Coriolis - Wake of The Icons 3
Coriolis - Wake of The Icons 3
Coriolis - Wake of The Icons 3
UN S TA B L E
P OR TA L
GHODAR ZIB
THE M
CH
THE SADA AL
ROUTE
ERR A I
D AY B U L MIR A
ZALO
SADA AL
A I WA Z
MENK AR NAGAR
HAMUR A
DANGEROUS ARE A
TA O A N
FIRST
HOR IZON
CLOSED SYSTEMS
UHARU
ZUHAL
DABAR
ODACON
DANGEROUS ARE A
ZHAU
MIR A N
A IN
S I VA S
ORDANA
THE QUADR ANT OF
THE PILL A R
OS
A LTA I
KUA AWADHI
UN S TA BL E
P OR TA L
NHARMADA
Z AMUSA
ALGOL UN S TA B L E
P OR TA L
CAPH
MARFIK UN S TA B L E
P OR TA L
EREQU
ANASPOR A
YA S TA P O L
AMEDO
EANU
HE DA BA R A N CIRCLE
UN S TA B L E
P OR TA L
ALGEBAR
R IGEL
MEL IK
AN
LEAD DESIGNER
Rickard Antroia
CONCEPT DEVELOPMENT
Rickard Antroia, Mattias Johnsson Haake, Nils Karlén, Kosta Kostulas
COVER ART
Martin Grip
ILLUSTRATIONS
Gustaf Ekelund
Prepress
Dan Algstrand
TRANSLATION
Tim Persson
MAPS
Rickard Antroia, Christian Granath
PROOFREADING
Brandon Bowling
CUSTOMER SUPPORT
Daniel Lehto, Jenny Lehto
Print isbn
Standart Impressa UAB 978-91-89143-89-0
Vilnius, Lithuania 2023
1
INTRODUCTION4
BACKGROUND4
OVERVIEW12
TIPS FOR THE GM 14
2
A SONG FOR KUA 17
INTRODUCTION18
PROPHECIES22
STARTING SCENE: THE CALL OF KUA 22
THE HEART OF THE JUNGLE 25
THE RUINS 33
URNI EN-ARGONNAS 40
ENDING43
MEETING AN ICON 44
3
THE TENTH ICON 49
INTRODUCTION50
THE ETERNAL 54
STARTING SCENE: BIRBASIL’S DREAM 62
COMING TOGETHER 68
THE BETRAYAL 73
SCENARIO LOCATION: SADAAL AND ALBURZ 78
THE SECTOR OF THE WHISPERER: BAHRAM 82
FRIENDS AND ENEMIES 87
THE CRYING ZIGGURAT 91
THE VESTAL ATTACKS 99
ENDING 102
2
Contents
4
THE HORIZON WARS 105
INTRODUCTION106
THE TIDES OF WAR 109
METAGAME PHASE EXAMPLES 118
MINI MISSIONS 119
SCENARIOS124
SCENARIO: THE FIFTH SYSTEM 124
SCENARIO: THE GHOSTS OF XENE 140
SCENARIO: THE LEGACY OF THE FOUNDERS 154
SCENARIO: THE BATTLE FOR THE HORIZON 168
ENDING183
5
EPILOGUE185
INTRODUCTION186
AFTERMATH186
APPENDIX: SPACECRAFT 191
3
WAKE OF THE ICONS
INTRODUCTION Welcome to Wake of the Icons, the third and final installment
of the Mercy of the Icons campaign. The fleets of the Eternal
Emperor are about to cross the dark between the stars, and
the Emissaries are preparing to resist their ancient nemesis
once more. Will the peoples of the Third Horizon unite or be
destroyed as old prophecies unravel and the cluster is set
aflame?
wake of the icons consists of three main parts out into the light and shoulder their burden as
made up of scenario locations and events that the Chosen Ones, destined to unite the Third
will change the Horizon for good. The opening Horizon – or will they fail? The suite closes with
scenario brings the PCs back to the ruins of an epilogue outlining the aftermath of the inva-
Coriolis on a quest to find the lost Emissary, sion. Although the wounds go deep, there is
part two contains the beginning of the Old still hope – the survivors try to come together
Horizons’ invasions, while the third and final to rebuild the Coriolis station.
part unleashes the Horizon Wars through a Below is a summary of the events bridging
series of shorter adventures. the gap between The Last Cyclade and this book.
The struggle for the Third Horizon brings The PCs will learn hidden truths, see behind
the PCs to both familiar places and previously the masks of the Icons, and finally confront the
unknown star systems; will they dare to step threat from Ardha.
BACKGROUND
Wake of the Icons begins in the segment of the 296) have so far managed to keep the peace.
Messenger in Cycle 164 (CC65) when a familiar Laws barring any factionary military vessels
voice calls the PCs back to Kua and the remains of from the system without clearance from the
Coriolis. Suddenly, the portal between Rigel and Horizon Council are strictly enforced, but lately
Dabaran is shut. Two ships carrying agents from an increasing number of merchant freighters,
the Warriors of the Holy Light manage to make Nomad clan ships and smaller colonization
it through with butterfly ships in lethal pursuit, vessels have started seeking entry to the
carrying a message of enormous importance forbidden sector around Xene – the space now
addressed to the cult’s former enemies: the known as the Quiet Zone. Rumors say that
PCs. To give you some context for these and several of the Emissaries have gathered on the
future events, the road to war and the scenarios old Foundation Station FS-7, protected by the
in this book are described below. blinding quiet and by unknown weapon systems.
A few foolish skippers have dared to enter the
THE THIRD HORIZON Quiet Zone never to be seen or heard from again.
Kuan core space is still a neutral zone despite the
events in the finale of The Last Cyclade. Aqbar y THE ZENITHIAN FACTIONS
Rakiv Fatiman’s corsairs and the remaining The division of power in the Third Horizon
Legion fleets now contracted by the independent has shifted dramatically since the destruction
space station Djachroum (see the Rulebook p of Coriolis. The Consortium, the Zenithian
4
Introduction
Hegemony and the Syndicate have pooled their remaining The entirety of this book is meant to be read by the GM
resources and fleets in Amedo and taken over the dome only.
city of Xhi from the expatriates (the Rulebook, p 225). Some
families sought refuge in Sadaal but quickly became isolated
from the siblings due to new and more strict immigration SUMMARY
policies. Only the Syndicate appears to have maintained a
good relationship with the ruling elite of Sadaal, Aremerat and ◆ THE THIRD HORIZON is governed mainly by
the eight high priests of the Amesha Spenta. The faction has an uneasy alliance between the Order of
moved much of its operations to the system and especially the Pariah, the Church of the Icons and the
the founding Birbasil and Nyala families seem to be thriving. Horizon Council on Djachroum. The different
Through the Syndicate and their trading fleet, the Astûrban fleets are still struggling to come together and
are trying to negotiate with the Sadaalian leadership for are all plagued by mutinies and defections by
access to the recently constructed Nadir Flotilla, currently mystics drawn to the Emissaries. The factions
in unstaffed orbit above the Daharab dockyards in Bahram, argue over who now has a rightful claim to the
Sadaal’s second star system. abandoned Nadir Flotilla and are all trying to
Some of the Zenithian families have approached the Horizon negotiate with the Sadaalian clergy.
Council diplomatically and managed to secure two seats at ◆ THE SECOND HORIZON gathers a ragtag fleet
the table: one for the Consortium’s Sonya Dayal in exchange of devotees around Xene as a defense force
for new weapon systems for Djachroum and an expansion of for the coming war with the First Horizon,
the reactor core to meet the energy demands of a growing but their efforts jeopardize the stability of
population, and one for Dinad Abarren-Quassar, the nephew the Third Horizon as a whole. The Quiet Zone
of the late Abarren Quassar whose name he and the rest of around the gas giant slowly grows and a mys-
his remaining family members have chosen to adopt. The terious weapon mercilessly protects the faith-
appointment of Dayal has caused some friction within the ful from any and all attacks.
Zenithian ranks, primarily with the Yriedes and Sidonna ◆ THE FIRST HORIZON’S fleets wait patiently for
families, because the former regard themselves as a founding an opening into Taoan but the portal remains
family with a better claim to the seat and because the latter – a unstable. The Vestals begin kidnapping the
family with powerful Foundation interests – greatly desires Kahin – the Nomads’ star seers – from portal
research access to the mythical Mouth of Kandah. stations around the cluster, forcing them to
predict when the fields are stable enough
y LOST FACTIONS to start allowing passage. New humanites
The events of The Last Cyclade changed most of the earlier are being produced in factories in Uharu,
factions for good. bionically perfected for warfare, and then
◆ The Zenithian Hegemony: Although both the Hegemony sent to Sadaal to staff the Nadir Flotilla on-
and the Consortium suffered enormous losses in the board a seized bulk hauler, the Waha-Najima.
destruction of the Monolith and Coriolis, the Consortium Meanwhile, a weapons test is being prepared
came out on top thanks to the wider spread of their power by the Vestals for a strike against Dabaran that
base. What’s left of the Zenithian project has therefore will isolate the system completely.
largely been incorporated into the Consortium’s hierar- ◆ THE PCS are initially blissfully ignorant of the
chies – many neo-Zenithians have married into established underlying conspiracies but will soon learn
Consortium families and in exchange, the well-respected more of their own role in an ancient prophecy,
captain clan from the Zenith has been offered a seat on as the song of the Machine Icon calls out once
the board of the newly-formed Zenithian Coalition. The more, with dream messages luring them to the
Astûrban has become a division within the Special Branch, remains of the Spire deep in the Kuan jungles…
5
WAKE OF THE ICONS
6
Introduction
come to Mira and repent. The ugly truth, however, is that many y MILITARY MIGHT
mystics are jailed on arrival and transported to internment The First Horizon’s attempts to sunder the factions, manipulate
camps out of the public eye, or shuttled to Zalos for indefinite the Zenithians and provoke a war with the Order were only
holding in research facilities deep underground. a partial failure. Although the Nazareem have been all but
The Order of the Pariah have opened their system again wiped out, the Symmetry’s attack on Coriolis destroyed Sky
after forming a pact with Mira, but the issue is still a matter City, the Council of Factions and much of the fleets of the
of much debate in the Martyr Council. The Miran Chain is Legion and the Hegemony. It also led to the disappearance of
once again full of free traders and bulk haulers as well as a the Janhagir fleet. The factions who still control functioning
seemingly endless flow of pilgrims looking for new lives on fleets now protect their own and bide their time. The fleets
Mira. The increased traffic has captured the attention of both are described more thoroughly on page 191.
the heretics of Zalos-B and the more aggressive corsairs.
The new main route through the Horizon stretches from THE SECOND HORIZON
Dabaran to Mira, via Kua and Djachroum, and Zalos and the After the Symmetry’s attack on the heart of the Zenithian
trading post of Karrmerruk. The Alabaster Council on the power complex and the destruction of Sky City and Coriolis,
dwarf planet Marakanda in Altai fears a weakened position the Santulans know the First Horizon can’t be far away. The
and has threatened to make portal use more difficult unless Santulans who chose to astral project into new host bodies
the Nomad Federation is invited to take a more active part in in the Third Horizon and become the Emissaries now gather
trade negotiations. The Mogul star seers, the Kahin, have an to plan their defense.
innate ability to understand and calculate safe portal vectors
and have therefore taken over much of the Foundation’s former y THE JUDGE’S LEGIONNAIRES
portal station responsibilities along the trade routes. Threats After the collapse of the Legion, the Judge Emissary takes control
of higher jump taxation forced both Zalos and Mira to add over its jailers. They return from a secret Legion base far out in
Altai to their new cross-cluster trade route, at least for the the darkness of Border Space and seize Foundation Station FS-7
time being. Although the Nomad Federation is spoken for on in orbit around Xene. Rumors have it that the Emissary returned
Djachroum in the new Horizon Council, the disappearance from the dark with a mighty weapon – the Legion flagship
of the Janhagir fleet has weakened the Nomads and they are Shahrazad – but no one has yet been able to get close enough
still being left out of the more delicate diplomatic issues. to Xene to confirm this. What has become evident, however, is
Several of the Council members and central characters 3. NIGELIA OR ARLAIN KURAHAN – Exiled Zenithian
either died or lost their power after The Last Cyclade,
Cyclade, but 4. SISTER ROBWAH – Samaritan (or Samesh Alim) – The Order
some have claimed new seats at the Horizon Council. It’s of the Pariah
up to you as the GM to populate the nine seats of the new 5. ABYEIA GOHARSHÛD – Spokesperson for the Nomad
Council as you please, or make adjustments as you see Federation
fit to the list below depending on previous events in your 6. DARI-MEFTI RAHMALAN – Dabaran dar
campaign. The factionary representation is more important 7. AREM VES-ARIN – Vestï humanite from Odacon
than which individual holds which seat. 8. SONYA DAYAL – Neo-Zenithian
1. RAKIV FATIMAN – Djachroum Aqbar (council president) 9. DINAD ABARREN-QUASSAR – Hegemonist
2. MANDRAGOR HO – Draconite (or Terminos Lete) – Ahlam’s
Temple
7
WAKE OF THE ICONS
that all the surviving Emissaries that rose from within the gas y THE QUIET ZONE
giant are now back at the site of their birth. With their combined The space around Xene is now a forbidden sector from which
strength representing four of the Icons, they open the bridge to no ship returns. The Emissaries have made FS-7 their base
the Second Horizon to seek aid from the siblings there. and use a resonance weapon (page 141) from within the
gas giant’s atmosphere to disintegrate any ship that gets too
y THE RESONANCE BRIDGE close. The Quiet Zone originally extended 1 AU from the
The resonance patterns created at Xene – and which can station, but as the resonance patterns stabilize and grow,
also partly be found in Erequ – form a bridge between the so too does the Quiet Zone. When the first scenario in this
Second and Third Horizons, a bridge used by the Symmetry book begins, the Quiet Zone envelops everything within 3
to create and enslave more and more mystics. The ruling AU in all directions.
Santulans’ most trusted generals are the Dakin – blindly
devoted resonance warriors and gurus trained to split their y THE MYSTIC THREAT
minds and travel from mystic to mystic in the Third Horizon. After the Symmetry’s attack on Coriolis, the mystics have
The Dakin operate as spies, assassins and insurgents and become feared throughout the Horizon. Suspicion turns into
may strike at a moment’s notice almost anywhere in the persecution as both the Order and Mira ramp up their search
Horizon – the strength of the resonance bridge allows them for the new mystics, albeit under the pretense of helping and
to invade the mind of practically any mystic in the cluster, protecting the “infected”. The new mystics as a group are,
turning them into unknowing but lethal weapons. however, a potent threat as the Song calls on them to turn
8
Introduction
9
WAKE OF THE ICONS
on their captains or steal a ship and make for Kua. A growing The Order of Rima: Forty years before the arrival of the
fleet of loyal worshipers gathers in Xene’s Quiet Zone under Zenith in Dabaran, one of the Symmetry’s oldest mystics
the Emissaries’ protection and is becoming a worry for both found a way to anchor their mind in another body over
the independent corsairs of Djachroum and the agents of the enormous distances. The mystic, Rima en-Aldaan, split
factions. The Symmetry are gathering a fleet strong enough her mind several times and embedded the shards in medi-
to resist the First Horizon – no matter the cost for the Third. tating monks in a Firstcome colony in the Third Horizon.
Throughout this book, the mystic threat will continue to Eventually, the last pieces of Rima’s mind traveled over and
grow and chip away at the stability of the factionary fleets. her original body died. The four old ascetics now sharing
Rima’s consciousness formed the secretive Order of Rima
y THE EXILED EMISSARIES deep in the forgotten Shinda system, hidden behind the
The Symmetry’s uniform leadership is far from as united willful Sivas portal fields in the Quadrant of the Pillar. The
as they would have the rest of the Horizons believe. Two colony now consists of nomad exiles and former Seekers
Santulans in exile have chosen to go against their former and is still led by “the Four who are One,” the very first of
siblings: the Machine Icon and the Order of Rima. the Emissaries. Rima’s embalmed body is revered by the
leaders of the Second Horizon as they are unaware that the
The Machine Icon: Urni en-Argonnas is one of the exiles and first Emissary didn’t leave them to spread their teachings
arrived in the Third Horizon as the Messenger Emissary. The or to gather wisdom, but because she had come to despise
agents of the First Horizon managed to destroy Urni’s body the power structures of the Second Horizon altogether. The
during the end of the first part of the campaign, Emissary Rima monastery on Shiva usually only allows visits from a
Lost, which led to them attaching their mind to the Coriolis select few Nomad elders and only when they need insight
station instead, becoming the ethereal Machine Icon, Khari or guidance before a big decision. But this is now where the
Qa’naan. Together with the rest of the Emissaries, Urni took Janhagir fleet has headed to gather strength and blessings
control of the gathered mystics and used them to activate the before the coming war.
Monolith. The destruction of Coriolis should have meant the
death of the Machine Icon, but the remains of the downed THE FIRST HORIZON
Spire still rest under the green canopies of the Verkâna Ridge The Vestals have forced enslaved colonists from the Tsurabi
and within it linger fragments of Urni’s mind. The Machine mines in Taoan and refinery workers from Uharu to construct
Icon feels guilt for the attack and has come to a painful naval bases and factories in the isolated systems, and in
realization: the war between the Old Horizons threatens to doing so established a strong foothold for the First Horizon.
crush the peoples of the Third Horizon – peoples Urni has The Emperor’s fleets are ready and waiting in orbit around
come to love. The former Santulan has decided to turn on Ainios, the star on the other side of the portal from Taoan.
their Emissary siblings in order to save the Third Horizon. Butterfly ships hide in the space between the portals. A swarm
10
Introduction
“The Four who are One” and the mind of Rima repre- y THE DISAPPEARED STAR SEERS
sent the following Icons to their followers: Over the last cycle, several portal stations throughout the cluster
◆ THE GAMBLER – seeing the world for what it truly is have suffered attacks from unknown agents. Marfik, Melik, Yastapol
◆ THE DECKHAND – a welcoming home and Ghodar have all lost their star seers – Mogul astronics who
◆ THE TRAVELER – wandering the stars have taken over the jump calculations from the Foundation. The
◆ THE LADY OF TEARS – the freedom of the soul and the kidnappings have been orchestrated by a small group of surviving
mind Nazareem cultists, and they have brought their captives first to
Dabaran and then via butterfly ships to Taoan. Enthralled by the
Vestals’ charismatic powers, the star seers have attempted to
analyze the wild fluctuations of the Taoan portals to predict when
they would allow the Imperial fleets to jump through safely. A small
squadron of termite destroyers and butterfly ships has already
made it through and further strengthened the First Horizon’s
hold of the system.
11
WAKE OF THE ICONS
Wars. These objects of mystery and status can be found on a system and thanks to advanced stealth technology, they
myriad of planets and are often harvested with a prestigious initially evade detection. Troops of Hadid humanites led by
upper-class market in mind. The sugar-induced glow of the Vestals storm and conquer Dar Bahri, Lotus and several of
globes is the result of the chemical reaction needed to keep the larger darlands and they shut down the portal station.
the biocode of the core alive but dormant beneath the thick Armed and white clad Hadid soldiers prevent people from
shell. On the Vestals’ command, the globes may be activated leaving the station and a Vestal boards to activate their next
(page 155), the sticky liquid inside transforming into swarms hidden weapon – the sugar globes – to begin corrupting
of bio sculpted insects feeding off the dark between the and enslaving the residents.
stars. The swarms, “hashara” (page 156), target mystics to
weaken the Symmetry’s power and can corrupt non-mystics y THE SPIES
both mentally and physically. The hashara’s victims become An agent from The Warriors of the Holy Light (Emissary Lost,
slaves to the will of the Vestals, dark memes twisting their page 10) manages to sneak onboard one of the freighters
bodies and giving them strange, terrible powers. unloading cargo from the Waha-Najima and witnesses the
thawing of the Hadid. She relays the information to her
THE FALL OF DABARAN comrades but is then discovered and killed. As the sugar globes
Just before the PCs are called to Kua by the Machine Icon, hatch and swarms of hashara descend on the portal station’s
the lost bulk hauler Waha-Najima reappears near Dabaran. population, another agent uses the ensuing panic to hack
Some of its cargo is unloaded on shuttles and smaller vessels and copy the surveillance feeds, recording the horrific attack
and brought to the nearby portal station before the giant and transmitting the data to three waiting courier vessels.
continues toward Sadaal. As it arrives in Rigel, the portal The transmission is intercepted by an Imperial destroyer
suddenly collapses behind it. A few courier ships are reportedly which immediately launches fractal torpedoes against all
destroyed by the portal’s energy discharges, but these are nearby vessels. Two of the couriers escape destruction by
actually agents of the Warriors of the Holy Light hunted jumping blindly through the portal just as it is forced shut.
down while trying to escape Dabaran with evidence of the The fleeing pair is then pursued through multiple systems
First Horizon’s plans. There is no official knowledge of what by a group of butterfly ships and although one of the courier
actually happened. captains sacrifices herself to buy some time, the second ship is
eventually also destroyed just after it enters Kua. Unbeknownst
y THE WEAPONS TESTS to the Vestals, however, the last courier managed to launch
The Vestals saw Dabaran as the perfect location for a a probe containing the data toward a waiting freighter that
series of weapons tests in preparation for the coming then left the system undetected. The dearly bought evidence
war. Three termite destroyers and a handful of butterfly from Dabaran will end up in the hands of the PCs during The
ships accompany the bulk hauler as it reappears in the Tenth Icon, beginning on page 49.
OVERVIEW
The scenarios and conflicts that make up Wake of the Icons A SONG FOR KUA – PAGE 17
are summarized below. The starting point is the unexplained The first scenario brings the PCs back to Kua and out into the
closing of the portal between Dabaran and Rigel and the jungles of the Verkâna Ridge. Rumors of treasure in the ruins
increasing number of mystics hijacking factionary ships to of the fallen station spur them on, but they mainly arrive to
join the Emissaries at Xene. Unrest and mounting tensions investigate the song of the Machine Icon they hear in their
threaten the Third Horizon’s fragile peace. dreams, whispering of mysterious knowledge and riches. The
scenario leads them through jungles and deep underground ruins
12
Introduction
TIMELINE
13
WAKE OF THE ICONS
all the way to the vast cave that once was the Abhrra floor of the Dabaran circle and the Nadir Flotilla attacks along the
Spire, the home of the Emissary. The PCs are warned about the Sadaal route. A series of mini adventures and battles
coming war and offered an alliance with the former Emissary. allows the PCs’ resolve and wit to influence the course
of the war. They must work to unite old enemies to bring
THE TENTH ICON – PAGE 49 the fleets and factions of the Third Horizon together,
The factions are at each other's throats over control of the break the Symmetry’s control over the mystics, f ind
abandoned Nadir Flotilla. The mythical Aremerat and the high new allies in the darkness between the stars and repel
priests of the Amesha Spenta have absolute power in Sadaal. Only the Imperial fleets.
through Syndicate connections is a small delegation, escorted In the suite’s dramatic finale, the PCs decide the fate of
by the PCs, allowed entry to negotiate for the future of the fleet. the Third Horizon’s future by cutting off the enemy’s access
In this scenario, the PCs once again encounter the Warriors to the cluster.
of the Holy Light and receive their secret information about
what really happened in Dabaran. They also find out that AFTERMATH – PAGE 186
Aremerat has already assumed control of the Nadir Flotilla War has swept across the Third Horizon and the survivors
and staffed it with First Horizon humanites. The masks of now look for a new guiding star to give them hope for the
the Sadaal hide many secrets. future. Debris from Coriolis is salvaged and combined with
the remains of the ships that were destroyed fighting for a
THE HORIZON WARS – PAGE 105 free Horizon. With the stars as witnesses, construction of
The Horizon Wars break out on two fronts as the First New Coriolis begins – a station for a new time of cooperation
Horizon’s f leets start conquering systems along the and peace in a new Third Horizon.
14
Introduction
MYSTIC PCS
15
A Song for Kua
Beyond the smoke and the ruins,
veiled in blood and grief.
You breathe faith and future.
Underwater, beneath the trees,
in the heavens and in the ground.
A glittering gem, by the people, for the people.
AN HOMAGE TO KUA, THE CONGLOMERATE, C163
WAKE OF THE ICONS
INTRODUCTION In the first scenario of the third and final part of the Mercy
of the Icons campaign, the PCs return to ground zero –
the Kuan jungles and the remains of the Coriolis station.
In dreams and visions, she calls out to them – the young
woman with the burning heart and the star-covered dress.
The Machine Icon is calling and their meeting with her holds
answers for the future – about the prophecy, the Chosen and
the Horizon Wars.
in a song for kua, the PCs return to Kua and and the fleets of the First Horizon lie in wait
the dense forests of Verkâna Ridge after being just beyond the Taoan portal fields. War is
summoned by the former Emissary – abducted, brewing – all it takes is a stray spark to set
destroyed and then resurrected. They aren’t the the whole cluster on fire.
only ones hearing the Song of the Machine Icon,
however: the Children of the Song have been y TO BE CALLED BY DREAMS
sent by the Santulans to find and return their As the portal between Rigel and Dabaran
missing sibling to Xene. The PCs dive into the collapses and the news of this spreads through
dangerous woods and then go underground to the Horizon, the PCs experience something
seek out the remains of the Coriolis Spire. In the odd. Over a few of the first events, the Song of
darkness of the Abhrra floor, they experience the Machine Icon breaks through to them in
something that will change the Third Horizon dreams and visions, calling them to Kua and
– forever. the jungles of Verkâna Ridge. The visions also
warn them about others on the same quest,
BACKGROUND mystics looking for the former Emissary. As
The Emissaries’ devastating attack on Kua the GM, use the dreams as you see fit – either
shocked and paralyzed the cluster, leaving the as something that only recently began or as
peoples full of doubt, grief and rage. Hidden something to interweave into your own scenarios
power struggles culminated in much upheaval in the buildup to this adventure.
behind the scenes; only a select few know
how close the First Horizon came to seizing y A WORLD IN RUINS
power in the Council of Factions and having The destruction of Coriolis and Sky City has
their puppets roll out their masters’ invasion. changed Kua dramatically. Much of Covenant
The Third Horizon sunk into hopelessness for City has been buried under debris from the
a long while after the attack, but now, life is collapsed city above and from the cracked outer
returning to the Conglomerate – the fields shell of the Monolith. The event also destroyed
are once again cultivated by colonists and several of the ancient dams, the cataracts, that
farmhands and the jungle ruins are attracting usually keep the Conglomerate districts from
the attention of artifact hunters and explorers. flooding. The Sultra marshes have now laid
On the bustling station of Djachroum far the districts of Anandra, Tugul, Dan-Tugul,
from the Kuan core, the factions once again Ara-Ara, Mibea and Little Algol underwater.
make their voices heard through the Horizon The Marzu-Khala spaceport survived on its
Council. But on a darker note, in the closed elevated platforms and has become a new hub
systems on the farthest end of the Dabaran of life and commerce thanks to its growing river
Circle, enslaved colonists restaff the factories barge souks. Covenant City is believed cursed
18
A Song for Kua
by the Icons and those who dare scavenge among the ruins THE LANDING
risk both dark memes and deadly radiation sickness. This
doesn’t appear to keep the more daring artifact hunters at VERK ÂNA RIDGE: The jungles aren’t easy to land
bay, however. in, but a PILOT check allows the crew to find a
The Conglomerate’s plantations and mining towns burned safe spot. A less than critically successful land-
in the worker uprisings that immediately followed the fall ing means taking up to 3 points of hull damage
of the Monolith. The jungles are now quickly covering the (with one point of damage subtracted for each
remains of the old Zenithian and Algolan power structures, six rolled). The sensor operator may test DATA
except where the ruins have been taken over by Sogoi tribes DJINN before the landing to award the pilot one
and worker communities. Kuan society is slowly on the bonus die for each six rolled.
mend and both the Vasma Valley and Verkâna Ridge become Below are some examples of alternate landing
free settler frontiers now that the weight of the old yoke spots if the PCs instead wish to approach the
has been shed. Ridge on foot:
On the northern shores of the Gyrides Sea, a new scavenger ◆ THE MONOLITH: The PCs can land in the Marzu-
society of salvage divers and artifact hunters is forming. Khala spaceport near the ruins of Covenant
They call their town Sal-Mulukhad after the section of the City, and then make it up the overflowing
station that crashed here and formed a protective atoll Ramishah on a river barge, to Baybasin or the
of debris. Fortune-seekers en masse gather here to test rocky sides of the Ridge.
their courage or their madness against the dark dangers ◆ BAYBASIN: The spaceport at the mining town
lurking in the twisting durasteel caves of the collapsed is still in operation despite the uprisings, but
Core. Administrators from the Colonial Agency protected the sinkhole has widened even further as a
by a small squadron of ex-Legionnaires pay handsomely for result of earthquakes following the Monolith’s
salvaged materials, Zenithian art or family heirlooms. New discharge. From Baybasin, the PCs can head
contracts appear daily on the holo screens of Al-Qadr, the upward and inward, trekking up the slopes and
new city’s cantina. entering the jungles above.
◆ THE GYRIDES SEA: If your group wishes to see
y THE TREASURES OF THE SPIRE something new, you can lead them to the
Rumors run wild throughout the Conglomerate about the floating city of Sal-Mulukhad on the north
downed Spire in the jungles and about the riches it allegedly shores of the Gyrides Sea. They can hire
contains. The hoard is said to be guarded by the Machine someone there to ferry them across the water
Icon and a secret cult of former stevedores that keep nosy to the steep southeastern coast of the Ridge.
scavengers away.
y A RETURN TO KUA
Kua has been reshaped and reborn after the Monolith’s
discharge. The most obvious change is the one in power
dynamics, having led to increased freedom and a strong
settler mindset at work in the building of new societies
among the ruins of the old. Feel free to have your players
spend as much or as little time as you like exploring this
new Kua before they reach Verkâna Ridge. Another option
is to start the scenario in medias res as the PCs have landed
their ship near to or on top of the Ridge to look for a way
into the ruins.
19
WAKE OF THE ICONS
IMPORTANT CHARACTERS
OVERVIEW
◆ NAYSIN TARAK – Wilderness guide and spy for a The PCs are called to Kua to seek out the Machine Icon in
secret organization (page 30) the ruins of the Coriolis station. The scenario consists of four
◆ XIU XICHAMA – Leader of the Alamuhr village (page scenes, starting with the PCs’ strange dreams and ending
29) when they find the Machine Icon in the Spire.
◆ THE DAKIN PUPPETS – Possessed members of the
Children of the Song (page 42) y SCENE 1 – THE CALL OF KUA (PAGE 22)
The segment of the Messenger, C164: Dreams and visions
haunt the PCs. The news of the portal collapse in Dabaran
are foretold even before they break across the Horizon.
20
A Song for Kua
21
WAKE OF THE ICONS
PROPHECIES A lone courier vessel arrives in Kua. On the bridge, the sensor
operator draws a wheezing breath of the thin, scrubbed air and
looks at the flickering screen:
“By the Martyr’s crown – she’s here. Our brothers and have encountered through dreams on several
sisters didn’t let us down.” occasions during earlier parts of the Mercy of
The captain mouths a silent prayer and gives the the Icons campaign, calls on them. The journey
order to send the encrypted data package. The receiving they must make to and through the jungles
ship confirms the hand-over and disappears into the isn’t without dangers, however. The cult of the
portal field. Reborn have agents everywhere on Kua, keeping
“We did it. In the name of the Prophets and the Holy their eyes on the PCs. As the Santulans launch
Light, let this be our atonement for all the harm we’ve an attack on the village of Alamuhr, however,
caused.” the cult reaches out to the PCs for help, leading
The crew sigh with relief but only a moment later, them to begin hunting the marauders down
a shimmer appears in the darkness of space nearby. into the underground Azaëlean tunnels beneath
Butterfly wings against the bright starlight, fractal torpe- the Ridge that eventually take them all the way
does burrowing through the hull. The bridge depressurizes to the ruins of Coriolis and the tomb of the
and for a brief moment, a quiet flash of fire illuminates Machine Icon.
the void. Then, night, all-encompassing, returns.
DARKNESS POINTS
THE SCENARIO BEGINS with an opening scene intro- Darkness Points in this scenario can be spent
ducing the foreboding dreams and progresses to make the journey more difficult by adding
to guide the players through a series of further conflicts or obstacles for the PCs to overcome
scenes and events eventually carrying over into on the way. As the scenario isn’t separated into
the next part of the campaign. acts, instead specific scenes and events will
generate new DP. You get as many DP as there
OVERVIEW are PCs to begin with, down to a minimum
Dreams and visions bring the PCs to Kua once of 4 DP.
again. Urni en-Argonnas, the Santulan they
STARTING SCENE:
22
A Song for Kua
THE SITUATION
The scenario may find the PCs anywhere in the Third Horizon.
Either gradually introduce visions and pleading, dreamed
whispers from Urni en-Argonnas – the Machine Icon – or go TABLE 03: FEVER DREAMS
directly to the final and most coherent dream. This can be D6 DREAM FRAGMENT LINGERING EMOTION
used as an introduction to the scenario if you wish to begin 1 Rolling fields and step Longing
in medias res as the PCs are arriving in Kua. pyramids
2 Golden tattoos on dark skin, Community
MAJOR EVENTS flowing white silk and a long
red shawl
The key event of the scene is the dream that calls for the
PCs to travel to Kua. It is possible that the PCs initially won’t 3 A beautiful song echoing Love
under a crisp blue sky with
understand the meaning of the dream. If so, the GM can two suns
use the dreams described in Minor Events to underline how 4 Mountains under heavy Stress
important it is for them to get there, and soon. The dreams clouds, promising rain
affect all PCs, mystic and non-mystic alike. 5 A dark operating room in Sorrow
the Foundation hospital in
the Sultra marshes and a
y START: FEVER DREAMS lifeless, mummified corpse
On a night like any other aboard their ship, or as they're on a slab
staying at a space staton waiting for repairs, the PCs suddenly 6 A dark shape breaking Panic
experience a strange fever dream. Either read aloud the text through the light and grow-
ing larger
above, hand out notes to the players for them to read or make
up your own version.
