Wildeman
After discovering that the Wildeman base had been attacked, the party cautiously entered and found it to be abandoned, trashed, and booby-trapped. Unter was able to confirm that it appeared text-book Imperial operating practice.
Later they found out that during the blockade the Imperial Navy had either followed a ship that returned to the base with a damaged jump drive, or had finally triangulated where an unusual number of jump signatures were coming from. Either way, the base was now compromised and no longer hidden.
Space Station
Upon returning to the space station, which again only took hours with the new drive, Goff looked over the womp drive and noticed that there was a clear indication that the drive had a finite number of uses and that this unit had no more than 40 to 50 parsecs left in it. The drive did not appear to be repairable, but the design suggested that with more practice manufacturing it a longer lifespan would be achieved.
The news of the new drive and its miraculous properties was spreading among the crew and could not be stopped. This seemed to be another secret that the travellers could not keep.
Arrivals
A few days later, and as work progressed to dismantle and take as much of the station with them as possible, a small number of ships arrived, including one that was not part of Admiral Slayed's fleet. It seemed as if Tipper and GeDeCo had found this station after all. The returning ships included a single Harrier (one was confirmed lost and the other missing in action) and two more of the ships sent to the blockade - apparently the only survivors.
Tipper asked to speak to the travellers alone. The GeDeCo agent had sought them out to advise that the corporation intended to hold up its end of the bargain and look after them now that the psycho-historical future was on track. He also had news that the Imperial Navy would be returning very soon - within days - to finish the job.
Royal News
Tipper showed them a holovid message recorded by Prince Harrick for the travellers. In it the prince thanked them for their heroic actions in defense of Drinax and the many months and years of work in preparing for the day that his father had so dearly wanted - a new Kingdom of Drinax. Their loyalty to his father and his sister did not diminish the gratitude he felt for their actions, and he held no ill-will toward them.
He also declared that he had been persuaded to become monarch of a new Kingdom with a new capital based initially on Clarke. It would consist of many of the systems that had declared for his sister, but would be smaller initially, made up of worlds that supported the ideals of open trade, sharing of technology, and the general betterment of the region. It would not be warlike and he intended to make treaties with both the Imperium and Aslan as soon as possible.
He paused at that and looked weary. The problem was that the party were inexorably linked to his sister and to the schemes of the old king and, he regretted, had a reputation that meant negotiations with the Aslan at least would be problematic. If they were known to be alive and under the protection of the new kingdom he would be forced to choose between handing them over and the chance to have a peaceful relationship with a powerful neighbour. For those reasons he asked that the party leave the Trojan Reaches for the foreseeable future so he did not have to make that difficult decision.
The Offer
When the message ended Tipper looked somber for a few moments then said he had another message, this time from Fae Borshune, the head of GeDeCo in the Trojan Reaches.
In it Fae thanked the party for their actions in support of their psycho-historical purpose but expressed sorrow over the loss of their homeworld, even if it were for the greater good. She explained that GeDeCo had put in place some plans for the travellers if they agree to move out of the Trojan Reaches as per Prince, now King Harrick's request. Even if they refused the offer their personal records were being officially 'corrected' by GeDeCo to have them as incorrectly maligned, and that they were citizens in very good standing, so they would not get into trouble if they entered the Imperium.
GeDeCo had recently taken control of a planet called Fulacin in the Spinward Marches through a subsidiary called Spinward Development. The planet had been run by MagnetoDynamics until two years ago but their charter had been revoked and given to GeDeCo. The planet had less than 100,000 inhabitants but had extensive estates for an Imperial Knight, a position currently vacant.
Amazingly, GeDeCo had recently discovered that Lady Nitrane, through a distant ancestor, was the legitimate heir to that position. If she were to take up the position on Fulacin she would become a member of the Imperial Nobility. She need not have any involvement in the running of the planet if she didn't want to, although there would be the small matter of hiring people to run her estate which did need some work as it had been neglected for many years.
Decisions
The party knew that the amazing coincidence was anything but. Even so they thought that some place like that might be acceptable while they found a somewhere to establish a new space station. On that matter they had half a dozen places of interest to explore in the Rhylanor, Lanth, Regina and Aramis subsectors which surrounded Fulacin.
Slayed had in mind that they could trade to make money rather than piracy, something that they had really been doing anyway. Tipper suggested that they could take only eight crew or friends with them into the Spinward Marches. GeDeCo could arrange for new identities as needed but people in good standing would be easier to ease into Imperial society. The crew left behind would have to fend for themselves.
