TEXT: 1
  Written By Gareth Hanrahan
  Traveller
  The PiraTes of Drinax
  The ProDigal ouTcasT
  ‘Conflict is the primary driver of Aslan society. Humans are 
  instinctively non-confrontational except when threatened or 
  unable to deflect conflict; Aslan respond to threats with threats, 
  and embrace rather than deflect challenges. Every situation, 
  every word is on some level a conflict to the Aslan mind. 
  Someone must always lose.’
  - Diplomatic Primer on Matters Pertaining to the Aslan Hierate, 
  Imperial Office of Publications, Published in Deneb, 1010.
  The Prodigal Outcast is the eighth adventure in the Pirates of 
  Drinax campaign. If you are a player in this campaign, STOP 
  READING NOW! If you’re a Referee, then you should first read 
  The Pirates of Drinax Campaign document to get an overview 
  of the campaign. You should also review Adventure 3: Ihatei!, 
  which also involves intrigue within the Aslan hierate, and 
  includes rules for travelling through the Hierate. 
  This adventure takes place primarily in the Tliowaha subsector. 
  The year is assumed to be 1105. The adventure begins on 
  Drinax.
  aDvenTure synoPsis
  War takes many forms among the Aslan. Without their codes 
  of honour, without their traditions of ritual conflict, they would 
  tear themselves apart in their insatiable desire for more territory, 
  or dash their civilisation to pieces against the rocks of more 
  powerful neighbours. They must sheathe their claws in custom 
  to ensure they have a future.
  To break these codes is to incur the wrath of an entire civilisation.
  The danger of doing so is immense. The reward, even greater.
  In this adventure, the player characters are recruited by Kasiyl. 
  For many years, he’s been an exile in King Oleb’s floating 
  court, a beggar-prince who refuses to talk about his past. Now, 
  Playing Kasiyl
  Kasiyl is the lynchpin of this adventure. Ideally, the referee 
  introduces Kasiyl to the players well in advance of starting 
  this part of the campaign, so they are somewhat invested 
  in his fate (Adventure 3: Ihatei describes one possible such 
  scenario). 
  While the referee plays Kasiyl as an NPC, make sure 
  that he does not become the de facto leader of the player 
  characters. This may start out as his plan for revenge, but it 
  should quickly pass into the hands of the players once they 
  realise that Kasiyl has bitten off more than he can chew 
  (and for an Aslan, that is an awful lot...)
  Kasiyl
  Age 34, 5 Aslan terms 
  STR 9  DEX 9  END 10   INT 8  EDU 9  SOC 2 (was 12)
  Diplomat 2, Tolerance 2, Carouse 0, Survival 1, 
  Leadership 1, Admin 1, Advocate 2, Computers 1, 
  Independence 2, Persuade 2, Streetwise 2, Social 
  Science 0, Space Science 0, Pilot (spacecraft) 2, Gunner 
  0, Mechanic 1, Broker 1, Deception 1, Melee (claw) 2, 
  Gun Combat (slug) 2
  Armour 13 (Combat Vacc Suit), Eahkyasear long rifle 
  (3D-3)
  Playing Kasiyl
  • 
  Reveal as little of yourself as possible. Your past 
  must remain sealed.
  • 
  You have lived among humans long enough to 
  understand their ways – including their natural fear of 
  Aslan. Use that to your advantage.
  • 
  Spend a lot of time meditating. Suppress your 
  emotions.
  
   
  2
  The TruTh of The Knife
  To understand the decision of Lokharl the earleatrais, and 
  the size of the hornet’s nest that the player characters are 
  unwittingly poking, look to the complexity of relations between 
  Aslan clans.
  Start with the Ahroay’if. They were once a very minor clan, one 
  of the first to seek out new territories across the Great Rift. They 
  became a vassal clan of the Tlaiowaha, and prospered under 
  their patronage. For a time, the Ahroay’if were used as warriors 
  and mercenaries by the Tlaiowaha, whose fighting forces are 
  infamously weak. It was the Ahroay’if who destroyed the old 
  Kingdom of Drinax, when the Drinaxian kings threatened the 
  Tlaiowaha trade routes.
  In recent centuries, trade with the Imperium has made the 
  Tlaiowaha even richer. Their Ahroay’if vassals have also grown 
  rich and powerful, and fat and lazy, on their cut of the profits. 
  Some elements within the Ahroay’if decided it was time to put 
  this wealth to better use, and started preparing for wars of 
  conquest, building new warships and training new troops. 
  This military build up alarmed the Tlaiowaha. So much of their 
  fortune depends on trade routes that go through Ahroay’if 
  territory. If their vassals grew too powerful, they might decide 
  to change their relationship with the Tlaiowaha and demand a 
  more equitable arrangement. The Tlaiowaha looked for a way 
  to keep the Ahroay’if in their place.
  They found it when the Ahroay’if launched an attack on a 
  minor clan, the Tokohfealrs. When Kasiyl used a weapon of 
  questionable legality, the decision on whether the attack was 
  legal fell to the earleatrais Lokharl, of the Yerlyaruiwo clan.
  The Yerlyaruiwo are the keepers of Aslan honour – very 
  traditional, very upright, highly respected. Even they, however, 
  are open to bribes from the bottomless coffers of the Tlaiowaha. 
  The Tlaiowaha bribed the Yerlyaruiwo to make sure that Lokharl 
  decided against the Tlaiowaha’s own troublesome vassals, the 
  Ahroay’if.
  Shamed by the defeat against the Tokohfearls, the warlike 
  faction of the Ahroay’if fell out of favour in the councils of the 
  clan. The Tlaiowaha’s trade routes through Ahroay’if space 
  were once again secure, and the Yerlyaruiwo’s reputation 
  remains intact – as long as no-one exposes the bribe paid to 
  influence Lokharl…
  he has discovered a way to reclaim his birthright. Kasiyl was 
  condemned to exile because he murdered a noble of another 
  Aslan clan, the Tokohfealrs. This murder was committed during 
  a war of assassins, an Aslan ritual where members of both 
  warring clans may legally assassinate each other, with victor 
  going to the first authenticated blood spilt. These wars are 
  overseen by Aslan judges called earleatrais. 
  In this case, Lokharl the earleatrais declared that Kasiyl’s kill 
  was illegal. Instead of being a legitimate strike in a sanctioned 
  war of assassins, Kasiyl had committed murder – but the rules 
  governing wars of assassins are ancient and outdated, and 
  take no account of modern weapons or medical treatments. 
  The Tokohfealrs won the war of assassins. To avoid an 
  escalation of the war, Kasiyl was sentenced to exile.
  Everything hinged on the controversial decision of the earleatrais. 
  Kasiyl always believed that the earleatrais broke his sacred vow 
  of neutrality and deliberately favoured the Tokohfealrs. Now, he 
  has a chance to find out the truth – the second-son of Lokharl, 
  the earleatrais who judged Kasiyl, has come of age and is now 
  adventuring in the Trojan Reach. Find that young Aslan, capture 
  him, and use him as leverage to force his father to come clean, 
  allowing Kasiyl to return to the Ahroay’if with honour – a simple 
  plan.
  And one that risks bringing chaos to the Aslan in Tliowaha 
  subsector. When the Prodigal returns, there will be a slaughter...
  
   
  3
  1. The hunTer’s Quarry
  Kasiyl knows that Lokharl’s second-son has left the protection 
  of the Hierate and is abroad in the Trojan Reach. 
  He knows that if he captures the boy, he will have leverage over 
  the hatred, treacherous earleatrais.
  He knows that he needs a ship. He doesn’t have one – the 
  player characters do. 
  Kasiyl is an Aslan male; he was bred to be a warrior and leader, 
  unconcerned with petty details like money or how things work. 
  Even though he has picked up a few ranks in Independence 
  (the skill that allows Aslan males to function without female 
  supervision), he’s still singularly ill-equipped to hire the player 
  characters for the mission.
  So, he turns up at their doorstep like a cat who has killed a mouse 
  and wants to show you the spoils of victory. Pick some enemy 
  of the player characters (either one created during character 
  generation, or one they’ve made for themselves over the course 
  of the campaign). Kasiyl drops the beaten and blooded foe in 
  front of the player characters and announces that he has done 
  them a favour; they should do one for him in return. 
  If your players do not have enemies, then either wait a few 
  minutes for them to make some, or else have Kasiyl offer them 
  something else valuable but unexpected.
  he will be in a position to greatly reward the player characters if 
  they aid him (check out the Conflicting Stories sidebar on pg 7). 
  Finding Hwehalokharl: If the group has already played through 
  Adventure 3: Ihatei!, then their decisions there determine where 
  they can find Hwehalokharl. What happened in the camp on 
  Kteireo? Are the young Aslan fighting on Fantasy, or Hilfer, or 
  stuck in the ongoing war on Akoaft? Are they still sitting in the 
  camp, arguing over which planet to invade next? 
  If they have not played through Ihatei yet, then you can segue 
  into that adventure now, or just have Hwehalokharl be one of 
  the many Aslan staying at the camp on Kteireo. Tracking him 
  down once the characters know the right system requires a 
  Very Difficult (-4) INT + Investigate check taking 1-6 months 
  if the PCs have no more efficient way of finding him; give the 
  players plenty of DMs for clever plans or efficient use of their 
  contacts or allies. Failure means that Hwehalokharl has moved 
  to another system before the PCs find him.
  The characters may also obtain rumours about Hwehalokharl’s 
  movements and background with an Average (+0) SOC + 
  Carouse or Investigate check taking 1-6 days each, with DM-2 
  if the characters have no Aslan with them. If they successfully 
  obtain rumours, roll on the table below. Rumours 6- are false; 
  rumours 7+ are true.
  2D
  Rumour
  2
  Hwehalokharl died in battle (false – he was merely 
  wounded and has since made a full recovery)
  3-4
  A false rumour about Aslan ihatei raids sends the 
  characters in the wrong direction (DM-1 to their next 
  attempt to find the Aslan)
  5-6
  Hwehalokharl's flying a standard 100-ton ihateisho 
  scoutship (false – he arrived on Kteireo on one)
  7
  Rumours of Hwehalokharl's current location give 
  DM+1 to checks to find him
  8-9
  Hwehalokharl is part of the retinue of an Aslan ihatei 
  from the wealthy Yerlyaruiwo clan. They are flying a 
  powerful 1,000-ton Aositoah cruiser, commanded by 
  Teirlas. Knowing this gives DM+1 to checks to find him, 
  as the characters can search for Teirlas instead.
  10-11 Hwehalokharl's father is an Aslan of some importance 
  – a respected earleatrais judge. His father's influence 
  helped get him his position.
  12
  By chance, the characters arrive at the same time as 
  Hwehalokharl visits the current system. 
  The Exile & The Princess
  If the player characters spend time on Drinax, one of them 
  may see Princess Rao in deep conversation with Kasiyl. 
  This whole scene is partly her doing. Does she have 
  Kasiyl’s best interests in mind, or is the ensuing chaos 
  her design? Is she trying to cause chaos and strife in the 
  Aslan Hierate to weaken them before Drinax makes its 
  declaration? Rao’s manipulations are further explored in 
  Adventure 9: Blood of the Star Dragon. 
  The Quarry
  Kasiyl explains that he wishes to speak to another Aslan, a 
  young ihatei named Hwehalokharl, who recently came of age 
  and embarked on a quest for territory as is traditional. His 
  contacts in the Hierate report that Hwehalokharl arrived at the 
  camp on Kteireo six weeks ago.  Hwehalokharl must be taken 
  alive.
  Kasiyl initially refuses to explain what he wants with the young 
  male, but if the players insist, he admits that Hwehalokharl 
  is the key to restoring Kasiyl’s honour, and that he needs 
  Hwehalokharl to find the boy’s father who wronged him. Any 
  more than that is a private matter – although he does hint that 
  
