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UNDER

SAFFRON SKIES

AN ADVENTURE SITE
ON A REMOTE MOON
by MICHAEL MASBERG
UNDER SAFFRON SKIES

TABLE OF CONTENTS CREDITS


INTRODUCTION 4 WRITING, TRANSLATION & LAYOUT
Michael Masberg
THE MOON RUBAN 5
COVER ART
SAFFRON’S SKY 9 Midjourney AI

PEOPLE OF RUBAN 13 MAP ART


Vincent & Janine Modler
STORY SEEDS 21
INTERIOR ART
Midjourney AI, Sergei Tokmakov

SPECIAL THANKS TO
Ricarda, Tina, Jens and Tony.
This adventure site wouldn‘t exist without you!

MORE THANKS TO
Thomas Römer and Benjamin Voigt

Original material © 2023 by


Pig of Spades, a label of Michael Masberg
www.michael-masberg.de

Buy me a cup of coffee and support the creation of more


RPG books!
BuyMeACoff.ee/MMasberg

FREE LEAGUE WORKSHOP


This product was created under license. Coriolis and its
logo, are trademarks of Fria Ligan AB.

This work contains material that is copyright Fria Ligan


AB and/or other authors. Such material is used with per-
mission under the Community Content Agreement for
Free League Workshop.

All other original material in this work is copyright 2023


by Michael Masberg and published under the Communi-
ty Content Agreement for Free League Workshop.

VERSION 1.01
UNDER SAFFRON SKIES

Welcome to the moon Ruban! Almost forgotten, it orbits a gas giant on the edge of a
remote system, far from all significant trade routes. Yet - or perhaps because of this? -
people have settled here. They call their settlement Saffron’s Sky. And it is a place full of
INTRODUCTION

secrets, dangers, and hidden conflicts.


THE MOON RUBAN and the then still nameless settle- The result is a scenario location in the tradition of the
ment were part of our campaign. Integrated into a larger Mahanji Oasis or the Hamurabi portal station. A place
narrative, a scenario location with exciting characters far away from the great centres of the Third Horizon.
rose from the silvery desert sands to keep the player And an example of how much waits beyond the Coriolis
characters (PC) busy for several sessions. space station and the Monolith of Kua.
That was a long time ago. Our crew moved on to explore I wish your crew and you an exciting time under the saf-
the mysteries of the Third Horizon in other systems. But fron skies of Ruban and hope that its inhabitants will be
the memory of Ruban and the people there remained. So as memorable to you as they are to us.
I decided to reprocess the original material and publish
it.
I have changed some details, mainly to make the setting
work outside the larger narrative of our campaign. Some
echoes - which will probably only my group recognise
- can be found in the descriptions of the backgrounds,
locations, and characters.

4
UNDER SAFFRON SKIES

Far away from the burning centre of the system, a sulphur-yellow gas giant is ponderously
moving along in its orbit. Its only companion is a habitable moon. There, a saffron-co-
loured sky stretches across a cold desert of grey and black sand. This is Ruban, hardly
THE MOON RUBAN

noticed and yet full of secrets.


THE MOON RUBAN may not play a role in the great in-
trigues and power games of the Third Horizon. Very few
people have ever heard of it. Yet it is important to the
people who have made it their home. And beneath its
surface, it hides lost knowledge that goes back to the
time of the Portal Wars.

WHERE IS RUBAN LOCATED?


You can position the moon Ruban in the orbit of
any gas planet. The Third Horizon knows many
fitting star systems, but it shouldn‘t be close to
heavily frequented trade routes. A suitable op-
tion is Dziban, which is also very isolated due to
the authoritarian rule of the Mematurge. We as-
sume exactly this system for our description but
will only mention it occasionally. How the Coloni-
al Agency managed to get the Mematurge‘s per-
mission for the colony is another story. Perhaps
the mysterious ruler has no interest in the remote
moon. Or he secretly plans to lure new subjects
into his system and under his rule. THE MOON RUBAN

DIAMETER: ca. 7.000 km

GRAVITY: 0,6 G
CHARACTERISTICS
ATMOSPHERE: Respirable
The term “moon” may be misleading. With a diameter
TEMPERATURE: Moderate
of 7,000 km, Ruban dwarfs many planets. (For compari-
son: Lubau in the Kua system measures less than 5,000 GEOSPHERE: Dry world
km in diameter, and even the acid planet Jina is only a POPULATION: Several hundred residents
few hundred kilometres smaller than Ruban). But in the
shadow of the enormous gas giant it orbits, it can only SPACE PORT: Primitive airstrip

be a dwarf.

e LOW GRAVITY
sleep used on space stations. The local nomads use the
PCs who are not used to a low gravity environment suf-
four watches, too, but they are shorter by one hour.
fer a –2 penalty to all DEXTERITY, FORCE, and MELEE
The twilight sky of the moon has the color of saffron.
COMBAT rolls.
The only settlement owes its name to this fact: Saffron’s
e GREY DESERT, YELLOW SKY Sky. Ruban’s surface, on the other hand, is characterized
by grey deserts and black rocks, and this interplay of
Ruban’s rotation is bound, so it always turns the same dark ground and yellow twilight intensifies the surreal
side to the neighboring gas giant. All settlements are on feeling.
this side. Due to the bound rotation, the colonists do not The air is breathable but cold and dry and may initial-
know day or night but an eternal planetary day. The twi- ly cause slight respiratory problems for susceptible in-
light under which the people live on Ruban is sometimes dividuals. In addition to the vast deserts and ominous
brighter and sometimes darker, depending on whether towering rock domes, some lakes exist. Their water is
the gas giant reflects the distant sunlight or filters it warm, mineral-rich and is black but drinkable. Neverthe-
through its gas. The differences are marginal, however. less, the settlers of Saffron’s Sky have made it a habit to
The colonists follow the usual cycle of work, leisure and purify the water of their lake before using it.

