Pirates of Drinax - GMs thread

I look at the current UWP as what is current not what Drinax was.

I like those ideas of building, hiding, etc. It does give a shadow of what was happening on Asim with the Foundation. Because 'everyone knows' the surface of Drinax is practically uninhabitable and the Vexspexers 'live at the pleasure of the King' it gives many options to the Travellers who are interested in more than just being pirates.
 
So I am interested in the history of Drinax.

So the bombardment of Drinax is throughout 885 -- how many people lived on Drinax in 883? Assuming the bombardment was formidable enough to knock out some deep-buried and well-concealed defensive Meson Cannon emplacements, how much has Drinax been changed -- did it lose a factor (or more) of Atmosphere? Hydrographics? Obviously Infrastructure was severely reduced, and the cities were destroyed. What percentage of the people might have made it into shelters with cryopods? Were there any bank vaults or strongboxed that might have survived? Would everything be useless after 220+ years?

I like the idea of making the Vexspexers into Fremen knock-offs; they have two secrets:
1} they conceal their actual population -- nobody (including the Vexpexers) can be sure how many there are. The Vespexers know that there are (low) hundreds of thousands; everyone else thinks they are the last desperate scraps, with a population of almost ten thousand or so (maybe a little higher).
2} They want to rebuild Drinax, and they have a hidden resource to accomplish it: a few dozen scattered cold-sleep bomb shelters full of Drinaxi people from 220+ years ago. Nobody knows about this; outsiders (and ordinary tribe-members) certainly do not suspect -- and the vast majority of Vexpexer cheiftains have no idea -- only a select few of the coucil of elders of each clan knows. While each clan holds one or more shelters, bitter experience (and the eradication of one clan) has taught them that those sleepers are the common heritage of all clans together -- no one clan will act on this without a decision by all the clans.
I suppose a third secret -- that even the Vexpexers do not know -- is that harsh living and savage selection has honed them (like the Fremen) into exceptionaly strong people, with the vast majority of Vexpexers having a 'Genetic predisposition' die of 5+ in STR, DEX, and END. It is good to be the barbarian!

So I have some seeds for ideas (none of them my own). What would be a good way to go about fleshing this out?
Oh geez, I just had a vision of the Vexperxian Jihad, as they strike out across the stars to take revenge on the Aslan and anyone else who happens to get in their way... all the way to the rift crossing at Aulryakh. Lead them if you can. Otherwise just get out of their way.
 
Oh geez, I just had a vision of the Vexperxian Jihad, as they strike out across the stars to take revenge on the Aslan and anyone else who happens to get in their way... all the way to the rift crossing at Aulryakh. Lead them if you can. Otherwise just get out of their way.
It is a good framework; and maybe the Vespexers have a grudge against the Aslan (and the Ahroay’if in particular) -- but they have not suffered centuries of oppression under a tyrannical outlander power. No 'Harkonnens' here -- although it might be fun to put some of that flavor into GeDeCo.

The Vespexers are direct descendants of folks who loyally served (and cherished) the Floating Palace -- same for the folks (that was probably one of the selection criteria) in the shelters. There might be a clan or two that are a bit disillusioned and reticent towards Oleb & family; but they probably do acknowledge his lineage as ruler. There may also be some fairly gung-ho 'manifest destiny' types; and adding such a clan does add to the 'herding cats' aspect that I think would be appropriate for denizens of the Floating Palace trying to negotiate with the Vespexers. In that vein; what sorts of factions do you think might be fun to include as clans (& tribes) that need to be interacted with? Maybe a conclave of the clans is the right venue for getting some stuff done -- but outsiders do not even know such things happen....

Now I am thinking various Cimmerian / Hyperborean-style plot lines would fit.
 
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Assuming that Drinax was a more-pleasant place to live pre-bombardment -- what animals survived? There is talk of tribes of cannibals, so herds of large herbivores seem unlikely. If there are nasty (non-human) predators, then there has to be something for them to eat. What about plants? Certainly there are photsynthesizing organisms left -- even though a habitable planet like Terra would not 'run out' of oxygen in a mere 220 years (even if all photsynhesis stopped) it seems super unlikely that hardy lichens and such would be easy to eradicate. Are there tall, tree-like plants at all? Are there any flowering plants? Grasses or grass analogs?