   
  4
  caPTuring The Quarry
  Hwehalokharl serves on board an Aslan cruiser commanded 
  by his distant relative Teirlas of the Yerlyaruiwo. That clan (as 
  Kasiyl can tell the PCs, or as a character with any knowledge of 
  the Hierate knows) are one of the most powerful and influential. 
  Together with their allies and vassals, they are the single most 
  powerful bloc in the Aslan ruling council, the Tlaukhu. The 
  Yerlyaruiwo see themselves as the keepers of Aslan honour 
  and tradition. They are also politically conservative, preferring to 
  keep the peace with the Imperium and make small, incremental 
  expansions of Aslan territory instead of gambling on all-out war. 
  As the Hierate slowly shifts towards trade and industry instead 
  of combat, the influence of the Yerlyaruiwo is slowly diminishing. 
  What that means, for the player characters, is that Teirlas is 
  wealthy and powerful enough to be given a ship ten times larger 
  than the average gift to a young male, that crossing him will 
  have dangerous repercussions, and that he’s unlikely to be 
  willing to risk too much – he will not be raiding deep into the 
  Reach, but will use his firepower and family name to claim a 
  respectable territory somewhere closer to home.
  Once the characters locate Teirlas’ ship, they need to capture 
  Hwehalokharl alive. There are several options for this, and the 
  players may, of course, come up with their own schemes. If 
  present, Kasiyl suggests challenging Teirlas or else shadowing 
  and kidnapping Hwehalokharl. 
  Direct Attack: If the pirates can take down a 1,000 ton cruiser 
  (Alien Module 1: Aslan, p. 94) with the vessels they have on 
  hand, they can try attacking the ship directly. There are likely 
  other Aslan ships in the area that will come to Teirlas’ aid, so the 
  pirates may only have a few rounds in which to incapacitate the 
  cruiser. Teirlas fights on for as long as he can (surrendering only 
  if his ship is unable to continue, or if reduced to Structure 6 or 
  less), but will hand Hwehalokharl over to keep his crew alive if 
  the characters give him that option. 
  See Teirlas’ Retinue, below for details on his crew and their 
  abilities. 
  Infiltrate & Kidnap: If any of the PCs are Aslan, they can 
  attempt to join Teirlas’ crew by posing as ihatei or mercenaries 
  and succeeding at an Average (+0) SOC + Persuade check. 
  Non-Aslan may do the same at DM-4. Alternatively, the 
  characters could break into the ship when it’s docked or 
  landed. From there, they must sneak through the ship and 
  locate Hwehalokharl. His cabin is the second stateroom aft of 
  the shrine on the quarter deck; when on duty, he can be found 
  usually on Deck 2; Teirlas has converted the missile storage 
  bay into a war room for planning ground invasions. 
  Shadow & Kidnap: The best, albeit slowest option for the player 
  characters is to follow Teirlas’ ship until it lands, then follow 
  Hwehalokharl until they can grab him when he is vulnerable. 
  Teirlas spends 2D weeks in whatever system the players found 
  him in (likely the same world they redirected the ihatei too in 
  Adventure 3), before returning to Tliowaha (Tliowaha/0308) for 
  celebration. Shadowing the cruiser may require a chain of Pilot, 
  Sensors and Astrogation checks.
  War & Kidnap: Teirlas and his retinue are looking for a war 
  where they can win territory. All the PCs need to do is shadow 
  the cruiser until it lands, sneak onto the battlefield, and grab 
  their target.
  Challenge: A Difficult (-2) Territory + Diplomacy check lets the 
  characters convince Teirlas to accept a challenge to a duel – 
  he will hand over Hwehalokharl if the PCs put up something 
  equally valuable in exchange. It’ll be a two-on-two fight – Teirlas 
  and Hwehalokharl against two player characters.
  Teirlas’ reTinue
  Teirlas has some 500 Aslan followers, between the hundred or 
  so on board his cruiser, those following along in an Owatarl-
  class 600-ton tender that carries the bulk of his supplies, and 
  a swarm of 100-ton ihateisho scouts. The loudest are landless 
  males, second- and third-sons of wealthy Aslan who came of 
  age in the last akhuaeuhrekhyeh ceremony, but most of them 
  are older males from lower social levels who follow the banners 
  of the richer young bloods, veteran female mercenaries who’ve 
  fought alongside ihatei before, and a few ambitious female 
  technicians and pursers from poorer families hoping to attract a 
  wealthy husband. 
  Notable members of the retinue:
  Teirlas: A scion of the Yerlyaruiwo, Teirlas was born to rule. 
  Travelling in aslan sPace
  Refer to Adventure 3: Ihatei for rules on travelling in Aslan 
  space. Restrictions on Kasiyl and the risk of assassins still 
  apply. 
  During The Hunt...
  Use the time spent hunting for Hwehalokharl to put the 
  players into an Aslan frame of mind. This adventure is 
  all about the balance between clans, between public and 
  private perceptions of honour, between the instinctive Aslan 
  hunger for territory and expansion and their increasing 
  dependence on trade with the Imperium. While it’s 
  presented as a simple heist – find Hwehalokharl, restore 
  Kasiyl to a place of power, get rewarded by him – the 
  situation is actually much more complicated. Players who 
  blindly follow Kasiyl’s instructions will find themselves 
  making things worse for Drinax and themselves. 
  
   
  5
  Thousands of years of Aslan history and honour stand behind 
  him; he is the descendant of kings. The Yerlyaruiwo are perhaps 
  the oldest and most respected of the clans, the true aristocracy. 
  He stands to inherit vast estates deeper in the Hierate if any of 
  his uncles dies without issue, so this whole expedition into the 
  Reach is a chance for him to see the galaxy and have some fun, 
  not the life-of-death scrabble for territory it is for others. He’s 
  therefore fascinated by humans and other strange creatures, 
  and is eager to learn more about life outside the Hierate. 
  If the player characters cross him or attack him, though, he will 
  strike back with the full fury of his clan. 
  Playing Teirlas: You are a warrior prince, born with a silver 
  spoon in your mouth and an ancestral sword in your claw. You 
  are the chosen one. 
  Age 16, 0 Aslan terms 
  STR 11(17) DEX 9 (12) 
  END 8 INT 9 
  EDU 10 SOC 13
  Battle Dress 1, Leadership 1, Gun Combat (slug) 2, Jack-of-all-
  Trades 1, Tactics 0, Drive 0, Melee 0, Tolerance 0
  Armour 19 (TL14 Aslan Battle Dress), Autorifle (3D)
  Hwehalokharl: As befitting the son of a respected earleatrais, 
  Playing Hwehalokharl: Be slightly self-effacing, nervous, even 
  nerdy. Then remind the humans that you’re a seven-foot-tall 
  alien bred for war.
  Age 22, 2 Aslan terms 
  STR 9 DEX 8 
  END 7 INT 10 EDU 10 SOC 9
  Diplomat 1, Melee (Claw) 1, Advocate 1, Gun Combat (Slug) 1, 
  Social Science (history) 2, Stealth 1, Tolerance 1
  Armour 9 (Combat Vacc Suit) Autorifle (3D)
  Hwehalokharl is a studious young Aslan, always with his snout 
  buried in a scroll. He was lucky to meet up with Teirlas, and 
  hopes that their association will last beyond this expedition – a 
  place in Teirlas’ court as a councillor or envoy would be ideal 
  for him. He knows Kasiyl’s case – he’s studied his father’s 
  career – and remembers that there were several meetings with 
  senior emissaries from other clans, which is unusual, as such 
  cases are normally decided only by consultation with tala’tyaeo 
  and tala’si’khiraeohaor, scrolls of the ancestors and scrolls of 
  precedent. 
  He considers non-Aslan to be unpredictable, uncultured 
  barbarians who commit random acts of violence, and the only 
  safe and sane response is to get away from them as quickly as 
  possible.
  Easteakh: Not all of the ihatei are young nobles; Easteakh has 
  twenty years of battle experience on Teirlas. He is one of the 
  host of veteran warriors who sign on with whatever ihatei has 
  ships and guns to supply them. He’s notoriously unlucky to have 
  never won his own territory despite all the wars and campaigns 
  he’s fought in – it’s not for lack of courage or fighting skill. His 
  lack of territory makes him morose and prone to depression, but 
  he is terrifyingly fierce when roused.
  Playing Easteakh: Always look on the dark side. Always 
  anticipate what is going to go wrong. Always expect the worst – 
  and then hit it with your giant axe.
  Age 36, 5 Aslan terms 
  STR 12 DEX 7 
  END 10 INT 6 
  EDU 4 SOC 4
  Battle Dress 1, Pilot (spacecraft) 1, Gunnery (turret) 2, Engineer 
  (jump) 2, Mechanic 2, Melee (blade) 2, Heavy Weapons (man 
  portable) 3, Leadership 1, Independence 2, Jack-of-all-Trades 
  2 
  Armour 17 (Ceremonial Combat Armour), Heavy Machine Gun 
  (4D+4, Auto 8), Reaver’s Axe (4D)
  