5
UNDER SAFFRON SKIES

e THE SACRILEGE OF THE DABBA


THE MOON’S OTHER FACE
In 19 CZ, the missionary ship Dabba of the Order of the
Ruban‘s other side never faces the gas giant. It
Pariah set out from Zalos to spread the word of the Mar-
has actual days illuminated by the distant sun
and bitterly cold nights when the moon enters tyr along the Sadaal route. After Aiwaz and Errai, the
the planet‘s shadow – as well as extended peri- ship finally reached the Dziban system and was guided
ods of twilight in between. Since Ruban takes ab- by the will of the supreme icon to a remote moon under
out 15 standard Kuan days to circle the gas giant
a yellow sky. The faithful were surprised to find signs of
once, the phases are very long.
habitation and eventually a temple on the supposedly
uninhabited moon.
The missionaries believed in finding here signs of early,
HISTORY misguided worship of the Martyr. Especially the relics
kept in the temple, which the ancestors of the Mushara-
For eons, no human set foot on Ruban. The first settlers din had rescued from the Odacon system, aroused their
turned to other planets and moons. So, undisturbed and desire.
lonely, Ruban followed the mighty, nameless gas giant Eventually, a fierce confrontation started, and the
on their shared journey through the night. Musharadin had no chance against the well-equipped
Zalosians. The Order’s missionaries “saved” the relics
e THE ARRIVAL OF THE MUSHARADIN
and “cleansed” the temple. In short, they burned it down
By the end of the Portal Wars, humans arrived on Ruban and stole the relics before leaving the moon to continue
for the first time: the ancestors of today’s nomadic their journey.
Musharadin tribe. They were fugitives from the Odacon
system and had left for the unknown in the face of the
THE DESTINY OF THE DABBA
devastating last battles. It is unknown how long their od-
yssey lasted, but they finally reached the remote moon This incident never became known outside Ru-
(probably around -95 CZ). Here they vowed to repent ban. The Dabba left the system through the por-
tal towards Ghodar but never appeared on the
and live a quiet life in the shadows in the name of the other side. The Dabba has been missing for over
Acquiescent – the only Icon they worshipped from then 40 cyclades, and its crew has long since beco-
on. Ruban and its eternal twilight, must have seemed to me a footnote in the Order‘s chronicles as nearly
them like a promised land. forgotten martyrs. Was it a punishment for the
icons? Or was there a cursed artifact among the
The fugitives established a first permanent settlement stolen relics? Should the Dabba ever reappear,
on the shores of a lake. But a few years later, a schism perhaps at the other end of the Horizon, what
arose between those who wanted to build something fate might have befallen the crew?
new and those who desired a restless life. The second
group moved into the desert as a nomadic tribe. The
two groups came together rarely to commemorate their e NEW ARRIVALS
shared past and mourn those who had died. These hap-
penings took place in the Caverns of the Silent Dark- Four decades after the terrible incident, the Musharadin
ness, a predominantly underground place of worship in are tested by destiny again. After studying the moon, the
a rocky area southwest of the settlement. Colonial Agency has decided to build a new settlement
The settlement did not last long. Around -80 CZ a plague to mine the raw materials hidden in the sand. The Ze-
broke out and killed many people. The survivors fled to nithian project does not enjoy much support from the
their nomadic relatives, and the old settlement has been factions. But it is being pushed forward by the ambitious e
Core Rulebook:
left behind for decay. colonial agent Jarros Kumbra, who has commissioned Jarros Kumbra,
page 21
Three decades later, the Caverns of the Silent Darkness his sister Damata to carry it out. His calculation is sim-
were abandoned at the behest of the Musharadin high ple: because of the remote location, he hopes for little Damata Kumbra,
page 13
priest of the time. He did so following insights from the interference from other factions while at the same time
study of ancient lore that it was the tribe’s duty to build creating a shining example that will make other ambi-
a new temple (as a successor to the old temple left be- tious projects in similarly remote regions of the Third
hind by their ancestors in the Odacon system) after a Horizon more likely.
certain period of repentance. This very temple was to So far, this vision did not come true for many reasons.
bring new calamity upon the Musharadin. For example, the support from the Colonial Agency af-
ter the first waves of settlement is modest, new trade

6
UNDER SAFFRON SKIES

routes or even contracts with transport ships have hard- Worms gang does not venture too close to the north-
ly been established, and additionly, tensions are grow- eastern site on their dares.
ing within the colony with the poetic name Saffron’s Sky. From a distance, the rocks do not reveal that they once
The unpleasant climate and the perpetual twilight put concealed a religious site. An experienced person in-
additional strain on the settlers. Recently, a terrible ca- specting the area can see that heavy naval guns caused
tastrophe occurred when the spaceship Tahwida, which the destruction.
was supposed to bring new colonists to the moon, ex- Not much of the inner complex remains. Most of the
ploded during the landing approach. rooms collapsed, and the bombardment destroyed
Meanwhile, the Musharadin have gone unnoticed by the most evidence of religious worship. Moreover, the spir-
newcomers, even as rumors spread of djinn and other its of the murdered Musharadin walk around here.
spirits said to roam the soot-blackened ruins of a for- Because of this, the site is considered taboo even
gotten culture. Yet, the nomads watch the settlers of among the nomads. However, not some restless ances-
Saffron’s Sky very closely. And among them, voices de- tors but the nomads are responsible for the incidents
mand that they abandon the paths of the Acquiescent that make the sand runners of the newcomers give the
and act before new misfortunes befall the tribe. sooty rocks a wide berth.

THE CAVERNS OF THE SILENT DARKNESS


SIGNIFICANT SITES e

Deep in the desert lies a rock formation, and beneath it,


Human settlement by Musharadin and colonists is limit-
the sacred site of the Musharadin. The caves date back
ed to a comparatively tiny area on the moon. Therefore,
to the beginnings of the first settlement. Here, the first
feel free to add more exciting locations as your crew
high priests recorded the story of expulsion, flight, and
embarks on voyages of discovery.
new beginnings, and the worship of the Acquiescent be-
gan in the lightless caves.
e SAFFRON’S SKY
A labyrinth of burial caves surrounds the inner sanc-
You can find the full description of the Saffron’s Sky tuary. Here rest the dead of the first settlement in the
starting on page 9. valley of Saffron’s Sky. Today, the Musharadin still bring
their deceased to the caves.
e CURSED RUINS The deeper you go, the eerier the passages become. In
The Dabba raid has left only grime-blackened rocks from the very depths, living statues watch over the Chronicles Use the stats of
sentinels for the
the new temple of the Acquiescent. For the people of of Endurance. Wall paintings and inscriptions in ancient living statues.

Saffron’s Sky, the grime rocks are both a mystery and a Odaci recount the odyssey that led to Ruban, a confes- e

taboo. Since unexplained incidents have occurred near- sion of the Acquiescent’s religion. Core Rulebook:
Sentinel, page 332
by, the Icon priest Abu Aziz has issued a general ban
on approaching this place of darkness. Even the Dust GETTING THE PCS
INVOLVED
THE ACQUIESENT You can find some suggestions here if you don’t know
why the PCs should go to Ruban.
The Acquiescent is the only Icon the Musharadin
worship. They know of no others, though a faint
echo of the usual Icons reverberates in their e FOR THE COLONIAL AGENCY
worship of the spirits of wind, sand, and water.
As in many ancient forms of worshipping, the If the players have chosen the ambitious colonial agent e
Acquiescent has two sides: “the Silent Suffe- Jarros Kumbra as their patron, he can send them to Core Rulebook:
Patron and
rer” (hiding in darkness) and “the World bearing Ruban to see what’s going on there. The settlement pro- nemesis, page 20
Shoulders” (on which the community rests). This
ject is no longer well-liked within the Colonial Agency, so
worship dates back to the flight of the Mushara-
din ancestors from the Odacon system, which Jarros will have to exert his resources to make Saffron’s
ultimately stranded the small community on the Sky a success.
moon Ruban. In the process, among other things,
an early interpretation of the Judge mixed with e AGAINST THE COLONIAL AGENCY
nomadic mystery worship of the Faceless One
and an identity-forming narrative of their desti- Saffron’s Sky has caught the interest of another faction.
ny. The more animistic office of the high pries- They want to learn more about it and ask the PCs to
tess also shows the nomadic influence.
investigate. This angle works fine with an appropriate

