Clan War Campaign Overview

jedion357's picture
jedion357
April 5, 2012 - 12:17pm
this is a overview worksheet to figure out the broad details of the campaign. Feel free to post ideas, comments and feedback.

Set up
1. Players start as operatives of the Clan Renegade cadre/terrorist organization
2. Players are hired by Clan Renegade
3. Players are worked in by some other connection from their existing campaign.

Adventure CWC1: For the Sins of the Clan
Synopsis: The Fo1, under the pretext of putting a halt to the sin of clan violence practices clan war on a clan by siding with its opponent and all but exterminating it. PCs must travel to Scree Fron, make contact with survivors of the destroyed clan and evac them to Athor or Prengular systems. Inquisitors of Fo1 are actively looking for survivors. First half of adventure involves role play and investigation. Middle part could be a sneak into a secure location and rescue an aged clan elder. Last half should be a guantlet run (break out the vehicle combat rules) to the ship and then a KHs battle to leave system. Rescued survivors will be relocated to Exib in the Athor system under an assumed clan name. PCs will always be welcome in their clan hall and find sanctuary there.

Adventure CWC2: Crusade!
Synopsis: An overly zealous clergy member of Fo1 attempts to confiscate the technically illegal clan trophy of a clan on Yast and gets himself killed for his efforts. Fo1 cannot let the matter go and since its flush with the success of its previous adventures in Scree Fron (having got away with its strong arming the Scree Fron government) and the recent commission of new and powerful warships in its militia it sends an expeditionary force to Athor/Yast to punish the clan that killed its clergy member. HKs encounters possible as well as Ad encounters. PCs get called back into the midst of the fighting either as Clan Renegade operatives or as hired mercenaries for Clan Renegade.

Adventure CWC3: Sins of the Family
Synopsis: A CFM trader turns up selling an ancient yazirian shuttle of a design dating back to the yazirian Star Exodus. Could it shed a light on that bygone era in Yazirian history? Does it hold answers to the one lost Exodus ship, the one the Imperial Warhon was on and his bodyguard? Why does the Family of One want this shuttle quietly disappeared? Investigative adventure with some run ins with the Inquisitors.

Only half formed ideas for this so far- Shuttle is from the missing ship and its hoped that its astro log computer might give a clue as to what happened to the missing ship. However the ship has had an overhaul and a new computer was installed, original computer must be located. Is it true what the modern Clan Renegade suspected that the Fo1 ordered the Warhon's ship sabotaged so that Clan Anglann could ursurp colonial authority in the Frontier? Will the PCs discover the fate of the lost ship.

One thought i was kicking around was that the lost ship was found by a sathar outpost and the cryogenically frozen yazirians were taken and kept for slave bots- when one wears out another yaz is taken out of deep freeze and cybernetically altered to fill the role of slave bot. PCs would track the lost ship to the sathar outpost and deal with the sathar, rescue a few of the Warhon's body guard, though the Warhon has already been lobotomized his body can be rescued. If the PCs return to the Frontier with these rescued yaz and the news of the Fo1's betrayal it will be a major blow to the Fo1's prestige and a major set back ending any present hope of the Fo1 becoming a multi-system hegemony. But as I said above ideas for this one are still only half formed and I'm unsure what the direction of the adventure should be.

What would Clan Renegade do with this information? would they want to clone and raise up a new Warhon? Would they want to expose the Fo1 and blacken its eye?

CWC4: Working title: Explosive Climax.
This would be the adventure where the powerful new ship of the Hentz militia gets taken out. only the vaguest ideas for this one other than a sort of Star Wars styled break out off the death star after disabling the grapples sort of thing while a KHs battle is happening.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!
Comments:

jedion357's picture
jedion357
January 18, 2014 - 4:27pm
Brainstorming from the Big List of RPG plots:
(in no particular order)

NOTE: the statement above of having the PCs be fired agents of the Clan Renegade cadre was more about making porvision for PCs of all races. However, I'm leaning toward having a minority population of humans living in the Athor system- refugees from New Pale that settled here after being displaced during the SW1. The total human population is not more than 5% but it would be natural for humans living in the system to participate in citizenship and serve their adopted colony in the system militia. This makes for and easy way to include human characters but really a vrusk and dralasite character could be justified the same way with it being that they represent the .3% other races in the total population numbers. So the PC party can be simpy Warriors from the system militia.

