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Under Saffron Skies: An Adventure Site On A Remote Moon by Michael Masberg
Under Saffron Skies: An Adventure Site On A Remote Moon by Michael Masberg
SAFFRON SKIES
AN ADVENTURE SITE
ON A REMOTE MOON
by MICHAEL MASBERG
UNDER SAFFRON SKIES
SPECIAL THANKS TO
Ricarda, Tina, Jens and Tony.
This adventure site wouldn‘t exist without you!
MORE THANKS TO
Thomas Römer and Benjamin Voigt
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
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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
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.
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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.
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
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UNDER SAFFRON SKIES
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.
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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
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11
8
10
7
6
4
2
1
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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.
HIT POINTS: 5
MIND POINTS: 8
REPUTATION: 4
ARMOR: —
WEAPONS: —
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UNDER SAFFRON SKIES
ATTRIBUTES:
STRENGTH 1, AGILITY 3, WITS 3, EMPATHY 3
HIT POINTS: 4
MIND POINTS: 6
ARMOR: — REPUTATION: 5
GEAR: Faceless’ talisman (INFILTRATION +1) TALENTS: Blessing, Faction Standing (Curch of the
Icons)
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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.
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
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
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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
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
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THE KIZAN
CLASS: III
ENERGY POINTS: 5
HULL POINTS: 6
MANEUVERABILITY: +2
SIGNATURE: 0
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
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UNDER SAFFRON SKIES
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
WEAPONS: Ritual knife (INIT +1, damage 2, CRIT 2) TALENTS: Combat Veteran, Rugged
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UNDER SAFFRON SKIES
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)
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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
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UNDER SAFFRON SKIES
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.
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23
CONTINUE THE ADVENTURE!
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HYAENAS OF ODACON
AN INTRODUCTORY ADVENTURE FOR CORIOLIS
The Odacon system, where some of the most terrible battles of the
Portal Wars took place. An ancient treasure awaits the crew, which
could solve all their problems – or seal their doom.
HYAENAS OF ODACON is a short, action-packed introductory adven-
ture for CORIOLIS – THE THIRD HORIZON. It takes you to one of the
darkest corners of the known universe: the doomed system of Odacon.
You and your crew will enter the cursed ash belt to salvage a long-for-
gotten relict. But this is only the beginning of a dark tale. What begins
as a mysterious treasure hunt turns into survival horror.