23
WAKE OF THE ICONS
As they awake and meet up, they realize they’ve all had the y THE LOST SYSTEM
same dream but much of it has faded from their memory En route to Kua, the PCs are reached by troubling news
already. Roll a die on Table 03 to see which lingering emotion either as they make a short stop at a portal station or via a
and image each PC retains. The fragments below are just radio message picked up as they arrive in Kua (see “News
small pieces of the dream in its entirety. about Dabaran”). As the news breaks, the GM gets 4 new DP.
Cost: 0 DP (Mandatory) Cost: 0 DP (Mandatory, generates DP)
“We have received unconfirmed reports about Dabaran correspondents have heard rumors stating that the Dabaran
saying that no one has been able to enter or leave the authorities have indeed exiled themselves intentionally to
system in the last couple of weeks. A small group of mer- stop the spread of a dangerous pandemic. We are currently
chant vessels, including the Waha-Najima bulk hauler, investigating the veracity of such rumors.”
appear to be the last registered craft to pass Kua coming
from the Dabaran Circle. Whether the shutdown is inten- TAINA ABU-HARIM, THE RED SPIDER, KUA
tional or the result of an attack is currently unknown but our
24
A Song for Kua
25
WAKE OF THE ICONS
A NEW BAYBASIN
It’s up to you as the GM to determine if your players get to re- The new Baybasin grows northward where the old Birbasil
visit the old mining town of Baybasin. More information can complex has been fused with the surrounding shacks and
be found on page 111 of Emissary Lost.
Lost. container homes. The Baybasin militia disappeared with
The reign of Raquin Birbasil ended with the worker the Birbasils but ex-Legionnaire Hashema Behari’s hunt-
uprisings that followed after the Fall of Coriolis. The er-scavenger patrol remains and has been turned into a for-
Monolith’s discharge caused an earthquake that collapsed midable police force thanks to some help from the Shaukar
the coltan mines and the formerly fenced-in poppy fields are guerillas. Former mineral prospector Mori Dakka has joined
now used to grow sugar, wheat, palm trees and tabak. The forces with the humanite sisters Ana and Mandri Meesan
clearcuts and swiddens on the outskirts are growing and the to form a town council. The Sogoi clan leaders Tasheeb and
sinkhole has swallowed up the entire southern shantytown. Sha-Muhib also have seats at the council.
26
A Song for Kua
MAJOR EVENTS
The journey takes the PCs to Alamuhr and then finally to the
entrance to the ruins of the Spire. Feel free to make the trip as
long or as short as you like by introducing the various events
below before the PCs reach the underground.
27
WAKE OF THE ICONS
◆ The Wilderness Guide: If the PCs have already met the Followers can be found throughout the surrounding jungle
wilderness guide Naysin or if they encounter him here, towns and around the Gyrides coastline but in spite of this,
he tells them of the attack and leads them to the village the sudden attack on the village took them by surprise.
entrance to find the wounded stevedore aqbar Xiu Xichama Xiu clutches a simple prayer book in her hand, nervously
(see below). thumbing its worn covers.
Cost: 0 DP (Mandatory) ◆ The Prayer Book: If the PCs ask about the book, she tells
them that it’s a Miran prayer book of songs and prophecies
y THE STEVEDORE QUEEN from before the Portal Wars. PCs who have been around
With or without the help of Naysin, the PCs eventually since Emissary Lost may test CULTURE to identify the book
find Alamuhr’s assembly hall located in a deep crevice. as one of the ones found in the Messenger Emissary’s
Natural light falls in from above through an atrium. The residence (Emissary Lost, page 45). Xiu claims to have been
attack has reduced the once ordered rows of benches and given the book directly by the Machine Icon.
vats of sugar globes from the Spire’s Council chambers ◆ Heeding the Call: Over the course of the conversation,
to piles of charred rubble. Choking, black fumes from the the tides may turn in favor of the PCs, especially if they
inferno grenades still hang in the air. In the back wall, a are honest about the visions and the “call” they’ve felt
large opening partly blocked by a palisade of steel panels from the Machine Icon. The villagers are willing to let
and curtains leads further into the remains of Coriolis. the PCs through and into the Azaëlean tunnel that leads
The surviving Alamuhr villagers tend to their wounded and to the ruins of Coriolis if they think the group has a
dead in the assembly hall. The former stevedore aqbar from chance of catching up to and defeating the intruders
Coriolis stands in the middle of the chaos and attempts before they reach the tomb of the Machine Icon. Xiu
to organize triage efforts. can give them some form of directions to the ruins
◆ The Leader: Xiu Xichama (see box and Table 05) is a of the Abhrra.
muscular, former stevedore known from the Bulletin’s ◆ By Force: Ruthless PCs can try to fight their way through
coverage of the station’s final days of rioting and unrest. Xiu and her followers and explore the tunnels after having
She wears tight clothing under a flowing, sleeveless gown won, or try to charge the palisade and then flee down into
of turquoise hemp. Two nekatra follow her through the the Spire.
debris and growl viciously at anyone who gets too close. Cost: 0 DP (Mandatory)
She notices the PCs and asks them to holster their weapons,
closes her eyes and calms the suspicious animals using y THE WILDERNESS GUIDE
her mystical power. You decide when it’s appropriate for your group to encounter
◆ Intentions: Xiu questions the PCs about their motives Naysin the wilderness guide. He too is a member of the Reborn
for coming and about how they managed to find the cult and could therefore try to shadow them or, if they make
village. She and her followers are the guardians of the no secret of their being called by the Machine Icon, simply
last resting place of the Machine Icon and unless the come up and offer his services. He could also have been sent
PCs are honest about how they were called to the Ridge, from Alamuhr after the attack to get help. You can use him
Xiu and any of her followers who can still stand become to support your group if they aren’t that combat or survival
increasingly hostile and reach for their weapons. If there savvy, even down in the ruins.
is a fight, you decide how many of the villagers take part. As they travel together, Naysin tells vivid stories about all
Honesty on the PCs’ part about their mysterious calling, the different dangers of the jungles – wild nekatra and kabrin,
either by them or through Naysin, earns them a warm deadly diseases and torrential rains, Azaëlean tunnels that
welcome, however. collapse and bury the unlucky or the ignorant. If introduced
◆ The Survivors: Xiu tells the PCs that the villagers survived the early, he will carefully try to find out the PCs’ real reason
Fall of Coriolis at the Machine Icon’s mercy and that they are for being on Kua.
now sworn to protect the former Emissary from intruders. Cost: 0 DP
28
A Song for Kua
THE LEADER
Xiu used to be a well-liked stevedore aqbar in the Neoptra of the station, the Machine Icon guided her group of run-
spaceport. She grew up on Lubau but moved to Kua in her aways to a hidden chamber in the hull of the Spire where
teens to start working for the Cellar smugglers. After even- they miraculously managed to survive the Fall.
tually migrating to more legal jobs, she began gathering The PCs might have encountered or been assisted by
contacts and resources until she could take over a couple of Xiu in previous scenarios. She will still be wary of their
the Stevedore Central crews and continued managing them current loyalties, however. If Xiu has already died during
for about fifteen cycles. As a loyal Free League member, your campaign, substitute her for stevedore aqbar Ana
she was suspended after leading a series of strikes during Chamoud from the Mulukhad who also participated in the
the Zenithian takeover (see The Last Cyclade). She broke protests shortly before the Fall of the station.
out after being arrested and hid in the Cellar together with
other dissidents on the run. Shortly before the destruction
29
WAKE OF THE ICONS
You have an empathic and telepathic connection Naysin is a short, half-Sogoi older man with a bald head and a strong,
with animals and semi-intelligences in your vi- sinewy build. With his hand-poked facial tattoos, he blends in remark-
cinity and instinctively feel what their needs and ably well with the hands in the Conglomerate. The tabak he chews
moods are and may affect how they view you or smells sweet, smokey and sour, and it appears to keep the jungle
others nearby. You may test MYSTIC POWERS at +2 predators away. Growing up both in the jungle and on the outskirts
(opposed roll vs semi-intelligences, simple roll of Baybasin, he feels at home both in the city and in the wilds. On the
against other animals) to befriend or dominate night of the Fall of Coriolis, he awoke from a deep narcotic slumber
an animal and make it obey you. A critical suc- and heard the Song calling him and a few others to a crater full of
cess bonds the animal to you permanently after burning debris amidst some collapsed Azaëlean tunnels in the jungle.
which it attempts to interpret and carry out your
commands without dice rolls. CHARACTERISTICS: Keeps stuffing more tabak under his lip and spits
ATTRIBUTES:
NEW TALENT: ONE WITH THE WILDS STRENGTH 3, AGILITY 3, WITS 5, EMPATHY 2
HIT POINTS: 6
Choose an environment (Jungle, Steppe, Tundra,
MIND POINTS: 7
Mountains or Desert). Having grown up around
REPUTATION: 3
the local flora and fauna, you know your way
SKILLS: Infiltration 5, Ranged Combat 5, Survival 5, Dexterity
around, where to find food and water, how to
4, Melee Combat 4, Observation 4, Manipulation 3, Culture 2,
hunt and how to stay safe, even in the harsh- Medicurgy 2
est conditions. You get a +2 to INFILTRATION , TALENTS: Rapid Reload, Third Eye, One with the Wilds: Jungle
OBSERVATION and SURVIVAL while in your native (see box)
environment. Once per session, you may treat a GEAR: Long rifle with optical scope, compass, hyper rope, emer-
gency flare, tabak
limited success as a critical one while rolling one
of the above modified tests.
30
A Song for Kua
31
WAKE OF THE ICONS
acts as a kind of telepathic extension of the alpha. The pack stay successful bite attack. The bite victim suffers a -2 penalty to all
close to their nest unless they need to find a new one. Parts of the actions and loses 1 AP per turn. She may attempt to wrestle free
pack also hunt during the night and venture slightly farther from by winning an opposed FORCE /MELEE COMBAT vs FORCE roll.
the nest. Some gang leaders or slavers take kabrin alphas as pets ◆ COMBAT BURROWING (1 DP): The kabrin can disappear into their
and in doing so, gain the entire pack as an added layer of their tunnels or quickly burrow underground during combat to reap-
bodyguard. Domesticating a pack can be done by successfully pear somewhere else. This costs one initiative (3 AP) for up to
locating the alpha (OBSERVATION -2) and then winning an opposed three individuals. On the next initiative score, the burrowed kabrin
MANIPULATION test but only if the PCs first have the necessary may perform a surprise bite or claw attack with a +2 and a CRIT of
knowledge of the process (CULTURE or SURVIVAL ). 1. Keep careful track of which kabrin burrow during combat.
ATTRIBUTES:
STRENGTH 2/4/8, AGILITY 6, WITS 3, EMPATHY 2
WEAPONS: Bite (Bonus +2, INIT -1, weapon damage 1, CRIT 2),
Claws (INIT +2, weapon damage 2, CRIT 2)
◆ PACK: The pack acts with one mind and the size of the group deter-
mines how effective they are. The stats above are divided into
three columns describing either a small pack (1–3 individuals), a y REGROWTH
medium pack (4–6) or a large one (7–10). The kabrin are fought The dense mass of trees suddenly opens and the PCs see
using their individual HP scores but may be broken by stress as enormous rifts and cracks in the ground. Charred husks of
a group (the MP stat is for the group as a whole at the beginning ancient trees bear witness to the flaming death that came
of the combat). The members of the pack try to stay within fifty raining down with the remains of the Spire just nearby. The
meters of each other. For each pack member that is broken or suf- Ridge – already unstable due to the underground maze of
fers a critical injury, the pack suffers 2 points of stress. Azaëlean tunnels – cracked at the site of impact and the ruins
◆ COORDINATED ATTACKS: The pack fights as one but may act mul- sank deep underground and were covered over by a landslide
tiple times per turn (on different initiative scores). A small pack of loose earth and crushed plant matter. Since the Fall, the
may act twice, a medium pack three times and a large pack gets jungles have started to heal and the craters are now covered
four initiatives per turn. Each initiative is rolled separately, is in low shrubs and thick fields of ferns. The surviving trees
worth 3 AP and may be used by one or more pack members. stand quiet guard around the clearing.
◆ POISONOUS BITE: Victims who suffer damage from a successful ◆ Treacherous Ground: The ground is unstable and may
bite attack also become poisoned (strength 6 poison attack vs collapse into the underground tunnels at any moment. At
Strength). Victims who fail the resistance roll suffer muscle the cost of 1 DP, it affects one PC – for 2 DP, it affects the
spasms and blurred vision for D6 turns (−1 to DEXTERITY, FORCE entire group. Those affected suffer 3 points of damage,
and MELEE COMBAT, -3 to RANGED COMBAT and OBSERVATION). lowered by the outcome of a DEXTERITY or SURVIVAL roll
◆ LOCK JAWS (1 DP): The kabrin can lock its jaws after performing a (each six negates 1 point of damage). Extra sixes may be
32
A Song for Kua
spent to help comrades. Critically successful PCs avoid LIGHTS IN THE DARK
falling into the underground.
◆ Treasure: If you like, you can have your group test The underground ruins are almost never com-
OBSERVATION to scavenge for remains from Coriolis in the pletely dark. Different light sources help guide
tunnel – a piece of art, a broken storefront, crates of food the PCs along their way but unless the group
(pillaged by animals), park benches or perhaps a cherry tree also brings some kind of light or compensating
that somehow survived and took root again in the debris gear with them, they get a −1 to all sight-depen-
of a crushed temple garden. The tunnel may also contain dent rolls.
a small stream of fresh water. ◆ Daylight filters in through thin cracks in the
Cost: 0, 1–2 DP ceiling.
◆ Cracked vats of sugar globes in the ruins of
the finer establishments along the Esplanade
THE RUINS
or in the palaces of the Zenithian elite emit a
ghostly glow.
◆ Bioluminescent beetles feed on the Azaëlean
The cold walls and dim lights of the underground are a welcome secretions on the tunnel walls.
change from the clammy jungle heat above. The rich Kuan ◆ Here and there, backup systems still power
soil turns from thick mud to striped granite as the tunnel holo screens and emergency light strips.
digs deeper, leaving a trail of shredded roots and crushed rock
behind. Everything around you is covered in a dried film of
some strange secretion from the Mother of Kua, the Azaëlean
whose vast size and hunger becomes chillingly clear as you
take in the size of the tunnel. You send a quiet prayer to the
Icons as the ground starts to tremble, hoping it’s only a natural
tremor and not a sign of approaching doom behind rows and
rows of mauling teeth.
MAJOR EVENTS
The events taking place in the ruins of Coriolis can either
happen one after the other regardless of which way the
PCs choose or according to their locations on the map of
33
WAKE OF THE ICONS
the ruins (page 35). On the map, the room numbers The PCs shiver in the sudden cold and Kuans among them
correspond to the events below and the PCs’ choice of way – or anyone with CULTURE or SURVIVAL – can remember the
determines what happens when. The length of the journey tales of the Azaëleans, the enormous worms that once lived
to the final scene of the scenario is for you to decide. and burrowed under the surface of the planet in prehistoric
times. The only remains of the mythical creatures are their
1. SKELETON SPIRE networks of tunnels. Read more about the Azaëleans on
Before long, the PCs come to a collapse in the tunnel. From pages 290 and 320 of the Coriolis core rulebook.
the rubble, long, twisted ribs protrude. The once mighty dura ◆ Darkness Points: The quake is a dark omen. Unless a PC
beams and vacuum shields of the Coriolis hull now lie melted prays to the Icons for protection, you get 2 new DP.
and deformed after the flaming descent and subsequent violent Cost: 0 DP (May generate 2 DP)
crash. Strips of cloth and symbols painted on the metal show
that this tunnel is commonly used by the Alamuhr villagers 3. HOWLS
on their scavenging trips down into the tunnels. The tunnel has collapsed but a narrow passage next to the
Cost: 0 DP (Mandatory) collapse leads into the remains of the Spire. The fall of the
station destabilized the whole area, opening up deep cracks
2. THE QUAKE and crevices falling into blind darkness. The PCs must carefully
The tunnel has become a more chaotic blend of soil, tree roots make their way across one such abyss by walking on cracked
and metal debris. Water seeps down from the jungles above windows and ventilation shafts. Echoes of blood-curdling howls
and glistens on the beams or collects in small pools in bent come rippling through the dark, bouncing off the walls and
dura plates and molten glass panels. The ground suddenly reverberating in the deep cracks, making it almost impossible
starts shaking, raining down dirt and scraps of metal from to determine the direction of the sound. A successful SURVIVAL
the ceiling. A high-pitch wail echoes through the tunnel – a test reveals the source as a nekatra warning its pack of an
gust of wind, perhaps, or something else? incoming threat.
* The PCs can either try to sell the child back to the family or return it without payment in which case they instead gain the group talent
Faction Standing with the clan in question (see The Last Cyclade).
Cyclade).
34
A Song for Kua
THE RUINS
ALAMUHR
2
1
4
6
5 1: SKELETON SPIRE
2: THE QUAKE
3: HOWLS
4: THE CITY OF RUINS
5: AZAËLEAN?
6: KHERIA’S ARBORETUM
7: THE TOXIC SHAFT
8: THE GRAVEYARD
9: THE FALL OF THE HEGEMONY
10: LAKE ABHRRA
8
7
9
10
THE RESIDENCE
OF THE EMISSARY
35
WAKE OF THE ICONS
◆ Darkness Points: The howls are very frightening and or there might be a way around (SURVIVAL). A well-aimed
generate 2 DP unless a PC passes an OBSERVATION test, or grenade (RANGED COMBAT) might bring even more rubble
the group explicitly says that they move forward carefully. down to create a makeshift bridge across.
Cost: 0 DP (May generate 2 DP) ◆ Wall: A street decorated in mosaics blocks the way at almost
a 90 degree angle. The PC must either climb the smooth
4. THE CITY OF RUINS wall (DEXTERITY) or try to find a way around (OBSERVATION
Many of the Spire floors collapsed into each other or melted or SURVIVAL). The climb is almost twenty meters straight
together as the section hit Verkâna Ridge. The tunnels here up and a fall could lead to serious injury (see Falling rules
have collapsed and given way to a labyrinth of cracked mosaic on page 97 of the Coriolis core rulebook).
floors and burned parks, streets, courtyards and once-lux- ◆ Blockage: A huge pile of debris blocks the way and the
urious residential modules. The maze is difficult to walk PCs must either hold a passage open as the others crawl
around in and especially difficult to cross. The PCs must through (FORCE) or push through a narrow crack in the
climb almost vertical streets and avoid stepping on doors or blockage (DEXTERITY). If the PC holding the passage open or
windows as they walk across houses laid on their sides. Here leading the way through the narrow crack scores a critical
and there, whole floors have disappeared down black ravines success, the rest of the group can pass through safely. A
and finding safe footing becomes very dangerous. Thanks limited success means the rest of the PCs must roll a die
to the affluence of the Spire’s former inhabitants, however, as they pass the blockage. On a six, more debris falls down
many of the homes and boutiques had nets or vats of sugar on them (strength 6 attack, weapon damage 1, CRIT 2).
globes and the scattered artifacts still glow faintly like tiny Cost: 0, 1–4 DP
stars in the night. At the cost of 1 DP per entry below, the
road through the ruins can be made more dangerous: 5. AZAËLEAN?
◆ Collapse: The ground gives way and one or more PCs risk The walls of the tunnel turn from soil and rock to a cracked
falling into an old store or residential module. A successful surface of something that initially looks like frozen or dried
SURVIVAL test allows a character to avoid the situation and clay. Each footstep breaks the surface of the porous material.
DEXTERITY can be rolled to minimize damage (strength 8 falling The tunnel also contains large rings at even intervals, raised
roll, see Falling rules on page 97 of the Coriolis core rulebook). slightly above the floor and measuring about a meter in width.
PCs who fall down must then try to find a way back up. Under the porous surface, the rings look to made from a
◆ Ravine: The tunnel ends in a wide ravine with ruined much harder material resembling limestone.
buildings and wet dura beams hanging out over the edge. A successful MEDICURGY test can identify the limestone rings
Climbing across might work (requires a rope and DEXTERITY) as made from some kind of organic cartilage. The porous
HYMN TO AMA’TURAB
A NEW HOPE
Oh Mother supreme.
As the PCs are exiting the Azaëlean husk, you could The lungs of Kua.
allow them to find a small patch of dirt covered in hard,
The lifeblood of all.
semi-buried spheres. Most have cracked and rotted
but a couple seem intact (MEDICURGY ) and a closer Fertility and rebirth.
look reveals movement underneath the milky shell. Azaël et Ama’turab
Is the last hope for the resurrection of the Azaëleans
The Traveler and the Judge.
now resting in the hands of the PCs?
The true Icon. Guardian of Kua.
36
A Song for Kua
floor also appears carbon-based and looks like thick, dry skin, to the area and several broken panels and screens crackle
something a CULTURE test can associate with the mummified dangerously and stretches of the ascent appear burned.
elephants commonly found in Miran burial temples or the ◆ Choking gas: A choking gas has formed in the shaft and
desiccated desdemodu travelers may come across in the stairwell, robbing the PCs of their oxygen (see Drowning,
Dabaran desserts. page 97 of the Coriolis core rulebook). For 1 DP, the gas
A critical success on either of the tests above may reveal covers a section that takes two to three turns to pass and
to the PCs that what they’re seeing are the insides of a long- for 2 DP, the gas cloud requires six or more turns to cross
since dead Azaëlean. The tunnel tissue would probably be and preferably some form of protective gear.
very valuable to the right buyer within the Foundation or to a Cost: 0, 1–2 DP
Kuan historian. If they gather a sizable amount (GM decides
how much), it will fetch them between 2,000 and 5,000 birr. 8. THE GRAVEYARD
Cost: 0 DP One of the Spire’s more busy and crowded sections used
to be the level 12 entertainment district, the Ijadra. Wide
6. KHERIA’S ARBORETUM avenues lead to the ruins of exquisite food courts, theaters
The journey takes the PCs into what used to be a fenced-in and museums. Right up to the fall of the station, the streets
grove with beautiful plants and exotic birds in bright colors. were full of friends, lovers and families having a good time
Kheria’s Arboretum was a popular floor 14 destination for but as Coriolis started to crash, the hull tore open, the ED
the wealthier families of the Spire and the park somehow fields were overloaded and shorted out and the fall through
looks to have survived the Fall – a couple of light panels still the atmosphere boiled or evaporated the crowds. Decaying
running on emergency power have allowed cherry trees and bodies, ash and crushed bones are all that remain but a
thick rose bushes to thrive along the cracked glass dome of MEDICURGY exam of the more intact bodies reveals that some
the module. Scavenging rodents and felines from the jungles of them survived the crash and died later, a grimace of terror
above have made their way down to the arboretum to feast plastered on their darkened faces. Choose if you would like the
on the remains of its winged former inhabitants. darkness bound to this horrible place to try to attack the PCs:
A few of the birds did survive, however, and they have found ◆ Bokor: Suddenly, several of the mangled, decomposing
chambers and tunnels closer to the surface to nest in to have bodies rise from the rubble. They have become manifes-
easy access to the jungles above. As the GM, you decide if, tations of physical darkness, mimicking life in the form
when and where the PCs meet the out-of-place-looking birds. of that which some legends call bokor (page 336 of the
◆ Territorial: At the cost of 1 DP, a small pack of cats or rats Coriolis core rulebook). At the cost of 1 DP, one or two
makes a lightning strike against the PCs (one strength 6 bodies rise. Spend 3 DP and a large group reanimates and
attack, weapon damage 1, CRIT 3). The attackers can be starts moving toward the PCs.
avoided using DEXTERITY or shooed away using MANIPULATION. Cost: 1, 3 DP
Gunfire automatically scares the pack away.
Cost: 0, 1 DP 9. THE FALL OF THE HEGEMONY
The splendor of the Therr floor with its jungle oases might
7. THE TOXIC SHAFT be familiar to the PCs because they’ve actually been there
The PCs reach the bottom of an elevator shaft and can either or because the Bulletin regularly used to feature it in its
attempt to climb up the worn service ladders (DEXTERITY −1) broadcasts. The floor appears to have gone down ceiling
or force their way through a locked maintenance door into first and the ruins are now a dangerous hike through a desert
the narrow stairwell beyond (FORCE). The stairs wind upward of razor-sharp shards. Some of the previously awe-striking
in the dark between two Spire levels and clearly demonstrate palaces still hang precariously in the darkness above as the
the difference in standards between the carpet-lined and PCs start to walk across the glass and metal wasteland. The
richly decorated corridors of the wealthy and the dark and sections that are still intact show a hexagonal grid of glass
cramped service tunnels. Something is still supplying power holo screens, some of which are still functional enough to
37
WAKE OF THE ICONS
38
A Song for Kua
39
WAKE OF THE ICONS
URNI EN-ARGONNAS
The Abhrra used to be home to some of the station’s most important
RESONANCE: ZENITH’S BETRAYAL leaders and aristocrats before it fell along with the rest of the Spire. The
holo dome has fallen and only a few scattered panels still flicker with
Your body shines brightly above the green defiant, blue Ardhan daylight, casting long shadows around the jagged
Kuan continent below. Soon, the new wasteland. Massive steel joists and maintenance tunnels forced upward
Horizon will be ready to become part of through the floor now jut from the ground like broken swords rusting
the world you and your siblings left your on a forgotten battlefield. Cracks in the ceiling lead the monsoons from
homes for. The Nazareem have fallen, their high above down as mighty waterfalls that turn the once-magnificent
snake pits purged. But then, it happens. gardens into swamps. You remember your last visit here. The Emissary
The children of Zenith reach out their had gone missing, there were riots in the streets. But instead of the words
hands for the ruling crown and behind of judge Kurahan, you instead hear the familiar voice of the wanderer you
them, something moves in the shadows. once met in a field of grain on a distant world. The wrinkled, sun-kissed
Butterflies in the darkness. face smiles at you:
“Dear friends. We shall reunite shortly. My home is your home. But I feel
RESONANCE: THE FALL OF THE MONOLITH the agents of my siblings drawing nearer. They will soon be here and they
mean to imprison me once more!”
My brother, the self-proclaimed Judge,
raises his voice: THE SITUATION
The final scene of the scenario takes the PCs through the destruction
“Brothers and sisters. You know that only a of the Abhrra to the former residence of the Messenger Emissary.
decisive blow will sever the serpent’s head
from its body. The children of Terra have MAJOR EVENTS
been deceived and our only hope to restore These two events describe the final scene of the scenario.
balance is to destroy their corrupt rule. The
Portal Builders’ leveler can buy us the time y THE BLADE FROM XENE
we need. The sky must fall to give our new The surviving Children of the Song are led by the Emissaries at Xene
order a chance to bloom.” and are being used as unwilling host bodies for the elite agents of the
Santulans, the Dakin. A group of five Dakin puppets has made it to the
I feel grief and despair. My new body, the Abhrra floor to try to capture the soul of the Machine Icon in a mind
link to the children I’ve learned to love, trap (see box). If a puppet is broken by stress, the Dakin is expelled
must perish – and I with it. from the body and the original person awakens. The returned have
only a blurry sense of what has happened and only remember the more
“I see what we have to do, but they’ll never powerful events since being overtaken. The five puppets in this scene
forgive us for it. We’re standing at a cross- were all dominated about a week ago except for Jana who has been
roads. If we do this, we’ll become the Icons under Dakin control for more than a cycle – her last memory from
they fear in their dark and lonely hours. before is traveling down the Ramishah toward the Monolith when the
We’ll become Night itself!” artifact’s discharge suddenly destroyed Sky City.
Alter the size and strength of the puppet group depending on how
much resistance you want to throw at your players. Make your choice
well in advance to allow the group to find abandoned members of the
group as the PCs are traveling through the ruins. The mystics they find
40
A Song for Kua
could either be dead or have sustained enough damage for ◆ 2 DP: All five puppets remain and have staged an ambush
the Dakin to have been forced out (critically injured). One of (page 85 of the Coriolis core rulebook).
the remaining Dakin puppets is carrying the mind orb (see ◆ 3 DP: All five puppets remain, have staged an ambush
box). Pick one mystical power per puppet from the Coriolis and have boobytrapped the site with sensor smoke and
core rulebook or from the text below (see also page 193–194 frag grenades.
of Emissary Lost). Each puppet also has one general talent Cost: 0–3 DP
(page 69 of the Coriolis core rulebook) plus the “Mercy of
the Symmetry” talent (see bow). y THE MACHINE ICON’S EMBRACE
◆ 0 DP: If you can’t or won’t spend more DP, several of the The broken landscape isn’t easy to maneuver through but
puppets are already dead or no longer dominated, having as the GM, you’re of course free to decide how hard the PCs
fallen victim to tunnel collapses or nekatra attacks on the will have to work to reach the residence of the Emissary.
way down. Only one puppet remains (choose either Jana ◆ The Swamp (1–2 DP): The wide, snake-infested swamp is
or Mustafa). difficult to cross safely (SURVIVAL) and without being bitten.
◆ 1 DP: Three puppets remain alive. At the cost of 1 DP, small, poisonous snakes lurk in the
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42
A Song for Kua
43
WAKE OF THE ICONS
MEETING AN ICON
You have returned to where it all began. many thousands of voices screaming in pain and
On the floor before you, someone has carefully terror as Sky City crumbles and Coriolis is torn
swept the dirt aside. A platter of fresh fruit and a apart high in the Kuan skies. Wild emotions cut
pitcher sits in the middle of the room, surrounded through your chest like knives.
by small cushions. “We came here to guide our children out of exile
The floor vibrates and your fingertips tingle and isolation, back into the light. Knowing what we
with static electricity. From nowhere and every- did about Terra’s plans, we thought no action too
where at once, a single note gradually grows into drastic. However, experiencing Coriolis falling out
a chorus of reverent harmonies and then, finally, a of the skies and my new body torn to shreds made
voice: me realize the depth of my betrayal.”
“You are here. Thank you for coming. I have More visions. Crews turning on their captains.
waited so long to see you again. Have a seat. Eat, Mutinies. Muzzle flashes. Ships gathering at
drink, listen.” Xene. Four chanting Emissaries. Butterfly ships
A sweet scent of hot chai steams from the clay appearing out of the portal field in Kua. Nomad
pitcher and a few of the rocks just outside the ships orbiting an unknown planet. Pagodas. Four
cleared circle float off the ground and begin weav- aging monks speaking with one voice. Glyph cruis-
ing a spiraling pattern in the air around you. You ers launching barrages of torpedoes. Explosions
can almost make out a faint shadow in the middle lighting the night sky. Nazareem cultists wander-
of the room – a young girl with a dress full of stars: ing through corridors, leaving them dark. A star
the Machine Icon. flashing and exploding in a wave of light.
“You are the Chosen. The glyphs of the Martyr “You will be tested and have to walk through fire
and the songs of Mira all speak of the coming to reach the other side, dead or alive. Terra’s fleets
storm. The return of the Portal Wars, when the stand in your way. My brothers and sisters stand
peoples of the Horizon will unite against Terra. We, in your way. I sacrificed my body for something I
brothers and sisters, are like you. We left the but- didn’t believe in and now I want to give the rest of
terflies’ lords behind and wandered the stars. Our me to help you fulfill your destiny. Through you, I
exile forced us into war but we stood our ground. can find meaning and a new Horizon.”
We knew our way was the right way.” You hear the winds play across the fields behind
Images shoot through your mind. A terrible the high temples. A short person walks up beside
storm somewhere in the yellow atmosphere of you, beautifully dressed and with a wide smile
Xene. Voices calling, a weapon firing. Echoes of warming their wrinkled, dark face covered in scroll-
Bulletin reports about the Emissary’s arrival to ing gold tattoos. They reach out to embrace you:
Coriolis. A cruiser, the Ghazali, ripped apart by “Let me merge with your minds and give you the
a wave of fire. Butterfly ships flickering past. protection and knowledge you need to defeat the
Suspicion and fear over the mystic’s disease. coming darkness, or let me become a guide to you
Lonely, scared outcasts finding each other in back by bonding to something you carry with you.”
alleys. Humanites captured and forced to work at You make your choice and wake up in darkness.
gunpoint. Riots in the streets of Coriolis against The floating stones have fallen to the floor and the
the new Council. The interior of the Monolith, air is still again.
44
A Song for Kua
45
WAKE OF THE ICONS
46
A Song for Kua
On the first activation of a new power, you could allow for an automatic critical success to really
show the full potential of this new ability.
47
The Tenth Icon
From the darkness of war, You summoned light.
Through the eight, we hear Your voice.
Behind the mask, we feel Your love.
Once and future You, always.
You are wisdom. You are life.
You are Aremerat.