1. Sanctuary/Asylum: Dissidents fleeing Hentz and FO1 seek sanctuary at Araks. Naturally a Hentz militia vessel is in pursuit and the Athor militia must defend the soverignty of their star system

2. Sactuary Part 2 (or Out of the Frying pan and into the fire) the dissidents vessel has been repaired and is going to set out for Prengular. as it rockets on an outbound course headed for prengular with a militia fighter excort they discover a pair of Hentz militia vessels quietly stooging in the outer system waiting on the only possible trajectory it can take. Ambushed can a few fighters hold off heavier militia ships while the dissidents escape.

3. It would appear that Hentz is intent on going to war with Yast. diplomatic mission to Scree Fron or Hargut or Council of Worlds? It would be logical to let possibility but how to play out this in an RPG? Scree Fron decides not to anger Fo1 and there is the presence of Fo1 operatives on Scree Fron the Diplomatic mission is in danger: assassination attempt of the envoy and potentially a running battle to the ship through the streets (car chase?)

4. sabotage mission to Hentz. agents in favor of Yast sneak into Hentz (station or planet and disable a key military target. could be they board and capture a Hentz militia assault scout in retaliation for destroyed shuttles and fighters in the above. This will be a clear escalation and interstellar incident.

5. Fo1 has a secret, PCs must adventure to uncover that secret. Exposure would be a major black eye for Fo1. agents of Fo1 oppose the PCs and other natural disasters. Fo1 ruled the destroyed planet of Yazira as holy ground and has classified the charts and jump coordinates to it. Some dissidnets claim that it is Holy Ground but that yazirians should be able to visit it as a pilgrimage site. An ifshnit trader has a curious object of potentially ancient yazirian origin that may hold clues. PCs and the dissident must beat the agents of Fo1 to it. Any trip to system of yazira will be unsanctioned by the Fo1 and could cause the PCs ship to come under fire.

6. Clan Renegade, it may be no more than a rumor/legend and myth but can agents and warriors of Yast secure an alley to help in their time of need? The Legend of Clan Renegade resonates with all yazirians since the clan wars of a bygone age but perhaps it resonates even more so with the clanless of their race. the yazirian population outside of yazirian space is dominated by clanless can warriors or agents of Yast travel to the mixed race colonies and make a "Call to Warriors" and raise a new clan renegade to help them resist the oppression of the Fo1?

7. Magnificent 7 Yazirians: the plot of one of my favorite westerns and of the sci fi flop based on it, "Battle Beyond the Stars" was that desperate farmers send to buy guns to help defend themselves from the Bandit Calvera. Rumor has it that armed starship(s) might be available somewhere. PCs must track it down, secure, fix it and bring it back. Perhaps this is about travelling all over and negotiating with NPCs who own ships to secure their aid: a yazirian pirate in the Dramune system; an ex-corporate enforcer that has retired to a monastery on Lossend, the yazirian CEO of Streel (Hilo Headrow). Captain of an armed merchant vessel who was disenherited from his clan on Yast. Each negotiation should have a chance of failure or success. It should not be that the PCs need to find the right words to use but could be much like the ABC quest to secure the help of the primitives in the Voltunrus series.

It could be that the PCs have a certain ammount of money and other assets they can barter. their initial offer can impact the negotiation- offer too little and there is a -20 or -30 for the negotiation roll against the PER of the negotiator latter. Offer too much and they will have few assets for the next negotiation.

8. there is a secret organization/cadre that calls itself "Clan Renegade" that may or may not be the descendent of the Clan Renegade supressed by the Fo1 in its rise to power. It has hit a Fo1 vessel and left it empty and adrift in the Athor system. Warriors from the militia must investigate. Naturally Fo1 will scream bloody murder over this and blame Yast.

9. Agents of Yast have been captured by Fo1 inquisitors: escape from Stalag 23
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

jedion357's picture
jedion357
January 19, 2014 - 6:55am
With and embargo by Hentz on Athor of biological specimens that might aid Yast in its continuing terraforming efforts has led to smuggling of such specimens through Scree From or Guna Garu.

Fo1 becomes aware of this and seeks to seize a cargo to enforce the embargo except they are seizing this cargo in some other system than Araks. KHs encounter or hostile boarding of ship (AD)

Or Fo1 has allowed some specimens to go to the Port Loren zoo. the treaty of the UPF allows for the zoo at Port Loren to share specimens or genetic samples with any other zoo. Naturally Yast will try to use this to foil the embargo and request exchange of specimens. Fo1 orders its militia to enforce the embargo and they try to seize the ship from Prengular in the Athor system and remove the specimens for return to Hentz.

