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_Aoreriyya: Dawn_ Outline

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From: Derek Wildstar <wildstar@quark.qrc.com>
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Subject: _Aoreriyya: Dawn_ Outline


This is the current version of the _Aoreriyya: Dawn_ outline, for
putting up on the archive site.  Thanks!

***

OUTLINE and DISPOSITION --- Aoreriyya: Dawn (campaign module)

By (in alphabetical order) Guy Garnett, George Herbert, Bertil Jonell, 
Michael Metlay, Hans Rancke, and Corran Webster; assisted by the other 
members of the TML Pocket Empire discussion group [insert current 
membership list].


	"The Domain of Deneb goes off the air immediately.
	"We keep the flame.  Good luck."
						--- Deneb, 1130

	"Anybody got a light?"
						--- Aoreriyya, 1200


Overview: The book will be approximately 100 pages (give or take a 
few).  Of this, approximately two-thirds will be background data: maps, 
world descriptions, major polities, and so on.  The remainder will be 
adventure scenarios and plotlines for use with at least two different 
campaigns.

Aoreriyya is the name early Aslan explorers gave to a 4-subsector area of 
Reavers' Deep.  Aoreriyya is an Aslan compound word that, loosely 
translated, means "New Veldt".  The area was so named because of the 
relatively high proportion of worlds with near-ideal environments for 
Kyusu's native plants and animals.

The background data will detail the major worlds of Aoreriyya in the year 
1201, just as several of them manage to regain jump technology.  A number 
of the more important lesser worlds will also be detailed.  Emphasis is 
placed on exploration and first contact scenarios, although suggestions 
for further adventures on the planets of Aoreriyya are also welcome.

The main campaign plotline deals with the first encounters between 
explorers from the worlds of Gralyn and Grendal, and the effort to forge 
a viable alliance between the two.  Secondary campaign plotlines allow 
players to lead a team in opening up a newly recontacted world, or give 
them the opportunity to lead their backward planet into the interstellar 
community.

Detailed character generation information for citizens of Grendal, Gralyn, 
Pendang, Drexilthar, and Solomeia will be provided.  This is a variant of 
the standard Traveller: The New Era character generation procedure, and 
allows the character to be firmly based in the history of the region.  
Enough background information will be provided so that the player 
characters can be of any species (Human, Droyne, Aslan, Vargr, or 
Virushi) encountered on these worlds.


Module Contents

I. The Gralyn Union, an Emerging Pocket Empire

A. Chronology of Reavers' Deep up to 1200.

B. Description of the Gralyn Union
	1. Worlds and Cultures
		a. The world of Gralyn
		b. The world of Askoapoy
		c. The world of Botany Bay
	2. Gralyn Union Structure and Politics
	3. Gralyn Union Army
	4. Gralyn Union Navy and Marines
	5. Gralyn Union Exploration and Survey Service
		a. Description and Deckplans for the exploratory starship 
		   FIDELITY, a converted Rift Merchant (type R2).
		b. Crew roster and NPC crewmen (for crew slots not taken 
		   by player characters).

II. Campaign Section

A. Chronology of Reavers' Deep from 1130 to 1210 
   This includes a chronology of the various things that are all happening 
   as the campaign progresses, so that the referee is aware of the things
   that happen around the region.

B. Primary Campaign    
   The players are officers and specialists in the Gralyn Union    
   Exploration and Survey Service.  Now that Gralyn and Askoapoy are    
   building starships again, an exception is made to the ban on "wasting" 
   valuable starships on "futile" exploratory missions.  The player 
   characters are assigned to the FIDELITY, and are given their first 
   missions.
	1. "Shakedown Cruise"
	   The explorers are sent out on the first official exploration 
	   mission to leave the Gralyn Union (also the first mission 
	   under the GUESS aegis, and the first exception to the ban on 
	   interstellar exploration).  The destination is Khtearle, a 
	   world where two ships dissappeared 10 years ago, just prior to 
	   the ban.
		a. Sabotage!
		   Someone has sabotaged the ship.  The players need to 
		   fix the problem before it kills them.  Once their 
		   safety is assured, they need to find out who would want 
		   to sabotage the ship, and why, before the saboteur 
		   strikes again.
		b. Survey Operations
		   The explorers will conduct a detailed survey of the 
		   Khtearle system.  This should be played out in full 
		   here; so the players will be familliar with it.
		c. Enigma
		   Mysterious signals are detected.  The exploration party 
		   investigates, and discovers a piece to the puzzle of 
		   the fate of the missing ships.  [This is a hook for 
		   further adventures: The referee will have to decide the 
		   fate of the missing ships, and provide further clues.  
		   By the end of the campaign, the explorers will have 
		   enough information to mount an expedition to find them 
		   (or their remains, if the referee so decides).]

	2. "Coreward Ho!"
	   While larger contact expeditions are sent to Aikhiy and 
	   Khtearle to recontact survivors on those worlds, and bring them
	   into the Gralyn Union's economic sphere, the FIDELITY is sent 
	   on a long expedition to explore the coreward part of the 
	   Drinsaar Loop.  Destinations include Daken, Banff, Marion, 
	   Rintarna, Skeena, Lanixohn, Drinsaar, and Esokhi.  This is a 
	   free-form section, where the referee intersperses specific 
	   encounters and situations from the following sections with 
	   routine exploration and special events.