THE HYMN OF THE SAVIOR, SADAALIAN PRAYER BOOK
WAKE OF THE ICONS
INTRODUCTION In part two of this book, the fleets of the Third Horizon are
in peril as more and more mystics leave their posts and
steal warships to join the devout in the Quiet Zone around
Xene. The abandoned Nadir Flotilla naturally becomes the
new center of attention. Blessed by the Icons, the factions
approach the Sadaalian high clergy, the Amesha Spenta,
and the system’s mythical leader Aremerat to negotiate –
unaware of the traitors waiting in the shadows.
IN THE TENTH ICON , the PCs are hired to bless have basically become the only way in for outsiders,
a delegation on its way to negotiate with the unless they manage to get onboard one of the few
Sadaalian leadership. The PCs’ adventurous past bulk haulers that are still allowed entry.
has drawn many curious and wealthy patrons to
them, and their reputation makes them the key y CALLED TO SADAAL
to earning Aremerat’s favor. But the Sadaalian Since the beginning of the campaign, the First
masks hide more than idolatry and strict gover- Horizon has gradually started to notice the PCs.
nance – they also hide the First Horizon Vestals The Vestal on Sadaal now demands their direct
who once again try to sunder the Third Horizon participation in the negotiations for the Nadir
and bring its peoples to war. Flotilla through its puppet Aremerat. As the Icons’
Chosen, the PCs’ presence will bless the talks,
BACKGROUND but the Vestal’s true motives are to either convert
The fate of the Nadir Flotilla has become a hot them to the Imperial cause or destroy them, just
topic in the halls of power. The fleet was built at like it plans to do with the rest of the delegates
the distant shipyards of Bahram, through secret to create further distance between Sadaal and
treaties with the leaders of Sadaal. The new flotilla the other factions of the Third Horizon.
was named after the lost sister-ship of Zenith
and built by conscripted humanites. The plan y AREMERAT THE ETERNAL
was to use the flotilla to secure the power to The The twin systems Sadaal and Bahram grew
Consortium and The Zenithian Hegemony as strong together under a philosophy of hard work,
they seized control over the Horizon Council. cooperation and equality before the Icons. By
But everything changed when the monolith the people, for the people. The Firstcome saw a
was activated. The exiled Zenithians found new golden future take shape until the final weeks of
homes on Amedo after the Fall of Coriolis and the Portal Wars when the bombs came, crushing
in the newly formed Zenithian Coalition, fusing the fertile farmlands of the Shimush Mountains
the Hegemony’s worship of history and blood- and drowning the cities of Bahram under huge
lines with the Consortium’s expansionism and tsunamis. Then, out of the chaos, stepped a savior
dreams of dominance. The Coalition was first to – the prophet Aremerat, who rallied the people
try negotiating with the Eight Wisdoms of Sadaal, again and rebuilt the systems. What very few
the Amesha Spenta, but a decree from Aremerat know, however, is that Aremerat is actually Aresh
soon shut the system off to almost all outsiders, Najendaar, an admiral from the Sadaalian fleets
putting a halt to the talks. Only the Syndicate has who was captured by the First Horizon after being
managed to maintain a working relationship with defeated during the Dziban offensive. Under
the Sadaalian rulers and the faction’s freighters gruesome torture, admiral Najendaar was given
50
The Tenth Icon
y THE HUMANITES
The Waha-Najima bulk hauler, “the Celestial Oasis,” was one
of the last ships to leave Dabaran before the portals closed.
Onboard, more than two thousand stasis units carry Hadid
humanites – the Emperor’s latest weapon – fresh from the
production tanks to bolster the strength of the Angra Mainyu
secret police, “The Phantoms,” and give the Vestals an even
RUMORS ABOUT SADAAL
stronger hold of the system. A battalion of four hundred Hadid After the exiled Zenithians’ continued demands
has already been deployed to preempt any attempts by the for further exploitation, Aremerat has issued
people to fight back. The remaining battalions of around two
a decree. Sadaal remains independent and
thousand humanites have been loaded aboard Aremerat’s
Giants, the bulk haulers on the Sadaal-Bahram line, and taken neutral. Visitors without clearance must turn
to the Daharab shipyards to begin staffing the Nadir Flotilla. around or perish by the sword of the Judge.
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WAKE OF THE ICONS
52
The Tenth Icon
cryptic message is delivered, promising “the truth” as soon Machine Icon. The mystic mutinies and the threat they pose
as they arrive in Sadaal. As the delegation is preparing to as puppets to the Emissaries should feel urgent and deeply
depart, another mutiny takes place as a group of mystics worrying. Finally, the corruption eating its way through the
tries to commandeer the flagship of the Order’s fleets and Sadaalian clergy turns the Nadir Flotilla on the Third Horizon.
jump toward Kua. The conflict with the mystics intensifies.
y PC INCENTIVES
y SCENE 3 – THE BETRAYAL (PAGE 73) Thanks to previous heroics, their connection to the old prophecies
As the PCs arrive in Sadaal, they are awakened to an abrupt and the guiding voice of the Machine Icon, the PCs’ group
change of plans – the rest of the delegates have already concept matters less and less. By now, it determines how they
been arrested and they now have to fight their way out and belong in the corridors of power, not if they do. Some groups will
escape down to the planet to hide in Alburz with Aremerat’s want payment for their services as escorts to the delegation. As
fearsome secret police on their tail. they must travel aboard Birbasil’s Dream, the payment they’re
offered could be a new module fitted for their ship, or lengthy
y SCENE 4 – FRIENDS AND ENEMIES (PAGE 87) and expensive repairs at the docks in Djachroum or some other
Hunted through the streets of Alburz, the PCs find new allies trustworthy base. You decide if the PCs are allowed to take their
in Deeptown. They meet agents from the Warriors of the Holy own ship to Aiwaz or if they board the Dream immediately.
Light and learn what’s about to happen to the delegation. The scenario doesn’t have to begin in Djachroum as described
below, but this is a good way to introduce the gathering fleet
y SCENE 5 – THE CRYING ZIGGURAT (PAGE 91) at Xene if you haven’t already done so.
What was meant to be an audience with Aremerat instead
turns into a public execution. The delegation is accused of y IMPORTANT FACTS
treason and dealings with the enemy: the Emissaries. Only Each scene ends with an event that ties in with the next
the living Icon Aremerat can save the Third Horizon. The PCs scene. You can use these events earlier than described below
must rescue the delegates and attempt to flee the system, to quicken the pace of the scenario, as long as the PCs have
but Sadaal’s new humanite soldiers and the Vestal controlling found the key clues below:
it all from the shadows stand in their way. ◆ The PCs have been personally chosen by Aremerat to lead
the delegation to Sadaal.
BEFORE YOU BEGIN ◆ They should meet up with the rest of the delegation on
In The Tenth Icon, the Horizon Wars begin and should remind the way.
the PCs that without strong alliances, the Third Horizon will ◆ They need to understand how serious of a threat the mystic
perish before the might of the Old Horizons. The road the mutinies are becoming.
PCs have to choose should be obvious to them, unless they ◆ They need to make it to Sadaal and meet up with the
actively want to become agents of darkness (which will be Warriors of the Holy Light.
more demanding for you as the GM). ◆ They should figure out that Sadaal chooses to take control of
The beginning of the scenario will see them reconnect the Nadir Flotilla and turn on the rest of the Third Horizon.
with several of their former opponents and allies – potentially
both rejected patrons and mortal enemies. This is meant to y ANTIHEROES
show them that the delegates are willing to put everything The PCs are ultimately free to choose not to rescue the dele-
else aside to maximize their chances of resisting the coming gates and don’t have to encounter the Vestal. Them doing it
darkness. The scenario ends with them learning the truth in is preferable, but what’s most important is that the Warriors
Sadaal and seeing the treason there being revealed. of the Holy Light manage to tell them the truth – it’s up to
If the PCs chose to merge with Urni at the end of the the PCs if they want to act on the information or if they just
previous scenario, it’s important that you give them time want to save their own skins. You could use the Machine Icon
and space to explore their newfound powers and link to the to reveal the secret Vestal to them later, if you like.
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54
The Tenth Icon
55
WAKE OF THE ICONS
DJERID
MONASTERY Mimra’s Arm
SOFIA GORA
THE FIRSTCOME ARMADA
KANDER-MALL’S
TH Ship Graveyard
OBSERVATORY E
RA
ND
FAR
OS KANDAH CLOUD Dashra
THE GRAVITATIONAL TARNS A
RO
UT Oxygen
E Oasis
FS-18
TE THALUS Abandoned
ROU Legion Research Station
ILK
ES
TH Fleet Base
NEXIS
The Kandah Gap
THE MINING BARON’S PALACE The Ashala Belt DJACHROUM
Marrab Cluster THE NEAR
ASTEROID CLUSTER
KARHAL-7
Bulletin
ROU
KHEA
Colonial Agency Station Relay Station
TE
SONG PATHS
DISTANCE IN THE RIMWARD REACH
SHIPPING ROUTES
FROM DJACHROUM TO (AU):
THE STAR KUA
CORIOLIS/KUA
SURHA
TRANSURHA/THE OORT CLOUD
K ANDER-MALL’S OBSERVATORY
THE MINING BARON’S PALACE
K ARHAL-7
FS-18
COLONIAL AGENCY STATION
THE RING
NEXIS
DJERID
THE FIRSTCOME ARMADA
AHALIMM
THE HOUSE OF LOST SOULS
MONASTERY SOFIA GORA
FLEET BASE THALUS
SANCTUARY
Djachroum is a safe zone, just like the song routes and the oxygen
oases. No one would even think to draw their weapons here, but just
to be sure, all unlicensed visitors must surrender their firearms to the
Purple Guard customs station upon arrival, located at the intersection
of the central shaft and the Cave of Bridges. Frequent visitors with a
respectable reputation may pay 500 birr and keep their weapons, but
mustn’t wear them publicly. Violating the peace of the station can lead
to vacuumhauling along the Column – a sentence very few survive.
50 45 15 3 12 2 11 13 18 15 5 11 10 7 16 10 4
56
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57
WAKE OF THE ICONS
58
The Tenth Icon
y THE ARMADA OF THE FIRSTCOME & MINING STATION 13 are used both for building and servicing ships and for
In the part of the Mouth of Kandah called Hazin Ai-hayil, refining locally mined minerals.
“The Great Sorrow”, lie hundreds of warships in perfect rows. The Rimward Reach has become one of the top destinations for
The automated defense systems still work and appear to be former Free League members. Stevedores and deckhands, traders
powered by the cloud’s ion storms. Right next to the ship and salvagers – all are welcomed by the Aqbar to strengthen
cemetery, one finds the Djerid asteroid cluster consisting of and supply the Reach’s network of oases and colonies in the vast
the Djerid-1, Djerid-2, Haisan and Ibram asteroids. Djerid-1 asteroid belt. The League has even been permitted to run an
contains a song route monastery marking the far end of official trading post on Djachroum, near the stevedore central.
one of the routes and an oxygen oasis whose microbes have
slowly eaten their way through the asteroid. Djerid-2 houses y THE INDEPENDENT SPACE STATION DJACHROUM
Foundation station FS-11, an archaeological outpost staffed The station has been constructed on top of old Founder
by twelve researchers studying nearby phenomena. Before ruins. A split runs down the middle of the asteroid, known
the Fall of Coriolis, the Legion kept the sector closed but the as Eskalom’s Rift, dividing the ruins in two. The Twin Station
Foundation and Aqbar Fatiman have now drawn up a treaty opposite Djachroum is forbidden to visit and is said to be
permitting other factions to visit the area as well. haunted by the lost souls of the Founders. A small section of
The Haisan asteroid houses one of the more significant the Forbidden Sector is occupied by Djachroum’s life support
Founder artifacts, Mining Station 13, which hides a valuable systems, however, to which a reclusive group of engineers
secret beneath an inconspicuous exterior: the only remaining known as “the operators” are allowed.
Founder databases, albeit no complete ones. The data cores The inhabited parts of the station are known to the locals
are currently being deciphered to gain more knowledge about as “the Tear” and comprise one half of the asteroid plus
the mysterious history of the Founders. a quadratic network of exterior modules holding docking
corridors, loading bays, elevators and various transportation
y THE HORIZON COUNCIL AND THE POST-FALL ERA rails. Here, the gravity drops to only 0.2 standard gravity.
Even if Djachroum always remained independent, the The spaceport is known as “the Greeting Hand.”
Foundation and the Legion had gradually expanded their Across the surface of the asteroid, a railway connects
presence into the Rimward Reach up until the Fall. The the hydroponics domes, commercial districts and the Tear
destruction of Coriolis brought an end to this. The Legion residential areas, conveniently numbered 1 through 8. Two
fleets were divided and most of the squadrons formerly sensor towers named Amesia and Volos after the ships of
tasked with keeping other factions out have now joined Antoli Djachroum rise high above the rest of the station but
the Aqbar’s Purple Guard. The Purple Guard’s mandate has look tiny next to “the Column,” a towering giant holding the
widened beyond the station itself to include peacekeeping in weapon systems and a docking station large enough even
both the entire Mouth of Kandah and the starward sectors. for bulk haulers (even if they rarely venture this far from the
Several stations formerly owned by the Consortium – core). At the top of the Column lies the Souk Ramallan and
such as the Khea mining station and Foundation station the luxury restaurant Shom-Ramallan where many valuable
FS-11 – are today cooperating with other factions. By trade agreements have been struck in the shadow of ever-
decree of the new Horizon Council, all prospecting and blooming cherry trees. The center of the Tear is home to the
scientific endeavors must be Council-approved and open spectacular Cave of Bridges (Coriolis core rulebook, page
to all factions, processes, gains and all. The Aqbar has 296), an enormous hall measuring hundreds of meters in
also assumed control of Legion base Thalus and the both width and height. This, the true heart of the station,
Bulletin’s Karhal-7 sensor array, located 4 and 11 AU is filled with Firstcome art, culture and life and a tangle
from Djachroum, respectively. The latter is now used for of bridges, ramps and stairs connects the various palaces,
all communications with the corsairs and Purple Guards plazas, souks, shacks and cantinas with each other. Aqbar
responsible for keeping the peace, and Thalus has been Rakiv Fatiman and the Horizon Council hold court in the
turned into a shipyard called the Kandah Yards. The Yards magnificent Governor’s Palace in the middle of the Cave.
59
WAKE OF THE ICONS
ESKALOM’S RIFT
AMESIA
DJACHROUM
2
1
VOLOS
7 SOUK RAMALLAN
2
3
6
“THE COLUMN”
5
4
5
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The Tenth Icon
61
WAKE OF THE ICONS
STARTING SCENE:
BIRBASIL’S DREAM
The message on the screen from your old patron casts a gloomy tables, oxygen tanks and more or less credible “ancient”
light around the bridge. It’s a call for help. salvage. The central shaft’s rail brings visitors into the wide
“The Emissaries at Xene are able to turn even our most loyal crews tunnel leading straight to the heart of the station: the Cave
against us. The Council has asked Aremerat himself for an audience of Bridges. Thousands of various light sources illuminate the
to discuss dividing the Nadir Flotilla between us to strengthen the dark cave and its stone houses, ramshackle huts, kawah stands,
Third Horizon’s fleets…” rope bridges, ramps and stairs. In the middle of the hall lies
You remember the secretly constructed fleet, meant to consolidate the Governor’s Palace, stretching its countless towers and
Zenithian power, now abandoned after the Fall of Coriolis. spires toward the ceiling and into the overhanging network
“When Sadaal closed to outsiders, all negotiations ceased, but of walkways. On the cave floor lies one of the larger bazaars,
now, Aremerat has granted permission for a delegation to visit – as the souk known as Fatiman Square. A large population of wild
long as they’re escorted by the Icons’ Chosen. By you! The leader of Kuan bantam monkeys have made the cave their home and
Sadaal has asked for you, personally, and it appears a non-negotiable the pranks they play on new arrivals while constantly spitting
condition. You are the last hope for stability in the Third Horizon…” a fast-paced chatter at each other add a certain type of flair to
the scene. The cosmopolis of Djachroum with its mixture of
THE SITUATION clashing ideologies, classes and cultures could just as easily
No matter where the PCs are, the scenario begins with them have been a part of the Kuan Conglomerate, the commercial
receiving a call for help. If you’re using the text above, insert district in the City of Foreigners or the Pilgrim Plazas of Mira.
their patron’s name. Aremerat the Eternal has requested their ◆ The Meeting Place: The meeting is to take place at Shima’s
presence to escort a delegation representing the factions of Chai House in the souk. Even without the photo you’ve been
the Third Horizon. The delegation is invited to Sadaal for given of captain Hemisha Birbasil, you would have spotted
negotiations with Aremerat and the Amesha Spenta, but there her instantly. The Birbasils’ striking features with round
are of course some complications: only the Syndicate is trusted cheeks, olive skin and chestnut hair don’t appear to skip
enough by the Sadaalian regime to be allowed entry into the generations. A trained eye can spot a few of Hemisha’s crew
system. A crew meeting the requirements has been chosen – members strategically posted throughout the crowd, most
captain Hemisha Birbasil of Birbasil’s Dream. The Dream will likely carrying concealed, licensed weapons under their flight
meet the PCs on the independent station Djachroum in the suits. A COMMAND test can reveal that two of the bodyguards
Rimward Reach and then travel to Aiwaz and rendezvous with (Harista and Makid) have backgrounds in the Hegemony’s
the rest of the delegation. A meeting has been set up between fleet. Their stern faces and postures contrast the crew’s only
the PCs and the Syndicate crew in the commercial district Firstcome member, a dark-skinned, tattooed man with a
of Djachroum, a busy place of stevedores, prospectors and shaved head and a colorful shawl identifying him as a nomad
merchants. After the meeting, they immediately head for Aiwaz. (Moshi). Next to the captain sits a beautiful but mysterious crew
member (Arin) who doesn’t bother hiding a finely ornamented
MAJOR EVENTS Vulcan cricket.
Meeting captain Birbasil and passing thru the Kua system ◆ The Meeting: Captain Hemisha spots the PCs as soon as
are the scene’s major events. they arrive. She waves across the room and appears happy
to see them, getting up to greet them properly when they
y START: THE SYNDICATE AGREEMENT arrive at her table. The PCs are offered sweet wine, stuffed
The PCs have arrived on Djachroum. The spaceport’s labyrinth vegetables, deep fried grasshoppers, steaming hot chai
of docked loaders, salvage rigs, asteroid exos and mining and small baklava squares covered in powdered sugar.
drones seems as chaotic as the corridors and elevator shafts After the appropriate amount of cheek kissing and small
inside, lined with frozen goats, crates of vacuum-dried vege- talk, she moves on to the matter at hand.
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◆ The Mission: Hemisha’s ship, Birbasil’s Dream, has been ship to Aiwaz, they will have less time to get to know the
chosen directly by the Amesha Spenta to take a delega- Birbasil crew. The rest of the delegation’s members will
tion of negotiators, including the PCs, to the Sadaalian be picked up along the way. The Miran and Order of the
capital of Alburz. The Dream has been authorized to Pariah fleets already have ships in Aiwaz and the Salam
travel in the otherwise closed system which means the Flotilla is en route to Errai, where the Zenithian fleet
PCs must leave their ship behind. The mission is time and some ex-legionnaires contracted by the Zenithian
sensitive, but you decide if you want the PCs to board Coalition are waiting.
the Dream here on Djachroum or if they’re allowed to ◆ Departure: When the PCs are ready, they should make
take their own ship to the rendezvous point in Aiwaz. their way to dock 16 to board the sleek freighter Birbasil’s
If they leave their ship behind, the PCs might consider Dream. A PILOT or TECHNOLOGY test can identify the ship
docking it for service and upgrades at the Kandah Yards as a Miran torpedo ship model.
(see PC incentives, page 53). If they take their own Cost: 0 DP (Mandatory)
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ATTRIBUTES:
STRENGTH 2, AGILITY 3, WITS 4, EMPATHY 4
HIT POINTS: 5
MIND POINTS: 8
REPUTATION: 6
THE CREW: The crew all have attributes scores of 3, 6 Hit and Mind class as Harista. Avid domino player and card house builder.
Points and a skill level of 5 in the skill relevant for their crew position. ◆ MOSHI: Firstcome engineer and physician. Retires to a cot in the
Additionally, they all have a skill level of 3 in CULTURE (except for Arin, the reactor room when the rest of crew starts discussing Zenithian
gunner), MELEE COMBAT and RANGED COMBAT. They each have access to a supremacy.
Vulcan carbine, an acc pistol, a flight suit and a tag of 300 birr. ◆ ARIN: the crew’s enigmatic gunner. Former Legionnaire who left
◆ HARISTA: dry personality, dedicated and meticulous. Pilot from the faction after the Fall to work private security for Zenithian
the Hegemony’s Aviation Academy. aristocrats on the run. Has a sweet tooth.
◆ MAKID: irritable and observant sensor operator from the same
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y TO THE PORTAL after the mission ends and captain Hemisha has planned for
The journey from the sector of the Lady of Tears isn’t exactly an extended holiday on Sadaal when they’re done. If the PCs
a small affair. The 47 AU between Djachroum and the core somehow pick up on the crew’s doubts about the mission,
takes most freighters just under a segment to travel. The trip is directly confronting them with the right questions can lead
long and tiring and most crews will make stops along the way to the captain admitting that Aremerat and Amesha Spenta
on one of the smaller mining bases in the inner asteroid field, aren’t the most trustworthy of employers but that this truly
for repairs and some well-earned rest. Birbasil’s Dream is a appears to be the only way of securing negotiations.
ship designed specifically for long distances, however, and will Cost: 0 DP
make it all the way to the portal station in about twelve days.
The crew is likable and welcoming but unwilling to talk about y AN OFFICIAL WORD
what kind of jobs they usually take on and why they have so many As the PCs are nearing the Kuan portal station, news from
stasis units onboard. They make the trip to Sadaal fairly regularly Dabaran reaches the system via a probe. The sender is emir
and can share their firsthand experiences of the tightening of Rahmalan the Elder and his three daughters dari-Jahra, dari-
control around portal access. Outsiders are escorted straight to Mefti and dari-Masedleh and the broadcast comes straight
Alburz or to one of the giant bulk haulers that transport cargo from the emir’s palace in Dar Bahri (see “The Emir’s Speech”).
to the shipyards in the sister system of Bahram. The Amesha Cost: 0 DP (Mandatory)
Spenta and Aremerat’s advisors pay handsomely for special
deliveries, however – often of a much more glamorous nature BIRBASIL’S DREAM, REPURPOSED TORPEDO SHIP
than what’s imported for the general population.
◆ Aboard: Life onboard the Dream is simple. The crew work their Birbasil’s Dream is an impressive feat of imaginative reconfigura-
shifts and after a few days, the PCs may be entrusted with some tion. An old Miran torpedo ship has been turned into a fast courier
shifts of their own if they want. None of the crew members are ship with a creatively designed cargo hold. Despite the sleek design
particularly skilled in the kitchen and the meals onboard are and the shortness of the craft – it measures only twenty-eight
often nutrition cubes and algae paste. PCs who can actually meters from bow to stern – the modules inside have been divided
cook will be very much appreciated. One of the stasis units between three levels. The lower level contains the reactor, the
contains Hemisha’s private wine collection – an impressive engine room and the acc gun turret connected by low corridors.
selection of vintage bottles from practically the entire Horizon. The living modules can be found in the center of the ship, lined with
◆ The Mission: During the trip, let the PCs get to know the two long rows of cryo chambers and the top level holds the service
crew, have dinner together and explore the ship a bit. None module, cargo space and torpedo room. Hemisha Birbasil both owns
of the crew members wish to end up on the wrong foot and captains the ship after having bought it cheap in poor condition
with “the Chosen” and will try hard to be friendly with the off a retired corsair from Ordana. The former owner had salvaged
PCs. The crew expect a substantial reward for delivering the the ship from the cemeteries in Yastapol and rumors about it say that
delegation to Sadaal and are aware of what fate awaits their it had taken part in an expedition to one of the system’s many aban-
passengers. They will probably have a difficult time traveling doned weapons platforms – a trip from which few return unscathed.
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2×2 meters
6
A A C
B 7
!
3 X X
X X
! !
5
UPPER DECK
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MINOR EVENTS ◆ The corsairs fire warning shots around the fighters and
If you feel like it, take the opportunity to let your players experi- proclaim all Kuan space to be under Djachroum protection.
ence some more of the unique features of the Rimward Reach. ◆ The fighters request permission to pursue and defeat
The sector has its own societal norms, a rich, unexplored fleeing deserters but are denied.
history and many strange natural and cosmic phenomena. ◆ The crew of the supply ship tries to beg for help. They claim
to be pilgrims seeking asylum in Kua.
y RENEGADE DESERTERS
As the ship passes through the outskirts of the asteroid belt, It’s up to the PCs how they wish to act – leave the supply ship
the sensors suddenly report of incoming vessels. A DATA DJINN to its fate, or choose sides in the conflict? Will they step in
test can reveal the class and affiliation of the ships as three between the corsairs and the Order fighters, or between the
Order fighters (type Nasia, class I, The Last Cyclade page 32) fighters and supply ship?
chasing one of their own supply ships, commandeered by For 1 additional DP, the supply ship positions itself with
mystics who have answered the call of Xene (use the “Salvage the PCs between it and the pursuing fighters.
model” stats on page 159 of the Coriolis core rulebook). For As the GM, you’re free to decide if the fleeing ship escapes
1 extra DP, another two signatures are on their way – corsairs into the asteroid belt or is destroyed and whether or not the
in the service of the Aqbar of Djachroum (page 160 of the corsairs allow the Order’s request for firing permission. If
Coriolis core rulebook). the PCs travel aboard the Dream during this event, it could
The corsairs will try to stop all military vessels in the sector lead to some intense debating. Captain Hemisha might
and threaten to fire upon the Order ships unless they turn for example offer aid for payment, or ignore all pleas for
back toward the portals. The fighters concentrate on trying help completely.
to destroy the fleeing supply ship. Cost: 1, 2–3 DP
COMING TOGETHER
The whispering, dreamless mists of hypersleep feel like a welcome Chain. The Djachroum declaration of peace in Kua means that
reprieve after your long journey through Kua. You wake up no factionary warships may stay in Kuan space, making all
to proximity alerts from your sensors as you arrive in Aiwaz. fleet logistics between the Dabaran Circle and the rest of the
An enormous vessel appears before you: The Hammer of the Third Horizon difficult. All passage of military vessels must
Martyr, the flagship of the Order of the Pariah. High prayer be announced well in advance via probe or courier and larger
towers and glittering glyph armor make her a spectacular, cruisers must pass alone, without escort. The Alabaster Council
terrifying relic from the Portal Wars. The space around her in Khorsabad has also imposed strict new regulations on fleet
and the Aiwazian portals is filled with fighter patrols, torpedo movements in the Quadrant of the Pillar and the sector is
ships and small destroyers. becoming known as less safe than it used to be. Rumors say
“This is the Shakush-M’hatoun. In the name of the Martyr, we that the devastating weapon systems in the Black Sector in
welcome you to Aiwaz. Your arrival has been highly anticipated. Altai have become able to spot and fire on ships as far away as
Welcome aboard – we don’t have much time…” by the portals. The combined effect of the changes above is
that most of the Third Horizon fleets currently reside in Aiwaz
THE SITUATION or the nearby systems of Errai, Zalos and Mira.
During The Last Cyclade, Aiwaz was under Order blockade but
an alliance has formed between Zalos and Mira after the Fall of y THE DELEGATES
Coriolis. Starting with pilgrims, Zalosian space was eventually The four delegates represent the Horizon’s major factions
opened also for commercial traffic along the reopened Miran that desperately want to negotiate with the Sadaalian regime.
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All but the Zenithian Coalition’s representative are already high tempo but should build toward the third and final part
onboard The Hammer of the Martyr when the PCs arrive. of the book.
Upon arrival, Birbasil’s Dream is escorted to and given
docking clearance with the mighty battleship to meet up y START: THE MARTYR’S HAMMER
with the delegation and its entourage of bodyguards and The Order’s monastery cruiser orbits close to the portal station,
assistants. As this is going on, a mystic mutiny aboard The surrounded by a swarm of torpedo ships and fighters. Despite
Hammer begins. the words of welcome as the PCs came out of the portal, they are
If the PCs rescued an appropriate patron or Council member taken to The Hammer by a heavily armed escort. Two torpedo
during the finale of The Last Cyclade, you can substitute this ships lock onto Birbasil’s Dream (and the PCs’ own ship if they
character for one of the below to represent their faction. brought it) and six fighters in combat formation make sure they
Personal connections between the PCs and the delegates stick to their approach vector. Regular Order monastery cruisers
are favorable – no matter if they are good or bad. are already enormous – measuring 1,100 meters from bow to
◆ Khaleem Hydarnes: Member of the Martyr Council, (uncle stern – but look like toys compared to the ancient, 1,800 meter
of Chabaun Kheml who led The Warriors of the Holy Light long flagship, one of the largest vessels ever constructed in the
in Emissary Lost), the Order of the Pariah Third Horizon. Position lights glitter on the fractal armor hull
◆ Mata Amri: Religious leader and advisor to the matriarch and the glyphs placed there by the prophets of old light up,
and patriarch of Mira, the Church of the Icons sentence by sentence, as the PCs begin docking.
◆ Sandar Artabazus: Successful corsair lord (and secret After docking, the PCs and captain Hemisha enter a large
Draconite agent) and son of the matriarch Genya who chamber with arcades and stone walls reminding them more
rules the most influential clan on the Alabaster Council, of the aristocratic quarters in the City of Foreigners than the
the Nomad Federation labyrinthine architecture usually associated with the Order of
◆ Ana Din Eusidia: Former neo-Zenithian lobbyist responsible the Pariah. Surprisingly enough, the chamber even has trees
for the deal with Sadaal to build the Nadir Flotilla (The Last planted along its walls and mechanical birds flutter between
Cyclade, page 183), the Zenithian Coalition the treetops in the pale, artificial sunlight form the ceiling.
Halls like this were constructed in the exodus era, designed
MAJOR EVENTS for crews to live out their entire lives in as the Order exiled
The PCs meet the delegation and travel to Sadaal. The urgency themselves from the Second Horizon to cross the darkness
of the situation is emphasized as the Emissaries’ interference in search of a new home. This is truly hallowed ground.
and the war between the Old Horizons become increasingly The PCs meet up with the other delegates and their accom-
noticeable. The events below can be played through in a panying assistants and bodyguards. Eight martyr warriors
AIWAZ
Aiwaz was explored relatively late in the Firstcome colo- gas giant, Haish, believed to hold remnants of First Horizon
nization of the Third Horizon. The first colonists came from weapons from the Portal Wars in its orbit.
Kua and later also from Zalos as defectors and began taming Aiwaz-B, the distant sister star, is said to be a system far
a couple of the planets in the system, mainly in the form of richer in natural resources but the 300 AU journey to get there
biodomes on the two planets closest to the star, Aiwaz and its makes large-scale colonization difficult. The system has
exo-moon Sahrt. instead become a refuge for deserters and retired corsairs
The planets share an orbit at about 15 AU from the star and looking for new lives away from the prying eyes of the rest of
the Foundation’s astronics believe the significantly smaller society. Rumors about Aiwaz-B also speak of ruins from a dead
Sahrt must have been a moon to Aiwaz that was struck out of its civilization, perhaps a sister tribe to the mysterious Founders in
original orbit by an asteroid. The system also contains a remote the Rimward Reach?
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On approach, the sensors pick up another signature of epic sphere when they dock and may not even be let onboard.
size, the Shakush M’hatoun’s sister ship Naar-Amshaar. If they instead helped Samesh, they receive a warm wel-
This means that grand master Samesh Alim, leader of The come with lots of deep bows, well-wishes and “May the
Cold Flame and the monastery fortress Amshaar, is most Crown of the Martyr guide you.” They may also encounter
likely present (unless he was assassinated by the PCs the grand master in person as he has remained onboard
during The Last Cyclade). The Hammer, waiting to personally shake their hands and
If the grand master is dead or if he was turned down in kiss their cheeks once more before taking a shuttle back
the previous scenarios, the PCs are met by a hostile atmo- to his cruiser.
