuccessful​ ​due​ ​to​ ​the​ ​sheer​ ​volume​ ​of​ ​monsters.​ ​The​ ​victorious​ ​continue​ ​to​ ​grow​ ​and 
  mutate,​ ​and​ ​various​ ​altered​ ​species​ ​of​ ​Skull​ ​Beast​ ​can​ ​be​ ​found​ ​here.​ ​The​ ​valley’s​ ​climate​ ​seems​ ​to 
  change​ ​depending​ ​on​ ​the​ ​current​ ​champion​ ​monster,​ ​as​ ​though​ ​the​ ​place​ ​itself​ ​were​ ​alive. 
   
  Seven​ ​falls 
  Within​ ​the​ ​Valley​ ​of​ ​Skull​ ​Beasts​ ​is​ ​a​ ​tropical​ ​locale​ ​of​ ​massive​ ​waterfalls​ ​that​ ​combine​ ​into​ ​a​ ​large​ ​lake. 
  Behind​ ​each​ ​of​ ​the​ ​falls​ ​are​ ​passageways​ ​that​ ​lead​ ​out​ ​to​ ​underwater​ ​openings​ ​and​ ​undersea​ ​caves.​ ​The 
  Orpos,​ ​small​ ​ferret-like​ ​scavengers​ ​make​ ​their​ ​homes​ ​here,​ ​often​ ​scrounging​ ​the​ ​landscape​ ​for​ ​Skull 
  Beast​ ​remains​ ​to​ ​fashion​ ​into​ ​primitive​ ​weapons​ ​and​ ​armor,​ ​or​ ​food.​ ​They​ ​are​ ​pacificists​ ​only​ ​because​ ​of 
  the​ ​sheer​ ​power​ ​of​ ​each​ ​of​ ​the​ ​Skull​ ​Beasts,​ ​only​ ​practicing​ ​basic​ ​styles​ ​of​ ​fighting​ ​in​ ​order​ ​to​ ​enhance 
  their​ ​ability​ ​to​ ​run​ ​away. 
   
  Coast​ ​of​ ​Ysael 
  The​ ​Coast​ ​of​ ​Ysael​ ​is​ ​the​ ​longest​ ​coast​ ​on​ ​the​ ​planet,​ ​bridging​ ​its​ ​arctic,​ ​desert​ ​and​ ​tropical​ ​climates. 
  Occasionally,​ ​the​ ​strong​ ​waves​ ​proffered​ ​by​ ​the​ ​ocean​ ​carry​ ​along​ ​washed-up​ ​fish​ ​and​ ​undersea 
  creatures.​ ​This​ ​seafood​ ​is​ ​quickly​ ​consumed​ ​by​ ​larjilacs,​ ​aqualzunes​ ​and​ ​other​ ​Skull​ ​Beasts​ ​that​ ​live​ ​in 
  the​ ​area.​ ​Also,​ ​in​ ​the​ ​past​ ​decade,​ ​a​ ​large​ ​starship​ ​has​ ​crashed​ ​here,​ ​its​ ​inhabitants​ ​forming​ ​a​ ​crude 
  village,​ ​instead​ ​of​ ​taking​ ​the​ ​steps​ ​to​ ​return​ ​to​ ​space.  
   
  Corahti​ ​mountains 
  Like​ ​sharpened​ ​teeth,​ ​the​ ​Corahti​ ​mountains​ ​jut​ ​upwards​ ​into​ ​the​ ​clouds.​ ​This​ ​rugged​ ​area​ ​is​ ​particularly 
  dangerous​ ​in​ ​the​ ​sudden​ ​steep​ ​drops,​ ​and​ ​amount​ ​of​ ​cliffs​ ​that​ ​fall​ ​into​ ​the​ ​valley​ ​below.​ ​Each​ ​mountain​ ​is 
  filled​ ​with​ ​several​ ​caves​ ​that​ ​house​ ​Skull​ ​Beasts​ ​and​ ​lesser​ ​predators,​ ​like​ ​wildcats,​ ​trolls​ ​and​ ​other 
  lurkers.​ ​Adventurers​ ​and​ ​slayers​ ​alike​ ​can​ ​find​ ​deposits​ ​of​ ​starmetal​ ​within​ ​the​ ​caves,​ ​to​ ​sell​ ​for​ ​profit,​ ​or 
  hone​ ​and​ ​amplify​ ​their​ ​weapons. 
   
   
  37 
  
   
  The​ ​Fissure 
  In​ ​the​ ​distant​ ​past,​ ​some​ ​kind​ ​of​ ​magical​ ​or​ ​technological​ ​experiment​ ​took​ ​place​ ​in​ ​this​ ​location,​ ​causing 
  all​ ​manner​ ​of​ ​elemental​ ​creature​ ​to​ ​appear.​ ​These​ ​elementals​ ​remain​ ​within​ ​the​ ​vicinity​ ​of​ ​this​ ​spot,​ ​and 
  will​ ​instantly​ ​attack​ ​any​ ​other​ ​creatures​ ​that​ ​enter​ ​this​ ​spot,​ ​working​ ​together​ ​and​ ​harnessing​ ​their 
  energies.​ ​It​ ​is​ ​unclear​ ​if​ ​the​ ​cause​ ​was​ ​some​ ​technological​ ​device​ ​that​ ​was​ ​trying​ ​to​ ​harness​ ​hyperspace, 
  or​ ​a​ ​magical​ ​ritual​ ​that​ ​connected​ ​Heteos​ ​with​ ​various​ ​elemental​ ​planes.  
   
  Bloodbreaker,​ ​Bloodscar​ ​ship 
  A​ ​giant​ ​crashed​ ​ship,​ ​the​ ​Bloodbreaker,​ ​is​ ​found​ ​on​ ​the​ ​Coast​ ​of​ ​Ysael,​ ​its​ ​orc​ ​and​ ​other​ ​inhabitants​ ​have 
  rendered​ ​it​ ​its​ ​own​ ​village.​ ​These​ ​Bloodscar​ ​raiders​ ​avoid​ ​the​ ​Skull​ ​Beasts,​ ​and​ ​instead​ ​make​ ​piratical 
  runs​ ​against​ ​the​ ​Slayer​ ​village.​ ​This​ ​prompts​ ​the​ ​latter​ ​group​ ​to​ ​practice​ ​its​ ​humanoid​ ​fighting​ ​styles​ ​and 
  send​ ​more​ ​scouts​ ​into​ ​the​ ​wilderness​ ​to​ ​prepare​ ​for​ ​such​ ​assaults.​ ​While​ ​the​ ​repairs​ ​seem​ ​plausible​ ​for​ ​its 
  crew​ ​to​ ​complete,​ ​it​ ​seems​ ​they​ ​would​ ​rather​ ​stay​ ​planetside​ ​and​ ​harass​ ​the​ ​Slayers​ ​instead. 
   
  Lifeforms 
  Skull​ ​Beasts 
  The​ ​major​ ​lifeforms​ ​on​ ​Heteos​ ​are​ ​the​ ​Skull​ ​Beasts,​ ​large​ ​creatures​ ​with​ ​elemental​ ​properties​ ​and 
  cunning​ ​intellects.​ ​These​ ​monsters​ ​have​ ​been​ ​designated​ ​as​ ​such​ ​by​ ​the​ ​Slayers​ ​of​ ​the​ ​Hunt,​ ​and​ ​usually 
  attack​ ​the​ ​various​ ​settlements​ ​on​ ​the​ ​planet.​ ​The​ ​amount​ ​of​ ​biomass​ ​that​ ​they​ ​consume​ ​seems​ ​to​ ​be 
  more​ ​than​ ​what​ ​they​ ​require,​ ​and​ ​would​ ​cause​ ​ecological​ ​damage​ ​on​ ​other​ ​planets.​ ​However,​ ​Heteos​ ​is​ ​a 
  savage​ ​world,​ ​and​ ​its​ ​plant​ ​life​ ​seems​ ​to​ ​thrive​ ​regardless.​ ​Various​ ​stronger​ ​strains​ ​of​ ​Skull​ ​Beasts​ ​rarely 
  appear,​ ​often​ ​gaining​ ​increased​ ​elemental​ ​attacks,​ ​stronger​ ​bodies,​ ​or​ ​employing​ ​altogether​ ​different 
  tactics.  
   
  Slayers​ ​of​ ​the​ ​Skull​ ​Hunt 
  The​ ​Slayers​ ​of​ ​the​ ​Skull​ ​Hunt​ ​are​ ​humanoids​ ​and​ ​aliens​ ​from​ ​other​ ​planets​ ​that​ ​have​ ​taken​ ​the​ ​creed​ ​to 
  eliminate​ ​any​ ​Skull​ ​Beasts​ ​they​ ​encounter​ ​and​ ​protect​ ​environments​ ​from​ ​their​ ​depredations.​ ​Often,​ ​a 
  Slayer​ ​was​ ​raised​ ​from​ ​another​ ​world,​ ​where​ ​an​ ​encounter​ ​with​ ​a​ ​Skull​ ​Beast​ ​ravaged​ ​their​ ​small 
  community,​ ​and​ ​left​ ​them​ ​as​ ​sole​ ​survivors.​ ​Utilizing​ ​Heteos’​ ​fierce​ ​landscapes​ ​and​ ​climates,​ ​Slayers 
  hone​ ​their​ ​bodies​ ​and​ ​live​ ​fairly​ ​simple​ ​lives,​ ​but​ ​have​ ​also​ ​trained​ ​with​ ​technological​ ​equipment​ ​for​ ​the 
  purpose​ ​of​ ​eliminating​ ​their​ ​hated​ ​foes.​ ​Their​ ​armor​ ​and​ ​weaponry​ ​is​ ​adorned​ ​with​ ​the​ ​skulls​ ​of​ ​many 
  defeated​ ​Skull​ ​Beasts,​ ​a​ ​sign​ ​of​ ​their​ ​bravery,​ ​skill​ ​and​ ​valor.  
   