I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

JCab747's picture
JCab747
May 27, 2016 - 4:52am
jedion357 wrote:
Brainstorming from the Big List of RPG plots:
(in no particular order)

Is it true what the modern Clan Renegade suspected that the Fo1 ordered the Warhon's ship sabotaged so that Clan Anglann could ursurp colonial authority in the Frontier? Will the PCs discover the fate of the lost ship.


One other possibility is just how good a guy was "Emperor Warhon." What if he had decided that the humans would become their new life enemy in order to unite the clans while they were in the Frontier.

Someone could have determined this would be disasterous and decided to get the imperial line out of the way.
Joe Cabadas

jedion357's picture
jedion357
May 27, 2016 - 7:18am
JCab747 wrote:
jedion357 wrote:
Brainstorming from the Big List of RPG plots:
(in no particular order)

Is it true what the modern Clan Renegade suspected that the Fo1 ordered the Warhon's ship sabotaged so that Clan Anglann could ursurp colonial authority in the Frontier? Will the PCs discover the fate of the lost ship.


One other possibility is just how good a guy was "Emperor Warhon." What if he had decided that the humans would become their new life enemy in order to unite the clans while they were in the Frontier.

Someone could have determined this would be disasterous and decided to get the imperial line out of the way.

So yes clan Anglann executed a coup d'etat and got rid of the emporer to set themselves up as the new powers that be AND.... The emporer was a threat to the rest of the Frontier. PCs discover this so what do now that they know about it? Just knowing is dangerous as Fo1 would kill for its secrets. 

Is it possible that the threat of the emperor to the Frontier is Fo1 disinformation?
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

JCab747's picture
JCab747
May 27, 2016 - 8:14am
Is it possible that the threat of the emperor to the Frontier is Fo1 disinformation?

It could be.

It all depends on what a game master wants to do with the background information for a campaign.

In my case, I've worked on a Human timeline up to 1 FY, but now I'm turning my attention to creating a Yazarian timeline by researching the "canon" materials -- which there really isn't much of. TSR never did a specific Yazarian focused module unlike the Dark Side of the Moon which gives quite a bit of the human-Vrusk interaction.

So, I've turn my attention to the items in Star Frontiersman, Frontier Explorer and the fan-musings on this website, including your interesting look at giving "A Very Yazarian Civil War."

More thoughts to come in a moment...
Joe Cabadas

JCab747's picture
JCab747
May 27, 2016 - 8:23am
Tchklinax has an interesting thread going on that she started off with this comment:

http://starfrontiers.us/node/8827

Yazaria: The Yazarian homeworld. This colony of Fraal remained hidden from the indiginous population for almost four hundred years. However, they were discovered by the Yazirians while the Yazirians were still an early tech 4 society. With their secret discovered this group of Fraal chose to work towards mutual benefit. They began seeding advanced technology to the Yazarians as fast as they felt safe to maitaining the Yazirian culture and society. This meant that in 150 years the Yazarians advanced to a tech 7 society and began space exploration, with their Fraal neighbors.

http://www.warrensburgweb.net/alternity/races/fraal.html

The relevant SF-related info on warrensburgweb.net is:

History:
The Fraal are the oldest of the space faring races. According to culmulative history from various Fraal outposts, they abandoned their homeworld about a millenia ago. ... Whatever the reason, here is what we know about current Fraal societies. Yes, societies plural. When the Fraal colonists evacuated their home world, they did so in haste. The ships were hastily constructed, the priority on quantity of ships and quantity of passengers, not on quality or speed.

To date, there are four Fraal colonies in known space...

Yazaria: The Yazarian homeworld. This colony of Fraal remained hidden from the indiginous population for almost four hundred years. However, they were discovered by the Yazirians while the Yazirians were still an early tech 4 society. With their secret discovered this group of Fraal chose to work towards mutual benefit. They began seeding advanced technology to the Yazarians as fast as they felt safe to maitaining the Yazirian culture and society. This meant that in 150 years the Yazarians advanced to a tech 7 society and began space exploration, with their Fraal neighbors...


It appears to be non-canon, Alternity/SF fan speculation, but it is interesting and fits with what I've started working on.