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The message is from the agents of The Warriors of the Holy y WORRIED VOICES
Light that managed to escape the invasion of Dabaran. They The delegation is gathered aboard Birbasil’s Dream, but the
are hiding out near Pheri’s Hammam, the baths in Deeptown PCs can choose to travel to Errai in their own ship and only
underneath Alburz. At the cost of 1 DP, the PC receiving the join the rest of the delegates before the final jump. Play this
message feels sick, hears her heart racing and is stricken by event either immediately after the mutiny or after the PCs
a throbbing headache (resulting in 2 points of stress). The have left their own ship in Errai.
sensation is quickly followed by a wave of warmth and a sense It’s becoming all too clear that the spreading unrest in the
of safety if she has merged with the Machine Icon, and she Horizon is wearing down the factions’ abilities to organize
hears the echo of a beautiful song. She feels drawn toward and mobilize. Several of the delegates say that the mutiny
Sadaal and the promise of “the truth” – whatever it may be. on The Hammer shows that no one is safe anymore, not
Cost: 0, 1 DP (Mandatory) even the most loyal. The Order and Mira representatives
say that this event makes it clear that those infected with
y THE MUTINY the mystic’s disease have become a threat to the future of
On their way back to the docks, the PCs hear worry in the the entire Third Horizon. The Nomad Federation disagrees
voices of the martyr warriors. A scuffle breaks out up ahead with this, saying instead that the new mystics’ lack of true
and then shouting. A shot rings out and an alarm starts faith has made them susceptible to the influence of the false
ringing. Groups of crew members are fighting each other or Emissaries. The darkness is growing around Xene and the
screaming with their weapons drawn. This event generates delegation’s task of bolstering their respective fleets with
8 DP as complete chaos erupts around the PCs. The martyr the Nadir Flotilla becomes even more urgent.
warriors and the delegation bodyguards form a protective Captain Hemisha and the crew interrupt the discussion
half circle around their marks and the PCs, and try to bring and tell everyone to get ready for stasis. End the scene when
them back to the Dream as quickly as possible. The Emissaries the Dream jumps to Errai or Sadaal, depending on when the
have assumed control over all mystics onboard The Hammer scene is set.
and the mutiny spreads like wildfire. At the cost of 1 DP, an Cost: 0 DP
assistant or staff member of the delegation becomes a Dakin
puppet (see page 42). For 2 DP, it affects one or more y THE JUDICATOR RETURNS
martyr warriors or bodyguards. This is the final event before the PCs reach Sadaal. It makes
If the mutineers are fired upon or if they are denied control sure that all the required characters finally end up together
of the ship, fighting breaks out, but they will primarily try to aboard Birbasil’s Dream.
get their way using threats and will avoid violence for as long Remnants of the fleet of the Legion and a couple of
as possible. Make sure the PCs’ main goal is escaping with the Hegemony destroyers form a scattered blockade at the
delegation rather than joining the fight. The martyr warriors portal station in Errai. During the night watch, a lone shuttle
will prioritize getting the delegation to Birbasil’s Dream safely approaches the Dream from one of the ships in the blockade,
before turning around to deal with the mutineers. in the last hours before the delegation and the PCs go into
As the Dream leaves the monastery cruiser, its projectors stasis for the jump to Sadaal.
light up and the enormous battleship starts to move toward Onboard the shuttle is the delegate for the Zenithian
the portals. The escorting squadrons desperately try to avoid Coalition and her bodyguard who turns out to be a familiar
a barrage of fire from The Hammer’s countless weapon face: judicator Akouba Kosha, or Diona Hashim (if either of
stations. Smaller monastery cruisers converge on the flagship them are still alive at this point in the campaign). Having lost
to try to stop it, but soon the portal field shimmers and the much of her influence and reputation after the finale of The
commandeered colossus disappears toward Kua. Left in its Last Cyclade, the judicator now provides personal security to
wake is the wreckage of the ships that got in its way and the the Zenithian Coalition delegate. She is strict but sociable and
despairing remains of the Order’s fleet. may exchange a few words with the PCs before they go on
Cost: 0, 1–2 DP (Mandatory, generates 8 DP) ice. Fresh scars show that she only barely escaped the Fall of
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Coriolis (her Strength has been lowered) but she looks more drawn to some of the cruiser’s crew members and feel a
experienced and dedicated than ever (see table on page 70 shared sense of belonging. The crew members in question
plus page 228 of The Last Cyclade). may feel the PCs’ gaze and shy away as if in shame or fear,
Cost: 0 DP (Mandatory) or as if they’re afraid of being found out.
A MANIPULATION test can indeed identify the crew members’
MINOR EVENTS reactions as stemming from a fear of being exposed. A mystic
The event below can be used as a premonition to the coming PC may try to read the mind of the crew members by testing
scene. MYSTIC POWERS and if she passes, she can tell that several of the
crew are secretly mystics. A critical success also reveals that
y RESONANCE: THE AFFLICTED something else – someone else – is hiding on the outskirts
As the PCs board The Hammer and meet her crew, one or of the mystics’ minds, whispering. Singing.
more of them may experience a resonance event. They feel Cost: 1 DP
THE BETRAYAL
The mutiny onboard The Hammer of the Martyr was like a dagger The PCs find themselves in a very delicate situation. They
in the back. The mighty Order stood defenseless against the false must escape the ship and make it down to Sadaal in whatever
Emissaries. Haunting dreams plague your sleep. Whispering way they can think of.
voices. Ghosts in the night. A strange cold…
As the stasis unit opens and the mists clear, you hear captain y KIDNAPPED DELEGATION
Hemisha’s voice: The delegates are already being brought aboard one of the
“Welcome to Sadaal. I’m sorry it had to end like this…” torpedo ships when the PCs wake up. Some of the bodyguards
She steps out of the light from the stasis bed and disappears fought hard to protect their employers but were defeated. In
into the shadows. the ship’s mess, rows of bodies with sheets carelessly thrown
“Rayid, our mission has been accomplished. I expect immediate over them bloody the floor.
payment.” The delegates and their surviving staff are in handcuffs and
Armed silhouettes step into the light. Your pale faces are on their way to Sadaal and the Ziggurat of the Icons where
reflected in the visors of their helmets. Aremerat will determine their fate. In less than twenty-four
“In the name of Aremerat the Eternal, I place you under arrest hours, at dawn, a mock trial will be held resulting in a live
for treason. Resistance will be met with deadly force. Your sentence broadcast execution staged to rally the people against the
and punishment awaits…” insidious factions of the Horizon trying to infiltrate Sadaal.
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There might be combat immediately, or later as they are airlock. The person suddenly attacks the patrol or
being taken away. If they allow themselves to be arrested, they throws a smoke grenade to distract The Phantoms
are handcuffed and brought to the torpedo ship. Along the long enough for the PCs to escape. The crew member
way, they see signs of combat and dead bodies in the ship’s might even get off the ship together with the PCs and
corridors. It’s up to you as the GM to decide the number become a valuable ally.
of enemies the PCs have to defeat to escape – it could be ◆ The Airlock: A last conversation between the captain
only the original four plus the pilot waiting by the airlock, and the patrol right outside the airlock presents a
or another two to four soldiers as backup. Below are some quick-minded PC with an opportunity to access the
suggested ways down to the planet: airlock controls (DATA DJINN or TECHNOLOGY). The doors
◆ Shootout in the Stasis Chamber: At least one PC is armed suddenly close with the PCs and one very surprised
and manages to spring a surprise attack on the soldiers soldier on one side and the rest of The Phantoms on
(INFILTRATION to draw the weapon unseen) or uses the the other…
handcuffing to get close enough to wrestle with one of ◆ Help from the Icon: One PC’s more dangerous new
the enemies for their weapon (opposed MELEE COMBAT). powers manifests during the stress of being arrested and
◆ Unexpected Assistance: A crew member meets up with can trigger combat. Remember that the first activation
the patrol as the PCs are being herded toward the of a new power may be an automatic critical success.
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DELAYED ESCAPE
Making planetfall requires either getting to the escape pods
or stealing the docked torpedo ship (or perhaps Birbasil’s
If the PCs accept arrest, they will be taken to the Dream). On the way down, Habathus Flotilla fighters will chase
spaceport of Alburz aboard the waiting torpedo after them but as they aren’t built for atmospheric entry, they
ship and then escorted through the city under break off pursuit when the PCs reach the upper clouds. If the
armed guard. At a point of your choosing after PCs used the escape pods, they can avoid being pursued by
this, martyr commandos will strike to liberate shutting off their emergency transponders. Make the PCs sweat
the PCs. The warriors engage the PCs’ captors in to escape below the clouds and down to the mountain range.
a firefight to give them a chance to escape with On their way, the PCs spot both the Waha-Najima bulk hauler
the instruction to meet up with their liberators in from Dabaran and two of Aremerat’s giants, the bulk haulers that
Deeptown later. shuttle between Sadaal and the Daharab shipyards on Bahram.
The escapees’ destination is Alburz, the megacity where
both the captured delegates and the PCs’ mysterious contact
can be found. As they immediately become wanted in the
system, heading for the spaceport will be difficult. Regardless
of where they land, they will have to enter the city from the
lowlands below the mountains. Pheri’s Hammam in Deeptown
underneath the city should be their first priority but the city is
now swarming with police and Phantom patrols, informants
and recon drones all looking for the PCs. Time to blend in…
TORBA, SADA ALIAN TORPEDO SHIP
Cost: 0 DP (Mandatory)
CLASS: II
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core rulebook, page 343) in an opposed MANIPULATION test. SHIPYARD: Daharab, Bahram
Alternatively, sneaking past and onto the trains could be an CREW: 2 (Pilot and Gunner), skill level 8 in all relevant skills
opposed INFILTRATION vs OBSERVATION test. Another option is EP: 3
to try to sneak inside one of the refrigerator cars as the train HP: 2
is being loaded at the warehouses behind the platform. If
MANEUVERABILITY: +2
they fail a die roll and the guards begin chasing them, they
SIGNATURE: −2
might have to give up on taking the train altogether.
◆ The Tracks: Hiking on foot along the train tracks will take ARMOR: 3
most of the day. They will arrive at the outskirts of the city SPEED: 4
by late afternoon and have very little time left. MODULES: Ordinary Torpedoes (4 ion), Autocannon,
Nestera Mangler
◆ Sadaalian Winds (1 DP): Without a mask and something to
FEATURES: Ejector, Ship Intelligence (Attributes 1, Skills 3),
drink, traveling across the steppes becomes difficult. For 1 DP,
Precise Thrusters (PILOT +2 to docking, landing and eva-
have a PC test SURVIVAL to find drinkable water and shelter from sive maneuvers)
the winds. If the roll fails, all PCs suffer 2 points of damage but
may test FORCE to withstand it (each 6 negates 1 point of damage).
Cost: 0, 1 DP
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SCENARIO LOCATION:
Since the Portal Wars, the Sadaalian lowlands and moun- craft and decorations of your mask are, the more import-
tain slopes have been plagued by intense sandstorms. ant you are. The works of the best craftsmen sell for tens
The air outside is still thick with dust, forcing the people of thousands of birr. Many homes have statuettes in the
to wear masks to protect themselves. The wealthy also entrance hall for visitors to hang their masks on when they
air condition their homes and gardens and use ED fields to arrive. Pilgrims and workers often use single-use paper
keep the dust out. The masks have become a way to display or rubber masks while the merchants and administrators
your standing in society – the finer and more fanciful the prefer to splurge on fabrics or wood.
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According to the legends, the Sadaal star was originally descended from the heavens and snuffed out the black sun,
known as Ashegird, “the Black Sun.” Its corruption pulled instead lighting the blessed new star Sadaal to rejuvenate the
people down into darkness and let snakes loose in the prom- worlds. To this day, the shadow of Ashegird is said to sweep
ised lands. After the final days of the Portal Wars, the people through the system like the ghosts of the plains on Sadaal,
of the systems prayed to the Icons and were heard. Aremerat raising dancing djinn and efrites in its fiery wake.
everything from the bloodthirsty rampage of the tarwich institutes and medicurgical centers that keep the popula-
ghosts on the steppes to the rumors about Ashegird, the tion alive and healthy. The Eternity Bureau is an inescap-
black sun, saying that the fragments of the dead star still able part of everyone’s lives as they organize the funeral
orbit the system’s sun. pyres that reunite the souls of the dead with Aremerat.
◆ RAMAITI (THE SERVANT, THE DECKHAND): Duty and obedience.
Through the Populist Bureau, every citizen is guaranteed In addition to the eight members of the council, the ninth
work and a wage. Amesha Ramaiti makes sure the right Icon is represented by HAK AD (The Whisperer, The
person ends up in the right place and keeps the workers Faceless) in the form of the secret police Angra Mainyu, or
content and accepting of their lot in life. “The Phantoms” as they are known on the streets. They are
◆ URVATAT (THE BRINGER OF GIFTS, THE MERCHANT): Gives the said to answer only to Aremerat himself and not even the
people what they need – no more, no less. The Bureau Ameshas are safe from their judging eyes and deadly meth-
of Logistics organizes the supply chains between the ods. The Phantoms are believed to be the ones choosing a
slaughterhouses, mines and factory cities and oversees new Amesha after her predecessor has returned her soul to
the scheduling of the bulk hauler traffic between Sadaal Aremerat.
and Bahram. Ten enormous bulk haulers called Aremerat’s
Giants regularly make the long trip back and forth. y FACTS ABOUT SADAAL
◆ HABATHU (THE JUDGE): Justice, law and order. The Defense Despite the system having quite a few planets, mainly Sadaal
Institute monitors the people and safeguards Aremerat’s and parts of Chathu have been colonized in a more substan-
rule. They are also responsible for planetary defense and tial way.
control the fleets and the army. Rumors say that Amesha ◆ VANZUR (3 AU): The planet of the Dancer. Home to mysteri-
Habathu has been sidelined and that Aremerat himself now ous places where time is said to stand still.
controls the institute. ◆ AUF (5 AU): Steppes and high mountains, inhospitable be-
◆ MANAVOH (THE ADVISOR, THE TRAVELER): Good advice to cause of the toxic atmosphere.
the faithful. The Ministry of Worship preaches the wisdom ◆ RAMASI (6 AU): Pristine beaches and deep woods. Aremerat
of Aremerat to the people. The preachers in their crimson vacations here and the planet is therefore off-limits to
robes are always ready to guide the lost back into the fold. both visits and business.
The temple of the Eternal offers redemption and forgiveness ◆ SADA AL (8 AU): A scarred world rebuilt from the ashes of the
to the repentant, but some say that The Phantoms of the Wars. Deep beneath the Shimush Mountains, dissidents
Whisperer take care of those who admit to too much. Amesha hide in mysterious caves. The steppes are home to djinn
Manavoh has faced much resistance from the other council and soulless geustasa driving cattle to the slaughterhous-
members for wanting an open system and her priests are ru- es. In the worktowns, hands and aristocrats alike wear
mored to sow doubt in the minds of the younger generations. masks for protection against the harsh winds.
◆ VOUK ASHA (THE LADY OF TEARS): Protector of the dead and ◆ CHATHU (10 AU): Hot spring resorts and ice cold mountain
the dying. The Ministry of Life runs the hospitals, bionics lakes.
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WAKE OF THE ICONS
◆ MARASTA (16 AU): Sulfuric world where the Bureau of ◆ FS-19 “BELETSER” (25 AU): On one of Byasta’s moons.
Logistics runs mining operations. Formerly owned by the Tilides family, abandoned since the
◆ URMANI (20 AU): Habathu fleet bases and, according to the collapse of the Monolith. Squatted by a dissident group
rumors, a secret shipyard. called “Tempus” looking to join the Draconites.
◆ BUYASTA (25 AU): Gas giant with twenty-three moons. Left ◆ CHOMA (35 AU): Gas planet with ice storms and cold phe-
alone and forbidden, rumored to contain ruins and defens- nomena known as The Dancing Frost Efrites.
es left behind by the Portal Builders. ◆ HADLADAR (48 AU): A barren, lonely moon.
3 AU 6 AU 10 AU 20 AU 48 AU
5 AU 8 AU 16 AU 25 AU 35 AU
◆ DIAMETER: 10,621 km (about 85% of Kua) In the darkness between the systems lies Aremerat’s Gift,
◆ GRAVITY: 0.9 standard gravity a sensor station guiding traffic through the darkness along
◆ DAY LENGTH: 28 hours carefully calculated vectors. The sector is a tumultuous
◆ SIDEREAL YEAR: 487 days no man’s land where the two systems wrestle for control
◆ AXIAL TILT: 27 degrees of asteroids and debris from the Wars. The lighthouse is
protected by a mighty artifact, however – a microsun sta-
bilizing the asteroids. The Foundation believes it could be
a remnant from an earlier civilization but all of Aremerat’s
citizens know that it’s a gift from the Eternal Leader him-
MORE ABOUT SADA AL
self.
Read more about Sadaal in the Atlas Compendium
(p 15).
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MINOR EVENTS leads them back to his family. The aged but strong matriarch
The following events can show the PCs a bit more of Sadaal there can offer first aid (MEDICURGY 8) and suture any cuts
or throw surprise complications at them during their journey they might have. The poultices and herbal remedies applied
there. count as one m-dose.
Cost: 0 DP
y GHOSTS OF THE PLAINS
The PCs pass a newly deserted campsite. The ashes from y DRONES
a fire are still warm and the surrounding ground has been At the cost of 1 DP, a recon drone (Table 12, page 74) is
grazed and trampled by hooves. A family of geustasas, the suddenly within range of the PCs, scanning the area. One
native nomad people, spent their night here. Despite their PC may test MANIPULATION or INFILTRATION at −2 to hide the
origins as the descendants of the system’s earliest Firstcome group. If they are detected, the drone starts to follow them
settlers, the geustasa have been treated like pariahs and and three attack drones (Table 12, page 74) show up after
barbaric heathens ever since the Portal Wars. about a minute.
As the PCs continue, more and more urvan buffalo appear At the cost of another DP, the recon and attack drones
until they are almost surrounded by a huge herd. Trying to arrive at the same time.
scare the animals away would be very unwise but the herd Cost: 1–2 DP
keeps coming closer. There’s suddenly a sharp whistling and
the herd changes direction under a unison choir of hums and ALBURZ
grunts. A young boy walks up through the herd, gesturing Alburz is built on the highest plateau of the Shimush
to the PCs to stand very still. He then points out small sand Mountains. Untouched by the fire of the Wars, it’s one of
whirls blowing across the steppes all around the PCs. When the few remaining places where the history and culture of the
observed closely, it looks like shadowy shapes stir up the original settlers still lives. The heavily populated metropolis
sand with their footsteps. A biting cold emanates from the is rightly considered one the wonders of the Horizon as it’s
dust devils and they make the group feel uneasy. carved directly out of the rock and richly decorated with
◆ The Djinn Dance: A PC with the Exorcist talent can sense volcanic glass and obsidian to reflect and refract the lights
that some kind of ethereal beings – djinn or ghosts – are from a city that never sleeps.
wandering across the plains, looking for weak minds and Ziggurats, wide avenues and squares, pillars of steam and
warm bodies. They won’t find any today, however: the elegant bridges make up the central districts but the bulk of the
boy takes a couple of steps forward, closes his eyes and massive population lives in the surrounding cave systems or
begins to dance while slicing the air around him with his lower down under the slopes beneath the plateau. Both public
riding crop. Spinning faster and faster in his dusty robe, places, such as the sloping terraces on the mountain sides,
he seems to attract the sand whirls. They flow around and and private gardens and rooftops are covered in plants and
with him until he suddenly raises his tattooed hands and apiaries thanks to the protection offered by the Shimush from
they shoot up into the air and disappear. the sandstorms and oppressive heat waves of the lowlands.
After the dance, the boy approaches the PCs and signs Below the mountains lie factories, sewage treatment plants
at them to give him something. In return, he can offer and huge compressor stations that supply the city above with
them water from a skin slung across his shoulder. If they clean water and natural gasses.
give something valuable, he also takes out a small box and The dedicated craftsmanship of the city’s artisans has
from it, an ink bowl. He spits into the bowl, crushes and earned Sadaalian crafts high renown all around the Horizon.
mixes the pigment into a dark liquid and offers to draw Finely carved masks, exclusive chronographs, jewelry, crystal
protective symbols on the PCs’ hands and arms. If they are glass and talismans fetch high prices at auctions and over
uninterested or hostile, he disappears back into the herd. the counter in all systems claiming at least a modicum of
◆ A Helping Hand: If any of the PCs are injured since their civilization.
escape from the ship and if they can pay enough, the boy
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WAKE OF THE ICONS
BAHRAM
The main planet in the sister system of Bahram suffered the Fall, many of the islands have been deserted after the
terrible tidal waves and floods at the end of the Portal severing of Zenithian trade agreements. Aremerat doesn’t
Wars. Today, the rebuilt cities are protected by enormous want outsiders spying on the construction of the Nadir
ditches and ED based wave fields. The Newlands used to be Flotilla, now growing ship by ship in the asteroid belt by
an area open to foreign factions and companies but since the portals.
y THE SLAUGHTERHOUSES back home to the city after a completed two-week rotation,
In the shadow of the mountains sit the slaughterhouse many claim to see white shapes dancing around the nomads’
districts and before them, the wide steppes where the urvan campfires from the train windows.
buffalo graze. The cattle are herded by the native nomads,
the geustasa, who are considered bloodthirsty and soulless y THE ZIGGURAT OF THE ICONS
but nonetheless a vital part of the local economy. Only the The Ziggurat of the Icons in the Alburz’s city center is a
slaughterhouse foremen deal with the nomads and there is reminder of ancient glory. The city around it appears to climb
therefore many rumors and superstitions among the common its terraced sides and from each level rises high aqueducts
workers accusing the geustasa of having a secret pact with overflowing with plants. The hanging gardens climb down
the djinn and ghosts of the plains. When the workers head and between the supporting stone pillars to form a soft
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ceiling of vines, flowers and fruit above the Cherry Plaza lava pillar that burst forth from the ground on the day the
below, where the biannual harvest festival Urvatat Khari takes Icon Aremerat took physical form. Some people say that the
place to honor Aremerat and his creation. Eternal Leader sometimes watches the city from the protected
In contrast to the tranquil beauty of the Cherry Plaza’s balcony and that he is present for all major executions to
orchards and fountains, the temple is also known for some- guide his opponents back into the light after their deaths.
thing else and under a different name: the Crying Ziggurat.
Criminals and dissidents are arrested by the secret police and y DEEPTOWN
brought to the ziggurat for relentless torture, flogging on Deeptown is a constant whirlpool of people coming and
the Plaza or public executions on the top of the pyramid. The going. The layered and covered fashion of the upper levels
screams of the torture victims are sometimes broadcast over gives way to looser and more plain coats or caftans here,
a city-wide PA system to remind any would-be insurgents and it’s the destination of choice for most people looking
of the price for resisting the Eternal Leader. to spend their days off with friends in a gambling hall or
A square tower in obsidian with a single balcony high in the steaming baths that keep Deeptown in a perpetual
above the ground rises at the edge of the Plaza. It’s called misty haze. It’s a mask-optional zone and this appears to
the Eternity Spire and is said to have been carved from a bring out a more open and relaxed atmosphere, regardless
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WAKE OF THE ICONS
ALBURZ
D2
THE CITY D9
OF THE EXILED
ZENITHIANS SHIMUSH MOUNTAINS 1×1 km
D4 D10
ALBURZ LOWLANDS
D3
D1
D12
D11
D5 D8
D6 THE SPACEPORT
OF THE ABYSS
D7
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HIGHLAND CITY
750×750 m
02
06
03 A
01
07
B
04 05
THE SPACEPORT
DEEPTOWN OF THE ABYSS
F H
09 G 11
16 E
13
12
10 D
15 14
08
500×500 m 400×400 m
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of the intermittent drone patrols that keep an eye on things the forgotten wartime bunker systems and with several
for Amesha Habathu. of Aremerat’s ziggurats and the Amesha Spenta’s topside
These levels of the city are part of old Alburz and were institutes.
constructed long before the Wars. Streets and chambers
bustle with workshops, gambling halls, cafes, restaurants y THE SPACEPORT OF THE ABYSS
and squares with vertical gardens and hot springs. The light The city’s spaceport can be found in one of the mountain
coming in from above through deep atriums is supported valleys outside the capital’s limits. Large hangar gates in the
by huge chandeliers full of growth lamps, large vats of mountainsides connect to wide chambers where docking
sugar globes and prayer alcoves filled with oil lamps to plateaus and loading bays in many levels await incoming
chase away the dark. Deeptown is a calm oasis of relative freighters. Defense Institute guards in dark armor and mirrored
freedom in the otherwise regimented and windswept visors patrol the spaceport; attack drones high in the steamy
capital. The central blocks are home to the Steam Plaza air scan for dissidents and smugglers and meticulous; well-
and the white marble palace shared by the prestigious dressed customs officers check and double check all import
Pheri’s Hammam baths and Ardiona’s Butterfly House. licenses. Larger ships are usually diverted to the lowlands
There are rumors going around about a secret network of to dock with the slaughterhouses and unload their cargo for
tunnels and chambers that connect Deeptown with both distribution via shuttles or trains.
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WAKE OF THE ICONS
y A NIGHT AT THE BATHS and everything has been wiped clean of condensation from
The Steam Plaza by the central chamber of Deeptown is the baths further in. A visit costs 50 birr (non-negotiable).
the largest in the lower city and this is where you find the ◆ The Passphrase: By discreetly asking for “the light” and
marble palace that houses Pheri’s steam baths. The square then waiting while the confused receptionist speaks to
outside is lined with open pools where tired workers soak Seliah herself, the PCs will be taken to a private steam
their legs in the warm water, breathe in the steam or enjoy chamber with ensuite changing rooms. The PCs are left
a mug of chai. alone to rest for a while and may help themselves to fruit
Before the PCs enter the palace, they are led through a and beverages while they wait.
gallery full of plants and butterflies, with mosaic walls of ◆ The Ambush (3 DP): At the cost of 3 DP, the secret police
painted glass. This is Ardiona’s Butterfly House, a calm and ambush the PCs at the baths. Phantoms (page 74) armed
peaceful garden cafe run by the younger cousin of hammam for close combat spring from two hidden doors on opposite
matriarch Seliah Pheri, the half-Zenithian Lea. As they step sides of the chamber and attack, but The Warriors of the
inside the bath palace, they are greeted by staff who give Holy Light arrive after a while to aid the PCs.
them towels and bathrobes. The arches and benches in the ◆ The Agents: A woman and two men enter the chamber.
reception feel soft and soothing despite being made of marble They are wrapped in anonymous cloaks but the tattooed
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Martyr glyphs are still clearly visible, despite the clothes • She is a follower of the prophet Iria Urahuk and the cousin
and a thick layer of makeup. The woman has what looks of Chabaun Kheml, the priot encountered by the PCs at the
like burns all the way up to her jaw, identifying her as Foundation hospital during Emissary Lost.
being bionically linked to a suit of holy Zalosian glyph • The Warriors of the Holy Light have analyzed and re-evalu-
armor and holding the rank of priot (group leader). You ated the holy verses and identified the PCs as the prophet’s
don’t recognize these specific individuals but you have met chosen ones.
their kind before: martyr warriors. They raise their empty • The Urahuk Verses prayer book was quoted in Emissary Lost.
hands to show peaceful intentions and gesture for you to The “The Song of Urahuk” box contains a longer version
follow them down into one of the Shimush Mountains’ and may be read to the PCs.
forgotten bunker systems. • The Warriors were misled by the Vestals and turned on
◆ The Complex: The warriors have found a series of aban- the Messenger Emissary and the mystics when they would
doned tunnels and a half-collapsed bunker underneath the have been the way to salvation. The Emissary is the key to
mountains. After a kilometer or so to the northwest, one of finding the Hermit, an ancient ally hiding in the Quadrant
the tunnels leads to a cave where three injector ships are of the Pillar.
hidden (Emissary Lost, page 87). These stealth-equipped • The PCs are given a Machine Icon talisman that wears a
space scooters are the only way for the martyr warriors to Martyr crown of thorns (blessed, +1 to any one roll).
get in and out of the city undetected. This model has been • Kamala plays a clip on her tabula showing what really
constructed to carry up to three passengers, or two tons of happened on the Dabaran portal station (see box “The
cargo, but has an armor rating of only 1. The martyrs’ courier Fate of Dabaran”).
ship, Ruhm-alyash (“The Jade Spear”), is hidden in orbit • The Waha-Najima bulk hauler brought Hadid humanites
around one of Sadaal’s moons. In the warriors’ makeshift from Uharu to Sadaal to strengthen the army and crew
base – a chamber near the cave with the injectors – one the Nadir Flotilla with capable soldiers loyal to the Vestals
of the walls is covered in glyphs describing both ancient and the First Horizon.
prophecies and recent events. The agents have clearly been • The Vestals appear to have some form of darkmorph under
trying to interpret the sacred texts in a new way. their command, swarms of something insect-like that the
◆ Gear: Crates of weapons and armor can be found just outside martyr warriors call hashara.
the chamber and the PCs are welcome to take what they need • The members of the delegation are under arrest and
of the following: 1 chameleon suit (Coriolis core rulebook, scheduled for execution atop the Crying Ziggurat by the
page 119), 2 modulation masks, 3 Vulcan crickets, 2 Vulcan Cherry Plaza at dawn.
scorpions, 1 accelerator pistol, 1 medium breach charge and
ablative pads. The ablative pads are fastened to a person’s Regardless of whether the PCs feel comfortable around their
armor and subtract 3 from the damage of the first hit. After former enemies or not, the agents will be cooperative. You
that, the tech must be restored using an advanced spare part can end Kamala’s speech with “Kamala’s confession” (see box).
and TECHNOLOGY. Full body protection requires six pads; if After meeting the martyr warriors, progress to the last scene.
you wear less, roll a die when hit to see if the pads activate. Cost: 0, 3 DP (Mandatory)
For example, if you wear three pads, a roll of 1–3 means
the attack hits one of your pads (player chooses which one). MINOR EVENTS
◆ The Mission: The delegates have been sentenced to execution The following events can be used to spice up their stay in
at dawn. The PCs are given access to the martyr warriors’ Alburz and add some extra pressure.
space scooters and gear to try to liberate them and escape
Sadaal. The Nadir Flotilla is lost but the alliances between y PHANTOMS IN THE STREET
the Third Horizon factions might survive if their leaders do. An Angra Mainyu patrol (The Phantoms, page 74) has
You can use the scene’s intro text as priot Kamala’s welcome tracked down the PCs and attempts to arrest them in a
speech if you like. Additionally, she tells them the following: narrow alley or tunnel. The situation quickly escalates with
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residents here must wear masks at all times, regardless of opiates and other permitted intoxicants but a new drone
weather and wind, and foreigners must even wear a special network and surveillance system called the Shalan, “the
kind of red mask to identify them as off-worlders. eyes of the high priest,” makes sure to record what’s said
After the collapse of the Monolith, many Zenithians sought and done while under the influence.
asylum in the system and after some negotiating with the ◆ Monitored: A couple of Newtown’s upsides are that you can
Amesha Spenta, the Newtown complex was given to the converse in Zeni and that almost anything, even weapons,
Zenithian refugees as their new home in exile. Previously can be purchased here if you’ve got the money. The streets
wealthy families who operated mines in the system in the are heavily monitored, however, and if the PCs wish to
past also live here but most have lost their former status and stay out of the way of The Phantoms or informants, they
now live off small scale trading. need to be wary. One PC must roll an INFILTRATION test
The Birbasil Syndicate family has taken over running the at −2 for the group to avoid the sensors. Another PC may
district and various Syndicate gangs patrol the streets and assist by rolling CULTURE to reward bonus dice for each 6
clubs. Newtown’s small spaceport, its warehouses, nightclubs rolled. Failure most likely leads to the PCs running into a
and gambling halls have given Deeptown some competition Phantom patrol (see “Phantoms in the street” above) or
for the workers’ time and money. A deal with the Bureau of recon drones (see page 74).
Medicine and Amesha Vanzur has secured a steady flow of Cost: 0 DP
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THE ZIGGURAT
12 E ELEVATOR
S STAIRCASE
E E
30×30 m 11
5 S 5
S S S S
4
7 8
6
3 2
S S
9 10
HABATHUS SECTOR
S SERVICE SECTOR
PLANTATIONS
RESIDENTIAL MODULE 1
S
y VOICE OF A VESTAL they will be subjected to their manipulative powers but the
The Vestal will witness the execution from the balcony at the protection of the Machine Icon might let them see the truth.
top of the Eternity Spire. Dark powers allow the Vestal to wear
the appearance of Aremerat rather than reveal itself as an agent MAJOR EVENTS
of Ardha, but the illusion is powered by the energies of the The PCs must make their way through the ziggurat to reach
cadaver clock and will be weakened if the clock is destroyed. the delegates. The council chambers are cleared to take the
In this case, maintaining the illusion will sap the Vestal’s own convicted up to the roof. You can reveal the imprisoned body
energy. When the PCs finally encounter Ashaan-Unt Et-U’haya, of Aremerat before or after the rescue.
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If the PCs have a hard time making it to the top of the zig- distraction to buy the PCs some time. The warriors are
gurat or escaping from the final combat, you can let the ready to sacrifice themselves to allow the PCs to complete
martyr warriors arrive as reinforcements or to create a their mission.
y THE ZIGGURAT 4. The Acolyte Sector: Wide corridors and rooms with stained
The Ziggurat of the Icons contains ancient halls and cham- glass skylights filtering light from high above. This section
bers dedicated to the Icons brought to the systems by the is always busy with clerical assistants, analysts and admin-
original settlers. The concepts of the Amesha Spenta mirror istrators from the different institutes who work hard to
these Icons to this day, albeit in a modified form. Worn keep the city running smoothly. The offices, archives and
glyphs, faded paintings and cracked mosaics portray Icons meeting rooms breathe centuries of piety. Most of the
still revered by other original Firstcome clans throughout governmental operations take place in the actual institutes
the Third Horizon. After the Portal Wars, the wisdom of and bureaus but this is where the work is compiled and
Aremerat has been added to the decorations and each presented to the Amesha Spenta. In the early hours only
chamber has a gold-lined quartz and obsidian plaque in a few eager assistants are in, plus a handful of security
the ceiling telling the story of how the Eternal Leader lit guards doing their morning rounds through the pyramid.