  Elementals 
  Pulled​ ​from​ ​hyperspace​ ​or​ ​extraplanar​ ​areas,​ ​the​ ​elementals​ ​of​ ​the​ ​Fissure,​ ​are​ ​all​ ​manner​ ​of​ ​elemental 
  and​ ​combined​ ​creature.​ ​Tigers​ ​made​ ​of​ ​lightning,​ ​turtles​ ​of​ ​pure​ ​blue​ ​flame,​ ​and​ ​giant​ ​slugs​ ​of​ ​water,​ ​are 
  only​ ​a​ ​few​ ​of​ ​the​ ​many​ ​strange​ ​creatures​ ​that​ ​reside​ ​on​ ​Heteos.​ ​Some​ ​researchers​ ​have​ ​theorized​ ​that 
  the​ ​elementals​ ​are​ ​connected​ ​to​ ​the​ ​Skull​ ​Beasts​ ​in​ ​some​ ​way,​ ​whereas​ ​the​ ​Skull​ ​Beasts​ ​are​ ​beasts​ ​with 
  elemental​ ​properties,​ ​the​ ​elementals​ ​instead​ ​are​ ​elementals​ ​with​ ​bestial​ ​properties.  
   
  Bloodclaw​ ​Orcs 
  Hundreds​ ​of​ ​orcs,​ ​goblins​ ​and​ ​other​ ​Bloodclaw​ ​raiders​ ​crashed​ ​their​ ​massive​ ​ship,​ ​the​ ​Bloodbreaker,​ ​on 
  the​ ​Coast​ ​of​ ​Ysael.​ ​Though​ ​they​ ​have​ ​the​ ​means​ ​of​ ​leaving​ ​the​ ​planet,​ ​their​ ​leader​ ​has​ ​decided​ ​that​ ​they 
  would​ ​stay​ ​and​ ​attack​ ​the​ ​local​ ​populace.​ ​The​ ​orcs​ ​normally​ ​focus​ ​on​ ​pillaging​ ​starships​ ​and​ ​technological 
  gadgets,​ ​but​ ​the​ ​ones​ ​stranded​ ​on​ ​Heteos​ ​enjoy​ ​fighting​ ​the​ ​Slayers​ ​in​ ​some​ ​act​ ​of​ ​deciding​ ​superiority. 
  Its​ ​goblins,​ ​on​ ​the​ ​other​ ​hand,​ ​make​ ​attempts​ ​to​ ​trade​ ​with​ ​the​ ​Orpos,​ ​or​ ​take​ ​want​ ​they​ ​want​ ​outright 
  from​ ​the​ ​pacifistic​ ​ferret​ ​creatures.  
  38 
  
   
   
  Orpos 
  These​ ​small​ ​ferret​ ​like​ ​creatures​ ​are​ ​natural​ ​born​ ​scavengers.​ ​They​ ​survive​ ​the​ ​harsh​ ​climate​ ​and 
  landscape​ ​of​ ​Heteos​ ​with​ ​tenacity​ ​and​ ​a​ ​natural​ ​stealth.​ ​Wearing​ ​the​ ​bones,​ ​fangs,​ ​claws​ ​and​ ​horns​ ​of 
  Skull​ ​Beast​ ​remains,​ ​they​ ​attempt​ ​to​ ​bluff​ ​their​ ​opponents​ ​with​ ​their​ ​“hunting”​ ​skills.​ ​However,​ ​their 
  negative​ ​dealings​ ​with​ ​the​ ​Bloodscar​ ​goblins​ ​has​ ​been​ ​inciting​ ​them​ ​into​ ​actually​ ​fighting​ ​against​ ​their 
  enemies,​ ​instead​ ​of​ ​fleeing​ ​with​ ​their​ ​quick​ ​feet.  
   
  Dangers 
  Small​ ​pieces​ ​from​ ​the​ ​ring​ ​will​ ​suddenly​ ​be​ ​pulled​ ​down​ ​to​ ​the​ ​planet​ ​as​ ​fiery​ ​meteors.​ ​These​ ​particles 
  vary​ ​in​ ​size​ ​from​ ​small​ ​rocks​ ​to​ ​boulders,​ ​and​ ​sometimes​ ​contain​ ​chunks​ ​of​ ​starmetal​ ​which​ ​prevent​ ​them 
  from​ ​easily​ ​burning​ ​up​ ​in​ ​the​ ​atmosphere.​ ​At​ ​certain​ ​points,​ ​showers​ ​of​ ​these​ ​ring​ ​pieces​ ​with​ ​strike​ ​the 
  planet,​ ​leaving​ ​small​ ​pockmarked​ ​craters.  
  The​ ​savageness​ ​of​ ​the​ ​wilderness​ ​has​ ​caused​ ​many​ ​of​ ​the​ ​plants​ ​to​ ​become​ ​poisonous.​ ​All​ ​assortment​ ​of 
  different​ ​poisons​ ​and​ ​toxins​ ​can​ ​be​ ​found,​ ​making​ ​the​ ​eating​ ​of​ ​fruits​ ​and​ ​plants​ ​to​ ​be​ ​a​ ​very​ ​risky 
  proposition.  
   
  Adventure​ ​Hooks 
  -Help​ ​fledgling​ ​Slayers​ ​earn​ ​their​ ​first​ ​skull.​ ​While​ ​visiting​ ​a​ ​Slayer​ ​village,​ ​the​ ​adventurers​ ​come​ ​across​ ​a 
  group​ ​of​ ​Slayers.​ ​After​ ​rounds​ ​of​ ​boasting​ ​and​ ​bragging,​ ​the​ ​adventurers​ ​are​ ​forced​ ​to​ ​help​ ​a​ ​group​ ​of 
  novices​ ​slay​ ​their​ ​first​ ​Skull​ ​Beast,​ ​and​ ​prove​ ​their​ ​own​ ​skills.​ ​The​ ​group​ ​heads​ ​to​ ​one​ ​of​ ​the​ ​lands​ ​in 
  Heteos,​ ​like​ ​the​ ​Corahti​ ​Mountains​ ​or​ ​the​ ​Coast​ ​of​ ​Ysael,​ ​and​ ​begin​ ​the​ ​hunt. 
   
  -A​ ​phenomenon​ ​called​ ​the​ ​Fissure​ ​is​ ​bringing​ ​elementals​ ​into​ ​the​ ​world.​ ​The​ ​adventurers​ ​are​ ​hired​ ​to 
  discover​ ​the​ ​source​ ​of​ ​the​ ​Fissure​ ​by​ ​a​ ​world​ ​defender​ ​group,​ ​or​ ​a​ ​scientist​ ​association,​ ​and​ ​collect 
  samples​ ​or​ ​even​ ​close​ ​it.​ ​They​ ​find​ ​a​ ​combination​ ​of​ ​magical​ ​and​ ​technological​ ​equipment,​ ​much​ ​of​ ​which 
  is​ ​malfunctioning,​ ​and​ ​must​ ​brave​ ​a​ ​host​ ​of​ ​elemental​ ​defenders​ ​that​ ​want​ ​to​ ​stop​ ​them.  
   
  -A​ ​Bloodscar​ ​ship​ ​is​ ​attacking​ ​Slayer​ ​villages.​ ​The​ ​Slayers,​ ​unaccustomed​ ​to​ ​fighting​ ​human-sized 
  opponents,​ ​has​ ​requested​ ​that​ ​the​ ​adventurers​ ​parley​ ​with​ ​the​ ​Bloodscars​ ​to​ ​stop​ ​attacking​ ​their 
  settlements.​ ​Fighting​ ​happens,​ ​the​ ​party​ ​is​ ​captured,​ ​and​ ​is​ ​forced​ ​to​ ​escape​ ​the​ ​ship​ ​and​ ​stop​ ​the 
  Bloodscars​ ​once​ ​and​ ​for​ ​all. 
   
  -Explore​ ​the​ ​Seven​ ​Falls​ ​for​ ​an​ ​ancient​ ​relic.​ ​Hidden​ ​deep​ ​within​ ​the​ ​falls,​ ​through​ ​subterranean​ ​and 
  undersea​ ​passages​ ​is​ ​a​ ​powerful​ ​magical​ ​relic,​ ​or​ ​mechanical​ ​portion​ ​of​ ​Singularity,​ ​an​ ​ancient​ ​Goddess 
  of​ ​Technology.​ ​The​ ​adventurers​ ​are​ ​hired​ ​by​ ​a​ ​magical​ ​association,​ ​or​ ​the​ ​Mark​ ​of​ ​Singularity,​ ​synthetics 
  that​ ​want​ ​to​ ​revive​ ​Singularity​ ​by​ ​collecting​ ​her​ ​parts,​ ​to​ ​recover​ ​the​ ​relic.​ ​The​ ​tight​ ​confines,​ ​the​ ​wide 
  open​ ​spaces​ ​of​ ​the​ ​underground,​ ​the​ ​Skull​ ​Beasts,​ ​and​ ​the​ ​other​ ​dark​ ​predators​ ​are​ ​all​ ​dangers​ ​they​ ​have 
  to​ ​contend​ ​with​ ​while​ ​traversing​ ​the​ ​falls​ ​and​ ​beyond. 
   
  -Skull​ ​Beasts​ ​are​ ​being​ ​riled​ ​by​ ​some​ ​foreign​ ​technology.​ ​A​ ​new​ ​crashed​ ​ship​ ​by​ ​the​ ​Ascendancy,​ ​or​ ​a 
  science​ ​corporation,​ ​is​ ​causing​ ​nearby​ ​Skull​ ​Beasts​ ​to​ ​become​ ​more​ ​feral​ ​and​ ​antagonistic​ ​towards 
  Slayers​ ​and​ ​settlers​ ​of​ ​Heteos.​ ​In​ ​addition,​ ​a​ ​powerful​ ​Skull​ ​Beast​ ​is​ ​organizing​ ​them​ ​into​ ​a​ ​powerful 
  force,​ ​blending​ ​their​ ​different​ ​elemental​ ​skills​ ​into​ ​a​ ​small​ ​army.​ ​The​ ​adventurers​ ​must​ ​deactivate​ ​the 
  device,​ ​and​ ​defeat​ ​the​ ​Skull​ ​Beast​ ​leader​ ​to​ ​bring​ ​the​ ​planet​ ​back​ ​to​ ​its​ ​natural​ ​order.  
   