7
UNDER SAFFRON SKIES

patron or if Jarros Kumbra is the crew’s nemesis. Once


landed, they are drawn into the stories of the colony.

e LOOKING FOR SOMEONE


Some colonists have cut ties with their previous life. And
for some, the past catches up with them – this time in
the form of the PCs. Maybe it is a concerned relative
who asks the PCs, or they are looking for a wanted per-
son (rightly or wrongly) among the settlers.
This NPC may even be a relative or have some other per-
sonal relationship with a crew member. Likewise, this
NPC may possess specific information that the crew
needs as part of their quest. Since communication with
Saffron’s Sky is difficult, their only option is to go directly
to Ruban and talk to the person.

e EXPLORER
The story of the Dabba, traces of the Musharadin and
their escape from the Odacon system, their odyssey
through the horizon, or other archaeological clues may
point to Ruban. Of course, the colonial agent Damata
Kumbra won’t allow every crew that comes along to dig
around on “her moon” – not to mention the taboos de-
clared by the Icon priest Aziz Khalaf about some seem-
ingly cursed area near Saffron’s Sky. Damata is pragmat-
ic enough to offer a settlement - if the PCs help her with
one of her problems.

e EMERGENCY LANDING
Dziban’s portals are unstable. Should their spaceship be
damaged after a portal jump, the PCs may not want to
encounter the Mematurge and their mind-wrapping cult.
But there is an entry about an independent colony in the
database …

e COLONISTS
The PCs are colonists and may have come to Ruban
with the last wave. This angle puts Saffron’s Sky at the
center of your campaign. The PCs are introduced to the
issues and conflicts of the setting in a tangible scope
and can make a name for themselves locally. Perhaps
later, they will follow the call for adventure and explore
the Third Horizon.

8
UNDER SAFFRON SKIES

Under a yellow twilight sky surrounded by grey deserts, some brave souls try to build a
new existence. For some of them, it is their last hope.
SAFFRON’S SKY

THE COLONY SAFFRON’S SKY is a young foundation


SAFFRON’S SKY
of the Colonial Agency, which hopes to profit from the
hopes or despair of colonists. Far from competing fac- AVERAGE TEMPERATURE: -55°C to 5° C, depending on
tions, a prosperous settlement shall relieve the moon which side of the planet the moon is on.
of its valuable raw materials. But the investments are POPULATION: around 300 colonists
not yet paying off, and the financiers are losing interest
GOVERNANCE: As a foundation of the Colonial Agency,
in the project. More and more, the settlers are on their the administration is the responsibility of the colo-
own. Saffron’s Sky is at a crossroads: Will the settlement nial agent Damata Kumbra. However, the priest Aziz
become a home for the people thrown together, or will Khalaf disputes her influence.
there be nothing more of it than ruins in the sand soon? LAW AND ORDER: So far, no militias have formed. The
colonists look out for each other, maintain peace
OVERVIEW and defend the colony.

IMPORTS: Spare parts, medicine, meat, entertain-


Saffron’s Sky sits in a sheltered valley that opens to a ment.
black lake to the northeast. High rock walls surround it
EXPORTS: Copper, nickel, silicon.
on all other sides.
The valley extends over three terraces. The northern-
most level is the lowest and the largest, and the rock
walls rise highest. After some promising analyses by One such legacy stands at the only viable access to the
local prospectors, mine shafts has been dug into the valley. Where the rock walls divide, a large archway rises
rocks. up built from the local dark stone. Analyses have shown
The actual settlement lies on the two southern terraces. that it is over 150 cyclades old and thus must date from
It is obviously only the beginning, and Saffron’s Sky shall the first decades after the Portal Wars. Unfortunately,
one day fill the entire valley. But the present is far from there is no evidence of its builders. The dark grey stone
such a future. is smooth and unadorned, and the carved niches are
Almost all the buildings are from prefabricated modules. empty. Some call it the “unfinished gate”. They wonder
These are costumised according to the skills and re- what fate befell the builders, since they obviously could
sources of their inhabitants. Everything is still quite new not finish their work.
but equally provisional and sometimes cheap. It is as The more pragmatic natures among the colonists have
if influential voices in the Colonial Agency do not quite installed fluorescent tubes under the arched ceiling
believe in their narrative of a successful settlement. of the gate, their yellowish light glowing ghostly in the
Since the wind in this region often blows from the south, dusty atmosphere.
most buildings huddle in the shadows of the southern
cliffs or below the uppermost terraces. e 2: THE ADMINISTRATION CENTRE
Directly opposite the gate rises a circular module that
e THE SPACE PORT
towers above most other modules. This building is the
Damata Kumbra,
The name is a joke people like to tell in Qabel’s cantina. bureau of the colonial agent Damata Kumbra. page 13
The primitive airstrip is outside the valley, about a quar- A circular hall in front occupies the ground floor, which
ter of an hour’s walk away. It is a rocky plateau suitable serves as a community hall during meetings and oth-
for shuttles and up to two Class III starships. But usually, er communal occasions. The dome-shaped upper floor
only the free freighter Kizan lands here. houses Mrs. Damata’s office and private chambers. The
Asifa,
The landing area offers a tool shed, a generator module, orphan Asifa also lives here. page 13
and a terminal that can contact the settlement.
e 3: SANDRUNNER HALLS
e 1: THE UNFINISHED GATE
To the left, behind the Unfinished Gate, is a large vehicle
The colonial agents were amazed when they found trac- and machine hall built from several connected container
es of a previous settlement when they probed the moon. modules. A large roll-up door protects the interior from
This fact, too, favoured the approval of the project. Ruban’s weather. The settlement’s sandrunners are