What do the natives make fire with? What materials are available?
 
Assuming that Drinax was a more-pleasant place to live pre-bombardment -- what animals survived? There is talk of tribes of cannibals, so herds of large herbivores seem unlikely. If there are nasty (non-human) predators, then there has to be something for them to eat. What about plants? Certainly there are photsynthesizing organisms left -- even though a habitable planet like Terra would not 'run out' of oxygen in a mere 220 years (even if all photsynhesis stopped) it seems super unlikely that hardy lichens and such would be easy to eradicate. Are there tall, tree-like plants at all? Are there any flowering plants? Grasses or grass analogs?

What do the natives make fire with? What materials are available?
I do not remember where I read it, but it says somewhere that the forests are starting to grow again, but will still be many years before the planet recovers completely.
 
I do not remember where I read it, but it says somewhere that the forests are starting to grow again, but will still be many years before the planet recovers completely.
Okay, that paints a far more optimistic picture of Drinax than I had in my head -- I was thinking desert wastelands of radioactive sand; plains of poisoned glass several meters deep, with blizzards of razor-sharp shards carried on the wind; seas of noxious toxins; and caustic rains.

I suppose I will relegate the above abiomes to niches (maybe large swaths) of the surface, with more ordinary (and recovering) wastelands making up most of the rest. A few, small, far flung pockets of almost normalcy have emerged -- a few hundred square kilometers of young (post-bombardment) forest, with twisted, misshapen specimens strewn across the outer few tens of kilometers. High in the mountains, pure water trickles down from the slowly-accumulating snow-pack to the thirsty, poisoned lands below. Tough, scraggly grasses from the edge of the polar taigas have slowly re-colonized small patches of plains -- along with thorny brush. Seasonal lakes were the first to recover; toxins drained or were deposited in mud layer -- fresher water refilled them, and the poisons stayed covered up. Over the years even permanent lakes (small ones in the highlands, then ever larger & lower ones later) have recovered somewhat.

The worst devatation is, of course, where the cities once stood. Which is ironic, because that is where most of the shelters were located -- when catastrophe (or Aslanstrophe, which is similar but bigger) strikes, having the shelters near where people live & work seems like a smart move. The problem is that the cities were targets -- and the sheer weight of weaponry meant that some portion of the shelters were devastated, despite their protection.

So nothing that burrows in mud is safe to eat; clams, oysters, other filter feeders -- the ones that survived have mechanisms for acclimating to the poisons, which they keep in their flesh as a defense. Fresh-water life might have fared less badly; cave-fish and such, removed from the surface, could re-estabish normal populations of related organism in the streams, lakes, and rivers over time. Anything in the water is protected against a great part of the radiation; but all the poisons inevitably end up in the oceans. How salty were the Drinaxi oceans before & after? Could fresh-water fish have survived in those oceans at all, or were there dedicated marine species because of the radically different salt levels?

Is a breakdown of:
40% abiomes (toxic deserts, glass-shard plains, etc);
30% ordinary wastelands (badlands, deserts, etc);
20% recovering territory (scrub-lands, weedy grasses, etc); and
10% recovered territory (fresh snow-pack; high-land meadows; kelp beds; young-growth forest; etc)
reasonable? Believable? Too harsh, too friendly?
 
Okay, that paints a far more optimistic picture of Drinax than I had in my head -- I was thinking desert wastelands of radioactive sand; plains of poisoned glass several meters deep, with blizzards of razor-sharp shards carried on the wind; seas of noxious toxins; and caustic rains.

I suppose I will relegate the above abiomes to niches (maybe large swaths) of the surface, with more ordinary (and recovering) wastelands making up most of the rest. A few, small, far flung pockets of almost normalcy have emerged -- a few hundred square kilometers of young (post-bombardment) forest, with twisted, misshapen specimens strewn across the outer few tens of kilometers. High in the mountains, pure water trickles down from the slowly-accumulating snow-pack to the thirsty, poisoned lands below. Tough, scraggly grasses from the edge of the polar taigas have slowly re-colonized small patches of plains -- along with thorny brush. Seasonal lakes were the first to recover; toxins drained or were deposited in mud layer -- fresher water refilled them, and the poisons stayed covered up. Over the years even permanent lakes (small ones in the highlands, then ever larger & lower ones later) have recovered somewhat.