   
  39 
  
  Karnast 
  This​ ​violet-tinged​ ​world​ ​is​ ​a​ ​wasteland​ ​of​ ​hyperspace-pulled​ ​devils​ ​and 
  hell-infused​ ​creatures.​ ​Its​ ​native​ ​species,​ ​the​ ​Fawar,​ ​are​ ​advanced 
  technological​ ​humanoids​ ​that​ ​were​ ​attacked​ ​by​ ​their​ ​envious​ ​planetary 
  neighbor,​ ​the​ ​Zigall.​ ​Now​ ​the​ ​Fawar​ ​must​ ​contend​ ​with​ ​devils,​ ​an 
  ancient​ ​shadow​ ​dragon​ ​and​ ​other​ ​nightmares,​ ​with​ ​their​ ​limited 
  knowledge​ ​of​ ​offensive​ ​weaponry.  
   
  Locations 
  House​ ​Zaiure​ ​Outpost,​ ​Zaidorn 
  A​ ​group​ ​of​ ​House​ ​Zaiure​ ​drow​ ​have​ ​created​ ​an​ ​outpost​ ​on​ ​Karnast​ ​to 
  see​ ​if​ ​their​ ​abilities​ ​in​ ​demon​ ​summoning​ ​translate​ ​to​ ​devils.​ ​Preliminary 
  tests​ ​have​ ​so​ ​far​ ​been​ ​successful​ ​in​ ​pulling​ ​creatures​ ​from​ ​hyperspace,​ ​however,​ ​their​ ​mystics​ ​have​ ​been 
  unable​ ​to​ ​control​ ​these​ ​fiends.​ ​The​ ​“native”​ ​devils​ ​on​ ​Karnast​ ​are​ ​even​ ​more​ ​resistant​ ​to​ ​such 
  enslavement,​ ​perhaps​ ​as​ ​a​ ​side​ ​effect​ ​of​ ​being​ ​pulled​ ​through​ ​hyperspace,​ ​or​ ​the​ ​strange​ ​device​ ​that 
  brought​ ​them​ ​to​ ​the​ ​planet.​ ​The​ ​outpost​ ​itself​ ​is​ ​a​ ​small​ ​stronghold​ ​armed​ ​with​ ​House​ ​Zaiure’s 
  weaponsmiths​ ​and​ ​anti-demonic​ ​guards.  
   
  Plains​ ​of​ ​the​ ​Fallen 
  While​ ​most​ ​of​ ​the​ ​creatures​ ​brought​ ​to​ ​Karnast​ ​via​ ​the​ ​Hyperspace​ ​Prime​ ​Translocator​ ​are​ ​devils,​ ​rarely 
  another​ ​extraplanar​ ​being​ ​arrives​ ​instead.​ ​These​ ​angels,​ ​eidolons,​ ​proteans,​ ​demons,​ ​or​ ​other​ ​beings​ ​are 
  instantly​ ​defeated​ ​by​ ​the​ ​Karnastian​ ​devils​ ​and​ ​enslaved.​ ​The​ ​Fawar​ ​often​ ​attempt​ ​rescue​ ​of​ ​possible 
  beings​ ​that​ ​might​ ​actually​ ​work​ ​with​ ​them,​ ​instead​ ​of​ ​enslaving​ ​or​ ​killing​ ​them.​ ​Good-aligned​ ​extraplanar 
  creatures​ ​are​ ​more​ ​likely​ ​to​ ​aid​ ​the​ ​besieged​ ​Fawar,​ ​and​ ​provide​ ​a​ ​staunch​ ​bulwark​ ​against​ ​the 
  encroaching​ ​hellish​ ​threat.​ ​Non-extraplanar​ ​creatures​ ​that​ ​manage​ ​to​ ​survive​ ​in​ ​the​ ​area​ ​are​ ​twisted​ ​by 
  the​ ​hellish​ ​energies​ ​that​ ​permeate​ ​the​ ​ground​ ​and​ ​flora,​ ​quickly​ ​becoming​ ​manifestations​ ​of​ ​Hell​ ​itself. 
   
  Hells’​ ​Abandon 
  The​ ​primary​ ​fortress​ ​of​ ​the​ ​Karnastian​ ​devils,​ ​Hells’​ ​Abandon​ ​is​ ​a​ ​nightmarish​ ​creation​ ​of​ ​bone​ ​and​ ​living 
  flesh​ ​contoured​ ​to​ ​the​ ​shape​ ​of​ ​a​ ​gigantic​ ​castle​ ​structure.​ ​Hellish​ ​technofusion​ ​weapons​ ​sit​ ​atop​ ​its​ ​walls 
  ready​ ​to​ ​fire​ ​any​ ​would-be​ ​heroes​ ​that​ ​try​ ​to​ ​besiege​ ​it,​ ​while​ ​enslaved​ ​Fawar​ ​toil​ ​endlessly​ ​to​ ​provide​ ​the 
  Karnastian​ ​devils​ ​with​ ​improved​ ​weapons​ ​and​ ​armor.​ ​Parapets​ ​lined​ ​with​ ​eyes​ ​and​ ​belch​ ​a​ ​foul​ ​smoke​ ​act 
  as​ ​watch​ ​posts​ ​for​ ​the​ ​Karnastian​ ​defensive​ ​structure.  
   
  Meymondar’s​ ​Lair 
  The​ ​ancient​ ​shadowy​ ​dragon,​ ​Meymondar,​ ​makes​ ​his​ ​lair​ ​beneath​ ​the​ ​earth​ ​of​ ​hell-infused​ ​Karnast. 
  Arriving​ ​from​ ​a​ ​portal​ ​generated​ ​by​ ​the​ ​Hyperspace​ ​Prime​ ​Translocator​ ​itself,​ ​he​ ​quickly​ ​escaped​ ​the 
  devils’​ ​clutches​ ​and​ ​set​ ​up​ ​his​ ​own​ ​base​ ​to​ ​prey​ ​upon​ ​devil​ ​and​ ​Fawar​ ​alike.​ ​Unwilling​ ​to​ ​learn​ ​about 
  technology​ ​due​ ​to​ ​his​ ​arrogance,​ ​Memondar​ ​instead​ ​creates​ ​a​ ​horde​ ​of​ ​undead​ ​to​ ​combat​ ​the​ ​devils​ ​and 
  Fawar,​ ​summoning​ ​a​ ​small​ ​elite​ ​group​ ​of​ ​kobolds​ ​to​ ​serve​ ​him​ ​in​ ​administrative​ ​duties.​ ​He​ ​takes​ ​it​ ​as​ ​a 
  challenge​ ​to​ ​conquer​ ​this​ ​planet,​ ​eventually​ ​continue​ ​his​ ​dominion​ ​on​ ​other​ ​worlds​ ​in​ ​the​ ​same​ ​manner. 
   
  Fawar​ ​Villages 
  The​ ​Fawar​ ​villages​ ​that​ ​survived​ ​the​ ​initial​ ​activation​ ​of​ ​the​ ​Hyperspace​ ​Prime​ ​Translocator​ ​and​ ​the​ ​devil 
  invasion​ ​quickly​ ​bolstered​ ​their​ ​remaining​ ​settlements​ ​with​ ​extra-durable​ ​energy-shielding.​ ​Their 
  knowledge​ ​of​ ​the​ ​jealous​ ​Zigall​ ​attack​ ​did​ ​not​ ​prevent​ ​them​ ​from​ ​being​ ​devastated​ ​by​ ​the​ ​devil​ ​menace, 
  and​ ​instead​ ​they​ ​fight​ ​a​ ​tripartite​ ​conflict​ ​between​ ​the​ ​devils​ ​and​ ​Meymondar.​ ​Before​ ​all​ ​the​ ​chaos,​ ​the 
  40 
  
  Fawar​ ​had​ ​constructed​ ​an​ ​object​ ​that​ ​shielded​ ​the​ ​entire​ ​planet​ ​from​ ​external​ ​dangers,​ ​but​ ​alien​ ​forces 
  and​ ​saboteurs​ ​rendered​ ​it​ ​inoperable.  
   
  Hyperspace​ ​Prime​ ​Translocator 
  The​ ​neighboring​ ​Zigall​ ​could​ ​not​ ​penetrate​ ​the​ ​Fawar​ ​shielding,​ ​so​ ​they​ ​enacted​ ​a​ ​plan​ ​that​ ​would​ ​help 
  them​ ​destroy​ ​their​ ​technologically​ ​superior​ ​foe.​ ​Noticing​ ​that​ ​hyperspace​ ​portals​ ​could​ ​pierce​ ​the 
  humongous​ ​shield,​ ​they​ ​allowed​ ​devils​ ​to​ ​enter​ ​the​ ​technological​ ​veil​ ​and​ ​instructed​ ​them​ ​to​ ​create​ ​a 
  device​ ​that​ ​would​ ​summon​ ​more​ ​devils​ ​into​ ​Karnast.​ ​After​ ​years​ ​of​ ​building​ ​in​ ​a​ ​clandestine​ ​clearing,​ ​the 
  Karnastian​ ​devils​ ​completed​ ​the​ ​Hyperspace​ ​Prime​ ​Translocator,​ ​a​ ​gigantic​ ​building​ ​that​ ​interfered​ ​with 
  the​ ​planetary​ ​shielding​ ​and​ ​created​ ​a​ ​mile-wide​ ​temporary​ ​hyperspace​ ​portal.​ ​The​ ​translocator​ ​no​ ​longer 
  can​ ​create​ ​massive​ ​portals,​ ​but​ ​every​ ​day​ ​makes​ ​several​ ​small​ ​portals​ ​linked​ ​to​ ​extraplanar​ ​realms.  
   