9
UNDER SAFFRON SKIES

11

8
10
7
6

4
2
1

TO THE SPACE PORT

10
UNDER SAFFRON SKIES

parked and maintained here, massive crawlers that sift


through the sand for valuable raw materials. THE CRASH OF THE TAHWIDA
The people who drive the crawlers also call themselves
The colony ship Tahwida brought all the colonists
sandrunners. They are both hard-boiled and supersti- now living in Saffron’s Sky to Ruban in three wa-
tious. Among themselves and in Qabel’s cantina, they ves, but a fourth arrival ended in disaster. Even
spread stories of the ghostly velvet skulkers and other after three segments, it is still unclear what actu-
ally happened. What is certain is that the ship ex-
sightings on their lonely journeys in the twilight.
ploded when it entered the atmosphere. All co-
The spokesman for the sandrunners and chief techni- lonists vividly remember the enormous fireball in
Dalil Rouz,
page 15
cian of Saffron’s Sky is the choleric Dalil Rouz. His out- the sky and the desperate search operations of
bursts of rage are legendary and are directed against the following weeks. Not only the worker Khorim
lost an awaited person. It is truly a miracle that
everything and everyone. Sometimes his anger’s target
the girl Asifa survived and was found after days,
The Kizan’s crew,
is the inability of the colonial agent or the crew of the Ki- wandering confused in the desert, even though
page 16 zan to get reasonable spare parts for the crawlers, then she has not spoken a word to this day. The de-
Rask Rouz,
it is the machines or at his child Rask. bris of the Tahwida that did not burn up spreads
page 15
over a vast area far to the north on Saffron’s Sky.
The emerald disc with the flight data has still not
e 4: STOREHOUSES been found.
Opposite the sandrunner hall is another complex built
from several container modules. Here are the mined raw
materials stored until they are shipped onto the Kizan e 6: THE HAMMAM
to leave the moon. One might think that they would be
particularly secure because of their valuable content. Lady Jasmin Shalhoub’s bathhouse – or hammam –
The opposite is the case. For whom should thieves sell is another place for settlers looking for diversion or to
their loot? get rid of the sand for a few hours. No one knows what
brought Lady Jasmin to Ruban, but she came with mon-
e 5: QABEL’S CANTINA ey. Her hammam is one of the most magnificent build-
ings in Saffron’s Sky on the inside. Mosaic tiles adorn
The social heart of Saffron’s Sky is Qabel’s Cantina. The the floor and columns, and an elaborate projection
furnishings are as simple as the drinks and food, but the paints the starry skies of distant planets on the ceiling.
cantina has no competition. Yet the 40-year-old, beard- Because of this splendour alone, the rumour persists
ed Qabel dreams of a more luxurious interior and better that Lady Jasmin is secretly an agent of Ahlam’s Tem-
offerings. This dream made him give up his job at Lance ple who is supposed to keep a close eye on the Colonial
Station in the Zhau system to find happiness in the new Agency’s plans.
colony.
Ruban’s ubiquitous sand is found everywhere in the e 7: THE ICON TEMPLE
fibres of cheap carpets, in the upholstery of the used
seating units, and not infrequently in the food. Qabel’s At the beginning of each watch, Abu Aziz’s prayers blast Aziz Khalaf,
page 14
guests - mainly sand runners and fishers who stop here from the loudspeakers placed around the central tower
at evening watch to leave the day’s work behind - don’t of the icon temple. The inferior sound quality distorts
care. his words, which soon overlap with the echoes from the
At other hours, the cantina is almost empty. Only the valley walls. And yet all the colonists who can’t visit the
drunkard Khorim shows up for morning watch. He was a temple pause and immerse themselves in dialogue with
hard-working, respected sand runner and more popular the icons.
than the chief technician Dalil. There were even voices For the evening watch prayer, most people of Saffron’s
that would have preferred him as foreman. But when the Sky come to the temple and kneel on the carpets that
colony ship Tahwida crashed, Khorim lost his fiancée cover the metal floor. Heavy, ornate tapestries from
Mayla, who wanted to join him. Khorim never got over Mira depict the icons as shepherds of humanity, guiding
this loss. The once very devout first settler blames the them through the darkness. A grey curtain hangs in the
icons for his misfortune. place of the portrait of the Faceless One.
Otherwise, the Dust worms are here during the day The more arduous life in Saffron’s Sky becomes, the
watch. They are a gang of Ruban’s youth who kill time more Father Aziz gains influence. His sermons of trial,
in the cantina and dream of a future that will take them humility, and reward fill the void left by the unfulfilled
away from Saffron’s Sky. promises of the Colonial Agency.

11
UNDER SAFFRON SKIES

e 8: THE DOCTOR’S OFFICE e 10: THE ARBORETUM


At the foot of the artificial ramp that connects the top A hydroponic system under a misted dome provides a
terrace in the east with the level below lies the module habitat for plants and animals. The master of the gar-
Yaver Makal,
page 16
of Doctor Yaver Makal. The colony doctor is an eccen- den is the one-armed first settler Zalika from the Pillar
tric who, outside of his work, stays away from the other Quadrant.
colonists and keeps windows and doors firmly closed.
However, he his skilled and has often been able to help. e 11: THE MINES
The (potential) wealth of the colony lies in the copper
e 9: FISHERY
and nickel deposits. The first mines are at the northern
A fishing facility lies on the shore of the (still nameless) end of the valley. Many colonists work here. Machines
pitch-black lake. The fishers cast their nets or harvest do most of the work, but they need regular maintenance.
the dark brown algae every day. Plans to populate the The lack of spare parts makes people inventive. This sit-
lake with other life forms are no longer pursued. Howev- uation also causes tensions with the sand runners.
er, the native catfish are very nutritious and form a pillar
in the colony’s supply.

12
UNDER SAFFRON SKIES

Life in and around Saffron’s Sky is shaped by two groups: the newly arrived colonists and
the nomadic tribe, calling the moon of Ruban home for generations.
PEOPLE OF RUBAN

THIS CHAPTER DESCRIBES the most important CHARACTER: Determined to prove herself. Sometimes
NPCs. Please use the generic stats on page 343 in the condescending, but honestly concerned about the col-
Core Rulebook for other NPCs. ony.

IN THE COLONY ATTRIBUTES:


STRENGTH 2, AGILITY 3, WITS 4, EMPATHY 4

HIT POINTS: 5

MIND POINTS: 8

REPUTATION: 4

SKILLS: Command 2, Culture 2, Manipulation 3

TALENTS: Faction Standing (Colonial Agency)

ARMOR: —

WEAPONS: —

GEAR: Communicator, tabula

DAMATA KUMBRA, COLONIAL AGENT

Damata manages the settlement on behalf of the Co-


lonial Agency. She is the sister of colonial agent Jarros
Kumbra. It was mainly due to her brother’s influence that
the Agency entrusted her once again with a colony. Her
last venture – a mining colony on a moon in the Zhau
system – ended in disaster. Out of love for a smuggler,
she got involved with the Syndicate, which de facto took
over the colony.
Damata knows that Saffron’s Sky will not bring her glory,
yet it is her last chance to regain the respect of her fam-
ily. She cares for her colony but struggles with Abu Aziz
Khalaf’s growing influence. Her desire to eradicate the ASIFA, ORPHAN
missteps of the past often makes her seem harsh and
When the colony ship Tahwida exploded, no one expect-
aloof. As a result, she risks to provoke new conflicts.
ed survivors of the disaster. Nevertheless, the colonial
Recently, she has taken on the orphan girl Asifa, who
agent Damata sent out search party after search party.
was miraculously the only person to survive the crash
Finally, among the cooled wreckage, they found a young
of a colony ship. Unable to have children of her own,
girl who miraculously survived without serious injuries.
she sees Asifa as a gift from the Icons and defends her
Damata took care of the orphan, who has not spoken
against the influence of other settlers.
a single word since. Since all records of the new arriv-
als were destroyed in the crash, no one knows the girl’s
APPEARANCE: 41 years, slightly bloated face, examin-
name. Damata calls her Asifa, after her sister, who died
ing, sometimes condescending look
in infancy.

