Thursday, 23 March 2017

The Toppled Tankard Inn

One of my more popular posts recently was the simple map of the Village of Stillwater.  So I thought I would detail the village a little more. The most important building in the village is the Inn. It is called “The Toppled Tankard” by its current owner Waldemar. Walde bought the Inn from the original owner Chony Gysby who wanted to move on and retire in a bigger town. Stillwater barely meets the definition of a village. Chony built the Inn to service travellers on the main road between two mid-sized towns. Over the years some of the people who came to Stillwater started small farms or fished. Twenty years ago Braden the Miller arrived and built a mill.

All of the buildings in Stillwater are single story buildings constructed of wood and the Inn is no exception. The main building has a large kitchen and a common room. Out is the yard is a stable and a bunkhouse. Not far away is the Innkeeper’s cottage.

There is plenty of space in the common room for travellers and often 3-6 travellers can be found enjoying a meal during the day. In the early evening the number can often increase to 5-10. Walde or his barkeep Bricea tend the bar and serve the common room. The cook Byri can be found in the kitchen often with the pot boy Stub.

There are three beds in a nearby bunkhouse where travellers can spend the night for 3 sp per person. Also, for 1 sp the Inn will allow travellers to sleep on the floor of the common room.

The menu of the Inn serves food raised locally. Barley bread, porridge and biscuits, vegetable stew, walnut bread, fish and crayfish. Eggs from local chickens or venison from deer hunted in the local woods. Beef and chicken is not available. For drink the Braden Miller also ferments a stout ale that is available with every meal. Water is not a good idea as drinking the lake water can lead to dysentery. The ale is stored in barrels under the bar. Food is stored in the kitchen.

The Toppled Tankard Inn in Stillwater Village

Innkeeper Waldemar
A grizzled former caravan guard with an enormous mustache and powerful arms. Walde, as he prefers to be called, bought the Inn 10 years ago and has cleaned it up and brought in more business by hiring a cook and using fresher food. Walde can be found in the Inn during most daylight hours. He has a cottage nearby. He is also the leader (reeve) of the village.

Cook Byri
A large, jovial woman of middle age. She is a capable cook. Her skills might not match that of an Inn in a big town but her food is not under cooked or burnt which is a vast improvement on the fare in most competing trail side inns. She has a cottage in the village and raises some of her own vegetables in a garden near the cottage.

Barkeep Bricea
A thin, middle-aged woman with long black hair. She is plain but not unattractive. She serves food and drink to patrons and looks after the Inn when Waldemar is not around. She is surprisingly adept with a dagger and has put a few caravan guards on the defensive. Her past is a mystery but she seems to be a foreigner. She sleeps in the bunkhouse when it is empty or in the stables when travellers are using the bunkhouse. She always seems to have her few possessions packed in a single backpack ready to go at any moment.

Stableboy Carlow
A young man who is the grown son (early teens) of Bricea. He is a natural with horses and looks after the stables. On slow days he will wander off to the Talenwood to hunt. He is an energetic and restless teen who longs to join a band of adventurers. He sleeps in the stables.

Potboy Stub

A young, mop-headed orphan who was found sleeping in the stables. Byri took pity on him and convinced Waldemar to allow Stub to stay as a kitchen helper. He speaks in bursts of words without thinking and seemingly without taking a breath. Some see the hint of elvish blood in his slightly pointed ears and light blue eyes. His age is difficult to determine but certainly he does not yet look to be in his teens. He sleeps on a pallet in the kitchen near the fire.

Tuesday, 21 March 2017

Online Dungeon Mapper

There are a number of online dungeon map sites using javascript. Some create dungeons randomly and others allow you to manually create using tiles. A few years ago I used one to quickly come up for my Mare Nostrum setting (Labyrinth Lord). I have completely forgotten the the software and the website. But I still have the maps.  I also misplaced the dungeon key. It looks like a pseudo Egyptian Valley of the Kings style tomb.

Tomb of Shesmu (Labyrinth Lord 2009)

I would say that room 11 and the room between area 10 and 6 are secret rooms.  I also still have a player map for use in online table top emulators.

Players Map

Monday, 20 March 2017

Ouroboros 2

I had an idea for a unique ship in my Stars without Number setting. I was thinking about the possibility of finding a salvageable pre-Scream ship in the sector. I already have a planet that was a former Military base and has a salvage industry (Midwrath). It is a little bit of a stretch because the ship would be over 500 years old. Even in space a ship is going to get pretty beat up over 500 years.