	3. "The Teddy"
	   The exploration team encounters a Technologically Elevated 
	   Dictator.  They're going to have to think their way out of this 
	   one, because they don't have enough firepower to shoot their 
	   way out.

	4. "Xenophobes"
	   An encounter with a xenophobic, technophobic community.

	5. "The Lost Clan"
	   The explorers contact an aslan community eager to contact its 
	   parent clan.  They will try everything honorable they can think 
	   of to buy or borrow the FIDELITY.  When this proves impossible, 
	   they will make the loan of a ship part of their conditions for 
	   any further negotiation.  [This is a hook for further 
	   adventures: It will take some time before GUESS can spare a 
	   ship; just about when the PCs finish the main campaign, in 
	   fact.  Then the referee can let the PCs get the job of carrying 
	   an Aslan envoy to someplace in, say, Uthaa subsector.]

	6. "The Survivor"
	   An encounter with a member of a long-lived minor race who has 
	   survived, Robinson Crusoe fashion, in some lonely, desolate 
	   place where the PCs can't possibly leave him.  [This is a hook 
	   for further adventures: Someday an expedition will be sent to 
	   that survivor's area of space, Farift subsector, and he will be 
	   included in the expedition as a "native guide".  After a long
	   voyage they will find that his homeworld has suffered 
	   greviously in the Collapse and his race is all but extinct.]

	7. "Red Alert!"
	   The first encounter with an Iltharan Vampire starship.  
	   Although foreshadowed in other episodes ("The Teddy", 
	   "Xenophobes", or "The Lost Clan"), the existance of a 
	   human-vampire cooperative will probably take them by suprise.

	8. "Ghost Town"
	   From the primitive survivors on a planet, the explorers hear of 
	   a mysterious haunted city.  After some difficulty, they find an 
	   empty, amaxingly well-preserved TL-10 community, big enough to 
	   house 5,000 people.  There is some evidence of a fight, but all 
	   in all the town is in a remarkable state of preservation.  
	   However, someone or something keeps trying to drive them out of 
	   the city, and may kill the explorers if they remain.

	9. Other Expeditions
	   Using the starmaps and the scenarios provided, the referee can 
	   generate a number of other missions to send the FIDELITY on.  
	   Not every world will be inhabited, and many worlds will be 
	   routine surveys that don't need to be played in great detail.  
	   The scenarios below are for use with these other expeditions.

	10. "Monsters from Outer Space"
	   The explorers find evidence that another starship is already on 
	   the world they are about to explore.  When they arrive, they 
	   find that the locals have jailed "monsters" for crimes they may 
	   not have committed ... and the PCs are next, unless they can 
	   find out who really did it.  Once released, the other party is 
	   a group of aliens from a world none of the PCs have heard 
	   of: Solomeia.

	11. "We've Been Expecting You"
	   First Contact scenario for Solomeia.  This world is the unique 
	   result of a heterogenous group of refugees from the Final War, 
	   and including at least four different races.  It is also the 
	   site of Aoreriyya's only fully-functional Psionic Institute.  
	   Welcome to a world where the humans can be stranger than the 
	   aliens.

	12. "Pendang Contact"
	   First Contact scenario for Pendang.  Pendang is a high 
	   population world that survived the Collapse remarkably well.  
	   Believing that they were alone in a hostile universe, they 
	   haven't regained starflight technology.  Once someone contacts 
	   them, though, the Pendys put their program into high gear.  
	   Pendang will not stand for being a second-rate world.

	13. "Grendals"
	   The FIDELITY gets sent to explore the Drexilthar Main.  This is 
	   the home of both the Grendalites (another human starfaring 
	   world), and the Ilthara (humans in cooperation with a Vampire
	   fleet).
		a. This is also relatively free-form, and can use any of 
		   the scenarios above that were not used in "Coreward 
		   Ho!".
		b. Encounters with Ilthara Vampire starships will 
		   undoubtedly occurr here.  This should happen frequently
		   enough that the PCs start to get jumpy.
		c. At some point, the PCs will encounter a starship from 
		   Grendal.  The Grendalites have been fighting the 
		   Vampires for some time, and the Gralyn explorers have 
		   been attacked more than once.  Grevious mistakes are 
		   probably made on both sides, possibly leading to combat.
		d. Eventually, the referee will implement the "Marooned"
		   encounter (below), and the campaign will progress to
		   its climax.

	14. "Marooned"
	   The collection of Imperial-Era spare parts that serves as 
	   FIDELITY's computer finally fails utterly, strading them in the 
	   new system that they are exploring.  A Grendalian ship misjumps 
	   into the system with a ruined jump drive.  The solution is, of
	   course, to combine the sound elements from the two ships ... If
	   the two parties can figure out how to work together.