13
UNDER SAFFRON SKIES

THE TRUTH: Asifa has never been aboard the Tahwida.


Her real name is Kadima, and she is the daughter of Sha-
rif Fenuku, leader of the Musharadin. The high priestess
of the nomadic tribe foresaw the crash of the spaceship
and convinced Fenuku to let his daughter infiltrate the
colony. Secretly, “Asifa” is supposed to spy on the colo-
nists and prepare an attack. But after living with them,
she sees the strangers with different eyes.

APPEARANCE: 10 years, pale, skinny, green eyes

CHARACTER: Withdrawn, does not speak. Secretly, she


is torn between her mission and the feelings she has
developed for the colonists.

ATTRIBUTES:
STRENGTH 1, AGILITY 3, WITS 3, EMPATHY 3

HIT POINTS: 4

MIND POINTS: 6

REPUTATION: 1 (4 for Musharadin) ATTRIBUTES:


STRENGTH 3, AGILITY 2, WITS 3, EMPATHY 4
SKILLS: Dexterity 2, Infiltration 1, Observation 2,
Survival 1 HIT POINTS: 5

TALENTS: Rugged, The Dancer’s Talent MIND POINTS: 7

ARMOR: — REPUTATION: 5

WEAPONS: — SKILLS: Command 1, Culture 2, Manipulation 4

GEAR: Faceless’ talisman (INFILTRATION +1) TALENTS: Blessing, Faction Standing (Curch of the
Icons)

AZIZ KHALAF, MISSIONARY OF THE ICONS ARMOR: —

Abu Aziz is one of the first colonists. He sees it as his WEAPONS: —


destiny to be a shepherd to the people of Saffron’s Sky GEAR: Tabula with religious texts, Merchant’s talis-
– much to the displeasure of the colonial agent Damata man (MANIPULATION +1)
Kumbra.
In his view, everything in life is a test of the Icons. Bad MADAME LAREZA, SPOKESPERSON
things happen to those who do not follow their rules.
No one knows why Lareza set out at an advanced age
And those who experiences bad things, did not follow
to join the colonisation of a remote moon – and what in-
their rules. Either way, they deserve it. Therefore, the
fluence she must have possessed to be allowed aboard
crash of the colony ship Tahwida is an immediate inter-
the first colony ship. She doesn’t talk about it, and no
vention of the Icons that saved the young colony from
one else knows her from her previous life.
sinful people.
However, Madame Lareza, with her understanding na-
Given the life full of deprivation on the moon Ruban, his
ture, quickly became a spokesperson for the settlers,
teachings find great appeal, especially among the sand
representing the interests of ordinary people against
runners.
Lady Damata and others in power. Even the influential
people of Saffron’s Sky turn to the old woman for advice
APPEARANCE: around 50 years, shaved head, close-
when they need it. She seems to care only the commu-
set eyes under merged brows
nity’s welfare.
CHARACTER: Domineering, fanatical and demanding.
APPEARANCE: 72 years, small, almost blind, needs a
Perceives life as a test, in which only the teachings of
cane to get around
the Church of the Icons are meaningful.

14
UNDER SAFFRON SKIES

CHARACTER: Emphatic listener and intelligent advisor to build a new existence on Ruban and offer Rask a bet-
with a lot of life experience. ter perspective.

ATTRIBUTES: APPEARANCE: 37 years, strong, bull-necked, broken


STRENGTH 1, AGILITY 2, WITS 4, EMPATHY 5 nose
HIT POINTS: 3
CHARACTER: Choleric and distrustful.
MIND POINTS: 9

REPUTATION: 6 ATTRIBUTES:
STRENGTH 5, AGILITY 2, WITS 3, EMPATHY 2
SKILLS: Culture 1, Manipulation 4, Observation 3
HIT POINTS: 7
TALENTS: Judge of Character
MIND POINTS: 5
ARMOR: —
REPUTATION: 3
WEAPONS: —
SKILLS: Force 3, Melee Combat 3, Technology 4
GEAR: Cane
TALENTS: Gearhead

DALIL ROUZ, CHIEF TECHNICIAN ARMOR: —

The colony’s chief technician is also the akbar of the WEAPONS: Baton (+2, damage 1, CRIT 3)
sand runners. And even these hardboiled natures prefer
GEAR: Advanced tools (TECHNOLOGY +1)
to avoid Dalil when he throws one of his infamous tan-
trums. However, he also knows his profession. The fact
that the sand runners can do their job is due to Dalil’s RASK ROUZ, REBELLIOUS TEEN

talent for improvisation. Rask merely wants to leave. They never wanted to come
Unfortunately, he lacks the same skill in dealing with here in the first place. They only knew life on the Hamu-
people. This inability is especially noticeable to his only rabi portal station and dreamed of distant star systems.
child Rask, with whom he is often at odds. Perhaps also Now they live on a rock in one of the most remote cor-
because Rask is all he has left. ners of the Horizon. Their life couldn’t be worse.
Before coming to Ruban with the second wave, Dalil And their father, Dalil,, is solely responsible for this sit-
worked at the Hamurabi portal station. Three years ago, uation. The fact that they have inherited from him the
he lost his wife in an accident, and since then, he has choleric temper does not make their relationship any
increasingly lost control of his mind. After an incident at easy.
Brahani’s Cantina, he had to leave the station. He hopes Together with their peers, they founded the Dust Worms

15
UNDER SAFFRON SKIES

gang with them as the leader. The youngsters engage in He fears nothing more than the day when the
daredevil races with self-tuned grav bikes and care little Mematurge’s hirelings catch up with him. Whether the
for the rules of the adults. latter will even happen to Doctor Yaver is a different
question.
APPEARANCE: 17 years, dark curls, big nose
APPEARANCE: 34 years, bald, glasses, exhausted
CHARACTER: Short-tempered and impatient. Wants
nothing more than leaving the moon. CHARACTER: Calm and friendly towards patients. Be-
hind the facade highly paranoid. Tendency to have night-
ATTRIBUTES: mares.
STRENGTH 3, AGILITY 3, WITS 3, EMPATHY 2

HIT POINTS: 6 ATTRIBUTES:


STRENGTH 2, AGILITY 3, WITS 5, EMPATHY 3
MIND POINTS: 5
HIT POINTS: 5
REPUTATION: 2
MIND POINTS: 3 (reduced due to past experiences)
SKILLS: Dexterity 2, Pilot 2, Technology 1
REPUTATION: 5
TALENTS: The Gambler’s Talent
SKILLS: Infiltration 2, Manipulation 2, Medicurgy 4
ARMOR: —
TALENTS: Soothing
WEAPONS: —
ARMOR: —
GEAR: Tuned grav bike (PILOT +2)
WEAPONS: Scalpel (INIT +1, damage 2, CRIT 1)