I built a hull in blender that is 200 meters long by 94 meters wide and 60 meters high. There is a control room on top of the hull and a large hanger in the front that stretches back halfway into the hull. I used a transparent plane across the entrance to the hanger but it is fairly hard to see. Inside the hanger I placed a standard (M) container and a ship’s cargo lander.

Ouroboros 2 with Cargo Lander in the Hanger

I have decided the ship was in a repair station in orbit around Tethras 3.  According to records found in the ship’s memory banks and a slightly off-kilter ship’s computer the name of the ship was the Aurora and it was launched on Soldadera 575 years ago. Soldadera appears in history texts as a major ship-building hub several sectors from Tethras.

Once the salvage corporations of Midwrath (Tethras 2) re-discovered interplanetary flight they quickly travelled to Midwrath 3 because they could detect the ship in terrestrial telescopes. The spike drive was not operable but they eventually got it functioning (most of the time). The hull was damaged by meteorites but repairable.  There is some equipment on the ship that is still not fully understood. The ship has a drive-5 engine making it the longest range ship in Wolf Sector.  It is also the largest commercial ship in the sector. The ship is obviously not capable of entering atmospheres but it carries a cargo lander that can make the short hop from orbit to surface on planets. The cargo lander can carry one class M container.

Ouroboros 2 recovering its lander from a planetary delivery

It has been re-christened the Ouroboros II by the Vanhampler & Cillar Trade company who own and operate the ship.  The ship has passed from company to company over the 90 years it has been back in operation. The current captain is Kelemen Swift who has been captain for 13 years.

It is a unique ship so it is not likely to come into the possession of players but I can use it as a plot point.  It could vanish off course, breakdown, have a ship’s computer mutiny or fall to pirates. Or maybe the players just book passage on the enormous ship and there is a murder or board. A lot of possibilities.

Sunday, 19 March 2017

Yellowjacket Deckplan

Another deckplan today, this is the Yellowjacket I mentioned before.  It is a small trader, a shuttle to be exact.  This time I took the time to design it in blender in meters so I had a good feel for whether it was the correct size. I have watched one tutorial on textures and I have been experimenting on my own as well. I quickly realized that it is easy to make your own textures. The ship texture and background textures (stars, horizon) are ones I created myself.

Yellowjacket Deckplan Mark IV - author 2017

The Yellowjacket is a Spike-1 transport capable of carrying to standard (M) containers or 6 tons of cargo. The cargo is loaded directly onto a loading dock in the front of the hull (see photo). This is also the main entrance to the hull for the crew planetside. There are emergency airlocks on the top and bottom of the hull.

The version pictured is the “Stellar Flare” captained by Joshy Areen and owner/captain whose home port is Alpha on Bomar. His Yellowjacket is maximized for cargo and has not weapons or defenses. The Stellar Flare is mainly found on the Kaitos-Bomar route which is reasonable safe. Captain Areen has a crew of six.

Loading Cargo Alpha Port - Bomar

It could be crewed by a single person. But more commonly the crew is 4-5 people. Sometimes crew quarters are given over to paying passengers. The accommodation for passengers is basic but comfortable.

In some busy systems, barebones model Yellowjackets are used to ferry cargo from larger traders to the surface or from space stations to the planet’s surface. This especially the case on Kaitos where the hull was developed.

At an entry point of 200,000 credits for the hull (usually coming in around 240,000 with fittings) the Yellowjacket is one of the workhorse traders found in Wolf Sector.

Leaving Orbit - Ten-Go Station Kaitos III

Friday, 17 March 2017

Crescent Moon Maze

I was doodling in paint on a black canvas and turned the sketch into a quick dungeon map. A very simple one.  I decided to take it another step and detail out room descriptions. In 20 minutes I had a complete 1-2 session adventure for any old school game (and some new).

Crescent Moon Maze is a series of natural and worked caves connected to the surface by a cold water stream. Located to the north of the village of Stillwater, most of the locals are aware of the caves because of the curious carving above the cave mouth - a crescent moon. The carving has been there since before anyone can remember.

Several villagers working in the fields have gone missing.  It happened near dusk and a local boy saw short, dog-like creatures chase down the farmers and tussle them into large sacks and drag them off.  It sounds like an overly aggressive tribe of kobolds. The locals ask the players to help. An intermittent trail leads to stream bubbling up into a pond that eventually empties into the lake. To follow the stream upriver explorers will have to briefly dip under water to enter the caves. Note what that does to spell components, food, torches and the like.