Tipper also pointed out that it would be entirely impossible to take with them any ships that were not legitimately owned. He added as well that the Harrier would not be something that they could take either, being clearly a military vessel with illegal particle weapons. That left the advanced drive yacht (which Tipper assumed to be a normal yacht) and the far trader that had been completely overhauled on Palindrome.
For the other ships Slayed suggested that the crew that remained behind could use them, and hoped that should he or the party return to the reaches in the future that they'd be willing to join up again with the party. He didn't know how Harrick would react to armed ships manned by his old crew, but there were plenty of places outside both the new kingdom and the Imperium to travel in. Slayed put aside money for maintenance to get the crews going.
On the move
Once these arrangements were made Tipper urged that they abandon the station as quickly as possible as the arriving Imperials would not be in any mood to let people jump out once they arrived. This station and its occupants was a thorn in their side now and revenge would play out in entirely predictable ways.
GeDeCo had a large ship at Salif already to make the long journey in to the Spinward Marches. It had space for the two ships and an additional three hundred tons if they wanted to bring anything else. He also advised that destroying the station would be the ideal course of action as it would satisfy the Imperials and give the travellers a chance to wipe clean computers. If the imperials arrived to find it abandoned but intact they might take the opportunity to search it and uncover some of its secrets.
To be continued...
Aren't their going to be any more updates?
ReplyDeleteHi. Hmm. I started writing up the next episode but never finished it as there were a few weeks between sessions (real life stuff) and we transitioned into new characters for most players.
ReplyDeleteAdmiral Slayed is still alive, and has wandered off to try to get back to the space station and the bulk hauler he sent off blindly without a crew but with lots of goodies on board.
Lady Nitrane is now the highest ranking Imperial on Fulacin up in the Spinward Marches, but has set up a mini TL15 factory on her estates. (The party have not been back in a while so I don't want to say too much)
Silent Unter is working with Nitrane, in charge of security (over an increasingly large army of robots probably).
Jack Sparrow is still playing, although has relatively few of his resources available to him currently.
The players have rolled new characters, with some relation through contacts or allies to the original characters, and have been joined by Damon, who is played but a new player,
Part of the reason for not updating this campaign was that it was no longer based in Drinax, and that Mongoose had a link directly to the blog on their home page.
I might consider a new post, but we're deep into a new campaign (in the same universe) and it would feel like writing a book.
Thanks for showing an interest though.
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Delete50
ReplyDeleteYou're welcome
Also just for a laugh I've decided to be The Solo Player rather then The GM in my next Drinax 1 and both me and The GM have plans to restore Drinax to A Decent Sized Kingdom as early as possible and that I'm even using rules and Tables she made for Solo Characters having a chance by starting out with enough extra weapons, armour, gear, other stuff and even a few ships rather then a maximum of 1
Want me to post it around 9.00PM in a few days after we get started with at least 6 4 hour sessions over 50 hours?
Also if you agree I'll mention in advance that I'm famed for my ability to roll very high rolls on almost dice and that even happens on occasions when a low roll would have been better
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ReplyDeleteOoops sorry the last post was Drinax at the end of my Third Drinax Campaign as The GM and not how it was at the end of he only Drinax Campaign that I was A Player in and not The Campaigns GM. My apologies. Here is the correct info. So Mathew what do you think of this Drinax
ReplyDeleteThe beneficial to all deals that are The Foundations of The Kingdom are as follows