   
  6
  Teeahta: Teeahta comes from a low-ranked Aslan family, but 
  ranks and lineages do not mean as much out on the hunt, so 
  she and Teirlas share a bed. This is precisely why she went to 
  the ihatei camp – young males hunt territory, and some females 
  hunt young and promising males. Her family groomed her to be 
  a suitable match for a higher-ranking ihatei – she spent years 
  learning the finer arts of estate management and etiquette, while 
  also studying to be a combat pilot and weapons technician. 
  Aslan males can marry multiple females if they have the territory 
  to support them; Teeahta cannot expect to be his first wife, but 
  even becoming Teirlas’ second or later wife would be a huge 
  advancement in her family’s standing in Aslan society. She’s 
  therefore fiercely protective of her new lover. 
  Playing Teeahta: By Aslan standards, she is a stereotype – 
  the ‘ambitious female who studies combat and technical skills 
  purely to attract an ihatei noble’ – but there’s no comparable 
  concept in human society. Play her as a cross between a hot-
  shot fighter pilot and a Jane Austen character.
  Age 20, 1 Aslan term
  STR 8 DEX 10 
  END 8 INT 9 
  EDU 11 SOC 5
  Pilot (Spacecraft) 3, Sensors 1, Computers 1, Mechanic 1, 
  Zero-G 1, Admin 2, Comms 0, Gun Combat 0, 
  Armour 9 (Combat Vacc Suit) Autorifle (3D)
  Sahri: Sahri is another veteran campaigner. Unlike Teeahta, 
  she has no interest in marrying and taking care of some land-
  owning male – she’s in this purely for the money. She is a 
  professional mercenary, specialising in running campaigns for 
  ihatei. She has fought in wars all along the Aslan border. Of all 
  of Teirlas’ retinue, she has the most experience in dealing with 
  aliens from outside the Hierate. 
  Playing Sahri: Is the current situation helping your employer win 
  territory, and therefore helping you get paid? If not, then make 
  the current situation go away. Do not let the nonsense that 
  males and aliens (and especially male aliens) seem to cause 
  wherever they go stop you from getting paid.
  Age 28, 4 Aslan terms 
  STR 7 DEX 8 
  END 9 INT 9 
  EDU 7 SOC 6
  Engineer (jump) 2, Broker 1, Melee (claw) 2, Gun Combat (slug) 
  1, Mechanic 1,  Tolerance 2, Carouse 1, Stealth 2, Streetwise 1, 
  Sensors 2, Computers 1, Comms 2, Gunner (turret) 2. 
  Armour 9 (Combat Vacc Suit) Autorifle (3D)
  Uhto: An eager young Aslan, Uhto is typical of most of the males 
  in Teirlas’ retinue – he is out on his own for the first time, and 
  wants to fight; to see the galaxy, and to claim a chunk of it as his 
  territory. Every cell in his body yearns for a land to call his own.
  Age 16, 0 Aslan terms
  STR 9 DEX 8 
  END 7 INT 10 EDU 10 SOC 9
  Mechanic 1, Gun Combat (slug) 2, Gunner (turret) 1, 
  Independence 1
  Armour 9 (Combat Vacc Suit) Autorifle (3D)
  
   
  7
  Once the characters have secured Hwehalokharl, they need 
  to stash him somewhere safe while they approach his father 
  Lokharl.
  If Kasiyl has not already explained why he wants Hwehalokharl, 
  he does so now, telling the characters that he was wronged by 
  Hwehalokharl’s father and that he intends to expose the crime 
  and reclaim his place in Aslan society. The characters may 
  question Hwehalokharl on the topic; an INT + Persuade check 
  is needed to get the young Aslan to discuss the matter while in 
  captivity. See Conflicting Stories for details. 
  Kasiyl suggests that the characters leave Hwehalokharl in 
  his custody on some obscure moon or other pirate hideaway 
  while they head into the Hierate and make contact with Lokharl. 
  Paranoid player characters may prefer to put Hwehalokharl 
  somewhere safer (or somewhere away from the vengeful 
  Kasiyl) – they could, for example, call in a favour and have 
  Hwehalokharl imprisoned in the Gravity Dungeons on the 
  Floating Palace. 
  Now that they have Hwehalokharl, they can move onto the 
  second phase of Kasiyl’s plan. 
  The seconD Phase
  Kasiyl wants the player characters to travel into the Hierate, find 
  Lokharl, and force the old earleatrais to admit that his ruling was 
  wrong, and that Kasiyl should never have been exiled. Kasiyl 
  tells the characters the following:
  • 
  Lokharl is likely somewhere on the planet Tlaiowaha. That 
  really doesn’t pin it down much – Tlaiowaha’s population 
  is in the billions – but he’s a respected elder statesman. 
  Finding him won’t be that hard; threatening him will be 
  trickier.
  • 
  Both Kasiyl’s aunt Fyohierl and his sister Aual are in the 
  Tlaiowaha system; his sister has better connections, but his 
  aunt may be more willing to help. If pressed, Kasiyl admits 
  that it was his aunt who started the War of Assassins that 
  led to Kasiyl’s disgrace, and that the aunt lost considerable 
  standing as a result of Kasiyl’s actions. 
  • 
  Once they have made contact with Lokharl, they need 
  to force him to confess his misdeeds. Kasiyl suggests 
  amputating one of Hwehalokharl’s dewclaws and bringing 
  it as proof. However, they need to avoid attracting the 
  attention of the Aslan security forces – if Lokharl alerts the 
  clan authorities that humans are threatening him, it will 
  put the whole plan into jeopardy. Tlaiowaha is, obviously, 
  a Tlaiowaha world and Lokharl is of the Yerlyaruiwo. The 
  Aslan do not have a police force or security service in the 
  same way human governments do – each clan takes care 
  of its own. Therefore Lokharl would either have to beg a 
  favour from the Tlaiowaha or rely on whatever limited forces 
  the Yerlyaruiwo have available on Tlaiowaha – either way, 
  the odds are not overwhelming.
  • 
  Fortunately, Kasiyl knows that the territory of Lokharl’s 
  elder son is precariously located on a world likely to be 
  captured by another clan. The old man cannot afford to risk 
  the loss of his other son. Kasiyl believes that Lokharl will 
  make a deal rather than sacrifice Hwehalokharl. 
  • 
  The characters must also work out a way of ensuring that 
  their threats have bite – they need to put Lokharl under 
  pressure. Kasiyl suggests a time limit – Hwehalokharl will 
  be executed within, say, XX weeks if Lokharl does not 
  comply.
  • 
  Once the characters have Lokharl’s confession, they 
  must present it to the Ahroay’if clan elders on the world of 
  Stoyhus, and have them lift Kasiyl’s exile. 
  • 
  Lokharl’s recantation of his judgement will start the war 
  between the Ahroay’if and the Tokohfealr once again – 
  escalating it from a War of Assassins to a Strictly Limited 
  War. Kasiyl asks that the adventurers stand ready to join in 
  this war, as both clans will want it over and done with as 
  quickly as possible, so having more combat-ready forces 
  on hand will give Kasiyl the advantage.
  • 
  Once he has been restored to his place of honour at the 
  right clan of the Ahroay’ifko, the clan leader, then Kasiyl will 
  be able to reward his human allies from Drinax for their aid 
  and hospitality. 
  2. The caPTive
  Conflicting Stories
  Both Kasiyl and Hwehalokharl agree that Lokharl was the 
  earleatrais in the War of Assassins between the Ahroay’if 
  and Tokohfealr, and that Kasiyl’s killing of a rival noble 
  is usually legal within the strictures of such a war. Kasiyl 
  argues that any killing, regardless of method, is allowable 
  under Aslan custom. Hwehalokharl says that Kasiyl’s crime 
  was overkill – he used a wye’oiheasarl, an Aslan weapon 
  comparable to a PGMP. Such guns are supposed to be 
  restricted to the battlefield, and not deployed in civilian 
  areas. 
  Hwehalokharl does remember several nobles from the 
  Yerlyaruiwo clan visiting his father during the deliberations, 
  but that means nothing – his father was, at the time, a very 
  important counsellor within the clan, and the Kasiyl case 
  was not the only matter occupying his time.
  