In the caves, the kobold chief Grimfang has been building up his tribe with the help of a Human cleric of Stibon (god of pain, suffering and despair). Now that cleric (Zul) has insisted on some human captives so he can sacrifice some souls to his god.  So the kobolds went out and found some locals.  There is also a kobold shame, Sootcloak he has become Zul’s faithful assistant. I have not differentiated between male and female kobolds figuring they have the same statistics. Also no kobold young.

There is an escape chute in the ceiling of Grimfang’s lair. The stone ball ambush is exactly as it sounds. Four kobolds will roll 1 ½ foot stone balls down the slides at adventurers. There should be some treasure in Grimfang and Zul’s belongings. Also, something amongst the stolen supplies.

Crescent Moon Maze Quick Map

Thursday, 16 March 2017

Yellowjacket Light Trader

I am still spending a lot of time playing around building spaceships in Blender. I have not had the time to watch any more tutorials but I am still picking up things a little at a time. The latest one I created is an atmospheric landing capable trader capable of carrying at least 2 small size containers, maybe four.  I have finished it yet and I need to work on the deck plan.

I was trying my hand and creating and wrapping the shapes in textures today and came up with this image of the Yellowjacket sitting on a landing pad preparing to receive cargo. On the Yellowjacket the cargo bay is in the front and the control room will be somewhere along the side of the ship.

Imator Parallax approaching Bomar VI to refuel

I also put an image of the ship in orbit about a planet.  I am still dropping the ship images on planet and stars images.  But I do plan to learn how to place starfields and planets in the scene. Maybe even animating a few frames of action. There is really a lot you can do with Blender.

Imator Parallax receiving cargo

Wednesday, 15 March 2017

Timgal Ruins Overland Map

A quick map today showing the location of the Deep Pits of Timgal dungeon recently detailed. Landfall is the closest village. It is a mix of outcast Alusian natives and explorers and pirates from the seven cities. Many expeditions into the interior of the main island leave from Landfall.

The Timgal ruins are well known. But most explorers have spent their time exploring the ziggurat near the river and the ruins near it. A few miles away on a trail through the jungle is a large, stone ruin leading to the Deep Pits Dungeon.

A few other sites have been added to distract the players with. The Moaning tower is a tottering stone tower which moans eerily when the wind blows through cracks in the rock. The Mongala marshes is a deadly area full of quicksand, bogs, hidden pits and venomous snakes. Giant sea turtles can be found at Lafira beach.

There are few natives on the big island now that the serpent men activity has picked up. There are a few abandoned villages near Timgal and one fishing community at Dja still manages to hang on. Though the population of Dja has fallen to 45 natives.

Timgal Ruins area Map

Tuesday, 14 March 2017

The Lair of the Lycanthropes

I thought I would post one one of the level maps from one of the first dungeon I every mapped and the map the players created.  This was level 3 of my “Haunted Keep” dungeon based on the introductory dungeon in the Red book rules. It was drawn up in early 1982. I was always just a level ahead of my players when we first started gaming.

The Haunted Keep Level 3: Lair of the Lycanthropes (1982)

Back in 1982 part of the fun was seeing how lost the players could get in the dungeon as you tried to describe what they saw in words and provided minimal help with the mapping. This was exacerbated by the dreaded “natural caverns” style dungeons. Level 3 of my Haunted Keep was called “Lair of the Lycanthropes”.  If you ever read the Red Book rules (1981 version) the introductory adventure hinted that the Rodemus family that built the keep might still be around and were rumored to be wererats. My adventure ended in a cavern on the other side of an underground lake where the Wererat chief held court. To make getting out of the dungeon quicker, there was an elevator on this final level (it was 1982 and I was a high-schooler). It was my first dungeon and I figured the players would not want to roleplay traversing all three levels again to get out.

Below you can see how my players made out on their map of level 3.

The Player's Map of Lair of the Lycanthropes

Probably not my best design choice for a dungeon

Monday, 13 March 2017

Exploring the Ruins of Timgal

I have not talked about the Alusian Setting for awhile. This is the OpenQuest setting I am developing. A bronze age world with a primitive lost island. On the main island are the remnants of a once powerful lizardman or serpent man civilization.

Human explorers have ventured into the ruins they call Timgal on the main island for years. It appears on many treasure maps. The players will be following one of these maps to Timgal and spot a trail leading into a fairly intact structure rising out of the jungles.

Just one level is mapped. Further levels are accessible via the deep pits that are filled with water. The lizardmen come up these tunnels to raid the surrounding jungles after dark.