Inurin, Asim and Sperle provide Food, Bryni provides ships, ship-yards and soldiers, Drinax, Neumann and Tech-World provide Tech, Falcon, Albe and Neuman get protection from Oghma Raiders and gets jobs for their workforce's, Simok has the war ended, The Pharaoh’s Fertility restored and Imperial Intervention stopped, Exe provides Fuel and gets decent defenses, Wildeman gets the benefits of A very high-tech Class-B Starport and the ability to build ships massing up to 1,600 tons that comes with it, Norcium gets as much of its surface as possible restored to fully safe but its only amounts to 24%, Kteiroa gets Drinax aid to build a decent fleet, as well as better weapons, armour, equipment and supplies as well as protection from reprisals, Palindrome and Salif get their rulers cured and/or saved on Drinax, on Chalchiuticu we relieve population pressures, stabilize the economy, end a food crisis and help them get a decent navy, Arunissir gets the chance to reclaim lost glories, Umemil becomes A Trade Centre, their population pressure removed and a save and stable place for their surplus people on Chalchiuticu, The World has their station saved, Thebus gets officially registered as A World suitable for hunting Safari type Holidays, Sperle also gets liberated from GeDeC Control, Torpol, Clarke and Blue get protection from Pirates, Ace and Number One got The Starbase and its 1,600 ton Capacity from Adventure 6, Cordan gets Baroness Lux as its ultimate Ruler, Tanith avoids becoming A Red Zone, Iligan after we increased their food-production, Tyr after saving them from Kronds Wrath, despite setting them up for it, Pandora after we first saved The Life of Gali Flotaine then got her mother elected president for life we break Acrid and Argona free from The PRQ and they provide the materials and minerals
Drinax also took a period of 9 years, 1 month, 0 weeks and 1 day to conquer more then 2 dozen worlds and in the end they conquered 5 Worlds of The Glorious Empire, The 5 Worlds of The Senlis Feodorate, The 16 Worlds of The Belgardian Sojurnate and Oghma
In The End Drinax consists of the worlds of Drinax, Asim, Inurin, Sperle, Bryni, Tech-World, Falcon, Albe, Neuman, Exe, Simok, Wildemen, Kteiroa, Palindrome, Saliff, Chalchiuticu, Arunissir, Umemil, Acrid, Argona, The World, Norcium, Thebus, Torpol, Clarke, Blue, Ace, Number One, Cordan, Tanith, Iligan, Pandora, Tyr and Oghma as well as 5 Worlds of The Glorious Empire, The 5 Worlds of The Senlis Feodorate, The 16 Worlds of The Belgardian Sojurnate
They also get a army of around 2,585,912,600 part-time soldiers equipped at TL 8 to 12 and around 338,247,200 million fill-time soldiers equipped at TL's 10 to 15
Drinax nets fleets equal to The Regional Forces Navy of 791 Ships that range from 100 tons to 1,400 tons Ships, The Drinax Starguard Navy of 138 ships that range 200 tons to 3,300 tons, The Players 79 Ships that range from 100 tons to 4,200 tons, Hroal Irontooths 45 Ships that range from 200 tons to 2,300 tons, The Alliance of Redthane, The PRQ and Faihlokh that have 52 Ships that range from 100 tons to 1,400 tons, The alliance of Red Sister, Zhuekvi and The 5 Renegade Navy Officers from Adventure 6 that have 57 Ships that range that range from 100 tons to 9,000 tons, Petry Vallis 68 Ships that range from 100 tons to 2,600 tons and Oghma’s 135 Strong Raiding Fleet whose Ships range from 100 tons to 500 tons
All in all from start to finish it took 29 years, 2 months, 2 weeks and 6 days to get Drinax to be that powerful
Ooops just realized that I'd forgot to add the bit from the last ever adventure
ReplyDeleteIn it we spend a total of 6 years, 10 months, 0 weeks and 6 days in The Strend Cluster, but in the end it was worth it because in the end we added The 30 Worlds of The Strend Cluster to Drinax as well as adding their 401 Ships that range from 400 tons to 17,000 tons and also adding 220 Ships to The Regional Forces that range from 100 tons to 2,400 tons and another 60 Ships to both The Starguard Forces and The Players Ships that range from 300 tons to 4,300 ton
Ooops just realized that I'd forgot that I did 4 more sessions after it were we did The Blockade, made Drinax official, negotiated with The Imperium and Hierate and fought The Battle of Drinax.
ReplyDeleteWhich means the following changes to what I wrote earlier
Drinax had 4 loyalist Fleets made up of The Regional Forces Navy of 1,099 Ships that range from 100 tons to A 5,000 ton Ship captured during The Battle of Drinax, The Drinax Starguard Navy of 219 ships that range 200 tons to The Yarrow, which is A 50,000 from Adventure 6 that we converted into A Super-Carrier type Capital Ship, The Players 172 Ships that range from 100 tons to The 70,000 ton Capital Ship captured during The Battle of Drinax and The Strend Clusters 414 Ships that range from 400 tons to A 40,000 ton Megafreighter converted into A Capital Ship type Carrier
It also had 5 not loyal 4 Pirate Fleets made up of Hroal Irontooths 69 Ships that range from 200 tons to A 4,000 ton Ship captured during The Battle of Drinax, The Alliance of Redthane, The PRQ and Faihlokh that have 77 Ships that range from 100 tons to A 6,500 ton Ship captured during The Battle of Drinax, The alliance of Red Sister, Zhuekvi and The 5 Renegade Navy Officers from Adventure 6 that have 99 Ships that range that range from 100 tons to 9,000 tons, Petry Vallis 119 Ships that range from 100 tons to 6,000 tons and Oghma’s 183 Strong Raiding Fleet whose Ships range from 100 tons to 1,100 tons
It also had A army of around 4,217,521,700 part-time soldiers equipped at TL 8 to 12 and around 818,558,300 full-time soldiers equipped at TL's 10 to 15
All in all from start to finish it took 38 years, 4 months, 3 weeks and 6 days to get Drinax to be that powerful