   
  8
  Prisoner comPlicaTions
  Roll 2D, applying the DMs noted below. On an 8+, the PCs avoid 
  a complication – if the roll fails, choose from the options listed or 
  roll 1D. If the player characters are not present to deal with the 
  complication, the referee may choose to either determine the 
  results himself, or have the players play secondary PCs.
  • 
  DM+1: The players find a very secure hiding place for 
  Hwehalokharl
  • 
  DM+2: Hwehalokharl is placed in suspended animation or 
  similar restrictions
  • 
  +Deception: The players take pains to hide their movements
  • 
  DM-1: The Pirates are an Irritant to the Aslan Hierate (as 
  per the Standing rules)
  • 
  DM-2: The Pirates are Infamous foes of the Aslan Hierate
  • 
  DM-3: The Pirates are Enemies of the State in the eyes of 
  the Aslan Hierate
  • 
  DM-1: The players leave Kasiyl in charge of watching over 
  the prisoner
  • 
  DM-1: Teirlas is in pursuit of the PCs 
  • 
  DM-1: The PCs have an Enemy or Rival who might cause 
  trouble in this instance.
  1. 
  Escape: Hwehalokharl manages to break out of his prison 
  and escapes on board a stolen ship (jump-capable if one 
  is available). Once he learns where he is, he tries to return 
  to Hierate space as quickly as possible. If the PCs or their 
  agents cannot recapture him before he reaches the safety 
  of the Hierate, their plan to pressure Lokharl is doomed. 
  2. 
  Rescue Attempt: Teirlas (or another Aslan ihatei) attempts 
  to storm the hiding place to rescue Hwehalokharl. If Teirlas 
  is aware of the plot, then he arrives in his cruiser; otherwise, 
  it is 1D 100-ton ihateisho raiders. If the Aslan are able to 
  rescue Hwehalokharl, they carry him back to the Hierate.
  3. 
  Kasiyl’s Fury: In a fit of anger, Kasiyl attacks Hwehalokharl. 
  His frustration at his long exile boils over, and he takes 
  his wrath out on Lokharl’s son. Throw 2D; on an 6+, 
  Hwehalokharl is merely injured. Otherwise, he is mortally 
  wounded and requires a Medic roll to save his life.
  4. 
  Pirate Raid: A rival pirate attacks the hiding place. Choose 
  a suitable pirate from those listed in Section 10 of the 
  Pirates of Drinax Campaign Overview. Roll 2D; on an 8+, 
  Hwehalokharl is captured.
  5. 
  Sickness: Hwehalokharl falls seriously ill – he needs an 
  expert in Aslan biology or a TL13+ medical facility to make 
  a recovery. Otherwise, he perishes in 6D weeks.
  6. 
  Prince Harrick’s Interference: Prince Harrick of Drinax 
  discovers that the pirates have kidnapped a member 
  of the influential Yerlyaruiwo clan. The last time Drinax 
  attracted the wrath of the Aslan, the Ahroay’if clan bombed 
  Drinax from orbit and brought an end to the old Kingdom. 
  This cannot be allowed to happen again! Prince Harrick 
  demands that the prisoner be released!
  
   
  9
  The Tlaiowaha system.
  Named after the clan that conquered it, in the heady years of 
  the first expansion into the space across the Great Rift. The 
  Tlaiowaha Clan are one of the great clans, the Tlaukhu; they 
  are the traders and merchants of the Aslan, the engine of the 
  Aslan economy. If the Yeryaruiwo are the keepers of Aslan 
  honour, then the Tlaiowaha are the keepers of the Aslan coffers.
  Tlaiowaha is not their homeworld, but it is their stronghold. 
  The planet itself is a sun-scorched ball of hot rock, barely 
  big enough to hold an atmosphere, but its wealth is in the 
  constellation of moonlets and asteroids that orbit it. This is the 
  Tlaiowaha Anchorage, the main Aslan base in this sector. It is 
  operated by the Tlaiowaha Clan, but they have arrangements 
  with a dozen other clans to berth and maintain their warships 
  here. There are uncounted thousands of ships here; enough to 
  conquer every world from Drinax to Pax Rulin, enough to turn 
  the whole Trojan Reach into ash. 
  3. in The Jaws of The BeasT
  Breaking the Law
  The Aslan do not have police or security. They have clan agents. 
  A clan agent is legally entitled to investigate and safeguard 
  the affairs and interests of the clan. So, if a Yerlyaruiwo is 
  robbed on a Tlaiowaha world, and is unable to deal with the 
  problem himself, he would contact the local Yerlyaruiwo clan 
  agent and have her handle the problem. Think of clan agents 
  as a cross between private detectives, freelance police and 
  mafia goons (“these guys causing you trouble? You want me 
  to rip their throats out”).  On some planets, a clan might have 
  thousands of clan agents on site, specialising in different 
  types of problems. On others, a clan agent might visit once 
  every few months, like a wandering sheriff.
  If the player characters break the law on Tlaiowaha, roll 2D 
  and apply DMs as follows:
  Pirates travelling under false identities: -1
  Mild violence (non-lethal combat): +2
  Minor property damage or theft: +0
  Major property damage or theft: -2
  Use of heavy weapons: -4
  Attack on member of the Tlaiowaha Clan: -2
  Guide passing on information to relevant clan: -2
  Results
  If the result is a 6 or less, then the characters are targeted by 
  a Clan Agent. The Tlaiowaha, as the dominant clan on the 
  planet, can deploy overwhelming force if they wish (say, one 
  Battle-Ready Clan Agent per player character). Other clans 
  must rely on more subtle means – 1-3 Investigative Clan 
  Agents.
  Battle-Ready Clan Agent
  Age 34, 6 Aslan terms 
  STR 11 DEX 10 END 12 INT 8 
  EDU 8 SOC 8
  Investigate 2, Gun Combat (energy) 3, Sensors 2, Streetwise 
  2, Stealth 1
  Armour 19 (Aslan Battle Dress, Grav Assist, Vislight 
  Chameleon), Laser Rifle (5D+3)
  Investigative Clan Agent
  Age 22, 2 Aslan terms 
  STR 9 DEX 8 
  END 7 INT 10 EDU 10 SOC 9
  Diplomat 1, Melee (Claw) 1, Advocate 1, Gun Combat (Slug) 
  1, Social Science (history) 2, Stealth 1, Tolerance 1
  Armour 9 (Combat Vacc Suit) Autorifle (3D)
  If the result is 7-9, then the Tlaiowaha assume that the situation 
  is the result of human foolishness; instead of a clan agent, 
  they assign a Tlaiowaha guide to the characters (replacing 
  their existing guide, if any).
  If the result is 10+, the crime passes without comment.
  PiRacy
  Piracy here is absolute suicide. It is the most heavily trafficked 
  naval base in the entire sector. If players are stupid enough 
  to try, they get targeted by spinal meson guns and fusion 
  cannons immediately. They are toast.
  A mere fraction of the Aslan’s strength would be enough to 
  shatter the Kingdom of Drinax once more.
  Travelling past the fleets of ships, past the countless cruisers 
  and assault carriers and multi-thousand-ton capital ships – each 
  one painted in the heraldry of a different clan, and decorated with 
  calligraphic scrolls describing the history and glorious deeds 
  of the captains – the characters are intercepted by Tlaiowaha 
  System Defence Boats. Security is immensely tight here; if the 
  characters resist, they are dead in space. If they are in an Aslan 
  ship, or have up-to-date and verifable papers of passage from 
  Tyokh (see Adventure 3: Ihatei!), then they can get through 
  customs without incident as long as they pass an Average (+0) 
  SOC + Admin check and aren’t carrying any contraband. Apply 
  DM-1 if the characters standing with the Aslan is 0 to -5, and 
  DM-2 if it’s worse than -5.
  If they are carrying illegal weapons or other items, then have 
  a player throw two dice; they need a 10+ to pass the check. 
  Hidden storage compartments, creative sensor jamming and 
  clever distractions give DMs at the discretion of the referee.
  