YAVER MAKAL, COLONY DOCTOR GEAR: Doctor’s bag with herbal remedies for 15
treatments
Yaver is the doctor of the colony. However, he was not
recruited through the Colonial Agency but came to Saf-
fron’s Sky aboard the Kizan. He rarely talks about his THE KIZAN’S CREW
past, but few settlers do. Ships of the Consortium rarely come around. Even the
Yaver’s secret is that he escaped the Mematurge of Dzi- Colonial Agency sometimes seems to forget about its
ban. The tyranny he has experienced all his life, right into colony. An important reason for the survival of Saffron’s
his subconscious, made him nearly mad. The fact that Sky is Captain Fekhda Samm and his space freighter Ki-
no one in the colony suspects this is due to the fact that zan. He regularly flies to the moon, bringing spare parts,
he has likewise learned all his life to maintain a facade. data disks with proxy dramas, and other goods that the

16
UNDER SAFFRON SKIES

settlement needs. In return, the ship picks up raw mate-


GEAR: Personal communicator, Judge’s talisman
rials and sells them in neighboring systems. (COMMAND or RANGED COMBAT +1), Tag with 2,500 birr

FEKHDA SAMM, AKBAR OF THE KIZAN


HAMIT YRDAS, PILOT OF THE KIZAN
Captain Fekhda is a deeply religious man who rarely The bulky pilot of the Kizan comes from Algol and is loy-
decides without first having an inner dialogue with the al to his Akbar. He is the opposite of Fekhda: big, loud,
icons. He feels responsible for the colony, just as he and careless. However, both men share a deep faith in
feels obligated to his crew. However, he is not someone the Icons and an aversion to narcotics. In Hamit’s case,
who shows feelings openly. the latter has its origins in his past. Before finding peace
The colonial agent Damata would like to break away in his faith, he was addicted to drugs, which he now calls
from her dependence on the Kizan, as Fekhda gets “temptations of the darkness”.
along too well with Abu Aziz for her taste. Fekhda gladly
chooses sides with the missionary and refuses to de- APPEARANCE: 48 years, bulky, graying beard, wide grin
liver goods that Abu Aziz declares to him are a moral
danger to the settlement. CHARACTER: Loud and rumbling. Makes inappropriate,
crude jokes.
APPEARANCE: 52 years, thin moustache and goatee,
religious tattoos
ATTRIBUTES:
STRENGTH 4, AGILITY 3, WITS 3, EMPATHY 3
CHARACTER: Deeply religious. Taciturn. Fearless.
HIT POINTS: 7

ATTRIBUTES: MIND POINTS: 6


STRENGTH 2, AGILITY 4, WITS 3, EMPATHY 4
REPUTATION: 3
HIT POINTS: 6
SKILLS: Force 3, Melee Combat 2, Pilot 4, Ranged
MIND POINTS: 7 Combat 2, Technology 1

REPUTATION: 4 TALENTS: Intimidating

SKILLS: Command 3, Culture 2, Ranged Combat 3 ARMOR: 1 (Flightsuit)

TALENTS: Executioner WEAPONS: Vulcan carbine (+1, damage 3, CRIT 2),


Mace (damage 3, CRIT 3)
ARMOR: 1 (Flightsuit)
GEAR: Personal communicator, Tag with 1,500 birr
WEAPONS: Vulcan pistol (+1, INIT +1, damage 2, CRIT 2)

17
UNDER SAFFRON SKIES

THE KIZAN

The Kizan is a well-maintained, albeit older, freighter


model, which is no longer built like this today. The front
resembles a cross between a visor helmet and a flat
waterfowl beak. The boxy midsection tapers aft to the
propulsion system, which makes up nearly a third of the
design. Although this gives the Kizan a rather unconven-
tional appearance, it can accelerate considerably. That
– combined with the flying skills of the pilot Hamit – has
saved the freighter and its crew from corsairs and other
dangers more often than the modest armament.

CLASS: III

ENERGY POINTS: 5

HULL POINTS: 6

MANEUVERABILITY: +2

SIGNATURE: 0

BINAYLA NOOK, MACHINIST OF THE KIZAN ARMOR: 5

Binayla has been aboard the Kizan for only a few seg- SPEED: 3
ments. The young woman originally came from Sadaal MODULS: Docking station, cabins, cargo hold (3x),
and fled from there after she experienced strange pre- chapel, stasis hold, workshop
monitions. She was shocked to discover that she was
FEATURES: Atmospheric entry, sensitive sensors, turbo
afflicted with the mystic disease. Of course, she hides projector
it from Fekhda. She knows he will throw her off the ship
EXTRA GEAR: Accelerator cannon, countermeasure
as soon as he finds out. At the same time, she feels safe
dispenser
on the Kizan: Fekhda treats her respectfully, and Hamit
(some inappropriate jokes aside) watches over her like
a big brother. She felt never so welcomed. Neither with THE MUSHARADIN
her family nor during her work on the docks. And yet, the The Musharadin live such a secluded life that the colo-
fear remains that her cursed gift will undo all that. nists are not known of their existence. Conversely, the
desert nomads have the newcomers very well in mind.
APPEARANCE: 21 years, long hair, black eyes

KHEPRI, HIGH PRIESTESS


CHARACTER: Quiet and insecure.
The duty of the High Priest of the Acquiescent has long
been in Khepri’s family. Her father also served. Growing
ATTRIBUTES:
STRENGTH 3, AGILITY 4, WITS 4, EMPATHY 4 up, he witnessed the desecration of the temple and the
murder of his father by the Dabba crew. Never forgetting
HIT POINTS: 7
this experience, he passed on his hatred of everything
MIND POINTS: 8 foreign to his daughter. The arrival of the colonists
REPUTATION: 2 strengthened this hatred, and she sees it as her destiny
to destroy the strangers.
SKILLS: Dexterity 2, Infiltration 2, Manipulation 1, Mystic
This view is contrary to the actual beliefs of the Musha-
Powers 1, Technology 3
radin, who worship the Acquiescent as their only Icon.
TALENTS: Defensive, Premonition Their highest principles are silent suffering and accept-
ARMOR: 1 (Flightsuit) ing fate. Therefore, the Sharif is still hesitant to comply
with the demands of the high priestess.
WEAPONS: Vulcan pistol (+1, INIT +1, damage 2, CRIT 2)
Khepri descends deeper and deeper into the darkness
GEAR: Personal communicator, advanced tools of her soul. Recently, she has taken back the oldest and
(TECHNOLOGY +1)
original place of worship of the Musharadin and stud-

18
UNDER SAFFRON SKIES

ied the ancient inscriptions. She believes the period of


FENUKU, SHARIF OF THE MUSHARADIN
penance once imposed on her ancestors is now nearing
its end. The sharif of the Musharadin has deeply internalized the
The white helmet She also found a white helmet in the old temple, hidden Acquiescent’s principles: The tribe suffers for the acts
is a symmetry
by her ancestors. She soon discovered that the helmet of their ancestors and accepts the privations of life on
helmet, as decri-
bed in Artifacts &
enhances her innate abilities to gain insight into the fu- the desert moon quietly and without complaint. There-
Technology.
The built-in ture. With its help, she predicted the Tahwida catastro- fore, the arrival of the colonists is another test for him
mystical power is
phe. However, she does not realize that the darkness in – and the Musharadin will bear on their shoulders.
Prediction.
her heart distorts her predictions and shows her only But the high priestess Khepri succeeded in sowing
what feeds her hatred. doubts about the secluded, peaceful way. So he was
persuaded to place a spy in the colony: his daughter
APPEARANCE: 23 years, ritual scars all over the face, Kadima. Secretly, he hopes to find a way out without
golden glow in brown eyes bloodshed, without losing the blessing of the ancestors
and those Musharadin who listen to Khepri’s incitement.
CHARACTER: Manipulative and hateful.
APPEARANCE: 37 years, tall, skinny, booming voice

ATTRIBUTES:
STRENGTH 3, AGILITY 2, WITS 4, EMPATHY 4
CHARACTER: Thoughtful. Speaks rather rarely.