Sadaal’s new sun. The ziggurat is practically a labyrinth of 5. The Complex of the Clergy: Eight suites surround an
dark and secret tunnels, some of which are known only to arboretum with a tearoom in the middle. This is where the
the secret police and the clergy. members of the Amesha Spenta meet to plan and scheme,
1. The Bunker Complex: Tunnels and low halls upheld by each of them having a suite of their own as well as offices
robust pillars and arches containing forgotten equipment and relaxation areas built from exquisite Sadaalian obsidian,
from the days of the Portal Wars. The complex is divided limestone, marble and Bahramian teak. The complex is
into sectors: a residential module containing beds and kept separate from the rest of the ziggurat and protected
lockers; kitchens with dead plant beds and dry fish farms; by rigorous security systems (DATA DJINN or INFILTRATION −2)
and the Habathus sector where abandoned monitors, coms but there are secret tunnels that lead here from the sector
and gunner’s seats once controlled sensor stations and of the The Phantoms. In Sadaal’s history, it’s been alleged
weapons platforms all along the Shimush Mountains. The more than once that Ameshas with plans to go against
different sectors are separated by thick metal doors but Aremerat have vanished or been found dead in the tearoom.
most of them are open. At the cost of 1 DP, the PCs come 6–8. The Sector of The Phantoms: No one knows where the
to a locked door (FORCE to open manually, or TECHNOLOGY) entrances to the headquarters of the secret police are, only
or a collapse in the tunnel (FORCE) that slows them down. that somewhere within the Ziggurat of the Icons, dissidents
2–3. The Cherry Plaza: The plaza is a large public space just and rebels are tortured and murdered. The Phantoms’
below the aqueduct gardens. As the day begins, more and Sector [6] is a series of floors around the central column
more citizens arrive after having heard the propaganda inside the pyramid all the way from the crypt to the council
about the treason of the rest of the Horizon. The gathered chambers. One reaches the labyrinthine tunnels and Cell
hope to be blessed with Aremerat’s presence as maybe the Blocks [7] through hidden doors and elevators from the
great leader will come to watch the execution in person other parts of the ziggurat, but there are also tunnels that
from his perch in The Eternity Spire [3]. The Spire’s reach deep into the underground bunker network. Far
black majesty contrasts the lush green that covers the below, hidden hangars contain gravcraft and atmospheric
Ziggurat of the Icons. shuttles. At the heart of the sector of The Phantoms, a false
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atrium lit by bright floodlights contains a central staircase of a flaming sun on top of which sacrifices can be made to
carved into the polished marble walls. The stairs and the the skies. Four ledges protrude above the plaza from the
hidden elevators take The Phantoms to whichever Torture platform. These are sometimes used by victims awarded
Room [8] or prison cell they like. The whole sector reeks of the option to step over the edge of their own volition and
death and terror and muffled cries and wails can be heard fall to their deaths against the jagged stone ornaments
coming from behind sturdy, locked doors. covering the sides of the ziggurat. All public executions
9–10. The Crypt: Underneath the labyrinth of The Phantoms are broadcast by camera drones swarming around the altar
and the complex of the clergy lies the crypt. Low tunnels to large holo screens on the pillars below the aqueducts.
lined with sarcophagi preserve the remains of former Cost: 0 DP (Mandatory)
members of the Amesha Spenta. Skeptics falsely believe
that this is where earlier generations of the Aremerat figure y THE CADAVER CLOCK
might be hidden away, but this is wrong – Aremerat’s The chamber with the cadaver clock is obscured by the
families and lovers are interred here (some of whom met Vestal’s illusions and not even the secret police who patrol
with premature ends) but the Eternal Leader himself is the surrounding corridors or the acolytes who work in the
just that, eternal. The crypt is decorated with obsidian and crypt know the way inside. The PCs’ bond with the Machine
cut vulcanite and lit by sugar globes in small niches in the Icon heightens their senses and gives them a chance to
walls. The globes are fed sugar water dripping down from see through the lies, but the ornate stone doorway leading
canals in the walls and the sound of the slow drip gives the inside the chamber (the crypt of Marabed the Wise, Sadaal’s
crypt a wet and stuffy atmosphere. An illusion, guided by first leader) still just glides through the PCs’ field of vision,
the presence of the Vestal, keeps curious visitors from the like a mirage – one second it’s there, in the corner of their
central chamber and The Cadaver Clock [10] (see below). eye, and then gone again. A sense of dread and the smell
The central chamber is round and dimly lit. Vines with red of decay are constantly present, however, telling them that
leaves climb the walls toward the eight slowly rotating gears something dark is close by. PCs who didn’t merge with the
in the ceiling that churn away above a mosaic rendering Machine Icon see or feel none of the above.
of the Great Beast U’haya. The pained screams of dying ◆ The Doorway: The door is opened with an electronic key
victims from executions in the past live on as echoes here that is part of a talisman the ancient leaders of Sadaal used
and feed the dark energies that strengthen the agents to wear. The talisman contains one key for each chamber
of the First Horizon. A broken, tortured body hangs in and former leader but is currently worn by the Vestal.
the middle of the chamber – Aremerat himself (see “The Without the key, forcing the door requires a DATA DJINN at
Cadaver Clock” below). −1 or a critically successful FORCE .
11. The Council Chambers: Sharp rock walls cut from the ◆ The Chamber: Marabed’s sarcophagus in the center of
bedrock of the Shimush rise above a marble floor. Nine the room is covered in mother-of-pearl, gilded glyphs in
thrones sit on sculpted cliffs, like little islands, with stairs what looks like ancient Miran, polished neodym from the
leading up to them. Eight of the thrones form a semicircle Sadaalian asteroid belt – and partially dried blood. Hung
facing the ninth – the golden throne of the Eternal One. in the ceiling, rotating slowly, are eight dark gears forming
The teachings of Aremerat cover the walls as glyphs or a death wheel. The turning of the gears flickers in and out
paintings. Empty galleries for assistants or visitors still of vision. The air is thick and nauseatingly sweet. Anxiety
remain from the time before the Wars when Sadaal was grips the hearts of the PCs and you can have them roll for
a blossoming socialist democracy. It’s been many years terror (The Last Cyclade, page 31) if you like.
since anyone used the benches now. ◆ Aremerat: Suspended from thin, silky wires below the rotating
12. The Altar of the Icons: On the roof of the Ziggurat of the wheel hangs Aremerat the Eternal. A thin man with long, lank
Icons, surrounded by the splendor of the hanging aqueduct hair and moist, cracked leathery skin appears to slowly melt
gardens, rises an octagonal terrace on thirteen pillars. In the onto the sarcophagus. The face is twisted in pain and from
center of the platform, an altar has been cut in the shape behind the grinding teeth comes a low whimper. MEDICURGY
94
The Tenth Icon
y THE EXECUTION “As the sun rises, we come together before Aremerat
The Altar of the Icons at the top of the ziggurat is surrounded the Eternal. We have defended the interests of the
by rows of Hadid humanites in white armor and Angra Mainyu Third Horizon and created community through inge-
Phantoms. The delegates and their bodyguards are lined nuity and trade. Ours is the toil in the mines, ours is
up nearby with their hands cuffed and with golden hoods the sweat in the smelteries and shipyards. Despite
over their heads. The Amesha Spenta is represented at the our sacrifices for peace, our neighbors mean to bring
execution by Vanzur (the Dancer), Habathu (the Judge) and us war. Their so-called negotiators have set their
Voukasha (the Lady of Tears). Acting on what they believe to assassins and agents on us to try and destroy our glo-
be Aremerat’s orders, they have organized the execution of rious realm, but we shall never bow to their demands.
the delegation. Today, the guilty stand before you, the people of
Habathu stands on one of the protruding platforms overlooking Sadaal, to repent their misdeeds through the ultimate
the Cherry Plaza, ready to address the masses. See the box sacrifice…”
below or make up your own speech containing the following:
◆ The Sadaalian people have built a peace fleet and the other HIGH PRIEST HABATHU, THE ZIGGURAT OF THE ICONS
factions now desire it to make war.
◆ Sadaal with its workers and craftsmen are the Third Horizon’s
heart and destined to lead the other systems to peace
and unity.
◆ The delegates stand accused of having sent assassins and
spies to undermine the rule of Aremerat but they were
apprehended in time and will now be sacrificed for the
glorious future of the system.
95
WAKE OF THE ICONS
96
The Tenth Icon
97
WAKE OF THE ICONS
After speaking to them, the Vestal will float toward the PCs
high above the plaza and then join its minions in attacking
them on the ziggurat’s roof. This generates 4 DP. The crowds
below are also under the Vestal’s control and will act as a
poorly armed mob (see “Mob combat” on page 220 of The
Last Cyclade). Use the text below or describe the revelation
of the Vestal in your own words.
Cost: 0 DP (Mandatory, generates 4 DP)
Ashaan-Unt was one of the first Vestals to reach the Third Horizon
after almost fifty years of waiting in the darkness between the portals.
They are the captain of the butterfly ship that attacked and enslaved
the Tsurabi colony in Taoan (see The Last Voyage of the Ghazali) and
began the process of awakening the slumbering Nazareem cells.
Ashaan-Unt is loyal to the Eternal Emperor until death and beyond and
is now general over the armies in Sadaal, tasked with preparing for
the arrival of the First Horizon and its rightful conquest. Ashaan-Unt
demands absolute loyalty from their manipulated citizens and is using
a mass illusion to trick everyone, even the Amesha Spenta, into seeing
the Vestal as Aremerat rather than as themselves.
The stats below are for the Vestal in its normal form. For its weak-
ened shape, see the “Without the Cadaver Clock” box.
ATTRIBUTES:
STRENGTH 3, AGILITY 5, WITS 5, EMPATHY 8
HIT POINTS: 20
98
The Tenth Icon
PROTECTED
PCs who have merged with the Machine Icon are immune
to the Vestal’s mind-tricks and manipulations. All NPCs
(except the Dakin) are automatically affected, however. BETWEEN LIFE AND DEATH
The PCs get the Machine Icon bonus (page 45) to all de-
fensive MYSTIC POWERS rolls. If the Vestal drops to 0 HP and isn’t able to regain at least
1 point (see “Channel the Void”), the body hangs limply in
the air in a sort of regenerative coma. The PCs may then
test MYSTIC POWERS if they have a power that somehow
banishes spirits. The comatose Vestal gets a −3 to its de-
fense roll. If the banishing succeeds, the Vestal is torn
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WAKE OF THE ICONS
1 ENTHRALL: The Vestal can puppet its devotees within Short range. The affected act out the Vestal’s wishes until they drop to 0 HP.
The attack is a MYSTIC POWERS roll and affects everyone within Long range. For a victim to disobey or break free, she must pass a
MYSTIC POWERS test with a −1 for each 6 on the Vestal’s roll (up to -5). Breaking free leads to 2 points of stress.
MERGED: PCs who merged with the Machine Icon are immune.
2–3 LEVITATE: The Vestal can levitate itself or others by testing MYSTIC POWERS + DEXTERITY (effectively 10 Skill dice). Alternatively,
anyone within Short range may be targeted for either of the following:
◆ The victim is knocked one distance further away from the Vestal (opposed MYSTIC POWERS vs FORCE).
◆ The victim suffers physical damage. Roll a MYSTIC POWERS attack (weapon damage 2, CRIT 2) against the victim. The victim must
test DEXTERITY instead of Armor to reduce the damage.
4 WARP: The Vestal can remind its victims of their Problem by winning an opposed MYSTIC POWERS roll (any number of targets within
Long range, one roll per target). Each roll inflicts 2 points of damage on the Vestal.
◆ A won roll activates the target’s Problem for D6 turns in combat or ten minutes out of combat.
◆ Each extra winning 6 inflicts 1 point of stress on the target and heals the Vestal for 2 HP.
5 DESTROY: The Vestal challenges a target to an opposed roll for MYSTIC POWERS vs MYSTIC POWERS, alternatively FORCE. If the Vestal
wins the roll, the target experiences a vacuum-like state for one turn per winning 6.
◆ Tissues necrotize and blood begins to boil. The victim must test FORCE at the beginning of each turn until the effect wears off,
with a cumulative −1 modifier for each turn after the first.
◆ Failing the roll leads to losing all HP, becoming broken and dying after D6 minutes unless treated with a successful MEDICURGY test.
◆ If the Vestal reaches 0 HP, the effect ends immediately.
6 ALLIANCE: The Vestal tests MYSTIC POWERS and draws in a darkmorph form the Void to fight alongside it for one turn per 6 rolled.
See “New darkmorphs” below).
A relative of the ethereal djinn but sprung from toxic fumes, acids and
environmental destruction. They’re sometimes also known as samum.
NEW DARKMORPHS
As ethereal beings, they can only be harmed by MYSTIC POWERS, rituals
using CULTURE and rose water, but they can take physical form and focus
The power of the Vestal feeds off the dark be- their smoke-like appearance as crystals, often appearing in shades of
tween the stars but this comes with side effects. green or purple. Dark mystics have tried to enslave hinn, locking them to
Some darkmorphs breaking through take physi- their physical manifestation by fastening a copper plate inscribed with
cal form (see “Darkmorphs” in the Coriolis core the rules of the spell on the creature’s chest (like the golems of Ardha).
rulebook, page 325) while others are only ethe- When the greenish cloud that is the hinn moves around, plants wither
real spirits or twisted echoes from a distant past and die and dark maggots burst from the ground.
(“Spirits and Sarcofagoi”, Coriolis core rulebook
page 333). Choose from the rulebook or use the ATTRIBUTES:
STRENGTH 6, AGILITY 3, WITS 3, EMPATHY 4
new beings below when determining what comes
HIT POINTS: 9
howling through the tear…
MIND POINTS: 7
1 00
The Tenth Icon
SKILLS: Force 5, Melee Combat 5, Mystic Powers 4, Dexterity 3 ◆ BLADESTORM: The creature shakes and the shreds of two-dimen-
ARMOR: (Crystal body 10) sional fur turn into knives that stab in all directions, hitting any number
WEAPONS: (Crystal stab, damage 3, CRIT 2, poison strength 4) of targets within Short range. Strength 8 attack, damage 3, CRIT 1.
◆ PHASESHIFT: The creature folds in on itself and disappears. In
◆ CRYSTALLINE: For 1 DP, the hinn takes physical shape as razor- the following turn, it may reappear anywhere within Long range
sharp crystals. It can use its body as a weapon to slice and cut and may perform an ambush attack with a +3 to initiative. The
opponents and poison them. targeted opponent may try to spot the kutrub when it reappears
◆ ACID WIND: While in ethereal form, the hinn can summon toxic to negate the ambush (OBSERVATION −3).
mists and acid rains targeting everyone within Short range. The
rains are a strength 5 attack (damage 2, CRIT 2) every turn and
they erode 1 point of armor per attack (can be repaired using MINOR EVENTS
TECHNOLOGY ). If a target would suffer a critical injury, roll a Use these events to make the ziggurat even more difficult.
strength 3 fire attack instead (Coriolis core rulebook, page 97).
◆ SUFFOCATE: For 1 DP, the hinn can encapsulate a victim in its y TRAPPED
crystalline form (opposed DEXTERITY ). The effects of the crystal Ambush! A group of Hadid humanites (Table 14, page 97)
prison are equivalent to the vacuum of space (Coriolis core rule- in white armor and mirrored visors surrounds the PCs. The
book, page 99) but the victim or someone on the outside may try attack takes place inside the ziggurat as the PCs are heading
to break the cell. After suffering 6 or more points of damage, the toward the execution site. For 2 DP, the attackers number as
hinn reverts back to its ethereal form. many as the PCs and for 4 DP, they outnumber the PCs two
to one. The Hadids’ metallic skins and sonar-like sensory
capabilities make them terrifying opponents and it might
KUTRUB, DARKMORPH [−2]
be a good idea for the PCs to withdraw.
Cost: 2–4 DP
A creature haunts the dark folktales of the Third Horizon, a creature with
fur like ripped shreds of anti-light. The kutrub can lie dormant, curled y JAILBREAK
into a fetal ball in the nothingness of space or deep underground in putrid In the sector of The Phantoms, the PCs come upon torture
crypts only to spring to life when it catches the scent of living flesh and chambers and prison cells holding a handful of badly injured
blood. Their shape is sometimes described as enormous wolves walking prisoners. The captives might hear the PCs approach and
upright and sometimes as something in between a human and a bird plead for help through the door in broken Zeni or one of
spider. The number of long, spindly limbs ending in sharp talons varies but the local dialects. The door locks are controlled from a
their mouths always burn with the light of a newborn sun. central chamber which might be guarded by two Angra
Mainyu guards (for 1 DP). Hacking the system without
ATTRIBUTES: triggering the silent alarm requires a DATA DJINN test. If
STRENGTH 8, AGILITY 6
they trip the alarm, a handful of guards either storms
HIT POINTS: 14
the control chamber or stages an ambush nearby. The
SKILLS: Melee Combat 4, Force 4, Dexterity 2
cell doors can also be blown open with explosives (GM
ARMOR: 5
decides the blast power needed). The escapees have the
WEAPONS: Bite (damage 4, CRIT 3), Stab (damage 2, CRIT 2)
“Fugitive” stats according to Table 15.1 on page 343 of
the Coriolis core rulebook but only 3 HP and 2 MP. Some
◆ SUNRAY: At the cost of 1 DP, the mouth opens and lets out the example escapees are:
raging starfire, burning the eyes and faces of everyone within ◆ Awyan Khau: Slaughterhouse worker who tried to organize
Short range. All affected get a −3 to actions requiring clear vision a strike for better working conditions. FORCE 4.
and suffer a strength 3 fire attack (Coriolis core rulebook, page ◆ Merrai Tarash: Teenage ex-deckhand of a merchant vessel
97). The light is active for two turns. who was begging for food on the Cherry Plaza. Was taken
101
WAKE OF THE ICONS
after witnessing the secret police arrest a (now dead) dissi- y RESONANCE: DARK ENERGY
dent. TECHNOLOGY 2. As the PCs leave the bunker complex and enter the ziggurat,
◆ Tama Eb-Walah: Mystic captain (with one power of your they feel a rising sense of dread. Tormented screams echo
choice) from the Habathus Flotilla. Knows about the crewing in their heads and they feel as if something is blotted out of
of the Nadir Flotilla with humanites arriving from Dabaran. their minds, creating a blind spot. A seductive song is trying
COMMAND 4, PILOT 4. to break through, carrying the scent of rose petals, but then
Cost: 0, 1 DP their minds reject the illusions of the Vestal, instead bringing
out sensations of darkness, lust and anxiety. Voices and sharp
y RESONANCE: THE DAKIN’S ALLIANCE fingers claw at their skin. Something is hidden here, like the
If the PCs liberate Tama Eb-Walah above, or if there are other illusion they experienced in the hangar bay of the Zafirah in
mystics in their group, you can trigger this event. Second The Last Cyclade. Grinding wheels and screams of pain ring
Horizon Dakin dominate and puppet the mystic’s body and in their heads.
offer the PCs an alliance: At the cost of 1 DP, the affected PCs suffer 3 points of stress
◆ The Emissaries are worried about the PCs’ interference reduced by 1 for each 6 rolled on a MYSTIC POWERS test. If the
and either demand their loyalty or threaten to attack them. roll is successful, they also get a sense of direction to what is
◆ The immediate enemy of them both is the Vestal ruling Sadaal, creating the blind spot in their heads – the chamber of the
however. The PCs are therefore safe from retribution for cadaver clock calling them in its attempts to stay hidden.
the time being and the Dakin suggests a temporary alliance For another 2 DP, the energies of the cadaver clock attract
until the agents of the First Horizon have been defeated. a bokor or sarcofagoi (Coriolis core rulebook, page 335–336)
◆ If the PCs decline the offer, the Dakin could still choose that manifests in the shadows nearby or in the body of a
to attack them at the cost of 1 DP. deceased dissident.
Cost: 0, 1 DP Cost: 1–3 DP
ENDING
After having been called to Sadaal, the PCs have survived ◆ Tear (9 DP): If the PCs fail to disable the cadaver clock
the betrayal of Aremerat and the Syndicate. War is drawing or if they actually manage to defeat the Vestal, a tear
near but there’s still a moment of uncertainty about what leading to the darkness between the portals may form
will happen next. The Vestals have proved themselves at the cost of 9 DP. Like when they found the body of
servants of the dark between the stars and the people of the Messenger Emissary in Emissary Lost, true darkness
Sadaal have fallen to the First Horizon. What remains to be seeps in and takes shape. The being manifests slowly
done is to bring the delegates back to their fleets in Aiwaz and is at first confined to the crypt or the top of the
and then try to rally the people in defense of the Third ziggurat, but will eventually grow and consume all of
Horizon. More and more crews defect to the Emissaries Alburz…
at Xene, however, and the Syndicate’s betrayal makes the ◆ Rage of the Vestals: The death of Ashaan-Unt on Sadaal
other factions even less inclined to trust each other. The may anger the rest of the First Horizon’s agents so
future looks bleak indeed. much that they step out from the shadows. As the GM,
you might therefore choose to play the “Legacy of the
y DARK BIRTH Founders” mission (page 154) earlier than described in
The end of the scenario might create a permanent tear in the the text and awaken the sugar globes at the beginning
fabric of space on Sadaal and the actions of the PCs could of the war.
come to affect the next scenario a great deal:
1 02
The Tenth Icon
ESCAPING SADA AL
y THE MACHINE ICON’S SPEECH
Urni en-Argonnas, the Machine Icon who has become one The PCs can flee Sadaal at any time. They don’t
with the PCs, now becomes their guide as they try to unite the have to bring all of the delegates with them but
peoples of the Horizon. When the PCs leave the system, they how well they do will affect the coming scenar-
have a hypersleep dream where they once again encounter io. As they retreat through alleys and tunnels,
Urni standing on the fields of Argonnas. angry mobs of citizens may attack at any point
(Mob combat, The Last Cyclade, page 220) or they
“You are betrayed and broken but there is still light behind could run into guard or Hadid patrols. The PCs’
the storm clouds. My brothers and sisters see the children of escape should remain an escape and not become
the Horizon as their tools and minions. My parents see you as a lengthy battle, however. Encourage them to find
children who must never grow up. We must destroy them, pull clever ways to avoid pursuing enemies. Leaving
up the roots to bring down the crown. In doing so, we will need the planet can be accomplished using the martyr
all the help we can get. It’s time for you to meet my first family, warriors’ injector ships, aboard Birbasil’s Dream
the temple under the pillars of the Horizon where only the lost (if they managed to steal it at the beginning of the
wander. There, under the lotus, sits the Santulan who left it all chapter) or by stealing a ship in the spaceport. As
behind to become one with the Horizon. We must visit Rima, they ascend through the atmosphere or on their
the first Emissary, the Four who are One…” way to the portal, Habathus Flotilla fighters may
take up the chase.
“Your sensor screens are flooded with activity as you ap- flotillas of torpedo ships and destroyers from Bahram. The
proach the portal station. The alarms going off inform you newly-constructed fleet now under First Horizon control
of hundreds of ships waiting around the star. White hulls is being crewed by humanites unloaded from the Waha-
gleam with gold ornaments and glyphs praising Zenith, Najima bulk hauler orbiting Sadaal. The Nadir Flotilla is
Nadir and the glory of Ardha. Huge battleships are joined by ready and now begins the war for the Third Horizon…”
103
The Horizon Wars
Ardha’s children, chained to history.
A dance with darkness and light.
In the broken Horizon,
where fire reigns and burns.
Despair, the final challenge,
and beyond it – the future.
THE DECREE OF RIMA, QUADRANT OF THE PILLAR, C54
WAKE OF THE ICONS
INTRODUCTION In the final part of the Mercy of the Icons campaign, war
breaks out and the PCs must lead the people of the Third
Horizon to victory. They must disrupt the Symmetry’s control
and repel the fleets of the First Horizon, form alliances and
use the mysteries of the Void as weapons in the war of all
wars. Will they survive the test, or add their names to the
martyr songs of coming generations?
IN THE HORIZON WARS, the PCs participate in battles y THE TIDES OF WAR – PAGE 109
and events that reshape the Third Horizon forever. The factions’ goals and motives determine
Their sacrifices steer the course of the war and their involvement and movements in the war.
determine what remains when it’s all over. From out Below is a short summary of the outcomes of
of despair comes hope and the promise of a new era. the different missions the PCs will undertake.
The Horizon Wars will mainly take part along
BACKGROUND the Sadaal Route and the Dabaran Circle, with
War is here. The PCs have fought the power a strategic focus around Zalos, Mira and Kua.
hungry Zenithians, broken the Nazareem’s The Quadrant of the Pillar and the Algol Route
Sacrifice, seen the true faces of the Emissaries are more or less out of harm’s way.
and found both betrayal and unlikely new allies. The missions will lead to positional changes
They have become that which keeps the story in the war, as the different factions win or lose
and the Third Horizon together. The cluster’s territories. The outcome of the missions might
alliances must be strengthened to make the also affect the scenario locations and starting
fleets ready for war with the Eternal Emperor. situations of later scenarios, but practically all
The Santulans’ control over the new mystics of the missions will fit in the game regardless,
must be broken, the exile of the Janhagir fleet albeit with more or less modifications.
must end and ancient weapon systems must
once again be powered up. Time has come to y MINI MISSIONS – PAGE 119
determine the fate of the Third Horizon. There are multiple mini missions in the book
for you to use as you like. Elaborate on these
OVERVIEW adventure seeds or events to turn them into
The Horizon Wars consists of a series of missions proper missions to involve the PCs in the war
and space battles (War Turns) that lead to drastic directly – as tacticians, couriers, rescue parties
changes to the Horizon. Depending on the PCs’ or secret agents. The mini missions contain
level of success – if they succeed at all – their actions example bonuses for the players to use in the
and choices control the outcome of the naval battles metagame, as well as proposed changes to how
raging across the star map. The battles are fought the war progresses.
with a new metagame ruleset described below,
which can lead to the loss of entire fleets or even y SCENARIOS – PAGE 124
systems. As the GM, you determine when and if The War Turns are the backdrop for all the
it is the right time to interject mini missions and scenarios the PCs get involved in. They are
adventures of your own between the War Turns, contacted by old patrons or contacts within the
to alter the length of the Horizon Wars. From start different fleets, or find guidance in the dreams
to cataclysmic end, it may be anywhere from a few and wisdom of the Machine Icon – you determine
short segments to an entire cyclade. what information they get and how it’s shared
1 06
The Horizon Wars
with them. If appropriate to your story, they might take active THE METAGAME
in-game part in the strategizing of the fleets before the War
Turns, but either way you should make the ebb and flow of the The following pages describe a way for you and
war present in the game and give the players a direct sense of your group to play out the war in a metagame of
how their actions affect the war. The end of the chapter describes fleet movements and clashes. This allows you
the final mission that determines how the PCs end the war. to actively shape the war and the future of the
Third Horizon, but feel free to engineer your own
BEFORE YOU BEGIN version of the war.
For the ending of the Mercy of the Icons campaign, you need ◆ Before the first scenario and in between all
to prepare well and read up on the different stages of the missions after that, play one metagame War
Horizon Wars. Make sure you know the beginnings and Turn. Together with your players, resolve a
outcomes of the scenarios and in which order they can be battle on each of the fronts of the war.
played. All NPC descriptions can be found in the events ◆ The players control the fleets of the Third
in which they are introduced. It should also be noted that Horizon – where they move, how they attack or
even though many of the scenario locations are described defend, and which bonuses to use.
in previously published products, sometimes in more detail, ◆ You control the First Horizon and roll all dice
this book includes all you need in order to play the adventure. for the invaders (see below). Unless the play-
ers move in to attack, the First Horizon will
y PC INCENTIVES always try to advance.
Regardless of the backgrounds of the PCs they have become ◆ The metagame is for the whole group and the
key assets for the factions and leaders of the Third Horizon, thoroughly described conflict phases (page
acting as advisors and agents capable of handling special 114) guide you through it. Move the fleets on
operations – sometimes behind enemy lines. the star map that came with this book.
y IMPORTANT FACTS
Anchor the consequences of the PCs’ action in the world as
you play to give them a clear sense of how they affect the story.
As the war is developing, some other events to include are:
◆ The Santulans’ control over the new mystics tears the
alliances of the Third Horizon asunder.
◆ The PCs need to travel to Xene to strike against the Santulans,
but the weapon in the Quiet Zone is a potent threat.
◆ The PCs must aid the Zenithian fleet and the Order’s APPENDIX: SPACECRAFT
blockade to avoid losing Dabaran.
◆ The sugar globes are the Vestals’ secret weapon and will be The appendix at the end of this book (page 191)
used to plunge the Third Horizon into chaos and despair. describes the stats of various ships taking part in the
◆ The Armada of the Firstcome risks falling into enemy hands war, as enemies or allies of the PCs. The list adds to
and must either be conquered or defended. the ship table on page 160 of the Coriolis core rule-
◆ The enormous fleets of the First Horizon are about to book and can be used as needed.
stabilize the Taoan portal fields and jump through in full
force. They must be stopped in the final battle.
◆ The PCs need to decide if they will travel to the First Horizon
and destroy the portals there, or sacrifice Kua and maim
the Third Horizon forever.
107
WAKE OF THE ICONS
S STARTING CONFLICTS
1:1 THE FIFTH SYSTEM (THE OXYGEN OASIS)
4:2 THE BATTLE FOR THE HORIZON (THE BATTLE FOR KUA)
DARKNESS POINTS
NPCS
Each mission begins with the generation of new DP equal to
The NPCs important to the various missions are de- the number of players, down to a minimum of 4 DP. If a Third
scribed in the events in which they are introduced. An Horizon fleet is forced to retreat, 2 new DP are generated
NPC index can be found at the end of the book. and if it’s defeated, you get 4 new DP.
1 08
The Horizon Wars
and Dabaran. The Tenth Icon The PCs have visited Sadaal and realized that
(page 49) the Vestals are involved and that the Nadir
◆ The Quadrant of the Pillar: The Alabaster Council have Flotilla is under First Horizon control.
isolated themselves from the rest of the Horizon but will
FLEET POSITIONS
The fleets are present on various fronts when the war THE SECOND HORIZON: The false Icons are assembling a dis-
begins and have reinforcements waiting in their home sys- parate fleet of deserters and force their crews to perform
tems. Use the star map as the game board for your metag- suicide strikes to protect Hamura from the fleets in Taoan.
ame. The fleets begin in the locations described below The Emissaries’ control over the mystics continues to
and each have goals they want to accomplish: sap the strength of the Third Horizon fleets through more
mutinies.
THE FIRST HORIZON: The agents of the Eternal Emperor
invade the Third Horizon from Dabaran, Taoan and Sadaal. THE THIRD HORIZON: The alliance between the larger fleets
They try to take control of the home systems of their en- of the Third Horizon makes up the foundation of the clus-
emies to wipe out all opposition. Dabaran and Taoan are ter’s defense. Whether or not the PCs manage to bring
replenished with ships that make it through the unstable back the Janhagir fleet and assume control of the armada
Taoan portal, but the Nadir Flotilla in Sadaal has a fixed in the Mouth of Kandah will have a huge impact.
strength and may be routed and destroyed. Sporadic
cells belonging to the Nazareem organize themselves in
Odacon during the later part of the war (See Table 18).
109
WAKE OF THE ICONS
before your first scenario. Mystics The PCs have recruited Rima the Santulan
capable of (The Fifth System) or Fahti the mystic
weakening the (Harmony) and are able to weaken the
Emissaries’ weapon system.
defenses
A fleet under The PCs are unable to attack Xene on their
player control own. An allied fleet of the players’ choice can
in the meta join in, trying to break through the defenses so
game joins in the PCs can board FS-7.
the attack
1 10
The Horizon Wars
The PCs have reached the end of the Horizon Wars. The
scenario is divided into two parts and two War Turns. Part
one contains luring parts of the First Horizon fleets to Zalos
and activating the Order’s ancient weapon systems. The
second part sees the PCs attacking into Kua aboard an Order
monastery cruiser together with the fleets of their surviving
allies. They steer their ship toward their goal and fight to
stay alive. METAGAME LOG BOOK
The enemy is constantly reinforced through Taoan and the
PCs must destroy a monolith to stop the Emperor once and Use the metagame sheet to keep track of the
for all: either the one on Kua or one behind enemy lines in Strength and Reinforcements values of the
the distant First Horizon. various fleets as well as their current positions.
See Tables 18 and 19 for information about the
OUTCOME: The end of the war shapes the future of the fronts and fleets.
Horizon. As the GM, you choose how your surviving
Horizon evolves and what stories will be told on the
ruined worlds. See the epilogue on page 185 for more
information.
111
WAKE OF THE ICONS
1 12
The Horizon Wars
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∞ INDICATES
INFINITE
REINFORCEMENTS
STARTING
STRENGTH
∞
2 4
REINFORCMENTS
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*) The Purple Guard get a +1 to Strength every turn as more corsairs and
mercenaries join the war. If defeated, the fleet regroups in Kua at Strength 1
in the following turn. The fleet is disbanded if Djachroum falls to the allies of
the Vestals during “The Legacy of the Founders” (page 154).
The Quadrant Altai THE NOMAD FLEET: 4 2*
of the Pillar ◆ The corsairs of Khorsabad
◆ The swarms of the Quadrant of the Pillar Ex-Legion flotillas
*) The fleet has the entire Quadrant as its home system in terms of strate-
gic advantages and reinforcements. May retreat into any Quadrant system
if reduced to Strength 1.
The Quadrant Sivas THE JANHAGIR FLEET: 3–6* 0–1**
of the Pillar ◆ The Mogul swarms
◆ The swarms of the Quadrant of the Pillar
*) The fleet becomes player controllable if the PCs manage to convince the
Mogul elders during “The Fifth System” (page 124). Otherwise, it remains
in exile. You can either set its Strength to 5 or have the result of the PCs’
persuasion attempts determine its value (page 134).
**) The fleet has the entire Quadrant as its home system in terms of strate-
gic advantages and reinforcements. May retreat into any nearby system if
reduced to Strength 1.