   
  10
  If there are any problems with the characters’ travel papers, 
  cargo or weapons, or if they arouse suspicion in any way, 
  they are diverted to a secure station orbiting Tlaiowaha for 
  questioning by Aslan security. There are tales of unlucky human 
  travellers vanishing for months or even years if the Aslan are 
  not satisfied by their stories. 
  access To The anchorage
  Docking space at the Anchorage is hotly contested; it costs an 
  extortionate Cr.10,000 for a docking bay. 
  Moving through the Anchorage is disconcerting for humans 
  unused to Aslan environments. The artificial gravity pulses 
  faintly, as though the whole asteroid has a heartbeat. Small 
  animals – or maybe robots in meat suits – scurry through the 
  artificial underbrush. As Aslan love open expanses of territory, 
  then every wall is covered by a hologram or view screen looking 
  out over some alien savannah, making it seem that every 
  structure, even the smallest, is bigger on the inside. The air 
  smells of sweat and blood, and there’s a constant underlying 
  hum of violence, of threat. Humans describe it, correctly, as the 
  feeling of being prey.
  Guides
  Once the characters land at the Anchorage, they are offered 
  a choice of guides. Most human visitors to Aslan space rent 
  an artificial intelligence agent or robot to advise them on the 
  intricacies of Aslan custom and culture, but there are also plenty 
  of Aslan ‘interpreters’, ‘advisers’, ‘guides’ and ‘bodyguards’.
  AI or robot guides cost Cr.2,000 for the entirety of the characters’ 
  time in Tlaiowaha space, but are programmed to report anything 
  suspicious to the Tlaiowaha clan. Disabling this protocol requires 
  a Formidable (-6) EDU + Computers or Comms test; failure 
  alerts the Tlaiowaha to the attempted tampering. Possession 
  of such a guide machine indicates that the traveller is a wealthy 
  but inferior visitor and should be treated kindly, as one would 
  deal with a child. Characters do not need to roll on the Reaction 
  Table (see below) when accompanied by a guide machine.
  Aslan guides range in cost from Cr.25 to 250 per day; they have 
  a Reaction Table DM of +0 to +4, and a cost of their DM + 1D 
  x Cr.50. Roll 2D on the Clan Table to see which clan the guide 
  reports to. 
  Clan Table
  2-3: Minor or No Clan
  4-5: Ahroay’if
  5-8: Tlaiowaha
  9: Yerlyaruiwo
  10: Tokohfealr
  11: Syoisuis
  12: Roll again twice: the first time for the clan that the guide 
  pretends to be from, and the second for the clan that the guide 
  is really reporting to. Treat a re-roll of a 12 as No Clan the first 
  time it happens, and Syoisuis the second time. 
  Guides gain DM+1 on the Reaction Table when dealing with 
  representatives of their own clan.
  No Guide
  If the characters do not have a guide or interpreter with them, 
  then they have DM+0 on the Reaction Table. 
  Reaction Rolls 
  Aslan often do not react well to outsiders. Alien Module 1: Aslan 
  has detailed reaction rules on p.139; if you prefer a quick-and-
  dirty system, roll 2D whenever the PCs encounter an Aslan, 
  applying their Reaction DM.
  2 or less: Belligerent. Roll again; on an 8+, the Aslan challenges 
  the PCs to a fight or just attacks. Otherwise, treat as Hostile.
  3 to 5: Hostile. The Aslan has no interest in helping the PCs. At 
  the very least, they are rude; they may also go out of their way 
  to interfere with the player characters’ plans or report them as 
  troublemakers.
  6 to 9: Disinterested. The Aslan has little interest in helping, but 
  a bribe or incentive of some sort convinces the alien to at least 
  listen to the PCs’ request.
  10 or more: The Aslan is helpful or even enthusiastic about the 
  request. 
  Finding Lokharl
  It is exceedingly difficult for the characters to find Lokharl on 
  their own. As a distinguished diplomat, he values his privacy. 
  He has no public presence on the TL14 equivalent of social 
  media. The obvious route – and the one recommended by a 
  reputable guide – is to contact the Yerlyaruiwo representatives 
  who deal with business from outside the Hierate and ask them 
  to arrange a meeting with Lokharl. Alternatively, The PCs can 
  make their own enquiries outside the usual channels, or go to 
  one of Kasiyl’s relatives and ask them for aid. 
  Through Clan Channels
  A successful Very Difficult (-4) SOC + Diplomat check coupled 
  with a suitable explanation of why they need to speak with 
  Lokharl gets the characters a meeting through the Yerlyaruiwo 
  representatives. As part of this process, the Yerlyaruiwo carry 
  out background checks on the PCs, so apply DMs as follows:
  -1: The PCs do not have any Aslan among them
  -2: The PCs’ Standing with the Hierate is 0 to -5
  -4: The PCs’ Standing with the Hierate is -6 or less
  -4: Tierlas has returned to Aslan space and knows the PCs 
  abducted Hwelokharl
  If the result is 2-, then the Yerlyaruiwo report the PCs as spies 
  to the dominant Tlioawaha clan – see Breaking the Law, p.9). 
  
   
  11
  Through the Bureaucracy
  If the PCs cannot come up with a plausible reason why a bunch 
  of suspicious ‘free traders’ from outside the Hierate would need 
  to speak with an Aslan judge, then their requests are channelled 
  through the surreal realm of Aslan bureaucracy. The Yerlyarui 
  agents stare at the PCs suspiciously, then direct them down to 
  the Paper-shuffling and mundane record-keeping is not suitable 
  work for a noble Aslan warrior; in the past, it was done by slaves 
  or captured aliens. In these more enlightened, modern times, 
  it is done by robots and computers, but tradition dictates that 
  certain records are still kept on paper. So, the characters are 
  shown to a vault where TL14 humanoid servitor robots consult 
  leather-bound tomes and scrolls. A successful Difficult (-2) EDU 
  + Admin check is required to start the search; there is a 1-in-6 
  chance per week that the characters actually get an answer out 
  of the bureaucratic system
  Hitting the Streets
  And the corridors. And the corridors that are holographically 
  disguised as endless forests. And the floating cities overhead. 
  There is not a lot of real land on Tliaowaha, but there is still a lot 
  of ground to cover.
  A Very Difficult (-4) INT + Streetwise check taking 1-6 days lets 
  the characters track Lokharl down through their own devices. 
  Failure means the characters offend a group of Aslan (perhaps 
  by trespassing into the wrong area, making enquiries in the 
  wrong bar, asking the wrong questions, or just by being aliens.) 
  Roll 2D each for the number of Aslan and their average SOC, 
  and once on the Clan table for their clan.
  Socialising
  A Very Difficult (-4) SOC + Carouse check taking 1-6 hours gives 
  the character a chance to make a contact who knows Lokharl. 
  After the test, roll 2D; on an 8+ and the test was successful, the 
  character gets an introduction. On a failure, or on a 7- on the 
  second roll, the character takes that much damage from potent 
  Aslan liquor or bar brawls.
  aual, Kasiyl’s sisTer
  Aual is one of the Ahroay’if representatives to the Ya’soisthea, 
  the interclan body that dominates Aslan politics coreward of 
  the Great Rift. She is a member of the New Horizon faction 
  of the clan, a group that believe that the Ahroay’if’s – and the 
  Ya’soisthea’s –future lies in trade with the Imperium. She wears 
  human-style clothing, and speaks excellent Galanglic. She 
  even eats human-style, preferring dead meat as opposed to live 
  (or psuedo-live) prey.
  Invoking Kasiyl’s name gets the characters a meeting with her, 
  but she is not sympathetic to her brother’s cause. Her brother 
  has always been a troublemaker, unwilling to listen to the 
  wisdom of the clan elders. He came under the influence of their 
  aunt Fyohierl at an impressionable age, which is never a good 
  thing. Worse, he associated with the Syoisuis, the clan of spies, 
  assassins and conspirators, and thought himself cleverer than 
  everyone else. Now look at him – a beggar living in the ruins of 
  a world devastated by his own ancestors!
  She meets the characters on board a Ahroay’if courier vessel 
  docked at the Anchorage, where she can trust the crew and 
  ensure that she is not being spied upon. Aual urges the 
  characters to return to Kasiyl and tell him to release Hwelokharl, 
  to avoid destabilising relations between the clans. However, 
  good roleplaying (playing on her loyalty and love for her brother) 
  coupled with a successful Persuade roll, convince her to put 
  the characters in touch with Lokharl. She insists that if they are 
  foolish enough to go ahead with Kasiyl’s idiotic scheme, they 
  should go straight to the clan council on Stohyus (Ranib/0805) 
  after speaking to Lokharl and consult with the Ahroay’ifko, the 
  head of the clan himself. They should not presume to meddle in 
  Aslan affairs more than they already have.
  fyohierl, Kasiyl’s aunT
  Fyohierl lives and works on Tliaowaha; she is, according to 
  the sign on her door, the Undersecretary for Customs Traffic 
  Operations. Her cramped office looks more like a junkshop 
  than anything else; unlike every other room the PCs visit on 
  Tliaowaha, she doesn’t have holographic screens to give the 
  impression of open terrain. It is a spacer’s room.  
  On the wall behind her desk is a painting of an Aslan fleet 
  bombing a planet from orbit; this depicts the Ahroay’if fleet 
  bombing Drinax and putting an end to the old Kingdom. Most of 
  the other decorations are prizes from Fyoheirl’s time as a pirate. 
  Alarmingly, there is an ornate human skull inlaid with gold that 
  she uses as a paperweight on her desk.
  Fyoheirl was once a fearsome pirate – “privateer”, she insists, 
  laughing as she pours the characters drinks (even if they have 
  not explained why they are here, they are more interesting 
  than traffic policy meetings). The Ahroay’if used to be great 
  warriors, feared across the Trojan Reach, but they’ve gotten 
  soft and fat in recent generations. Too much trading, not enough 
  fighting. She spotted that the Tokohfearl clan were vulnerable, 
  and started a war to steal territory from them. As an unmarried 
  female, she could not own territory of her own, so she recruited 
  her young nephew Kasiyl to take the lead. It all ended badly for 
  both of them – Kasiyl was exiled, and she was grounded in this 
  dead-end job. 
  