The worst devatation is, of course, where the cities once stood. Which is ironic, because that is where most of the shelters were located -- when catastrophe (or Aslanstrophe, which is similar but bigger) strikes, having the shelters near where people live & work seems like a smart move. The problem is that the cities were targets -- and the sheer weight of weaponry meant that some portion of the shelters were devastated, despite their protection.

So nothing that burrows in mud is safe to eat; clams, oysters, other filter feeders -- the ones that survived have mechanisms for acclimating to the poisons, which they keep in their flesh as a defense. Fresh-water life might have fared less badly; cave-fish and such, removed from the surface, could re-estabish normal populations of related organism in the streams, lakes, and rivers over time. Anything in the water is protected against a great part of the radiation; but all the poisons inevitably end up in the oceans. How salty were the Drinaxi oceans before & after? Could fresh-water fish have survived in those oceans at all, or were there dedicated marine species because of the radically different salt levels?

Is a breakdown of:
40% abiomes (toxic deserts, glass-shard plains, etc);
30% ordinary wastelands (badlands, deserts, etc);
20% recovering territory (scrub-lands, weedy grasses, etc); and
10% recovered territory (fresh snow-pack; high-land meadows; kelp beds; young-growth forest; etc)
reasonable? Believable? Too harsh, too friendly?
Looks good. It does also state somewhere, that Drinax had a much higher hydro code before the bombings and that what they had left were a much reduced and polluted mess.
 
So I am interested in the history of Drinax.

So the bombardment of Drinax is throughout 885 -- how many people lived on Drinax in 883? ... how much has Drinax been changed?

...What would be a good way to go about fleshing this out?

PoD states that "According to the charts of the Imperial Scouts, the planet still has a Class-A Starport, but the charts are centuries out of date. Drinax is a dead world. There are no settlements on its surface, only the scars left by the Aslan when they bombed the cities from orbit. The once-fertile grasslands were seared to deserts; the forests where the kings of old hunted were razed. The seas bloom red with algae after they were boiled to death. No-one lives on Drinax anymore." If we take this literally, then that means that the UWP for Drinax is taken at some point before 885. Traveller map lists the population at 70,000. This being pre-apocalypse number is further affirmed by the line in PoD2 stating "The survivors of the invasion, numbering a scant few thousand, had to adapt to survive."

So, knowing the UWP is out of date for population, there's lots of room in there for a referee to assume its out of date on other factors. If we take the "boil the seas" bit literally it quite probably would have lost a hydro point or two and we could take the extreme weather to indicate some kind of major shift in atmospheric density: "Ever since the Ahroay’if bombed Drinax from orbit, the planet’s weather has been temperamental. Huge dust-storms in the upper atmosphere cause sudden temperature drops, resulting in fierce flash storms below. Regions once covered in thick forests are now empty desert, with nothing to catch rain or slow winds."

I feel like if you want to have the Vexspies to be hiding old Drinaxian treasure caches, a good source of conflict there is with Oleb. As we can see from Shadows of Sindal, he's the sort to really invest resources in hunting down rumors of caches and buried treasures. If you want a story seed related to it, perhaps he dispatches the Travellers to go investigate a valuable cache he has documented from pre-fall days, in an area that has hitherto been inaccessible due to weather or plague, only to have the Vexspies also be trying to lay claim to it, forcing the Travellers to pick a side.
Oh geez, I just had a vision of the Vexperxian Jihad, as they strike out across the stars to take revenge on the Aslan and anyone else who happens to get in their way... all the way to the rift crossing at Aulryakh. Lead them if you can. Otherwise just get out of their way.
In PoD2, on the Wasteland Life Event table, one of the possible results is...
"When you were a child, the tribe’s wise-woman cast broken stones over your crib and declared that you were the Hlax Kur Eaisa, the messiah who would avenge the Vespexers upon the Aslan who ruined their world."