So without further elaboration here is the map of the Deep Pits of Timgal.

Deep Pits of Timgal Map Level One

Sunday, 12 March 2017

Flying Wing Hull Type

From the beginning went I started using Blender I wanted to try my hand at a flying-wing style spaceship. A small trader that could be configured for atmospheric flight. I got side-tracked about 4 times now once I started manipulating shapes and saw something that looked like a spin hull.

But I finally took some time to rough out a new hull.  This time I took the time to change the blender scale to meters so I can actually create something that will be to scale once I create a deckplan. The hull shape is 80 x 40 x 10 meters. It actually has a shorter wingspan then the B2 Bomber but it is a lot longer and taller. I assume the shape is just to give it some lifting properties, powered flight it the primary method of staying aloft.

I also created a little man (a little better than a stick figure) and a Standard S Container to scale. I created them when I was trying to figure out if a container would fit in the ship and how tall an airlock would have to be. I took an image with the man and the container standing on the basic hull.

Atmospheric Hull Type Prototype Shape

Deckplan Niron Free Trader

I imported the Niron blender model image into a paint program to make the deck plans. The first problem was one of scale. I had wanted a large hauler and I had placed space for 4 shipping containers in the bay. But now that I had dropped a square grid on the ship I was thinking 5 foot squares. Once I had the deck plans laid out I realized that it needed to be at least 10 foot squares to carry anything of significance. Stars without Numbers assumes very little trade is occurring in bulk commodities. There are no mining worlds transporting raw materials to industry hub worlds. The inhabited galaxy is just too isolated and the spike drive ships are too small to make this economical. But I still want to be able to carry at least the equivalent of 4 large cargo containers.

Containers that get shipped across the ocean today in the real world are generally 48 feet long and 9.5 by 9.5 feet in cross section. I decided that in Wolf sector the standard sized container (M) is 30 x 10 x 10 feet but a large container (L) is 70 x 30 x 30 feet. So the Niron free trader can carry four of these large containers or 16 of these more standard (M) containers. The bay has locking mechanisms to hold the containers and can be configured for either. There might also be even smaller shipping containers (S) that are only 15 x 10 x 10 feet, the Niron can carry 32 of these small containers. Of course the automatic locking systems can be configured for a mix of different sized containers. They also have the benefit that they can be dumped in space should the trader captain be under attack and decide to drop his cargo.

Niron Free Trader Deckplan

The layout of the ship is pretty simple and greatly restricted by the enormous cargo bay. As you can see there is no access to the cargo containers from the ship. The Niron is simply a hauler. The crew is not poking around in the cargo. This opens the possibility of unknowingly carrying illicit cargo but I assume the Niron crew would carefully scan any cargo container they are locking on to. In Stars without Number the spike drive is used both for in-system maneuvering and spiking up through dimensions for interstellar travel. But in system the ship would not normally spike up in dimensions (unless under attack). So I decided the ship engines and the spike drive generators would be separate items. I included some fuel bunkers which look woefully inadequate but we will just hand-wave that.

There is room for a crew of six. But the Niron could be run by a single crew. I could make different layouts of the forward area with maybe a larger cargo bay for secure, pressurized cargo storage. The ship’s computer and the life support are in one area. Not much is said about ship computer technology in Stars without Number. I was thinking I would have near A.I. ship computers that would be an NPC in the campaign. The computer would be the representative on board of the company/bank/lending agency that actually owned the ship. This way if the crew got any idea about going to another system to skip payments the ship would immediately shut down and return to the nearest star port.

This is what I think will probably be the starting ship for the players in a Wolf Sector Campaign. They would owe the bank 600,000 credits when they pay the downpayment of 45,000 credits. With a 10% annual interest rate the players have to pay about 6,500 credits per month to pay off the ship in 15 years (standard ship loan contract).

Saturday, 11 March 2017

Niron Class Free Trader

Niron MKIII in orbit
I watched the texture tutorial for Blender today so I wanted to use it right away. Because of the way I created the “Antelope” ship model adding textures would take some doing. So I created a new, simple ship.

This ship the “Niron” is my model for the big, classic free trader hauler that is most prevalent in Wolf Sector.  I build it with a big, open bay cut out into the hull where standardized containers can be held. The area to the rear of the cargo bay is filled with the engines and fuel bunkers. Forward of the cargo bay are the crew quarters, life pods and pressurized cargo space.