   
  12
  Fyoheirl’s politics is the opposite of her niece – she is part 
  of the Ascendency faction, who want the Ahroay’if to escape 
  the shadow of their patron clan, the Tlaiowaha, and to rise to 
  become part of the Tlaukhu back in the Hierate. To achieve that 
  aim, the Ahroay’if would have to conquer more territory and win 
  influence through combat, not trade. Most of the other members 
  of the Ascendancy faction are elderly male landowners and 
  traditionalist scholars; Fyoheirl just likes fighting.
  When asked about Lokharl, she snarls in anger – she is still 
  furious at her nephew for using a “giant star-spitting plasma 
  death ray” when an assassin’s blade would have been more 
  appropriate, but she hates Lokharl all the more for declaring 
  her war was over on a technicality. However, she doesn’t know 
  where Lokharl is on Tlaiowaha (“they keep him away from me 
  so I don’t rip his throat out”) and suggests that the characters 
  try Aual. 
  However, if they have already tried that approach, she has 
  a backup solution. As Undersecretary for Customs Traffic 
  Operations, she can access the travel schedules of various 
  Aslan dignitaries – and she knows that Lokharl is due to visit a 
  conference on Suiaoir (Nora’a/0308) and he will be travelling on 
  board a Ktiyhui-class Courier (200 tons, J3 – see Alien Module 
  1: Aslan p 89). If the PCs were to intercept that courier and take 
  Lokharl alive, they could force him to confess. Fyoheirl does not 
  recommend that route – it will really annoy the Yerlyaruiwo, and 
  she will have to turn Outcast so they do not arrest her for giving 
  confidential travel data to alien pirates – but if there are no other 
  options, she is willing to risk it.
  She also says that if the characters can get Lokharl’s confession, 
  then they should not waste time bringing it to Stoyhus and the 
  clan elders – they should head straight to Hkakh (Ranib/0807) 
  and reopen hostilities there. If they are willing do this, she will 
  assemble a fighting force and rendezvous with them there.
  a visiT from The shaDows
  At some point while the pirates are searching for Lokharl, they 
  are approached by two Aslan, a male and a female, both of 
  whom wear ornate robes over skintight armour – anyone 
  familiar with Aslan military tech recognises the armour as 
  soisu’hru, assassin’s garb”. The two introduce themselves as 
  Tye and Yekh (‘Star’ and ‘Void’). These are representatives from 
  the secretive Syoisuis clan, a clan of spymasters and assassins 
  technically allied with the Yerlyaruiwo. 
  If the pirates are travelling under assumed names or with false 
  papers, the two Aslan hint that they know exactly who they are 
  talking to. They do not, however, wish to threaten or antagonise 
  the pirates – instead, they are simply curious. What are the 
  pirates looking for in Aslan space? What does it have to do with 
  the outcast Kasiyl? Why, he hasn’t been seen in the Hierate 
  since that shameful war of assassins between the Ahroay’if and 
  the Tokohfealr…
  The Syoisuis thrive on conflict and intrigue – they will help the 
  pirates find Lokharl, and promise to help restore Kasiyl if the 
  player characters bring them Lokharl’s confession first. They 
  also offer the gratitude and assistance of their clan in navigating 
  the treacherous maze of Aslan politics. “We are good friends to 
  have,” says Tye, “especially when no-one else knows we are 
  your friends.” 
  inTercePTing The courier
  Lokharl’s courier ship goes Tlaiowaha->Asoieteal->Fiyleakh 
  (Goertal subsector)->Erasaso->Ehrafou->Sei’eal (Nora’a 
  subsector)->Suiaoir, staying in Aslan space throughout. 
  If the Aslan are already hunting the PCs, then the pirates 
  need to dodge their own pursuers while chasing Lokharl. 
  Otherwise, they face minimal resistance from Lokharl’s crew 
  and bodyguards. Fyoheirl’s data contains not only Lokharl’s 
  planned route, but also security patrol schedules making the 
  attack exceptionally easy. 
  
   
  13
  As befitting a Yerlyaruiwo dignitary of some importance, Lokharl 
  lives on the grounds of a high-security palace. His apartments 
  are in an obscure wing of the fortress, so while the security 
  is tight, it is far from overwhelming. Obviously, visitors to the 
  fortress are not permitted to bring weapons or armour apart 
  from ceremonial weapons like hi’asoi (‘monkey-blades’, worn 
  by humans integrated into Aslan society as a replacement for 
  dewclaws). Sneaking a weapon past the automated scanners 
  requires a Difficult (-2) INT + Deception or Sensors check; 
  failure counts as Breaking The Law (p.9). 
  If the PCs locate Lokharl through official channels (his clan, 
  Aual), then they are escorted past security and straight into his 
  apartments. However, Lokharl is not alone; also attending the 
  meeting are a Yerlyaruiwo ‘handler’ named Yohorlor and one 
  heavily armoured Aslan bodyguard per two PCs. Yohorlor tries 
  to ensure that Lokharl does not discuss the incident involving 
  Kasiyl; the PCs can still extract a confession by distracting or 
  threatening to kill Hwelokharl.
  If the PCs locate Lokharl through unofficial channels (their 
  own investigations, the Syoisuis), then they need to sneak or 
  bypass the fortress’s security (Difficult (-2) DEX + Stealth or 
  INT + Sensors, or SOC + Deception to look like they belong). 
  However, in this set up, Lokharl’s accompanied only by a 
  servant and his nursemaid.
  Lokharl’s apartments are musty and cramped; like Fyoheirl’s, it’s 
  full of mementoes of his old career, but Lokharl seems almost 
  mummified. There are no electronic devices or computers in his 
  rooms other than a few bits of medical equipment; he talks and 
  acts like an Aslan from the days before spaceflight, as though 
  he has retreated into the past. 
  4. loKharl
  TalKing To loKharl
  Lokharl dislikes humans, and makes his distaste clear – he only 
  speaks trokh, the Aslan language, and growls if the PCs use 
  translator devices. His nurse or handler can translate if the PCs 
  do not speak trokh. 
  If asked about Kasiyl, he shrugs and claims he cannot recall the 
  incident. If prompted, or given time to consult his records, he 
  remembers the war between the Ahroay’if and the Tokolfhears. 
  His opinions of the two clans involved are equally dismissive. 
  The Ahroay’if are “fat merchants – they used to be good 
  warriors, but the only warriors left in their ranks are idiots”, while 
  the Tokolfhears are “dirt-grubbing vagabonds who deserve to 
  get their territory taken by the more deserving”. 
  He eventually remembers Kasiyl as “the idiot who used a 
  wye’oiheasarl in a War of Assassins”, and laughs scornfully. 
  It was, he says, an easy decision. He understands that it put 
  an end to the Ahroay’if’s military ambitions, but if they’re going 
  to use inappropriate weapons at the War of Assassins level, 
  then doubtless they would use equally inappropriate tactics at 
  other levels of warfare. War for the Aslan is a form of art, of 
  culture. Humans, Lokharl understands, think that fencing and 
  duelling are refined, cultured forms of violence, where brute 
  impulses are reified into something more. The Aslan do this for 
  all forms of violence. Why, if humans had bombed Drinax from 
  orbit, it would have been nothing more than a blind convulsion 
  of hateful destruction. When the Aslan did it, though, they did it 
  with grace and artistry, turning nuclear annihilation into poetry. 
  
   
  14
  loKharl’s confession
  To extract a confession from Lokharl, the PCs need to tell him 
  that Kasiyl is holding Hwehalokharl, and that the boy will be 
  killed if Lokharl does not admit he was wrong and reverse the 
  judgement that led to Kasiyl’s exile. Optionally, a Routine (+2) 
  SOC + Persuade check may be needed if the players have 
  given Lokharl reason to underestimate them. If they wish to 
  force a confession from Lokharl without alarming the handlers – 
  say, by dropping subtle hints about Teirlas’ retinue – then it’s a 
  Difficult (-2) SOC + Deception check.
  In his confession, Lokharl admits that he was ordered to ruin 
  Kasiyl and the Ahroay’if’s territorial war against the Tokohfealr, 
  and that those orders came from his superiors in the Yerlyaruiwo 
  clan. He does not know why his superiors wished to bend the 
  ancient rules of honour in order to sabotage the Ahroay’if, but 
  he guesses that it has the stink of Ya’soisthea politics. These 
  stars of the Trojan Reach, he complains, are pestilent and vile, 
  and contribute to the moral decay of the Aslan.
  If the PCs have no recording devices with them, then Lokharl 
  writes his confession on a scroll, and seals it with his eaiasu’ikh, 
  his soul-shield or ceremonial seal. To Aslan eyes, such a 
  document carries as much weight as Lokharl’s own voice. 
  The nexT sTeP
  Once the pirates have Lokharl’s confession, they need to decide 
  what to do with it – which clan do they approach?
  Kasiyl’s original plan called for them to bring the confession to the 
  Ahroay’if leaders on the golden world of Stohyus (Ranib/0805). 
  More ambitiously, Fyoheirl wants the characters to bring the 
  confession to Hkakh (Ranib/0807) so she can restart her war 
  of conquest.
  Aual wants the characters to return to Kasiyl and convince 
  him to give up his quest for redemption. That means jumping 
  back to whatever out-of-the-way system the pirates stashed 
  Hwehalokharl. 
  The other options can all be followed right here on Tlaiowaha.
  The Syoisuis may have offered to help the pirates in exchange 
  for early access to the confession.
  More ambitious pirates could try to cut a deal with the Yerlyaruiwo 
  or the Tlaiowaha.
  is This earleaTrais-gaTe?
  Characters (and players!) unfamiliar with Aslan culture may 
  wonder exactly how damaging Lokharl’s confession is. 
  He certainly broke his sacred oath as an earleatrais, the 
  ceremonial ‘referees’ in Aslan warfare. While the earleatrais 
  is supposed to be utterly neutral and incorruptible, that’s 
  rarely the case. Every time one side loses a conflict, 
  someone blames the referee. Sometimes, the earleatrais 
  show blatant favouritism, or are simply incompetent. A 
  Yerlyariowo earleatrais should be much better than the 
  average, but the real scandal here is not Lokharl bending 
  the rules – it is that he was ordered to bend the rules by his 
  clan superiors.
  Is it a minor scandal, or is this going to shatter the entire 
  Hierate and bring down the clans?
  It is somewhere in the middle. Certainly, it is embarrassing 
  to the Yerlyaruiwo, whose reputation is founded on being 
  the keepers of Aslan honour. Their centre of power is back 
  in the Hierate proper, though, so they can brush off the 
  scandal as a mistake made by a minor branch of their clan. 
  The confession will certainly restart the war between the 
  Ahroay’if and the Tokohfealr. 
  At a rough guess, a clan would pay at least MCr.500 to keep 
  such a scandal from seeing the light of day.
  If the players guess correctly that it was the Tlaiowaha that 
  bribed the Yerlyaruiwo to rule against the Tlaiowaha’s own 
  vassals, that that’s far more damaging. It’s an unforgivable 
  breach, and if revealed will shatter the alliance between the 
  two clans. The Ahroay’if will have to return to their more 
  warlike ways; the Tlaiowaha will lose access to the critical 
  dust-spice trade route and be plunged into recession. 
  Stopping that is worth far, far more.
  More than enough to kill for…
  