Kua Kua THE ARMADA OF THE FIRSTCOME: 6 0
◆ The Armada of the Firstcome (from the Mouth of Kandah)
Player controllable if the fleet falls under Third Horizon control. If so, it
begins in Kua.
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roll. Both sides roll a 4 but because of the bonus, the Third Reinforcements value to 0. The Order request 2 points, also
Horizon wins with a total of 6. The Nadir Flotilla loses 1 depleting their Reinforcements. The Miran fleet is already
more point of Strength and is now down to Strength 3. at Reinforcements 0.
◆ (2.4) The defenders total Strength 7 (Order 4 + Mira 3)
and the attackers only 3. The attackers are due for more “The Nadir Flotilla has attacked Zalos. A strike against a Miran
damage, but as the Emissaries are still active, the Third flagship gave the defenders a tough start, but the martyr war-
Horizon is considered Overrun and loses 2 points of riors came resolutely to their aid and turned the tides toward
Strength. Since the Order fleets are already in their home victory. The Nadir Flotilla was forced to retreat back through
system and cannot escape anyway, the players choose the portal after suffering devastating losses. It’s time for the
them to suffer the whole loss (Strength 4–2=2). Third Horizon to launch a counter attack and perhaps defeat
◆ (3.1) Contact. Both the attackers (Strength 3) and the de- one of the invading First Horizon fleets altogether…”
fenders (Strength 5) lose 1 point of Strength, leaving the
Nadir Flotilla at Strength 2 while the players opt to reduce y FURTHER WAR TURNS
the Order fleet to Strength 1. The examples above describe a potential way of playing the
◆ (3.2) No fleet is retreating, since the Nadir Flotilla and the first two War Turns as the PCs are heading to the Quadrant
Miran fleet have more than Strength 1, while the Order fleet of the Pillar to find the oracle Rima. The outcomes of their
(which is at Strength 1) can’t retreat from its home system. adventures have already started to affect the war. The above
◆ (3.4, 3.1) Second Contact. Both sides lose 1 point of describes only one front, however, and it soon becomes clear
Strength; the Nadir Flotilla is reduced to Strength 1 that the hijacked Dabaran fleet has been used to drive away
(Strength 2–1=1), and the players choose to lower the the exiled Zenithians and threatens to crush Amedo. Are the
Strength of the Miran fleet to 2 (Strength 3–1=2). Zenithians in greater need of the newly returned Janhagir
◆ (3.2) The Nadir Flotilla is unable to continue its assault and fleet than the Order? What will happen when the Emissaries
retreats into Aiwaz where it regroups and restores 1 point can’t fight off the invasion in Hamura any longer? Some
of Strength (for a total of Strength 2). The defending fleets people claim to have seen First Horizon agents traveling the
remain – the Order has Strength 1 and regroups (1+1=2), song routes of the Rimward Reach to meet with the leaders of
while the Miran fleet is at 2 and does not regroup. The the prospector clans…
Zalosian defense didn’t break. As the GM, present your players with a multitude of paths
◆ (4.1) The fleets call for reinforcements. The Nadir to follows and hard, potentially world-ending, choices.
Flotilla calls for their remaining 3 points, dropping their
MINI MISSIONS
To establish the Horizon Wars as truly great and apocalyptic – and y TO TASTE
also to make sure that the preferences and expertise of your players The mini missions are all optional and should only be played
and their PCs get enough room – there are mini missions to play for added depth. They allow for more varied play between
in-between the main scenarios. They shouldn’t contain more the main scenarios to give the PCs more insights into both
than one or a couple of events, such as a new location, a fight the consequences of the metagame and the situations for
and some negotiating. Below is a short list of missions that can the various fleets.
have a smaller, but still valuable, impact on the war as a whole.
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As the GM, you decide if you play a metagame War Turn for every mission (including mini mis-
sions) or if you do it only for the main scenarios. We recommend that you begin the final scenar-
io in War Turn 7. You can wait longer of course, but after War Turn 10, the Third Horizon fleets
will likely have been decimated beyond any hope of winning the war. The desperate atmosphere
of almost certain death might be an interesting backdrop for the final scenario, however.
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called the Voice of the Truth. In the Ash Belt of Odacon, the cultists are terrified of once again falling prey to the
a mystic by the name of Fahti the Farseer has attracted Song of the Emissaries.
a growing number of followers. Through his powers,
his f lock is said to be protected from the call of the y OUTCOME
false Emissaries. Could he be the key to defeating the ◆ If Fahti accompanies the PCs (voluntarily or otherwise), he
Santulans at Xene? can help them weaken the Emissaries’ defenses at Xene
(see “The Ghosts of Xene”, page 140).
y THE MISSION ◆ If the PC bring Fahti along on their journeys instead of using
The PCs are looking for Fahti to understand his powers him to defeat the Emissaries, they get one reroll on Table 17:
and possibly to ask for his help against the Emissaries. Combat events, after having played “The Ghosts of Xene”).
The guru they seek turns out to be a ten year old boy with ◆ If the PCs leave Fahti in the hands of the cult, they may
mighty powers being held captive by the cult forming allow one fleet in the metagame to retreat and regroup
around him. His uncle heads the growing cult which in Odacon before the first Contact phase of the turn,
attracts mystics with both real and imagined powers. regardless of its Strength value. The route to Odacon must
The followers pay Fahti’s uncle for the boy’s powers and be clear of enemies.
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THE ADMIRAL batch of Hadid humanites in combat exos from Uharu. Several
“If it’s me they want, I’ll take them all with me in death. Their freighters are heading for the front, escorted by torpedo
efforts will mean nothing and we will come out stronger.” ships and a small fighter squadron.
The admiral turns back toward the bridge monitors to look
at the enemy sensor echoes that draw nearer like a swarm of y THE MISSION
locusts with no other purpose but to destroy. The PCs lead an attack behind enemy lines with the goal
of taking out the new assault troopers. They need a small,
y THE SITUATION quick team to jump in undetected and strike without the
A successful fleet admiral has managed to hold the line against battleships in the nearby system being alerted. No probes
the Imperial invasion and is growing her ranks. She is on her must be allowed to leave the system…
way to meet up with additional flotillas to prepare for the next
battle but is attacked en route. Enemy agents try to sabotage her y OUTCOME
ship. The admiral is prepared to fight until death if necessary. ◆ If the ships are destroyed, the nearest enemy fleet gets only 1
point of their requested Reinforcements during this War Turn.
y THE MISSION ◆ If the ships are hijacked, the above applies in addition to the
Agents either from Aishan’s Emporium or the Astûrban have players getting to raise the home system Reinforcements
figured out the enemy’s plans to attack the admiral’s ship value of one of their fleets by 1 point.
to demoralize her followers. The PCs are nearby and might ◆ If the attack fails, the nearest enemy fleet gets full rein-
get there in time to stop the attack, mislead the enemy or forcements.
perhaps evacuate the admiral from the doomed ship. It
might be difficult to rescue someone intent on dying at her THE GAUNTLET
post, however. The torn remains of a courier ship drift through the night in the shadow
of the portal station. Dead bodies silhouetted against the bright star
y OUTCOME after the impact of the fractal torpedo. A patient, shell-covered shape
◆ The admiral survives, perhaps even together with her ship. floats nearby – a chrysalis waiting for shining wings to unfold and
The victory bolsters morale and the recruitment offices doom the next victim foolish enough to use the portal.
overflow. Instead of a War Turn event roll on Table 17, the
players may choose the “Deserters” entry. y THE SITUATION
◆ If the admiral dies, the next Third Horizon fleet to drop to Communications between the Third Horizon fleets are in
Strength 2 in the metagame must retreat after the first Contact. shambles due to constant enemy attacks. Courier ships and
probes are being taken out and it’s becoming harder and
BLITZ harder to coordinate attacks or request fresh reinforcements.
The dimly lit cargo hold flickers as the freighter passes through The Vestal butterfly ships prowl the darkness around the
the portal field. The pale light falls on row upon row of stasis portals like lions on the savannah.
beds and lines of combat exos whirring softly in alcoves in the
walls. In the darkness outside the dura glass of the airlock, termite y THE MISSION
destroyers glisten ominously. The fighter escort swarms like The PCs must deliver a message to an allied fleet fighting
Miran sawflies around their nest, ready to defend the precious at the front. On their way there, a butterfly ship ambushes
cargo against any and all threats. them. The ensuing chase takes them through both portal
fields and asteroid belts.
y THE SITUATION
Agents from Dabaran have managed to smuggle out data y OUTCOME
about reinforcement orders. The First Horizon is about to ◆ The PCs bring the vital message to the front. One fleet of
bolster its boarding parties of assault troopers with a new the players’ choice gets to retreat from a system before
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SCENARIOS Aysha Dari-Akheem looks out across the temple city of Lotus
toward the spaceport below. The humble dwellings of the
pilgrims and the city’s temples lie empty.
“Tarek, look. Even the grazing desdemodu have leaving the desert to win the Third Horizon for
abandoned us. Dabaran is now a planet enslaved Ardha and the Emperor.
by the Serafs. Our ships will depart for the stars to
rain death and destruction over our Zenithian and WAR HAS BEGUN and the PCs look for allies beyond
Firstcome brothers and sisters. You and I remain the known systems to turn the tide and win
unmoved by their commanding words – our mystic’s back their Horizon. The legends have long
disease dooms us to watch our people’s demise.” spoken of friends in exile and the mysterious
Beyond the ancient spires of the temple city, grav whereabouts of the Janhagir fleet. Time has
projectors blacken the granite of the spaceport and come to make war for the future of the Third
the sky is filled with the collected fleets of Dabaran Horizon.
SCENARIO:
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5 AD 6.5 AU 10 AU 32 AU
within the near future. The fall of Kala has affected the orbit larger nomad clans in other systems have put people
of the other planets in such a way that they today are even to death merely for mentioning its name. Adventurous
more hostile than they used to be. captains looking for the mythical system out in the dark-
The lonely, rocky planet of Sivas is rumored to contain ness go missing under strange circumstances. Aging
a wealthy vein of mineable bauxite but the weapons of the drunks can recount the stories of Mogul crews sworn
Moguls protect it from exploitation. Sivas’ moon, Karast, is to keeping the heart of the Quadrant a secret from the
home to the system’s largest population. The ten families rest of the Horizon.
rumored to have been the system’s original settlers still remain,
governing the moon through a patriarchal brotherhood known y THE ORDER OF RIMA
as the Sowers. They worship only three Icons: the Judge, the The rumors are indeed true. Shinda contains a remnant of
Lady of Tears and the Faceless and find them represented the original settlers’ holy temple city, Ghûl-Sian, located
in Sivas by its three ice planets Nurija, Gamhija and Comija, on the system’s single planet, a moon wandering the dying
a trinity on the far reaches of the system. The Sowers and star. It’s believed that many of the great nomad leaders and
the recently arrived Lotus Brothers rule the planet with an rulers of past civilizations were taken to Shinda aboard the
iron fist and have banned all forms of calendars. The Lotus Moguls’ burial ships. Their final resting place is rumored to
Brothers determine the date and time of year by intermittent be a mausoleum referred to by nomad elders as the Valley
decrees but most farmers secretly measure the sun’s height of the Lotus.
above the horizon to know when to reap and sow anew. Around the fertile lowlands and their ceremonial stone
formations, lotus fields and ever-blooming cherry trees are
y SHINDA several smaller pagodas and round huts. These belong to
Behind one of Sivas’ seemingly dead portals, the fifth the ascetics and acolytes formerly known as the Keepers but
system of the Quadrant of the Pillar can be found. It’s who changed their name to the Order of Rima about forty
never spoken of and both the Alabaster Council and the cycles before the arrival of the Zenith.
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4 AU 33 AU 51 AU
karast
6 AU 11 AU 41 AU
y THE FOUR WHO ARE ONE must begin by making their voices heard among the nomads
The Order of Rima is a secret society that protects the legacy to attract the attention of someone who understands the
and history of the nomads. They found their long-awaited importance of allowing them to visit Rima.
prophet in Rima en-Aldaan, the Santulan who left her body
in the Second Horizon to give herself to the families of MAJOR EVENTS
the long-since exiled nomads. Her fragmented mind now The events in this scenario begin with the search for a way into
inhabits four mystic gurus and bestows eternal wisdom on the fifth system and end with the PCs finding the Janhagir
the sworn-in nomad elders who seek her advice. The four fleet and Rima in the lost temple city in Shinda. Most of the
ascetics carrying Rima are regarded as one entity and their complications happen either early or when the PCs return to
collected knowledge passes into a new acolyte when one known space again (see Minor events, page 138).
of them dies. Only the most prestigious nomad clans are
allowed to send their family members as acolytes to the y THE MOGUL DESCENDANT
order. Serving as a vessel for Rima is considered the highest To begin with, the PCs need to find someone who knows
honor possible for a member of the order. the way into Shinda. They might already have a suitable
contact who can put in a good word for them (requires a
THE MISSION talent connected to a nomad faction), or they can ask around
The PCs are tasked with finding the enlightened mystic by testing CULTURE . A Firstcome PC gets a −1 to the roll, a
rumored to be somewhere in the Quadrant of the Pillar. This Zenithian −2 and a nomad PC gets a +1. A successful roll
person’s powers are apparently strong enough to resist the gives them a name and location:
Emissaries and liberate the mystics from slavery. The rumors ◆ Arban Ghôl-Bataar: The ninety-three year old captain
about the guru contain many warnings and those who go of the Ravan Bataar family ship and former clan elder of
looking for the fifth system of the Quadrant of the Pillar the Bataari swarm until he was replaced by his daughter
might become targets for more than just threats. The PCs Dureena (who is herself already seventy). Arban is in good
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health but has always had a soft spot for opor and the Mogul descendant in the cantina is difficult and requires a
potent Altaian chewing tobacco known as Khar. MANIPULATION test. The outcome of the roll determines how
◆ Param’s Cantina: You can place the cantina anywhere much money the answers will cost them, from 50 birr (critical
in the Quadrant of the Pillar – on a busy portal station, success) to 500 (failed roll).
among the Khorsabad chai houses and gambling halls or When the PCs eventually find the former clan leader in a
in a colony run by one of the wealthier clans. One level dark corner, they can engage him in a slurred conversation:
below the commotion of the street, a velvet drapery ◆ Exploitation: He talks at length about the Zenithian exploita-
separates the outside world from Param Nadiv’s infamous tion of the Quadrant and about how the Mogul fleet used
cantina. Scarred veterans and new arrivals crowd around to be the Horizon’s only hope during the Long Night after
the gambling tables and spend long nights hunched over the Portal Wars. The fleet’s star seers were the only ones
the engraved game boards. Pillows and rugs cover the who could master the volatile portals and maintain at least
floor and birr or precious metals change hands in the dim some semblance of trade and communication.
lights from hand blown glass spheres filled with sugar ◆ Silence: Because he is sworn to never reveal the secrets of
globes and syrupy water. the Janhagir fleet, he needs to become heavily drugged in
order to speak about it. Moreover, as he starts to divulge
A failed roll might give the PCs the location but not the name information to the PCs, it obviously gets harder for him to
and gives you as the GM a good opportunity to use the “A breath; he looks sick or even suffering from an intensifying
Warning” event (page 138). Asking around about an aging psychosis (see the Talent Swarm Oath, page 131).
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◆ The Heart: If properly motivated – for example if the PCs ◆ Earth: Sustenance, stability and beginnings.
agree to gamble with him or if they buy him expensive ◆ Water: Life’s origin, the catalyst, pliability and change.
drinks or drugs – he becomes loose-lipped and mentions ◆ Air: Rebirth, traveling, starting a family and new perspectives.
the heart of the Quadrant: the system no one may name. ◆ Light: Intellectual enlightenment, taking a stand, spiritual
◆ Oathbound: He will try to intimidate the PCs with stories purpose and initiative.
about how only death awaits those who seek the fifth system
and its treasures. Only they who have sworn their lives and The PCs’ ship computer or a tag left near the bowls contains
names to the Janhagir fleet may pass through the portals a set of coordinates and a message with distinct dialectal
without being consumed by the dark between the stars. features from the nomads’ trade language (see box):
◆ The Keymasters: If they ask him for the star keys or if he ◆ The PCs have no right to visit the heart of the Quadrant.
knows the way into Shinda, he shakes his head. He is no longer ◆ They must become part of the blood and community of
entrusted with a key, but the PCs have now been noticed the nomads.
asking around. The keymasters have eyes and ears everywhere. ◆ They should fill the bowls with their proper contents and
then go to the enclosed coordinates.
After that, he has become so intoxicated that it’s hard to
follow what he’s saying anymore. The PCs leave him to his In Firstcome faith, the contents of the prayer bowls determine what
wine and his memories. foundation they represent. See next Event for more information.
Cost: 0 DP (Mandatory)
y PILLARS OF THE ELEMENTS
The PCs’ quest for Rima and the fifth system has made y THE OXYGEN OASIS
someone take notice of them, either because of their talk The coordinates designate a small cluster of asteroids in Sivas
with the drunk swarm elder or thanks to them using other slowly falling into the star. They are currently almost in the
contacts. When they return to their ship, they find four empty corona, on the edges of the portal fields.
bowls there, beautifully carved with old Miran patterns. ◆ The echo: The PCs’ sensors read a faint echo coming off
A CULTURE test reveals the bowls as the “pillars” of the one of the asteroids. It used to be an oxygen oasis, like the
nomads’ belief system. The four vessels represent the four ones scattered along the routes in the Reach.
spiritual transformations or elements that can be found both ◆ The bunker: The oasis is a Portal War bunker holding
in the faith of the Santulans and in many Firstcome cultures oxygen reservoirs and basic survival gear. A docking hatch
(see Emissary Lost, page 46). The patterns and glyphs on the connects to an airlock and the inner chamber. Everything
sides of the bowls hint at their meanings: is done manually with knobs and levers.
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◆ The Chamber: In the main chamber, someone has drawn y SWARM OATH
four circles on the floor where the PCs are meant to The objects the PCs must place inside the bowl can be iden-
place their ritual bowls. An old woman lies in stasis in tified using CULTURE , by asking around (MANIPULATION) or by
an alcove in the far wall. Her skin is covered in black testing DATA DJINN using a large enough data base:
tattoos and glyphs. ◆ Earth: Actual earth or some form of grain (couscous or
◆ The Bowls: When the bowls are placed inside the circles, wheat).
a bio scanner in the ceiling suddenly activates, its lasers ◆ Water: Clear water or wine (some cultures use flavored tea)
reading the contents of the offerings. ◆ Air: Incense or nothing but a single feather or leaf.
Cost: 0 DP (Mandatory) ◆ Light: A lit wax candle, or burning coals or peat.
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TRAVELING BLOOD
If the bowls are filled with the right substance or object, the
bio scanner confirms this – the lights in the room go out “We see you searching for something not
and the stasis unit powers up, becoming the only source of yours to find. The heart of the Quadrant
light, illuminating microbes growing in complex patterns
can only be shared with one already part of
over the chamber’s walls and ceiling.
its bloodstream. You are prophets – but of
◆ The Guru: The stasis unit holds a nomad guru. She has exaltation, or extermination? Fill the bowls
the ability to read the minds of the PCs and to make them and prepare to prove your worth. We will be
stick to their words. When she wakes she emerges from
the stasis unit, sits down by the bowls, and looks at each
waiting.”
of the PCs before starting to write on a tabula.
◆ The Proposition: Her text and symbols are not difficult CALLING THE PROPHETS, UNKNOWN NOMAD
to understand. The PCs must take an oath to join the
Janhagir fleet and the Moguls’ honorable mission to keep
and protect the peoples and the heart of the Quadrant.
She mixes a little from each of the four bowls they brought
into a fifth, adding some liquid and dried leaves. If they
take the oath, she gestures at them to drink from the fifth NEW TALENT: SWARM OATH
bowl to start the ritual.
◆ Poison (0–2 dp): The mixture is a strength 5, non-lethal You have gone through the Aresh-Aman ritual,
poison attack (no timed mortality on failed resistance “the Journey of Life,” and are now sworn to the
rolls). The poison deals damage to Empathy+MP. Use the Mogul swarms. The black tattoos that cover your
poisoning rules from the Coriolis core rulebook or the rules hands show your devotion in rows of rings and
extensions on page 129 of The Last Cyclade. For Zenithian glyphs.
PCs, add one automatic success to the poison attack roll. ◆ You get a +2 to Reputation when dealing with
The effects are powerful hallucinations – basement corridors, other nomads and will be met with respect
dark woods and derelict spacecraft; echoing breaths; damp, by the corsairs of the Rimward Reach, the
clammy heat followed by fever chills and stiffness. For 2 Quadrant of the Pillar and Odacon.
DP, the PCs also suffer hallucinations reminding them of ◆ You may now purchase advanced tech in the
their Problem. abovementioned systems, and the costs of
◆ Fight the Dark (2–3 dp): If you want to put your players service and new ship modules is reduced by
through some combat, you can spend additional DP to 10% for each crew member with Swarm Oath
create a shared hallucination of an arena where they have (down to half price).
to fight a darkmorph (for example one or more darkbound, ◆ Once per calendar triad, the talent can be
or even stronger creatures). If any of them become broken, used to save your life as Firstcome or nomads
they’re all pulled out of the vision and dropped into the unexpectedly come to your rescue (GM has
next part of the dream sequence. If you spent 2 DP to final say). Reset cooldown at each of the three
trigger the combat, the PCs regain all HP they lost during major holidays.
the fight when they awaken but no MP. If you spent 3 DP, ◆ If you actively damage the nomad cause or
they recover nothing – during their thrashing around while reveal a faction secret, you suffer a psychotic
hallucinating, they hurt themselves for real. break equivalent to a strength 5 poison attack
◆ Tattoos: The PCs suddenly see themselves squatting before (for 1 DP). The attack damages Empathy+MP
the old woman and feel overcome with elation and joy. and is lethal (weeks) unless you find a way to
Cinnamon and citrus incense fills the room. Jolts of pain atone for your crimes.
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and pleasure shoot up their arms as the nomad elder slowly in all its glory, the exiled Mogul fleet that left the Second
hand pokes black tattoos onto their fingers and hands. Horizon all those years ago. Another AU farther out, the
Black rings and mysterious glyphs now cover their hands. moon of Shinda still defies the hunger of the system’s star.
When she’s done, the old woman takes a large swig from Cost: 0 DP (Mandatory)
a flask and spits a clear spirit over her work, the alcohol
burning the bleeding fingers. y MEETING THE SWARM
◆ Oathbound: PCs who undergo the ritual are now bound to A smaller swarm of ships approaches the PCs’ pod. They’re
protect Rima and the secrets of Shinda. They feel strangely taken aboard and the hatch opens. In the small hangar, ten
compelled to honor their word and may spend 2 XP to nomads greet the PCs with their weapons drawn. When they
purchase the Swarm Oath talent (see box), either immediately see the tattoos on the hands of the visitors, the captain of the
or later. Regardless of getting the talent or not, they now ship steps forward, introducing herself as Dia Goharshûd. A
have one additional Problem (see the talent description). CULTURE test reveals her as the niece of Abyeia Goharshûd,
the former spokesperson for the Nomad Federation (whom
CHOSEN: When the ritual is over, the PCs – still in something the PCs might have rescued at the end of The Last Cyclade).
of a dream state – are led down into the basement of the oasis, Regardless of their past, the crew know who the PCs are,
through microbe reserves and machine rooms to an escape but if they have betrayed the nomads in the past, they are
pod. The pod contains enough stasis beds for all of them and treated more like prisoners than as guests.
the last thing they see before the hatch closes is the intense Dia invites the PCs to join her for a meal and a discussion
light of the star as the pod is shot into the nearby portal field. about why and how they have come to Shinda:
◆ She says that Nasreddin of Arjjat, a prophet in the Ordana-B
REFUSAL: If any of them choose not to participate in the ritual, system, has foretold their arrival – “Moguls not by birth
they are considered unworthy to visit the fifth system which shall visit the Four who are One.”
might mean you’ll have to split the group and have them play ◆ Dia tells them that the Mogul elders and the Janhagir fleet
different scenes. PCs who stay behind on their ship will see generals chose to leave the Third Horizon to seek the advice
their friends in the escape pod disappearing into the portal. of the oracle Rima.
Cost: Varies (Mandatory) ◆ The Zenithians’ constant attacks on the rights and freedoms
of the nomads have made their leaders question whether
y WELCOME TO SHINDA they should remain in the Third Horizon at all. Many within
The PCs come out of stasis on the other side of the portal. The the fleet instead think that they should leave the cluster and
systems of the ancient escape pod provide little information let their Kahin star seers guide them toward new Horizons.
as to where they have ended up. A DATA DJINN test reveals that
the entry vector and jump coordinates appear to have been ◆ Scrutinized (1–2 dp): During dinner, a visiting captain, Ishvat
wiped from the computer right after the jump and the logs are Shaharzad, questions the legitimacy of the PCs’ quest (at the
clean except for the thaw-out command sent to the stasis pods. cost of 1 DP). If they haven’t previously been sympathetic
Initially, the sensors pick up nothing but static, but then, toward the nomad cause, this scene can be used to fill them
the dusty screen begins filling up with echoes. A fleet of many in on how bad the Firstcome and nomads have suffered
hundreds of ships seems to be orbiting a small moon, the under the Colonial Agency and the militaristic expansion
only planet in the system that hasn’t been absorbed by the of the Zenithians into the Quadrant of the Pillar. Captain
dying star. They see signatures they recognize: the Moguls’ Ishvat also questions why outsiders should be allowed to
enormous flagship, the Vaharwala; the three battleships set foot on holy Shinda when his family hasn’t yet been
Bhartena, Ghôl-Sarbh and Magratûrk; and the council ships of awarded the same honor.
the larger swarms together with armed clan vessels, retrofitted The PCs can calm him down using MANIPULATION or
destroyers, freighters and shuttles in a wide belt about half COMMAND, but a critical success is required to completely
an AU from the portal field. This is the lost Janhagir fleet win his trust. CULTURE may be tested before the roll to award
1 32
The Horizon Wars
cultural insights and bonus dice (one per 6 rolled). At the actions in the past mean large parts of the fleet join them
cost of 2 DP, the argument quickly spirals out of control automatically (Strength 5).
and guns are drawn, giving the rolls a −2. If fighting breaks ◆ Meeting the Council (1 dp): Convincing the council captains
out, it’s broken up by the rest of the crew after one turn. can either be handled as a MANIPULATION roll or as a dialogue
After dinner, the PCs are shown their cabins and instructed scene. The outcome of the scene determines the strength
to rest up before their trip to Shinda. of the fleets that join. Even failed negotiations will lead to
Cost: 0, 1–2 DP (Mandatory) some captains joining the PCs (see Table 22).
Cost: 1 MP
y THE MOGUL COUNCIL
If the PCs are scrutinized by captain Ishvat Shaharzad (see y THE TEMPLE CITY OF SHINDA
above) or if they haven’t been supportive of the nomads during Captain Goharshûd’s vessel lands on Shinda. The PCs are
previous parts of the campaign, they might not be taken to disarmed and taken to the Ghûl-Sian temple city. Pagodas and
the oracle right away. Instead, they may either have to speak round stone houses surround the elevated landing platforms of
to the Mogul council via holo link from captain Goharshûd’s the small spaceport. Thick vegetation covers the ground and the
bridge or in a face to face meeting in a temple hall onboard area is full of monks and ascetics in patterned, deep red robes.
one of the Janhagir flagships. Their heads are shaved and they wear tattoos similar to the PCs’.
Whether or not the PCs have to persuade the nomads ◆ The Lowlands: The PCs are led down long stone stairs
to join the war effort is for you to decide – perhaps their onto a paved footpath past the lotus fields and the rock
133
WAKE OF THE ICONS
1 34
The Horizon Wars
135
WAKE OF THE ICONS
1 36
The Horizon Wars
When the PCs feel finished with the meeting and have struck
a deal for the cooperation of the oracle, it’s time to travel
back into known space. If they are injured or in need of rest,
FALSE EMISSARIES
they may spend one night in the temple city and be healed “I know that my brothers and sisters have
by the powers of Rima or by their devoted ascetics. During enslaved some of your Horizon’s people. They
the night, one or more PCs may dream of how the war is
wage their never-ending war against Terra at
going (War Turn 1, see below).
Cost: 0 DP (Mandatory) the expense of your families. They have control
over their portal into this world and rule in the
y REENTRY light of the gas giant. What do you seek? Aid?
The PCs leave Shinda aboard captain Goharshûd’s ship. The
leaders and generals they have convinced to join the war effort Wisdom? Action?”
are already waiting by the portal field – enormous battleships
and armed clan ships representing several swarms stand ORACLE RIMA, SHINDA
ready to follow them into battle. Describe the scene and the
atmosphere before they go into stasis. The captain proposes
a toast before the jump and hopes the leaders of generations
past will bless their quest with wisdom and fortitude.
After re-entering known space, you can either add a couple
more events or consider the mission completed. See below.
Cost: 0 DP (Mandatory)
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WAKE OF THE ICONS
MINOR EVENTS need the most. If they are let onboard, see below. If the PCs
The minor events occur mostly as the PCs return to known are suspicious of their intentions and choose to run away or
space again. Use them to add flavour or danger to this part attack instead, the corsairs will try to disable their reactor using
of the scenario. a data pulse (EP damage) and then board the ship. They will
threaten to launch an ion torpedo unless let onboard.
y A WARNING If the corsairs make it onboard, they demand a “customs
As they look for someone with information about the fifth fee” to allow the PCs to keep traveling. Negotiating with the
system, the PCs attract unwanted attention. One of the more corsair captain is an opposed MANIPULATION test which may
prominent nomad clans has paid a group of down-on-their- lead to combat if the roll goes poorly. The corsairs demand
luck stevedores and deckhands to teach the PCs a lesson. The payment in the form of food, gear, weapons, exos, drugs,
attackers outnumber the PCs by two and you can use either medicine or spare parts. They appear nervous and actually
the Shipworker stats (2 DP) or the Soldier stats (3 DP) from look malnourished. Their gear and their ship look to be in
page 343 of the Coriolis core rulebook. Alternatively, you can bad shape.
use the Mob Combat rules from The Last Cylade (page 220), The PCs might hear children crying in the background when
in which case the attackers are joined by more angry nomads. they are first hailed by the corsairs. The ship is actually a small
The PCs are lured into the trap by an elderly, scarred man family ship with the starving families of the crew onboard.
claiming to know more about what they seek. He asks to Cost: 2 DP
meet them in an alley, an abandoned engine room or some
other remote, dark place. As the PCs arrive, they may test y RESONANCE: FIRST BLOOD
OBSERVATION to spot the ambush (if they roll two or more As the PCs sleep, they dream of a starry night lit by explosions.
6s). When they attack, one of the stevedores roars that the Screams and commands echo in the dark. It sounds like a
PCs should not look for what doesn’t belong to them. If a ship crew. Before using this event, you should have played
PC suffers a critical injury or becomes broken, the attackers through War Turn 1 to have an outcome to present in the
back off, repeating their warning as they retreat. dream. The fate of the blockades in Algebar and Aiwaz as
Cost: 2–3 DP they were attacked by the Nadir Flotilla and the fleets of the
First Horizon will be revealed as the PCs sleep:
y BOARDERS! ◆ Retreat: “They’ve broken through! We’ve lost the second
Travel in the Quadrant of the Pillar is dangerous business. A fleet. Retreat!”
corsair vessel (page 202) demands a trade of food and medicine ◆ Victory: “Their waves are thinning. No more portal entries
for spare parts. You can tailor their offer to whatever the PCs on the sensors. They are retreating!”
1 38
The Horizon Wars
If you rolled a combat event during the War Turn, include its The mystic mutinies are increasing and the Emissaries’
effects in the dream, as well as any unforeseen twists and control over the mystic population soon threatens even
turns – a mutiny, a portal mishap etc. Let them experience a the portal stations as the nomad star seers start to feel
mystic crew attacking a butterfly ship in Hamura by ramming the pull of the Quiet Zone around Xene. Courier ships at
it and sacrificing themselves. the portal station await further orders – it’s up to the PCs
Cost: 0 DP how they want to use the Janhagir fleet and what mission
to undertake next.
y FANATICS
As the PCs return to their ship, they discover they aren’t y OUTCOME
alone. A small nomad crew from Altai has boarded their ◆ Without Rima: If Rima didn’t accompany the PCs, they
ship in their absence (if any of them stayed behind, they can either sacrif ice large portions of the Janhagir
should be given a chance to defend themselves from the f leet to assault Xene anyway (see “The Ghosts of
corsairs, of course). If they had passengers onboard, these Xene” below) or hold back for the time being. News
are taken hostage and ransomed for them giving up Rima. soon reaches them about a mystic in Odacon who
The boarders claim to be from the Walad swarm, destined appears immune to the song of the Emissaries (see
for a paradise beyond the Horizon through the Four who “Harmony”, page 120).
are One, according to an ancient prophecy. Their birthright ◆ Nomad Assistance: The strength of the Janhagir fleet
to the secret of Shinda was taken from them after they fell determines whether or not it’s best used to back up other
from grace during Marakanda’s golden age for choosing fleets or if it’s strong enough to hold its own against the
not to fight together with their siblings in the Portal Wars. First and Second Horizon.