I ran it through the ship builder and came up with a fairly inexpensive ship at 645,000 credits. Possibly cheap enough for players to put in a down payment. With life support capable of supporting a maximum of 6 crew it is about right as a player owned (or leased) ship. I reduced the hard points on the hull to a single spot. I did not have the time to render something on the hard point. I figure many traders will not be able to afford weapons or defensive systems.

Niron MKIII Leaving orbit

I think there are likely dozens of the Niron class ships wandering about Wolf Sector and some might even venture further into other sectors. Next thing I need to do is come up with a deck plan for the Niron class.

A Niron Free Trader is approached by an Antelope Planetary Defense Ship

Thursday, 9 March 2017

Antelope Class Spike-2 Trader

I spent a fair amount of time playing around with the blender rendering software today with the intent of building some spaceships. I am only about a third of the way through the tutorial but I wanted to try out some of the ideas.

IP Trevor Mallow (Antelope MK1 Class) performance trials near Kaitos
I came up with this little trader I call the Antelope class ship. It is a small trader but quick and perfect for mail routes and trading in small commodities. I have noticed anything about long distance communication in the Stars without Number setting and it fits with the isolated feel I think is right for my setting. The only quick method to get information from one system to another is with the quick mail star ships. They can pick up a data dump, refuel in system and jump to the next system in a matter of days.

Researchers for Imani Partnership found some old rusted out pre-collapse spaceship stored away in silos on Midwrath and were able to use the tech to build the first Spike-2 drive ships built in Wolf Sector. Panstellar Shipping immediately placed a large order and they are not an uncommon ship to see on Kaitos, Mizar, Bomar, and Delta Outeria. The engines were unfortunately offset by few hardpoints, defenses and weapons but it is primarily travelling in Wolf Sector Core space. Recently ships have started travelling from Onai to Comarid utilizing its 2-parsec jump capability.

The Raptor (Antelope MK2 Class) in orbit around Bomar VI

Wednesday, 8 March 2017

Blue Lizard King Map

I mentioned I would think about translating the hand drawn map for the Tomb of the Lizard King I showed in my last post.  I was already working on it for that post but it was taking longer than expected.  So it is in this post.

As I mentioned I used my version of the Tomb of the Lizard King as part of a dimension-hopping mega-adventure. The players had entered a Temple of Arik that was jumping between dimensions. At first they assumed that the Temple had portals to other dimensions. They took a long time to complete this adventure and the Temple had dimension hopped on to its next stop which was quite a shock to them.

Here are the notes from the campaign journal dated March-August 1984.

The Company of Heroes journey to the lair of the Black Dragon Aulicus in the Great SouthernSwamp. The lair is in the entrance to the Tomb of the Lizard King Sakatha. Realizing thatthe Black Dragon is too powerful to confront the players sneak past the dragon into theTomb looking for clues to why the dragon is attacking local villages. Inside they find a series of prisoners held in time capsules and release Sakalaith (previously encountered as the Blue Phantom of Haunted Mansion).
In the tomb they are attacked by and defeat several demons before confronting and defeating Sakatha who has become a unique Vampire Lizardman. They find the ruby eye of Arik that is the key from this dimension and track Sakatha to his coffin to destroy him at the paladin’s insistence. Returning to the Temple of Arik they are shocked to discover that it has been replaced by a ruinsubmerged in the swamp. Sakalaith is able to ascertain that the monument is jumping through dimensions and should return after a few weeks. The Company camp out in Waycombe for a few weeks.

The Tomb of the Lizard King re-imagined.

Tuesday, 7 March 2017

Tomb of the Lizard King (revised)

The Tomb of the Lizard King (I2) is a classic TSR module released in 1982. I always wanted to work it into my Campaign I was running in the early 1980’s. My campaign had taken a turn for some serious Dimension hopping with the players trying to find the missing Eyes of Arik (suggested by B3 Palace of the Silver Princess) across seven different worlds. This allowed me to drop in some published modules that would not otherwise fit together.  Since the players were pushing 8-9th level I did a complete re-write of the adventure (and I had to place the eye in amongst the treasure).

The resulting map bore little resemblance to the original. I recall the final tomb of Sakatha (vampire Lizard King) had a number of Type I and II demons guarding it. Attached here is the map I created of the dungeon and the close up I drew of the Tomb. All drawn in mid-1984.

I might translate this into a blue map as well, although it is a little complicated.

Revised Tomb of the Lizard King (1984)

Detail of the Final Tomb (1984)

Monday, 6 March 2017

Bomar, Domed Living

It is time to fill in the details of some of the new systems I created a week ago with my Stars without Number setting. Despite not knowing the details of the Unity of Suns interstellar government I am going to turn my attention to one of its minor possessions. The Unica Nova system and the planet Bomar. I have also decided to move away from the standard SWN planet designation system because it was just not providing some of the information I wanted.