  Dangers 
  Random​ ​Hyperspace​ ​portals​ ​appear​ ​due​ ​to​ ​the​ ​Hyperspace​ ​Prime​ ​Translocator.​ ​These​ ​summon​ ​random 
  extraplanar​ ​creatures,​ ​though​ ​most​ ​are​ ​devils.​ ​Also,​ ​the​ ​majority​ ​of​ ​these​ ​portals​ ​are​ ​created​ ​in​ ​the​ ​Plains 
  of​ ​the​ ​Fallen,​ ​but​ ​a​ ​few​ ​can​ ​appear​ ​anywhere​ ​from​ ​inside​ ​Fawar​ ​settlements,​ ​underground,​ ​and​ ​even 
  miles​ ​above​ ​the​ ​surface.  
  Because​ ​of​ ​the​ ​devil​ ​invasion,​ ​Karnast​ ​has​ ​become​ ​a​ ​desolate​ ​world.​ ​Large​ ​swaths​ ​of​ ​land​ ​are​ ​no​ ​longer 
  able​ ​to​ ​be​ ​used​ ​to​ ​sustain​ ​life,​ ​as​ ​they​ ​are​ ​devoid​ ​of​ ​edible​ ​plants​ ​and​ ​drinkable​ ​water.​ ​However,​ ​with 
  Melmondar’s​ ​arrival​ ​and​ ​the​ ​increasing​ ​amount​ ​of​ ​undead​ ​and​ ​devils,​ ​this​ ​is​ ​hardly​ ​a​ ​problem.  
   
  Lifeforms 
  Fawar 
  The​ ​Fawar,​ ​the​ ​native​ ​humanoid​ ​race​ ​on​ ​Karnast,​ ​are​ ​humanoid​ ​creatures​ ​with​ ​slick​ ​skin,​ ​that​ ​resemble 
  humans,​ ​iris-less​ ​eyes,​ ​small​ ​antenna,​ ​and​ ​large​ ​conical​ ​shells​ ​that​ ​cover​ ​their​ ​upper​ ​backs.​ ​They​ ​have 
  gained​ ​an​ ​advanced​ ​knowledge​ ​of​ ​technology​ ​but​ ​are​ ​apprehensive​ ​to​ ​use​ ​weaponry​ ​themselves. 
  Instead,​ ​they​ ​create​ ​bastions​ ​and​ ​defensive​ ​centers​ ​that​ ​use​ ​automated​ ​systems,​ ​harnessing​ ​incredibly 
  durable​ ​energy​ ​shielding​ ​and​ ​electrical​ ​stun​ ​lasers.​ ​The​ ​Fawar​ ​are​ ​fighting​ ​a​ ​losing​ ​war​ ​against​ ​both​ ​the 
  Karnastian​ ​devils​ ​and​ ​Meymondar’s​ ​undead​ ​legions.  
   
  Karnast​ ​Devils 
  Brought​ ​from​ ​different​ ​layers​ ​of​ ​Hell​ ​via​ ​the​ ​Hyperspace​ ​Prime​ ​Translocator,​ ​the​ ​devils​ ​have​ ​quickly 
  become​ ​the​ ​most​ ​populous​ ​race​ ​on​ ​Karnast,​ ​if​ ​not​ ​the​ ​dominant​ ​one.​ ​Enslaving​ ​the​ ​Fawar​ ​and 
  extraplanar​ ​creatures​ ​that​ ​come​ ​from​ ​hyperspace​ ​portals,​ ​the​ ​devils​ ​are​ ​able​ ​to​ ​increase​ ​their​ ​knowledge 
  of​ ​technology,​ ​and​ ​gain​ ​disposable​ ​creatures.​ ​Worse​ ​still​ ​is​ ​their​ ​near​ ​immortality.​ ​When​ ​slain​ ​in​ ​battle, 
  instead​ ​of​ ​returning​ ​to​ ​Hell,​ ​the​ ​devils​ ​are​ ​instead​ ​brought​ ​back​ ​to​ ​the​ ​Plains​ ​of​ ​the​ ​Fallen.​ ​Too​ ​many 
  deaths,​ ​however,​ ​results​ ​in​ ​them​ ​eventually​ ​being​ ​destroyed​ ​completely.​ ​Some​ ​of​ ​these​ ​devils​ ​would 
  rather​ ​return​ ​to​ ​Hell​ ​to​ ​further​ ​their​ ​fiendish​ ​ambitions,​ ​but​ ​most​ ​are​ ​content​ ​with​ ​the​ ​current​ ​state​ ​of 
  affairs. 
   
  Drow 
  A​ ​small​ ​outpost​ ​of​ ​Drow,​ ​Zaidorn,​ ​makes​ ​up​ ​the​ ​primary​ ​holdings​ ​of​ ​House​ ​Zaiure​ ​on​ ​the​ ​planet.​ ​Largely 
  ignored​ ​by​ ​the​ ​three​ ​factions​ ​on​ ​the​ ​planet,​ ​they​ ​are​ ​able​ ​to​ ​continue​ ​their​ ​attempts​ ​to​ ​enslave​ ​devils​ ​to 
  their​ ​purposes.​ ​Similarly,​ ​House​ ​Zaiure​ ​ignores​ ​the​ ​plight​ ​of​ ​the​ ​Fawar​ ​and​ ​the​ ​threat​ ​of​ ​the​ ​shadow 
  dragon,​ ​Melmondar,​ ​seeing​ ​them​ ​as​ ​distractions​ ​from​ ​their​ ​goal. 
   
   
   
  41 
  
  Meymondar’s​ ​Minions 
  The​ ​ancient​ ​shadow​ ​dragon,​ ​Meymondar,​ ​imported​ ​many​ ​summoning​ ​artifacts​ ​when​ ​he​ ​was​ ​himself 
  transported​ ​to​ ​Karnast.​ ​Using​ ​these​ ​he​ ​materialized​ ​all​ ​kinds​ ​of​ ​minions,​ ​including​ ​kobolds​ ​and​ ​undead. 
  These​ ​creatures​ ​have​ ​managed​ ​to​ ​multiply​ ​at​ ​an​ ​alarming​ ​rate.​ ​Although​ ​he​ ​unleashes​ ​a​ ​portion​ ​of​ ​these 
  to​ ​the​ ​surface​ ​at​ ​intervals,​ ​the​ ​majority​ ​are​ ​kept​ ​underground​ ​to​ ​be​ ​released​ ​all​ ​at​ ​once​ ​in​ ​a​ ​massive 
  horde.  
   
  Hell-Infused​ ​Creatures 
  Not​ ​only​ ​do​ ​devils​ ​appear​ ​from​ ​the​ ​hyperspace​ ​portals,​ ​but​ ​also​ ​a​ ​thick​ ​miasma​ ​from​ ​Hell​ ​oozed​ ​through 
  the​ ​artificial​ ​passages.​ ​This​ ​tainted​ ​substance​ ​converts​ ​the​ ​native​ ​flora​ ​and​ ​fauna​ ​into​ ​nightmarish 
  creatures​ ​that​ ​consume​ ​life.​ ​Once​ ​docile​ ​and​ ​harmless​ ​life​ ​has​ ​now​ ​begin​ ​twisted​ ​by​ ​Hell’s​ ​touch,​ ​further 
  increasing​ ​the​ ​dangers​ ​of​ ​Karnastian​ ​living. 
   
   
  Adventure​ ​Hooks 
  -A​ ​Fawar​ ​village​ ​is​ ​under​ ​siege​ ​by​ ​Meymondar’s​ ​minions.​ ​Swarms​ ​of​ ​undead​ ​and​ ​kobolds​ ​are​ ​attacking​ ​a 
  Fawar​ ​village​ ​for​ ​some​ ​nefarious​ ​purpose.​ ​While​ ​they​ ​are​ ​unable​ ​to​ ​bypass​ ​the​ ​energy​ ​shielding​ ​of 
  defensive​ ​placements,​ ​it​ ​is​ ​only​ ​a​ ​matter​ ​of​ ​time​ ​until​ ​their​ ​sheer​ ​numbers​ ​overwhelm​ ​it.​ ​The​ ​Fawar​ ​have 
  contacted​ ​the​ ​adventurers​ ​to​ ​help​ ​them​ ​in​ ​their​ ​time​ ​of​ ​need.​ ​Should​ ​they​ ​defeat​ ​the​ ​swarms,​ ​and​ ​the 
  leader​ ​of​ ​the​ ​assault,​ ​and​ ​are​ ​strong​ ​enough,​ ​they​ ​can​ ​continue​ ​their​ ​support​ ​by​ ​defeating​ ​Melmondar 
  himself. 
   
  -House​ ​Zaiure​ ​is​ ​testing​ ​weapons​ ​against​ ​devils.​ ​Before​ ​they​ ​can​ ​manage​ ​to​ ​enslave​ ​a​ ​devil​ ​for​ ​their​ ​own 
  purposes,​ ​House​ ​Zaiure​ ​needs​ ​weapons​ ​capable​ ​of​ ​subduing​ ​them.​ ​The​ ​dark​ ​elves​ ​have​ ​created 
  prototype​ ​weapons​ ​to​ ​be​ ​tested​ ​against​ ​the​ ​Karnastian​ ​devils​ ​and​ ​have​ ​requested​ ​the​ ​heroes​ ​serve​ ​as 
  guinea​ ​pigs​ ​to​ ​employ​ ​these​ ​tools.​ ​A​ ​group​ ​of​ ​Zaiure​ ​guards​ ​may​ ​tag​ ​along​ ​with​ ​the​ ​adventurers​ ​in​ ​order 
  to​ ​record​ ​results​ ​and​ ​protect​ ​the​ ​prototypes.  
   
  -A​ ​holy​ ​creature​ ​has​ ​appeared​ ​in​ ​Karnast​ ​and​ ​cannot​ ​safely​ ​escape​ ​the​ ​devil​ ​world.​ ​While​ ​a​ ​powerful 
  being​ ​on​ ​its​ ​own,​ ​this​ ​angel,​ ​empyreal​ ​or​ ​other​ ​extraplanar​ ​creature​ ​of​ ​good​ ​is​ ​unable​ ​to​ ​survive​ ​against 
  the​ ​devil​ ​hunters​ ​that​ ​want​ ​to​ ​corrupt​ ​and​ ​enslave​ ​it.​ ​The​ ​adventurers​ ​must​ ​break​ ​into​ ​Hells’​ ​Abandon,​ ​and 
  escort​ ​the​ ​holy​ ​creature​ ​to​ ​through​ ​the​ ​Fields​ ​of​ ​the​ ​Fallen​ ​and​ ​bring​ ​it​ ​aboard​ ​their​ ​starship​ ​in​ ​order​ ​to 
  escape​ ​Karnast​ ​and​ ​free​ ​the​ ​creature.  
   