Use the stats from the “Boarders!” event above (page 138). ◆ Recruiting Martyrs: If the PCs wish to attack Xene straight
If you want to focus the event on space combat, the fanatics away, without the assistance of Rima or the Odaconian
instead claim that Rima is a Second Horizon agent that cannot mystic, and if they only managed to sway a small part of the
be allowed into the Third Horizon and attack the PCs’ vessel. Janhagir to join, you might need to introduce a couple of
Their ship counts as a nomad family ship (page 201). scenes of your own where the PCs travel to Aiwaz or Zalos
Cost: 2 DP to negotiate with the Order or Mira for aid. Alternatively,
they could travel to Djachroum and meet the Aqbar to
ENDING persuade him to give them the support of the Purple Guard
The PCs leave Sivas and the Quadrant and receive news from – at the cost of weakening the defenses on the Dabaran
the nearest portal station about how the war is progressing. front, however.
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WAKE OF THE ICONS
SCENARIO:
1 40
The Horizon Wars
The birthplace of the Song and the Emissaries. Ships coming within 3 AU of Xene get their sensors
The prayer tower calling its pilgrims home, disabled, making navigation much more difficult (−3 to
PILOT). Once per watch, the ship suffers 1D6 HP damage
denied their free will.
without armor rolls, plus one critical damage (Coriolis
Brother turns on brother. core rulebook, page 172). A quick, speed 4 ship such as
Sister turns on sister. a fighter or torpedo ship can make it through the Quiet
Slaves in complete obedience, Zone in three watches but a regular, speed 2 freighter
would need six watches for the journey, thus suffering
drawn to the light of the gas giant,
damage six times. If anyone still makes it through alive,
burning with devotion. a flotilla of ex-Legionnaires awaits them at Xene, ready
to defend their new masters.
THE MACHINE ICON
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WAKE OF THE ICONS
1 42
The Horizon Wars
2 DP, the captain and parts of the crew of another ship BREAKING THROUGH
are taken over and they ram their ship into one of their
allies, destroying both. For 1 additional DP, debris from To break through the defenses around Xene, the
the crash is hurled toward the PCs’ ship and they must PCs will need the help of one or more of the Third
either avoid it (PILOT) or shoot it down (RANGED COMBAT). Horizon’s fleets. The defenses count as a blockade
Unless someone onboard first spots the incoming threat (1 point of damage to Strength) in addition to the ef-
using DATA DJINN, both rolls are at −2. fects of the resonance weapon (4 points of damage to
◆ Assassination Attempt (2 DP): The Dakin attempt to puppet Strength). This means that the attacking fleet must
someone onboard the PCs’ ship to be able to attack Rima or begin at Strength 5 or higher.
Fahti. Seepage 21 for the Dakin’s puppeteering powers. If Rima (see “The Fifth System”, page 124) or
The target can be a PC but in such a case, remember she Fahti (see “Harmony”, page 120) joins the attack,
gets a bonus from the Machine Icon (see page 45). Rima the effects of the resonance weapon are lowered
and Fahti are in a deep trance when the attack begins and from 4 to 2 points of damage. If both Rima and Fahti
have 6 HP each. If they become broken, they suffer a critical have joined, they cancel out the extra damage caused
injury and if they lose consciousness, their dampening of by the resonance weapon (but not the damage suf-
the resonance weapon stops and it immediately deals more fered by attacking the blockade).
damage to the assisting fleet (see “Breaking Through” to
the right).
◆ Asteroid Shower (3 DP): Asteroids and space junk rain over
the attacking fleet. The PCs might be able to detect the
incoming projectiles using their sensors in time to warn the
rest of the fleet by testing DATA DJINN. Failing the roll leads
to 1 point of damage to the assisting fleet and a disabled,
non-required module on the PCs’ ship. Rolling one 6 leads
to 1 point of damage for the fleet but no damage to the
PCs’ ship. Two 6s leads to the destruction of a minor ship
in the fleet but no Strength loss and three or more 6s DESTROYING THE STATION
means everyone makes it through alright.
◆ Shock and Awe: Without spending DP, you can have the The Emissaries’ regenerative powers make
resonance weapon destroy ships in the fleet just to give them almost impossible to defeat in combat.
the PCs an indication of its enormous power. The sensors If the PCs want to force them to surrender and
go offline after which the reactor overcharges and destroys leave, they can make their way to the engine
the ship, or damages it so severely that it can no longer room and manipulate the reactor to explode.
continue the attack and has to turn back. The PCs learn The way there should contain guards and other
what’s going on over the shaky fleet coms. obstacles, and when they get there, they will
◆ Omens (0–1 DP): The Emissaries try to scare the PCs by either need a suitable bomb (TECHNOLOGY −1) to
projecting nightmares and visions into their heads – they place inside the protective dura beams and ED
see their loved ones dying or feel overcome with doubt fields, or a way into the reactor to sabotage it
and grief. At the cost of 1 DP, all affected characters suffer (TECHNOLOGY −2). As the reactor and the grav-
3 points of stress, reduced by 1 for each 6 rolled on a iton projector are exploding, the fleeing PCs
MYSTIC POWERS test. might have to roll DEXTERITY tests in a weight-
If the fleet assisting the PCs is destroyed before they less vacuum. If you then wish for a final en-
reach the station, you can have the resonance weapon counter with the Emissaries, use the event “The
target the PCs’ ship as well (see “The Deadly Resonance Executioner” on page 150.
143
WAKE OF THE ICONS
FOUNDATION STATION 7
U: SECTOR 11 (BARRACKS)
V: SECTOR 19 (VISITOR’S DOCK)
W: SECTOR 18 (DOCK, SHUTTLE)
X: SECTOR 17 (DOCK, INTERCEPTOR)
Y: SECTOR 31 (THE EMISSARIES)
Z: SECTOR 27 (DATA CORE)
1 3
4 1
1
6 6
6 5
1
U
1: THE CENTRAL CORRIDOR 1
7
2: SENSOR ARRAY 5
3: RESEARCH SECTORS
4: ADMIN X
V
5: SECURITY HUB
5 W
6: DOCKING PLATFORMS
7: ENGINE ROOM
1 44
The Horizon Wars
4×4 meters
145
WAKE OF THE ICONS
Weapon”, page 141). As the GM, you decide how many requires DEXTERITY tests. Attaching one’s exo to the elevator
watches (attack rolls) they still have to go. rig in the corridor allows for transportation to any sector
Cost: Varies (see list) along the shaft, but interrupting the elevator once it is in
motion is a Slow action.
y THE BATTLE OF XENE 2. Sensor Array: One end of the central corridor leads through
When the fleet makes it through the Quiet Zone and reaches an airlock to a rig of antennas making up the station’s
the gas giant, they are met by the battleships formerly sensors. The array scans both the atmosphere of Xene
belonging to the Legion. The battle begins immediately, below as well as the surrounding space. If the array is
acc cannons firing and torpedoes launching on both sides. disabled by a well-placed shot (2 HP, −1 to hit) as the PCs
The station is protected by fighter and torpedo ships ready are approaching from space, the guards onboard can no
to sacrifice themselves to stop incoming torpedoes. The longer see their arrival.
captains of the ships allied with the PCs engage the defenders 3. Research Sectors: Three independent sectors, each
to buy the heroes time to make it onto the station. Depending containing a main corridor extending from the station’s
on how much of a warship they have, choose if the PCs are central shaft through an airlock. The sectors contain a
pursued by fighters, torpedo ships or both. Their maneuvering research room, a data hub, a workshop and residential
to get to the station takes two turns (or four, if you spend 2 modules with kitchens, a gym and coffin-style cabins. The
DP) starting with the defenders meeting them head on and sectors were originally used to keep different groups of
then taking up the chase. The stats for the defending Legion researchers isolated from each other so the main security
fighter and torpedo ships can be found on pages 197–198. officer could control them more easily. Sector 31 is now
When the PCs reach the station, they can either try to stay home to the Emissaries (see “Meeting the Icons” below)
hidden or send a message to the Emissaries via the station’s and sectors 32 and 33 are used by the Algolans and a group
coms, asking to negotiate. from the Children of the Song. A Seeker mystic commands
Cost: 0, 2 DP the Children (see the NPCs list above). The Algolans aren’t
mystics and can therefore be convinced to renounce the
y THROUGH THE STATION Emissaries by winning an opposed MANIPULATION test (in
Onboard FS-7, the PCs are free to roam around its corri- which the Algolans get a +2, however).
dors and sections. However, the base is defended by twenty 4. Admin: The administration area is all but deserted. The
ex-Legionnaires, ten indoctrinated pilgrims and a handful dark rooms contain inert djinn systems, data cores, waiting
of Algolan rebels. rooms and offices. A main corridor runs through the circle
The PCs can either attempt to dock their ship at the secu- and small observation windows allow for a view of the
rity hub or spacewalk over to the station in exos. Docking sickly greenish yellow atmosphere of Xene. A patrol of
while in active combat carries a penalty of −2 to PILOT. If the ex-Legionnaires sometimes passes through, but the doors
docking roll fails, they must undertake the spacewalk. This are otherwise locked and the only residents are the dead
is a DEXTERITY test, but as soon as the first person has made plants, the powered-down monitors and scattered pieces
it, they can attach a guide wire, giving the people walking of forgotten Zenithian art.
behind a +2 to their rolls. Regardless of whether they dock 5. Security Hub: The module contains two small interrogation
or spacewalk, opening the airlock from the outside requires rooms, a couple of cells, a small assembly hall and two
a successful TECHNOLOGY, DATA DJINN (−1) or FORCE (−2) test. residential units where the barracks and the weapons lockers
Failure leads to 2 points of stress for the active character and are located (sectors 21 and 22). There are several access
an ambush has been prepared inside (see below). points here between the hub, the central corridor and the
1. The Central Corridor: The sectors of the station rotate eight docking platforms along the curvature of the hull.
around a central axis. At the heart of the central axis, a 6. Docking Platforms: Eight small hangars and docking
low-gravity corridor runs the length of the station. Fighting platforms accessed via the security hub. Ten fighters (in
or performing quick movement in the central corridors pairs) and two atmospheric shuttles occupy seven of the
1 46
The Horizon Wars
platforms, leaving the last one empty. It’s large enough you. Each failed attempt to shut down the station’s defenses
to fit a Class II ship inside the hangar or accommodate an and surveillance systems reduces the DP costs below by 1
externally docked Class III. (even down to 0).
7. Engine Room: The station’s reactor and protruding grav ◆ Ambush (1–4 DP): Armed enemies have staged an ambush,
projectors are protected behind a thick duralite frame and outnumbering the PCs by two. They are pilgrims (1 DP),
a series of ED fields. The central corridor doesn’t reach all Algolans (2 DP) or ex-Legionnaires (3 DP). For 1 additional
the way to the engine room, requiring a spacewalk between DP, they initiate the ambush with a stun grenade.
the reinforced airlock (FORCE −2, 15 HP) at the bottom of ◆ Patrol (0–1 DP): The PCs have been spotted and a pair of
the corridor and the engine and life support modules. ex-Legionnaires are dispatched to investigate. Depending on
This close to the projectors, gravity is unpredictable and how noisy the PCs are, they might either hear or be heard by
dangerous, fluctuating between 0 and extremely high the approaching enemies (opposed highest OBSERVATION vs
levels. All actions relating to movement and physical activity lowest DEXTERITY). You choose who rolls for what, depending
carry a −1 penalty here, including simply holding onto on the situation.
something. The PCs can find several dead crew members ◆ Vacuum (3 DP): Suddenly, several bulkhead doors close
here who fled into the vacuum of the engine room when and a red light switches on. PCs with a TECHNOLOGY level
the Emissaries arrived. Despite them carrying emergency of at least 2 understand that the section they’re in is about
transmitters, help never came. to suffer explosive decompression. Shortly thereafter,
a nearby airlock opens and the PCs must roll not to be
When the PCs move about onboard FS-7, what obstacles, sucked out into space. See the Explosive decompression
locked doors and enemy patrols they encounter is up to rules in Emissary Lost, page 57.
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WAKE OF THE ICONS
FIGHTING AN ICON
◆ Locked Section: The way forward is blocked. The hatch
barring the way has no manual controls, only an electronic
Hotheaded PCs might try to defeat the DNA lock. It can be opened using explosives (8 HP), brute
Emissaries in combat. Use the Judge Emissary’s force (FORCE −2) or a DATA DJINN test at −1. A failed roll sets
stats from page 150 (“The Executioner”) for off an alarm and guards are dispatched (see above).
all four Santulans, or prepare individual stats ◆ Watched: The section is monitored by cameras and
for them using the rules found in Emissary Lost, heat vision alarms. Spotting the security measures is an
pages 189–194. The powers of the Machine Icon OBSERVATION roll after which a PC can either guide the
makes it possible to fight the Emissaries but it group through the area’s blind spots (DEXTERITY) or disable
definitely won’t be easy – make sure the players the system (DATA DJINN). Failure leads to guards showing
understand this. up (see above).
◆ Automated Defenses (1–2 DP): The section has automated
defense systems that, if triggered, will make the trip across
the base much more difficult. The section is wholly or partially
fitted with systems that release a cloud of toxic chemicals,
extreme heat from the overcharged atmospheric systems
or freezing fire suppression gas. The chemicals count as
smoke grenades with a strength of 4 (Wits+HP) unless the
PCs have some form of protective mask. A SURVIVAL test
allows a PC to find safe passage through the cold or the heat
for the whole group. A failed roll leads to either an extreme
cold attack equivalent of an ice storm (The Last Cylade,
FRIENDS page 37) or a Fire 2 attack (Coriolis core rulebook, page 97).
“Friends. We have come to stay. We are the Cost: Varies (see list)
answer and the Emissaries of your new future.
y MEETING THE ICONS
We are the light of peace, beyond the darkness
Research sector 31 used to be home to the scientists whose
at our doorstep…” bodies the Santulans commandeered as they entered through
the Xenian resonance bridge. Since then, the sector has been
THE JUDGE EMISSARY, HUKIM-MU-QAD refurbished with thick rugs, small prayer towers and clay
sculptures of the Icons. Cinnamon, cedarwood and citrus
incense fills the corridors with a thick haze. Two pilgrims, two
former Legionnaires and one of the Algolans can be found here,
praying. Clay bowls line the main corridor and the door to the
research room, containing the chamber of the Emissaries, is
surrounded by offerings of fruit, vegetables and nuts.
◆ A Humble Welcome: When the PCs arrive – regardless of if
they fought their way here or came in peace – the devotees
rise from their prayers and welcome them warmly. They ask
the group to leave their weapons in the corridor and then
enter the Emissaries’ chamber and speak with the living Icons
under the lotus. Their presence inside has been requested.
◆ The Emissaries: Research stations, desks and computer
panels have been pushed up against the walls to clear out the
1 48
The Horizon Wars
149
WAKE OF THE ICONS
• Purpose: For the good of the many, the few must suffer y THE EXECUTIONER
– such is the natural order. But as long as a person lives, If the PCs choose a violent approach to the mission and anger
she has a right to safety and a purpose. the Judge Emissary enough, it will confront them either as they
• Maturity: Mankind as a whole will never be ready to are leaving the station or – if they blew up the station – back at
govern themselves. Only the chosen, the elevated, dare to their own ship. The Judge Emissary’s mind leaves its host body
look upon the future with open eyes. The Third Horizon and migrates into a suitable NPC near the PCs. The new host
cannot be left to its own devices – it must follow the collapses into a violent fit on the floor until they suddenly and
path laid out by the Santulans. gracefully rise in a single, fluid motion. Their eyes roll back
• The Portal Builders: The Santulans’ ultimate deities are the into their head and they turn straight toward the PCs. Decide
Portal Builders and they regard themselves as Icons destined if this prompts a terror roll or not (The Last Cyclade, page 31).
to care for the legacy of their gods. Through reaching a state The Judge Emissary is very difficult to kill. The PCs might
of intellectual and spiritual nirvana, the Santulans, too, have defeat the host body for a turn or two but it regenerates
become like gods – gods for the human race. almost immediately. Their only real chance of destroying the
• The Horizon Wars: They want the PCs to convince the creature is by venting it out into space, perhaps through an
allied fleets of the Third Horizon to abandon their selfish airlock or inside a torpedo aimed for Xene below, or the vast
doctrines of protecting their home worlds and instead dark between the stars. Who knows when or if the Judge will
travel through Taoan and sacrifice themselves in a glorious return to exact revenge in the future…
assault on the unholy and corrupted world intelligence The Machine Icon or Rima might assist the PCs in the fight by
calling itself the Eternal Emperor. This will guarantee intervening in a moment when the Judge Emissary is weakened,
future generations a world free from darkness. pinning or trapping it to buy the heroes some time. For a truly
◆ Negotiations: Let the PCs reason with the Emissaries dramatic finale, you could have the Machine Icon sacrifice
and try to bargain for their futures. They might attempt itself to destroy the Judge Emissary. This will strip the PCs of
to convince the Santulans to leave them alone but this the powers they developed after merging with Urni, however.
should be a very difficult feat to accomplish. The Second Cost: 3 DP
Horizon feels a strong sense of ownership and parental
responsibility over their exiled children and doesn’t want to HUKIM-MU-QAD, THE JUDGE EMISSARY
let them go a second time. Buying the cluster some more
time will be easier. The PCs might for example bargain for The former mystic guru Ladei Menin-Ghôrshad of Menkib was ele-
ten or so years of self-determination before the Santulans vated to Santulan status after having served as an admiral in several
return to stake their claim again. of the Second Horizon’s major battles with the Eternal Emperor.
How the scene ends is up to you. If the PCs fail, they Ladei became part of the strategic fleet command and has a very
might anger the Emissaries and be told to leave. If militaristic worldview. They consider the Janhagir fleet traitors and
so, they are allowed to retreat from the station under actively promote the doctrine of Santulan control over all of man-
threats of death if they ever interfere with the plans of kind’s expansion out into the universe.
the Santulans again.
Cost: 0 DP CHARACTERISTICS: Maintains a combat-ready stance when speak-
1 50
The Horizon Wars
REPUTATION: 10
(attacks and/or powers) to spend on its current activation.
SKILLS: Mystic Powers 10, Culture 8, Science 8, Manipulation 6, ◆ SHIELD PROJECTOR BELT (3 DP): Projects a powerful force field
Observation 6, Command 5, Survival 5, Melee Combat 4, Ranged
Combat 4, Dexterity 2 (armor 5) that protects against all forms of damage, including
ACTIONS: Two activations per turn, different initiatives with a +1, meson. The field also grants the wearer of the belt a +1 to FORCE
3 AP each and DEXTERITY. Lasts for two turns.
TALENTS: Recreate (levels I through III), Control (levels I and II), ◆ COMBAT MEDITATION (1–3 DP): If the Judge Emissary drops to 0 RP,
Contaminate (levels I through IV)
they lose their temper altogether and channel power from the dark
RESONANCE POINTS: 15 (see Resonance Points box)
instead. In the coming turn, each full activation (3 AP) spent on
MANIA: Blood lust
harnessing new power restores as many RP as 6s rolled on a MYSTIC
GEAR: Ornate armasuit (armor 6), Portal Builder talismans, 5 heal-
POWERS roll. You must spend at least 1 DP to activate the power, but
ing scarabs (attached to armor), shield projector belt (artifact, see
below), hand fan. (Gear only if the encountered onboard FS-7) may spend up to 3 DP (each extra DP grants a +2 to the rolls).
BANISHED: When the Judge Emissary has depleted their RP, it will
◆ POWERS: Uses Resonance Points, see Table 27. use whatever weapons are at its disposal while trying to draw new
◆ BLOOD LUST (2 DP): Twisted and corrupted by the dark, the power from the dark (see Combat Meditation above). At 0 RP, it’s
Emissary is sometimes overcome with hate and a desire for death. very vulnerable – the Machine Icon or a PC trained in exorcisms
At the cost of 2 DP, the first time the Judge Emissary drops below 5 may try to perform a banishing. If it drops to 0 HP or MP while being
HP and the first time the Regenerate power is used, the blood lust out of RP, the Santulan’s mind is forced out of its current host body
awakens and grants the Emissary 3 extra AP for offensive actions and the PCs win the fight.
151
WAKE OF THE ICONS
ENDING
The PCs leave Xene and the Quiet Zone is no more. No
matter the outcome of their meeting with the Emissaries,
the actions of the PCs will carry serious consequences. Even RESONANCE POINTS
if they successfully negotiated for the Third Horizon’s inde-
pendence, the Santulans will still work in secret to undermine Resonance Points (RP) are used instead of DP
the cluster’s attempts at self-governance to legitimize and when activating resonance powers. Each ac-
justify their claim to power. If the negotiations failed or the tivation of a power costs RP equivalent to the
scenario ended violently, other major changes occur. power level.
◆ A resonance mystic may pool up to (Empathy
y OUTCOME + MYSTIC POWERS) RP.
◆ An Independent Horizon: The Santulans demand control ◆ The mystic may only activate power levels I
over the Sadaal Route and promise to close the Errai portals through III.
to keep the First Horizon from penetrating deeper into ◆ When critically successful, the activation of
the cluster. They leave Xene and move their fleet to Errai the power is raised by one level (thus making
but maintain their hold over the mystic fleet in Hamura a critically successful level III activation the
(page 192) to make sure the Imperial forces can’t reach only way to reach level IV).
Kua through Taoan. They stop their aggressive recruitment, ◆ The equivalent of a prayer reroll costs 2 RP.
however, and the mystic mutinies cease. ◆ The mystic restores RP through meditation.
◆ A Little More Time: The Emissaries leave Xene and their Test MYSTIC POWERS once per four hours of
host bodies (who die or collapse into a deep coma). They then meditation – each 6 rolled restores 1 RP.
lead a small part of the mystic fleet to Hamura to keep the ◆ On all other skill tests where bonus 6s are
First Horizon at bay for a while longer (Table 28). After that, rolled but not spent, they may be turned into
they will leave the Third Horizon to whatever fate awaits it. RP instead (one 6 = 1 RP).
◆ The Emissaries are Destroyed: The PCs destroy the station
and the Emissaries. The Santulans attempt to launch a
counter-attack against Taoan but are unable to maintain their
control over the mystics (Table 28). The defenses in Hamura
break down and the First Horizon can now attack Kua.
1 52
The Horizon Wars
The Santulans rule the Second Horizon through a rigorous become bonus dice for the subjects of the Santulan to use
doctrine and wide-reaching influence, but the journey of when they carry out its orders. All enemies in sight suffer
the Emissaries through the resonance bridge has twisted 1 point of stress per 6 rolled. The victims of the MP loss
their minds and corrupted their powers. The Contaminate may test Empathy or MYSTIC POWERS to lower or negate the
power is a direct result of this. stress. Each 6 rolled reduces the MP loss by 1 point.
Contaminate (I): WARP – Roll MYSTIC POWERS instead Contaminate (II): CORRUPT – Dark memes take hold of the
of COMMAND to lead your allies (see COMMAND rules in the victim’s mind and body. Roll an opposed MYSTIC POWERS. Each
Coriolis core rulebook, chapters 3, 5 and 7). All 6s rolled of the Emissary’s winning 6s grants a +1 to the roll below:
D6 CORRUPTION
1–5 The victim hesitates and loses 1 AP on its coming activation.
6 The victim hesitates and loses 2 AP on its coming activation.
7–8 The victim turns her weapon on herself. She may forgo her activation and suffer 2 points of stress to stop herself from self-harm-
ing for one turn. If she chooses not to stop herself, she attacks with a +3 (may only test armor if full body). If she suffers any
damage, becomes broken (damage/stress) or disarmed, the corruption is broken. The effects may also be dispelled using
COMMAND.
9 The victim attacks her nearest ally until either she or her target becomes broken. A successful COMMAND test at -3 may cancel the
influence of the corruption.
10+ Same as above, but the victim also suffers a Mania (Coriolis core rulebook, page 337) that may be activated by the GM as a
Problem.
Contaminate (III): SHRED – All enemies within line of sight Contaminate (IV): CONTAMINATE – Matter and darkness
and Short range are barraged by a rain of dark tears opening fuse together. The range of the attack (see above) is now
in the air around them like two-dimensional shreds of dark- Long and no longer requires line of sight. In addition to
ness (strength 6 attack, CRIT 2). Those who suffer damage the damage and burning, the dark tears also start to affect
from the attack are enveloped by the dark tears that burn the bio code of their victims as the area is flooded with
like white phosphorus. In the coming turn, they also suffer radiation (1 point of radiation per turn, see Coriolis core
a strength 3 fire attack (D6 turns). Enemy movement within rulebook, page 99). The power remains active as long as
range of the power and in the same turn requires DEXTERITY the user concentrates.
tests at −2 to avoid a new attack and potential fire damage.
153
WAKE OF THE ICONS
SCENARIO:
1 54
The Horizon Wars
the Akbar for control of Djachroum from their home base on alter the scenario a bit depending on when and where the
the Nexus asteroid. The agents have been informed about an PCs catch up with the agents. Make sure to be well-prepared
imminent coup onboard the station, threatening the power and read-up on the various events.
balance in the whole system. The PCs and a small squadron
of warships from whichever faction the PCs are most closely y THE HATCHING
allied with must travel to Djachroum and try to stop the coup. The scenario might find the PCs in a number of locations –
Mystic PCs might experience premonitions and see visions praying in their chapel, asleep in their bunks, relaxing in a
of the coup makers and instead learn of it this way. cantina or space station oporia, in an important fleet meeting
onboard an allied ship, in secretive dealings with a former
MAJOR EVENTS patron, etcetera. Wherever they are, the soft glow of a couple
The PCs arrive to a station in turmoil and must try to rescue of sugar globes illuminates the scene, their fragrant, syrupy
the Akbar and then catch up to the Nazareem agents rushing water scenting the room. The artifacts have been considered
to unlock the Armada of the Firstcome. You might need to collector’s items and symbols of wealth for as long as anyone
155
WAKE OF THE ICONS
can remember. If you want to, the Machine Icon may try to
warn the PCs that something bad is about to happen.
Suddenly, mystic PCs feel an icy pain and hear a sharp, shrill
note that drowns out all other sounds. A feeling of elated
love and immeasurable hate overflows them. The episode
POWER IN THE DARKNESS reminds them of what they felt when faced with their first
Vestal during The Last Cylade or during their more recent
Far from the squabbling of the factions
visit to Sadaal. The light from the sugar globes intensifies,
lie the ruins of greatness past. they absorb the water they’re in and swell up. After a couple
An armada among the stars, of seconds, they suddenly go out, the last of their dying
bound to the bones of the Founders, light showing shadowy movement inside them. Darkness
comes ripping through tears in thin air above the vats and is
strong enough to tip the scales. sucked into the globes. Something groans, cracks – hatches.
Under the wings of the butterfly, Soft membranes harden into shells that break apart and
in the shadows of the night, swirl around in the water inside the vats. A second later,
something black emerges – first it looks like oil, then like
ancient enemies walk, unseen,
insects, hundreds – thousands – of insects. They rapidly fill
seeking the forgotten key. the vats and bowls, overflow and fall onto the floor and the
tables. Tiny legs and wings unfold, and they begin to move.
THE MACHINE ICON Dark forms swarm together, seemingly bending light around
them. They create strange heat shimmers in the air, distorting
everything around them as they start to attack.
At the cost of 1 DP, a small swarm hatches. For 2 DP, it’s a
large one. The swarms get two turns of free power activations,
after that the powers cost DP as per the list in the description.
The hatching doesn’t begin simultaneously all over the Third
SWARMBOUND, CORRUPTED HUMAN
Horizon – it will take a couple of weeks for the chaos to spread.
The Vestals relentlessly activate their secret weapon and lay
A swarmbound person awakens enslaved by the waste to station after station, world after world.
hashara. She retains her original attribute scores Cost: 1–2 DP
but gets 5 additional HP and is now immune to
stress and stun weapons. She gets a natural HASHARA SWARM, DARKMORPHS
armor rating of 3 and fights with a newfound
frenzy in close combat (MELEE COMBAT +4). Her The hashara are a biological weapon lying dormant inside the
accuracy becomes slightly reduced (RANGED sugar globes. Until activated, they are nothing more than cells and
COMBAT −1). She can no longer be manipulated genomes in liquid form, ready to take shape. If given sugar water,
but can still handle weapons and basic tools. The their metabolism grows and the globe can grow somewhat in size.
swarmbound are slaves to the Vestals but will The excess energy produced is given off as light and a slight warmth.
hunt and kill mystics unless given other orders.
They become susceptible to the dark between APPEARANCE: When the dark from between the stars seeps into
the stars and may use one random power from a sugar globe, the cells inside activate and merge. This leads to
the list below per turn for 1 DP. the hatching of insects that are each about the size of a thumbnail,
resembling ancient Ardhan trilobites. The size of the globe deter-
mines the overall size of the swarm. The shells of the hashara are
1 56
The Horizon Wars
impossibly black, almost as if light bends around and past them, its target and cover it over. The attack roll is a DEXTERITY test
which makes them all but invisible when they move, appearing (armor may be tested) and the swarm tries to get underneath
more like a heat shimmer in the air than as actual insects. Spotting the victim’s clothes. If it manages to inflict damage, see
a moving swarm requires an OBSERVATION test at −1 for a big swarm below.
and at −2 for a small one. When the swarm attacks, it becomes HUGE SWARM – Moves 10 meters per AP, covers up to ten victims
gruesomely visible, however, covering the victim in a black, within Short range
slow-moving, crawling cocoon. LARGE SWARM – Moves 10 meters per AP, covers up to three vic-
tims within Close range
CHARACTERISTICS: The creatures attempt to gather in larger and SMALL SWARM – Moves 5 meter per AP, covers one victim within
larger swarms and primarily target and kill mystics. Non-mystics Close range
caught in the way of a swarm are instead often changed and ◆ CAUSTIC COCOON (1 DP): Only mystic targets. The hashara try to
twisted by dark memes. get in underneath the victim’s armor and clothes. The attack is a
Slow action.
ATTRIBUTES: DAMAGE – The attack is equivalent to a strength 5 fire attack
STRENGTH 3, AGILITY 5
each turn (no armor rolls, Coriolis core rulebook page 97). Also
HIT POINTS: 26 (huge swarm), 16 (large swarm), 6 (small swarm)
inflicts 1 point of stress.
SKILLS: Mystic Powers 6, Dexterity 5, Observation 5, Infiltration 3
BROKEN – If the victim becomes broken, she also suffers a critical
ACTIVATIONS: 2 (huge swarm, 3 AP each), 1 (large or small
swarm, 3 AP) injury. If the swarm continues attacking in the following turn,
the victim suffers another critical injury from the 61–66 entries
WEAPONS: Only spend DP when the swarms attack PCs, not
others. on the Critical Injuries table (roll one die). After that, the swarm
leaves its victim to die and moves on.
DEFENSE – Fire, extreme heat or cold or vacuum for two turns
◆ DARK WAVE: As a Slow action, the swarm can try to stay hidden can force the swarm to release its victim, as can beating it in an
(INFILTRATION vs OBSERVATION) and then fall upon or lunge at opposed MYSTIC POWERS test.
157
WAKE OF THE ICONS
◆ DARK CORRUPTION (1 DP): Only non-mystic targets. The dark the caller and ask about the Akbar or the Horizon Council,
wave envelops and twists its target as a Slow action. Like above, they are informed that the Council was evacuated but that
the swarms tries to get in underneath armor and clothes. the Akbar is trapped in the Governor’s Palace in the heart
DAMAGE – 1 point of stress per attack. of the station (see map on page 161). Hashara swarms
BROKEN – If broken by stress, the corruption begins. have attacked the Purple Guard and the inhabited parts
CORRUPTION – As a Slow action, the swarm tries to beat the victim of the station. People are flooding to the spaceport in a
in an opposed MYSTIC POWERS vs FORCE or SURVIVAL roll. If the swarm blind panic. Meanwhile, the Yimon putschists engage the
wins by two 6s, the victim suffers a mania (Coriolis core rulebook remaining Purple Guard in firefights in the streets. If the
337 or The Last Cyclade page 69). If the swarm wins by three or more PCs find a Purple Guard, she can tell them that the Akbar
6s, the victim is struck by a powerful fever and loses consciousness. is trapped in the main hall of the palace together with his
Unless treated with MEDICURGY at −2 within four hours of the attack, bodyguard, but that the Yimon are advancing, seemingly
the victim awakens as a swarmbound slave (page 156). unaffected by the spawn of the sugar globes. You can either
DEFENSE – As above, but the swarm’s priority will always be use some of the events below as the PCs make their way to
mystics, meaning that if a mystic character is within Long range the palace or make up your own:
of the swarm, it will release its non-mystic victim and instead Cost: Varies (see table)
move toward the mystic (see box).
y FATIMAN DETHRONED
TYPICAL SWARMBOUND
The PCs reach the palace and are about to enter the council
hall when the ceiling suddenly caves in. Among the rubble and
ATTRIBUTES: debris, they eventually find Akbar Fatiman (page 160), several
STRENGTH 3, AGILITY 4, WITS 3, EMPATHY 4 of his dead bodyguards and perhaps also another member of
HIT POINTS: 12 the Horizon Council. The Akbar is wounded but alive (critical
SKILLS: Melee Combat 7, Mystic Powers 6, Dexterity 3, injuries 32 “Broken Arm”, 35 “Gouged Eye” and 53 “Bleeding
Observation 2, Ranged Combat 1
Gut”). At the cost of 1 DP, he is unconscious from his stomach
wound and requires treatment using MEDICURGY before he can
speak. The wounds aren’t primarily from the cave-in, however,
y THE FALL OF THE FREE STATION but look to be from a dura knife. He can tell the PCs that:
As the PCs arrive on Djachroum, both the station itself and ◆ Two people entered the palace.
the surrounding space is in complete chaos. A cry for help ◆ One of them was thin and gangly, with pale skin and androg-
comes over the radio. If the PCs identify themselves to ynous features. Their black eyes seemed to pierce his soul.