Unica Nova IV
Star: Class M yellow star
System: 7 planets (Rock, Rock, Rock, BOMAR, Gas Giant, Gas Giant, Ice Rock).

Atmosphere: 0.4 (very thin- respirator required)
Rotation: 16 hour day
Axial Tilt: 5 degrees (low seasonal change)
Eccentricity: 250 day year
Hydrographics: 15% (mainly as polar ice)
Volcanism: low (2 active)
Habitation: 0.7 surface gravity
Population: 500,000 (mainly humans)
Government: Republic (elected by citizens)
Law Level: Low
Tech Level: 4
Starport: B Class (Alpha Port)

At some point in the distant past (archaeological evidence suggests 200,000 years ago), Bomar was the home to an advanced civilization. Whether they were starfaring is unclear but they did leave evidence on Unica Nova III, IV and V. When human explorers found Bomar in 2292 the planet was devoid of any life. But the presence of multiple alien sites meant that several expeditions were mounted to explore the planet and a permanent settlement was established at Herculon near one of the largest ruins (dubbed the Pastel City). The alien ruins are fairly enigmatic. The consist of black artificial structures made of an unknown material. Those structures that are open are empty. Some structures appear to have no entrance and are impervious to scanning. No bodies or images of the species were ever found. Evidence of plant and animal life are common in the fossil record of the planet. Some scientists have suggested that a six-limbed ape-lie fossil represents the advanced species but most researchers discount this claim.

When the scream came the researchers and government officials on Bomar boarded the few spike drive ships and returned coreward. Bomar relief arrived from the Terran Mandate and no trade or contact occurred with nearby planets. The remaining 55,000 humans stranded on Bomar were left to fend for themselves. The planet has an atmosphere but the pressure is too low to breath the oxygen so Herculon was a domed city with only a few greenhouses. To survive the humans directed water south from the northern polar caps in canals and planted fields out in the open near the equatorial region. Bomar struggled for many years but managed to survive and had a population of 120,000 when it was rediscovered by independent traders from nearby systems 150 years ago. Some people immediately left the planet for less difficult worlds and the population briefly dropped to 30,000 but it has since regained its population and has expanded.

Fifty years ago Bomar joined the loose confederacy of worlds known as the Unity of Suns. This has brought settlers primarily from Kaitos but also from other nearby systems. A multitude of new settlements has sprung up. Fields now cover the equatorial region of the planet and even forests have been planted near some of the newer settlements in an effort to aid the gradual terraforming of the planet.

Bomar Unica Nova IV

The government system is an elected Republic. But there are no political parties. Voting rights are only held by those who have invested a significant amount into the economy. New voters are invited to join. These voters elect representatives for their region and this council in turn elects a planetary president and councillor to the Unity of Suns governing council. As of 3200 there were 500,000 people of various species on Bomar and only 15,000 citizens (all of whom are humans). This is cause of some friction with the population. However, Bomar is a planet that values independent rights for the individual so the lack of representation is somewhat mitigated. It is common to see residents going about their business in the capital of Herculon with a laser pistols belted to their hip.

Currently there is little interest in the precursor ruins. Access is open to anyone but there is little going on. Most residents of Bomar are farming, building canals or mining (it is a metal rich planet). There is no native life, but there are earth transplanted trees, grasses and crops. There are no native organisms or introduced organisms on the planet. Where fertilization of crops is necessary it is done by nanite clouds.

Bringing an animal onto the planet is severely restricted. Spacers who arrive with the favourite cat are told to restrict the animal to the ship. Locals eat a vegetarian diet with protein additives. There is trade for wealthy in bringing in luxury food items.

Adventure Hooks
  1. Precursor ruin activates grounding all transports for 300 km. Investigate.
  2. Cash crops in a pressurized greenhouse are being damaged. It looks like something is eating them. If the players investigate they discover rabbits are multiplying in the greenhouse. They are coming from a secret rabbit farm located in the domed city. Supplying the wealthy citizens with cheap meat. The players are asked to put a stop to it.
  3. A new canal is being sabotaged. Investigation will reveal it is rival agro-corporations vying for trade.
  4. A nickel prospector in the Parker Range brings in what looks like a fossil of an alien head. He wants to sell the location to the highest bidder. It is a scam.

Herculon the Capital City of Bomar - Author 3-2017