  -Shut​ ​down​ ​the​ ​Hyperspace​ ​Prime​ ​Translocator.​ ​In​ ​order​ ​to​ ​weaken​ ​reinforcements​ ​to​ ​the​ ​Karnastian 
  devils,​ ​the​ ​adventurers​ ​can​ ​destroy​ ​or​ ​disable​ ​the​ ​Hyperspace​ ​Prime​ ​Translocator.​ ​They​ ​must​ ​contend 
  with​ ​forces​ ​of​ ​devils,​ ​sneak​ ​past​ ​or​ ​conquer​ ​the​ ​fortress​ ​Hells’​ ​Abandon,​ ​and​ ​find​ ​a​ ​means​ ​of​ ​eliminating 
  the​ ​threat​ ​of​ ​the​ ​HPT​ ​for​ ​good. 
   
   
   
   
  42 
  
  Green​ ​World,​ ​Verdain 
  A​ ​rich​ ​world​ ​of​ ​life,​ ​greenery​ ​and​ ​resources,​ ​Verdain​ ​was​ ​a 
  paradise​ ​before​ ​a​ ​gigantic​ ​starship​ ​crashed​ ​into​ ​its​ ​ecosystem 
  and​ ​changed​ ​its​ ​destiny.​ ​One​ ​of​ ​its​ ​major​ ​plant​ ​races​ ​gained 
  sentience​ ​and​ ​technological​ ​understanding.​ ​This​ ​flora​ ​race, 
  calling​ ​itself​ ​the​ ​Seeds​ ​of​ ​the​ ​Final​ ​Synthesis,​ ​desires​ ​to 
  understand​ ​the​ ​universe​ ​and​ ​technology,​ ​using​ ​their​ ​newfound 
  knowledge​ ​to​ ​create​ ​starships​ ​and​ ​advanced​ ​weapons.  
   
  Locations 
  Village​ ​of​ ​Peace  
  This​ ​gigantic​ ​settlement,​ ​actually​ ​city-sized​ ​compared​ ​to​ ​most 
  locations,​ ​is​ ​the​ ​main​ ​connection​ ​hub​ ​for​ ​any​ ​travelers​ ​visiting 
  from​ ​outside​ ​the​ ​planet.​ ​Here​ ​the​ ​Seeds​ ​of​ ​the​ ​Final​ ​Synthesis 
  engage​ ​in​ ​deep​ ​conversation​ ​with​ ​other​ ​races​ ​to​ ​learn​ ​more​ ​about​ ​technology​ ​and​ ​the​ ​rest​ ​of​ ​the​ ​galaxy. 
  A​ ​melding​ ​of​ ​plant​ ​life​ ​and​ ​technology​ ​is​ ​evident​ ​here,​ ​with​ ​the​ ​natural​ ​twisting​ ​vines​ ​and​ ​gardens 
  interspersed​ ​with​ ​consoles​ ​and​ ​machinery.  
   
  Rainbow​ ​Lake 
  This​ ​large​ ​lake​ ​is​ ​a​ ​harmful​ ​site​ ​to​ ​most​ ​travelers,​ ​but​ ​has​ ​no​ ​effects​ ​to​ ​the​ ​Seeds​ ​of​ ​the​ ​Final​ ​Synthesis’ 
  people.​ ​It​ ​funnels​ ​through​ ​aqueducts​ ​and​ ​other​ ​distribution​ ​centers,​ ​providing​ ​them​ ​with​ ​one​ ​form​ ​of 
  nourishment.​ ​Natural​ ​plant-life​ ​and​ ​animals​ ​that​ ​drink​ ​from​ ​the​ ​water​ ​source,​ ​are​ ​mutated​ ​in​ ​various​ ​ways, 
  including​ ​extra​ ​eyes,​ ​limbs​ ​or​ ​gaining​ ​new​ ​abilities.​ ​Alchemin​ ​Corporation​ ​has​ ​sampled​ ​some​ ​of​ ​this​ ​liquid, 
  but​ ​the​ ​company​ ​has​ ​found​ ​its​ ​results​ ​too​ ​random​ ​to​ ​be​ ​of​ ​any​ ​use. 
   
  Purity​ ​of​ ​Flesh​ ​Camp 
  A​ ​major​ ​settlement​ ​of​ ​Verdain​ ​is​ ​the​ ​Purity​ ​of​ ​Flesh​ ​camp.​ ​These​ ​radicals​ ​believe​ ​that​ ​synthetic​ ​life​ ​is​ ​a 
  danger​ ​to​ ​the​ ​rest​ ​of​ ​the​ ​galaxy,​ ​and​ ​should​ ​be​ ​eliminated​ ​at​ ​every​ ​sighting.​ ​They​ ​send​ ​ambassadors​ ​to 
  the​ ​Village​ ​of​ ​Peace​ ​to​ ​advise​ ​the​ ​Seeds,​ ​who​ ​are​ ​purely​ ​organic,​ ​against​ ​the​ ​use​ ​of​ ​drones,​ ​robots, 
  artificial​ ​intelligence,​ ​and​ ​androids.​ ​They​ ​also​ ​have​ ​set​ ​up​ ​concealed​ ​ships​ ​orbiting​ ​the​ ​planet​ ​to​ ​prevent 
  any​ ​forms​ ​of​ ​synthetics​ ​to​ ​descend​ ​upon​ ​Verdain​ ​and​ ​contaminate​ ​the​ ​Seeds​ ​with​ ​their​ ​negative​ ​ideas.  
   
  Spire​ ​of​ ​Roots 
  Formed​ ​by​ ​an​ ​ancient​ ​druidic​ ​clan​ ​that​ ​tried​ ​to​ ​create​ ​a​ ​land​ ​with​ ​close​ ​ties​ ​to​ ​nature,​ ​the​ ​Spire​ ​of​ ​Roots 
  may​ ​be​ ​the​ ​source​ ​of​ ​the​ ​fierce​ ​and​ ​hardy​ ​vegetation​ ​on​ ​Verdain.​ ​This​ ​mile​ ​high​ ​tangle​ ​of​ ​roots​ ​and​ ​other 
  greenery​ ​is​ ​a​ ​magical​ ​building​ ​that​ ​energizes​ ​nearby​ ​plants.​ ​The​ ​spire​ ​itself​ ​is​ ​defended​ ​by​ ​natural 
  guardians​ ​that​ ​are​ ​quick​ ​to​ ​prevent​ ​the​ ​entry​ ​of​ ​any​ ​synthetic​ ​life​ ​or​ ​technological​ ​device.​ ​Rumored​ ​to​ ​be 
  hidden​ ​within​ ​the​ ​tower​ ​are​ ​various​ ​magical​ ​relics​ ​including​ ​life​ ​water​ ​that​ ​grants​ ​immortality,​ ​and​ ​ancient 
  dew​ ​that​ ​can​ ​cause​ ​life​ ​to​ ​bloom​ ​on​ ​wasteland​ ​worlds.  
   
  Forest​ ​of​ ​the​ ​First 
  This​ ​strange​ ​forest​ ​is​ ​dotted​ ​with​ ​sigil-marked​ ​stones​ ​and​ ​covered​ ​in​ ​mist.​ ​Each​ ​tree​ ​and​ ​plant​ ​is​ ​gathered 
  together​ ​in​ ​odd​ ​numbers,​ ​never​ ​even,​ ​and​ ​the​ ​pathways​ ​seem​ ​to​ ​turn​ ​and​ ​bend​ ​like​ ​a​ ​giant​ ​maze. 
  Creatures​ ​that​ ​lead​ ​their​ ​party​ ​in​ ​one​ ​direction​ ​may​ ​end​ ​up​ ​following​ ​them​ ​soon​ ​after.​ ​The​ ​nearby​ ​gnome 
  village,​ ​believes​ ​that​ ​capricious​ ​magic​ ​is​ ​at​ ​work,​ ​and​ ​that​ ​this​ ​forest​ ​is​ ​actually​ ​a​ ​major​ ​connection​ ​point 
  to​ ​the​ ​fey​ ​plane.​ ​Sightings​ ​of​ ​other​ ​creatures​ ​lurking​ ​beyond​ ​the​ ​mist​ ​have​ ​been​ ​reported,​ ​but​ ​no​ ​one​ ​has 
  43 
  
  been​ ​able​ ​to​ ​get​ ​a​ ​clear​ ​description​ ​even​ ​when​ ​using​ ​technological​ ​vid-capture​ ​screens​ ​or​ ​magical​ ​visual 
  spells.  
   
  Meadow​ ​of​ ​Euphoria 
  This​ ​idyllic​ ​meadow​ ​is​ ​filled​ ​with​ ​wild​ ​flowers​ ​and​ ​plants​ ​on​ ​first​ ​view.​ ​However,​ ​this​ ​location​ ​is​ ​likely​ ​the 
  one​ ​of​ ​the​ ​most​ ​dangerous​ ​the​ ​planet​ ​has​ ​to​ ​offer.​ ​When​ ​non-vegetation​ ​enters​ ​this​ ​place,​ ​the​ ​plants 
  release​ ​debilitating​ ​spores​ ​that​ ​can​ ​knock​ ​out​ ​even​ ​the​ ​largest​ ​of​ ​beasts.​ ​When​ ​subdued,​ ​larger​ ​plants 
  appear​ ​from​ ​afar​ ​to​ ​feast​ ​upon​ ​the​ ​unconscious​ ​creatures.​ ​Humanoids​ ​that​ ​have​ ​been​ ​rescued​ ​from​ ​this 
  treacherous​ ​place​ ​report​ ​having​ ​sweet,​ ​vivid​ ​dreams​ ​that​ ​they​ ​were​ ​unable​ ​to​ ​awaken​ ​from​ ​while​ ​asleep 
  in​ ​the​ ​meadow.  
   