   
  15
  One does not simply threaten a member of the Yerlyaruiwo 
  and expect to get away with it. Soon after the player characters 
  extract a confession from Lokharl, the Yerlyaruiwo dispatch a 
  team of clan agents to recover the confession and punish the 
  player characters. 
  Roll 2D on the Clan Agent Reaction table to determine how long 
  it takes the Aslan to respond, applying DMs as follows. Stats for 
  Clan Agents are on p.9.
  -2: Teirlas warned the Yerlyaruiwo about the PCs
  -2: The PCs have a Yerlyaruiwo guide
  -1: The PCs went through the Yerlyaruiwo bureaucracy
  -3: The PCs have already caused trouble on Tlaiowaha
  -1: Lokharl is able to alert the authorities within 24 hours
  -2: Lokharl is able to alert the authorities within 2 hours
  -4: Lokharl is able to alert the authorities immediately
  +2: Lokharl is forced to mislead the authorities
  +highest rank of Deception among PCs
  +1 to +4 depending on the degree of preparation and 
  misdirection employed by the PCs
  Result
  Reaction
  1 or less Battle-Ready Clan Agents 
  2-5
  Battle-Ready Clan Agents arrive within 2D minutes, 
  pursue player characters
  6-8
  Investigative Clan Agents arrive within an hour, 
  investigate case
  9-11
  Investigative Clan Agents arrive within 8 hours, 
  investigate case
  12+
  No reaction (apparently, you can threaten a member 
  of the Yerlyaruiwo and get away with it)
  comBaT
  Clan Agents are adept at minimising collateral damage – 
  even a Battle-Ready Agent in full battle dress prefers to use 
  a comparatively weak (but accurate) hunting rifle in most 
  situations, or even closes to melee range to use a fierah thong or 
  a curved taleryu blade to deliver justice. If the PCs are packing 
  heavy weapons, though, the Clan Agents can break out laser 
  rifles or even gravity spears (2D damage, ignores armour). 
  The Clan Agents attempt to take the PCs alive; prisoners are 
  brought before the Yerlyaruiwo elders (see page 18). 
  5. The yerlyaruiwo resPonse
  invesTigaTion
  If the PCs escape with a head start, then roll 2D – the best 
  Deception among the PCs every day. On an 8+, the investigators 
  are on their trail and gain DM+2 to future rolls to find the PCs; 
  they also learn whether or not the PCs are still on Tlaiowaha or if 
  they have left the system. On a 10+, they have found them and 
  arrive in force (Battle Ready Clan Agents if the PCs are still on 
  Tlaiowaha or another Yerlyaruiwo-friendly world; Investigative 
  Agents if they track them down elsewhere). 
  Describe how the PCs feel pursued and hunted by the Aslan; 
  every customs check or starport landing becomes fraught with 
  paranoia. 
  PursuiT Through sPace
  If the PCs are en route to another planet, then the Yerlyaruiwo 
  pursue. The clan allocates a trio of 800-ton J4 Escorts (Alien 
  Module 1: Aslan, p. 99) to carry out the search; if Teirlas is 
  also hunting for the PCs, add his ships to the mix. The escorts 
  pursue the PCs from Tlaiowaha (or from wherever the PCs 
  intercepted Lokharl’s courier), splitting up only if there are 
  multiple potential systems to search. They may be able call on 
  additional Yerlyaruiwo ships in other systems – roll 2D, adding 
  +2 if there is a Tlaukhu  naval base in the system and +2 if the 
  government code is H, L or N; on an 6+, add 1-3 ihateisho 100-
  ton scouts, and on a 10+, add a 1,000-ton Cruiser. 
  If the Aslan intercept the PCs, they demand that they surrender 
  and accompany them to the Yerlyaruiwo stronghold on Iysewekh 
  (Ranib/0610). Refusal is met with lethal force.
  
   
  16
  Let us talk about the delicate balance of the clans, before the 
  player characters blunder in and mess it all up.
  The Tlaiowaha are rich traders, but most of their holdings are 
  back across the Great Rift. In the Trojan Reach, they rely on 
  their vassals, the Ahroay’if, to defend their trade routes and 
  manage their affairs.
  The Ahroay’if were once noted warriors – they are the clan that 
  destroyed the old Kingdom of Drinax – but in recent centuries 
  they’ve become traders and vassals to the Tlaiowaha. They get 
  more wealth from trade than they did from conquest, which is 
  just what the Tlaiowaha want. Stability is good for business.
  When Kasiyl and his aunt Ftoyierl launched their war with 
  the Tokolfeahr, it threatened to disrupt the Tlioawaha’s 
  arrangements with the Ahroay’if. War brings instability, and 
  instability endangers trade routes. However, the Tlioawaha 
  decided they couldn’t risk simply ordering their vassals to 
  give up the chance to conquer – conquest is a birthright of 
  every Aslan male. Instead, they arranged for the war to fail 
  disastrously, undermining their own vassals. They bribed the 
  Yerlyariowo to order Lokharl to find an excuse to rule against 
  the Ahroay’if.
  Kasiyl’s fate was sealed not because he was impulsive or 
  dishonourable, but because merchants hundreds of parsecs 
  away feared that if the Ahroay’if tasted victory, they would 
  hunger for more.
  ahroay’if
  The world of Stohyus (Ranib/0805) is one of the richest worlds 
  in all of known space. It is a planet of fabulous natural beauty 
  and wealth. Few outsiders are ever allowed land on this golden 
  world. The leader of the Ahroay’if clan, the Ahroay’ifko, rules his 
  domain from a magnificent floating palace that glides through 
  the glittering skies like a pleasure-barge cutting through a sea 
  of diamonds.
  The comparisons to Drinax – before an ancestor of this 
  very Ahroay’ifko blasted the planet from orbit – cannot be 
  understated. Here is another outpost of culture and wealth amid 
  the barbarity of the Trojan Reach. 
  The player characters must decide whether they wish to present 
  Lokharl’s confession publicly, to the clan council, or privately to 
  the Ahroay’ifko himself. Aual, if she is with the characters, urges 
  them to act openly at all times.
  6. aPProaching The clans
  Public: The pirates may not be aware of this, but Ahroay’if 
  politics are divided between two factions – the aggressive, 
  expansionist Ascendency faction, and the conciliatory, trade-
  orientated New Horizon. The Ascendants supported the war 
  against the Tokolfeahr, and lost much of their influence when 
  Kasiyl was exiled. Now, many of the New Horizon members 
  have moved to the Tlaiowaha system and other worlds closer to 
  the trade routes, leaving the Ascendants in control of the clan’s 
  ceremonial court, but bereft of wealth or power. 
  That means that the pirates get a very warm response from 
  the court, and are treated as heroes for bringing proof of the 
  Yerlyaruiwo’s perfidy – but they don’t actually have the ability to 
  take action. The Ascendants control very few ships or warriors. 
  To get access to the clan’s military, the characters must 
  persuade the Ahroay’ifko himself.
  Private: The characters are ushered into the private chambers 
  of the Ahroay’ifko. He is an immensely old and frail Aslan male, 
  surrounded by medical robots and life support machinery. A 
  successful Very Difficult (-4) EDU + Medicine test taking 1-6 
  seconds recognises his condition as a degenerative genetic 
  condition caused by exposure to a mushroom that grows on 
  The Syiosuis
  If the PCs go to the spymaster clan, Tye and Yekh ask 
  what the characters want out of this situation? Is restoring 
  Kasiyl’s honour all that matters to them, or are they more 
  interested in leveraging this treasure for some other reward 
  – like restoring the Kingdom of Drinax?
  If all the characters want is to restore Kasiyl’s honour, then 
  the Syiosuis offer to approach the Yerlyaruiwo on their 
  behalf. The spymasters can arrange for the Yerlyaruiwo to 
  restore Kasiyl’s honour without reopening the war between 
  the Ahroay’if and Tokolfeahr. All they need to do is stage a 
  duel to the death between Kasiyl and Hwehalokharl. The 
  duel can be as fixed or one-sided as the PCs wish. Without 
  his son’s territory to support him, Lokharl’s reputation will 
  no longer matter, and the Yerlyaruiwo can discard him 
  without any repercussions.  
  If the characters want help for Drinax, then the Syiosuis 
  can arrange that too. They can approach the Ahroay’if 
  and convince them to restart the war. They’ll even send 
  ships to help Fyoheirl, ensuring that her war on Hkakh is 
  a successful one. Drinax will gain the Ahroay’if as allies, 
  the Yerlyarui’s reputation will be undamaged, and the 
  Tlaiowaha will be weakened. Everybody wins – but for this 
  to work, then Kasiyl must be silenced forever. The Syiosuis 
  will leave that task in the hands of the pirates…
  