	15. "Visit"
	   The explorers go to Grendal, since Grendal is a lot closer than
	   Gralyn at this point.  Once there, they learn about the Vampire 
	   menace.  Grateful for the help they've given their Grendalian 
	   counterparts, the FIDELITY is outfitted with a new computer 
	   system.

	16. "Gauntlet"
	   The grand finale.  The explorers are asked to take an ambassador
	   back to Gralyn.  The ambassador carries an important business
	   proposal: Grendal's computer technology in exchange for 
	   Gralyn's jump drive technology).  But there are Ilthara spies 
	   on Grendal, and the Vampire easily breaks Grendal's Naval code.
	   The FIDELITY is 5 jumps away from Gralyn.  Will the explorers 
	   be able to evade the pursuers?
 
	17. Campaign windup, with suggestions for further developments and 
	   a few words about the upcoming Vampire War.

C. Alternate Campaign: "Mission to Khtearle"
   The PCs are assigned to the expedition to open up Khtearle.  This 
   planet has 50 to 60 million inhabitants (both Human and Aslan) spread 
   around the world in hundreds of small countries.  The exploration 
   service's only big starship has brought a couple of hundred people and 
   several hundred tons of equipment to a peaceful spot on Khtearle, and 
   then left to put other expeditions on Aikhiy and Kremmling.  The 
   starship will be back every 8 or 9 weeks with supplies and personnel.
   Many of the encounters from the Primary Campaign (including "Enigma", 
   "The Teddy", "Xenophobes", "The Lost Clan", and "Ghost Town") can 
   easily take place on different parts of the same planet.

D: Alternate Campaign: "On Duncinae"
   The date is 1198.  The players are natives of Duncinae.  The world would 
   undoubtedly be classified as Technologically Elevated Dictatorshipp, if 
   anyone civilized was aware that Duncinae existed.  The place is in a 
   rut.  Your subjects are starving.  Bandits run amuck.  Space raiders 
   (Iltharan Vampires from Drexilthar, but the PCs don't know this, and 
   probably don't care) hit the place on a regular basis.  This campaign 
   is intended to be "different", and can also be used to give the PCs a 
   home base, if the referee so desires.
	a. The PCs find a cache of Imperial-Era technology.  They have 
	   the chance to save the day ... or take further advantage of the 
	   situation.  The choice should be a source of conflict (and
	   growth) for the characters.  Who wants to "play God", and who
	   wants to "do the right thing".
	b. If the players set themselves up as TEDdies (for good or bad), 
	   then they have to defend themselves and their subjects against 
	   the other dictators, the Iltharan raiders, and brigands.
	c. Sooner or later some vital piece of equipment will fail.  The 
	   players will have to find a replacement, or locate someone who 
	   can teach them how to fix it.
	d. Eventually they will have to deal with knee-jerk pocket 
	   empires, like Grendal or Pendang, who want to boot them out 
	   (preferably with a surgical strike from space) and take over the 
	   place directly.  Assuming the attempt is foiled, this could
	   lead to some interesting diplomatic, political, and military 
	   wrangling as the PCs have to play off their agressors against 
	   each other or more moderate interstellar powers like Gralyn.

E. Alternate Campaign Notes
   Enough information is provided for referees to establish campaigns on 
   any of the "major" worlds in Aorereiyya: Gralyn, Gendal, Pendang, and
   Solomeia.  Notes will suggest adventures from the supplied Gralyn-based 
   campaigns that can be easily converted to support alternate campaigns 
   based on one of the other worlds.

F. World Descriptions
	1. Description and map of Khtearle.
	2. Description of Duncinae (uses the Khtearle map).
	3. Description of Grendal
		a. Grendal's history, society, and government
		b. Description of the Grendal Planetary Defense Forces
	4. Description of Drexilthar
		a. The Vampire Fleet at Drexilthar
		b. The Iltharans
	5. Description of Solomeia
	6. Description of Pendang
	7. Description of Venice
	8. Description of Danelag

III. Support Materials.

A. UWP Listings and Starmaps
	a.  Second Survey (ca 1115) data for all 4 subsectors of Aoreriyya.
	b.  Current (ca 1200) data for all 4 subsectors of Aoreriyya
	c.  Map of Aoreriyya (all 4 subsectors at once)
	d.  Second Survey map of 16 subsectors centered on Aoreriyya.
	e.  Second Survey UWP data for all 16 subsectors.

B. Library Data (Imperial-Era) about a number of these worlds, including
   those on the Drinsaar Loop, the Lanyard Colonies, Drexilthar Main, 
   Pendang, Marlheim, 

C. Character Generation
	a. Gralyn
		1. Human
		2. Droyne
	b. Grendal
		1. Human
		2. Aslan
	c. Solomeia
		1. Human
		2. Vargr
		3. Droyne
		4. Virushi
	d. Pendang
		1. Human
		2. Aslan
	e. the Wilds (most other inhabited worlds)
		1. Human (including "Human-culture" Aslan)
		2. Aslan (including "Aslan-culture" Human)

IV. Bibliography

V. Plug for "Aoreriyya: War" and "Aoreriyya: Peace?"



***
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