I do not remember where I read it, but it says somewhere that the forests are starting to grow again, but will still be many years before the planet recovers completely.
Per PoD2, "Below the Floating Palace, Drinax is a wasteland. The Aslan dropped rocks from space on much of the planet. Dust clouds choked the skies for years, plunging the whole planet into a long impact winter. Major population centres were blasted with plasma weapons and disease bombs; millions died at the claws of the conquerers. Two hundred years later, the planet is slowly healing. Green shoots cover the impact scars, and new forests are growing in the ashes of the old. It will be another thousand years before the planet is close to its former vitality, and some wounds will never heal. The spores of the Aslan biological weapons still sleep in the overgrown ruins of the cities, so Drinax may never be safe foR human occupation."

So yes, it is regrowing, but I had always read that as just meaning it's an ancient, weed-grown post apocalyptical hellscape rather than a fresh one. I feel we see more of it still being a horribly inhospitable place than we do it being a world recovering, but your mileage may vary.
 
PoD states that "According to the charts of the Imperial Scouts, the planet still has a Class-A Starport, but the charts are centuries out of date. Drinax is a dead world. There are no settlements on its surface, only the scars left by the Aslan when they bombed the cities from orbit. The once-fertile grasslands were seared to deserts; the forests where the kings of old hunted were razed. The seas bloom red with algae after they were boiled to death. No-one lives on Drinax anymore." If we take this literally, then that means that the UWP for Drinax is taken at some point before 885. Traveller map lists the population at 70,000. This being pre-apocalypse number is further affirmed by the line in PoD2 stating "The survivors of the invasion, numbering a scant few thousand, had to adapt to survive."

So, knowing the UWP is out of date for population, there's lots of room in there for a referee to assume its out of date on other factors. If we take the "boil the seas" bit literally it quite probably would have lost a hydro point or two and we could take the extreme weather to indicate some kind of major shift in atmospheric density: "Ever since the Ahroay’if bombed Drinax from orbit, the planet’s weather has been temperamental. Huge dust-storms in the upper atmosphere cause sudden temperature drops, resulting in fierce flash storms below. Regions once covered in thick forests are now empty desert, with nothing to catch rain or slow winds."

I feel like if you want to have the Vexspies to be hiding old Drinaxian treasure caches, a good source of conflict there is with Oleb. As we can see from Shadows of Sindal, he's the sort to really invest resources in hunting down rumors of caches and buried treasures. If you want a story seed related to it, perhaps he dispatches the Travellers to go investigate a valuable cache he has documented from pre-fall days, in an area that has hitherto been inaccessible due to weather or plague, only to have the Vexspies also be trying to lay claim to it, forcing the Travellers to pick a side.

In PoD2, on the Wasteland Life Event table, one of the possible results is...
"When you were a child, the tribe’s wise-woman cast broken stones over your crib and declared that you were the Hlax Kur Eaisa, the messiah who would avenge the Vespexers upon the Aslan who ruined their world."


Per PoD2, "Below the Floating Palace, Drinax is a wasteland. The Aslan dropped rocks from space on much of the planet. Dust clouds choked the skies for years, plunging the whole planet into a long impact winter. Major population centres were blasted with plasma weapons and disease bombs; millions died at the claws of the conquerers. Two hundred years later, the planet is slowly healing. Green shoots cover the impact scars, and new forests are growing in the ashes of the old. It will be another thousand years before the planet is close to its former vitality, and some wounds will never heal. The spores of the Aslan biological weapons still sleep in the overgrown ruins of the cities, so Drinax may never be safe foR human occupation."

So yes, it is regrowing, but I had always read that as just meaning it's an ancient, weed-grown post apocalyptical hellscape rather than a fresh one. I feel we see more of it still being a horribly inhospitable place than we do it being a world recovering, but your mileage may vary.
Nice response!
 
PoD states that "According to the charts of the Imperial Scouts, the planet still has a Class-A Starport, but the charts are centuries out of date. Drinax is a dead world. There are no settlements on its surface, only the scars left by the Aslan when they bombed the cities from orbit. The once-fertile grasslands were seared to deserts; the forests where the kings of old hunted were razed. The seas bloom red with algae after they were boiled to death. No-one lives on Drinax anymore." If we take this literally, then that means that the UWP for Drinax is taken at some point before 885. Traveller map lists the population at 70,000. This being pre-apocalypse number is further affirmed by the line in PoD2 stating "The survivors of the invasion, numbering a scant few thousand, had to adapt to survive."