HIT POINTS: 5
ATTRIBUTES:
MIND POINTS: 8 STRENGTH 4, AGILITY 3, WITS 3, EMPATHY 4

REPUTATION: 5 HIT POINTS: 7

SKILLS: Culture 2, Manipulation 4, Mystic Powers 3, MIND POINTS: 7


Survival 2
REPUTATION: 5
TALENTS: Malicious, Prediction, Rugged
SKILLS: Command 3, Melee Combat 3, Ranged Com-
ARMOR: — bat 4, Survival 4

WEAPONS: Ritual knife (INIT +1, damage 2, CRIT 2) TALENTS: Combat Veteran, Rugged

GEAR: Symmetry helmet ARMOR: 2 (light primitive armor)

WEAPONS: Sword (+1, damage 2, CRIT 2), throwing


spear (+1, INIT +1, damage 1, CRIT 2)

GEAR: Compass (SURVIVAL +1), water bottle

19
UNDER SAFFRON SKIES

MUSHARADIN WARRIOR ATTRIBUTES:


STRENGTH 4, AGILITY 4, WITS 3, EMPATHY 2
The warriors of the Musharadin are used to a life full of
privation in the desert. They usually avoid confrontation HIT POINTS: 10

and know how to move so skillfully that their existence MIND POINTS: 5
has been a secret until now.
REPUTATION: 3
The Musharadin have only a few firearms with a limited
amount of ammunition. These are for the best warriors, SKILLS: Infiltration 3, Melee Combat 3, Ranged Com-
and the sharif decides their use. The weapons are old bat 3/4, Survival 3
long rifles. NPCs equipped with these weapons have the TALENTS: Rugged, Tough
skill RANGED COMBAT 4.
ARMOR: –

NAMES: (f) Nabirye, Shukura / (m) Patah, Usi / (d) Jen- WEAPONS: Sword (+1, damage 2, CRIT 2), throwing
spear (+1, INIT +1, damage 1, CRIT 2), long rifle (damage
dayi, Malam
2, CRIT 2, single-shot)

GEAR: Water bottle, blanket

20
UNDER SAFFRON SKIES

Saffron’s Sky is insignificant for the major factions and power centres of the Third Hori-
zon. For the people, who want to build a future here, it is everything they have.
STORY SEEDS

THE PCS HAVE have many opportunities to influence Abu Aziz weakens her position. Unfortunately, the con-
the fate of the colony. Ruban is far away from the polit- tract binds her. And Fekhda threatens to stop flying to
ical and mercantile centres. And this means that their the moon if he is not wanted.
actions have an even hugher influence on the develop-
ments. At the same time, the moon of Ruban offers the e THE PARANOID DOCTOR
possibility to experience the conflicts of the Horizon on Is Doctor Yaver’s paranoia perhaps justified after all? Yaver Makal,
page 16
a small scale. Anyhow, it is triggered by all visitors of Saffron’s Sky, in-
cluding the PCs. His fear may provoke the doctor to do
COLONY STORIES dangerous acts.
However, it could also be that the insidious program-
The colonists of Saffron’s Sky come from all corners of
ming of the Mematurge lies dormant in Yaver’s subcon-
the horizon. They are Firstcomes as well as Zenithians.
scious - a kind of prepared revenge against dissidents.
Believers meet pragmatic natures, and secret or shady
This mind mem can manifest itself in any way that fits
biographies nurture further conflicts. Amid this tense
your narrative. Perhaps a murderous mind takes over
atmosphere of a more or less voluntary community that
when Yaver sleeps, spreading fear and terror through
has yet to find itself as such, the PCs enter the scene.
the colony. As the only medicurg, Yaver will naturally as-
sist the PCs in the investigation, unaware that he is hunt-
e THE SABOTAGED FREIGHTER
ing himself. The other self will naturally take advantage
Someone sabotages the Kizan. A few hours before the of this and sabotage the group if possible. The Kizan,
page 18
freighter leaves the moon with containers full of raw ma-
terials, an explosion happens in the cargo hold, tearing a e SHADOWS FROM THE PAST
hole in the outer hull. The repairs are costly, and limited
Most colonists have left behind a past they prefer to
materials make them difficult.
keep quiet about. But for some, the past catches up with
This event can happen just before the PCs arrive. They
them. Every secret revealed endangers the solidarity of
land their ship next to the damaged Kizan and meet its
the young community. Not all are willing to allow others
troubled crew.
the new beginning they seek for themselves or even to
Stories soon spread in the colony that there may be a
forgive them.
connection with the Tahwida crash (there isn’t). These
rumours cause trouble for Abu Aziz, who preaches that e THOSE WHO DIED HERE BEFORE US
Aziz Khalaf,
page 14
the catastrophe was a judgement of the icons to save
the settlement from impure souls. Captain Fekhda, on Decades ago, people settled on Ruban already but left Fekhda Samm,
page 17
the other hand, is always held up as a shining example hardly anything behind. Who were they, and what hap-
by Abu Aziz. pened to them? Is the Unfinished Gate the memorial to a
An investigation reveals that an improvised (amateur- fate that awaits Saffron’s Sky?
ish) explosive device hidden in one of the cargo contain- A plague killed the people who built the gate. If it breaks
ers was responsible for the blast. Chief technician Dalil out again, it will threaten the colony, which has only Dalil Rouz,
page 15
is quickly the main suspect because he recently clashed modest medical resources. The nearest developed plan-
with Fekhda over not delivered but urgently needed et is far away, and only a fast ship can reach it in time.
spare parts. But does a planned ambush suit the noto- The origin of such a plague need not be on Ruban (but
rious choleric? the water of the lake or certain animals that live in it
In truth, Dalil’s child Rask is behind the attack. However, could cause it). Likewise, a new colonist may have Rask Rouz,
page 15
they only planned to teach Fekhda a lesson, as the cap- brought a contagious disease to the moon.
tain does not want them to join the crew. Yet Rask wants
e DARKNESS AMONG US
nothing more than to leave Ruban. They are ashamed
but do not dare to turn themselves in. The so-called mystic disease spread fear in this far cor-
The deeper truth is even more complicated because ner of the horizon. This fear can lead to a veritable witch
Damata Kumbra,
Rask is only a tool. Lady Damata has persuaded the teen hunt for many reasons, especially if someone discovers page 13
that Fekhda has rejected him. She wants to get rid of the mystical powers of the machinist Binayla or a PC. Binayla Nook,
Fekhda (in business terms) because his friendship with Abu Aziz will fuel the anger with his sermons. page 18