  Arsenth,​ ​Crashed​ ​Supership 
  The​ ​remains​ ​of​ ​this​ ​giant​ ​ship​ ​are​ ​halfway​ ​underground​ ​and​ ​aboveground,​ ​making​ ​an​ ​easily​ ​visible 
  landmark​ ​on​ ​the​ ​lush​ ​world​ ​of​ ​Verdain.​ ​This​ ​ancient​ ​starship​ ​is​ ​the​ ​cause​ ​of​ ​the​ ​sudden​ ​technological 
  advancement​ ​of​ ​the​ ​Seeds​ ​of​ ​the​ ​Final​ ​Synthesis.​ ​It​ ​carried​ ​refugees​ ​from​ ​a​ ​destroyed​ ​world,​ ​hoping​ ​to 
  reestablish​ ​themselves​ ​on​ ​another​ ​vibrant​ ​planet.​ ​However,​ ​the​ ​crash​ ​killed​ ​them​ ​all​ ​off,​ ​and​ ​its​ ​systems 
  began​ ​to​ ​search​ ​for​ ​other​ ​ways​ ​to​ ​keep​ ​the​ ​aliens’​ ​resurrection​ ​alive.​ ​Arsenth’s​ ​artificial​ ​intelligence, 
  Verdigris,​ ​infected​ ​the​ ​future​ ​Seeds​ ​with​ ​technological​ ​code,​ ​granting​ ​them​ ​the​ ​knowledge​ ​of​ ​its​ ​last​ ​alien 
  masters.​ ​This​ ​perilous​ ​location​ ​is​ ​filled​ ​with​ ​malfunctioning​ ​robots,​ ​broken​ ​systems,​ ​sudden​ ​gravity​ ​shifts 
  and​ ​automated​ ​defensive​ ​weaponry​ ​to​ ​prevent​ ​the​ ​remains​ ​of​ ​its​ ​aliens​ ​to​ ​be​ ​disturbed. 
   
   
  Lifeforms 
  Seeds​ ​of​ ​the​ ​Final​ ​Synthesis 
  This​ ​newly-changed​ ​race​ ​of​ ​plant​ ​life​ ​are​ ​diverse​ ​in​ ​their​ ​shape​ ​and​ ​form.​ ​Some​ ​resemble​ ​giant​ ​trees​ ​and 
  move​ ​slowly,​ ​others​ ​are​ ​like​ ​humanoid​ ​dryads,​ ​and​ ​still​ ​others​ ​are​ ​tiny​ ​seed​ ​shaped​ ​creatures​ ​with​ ​branch 
  like​ ​arms​ ​and​ ​legs.​ ​Regardless​ ​of​ ​their​ ​physical​ ​appearance,​ ​they​ ​share​ ​a​ ​desire​ ​for​ ​knowledge​ ​and 
  exploration.​ ​The​ ​Seeds​ ​are​ ​fairly​ ​young​ ​in​ ​gaining​ ​their​ ​sentience,​ ​and​ ​lack​ ​a​ ​strong​ ​understanding​ ​of​ ​the 
  ancient​ ​technology,​ ​but​ ​are​ ​quickly​ ​learning​ ​from​ ​their​ ​interactions​ ​with​ ​other​ ​races.​ ​Seeds​ ​are​ ​normally 
  jovial​ ​and​ ​quick​ ​to​ ​trust​ ​others,​ ​but​ ​should​ ​that​ ​trust​ ​be​ ​broken,​ ​determined​ ​to​ ​hold​ ​eternal​ ​grudges. 
   
  Purity​ ​of​ ​Flesh 
  This​ ​radical​ ​group​ ​has​ ​entrenched​ ​itself​ ​on​ ​Verdain​ ​to​ ​make​ ​sure​ ​that​ ​the​ ​Seeds​ ​do​ ​not​ ​follow​ ​the​ ​wrong 
  path​ ​of​ ​relying​ ​or​ ​manufacturing​ ​synthetic​ ​creatures.​ ​As​ ​they​ ​were​ ​one​ ​of​ ​the​ ​first​ ​positive​ ​contacts​ ​the 
  Seeds​ ​encountered​ ​and​ ​because​ ​of​ ​their​ ​trusting​ ​nature,​ ​many​ ​members​ ​of​ ​the​ ​Final​ ​Synthesis​ ​agree 
  with​ ​this​ ​belief.​ ​The​ ​Purity​ ​of​ ​Flesh​ ​is​ ​normally​ ​antagonistic​ ​against​ ​any​ ​synthetics,​ ​but​ ​to​ ​keep​ ​their 
  advisory​ ​position​ ​with​ ​the​ ​Seeds,​ ​will​ ​hold​ ​back​ ​aggressive​ ​tendencies​ ​against​ ​newcomers.​ ​The​ ​Purity​ ​is 
  armed​ ​with​ ​electrical​ ​energy​ ​weapons​ ​and​ ​EMPs​ ​to​ ​really​ ​damage​ ​their​ ​sworn​ ​enemies.  
   
  Flora​ ​and​ ​Fauna 
  While​ ​the​ ​beasts​ ​of​ ​Verdain​ ​are​ ​fierce​ ​and​ ​survivalistic,​ ​they​ ​are​ ​not​ ​the​ ​main​ ​predators​ ​of​ ​the​ ​planet. 
  Bears,​ ​panthers,​ ​and​ ​armadillo-like​ ​calips,​ ​are​ ​prey​ ​for​ ​the​ ​monstrous​ ​vegetation,​ ​fly​ ​traps,​ ​choking​ ​vines 
  and​ ​other​ ​plant​ ​monsters.​ ​Some​ ​of​ ​these​ ​plants​ ​even​ ​employ​ ​magic​ ​to​ ​entrap​ ​their​ ​foes,​ ​or​ ​have​ ​mutated 
  further​ ​from​ ​consuming​ ​water​ ​from​ ​Rainbow​ ​Lake.  
   
  Constructs 
  While​ ​there​ ​are​ ​standard​ ​constructs​ ​within​ ​the​ ​Supership,​ ​strange​ ​designs​ ​are​ ​more​ ​prevalent.​ ​These 
  constructs​ ​employ​ ​extra​ ​limbs,​ ​weapons​ ​or​ ​devices​ ​that​ ​are​ ​not​ ​seen​ ​on​ ​the​ ​core​ ​worlds,​ ​such​ ​as​ ​gravity 
  control​ ​equipment,​ ​teleportation​ ​matrices,​ ​telekinetic​ ​focusers​ ​and​ ​matter​ ​conversion​ ​tools.​ ​As​ ​guardians 
  44 
  
  of​ ​the​ ​Supership​ ​they​ ​remain​ ​fixed​ ​to​ ​the​ ​Arsenth’s​ ​coordinates,​ ​pacifying​ ​any​ ​other​ ​synthetics​ ​or 
  technology-wielding​ ​humanoids.​ ​Controlled​ ​by​ ​the​ ​super​ ​AI​ ​Verdigris,​ ​the​ ​constructs​ ​of​ ​Arsenth’s 
  Supership’s​ ​modus​ ​operandi​ ​is​ ​unknown.  
   
  Humanoid​ ​Races 
  A​ ​large​ ​gathering​ ​of​ ​gnomes​ ​have​ ​disembarked​ ​to​ ​Verdain​ ​in​ ​order​ ​to​ ​examine​ ​the​ ​Forest​ ​of​ ​the​ ​First. 
  These​ ​gnomes​ ​are​ ​determined​ ​to​ ​learn​ ​more​ ​about​ ​their​ ​origins​ ​from​ ​the​ ​fey​ ​plane,​ ​and​ ​connect​ ​in​ ​any 
  way​ ​with​ ​the​ ​place​ ​they​ ​once​ ​called​ ​home.​ ​Elves​ ​are​ ​also​ ​drawn​ ​to​ ​Verdain​ ​to​ ​regain​ ​their​ ​connection​ ​to 
  nature,​ ​namely​ ​the​ ​wild​ ​forests​ ​and​ ​other​ ​wildernesses​ ​that​ ​the​ ​green​ ​planet​ ​offers.​ ​Many​ ​believe​ ​that​ ​the 
  Seeds​ ​of​ ​the​ ​Final​ ​Synthesis​ ​are​ ​kindred​ ​spirits,​ ​creatures​ ​of​ ​the​ ​forest​ ​are​ ​also​ ​forced​ ​to​ ​adapt​ ​to​ ​the 
  current​ ​times. 
   
  Dangers 
  Rainbow​ ​Lake​ ​and​ ​other​ ​sites​ ​of​ ​technological​ ​runoff​ ​are​ ​major​ ​sources​ ​of​ ​mutation​ ​to​ ​the​ ​lifeforms​ ​of 
  Verdain.​ ​It​ ​can​ ​cause​ ​myriad​ ​transformations​ ​including​ ​extra​ ​limbs,​ ​shrinkage,​ ​enlargement,​ ​extra​ ​eyes, 
  blindness​ ​and​ ​other​ ​conditions.​ ​Sometimes,​ ​rainfall​ ​is​ ​filled​ ​with​ ​this​ ​ecological​ ​contaminant,​ ​making​ ​the 
  weather​ ​just​ ​as​ ​dangerous​ ​as​ ​the​ ​wildlife.​ ​Because​ ​it​ ​is​ ​a​ ​green​ ​world,​ ​the​ ​plant-life,​ ​whether​ ​sentient​ ​or 
  not,​ ​is​ ​often​ ​carnivorous.​ ​These​ ​plants​ ​set​ ​up​ ​traps​ ​to​ ​consume​ ​the​ ​animals​ ​on​ ​the​ ​planet​ ​and​ ​have 
  become​ ​the​ ​alpha​ ​predators.  
   
  Adventure​ ​Hooks 
  -The​ ​Final​ ​Synthesis​ ​need​ ​help​ ​constructing​ ​a​ ​starship.​ ​The​ ​Seeds​ ​have​ ​requested​ ​the​ ​adventurers​ ​grant 
  them​ ​parts​ ​and​ ​technological​ ​know-how​ ​to​ ​construct​ ​a​ ​new​ ​starship​ ​similar​ ​to​ ​the​ ​ones​ ​the​ ​adventurers 
  have.​ ​These​ ​parts​ ​can​ ​be​ ​found​ ​in​ ​the​ ​Supership,​ ​fuel​ ​can​ ​be​ ​taken​ ​from​ ​Rainbow​ ​Lake,​ ​and​ ​they​ ​can 
  also​ ​purchase​ ​useful​ ​pieces​ ​from​ ​GreenStar​ ​Station​ ​or​ ​other​ ​settlements. 
   