So, knowing the UWP is out of date for population, there's lots of room in there for a referee to assume its out of date on other factors. If we take the "boil the seas" bit literally it quite probably would have lost a hydro point or two and we could take the extreme weather to indicate some kind of major shift in atmospheric density: "Ever since the Ahroay’if bombed Drinax from orbit, the planet’s weather has been temperamental. Huge dust-storms in the upper atmosphere cause sudden temperature drops, resulting in fierce flash storms below. Regions once covered in thick forests are now empty desert, with nothing to catch rain or slow winds."

I feel like if you want to have the Vexspies to be hiding old Drinaxian treasure caches, a good source of conflict there is with Oleb. As we can see from Shadows of Sindal, he's the sort to really invest resources in hunting down rumors of caches and buried treasures. If you want a story seed related to it, perhaps he dispatches the Travellers to go investigate a valuable cache he has documented from pre-fall days, in an area that has hitherto been inaccessible due to weather or plague, only to have the Vexspies also be trying to lay claim to it, forcing the Travellers to pick a side.

In PoD2, on the Wasteland Life Event table, one of the possible results is...
"When you were a child, the tribe’s wise-woman cast broken stones over your crib and declared that you were the Hlax Kur Eaisa, the messiah who would avenge the Vespexers upon the Aslan who ruined their world."


Per PoD2, "Below the Floating Palace, Drinax is a wasteland. The Aslan dropped rocks from space on much of the planet. Dust clouds choked the skies for years, plunging the whole planet into a long impact winter. Major population centres were blasted with plasma weapons and disease bombs; millions died at the claws of the conquerers. Two hundred years later, the planet is slowly healing. Green shoots cover the impact scars, and new forests are growing in the ashes of the old. It will be another thousand years before the planet is close to its former vitality, and some wounds will never heal. The spores of the Aslan biological weapons still sleep in the overgrown ruins of the cities, so Drinax may never be safe foR human occupation."

So yes, it is regrowing, but I had always read that as just meaning it's an ancient, weed-grown post apocalyptical hellscape rather than a fresh one. I feel we see more of it still being a horribly inhospitable place than we do it being a world recovering, but your mileage may vary.
I am changing the UWP a bit -- my Drinax is A*64445AF* {1} (B343)

The asterisk on the Starport is covering the fact that the UWP is actually reporting (the Royal Staryards on the Floating Palace) the looted remains of a class A starport -- what is truly there & operational is between a D and a C. With effort, expense, and adventures, the players can rebuild to class A much faster than the normal sixty year timeline from T4 'Pocket Empires'.

The asterisk on the TL reflects the Scholar's Tower -- much TL15+ knowledge is preserved, but there is no infrastructure, tooling, materials, or trained labor pool. Some items can be laboriously hand-crafted over long timelines, but they are expensive and prone to quirky behavior from being one-offs. Even so, most of what has been built by the Scholars Tower in the last twenty years or so is TL14 (or less) stuff. Drinax is more like TL9 in the Floating palace, and TL4 or TL5 among most of the Vexpexer tribes. Uplifting the overall TL of Drinax back to 15 would take 209 years by T4 'Pocket Empires' rules -- but excessive spending can reduce that to 105 years, and I will allow for surviving caches and folks from shelters to (along with excessive spending for 'Accelerated Construction') do it in 53.

The population of the Floating Palace is ~70000 people; and is what is reported on the UWP. The Vexpexers are more numerous, and (when they are not ignored) vastly under-counted.

The 'resources' reflect the non-spacefaring nature of campaign-start Drinax -- none of the off-world resources are being tapped; and any old infrastructure to make use of them was thoroughly destroyed. 'Labor' can be drastically increased by thawing & recruiting folks from the shelters; but the world has to be able to support them first, so thawing them all out all at once is unwise. 'Infrastructure' would normally take 16 years per point of improvement; 176 years to return Drinax to the original value. I think I will make improvements up to 9 faster (some of the 'destroyed' infrastructure can be salvaged, repaired, & re-used), so from 4 to 9 will be 40 years instead of 80; full restoration would then only take 156 years (less, with excessive spending).