21
UNDER SAFFRON SKIES

OLD HATE e ASIFA AND THE CREW


When the crew enters the settlement, Asifa will watch
The Musharadin and the plan of their high priestess
Khepri, them secretly. Eventually, the PCs should notice her.
Khepri are perhaps the biggest threat to the small colo-
page 18
Since she does not speak, she will not answer any ques-
ny. At the same time, it is a danger the colonists are not
tions and will run away at the first opportunity.
even aware of. And even less do they suspect that there
The PCs can learn Asifa’s story from the people of Saf-
is a spy in their community.
fron’s Sky. And they can meet her again at Lady Dama-
e THE PLAN OF THE HIGH PRIESTESS ta’s office.

Khepri is full of a deep hatred of everything foreign. She e PLANS AND REALITY
wants to ignite a bloody conflict in which the Mushara-
Asifa is behind schedule with her task - the murder of
din destroy the alien settlement down to the last person.
Damata. Therefore, Khepri sends a nomad warrior to the
Khepir had a vi- She foresaw the Tahwida crash and convinced Sharif
sion of the crash, settlement to remind the girl of it. Asifa wants to take
but she did not Fenuku of the plan to infiltrate his daughter Kadima into
cause it. action during the following night watch. She succeeds
The true reason the colony as a supposed survivor of the catastrophe.
in knocking Damata down from behind without being
might never be The mission the girl has received from Khepri is unmis-
uncovered and is seen. But as she raises her dagger, doubts overcome
up to you. takable: she is to spy on the colony in preparation for
her. She flees into the night and leaves the blade next to
Fenuku, an attack and eventually weaken it by killing the Sharif
the unconscious colonial agent.
page 19 or Sharifa. Khepri suspects that such an act of blood
Shortly afterward, Damata is found (by the PCs?). It
For Kadima, see provokes actions by the foreigners. In her darkness-fed
Asifa, page 13 seems that unknown attackers have struck her down
view of the world, this will ignite the desired conflict in
and kidnapped Asifa. Another mystery is the dagger,
which the Musharadin will get rid of the then leaderless
which does not belong to anyone in Saffron’s Sky and
colonists.
resembles a nomad weapon (CULTURE). Is there more
e THE SILENT GIRL to the legends about the velvet skulkers in the desert?
Damata tasks the crew to find the girl and her kidnap-
So far, Khepri’s plan is working. The settlement assumes pers. You can stage a nerve-wracking search in the twi-
that the girl they found at a crash site and named As- light desert. Perhaps Asifa has even lost her way in her
ifa is the only survivor of the accident. They think that confusion and made a misstep so that she needs rescue
Like all Mushara- the girl does not speak because of her trauma. “Asifa” from a threatening situation (which would, of course, fa-
din, „Asifa“ speaks
a difficult-to- quickly identified Damata as the leader of the foreigners vour a later encounter with her father). An ambush by
understand
nomadic dialect and sought her company. Damata - whose own desire to the Musharadin is also an option.
that evolved from have children remained unfulfilled - was only too happy
Odaci without
outside influence to take care of the supposed orphan. e RESOLUTION
over the past 120
cyclades. If she But then something happened that the high priestess
The end of this conflict is entirely in the hands of the
ever spoke, her did not foresee: Asifa did not get to know the people of
cover is blown PCs. Can they mediate between the Musharadin and the
immediately. Saffron’s Sky as enemies. She was lovingly welcomed
colonists, or will misunderstandings and prejudices lead
and cared for. Although she does not understand the
to a bloody clash? The most dangerous opponent of a
language of the strangers, she sees that they are no
peaceful solution is the High Priestess Khepri, whose
better or worse than the Musharadin. This experience
authority even Sharif Fenuku finds hard to resist. But
caused an inner conflict that tears the girl apart: the
Abu Aziz can also add fuel to the fire. Anything is pos-
word of the high priestess is her law; moreover, she
sible, from a confrontation in which everyone loses to a
knows about the responsibility she bears for the tribe as
peaceful coexistence of colonists and nomads.
the eldest daughter of the Sharif. At the same time, she
suspects that the Khepris’ plan will bring suffering to all
those she cares about.

22
UNDER SAFFRON SKIES

SECRETS OF THE MOON e SONGS OF THE SPHERES


Mystics sometimes develop a strange affinity with the
Even beyond Saffron’s Sky and the conflict with the
gas giant that Ruban orbits. As if lured by a distant siren
Musharadin, the moon Ruban carries the seeds of ex-
song, they wander out into the desert and often to their
citing stories.
doom. They swear to hear a distant song of the spheres
e THE FORGOTTEN WRECK that echoes from the swirling gas layers of the neigh-
bouring planet.
At the twilight border lies a long valley. Rusty ribs pro- The Musharadin have known about this (rare) phenom-
trude from the sand at its bottom. Here landed the enon since their arrival. They leave the called ones to
spaceship that brought the Musharadin ancestors to themselves. When they return, they are considered
Ruban a century and a half ago. Everything recycla- equally blessed and cursed and often assume the dig-
ble was removed. Over the decades, the ship skeleton nity of the high priest. The colonists have not yet expe-
became more and more covered by the sand that the rienced it, but it is only a matter of time as the song has
winds blew into the valley. recently gained strength.
That is why the probes of the Colonial Office did not
discover the wreck when they scanned the moon. But
perhaps the PCs will find it. The valley is off-limits to the
Musharadin, as is the other side of the moon. They have
long forgotten what lies in the valley.
The discovery of the wreck can put the PCs on the track
of the Musharadin, if they do not yet know that the col-
onists are not the only human inhabitants of the moon.
Likewise, the wreck can be the key to understanding
the origin of the Musharadin. And perhaps there is still
something valuable (or dangerous) hidden there.

23
CONTINUE THE ADVENTURE!
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AN INTRODUCTORY ADVENTURE FOR CORIOLIS

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HYAENAS OF ODACON is a short, action-packed introductory adven-
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ETERNAL LURKS THE DARKNESS


UNDERSTANDING DARKNESS POINTS

Written with years of experience in GMing CORIOLIS – THE THIRD


HORIZON, this supplement will help you get more out of Darkness
Points. It deepens your understanding of this unique Year Zero meach-
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You will also find over 70 new possible uses for Darkness Point, clearly
sorted according to different situations. Also, there are more general
tips and tricks, a new talent as well as three brand new creatures of the
Darkness just waiting to haunt your crew.

The Revised Electrum Edition improved and extended the content of


this highly recommend supplement for CORIOLIS – THE THIRD HO-
RIZON.

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