  -Explore​ ​the​ ​Supership.​ ​The​ ​adventurers​ ​may​ ​have​ ​been​ ​asked​ ​by​ ​a​ ​research​ ​group,​ ​or​ ​decided​ ​to​ ​enter 
  the​ ​crashed​ ​starship​ ​by​ ​themselves.​ ​The​ ​Supership​ ​is​ ​filled​ ​with​ ​technological​ ​artifacts​ ​with​ ​strange 
  powers,​ ​many​ ​of​ ​which​ ​are​ ​glitched​ ​and​ ​have​ ​unseen​ ​properties.​ ​The​ ​party​ ​can​ ​enter​ ​through​ ​two 
  passages,​ ​either​ ​via​ ​the​ ​upper​ ​part​ ​of​ ​the​ ​starship​ ​that​ ​is​ ​aboveground,​ ​or​ ​braving​ ​the​ ​Rainbow​ ​Lake​ ​and 
  succumbing​ ​to​ ​some​ ​physical​ ​mutation.​ ​After​ ​defeating​ ​its​ ​scores​ ​of​ ​constructs,​ ​the​ ​party​ ​can​ ​meet​ ​with 
  its​ ​advanced​ ​A.I.,​ ​Verdigris,​ ​to​ ​gain​ ​knowledge​ ​about​ ​its​ ​ancient​ ​masters​ ​and​ ​its​ ​plans​ ​for​ ​Verdain.  
   
  -Stop​ ​the​ ​Purity​ ​of​ ​Flesh’s​ ​machinations.​ ​The​ ​adventuring​ ​party​ ​may​ ​be​ ​against​ ​the​ ​Purity​ ​of​ ​Flesh’s 
  ideas,​ ​either​ ​attacked​ ​by​ ​them​ ​in​ ​a​ ​previous​ ​arc,​ ​having​ ​a​ ​mechanic​ ​or​ ​android​ ​character,​ ​or​ ​simply 
  disagreeing​ ​with​ ​their​ ​advisory​ ​of​ ​the​ ​Seeds​ ​of​ ​the​ ​Final​ ​Synthesis.​ ​The​ ​Purity​ ​of​ ​Flesh​ ​may​ ​be​ ​causing 
  irreparable​ ​damage​ ​to​ ​the​ ​Supership,​ ​or​ ​plotting​ ​in​ ​the​ ​ambassador’s​ ​section​ ​of​ ​the​ ​Village​ ​of​ ​Peace. 
  Depending​ ​on​ ​the​ ​threat,​ ​the​ ​adventurers​ ​could​ ​stop​ ​them​ ​at​ ​the​ ​Supership,​ ​attack​ ​their​ ​camp​ ​directly,​ ​or 
  play​ ​a​ ​more​ ​political​ ​game​ ​in​ ​the​ ​village. 
   
  -Help​ ​the​ ​gnomes​ ​activate​ ​a​ ​portal​ ​to​ ​the​ ​fey​ ​plane.​ ​The​ ​gnomes​ ​have​ ​gathered​ ​from​ ​across​ ​space​ ​to 
  learn​ ​more​ ​about​ ​their​ ​ancient​ ​home​ ​realm.​ ​By​ ​using​ ​mysticism​ ​and​ ​culture​ ​and​ ​solving​ ​the​ ​many​ ​riddles 
  of​ ​the​ ​Forest​ ​of​ ​the​ ​First,​ ​the​ ​party​ ​can​ ​aid​ ​the​ ​gnomes​ ​and​ ​signal​ ​the​ ​fey,​ ​or​ ​generate​ ​a​ ​magical​ ​portal 
  themselves.​ ​They​ ​may​ ​encounter​ ​dangerous​ ​flora​ ​and​ ​fauna,​ ​antagonist​ ​fey​ ​that​ ​do​ ​not​ ​want​ ​to​ ​be 
  contacted,​ ​or​ ​extraplanar​ ​enemies​ ​accidently​ ​summoned.  
   
  -Gather​ ​the​ ​treasures​ ​in​ ​the​ ​Spire​ ​of​ ​Roots.​ ​The​ ​ancient​ ​druidic​ ​circle​ ​that​ ​created​ ​the​ ​Spire​ ​of​ ​the​ ​Roots 
  collected​ ​many​ ​treasures​ ​with​ ​nature​ ​and​ ​life​ ​revitalizing​ ​powers.​ ​Storing​ ​it​ ​in​ ​such​ ​a​ ​place​ ​prevented 
  45 
  
  them​ ​from​ ​being​ ​used​ ​by​ ​evil,​ ​and​ ​allows​ ​those​ ​more​ ​worthy​ ​to​ ​obtain​ ​them.​ ​Adventurers​ ​or​ ​treasure 
  hunters​ ​seeking​ ​to​ ​secure​ ​these​ ​treasures​ ​for​ ​good​ ​deeds​ ​or​ ​profit,​ ​must​ ​contend​ ​with​ ​the​ ​various​ ​natural 
  golems,​ ​plant​ ​guardians​ ​and​ ​other​ ​defenders,​ ​while​ ​traveling​ ​deep​ ​down​ ​to​ ​the​ ​structure’s​ ​roots​ ​to​ ​find​ ​the 
  treasures. 
   
  46 
  
   
  OPEN​ ​GAME​ ​LICENSE​ ​Version​ ​1.0a 
  The​ ​following​ ​text​ ​is​ ​the​ ​property​ ​of​ ​Wizards​ ​of​ ​the 
  Coast,​ ​Inc.​ ​and​ ​is​ ​Copyright​ ​2000​ ​Wizards​ ​of​ ​the 
  Coast,​ ​Inc​ ​("Wizards").​ ​All​ ​Rights​ ​Reserved. 
  1.​ ​Definitions:​ ​(a)"Contributors"​ ​means​ ​the​ ​copyright 
  and/or​ ​trademark​ ​owners​ ​who​ ​have​ ​contributed​ ​Open 
  Game​ ​Content;​ ​(b)"Derivative​ ​Material"​ ​means 
  copyrighted​ ​material​ ​including​ ​derivative​ ​works​ ​and 
  translations​ ​(including​ ​into​ ​other​ ​computer 
  languages),​ ​potation,​ ​modification,​ ​correction, 
  addition,​ ​extension,​ ​upgrade,​ ​improvement, 
  compilation,​ ​abridgment​ ​or​ ​other​ ​form​ ​in​ ​which​ ​an 
  existing​ ​work​ ​may​ ​be​ ​recast,​ ​transformed​ ​or​ ​adapted; 
  (c)​ ​"Distribute"​ ​means​ ​to​ ​reproduce,​ ​license,​ ​rent, 
  lease,​ ​sell,​ ​broadcast,​ ​publicly​ ​display,​ ​transmit​ ​or 
  otherwise​ ​distribute;​ ​(d)"Open​ ​Game​ ​Content"​ ​means 
  the​ ​game​ ​mechanic​ ​and​ ​includes​ ​the​ ​methods, 
  procedures,​ ​processes​ ​and​ ​routines​ ​to​ ​the​ ​extent​ ​such 
  content​ ​does​ ​not​ ​embody​ ​the​ ​Product​ ​Identity​ ​and​ ​is 
  an​ ​enhancement​ ​over​ ​the​ ​prior​ ​art​ ​and​ ​any​ ​additional 
  content​ ​clearly​ ​identified​ ​as​ ​Open​ ​Game​ ​Content​ ​by 
  the​ ​Contributor,​ ​and​ ​means​ ​any​ ​work​ ​covered​ ​by​ ​this 
  License,​ ​including​ ​translations​ ​and​ ​derivative​ ​works 
  under​ ​copyright​ ​law,​ ​but​ ​specifically​ ​excludes​ ​Product 
  Identity.​ ​(e)​ ​"Product​ ​Identity"​ ​means​ ​product​ ​and 
  product​ ​line​ ​names,​ ​logos​ ​and​ ​identifying​ ​marks 
  including​ ​trade​ ​dress;​ ​artifacts;​ ​creatures​ ​characters; 
  stories,​ ​storylines,​ ​plots,​ ​thematic​ ​elements,​ ​dialogue, 
  incidents,​ ​language,​ ​artwork,​ ​symbols,​ ​designs, 
  depictions,​ ​likenesses,​ ​formats,​ ​poses,​ ​concepts, 
  themes​ ​and​ ​graphic,​ ​photographic​ ​and​ ​other​ ​visual​ ​or 
  audio​ ​representations;​ ​names​ ​and​ ​descriptions​ ​of 
  characters,​ ​spells,​ ​enchantments,​ ​personalities,​ ​teams, 
  personas,​ ​likenesses​ ​and​ ​special​ ​abilities;​ ​places, 
  locations,​ ​environments,​ ​creatures,​ ​equipment, 
  magical​ ​or​ ​supernatural​ ​abilities​ ​or​ ​effects,​ ​logos, 
  symbols,​ ​or​ ​graphic​ ​designs;​ ​and​ ​any​ ​other​ ​trademark 
  or​ ​registered​ ​trademark​ ​clearly​ ​identified​ ​as​ ​Product 
  identity​ ​by​ ​the​ ​owner​ ​of​ ​the​ ​Product​ ​Identity,​ ​and 
  which​ ​specifically​ ​excludes​ ​the​ ​Open​ ​Game​ ​Content; 
  (f)​ ​"Trademark"​ ​means​ ​the​ ​logos,​ ​names,​ ​mark,​ ​sign, 
  motto,​ ​designs​ ​that​ ​are​ ​used​ ​by​ ​a​ ​Contributor​ ​to 
  identify​ ​itself​ ​or​ ​its​ ​products​ ​or​ ​the​ ​associated 
  products​ ​contributed​ ​to​ ​the​ ​Open​ ​Game​ ​License​ ​by​ ​the 
  Contributor​ ​(g)​ ​"Use",​ ​"Used"​ ​or​ ​"Using"​ ​means​ ​to​ ​use, 
  Distribute,​ ​copy,​ ​edit,​ ​format,​ ​modify,​ ​translate​ ​and 
  otherwise​ ​create​ ​Derivative​ ​Material​ ​of​ ​Open​ ​Game 
  Content.​ ​(h)​ ​"You"​ ​or​ ​"Your"​ ​means​ ​the​ ​licensee​ ​in 
  terms​ ​of​ ​this​ ​agreement. 
  2.​ ​The​ ​License:​ ​This​ ​License​ ​applies​ ​to​ ​any​ ​Open​ ​Game 
  Content​ ​that​ ​contains​ ​a​ ​notice​ ​indicating​ ​that​ ​the 
  Open​ ​Game​ ​Content​ ​may​ ​only​ ​be​ ​Used​ ​under​ ​and​ ​in 
  terms​ ​of​ ​this​ ​License.​ ​You​ ​must​ ​affix​ ​such​ ​a​ ​notice​ ​to 
  any​ ​Open​ ​Game​ ​Content​ ​that​ ​you​ ​Use.​ ​No​ ​terms​ ​may 
  be​ ​added​ ​to​ ​or​ ​subtracted​ ​from​ ​this​ ​License​ ​except​ ​as 
  described​ ​by​ ​the​ ​License​ ​itself.​ ​No​ ​other​ ​terms​ ​or 
  conditions​ ​may​ ​be​ ​applied​ ​to​ ​any​ ​Open​ ​Game​ ​Content 
  distributed​ ​using​ ​this​ ​License. 
  3.​ ​Offer​ ​and​ ​Acceptance:​ ​By​ ​Using​ ​the​ ​Open​ ​Game 
  Content​ ​You​ ​indicate​ ​Your​ ​acceptance​ ​of​ ​the​ ​terms​ ​of 
  this​ ​License. 
  4.​ ​Grant​ ​and​ ​Consideration:​ ​In​ ​consideration​ ​for 
  agreeing​ ​to​ ​use​ ​this​ ​License,​ ​the​ ​Contributors​ ​grant 
  You​ ​a​ ​perpetual,​ ​worldwide,​ ​royalty-free, 
  non-exclusive​ ​license​ ​with​ ​the​ ​exact​ ​terms​ ​of​ ​this 
  License​ ​to​ ​Use,​ ​the​ ​Open​ ​Game​ ​Content. 
  5.​ ​Representation​ ​of​ ​Authority​ ​to​ ​Contribute:​ ​If​ ​You 
  are​ ​contributing​ ​original​ ​material​ ​as​ ​Open​ ​Game 
  Content,​ ​You​ ​represent​ ​that​ ​Your​ ​Contributions​ ​are 
  Your​ ​original​ ​creation​ ​and/or​ ​You​ ​have​ ​sufficient 
  rights​ ​to​ ​grant​ ​the​ ​rights​ ​conveyed​ ​by​ ​this​ ​License. 
  6.​ ​Notice​ ​of​ ​License​ ​Copyright:​ ​You​ ​must​ ​update​ ​the 
  COPYRIGHT​ ​NOTICE​ ​portion​ ​of​ ​this​ ​License​ ​to 
  include​ ​the​ ​exact​ ​text​ ​of​ ​the​ ​COPYRIGHT​ ​NOTICE​ ​of 
  any​ ​Open​ ​Game​ ​Content​ ​You​ ​are​ ​copying,​ ​modifying 
  or​ ​distributing,​ ​and​ ​You​ ​must​ ​add​ ​the​ ​title,​ ​the 
  copyright​ ​date,​ ​and​ ​the​ ​copyright​ ​holder's​ ​name​ ​to​ ​the 
  COPYRIGHT​ ​NOTICE​ ​of​ ​any​ ​original​ ​Open​ ​Game 
  Content​ ​you​ ​Distribute. 
  7.​ ​Use​ ​of​ ​Product​ ​Identity:​ ​You​ ​agree​ ​not​ ​to​ ​Use​ ​any 
  Product​ ​Identity,​ ​including​ ​as​ ​an​ ​indication​ ​as​ ​to 
  47 
  