I am figuring the pre-bombardment UWP was more like A666A5AF {5} (G9F4); without any assistance or special effort, it will recover to basic habitability at around 1385 (the 500 year mark); it might grow up to a lush world in another couple hundred years after that -- but spores, toxins, and radioactives will lurk in a layer of soil not far below the surface. Plowing a field might release (a few spores of) a weaponized plague. There are no rules in T5 'Pocket Empires' for terraforming; but I figure Drinax might be able to get from Atmosphere 4 (thin, tainted) to Atmosphere 5 (thin) with 30 years of active work, and to Atmosphere 6 in another 60 -- neither will change naturally.

Unless a player rolls it, I am not likely to have a Kwisatz Haderach Hlax Kur Eaisa in my game. The Fifth Frontier War and the assassination of Strephon are likely to be enough of a challenge without piling on an all-out genocidal war with the Aslan. As it stands, the relations between Drinax and the Ahroay’if are already in a state of flux -- with Kasiyl maybe being an outcast or not, the player group maybe saving the life of the Ahroay’ifko or not, the relationship between the Tlaioawaha and the Ahroay'if maybe being strained or healed by the players, etc.

I think I may change another aspect of history -- maybe it was the Tlaioawaha who mustered the fleet & bombed Drinax. It makes the Tlaioawaha more of the mustachio-twirling villians of the PoD campaign, and clears the way for the Ahroay'if perhaps being recruitable. It also seems like Aslan politics is more tumultuous than a steady 220+ year status quo of "The Ahroay'if (a rich minor clan) are vassals to the Tlaioawaha (a major clan somewhat in decline)" -- this way, we can see the Tlaioawaha decay from a bunch of blood-and-thunder warriors to their somewhat decadent modern state & the corresponding rise in the fortunes of the Ahroay'if over the same span.

In addition to the UWP changes, my Drinax is the satellite (a far moon) of a small Gas Giant which is in the Habitable Zone of the star. This allows Drinax to not be tidally locked, and have regular days and nights, and (if desired) seasons -- plus a spectacular veiw! Of course, I need to figure out the effect of Jump Masking from the gas giant... trips to and from Drinax might take longer than normal for a world this size.
 
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I have recently hit on the idea of allowing for the possibility of the players feeding Richter Grehai to Vorito's Jaskarl Plan.

Basic outline is a slower-than-usual burn of stories in 'Shadows of Sindal'. Introduce the Grehai movement to the players early on, possibly in the adventures used to lead into the PoD main campaign -- like 'Exodus', 'Theories of Everything' (which will need some re-arranging & fleshing out), and 'Borderland Run'. Once the players have done a couple adventures on behalf of Drinax, and Rao gets them started on the PoD plan throw some early 'Shadows of Sindal' stuff at them. Throughout the PoD campaign, the players are actively competing with the frienemy Grehai Movement to recruit worlds to 'the cause'.

About two-thirds the way through PoD, run 'Vorito Gambit'. If the players choose to represent themselves as Grehai's operatives, Jaskarl goes with it. GeDeCo will provide aid as directed by the players, so it still (can, if the players want) benefits Drinax. Do another adventure, then finish Shadows of Sindal -- and let Grehai take Acis & Tyr instead of having the Imperial Navy as a backstop. The players can still try (and possibly succeed) to stop him, of course, if they want. If Grehai succeeds, then a number of worlds (especially ones in the Dustbelt) will join his 'Sindal Resurgent'. But afterwards, an 'accidental' leak of Grehai's development of an anti-Aslan chemical agent leads to Acis or Tyr getting flattened & Grehai killed; Sindal Resurgent falls apart in dismay. (I figure every system that Grehai had a presence on would shift one step towards Drinax)

Drinax is no longer GeDeCo's sacrificial lamb; the Jaskarl Plan has had it's 'martyr empire'. The 'unified Trojan Reach' that the plan is aiming to create then becomes Drinax, which was just waiting in the wings for Grehai to fall.

Is it enough? Can the Jaskarl Plan possibly succeed in the face of the fall of the Third Empire in 1116? Is the renewed Drinax doomed from the beginning?

What are some good ways to introduce the (seemingly innocuous, to start) Grehai movement in the early stages? What sorts of adventures could be used to represent Drinax's struggle vs Grehai -- maybe some Imperial vs Solomani adventures, with Grehai being 'SolSec'?
 
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