   
  17
  several worlds in the Trojan Reach. The Drinaxians long ago 
  developed a treatment for the condition – the characters can 
  offer that cure as leverage or trade.
  The Ahroay’ifko explains that he already knows that the 
  Yerlyaruiwo were bribed by his allies, the Tlaiowaha – he had 
  no proof of this up until now, but he guessed it was so. His 
  instinct, though, is to do nothing. The clan has chosen its path. 
  They are to be traders, not conquerors. The fire in his soul has 
  gone out, and he wants nothing more than to maintain the status 
  quo. He asks that the characters destroy Lokharl’s confession, 
  free Hwehalokharl, and ensure that Kasiyl finds a better life 
  outside the Hierate. As compensation for their efforts so far, he 
  offers them MCr.100 or a used Ekawsiykua-class Escort (Alien 
  Module 1: Aslan p. 99, roll three times on the Old Ships table in 
  the main rulebook). Broker can be used to increase the Aslan 
  offer (treat as a standard Broker attempt when selling, as per 
  the rules on page 164 of the Traveller Core Rulebook). 
  A successful Very Difficult (-4) SOC + Persuade check can 
  change the Ahroay’ifko’s mind (DM+2 if the PCs have already 
  garnered the support of the court by presenting their evidence 
  publicly, DM+4 if they offer him a cure for his condition). If 
  they convince him to put the clan’s military under Ascendency 
  control, then the war is back on and Kasiyl can return in triumph.
  Alternatively, they can trigger a civil war in the Ahroay’if by 
  revealing the Ahroay’ifko’s weakness and complicity. Kasiyl can 
  return in this case too, but he comes home to a golden world 
  scarred by burning cities and spilled blood.
  resTarTing The war
  If the characters head to Hkakh (Ranib/0807), they meet 
  Fyoheirl there. She has assembled a small fleet of former 
  pirates, mercenaries and militant clan members who are 
  willing to restart the war of conquest as soon as the PCs arrive 
  with the necessary paperwork. To present the clan with a fait 
  accompli and ensure full support, she needs to seize the planet 
  immediately once the conflict begins again. For that to work, 
  she needs to cut communications. 
  There are two Aslan vessels about to depart Hkakh – a 200-
  ton Ileliy-class messenger and a 600-ton Owatarl-class tender. 
  She needs the PCs to intercept and disable both ships so they 
  cannot carry news of the invasion to the rest of the Tokolfeahr 
  clan. If the PCs take out both ships before they jump, the 
  invasion goes off without a hitch and the Ahroay’if clan conquer 
  Hkakh, reinvigorating the Ascendency faction and redeeming 
  Kasiyl. If they only disable one ship, then have the players throw 
  2D; on a 9+, the Tokolfeahr are able to respond in time and 
  reinforcements arrive to give them the victory. If the players fail 
  to disable both ships, then the Tokolfeahr win on a 5+. 
  If the Ahroay’if win, then both Kasiyl and Fyoheirl ascend to 
  positions of influence and importance in the clan hierarchy, and 
  owe the pirates a considerable favour.
  If the Tokolfeahr win, then it’s still a partial victory for the PCs, 
  as Kasiyl is still redeemed. 
  
   
  18
  yerlyaruiwo
  The Yerlyaruiwo homeworlds are far away across the Rift, but 
  the PCs can approach the local clan elders on Tlaiowaha and 
  negotiate with them. The Yerlyaruiwo are likely already furious 
  with the pirates, but they’ll pay to make the problem go away. 
  They will purchase Lokharl’s testimony – and the PCs’ silence 
  – for MCr.150 and Hwehalokharl’s safe return. If the PCs throw 
  in Kasiyl’s head, the payment rises to a staggering MCr.200. 
  Negotiation in this case is not an option – Aslan do not quibble 
  with outsiders. 
  There is a downside – the PCs are now forever barred from 
  Aslan space, and will be targeted by Yerlyaruiwo assassins (see 
  Adventure 3: Ihatei!) if they dare enter the Hierate again. The 
  Yerlyaruiwo will forever be enemies of the player characters, 
  and this will have drawbacks later in the campaign. 
  PCs who approach the Yerlyaruiwo in a conciliatory fashion, 
  with plenty of Diplomat skill ranks, can claim they were only 
  helping the honourable clan avoid a misunderstanding, and can 
  get the payment without incurring their rancour.
  Tlaiowaha
  The Tlaiowaha have the most to lose in this affair – they need 
  the Ahroay’if clan to remain stable and secure their trade 
  routes. If the player characters approach the Tlaiowaha with 
  Lokharl’s testimony, then the wealthy clan offers MCr.300 for 
  the player characters’ silence. They will permit Kasiyl to live, as 
  long he never returns to the Hierate. The player characters may 
  negotiate for a higher price.
  Alternatively, the characters may blackmail the Tlaiowaha, 
  holding the testimony in reserve. The Tlaiowaha are arguably 
  the most influential clan in the Trojan Reach, and certainly they 
  have the most influence in this subsector. Having leverage over 
  them could be very useful in the future. 
  ToKolfeahr
  The minor Tokolfeahr clan have little to offer the player 
  characters, compared to the politically powerful Yerlyaruiwo 
  or wealthy Tlaiowaha. The one advantage the Tokolfeahr 
  offer is that they’re not enmeshed in Aslan politics. That’s why 
  the Ahroay’if picked on them, and that’s why they can give 
  Drinax direct support, unencumbered by clan ties and debts. 
  If the player characters contact the Tokolfearh and offer them 
  Lokharl’s testimony, then in future, whenever the pirates visit 
  an Aslan port, roll 2D on the Tokolfeahr Agent Table below to 
  determine the port’s temporary status.
  Government Type
  2D
  G
  H
  J
  K
  L
  M
  N
  2-5
  Unfriendly
  Unfriendly
  Unfriendly
  Unfriendly
  Unfriendly
  Unfriendly
  Unfriendly
  6-8
  Unfriendly
  Tolerant
  Unfriendly
  Unfriendly
  Unfriendly
  Tolerant
  Neutral
  9-11
  Tolerant
  Friendly
  Unfriendly
  Neutral
  Unfriendly
  Friendly
  Tolerant
  12+
  Haven
  Haven
  Neutral
  Tolerant
  Neutral
  Haven
  Friendly
  DMs:
  +1 if the Population is 6+
  -1 if the Law Level is 6+
  
   
  19
  Once the players have made their decision about Lokharl’s 
  testimony, all that remains is for them to return to whatever 
  backwater system or isolated asteroid where Kasiyl is waiting.
  Are they coming back to restore his honour, or to murder him? 
  Kasiyl’s fate – and the decisions the players made – have 
  repercussions beyond this one Aslan outcast. The results will 
  not be felt on Drinax until later in the campaign (in Adventure 
  10: Finale), but the stone has been thrown into the waters of the 
  Hierate. In months to come, the pirates may need friends inside 
  the Hierate. Have they made any?
  7. a sTone in The waTer
  Note which clans benefited from the PCs’ actions, and which 
  now consider the pirates of Drinax to be their enemies, and 
  consult the Clan Standings table to determine the adjustment, 
  if any, to the PCs’ Standing with the Hierate. Keep track of the 
  individual results too, as they will factor into Adventure 10: 
  Finale. 
  If a clan was unaffected by the PCs’ actions, use the neutral 
  column.
  Some clans have situation-specific modifiers.
  clan standings
  Attitude to PCs
  Clan
  Grateful
  Neutral
  Vengeful
  Ahroay’if
  +2
  +0
  -4
  Tlaiowaha
  +4
  +0
  -10
  Yerlyaruiwo
  +2
  +0
  -8
  Syiosuis
  +2
  +0
  -6
  Tokolfeahr
  +0
  +0
  -2
  Situations
  Ahroay’ifko treated with Drinaxi tech
  +4
  Kasiyl Restored
  +2
  Hwehalokharl Killed
  -4
  Per serious crime in Aslan space
  -2
  
   
  20
  Vume
  Vume Station is a huge modular habitat, built by an unknown 
  alien civilisation many thousands of years ago. Only a tiny 
  fraction of the structure is inhabited by human scavengers and 
  scrap merchants. The station was originally discovered and 
  exploited by travellers from the Imperium, but they succumbed 
  to a bacterial infection and many of them went insane. Today, 
  the station is divided between four different factions, each of 
  whom has a different strain of the alien sickness. Each strain 
  has different effects on human thought processes, so the four 
  factions are biologically incapable of understanding each other 
  – or uninfected outsiders.
  Patron: Priel Marsden
  Reward: Vume becomes a Haven, Cr.500,000.
  Mission: Marsden represents an Imperial corporation that 
  prefers to remain nameless (PRQ, perhaps, or GeDeCo). The 
  Vume station is a potentially lucrative source of technology 
  and scrap metal – once the thousands of current residents 
  are removed. How the pirates accomplish this is up to them, 
  and Marsden has no interest in their methods. All she wants 
  is an empty space station, ripe for development as a luxury 
  waystation on the Floriani tourist route.
  Chalchiutlicu
  Chalchuitlicu’s millions dwell in a small number of island-cities. 
  They have added to these structures over the centuries since 
  the planet was first settled, and they are now baroque labyrinths 
  of tenements and plumbing, hundreds of stories huge and 
  powered by the seething tides. Population control dominates 
  society here, as further expansion of the cities is impossible. 
  Culture is extremely stratified (literally – the further away one 
  is from the water, the higher one’s social standing), and contact 
  with space travellers is limited to maintain the city council’s 
  influence over the people. 
  Chalchuitlicu exports radioactives and other minerals dredged 
  from the sea bed.
  Patron: City Councillor Jilacua
  Reward: Chalchuitlicu moves towards Haven.
  Mission: Jilacua wishes to relieve the population pressure 
  in his city by sending people off into space. For every 1,000 
  people the pirates take, his city moves one step towards Haven. 
  However, Jilacua cannot be seen to be defying the other city 
  councillors, so the pirates must smuggle these passengers 
  offworld to claim their reward. 
  aPPenDix 1: worlDs of The reach
  
SOURCE: textdata/thevault/Traveller/08 - Mongoose Traveller/Third Party Materials/Adventures/The Pirates of Drinax - Adventure/Pirates of Drinax 8 - The Prodigal Outcast.pdf