  compatibility,​ ​except​ ​as​ ​expressly​ ​licensed​ ​in​ ​another, 
  independent​ ​Agreement​ ​with​ ​the​ ​owner​ ​of​ ​each 
  element​ ​of​ ​that​ ​Product​ ​Identity.​ ​You​ ​agree​ ​not​ ​to 
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  with​ ​a​ ​work​ ​containing​ ​Open​ ​Game​ ​Content​ ​except​ ​as 
  expressly​ ​licensed​ ​in​ ​another,​ ​independent​ ​Agreement 
  with​ ​the​ ​owner​ ​of​ ​such​ ​Trademark​ ​or​ ​Registered 
  Trademark.​ ​The​ ​use​ ​of​ ​any​ ​Product​ ​Identity​ ​in​ ​Open 
  Game​ ​Content​ ​does​ ​not​ ​constitute​ ​a​ ​challenge​ ​to​ ​the 
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  retain​ ​all​ ​rights,​ ​title​ ​and​ ​interest​ ​in​ ​and​ ​to​ ​that 
  Product​ ​Identity. 
  8.​ ​Identification:​ ​If​ ​you​ ​distribute​ ​Open​ ​Game​ ​Content 
  You​ ​must​ ​clearly​ ​indicate​ ​which​ ​portions​ ​of​ ​the​ ​work 
  that​ ​you​ ​are​ ​distributing​ ​are​ ​Open​ ​Game​ ​Content. 
  9.​ ​Updating​ ​the​ ​License:​ ​Wizards​ ​or​ ​its​ ​designated 
  Agents​ ​may​ ​publish​ ​updated​ ​versions​ ​of​ ​this​ ​License. 
  You​ ​may​ ​use​ ​any​ ​authorized​ ​version​ ​of​ ​this​ ​License​ ​to 
  copy,​ ​modify​ ​and​ ​distribute​ ​any​ ​Open​ ​Game​ ​Content 
  originally​ ​distributed​ ​under​ ​any​ ​version​ ​of​ ​this 
  License. 
  10.​ ​Copy​ ​of​ ​this​ ​License:​ ​You​ ​MUST​ ​include​ ​a​ ​copy​ ​of 
  this​ ​License​ ​with​ ​every​ ​copy​ ​of​ ​the​ ​Open​ ​Game 
  Content​ ​You​ ​Distribute. 
  11.​ ​Use​ ​of​ ​Contributor​ ​Credits:​ ​You​ ​may​ ​not​ ​market​ ​or 
  advertise​ ​the​ ​Open​ ​Game​ ​Content​ ​using​ ​the​ ​name​ ​of 
  any​ ​Contributor​ ​unless​ ​You​ ​have​ ​written​ ​permission 
  from​ ​the​ ​Contributor​ ​to​ ​do​ ​so. 
  12.​ ​Inability​ ​to​ ​Comply:​ ​If​ ​it​ ​is​ ​impossible​ ​for​ ​You​ ​to 
  comply​ ​with​ ​any​ ​of​ ​the​ ​terms​ ​of​ ​this​ ​License​ ​with 
  respect​ ​to​ ​some​ ​or​ ​all​ ​of​ ​the​ ​Open​ ​Game​ ​Content​ ​due 
  to​ ​statute,​ ​judicial​ ​order,​ ​or​ ​governmental​ ​regulation 
  then​ ​You​ ​may​ ​not​ ​Use​ ​any​ ​Open​ ​Game​ ​Material​ ​so 
  affected. 
  13.​ ​Termination:​ ​This​ ​License​ ​will​ ​terminate 
  automatically​ ​if​ ​You​ ​fail​ ​to​ ​comply​ ​with​ ​all​ ​terms 
  herein​ ​and​ ​fail​ ​to​ ​cure​ ​such​ ​breach​ ​within​ ​30​ ​days​ ​of 
  becoming​ ​aware​ ​of​ ​the​ ​breach.​ ​All​ ​sublicenses​ ​shall 
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  reformed​ ​only​ ​to​ ​the​ ​extent​ ​necessary​ ​to​ ​make​ ​it 
  enforceable. 
  15.​ ​COPYRIGHT​ ​NOTICE 
  Open​ ​Game​ ​License​ ​v​ ​1.0a​ ​Copyright​ ​2000,​ ​Wizards​ ​of 
  the​ ​Coast,​ ​Inc. 
  Star​ ​RPG​ ​Starships​ ​and​ ​Planets​ ​for​ ​Starting 
  Adventurers​ ​©​ ​2017​ ​GM​ ​DemonMoose. 
   
   
  System​ ​Reference​ ​Document.​ ​Copyright​ ​2000,​ ​Wizards​ ​of​ ​the​ ​Coast,​ ​Inc.;​ ​Authors​ ​Jonathan​ ​Tweet,​ ​Monte​ ​Cook, 
  Skip​ ​Williams,​ ​based​ ​on​ ​material​ ​by​ ​E.​ ​Gary​ ​Gygax​ ​and​ ​Dave​ ​Arneson. 
  Starfinder​ ​Core​ ​Rulebook​.​ ​©​ ​2017,​ ​Paizo​ ​Inc.;​ ​Authors:​ ​Logan​ ​Bonner,​ ​Jason​ ​Bulmahn,​ ​Amanda​ ​Hamon​ ​Kunz, 
  Jason​ ​Keeley,​ ​Robert​ ​G.​ ​McCreary,​ ​Stephen​ ​Radney-MacFarland,​ ​Mark​ ​Seifter,​ ​Owen​ ​K.C.​ ​Stephens,​ ​and​ ​James​ ​L. 
  Sutter,​ ​with​ ​Alexander​ ​Augunas,​ ​Judy​ ​Bauer,​ ​John​ ​Compton,​ ​Adam​ ​Daigle,​ ​Crystal​ ​Frasier,​ ​Lissa​ ​Guillet,​ ​Thurston 
  Hillman,​ ​Erik​ ​Mona,​ ​Mark​ ​Moreland,​ ​Jessica​ ​Price,​ ​F.​ ​Wesley​ ​Schneider,​ ​Amber​ ​E.​ ​Scott,​ ​and​ ​Josh​ ​Vogt. 
   
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SOURCE: textdata/thevault/Starfinder [multi]/3rd Party/SFRPG - Star RPG Starships and Planets.pdf