If the Fraal were around and had interactions with the Yazarians, they could have warned the Yaz about the impending doom for their home system... especially since the Fraal seem to have lost their own home planet...

But back to the Fo1 and the Yaz. emperor/imperial clan...
Joe Cabadas

JCab747's picture
JCab747
May 27, 2016 - 8:43am
Regardless of how the Yazarions found out about the brown dwarf (I'm taking this fan-speculation as a fact for my timeline project and, why not? It's been published in SFman and I think Frontier Explorer) you could imagine all sorts of chaos on their home world during the countdown to their planet's doom.

In steps the Yaz. emperor, probably with the backing of the Fo1, and declares the brown dwarf as the life enemy of all Yazarians. The goal? Evacuate everyone and everything relevant off of the homeworld (whether it's Waloo or Yazaria -- or maybe those are just two different names for the same planet. Much like Earth could be called Terra or Gaia, etc.).

The Yazarians are a warrior people, described in some fan literature as potentially being was bad or worse than the Sathar if they weren't fighting one another all the time. They also enter the Frontier later than the Humans, Vrusk or Dralasite (using Zebs. I think Alpha Dawn might indicate that the other Core Three found the Yaz already there, but that will conflict now with the system briefs published in SFman and FE).

So, a warrior race needs an enemy. Sure beating the brown dwarf is one thing, but it doesn't get the battle rage boiling. The first race they would probably encounter are those pesky Humans who are always puting out new outposts and wildcat operations.

If the Fo1 or Fraal or some other Yaz seer had declared that a certain set of star systems would be the Yazarian's promised land -- Araks, Athor, Scre Fron, etc. -- they might have encountered little  pockets of the nearly hairless barbarians who were in the way.

What better way to rally the clans in their new home than a real life enemy? The emperor's plan could be to slay the humans!
Joe Cabadas

jedion357's picture
jedion357
May 27, 2016 - 8:43am
Yeah, I have low interest in alternity material.

You should check out the diasterous setting article Tom S wrote on the near pass of a wandering brown dwarf passing through a solar system like ours. It was the basis of the Yazirian Star Exodus as I conceived it. 
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

JCab747's picture
JCab747
May 27, 2016 - 8:45am
jedion357 wrote:
Yeah, I have low interest in alternity material.


Gotcha!
Joe Cabadas

JCab747's picture
JCab747
May 27, 2016 - 8:50am
I'm only using Alternity as deep background... after all, there's plenty of other stuff in the Frontier to worry about.
Joe Cabadas

jedion357's picture
jedion357
May 27, 2016 - 9:16am
Some yaz history: SFman 15 Opiate of the Osakar see Bailirism and appendix B of that article
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

JCab747's picture
JCab747
May 27, 2016 - 9:23am
jedion357 wrote:
Some yaz history: SFman 15 Opiate of the Osakar see Bailirism and appendix B of that article


Thanks. I'll look that one up!
Joe Cabadas

JCab747's picture
JCab747
May 27, 2016 - 9:34am
OK. That info works too.

How far did you imagine the Yazarian homeworld to be from the Frontier? It can't be too distant. Otherwise they probably would have chosen systems nearer to their home to colonize... unless of course there was a prophesy to go to the worlds they now occupy...
Joe Cabadas

jedion357's picture
jedion357
May 27, 2016 - 10:24am
I imagined it in the great Expanse. There are stars in-between the arms of a spiral galaxy, these areas are not empty just empty-ish so the yazirian sector in the south west is the closest to their home world. This would also suggest a reason why the sathar did not discover them like they did the eorna: they didn't go looking into the Expanse. I also envisioned the distance in LY to be on the order of 14-17 LY to jump to reach the Frontier. Making it difficult to make the jump. 

Today the Fo1 has declared the home system holy/sacred ground not to be disturbed by looters. It's managed to delete the jump route data from all data bases except those it controls under tight security. Which would make the Discovery of an ancient Star Exodus ship with a potentially intack computer core a very dangerous find....
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

JCab747's picture
JCab747
May 27, 2016 - 3:31pm
Is the "Warhon" a title? An individual's name? A family/clan name?

How long did the Yazarians have an emperor?
Joe Cabadas

jedion357's picture
jedion357
May 27, 2016 - 4:56pm
I used it like emperor or Shogun , Shogun might be a better fit unless I misunderstand that title
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!