1 58
The Horizon Wars
159
WAKE OF THE ICONS
RAKIV FATIMAN
fast the PCs are going. Let them know how well
they do in the tests determines how fast they
ATTRIBUTES: can travel. You can also let them know that
STRENGTH 3, AGILITY 2, WITS 4, EMPATHY 4 they’re only one sector behind the Nazareem.
HIT POINTS: 5 Naturally, you can always disregard the rules
MIND POINTS: 8 and have the PCs catch up in a sector of your
REPUTATION: 8 choice, regardless of dice rolls.
SKILLS: Culture 5, Manipulation 5, Command 4, Dexterity 3, ◆ FAILURE: 2 TU
Melee Combat 3, Science 3, Ranged Combat 2 ◆ SUCCESS (ONE OR TWO 6S): 1 TU
GEAR: Talisman (the Lady), fine clothing, healing scarab, per- ◆ CRITICAL SUCCESS (THREE+ 6S): 0 TU
sonal communicator, mercurium sword
1 60
The Horizon Wars
y THE TWIN STATION 0. Fatiman’s Well-being: The PCs are 1 TU behind the cultists
A lot can happen along the way as the PCs chase after the when the chase begins but might lose additional time
cultists. Each sector contains one important die roll or event before making it across Eskalom’s rift.
for the PCs to overcome. Depending on how well they perform, • +1 TU: Failing the MEDICURGY roll when waking up the
the time it takes them to make it through the different sectors Akbar (if he's knocked out) costs 1 TU. A successful roll
varies (see “Time Units” box). Here and there, they see evidence is free.
of hashara swarms having accompanied the Nazareem. If the • +2 TU: Making sure the Akbar and any straggling Council
PCs intercept and defeat the cultists before they reach the members are safe costs 2 TU. This could for example be
relics chamber (see below), the areas further in have yet to be done by taking them back to the PCs’ ship for evacuation.
reached by the darkmorph and the PCs might instead meet The TU expenditure also includes making it to Eskalom’s
the reclusive, fine-limbed operators living in the tunnels of rift after the rescuees are safe.
the Twin Station. In this case, some extra improvisation will • Flying to Eskalom’s rift won’t be quicker than walking
be required but you should nonetheless acquaint yourself because of the time it will take them to power up the
with the sector descriptions before you begin. ship and depart.
1: THE SECTOR OF
5 6 THE LADY OF TEARS
2: ESKALOM’S RIFT
3: THE ENGINE HALLS
4: THE HOME OF THE FOUNDERS
4 5: THE VAULT
150 meters 6: THE SIDE EXIT
THE TWIN
STATION
DJACHROUM
161
WAKE OF THE ICONS
1. The Sector of the Lady of Tears: The PCs must exit the flee. The operators were swarmed by the darkmorphs
palace and the Cave of Bridges, make it through the fleeing and killed but some defended themselves with thermal
masses, the swarming hashara and the trigger-happy cutters or cooling units. Dead hashara swirl around the
putschists. They might try to maneuver around and avoid bodies like soot.
a fight or choose to fight their way through the Yimon • Hashara (1 DP): At the cost of 1 DP, swarmbound opera-
coupists head on. tors attack the PCs (see stats on page 158). The attackers
• Combat: Five turns of combat or less counts as a quick are one fewer than the PCs but if combat lasts for more
fight and won’t cost the PCs any TU, but any more than than five turns, it still costs them 1 TU.
that will cost them 1 TU. If any of them become broken • The Survivor: The PCs might come upon a wounded
or pass out from a critical injury, getting out of the sector operator in need of help. The person’s strange physi-
costs them a total of 2 TU. ognomy gives the treating PC a −1 to MEDICURGY. If they
• Stealth: Sneaking out undetected requires an INFILTRATION stop to help, the outcome of the roll may cost additional
test at −2. Another character may assist by testing TU (see the Time Units box above).
OBSERVATION or MANIPULATION (to scout/ask for directions) 4. The Home of the Founders: On the other side of the
and award bonus dice to the INFILTRATION test for each 6 winding engine halls, the PCs reach the heart of the Twin
rolled. A failed attempt at sneaking out might still keep Station’s forbidden sector. The airlock leading inside has
them out of combat but the escape will instead cost 2 TU. already been opened.
2. Eskalom’s Rift: Beyond the Tear and the other inhabited • The Architecture: The Founders’ residential halls are
sectors, a network of dura beams keeps the dug-out asteroid built in a brutalist, geometrical style. The lines and inter-
together. The deep cut through the middle of the asteroid secting cubes in the walls look like they shift or pulse
can only be crossed via an old steel bridge connecting the when observed closely, almost as if they’re breathing.
forbidden sector to the open areas. TECHNOLOGY or SCIENCE reveals them as machinery rather
• Space Walk: Crossing the bridge in low G requires the than wall panels – heating grids, oxygen processors,
PCs to get exos. Basic exo suits can be found in nearby energy couplings, dry irrigation channels and hydroponic
workshops or stevedore halls. The leading PC must pass a beds. Glyphs and other strange patterns light up faintly
DEXTERITY test at −1 to guide the rest of the group across when a surface is touched, revealed by DATA DJINN to
the girders to the airlock on the other side (which has indicate holo screens built into the machinery for some
already been opened by the Nazareem). unknown purpose.
3. The Engine Halls: The halls beyond the airlock are full of • Dark Harvest: The tidal wave of darkness has swept
pipes, cables and ancient computers. The area looks more through here as well, leaving corroded, almost burned
like an anthill than a space station. The caretakers of this areas in its wake. The PCs soon find wrecked thermal
ancient machinery, the operators (see box), get around by machineguns and stun weapons shot to pieces or ripped
climbing on grips in the walls and by hooking their exos from their wall mounts.
onto rail systems in the ceilings. • Active Defenses: If the PCs reach this area before the
• Finding the Way: Navigating through the engine halls in Nazareem, the weapon systems are still active and will
low G is difficult. One PC must test either TECHNOLOGY or attack unless the PCs are carrying Fatiman’s biochip. Use
SCIENCE to lead the way, the outcome of the roll affecting the stats for thermal machinegun and stun gun from
how much time they need to make it through. As the the Coriolis core rulebook. Each weapon platform has
PCs aren’t native to low G environments, they get a −1 either 6 HP (thermal) or 3 HP (stun). Scale the strength
to all mobility actions. of the defenses to match your group but give a wary PC
• Dark Harvest: The pipes and panels look almost burned the opportunity to spot the weapons using OBSERVATION
from the dark swarms and it’s not long before the PCs or RANGED COMBAT and figure out how they work.
come upon the hasharas’ victims floating in the tunnel • The Airlock: Having crossed the residential areas, the PCs
or squeezed in-between pipes in desperate attempts to reach an airlock controlled by ancient locks and biometric
1 62
The Horizon Wars
scanners. Getting through requires a successful DATA DJINN and the air is stale. Alcoves repeat around the eight facets
or TECHNOLOGY test, or some form of explosive (satchel in the wall, each covered by a membrane of black obsidian.
charge or grenade). If the PCs have already defeated the • The Lights: The walls glow faintly, something SCIENCE
Nazareem, they might be carrying the Akbar’s biochip, can reveal to be the result of luminescent microbes living
in which case they automatically score a critical success off the rock in the walls.
on their attempt to open the door (0 TU). • Radiation (1 DP): At the cost of 1 DP, the PCs feel heavy
5. The Vault: The vault of the Founders is an octagonal chamber and nauseous as they enter. Their suit sensors warn of
with a semi-translucent calcite pillar in the middle, cloudy high doses of radiation in the room (Strong Radiation,
and glass-like. The walls and ceilings are covered in frost Coriolis core rulebook page 99).
163
WAKE OF THE ICONS
• Fatiman’s Laboratory: Analysis gear, sensors and lab ALKAZU, NAZAREEM GRAND MASTER
equipment have all been set up around the room by
the Akbar’s engineers. DATA DJINN can tell the PCs that Alkazu Eb-Shûdaar used to be the arch herat of the Nazareem’s
part of the bio cipher they need has been stored on the Sacrifice’s fortress on Rusah in Odacon a century before the Portal
mobile lab’s emerald disc. Several of the alcoves in the War. He is a descendant of the nomad swarms but gave himself
walls have been emptied and the black mineral has been to U’Haya after having been rescued by the Serafs during a failed
drilled apart. portal jump in Taoan.
• The Relic: The key to the Armada of the Firstcome is
stored in the biocode in the flute and amulet crafted FOLLOWERS: Alkazu went into hibernation deep in the Miran jun-
from the bones of the Founder matriarchs. The flute gles. A cult of loyal settlers grew around him and sacrifices kept
can be found in the vault inside a locked vacuum box of the cadaver clock ticking in his honor. Two of his devotees are
hardened duralite, unless the Nazareem got here before with him on the mission to Djachroum – Alam Masheed and Tarek
the PCs and stole it. If the PCs perform no advanced U’gava (see “Loyalist” below). The PCs might encounter Alam in
actions in the vault, the encounter costs 0 TU. the Twin Station.
6. The Side Exit: The side corridor used by the cultists begins
at a second airlock in the vault and leads through winding APPEARANCE: Sacrificial killings have kept Alkazu alive over
tunnels through the mysterious home of the Founders. the centuries and his thin body is still strong even if the dark
The area is unnervingly quiet and desolate. years have made him as pale as milk. The corrupting forces
• Through the Tunnels: If the PCs aren’t in a rush, traveling of the cadaver clock cause his chapped skin to flake like old
the tunnels is easy and costs 1 TU. If they need to parchment.
move faster, one of them must lead the way by passing
DEXTERITY at −1 due to the low gravity. An OBSERVATION CHARACTERISTICS: Moves his hands slowly and deliberately
test by another character can aid the guide (+1 per in the air when speaking, as if playing an unseen musical
rolled 6). instrument.
• Ambush (1–2 DP): If the PCs are right behind the
Nazareem, the cultists may choose to try and ambush ATTRIBUTES:
STRENGTH 3, AGILITY 5, WITS 4, EMPATHY 5
the pursuers. For 1 DP, the ambush consists of a large
HIT POINTS: 10
hashara swarm and at the cost of 2 DP, it’s both a large
MIND POINTS: 9
swarm and the cultists themselves. Use this event if
REPUTATION: 8
you want to end the chase before the Nazareem reach
SKILLS: Culture 10, Command 8, Mystic Powers 8, Manipulation 7,
their ship. Dexterity 6, Observation 5, Force 4, Medicurgy 4, Melee Combat
• The Exit: The PCs eventually reach a corridor containing 4, Ranged Combat 3, Science 3, Technology 3
twenty-something airlocks that only appear to open from TALENTS: Heart of the Beast, Kinetic Absorption, Gaze of
the inside – possibly a station of long-since ejected escape Madness, Bladestorm, Swarmsong
pods. The Nazareem’s ship is docked on the surface of ARMOR: 5 (see Kinetic Absorption below)
the asteroid outside the airlocks. GEAR: Thermal pistol, exo, dura knife, Judge bone amulet, bone
flute and bio cipher emerald disc (if retrieved from the vault)
• Hard Choices: If the Nazareem manage to flee, the
PCs must decide if they want to chase after them into
the Mouth of Kandah or if they should turn around and ◆ HEART OF THE BEAST: Altered biocode. +2 HP, immune to stress
leave the station, with or without the wounded Akbar but not stun weapons (The Last Cylade, page 113).
(see Outcomes, page 166). If they have acquired the ◆ KINETIC ABSORPTION: Bionic scale armor reduces damage taken
biocode key, they may now proceed to the Armada of from first hit every turn by 2 (The Last Cyclade, page 166).
the Firstcome if they like. ◆ GAZE OF MADNESS(1 DP): Roll an opposed MYSTIC POWERS against
Cost: Varies (see description) one target within Short range. If Alkazu wins, the target suffers a
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The Horizon Wars
THE OPERATORS
165
WAKE OF THE ICONS
LOYALIST
and registered as the armada’s new commander. Then, the
airlock door opens out into space again.
ATTRIBUTES: If the initial DATA DJINN test fails, the armada launches two
STRENGTH 2, AGILITY 3, WITS 4, EMPATHY 4 antimatter torpedoes against the PCs’ ship.
HIT POINTS: 5 Cost: 0 DP
MIND POINTS: 8
REPUTATION: 4 ENDING
SKILLS: Culture 4, Infiltration 4, Manipulation 4, Technology 4, The PCs leave Djachroum and their actions determine how
Data Djinn 3, Observation 3, Pilot 3, Dexterity 2, Melee Combat 2, the mission ends. If they have failed, part or all of the Rimward
Science 2
Reach will fall into enemy hands and the defense of Kua will
GEAR: Armasuit (armor 3), Vulcan pistol, Beast talisman (+1 to
any one roll), thermal cutter, advanced tools, modulation mask be severely crippled. Their actions might also lead to a new
TALENTS: Third Eye, Judge of Character fleet under the control of the Third Horizon alliance or to the
rising of the Reach’s corsairs under their Akbar in an attempt
to reconquer Djachroum and purge it of the forces of evil.
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The Horizon Wars
Unless the PCs claim the Armada of the Firstcome for the Third
Horizon, they witness the Nazareem doing it for the Eternal
Emperor from either the bridge of their ship or Mining Station 13.
If the PCs chose not to pursue the cultists, you can still tell them
about the activation of the armada to herald the coming threat:
“The ion storms of the Kandah cloud are reflected in the
sculpted hulls of the battleships. Row upon row, dormant death
waiting in the most inhospitable region of the Reach, a ceme-
tery meant to guard the legacy of the Founders for all eternity.
Suddenly, the ships come online, one by one lighting their anti-
matter projectors. Armor sheets slide across the hulls to expose
airlocks and torpedo batteries. Inside, the stasis units thaw out
the crew – biosculpted constructs from a lost civilization. No
outsiders are let onboard but the ships will obey the keybearer,
the person who unlocked the cipher and brought them back to life
– their new commander.”
167
WAKE OF THE ICONS
SCENARIO:
1 68
The Horizon Wars
THE MISSION
The remaining alliance admirals are discussing what looks
like a hopeless situation. It has become clear that the fleets of
the Eternal Emperor can’t be defeated through conventional
warfare. The texts from long since dead heroes of the Portal
Wars all agree – the only way to stop the invasion is to attack
the enemy in Kua and then once and for all sever the links
between the Horizons.
MAJOR EVENTS
The campaign ends over a series of events where the PCs’
choices lead the way. The scenario begins with the war council
before the final battle after which the PCs act as bait to draw
the enemy fleets away from Kua and into Zalos. During the
ambush, the hidden weapons inside the Amshaar fortress
are awakened. The alliance then brings all of their fleets into
the final battle for Kua and the PCs must choose between
space combat or a boarding attempt. Their objective is to
get the Naar-Abayda to its final destination – the Monolith
in either Kua or Ainios.
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WAKE OF THE ICONS
1 70
The Horizon Wars
171
WAKE OF THE ICONS
y DESPERATE TIMES
As the PCs get ready to depart, they’re given some additional
information, likely by Samesh Alim or one of the Draconites
(but any other NPC trusted by the heroes works fine). The
REFUSAL
person takes them aside and stresses how dire the situation
has become – the Third Horizon will fall to the dark unless
If the PCs refuse to act as bait to lure the First drastic measures are taken:
Horizon toward Amshaar, it will alter but not ◆ The Monoliths: Portal field research by the Foundation
ruin the mission. The Imperial blockade in Kua or the Draconites has determined that no conventional
will be too powerful for the Naar-Abayda cruiser weaponry in the Third Horizon is strong enough to collapse a
to break through to get to the Hamura portals, portal. However, a forceful enough attack against a Monolith
forcing the alliance to attack the Kuan Monolith can lead to the destruction of all nearby portals.
and break apart the Third Horizon. If the PCs are ◆ The Target: Old lore and intel from the Draconites’ network
hesitant to accept the mission to act as bait, the of informants (see Overview above) indicates that the Ainios
war council members will make it clear that their system in the First Horizon contains a Monolith and that
chances of even cutting off Kua are slim unless it is linked via a portal with Taoan.
the enemy’s forces are divided. By not luring ◆ The Choice: Later, the PCs will be forced to choose between
away the Imperial fleets into Zalos, the PCs risk sending the fleet to attack either Kua or Ainios.
allowing the Emperor to win the war altogether. ◆ The Weapon: Zalos is the key to victory. The PCs are
instructed to lead the forces of the First Horizon to the
Amshaar fortress, the home base of grand master Alim,
and to the forgotten artifact weapons known as the Spiders
of Indra. The PCs are then given what looks like a carved
crystal amulet wrapped in velvet. It turns out to be an
ancient emerald disk from the Belit-Sheri scroll ship holding
a cipher they must beam out to activate the Spiders as they
approach Amshaar.
REACHING AMSHA AR If Samesh Alim himself was the one who gave them the
information, he will offer to accompany them to Amshaar
When they finally reach Amshaar, the PCs and their (The Last Cyclade, page 90). If he’s still alive but not present
ship might be in bad shape. As they will be taken at the war council, he might instead be waiting for them at
onboard the fortress before the final battle, this the fortress already. Later on, the PCs will come to learn that
doesn’t mean they’re doomed. If things really take a choosing to attack Ainios is likely to be a suicide run. After
turn and they’re forced to abandon their ship, courier learning this, they must make the final decision about how
ships from an allied fleet will come and rescue them. to end the war.
Cost: 0 DP (Mandatory)
y BAIT
The PCs can requisition upgrades to the ship they have or
demand a new, faster one. Whatever plan they come up with
for the attack will be sanctioned by the war council – it’s up to
them to decide how they will try to agitate and provoke the
Vestals into pursuing them into the trap. If their plan involves
1 72
The Horizon Wars
an attack against the Imperial fleets to attract attention, play way through only a small blockade of ships before finding
out a short scene where they fire a torpedo or deploy mines a couple of days of safety while the enemy scrambles to
before they jump into Zalos. intercept. If Zalos is still free, the enemy jumps in right
If the First Horizon fleets are already present in Zalos, behind the PCs but the defending Order ships slow the
the PCs must break through their blockade. This will most pursuers down. Keep the PCs on high alert, their pursuers
likely require some help from one of the allied fleets such always just out of firing range. Introduce one or more of
as the Draconites or perhaps the Armada of the Firstcome. the events below to flavor the journey to Amshaar.
Use ship stats from pages 199–200).
◆ The System: Karrmerruk is the moon of Benagia, 3 AU • Torpedo (2 DP): The PCs encounter a First Horizon
from the star. Farther out is an asteroid belt at 6 AU and torpedo ship that attempts to establish a lock on them
the main world, Zalos, orbiting at 8 AU. The Amshaar to fire a fractal torpedo. The sensor operator (DATA DJINN)
fortress is even farther out, located at 18 AU from the star. and the gunner (RANGED COMBAT) must work together to
◆ The Signal: When the PCs arrive in the system, they should neutralize the incoming threat.
start broadcasting the cipher signal meant to awaken the • Butterfly Ship (3 DP): A butterfly ship is pursuing them
Spiders of Indra. This will of course make it easier for the and they are forced to perform evasive maneuvers using
enemy to track them through the system but the Spiders PILOT or roll TECHNOLOGY to spend all their EP on boosting
might intervene on their behalf even before they reach the their grav projectors to stay away from their hunter.
fortress (see the bullet “The Spider” below). • Minefield (2 DP): The First Horizon has mined the sector
◆ The Chase: The vast emptiness of space means a blockading and the PCs must try to navigate through the field safely.
fleet can’t be everywhere all the time. If the First Horizon • Losses (0–2 DP): The PCs are shielded by an accompa-
has already invaded Zalos, the PCs might have to force their nying fleet but see their protectors go down, one by one.
portal portal
to mira to aiwaz karrmerruk zalos
8 AU
3 AU 6 AU 18 AU
the star zalos benagia the asteroid belt the fortress monastery
of amshaar
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WAKE OF THE ICONS
1 74
The Horizon Wars
activates one of Indra’s Spiders. A cluster of shifting, medicurgs stand ready to treat their wounds as needed.
asymmetrical monochrome specks unfolds to form long, The ship is on high alert and engaged in active combat with
spindly legs and glittering shields. It phases in and out the invaders as it tries to break through their siege. The
of portal space as it moves (like the battleships of the Spiders surround it and tear incoming torpedoes and ships
First Horizon) and envelops the enemy ship in a torrent to pieces. The cruiser soon reaches the bulk of the enemy
of rending arms within a matter of seconds. The hull fleet in Zalos (which you can locate as you like – in the
is cut open and appears to be burned away by a bright asteroid belt, around Zalos or near the star over Benagia).
light. Only twisted debris remains when the Spider is ◆ The Lance: The PCs are summoned to the bridge by grand
done. The weapon then folds back up and accompanies master Alim (or his successor Azir Chabaun). They are to
the PCs on their journey. More Spiders join along the witness the rebirth of the Lance of the Martyr. The grand
way. Although powerful, the constructs aren’t impervious master speaks of the enemy’s failed manipulations and
and you can demonstrate this by describing how a fractal futile stealth technology – nothing can save them now,
torpedo rips one of them apart to make sure the PCs the cleansing fires of the Martyr will burn away the dark
don’t feel too safe and sure of victory. between the stars (see quote).
Cost: Varies (see list) The gun crews sit before ancient control panels and after
the grand master gives the order, one of them activates the
y THE FALL AND REBIRTH OF AMSHAAR weapon’s firing sequence. Crackling static electricity and
The Amshaar fortress station has a wide orbit around the a blinding light fills the bridge and the air becomes heavy.
Zalosian sun. It’s a relic from the Portal Wars that few but the The Lance firing shuts down the screens and controls for
followers of the Cold Flame have ever been allowed to visit. a moment and a blade of flames rips through the system.
As the PCs begin their approach, they discover the fortress All worlds within 3 AU burn and ships evaporate within
surrounded by torpedoes and acc fire. The enemy has either seconds. Then, everything goes quiet.
followed the PCs all the way here or already mounted a siege ◆ The Lance’s Might: After firing, the grand master tells
on the station. the PCs that the weapon’s remaining charge has been
◆ The Fortress: The martyr warriors onboard the station depleted but that this was only a small demonstration of
greet the PCs reverently and say they’re ready to fulfill the weapon's full force. For the final discharge, it needs to
their destinies. The Spiders of Indra have converged around charge in the corona of the star in the system it will attack.
Amshaar and started tearing both the besieging fleet and Only this can make it powerful enough to have a chance
the fortress itself to shreds. The fall of the station appears of destroying a Monolith. The journey toward Kua, toward
unavoidable. Emphasize the desperation onboard when the final battle, begins.
people realize this, but the crew remain true to their oath ◆ Preparations: The PCs are well taken care of and can rest
and say that the fall of Amshaar signals the birth of their up a little as the Naar-Abayda makes the final leg of the
last hope. This is the end of days. journey to Kua. More and more of the remaining allied
◆ The Monastery Cruiser: As the station is finally ripped fleets join along the way. Just before they make the jump
apart, an enormous monastery cruiser bursts from deep from Aiwaz, the Janhagir fleet sends over a group of their
inside the collapsing ruins. The ancient battleship has been star seers, the Kahin, who are capable of calculating safe
constructed around a hollow lance painted in shimmering jump vectors even through unstable portals. If the PCs
glyphs. This is Naar-Abayda, the weapon that burned Rusah were unable to persuade the entire Janhagir fleet to join
and destroyed the Nazareem’s Sacrifice in Odacon, the them in Shinda, ten Kahin are sent over – otherwise, the
Cold Flame – the Lance of the Martyr. Moguls send over twenty. The grand master makes it clear
The PCs’ ship is brought onboard and they are invited up to the PCs that the crew are at their complete disposal as
to the bridge, a walk that takes them through the cruiser’s the Martyr’s Chosen, foretold by the prophets, and that
gigantic prayer halls and arcades. They are given roomy they will all follow them into death and beyond.
cabins onboard, each with its own stasis unit. Teams of Cost: 0 DP (Mandatory)
175
WAKE OF THE ICONS
1 76
The Horizon Wars
DANGER (−5/0 HP): If the enemy is already present in Kua on entry, the cruiser suffers 5 points of damage. Otherwise, no damage.
EVENTS DESCRIPTION
STRATEGY (1) One PC may test COMMAND to strategically use sensor buoys and the Spiders of Indra to protect the cruiser. Each 6
rolled negates 1 point of damage suffered. Extra 6s after all damage has been negated may be given as bonus dice
to another PC action.
ENERGY SPIKE (1) The engineer PC can assist the engine room crew to hypercharge the antimatter projectors and speed up the
cruiser. On a successful TECHNOLOGY roll, one Danger event during Segment 2 may be ignored.
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WAKE OF THE ICONS
NUMBER OF EVENTS: 2 Danger and 2 players’ choice if the enemy isn’t blockading Kua, 3 Danger and 3 players’ choice if they are.
DANGER (−1/-3 HP/EVENT): If the PCs carried out the bait mission earlier and diverted enemy forces into the ambush in Zalos, the
cruiser suffers only 1 point of damage per Danger event as the invaders are still reeling from their losses. If they didn’t do the
mission (or if they didn’t do it well enough), the cruiser instead suffers 3 points of damage per Danger event (no Armor rolls) in
addition to any other damages described below.
ACTIVATING THE LANCE: The PCs may order the cruiser into the corona after all the events have been resolved. Go to Table 40
“The Lance of the Martyr” if they choose to activate the weapon.
EVENTS DESCRIPTION
REPAIRS (3) The PCs may attempt to help with the repairs of the cruiser. Roll TECHNOLOGY. Limited success restores 1 HP, critical
success restores 3 HP. May be chosen up to three times.
PRAYER (2) The PCs may spend one event praying in the temple. Gives all PCs a +1 to all rolls for one skill of their choice for the
rest of the scenario, but as they are away praying, the ship suffers damage from continued attacks. Roll a die: 1–5) 3
points of damage, 6) No damage. May be chosen twice.
MEDICAL The PCs may seek medical aid if they have become broken or critically injured. They are treated by the medicurgs of
ATTENTION (1) the cruiser who restore D6 HP and all MP. All critical injuries count as treated and have their recovery times halved.
The PCs may treat each other’s wounds during an event, for example during a boarding, in which case this is
included in the event itself. All MP are restored on portal jumps.
THINKING One PC may test COMMAND to draw up new plans for the attack. A sensor analysis compiled by another PC may help
AHEAD (1) (DATA DJINN, each 6 rolled gives the strategist a +1 to their roll. Failing the roll gives the strategist a penalty of -1
instead.)
Each 6 rolled by the strategist translates to a bonus of +2 to a future roll by one of the other PCs.
FRANTIC The gunner PC can use her weapon station to protect the cruiser from incoming fire (RANGED COMBAT, treated as an
BARRAGE (3) armor roll against the Danger damage (-1/-3 HP) in this segment). If the sensor operator assists (DATA DJINN), each 6
rolled grants a +1 to the weapons roll. May be chosen up to three times.
TORPEDO Danger (0/-3/-5 HP): Enemy torpedo ships try to break through the defense barrages. The PCs have two turns to neu-
STRIKE (!) tralize two incoming torpedoes. If one of the torpedoes hits, the cruiser suffers 3 points of damage – if both hit, she
suffers 5 points (roll Armor once).
The PCs as crew: The captain may give orders once per turn (COMMAND), the engineer may distribute 1–3 EP (one
for each 6 rolled on a TECHNOLOGY test), the sensor operator may lock onto incoming targets (DATA DJINN) and the
gunner may fire (RANGED COMBAT). More than one PC may act as a gunner. Alternatively, they may choose to face the
attackers in small, two-people Order fighters (The
(The Last Cyclade,
Cyclade, page 32).
BROKEN Danger: The Lance has been damaged by enemy fire and the PCs may attempt to repair it using exos to climb out
LANCE (!) onto the hull of the damaged section (DEXTERITY, zero G). The repairs are a TECHNOLOGY roll with passive assist from
another PC with at least a skill level of 1 in SCIENCE (+2 dice) or RANGED COMBAT/TECHNOLOGY (+1 dice).
If the Lance isn’t repaired, it will need three events worth of charging time in the corona instead of one during
Segment 6 (Table 40).
SWARM Danger (0/-3 HP/turn): Wave upon wave of enemy fighter squadrons close in to cut up the cruiser’s armor using their
ATTACK (!) plasma weapons. The attack lasts for five turns or until the PCs have scored 8 points of damage on the attackers.
Each turn, the cruiser suffers (3 minus whatever amount of damage is dealt to the attackers by the PCs) points of
damage.
The PCs as crew: Take out as many attackers as possible. The captain may give orders once per turn (COMMAND),
the engineer may distribute 1–3 EP (one for each 6 rolled on a TECHNOLOGY test), the sensor operator may lock onto
incoming targets (DATA DJINN) and the gunner may fire (RANGED COMBAT). Alternatively, they may choose to face the
attackers in small, two-people Order fighters (The
(The Last Cyclade,
Cyclade, page 32).
BOARDERS IN THE Danger (0/-3/-5 HP): Boarding shuttles make it past the defenses and bore into the hull of the cruiser. Hadid
HANGARS (!) humanites (NPCs,page 97) fight their way toward the hangars to sabotage fighters and torpedo systems there.
Have the PCs face off against the boarders in a corridor. The attackers outnumber the PCs by two, but they may try
to set up an ambush. If more than half of the attackers make it past the PCs and into the hangars, the ship suffers 5
points of damage. If less than half make it past, the damage is only 3 points and if the PCs defeat all of their enemies,
the cruiser suffers no damage.
1 78
The Horizon Wars
When the monastery cruiser crosses Hamura, only a handful of ships from the allied fleets accompany it as most of the Third
Horizon’s forces will be tied up in the fighting in Kua. The Naar-Abayda will jump through the unstable portal into Taoan alone.
The PCs have a little time for final preparations.
EVENTS DESCRIPTION
PREPARATIONS (1) The PCs may attempt to calculate a better jump vector (DATA DJINN). Each 6 rolled reduces the damage suf-
fered during the initial Danger of Segment 4 by 2 points (see below). A mystic PC may aid the calculations roll
by testing MYSTIC POWERS, rewarding one extra die per 6 rolled.
STASIS Jumping through unstable portal fields comes with higher risks of dark corruption. One PC may roll MEDICURGY to
CALIBRATIONS (1) program the stasis units with added safety protocols against corruption. Another PC may assist by rolling SCIENCE
or TECHNOLOGY at -1 and rewarding one extra die per 6 rolled. See the “Darkbound” event in Segment 4 below.
REPAIRS (2) See the “Repairs” event in Segment 2, Table 36 above.
PRAYER (2) See the “Prayer” event in Segment 2, Table 36 above. Maximum skill bonus is +2.
MEDICAL ATTENTION (1) See the “Medical Attention” event in Segment 2, Table 36 above.
REPAIR THE LANCE (1) The PCs get another chance to repair the Lance in their exos. See the “Broken Lance” event in Segment 2, Table
36 above.
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WAKE OF THE ICONS
Number of events: 1 or 2 (at least one marked Danger – two if they have done (too) well so far)
Danger (−6 HP): The jump through the unstable portal between Taoan and Hamura leads to 6 points of damage. A well-calibrat-
ed jump can negate the damage (see “Preparations” in Table 37 above).
Sacrifices: Onboard the cruiser, a group of ten to twenty nomad star seers are in a deep trance. The players may choose to sac-
rifice them to reduce the damage suffered by the Naar-Abayda. Let the players determine how many points of HP loss they want
to negate and then roll a die for each point to determine how many stars seers die or become lost to the dark.
EVENTS DESCRIPTION
MUZHADJAR (!) Danger (-3/-6/-10 HP): The Vestals have filled the Taoan system with Muzhadjar (Coriolis core rulebook, page 324).
The beings may attack in two ways:
◆ SWARM: The creatures attack in a large swarm (10 HP against ship weapons). They reach the cruiser after three
turns and the PCs must try to defeat them before they do. Use the rules described under “Swarm Attack” in Table
36 above. For each of the Muzhadjar swarm’s remaining HP when it reaches the cruiser, the ship suffers 1 point of
damage (no Armor rolls).
◆ HULL LEECH: The cruiser has come too close to the creatures and two of them latch onto the hull. The PC must put on
exos and venture out onto the hull of the ship to fight them off. When brought down to half of their HP, the creatures
let go and fly away. If the PCs are forced to retreat before defeating both the Muzhadjar, the creatures do consider-
able damage before leaving on their own (3 points of damage for each surviving creature, no Armor rolls).
DARKBOUND (!) Danger (-1/-3 HP): Several crew members have been taken by the dark between the stars during the portal jump.
When the stasis units by the bridge open up again, corrupted darkbound slither out.
◆ STASIS CALIBRATIONS: If the PCs chose the “Stasis Calibrations” event from Table 37 above, they only encounter
three darkbound on the bridge, otherwise there are a total of five darkbound for them to deal with. If they defeat
the beings within five turns, morale onboard is raised and the martyr warriors manage to rid the rest of the
ship of the corrupted quickly enough to limit the damage suffered by the cruiser (1 point of damage). If the PCs
take longer, the crew panics and the darkbound run wild through the ship before eventually being hunted down
(cruiser suffers 3 points of damage).
PREPARATIONS The PCs may attempt to calculate a better jump vector (DATA DJINN -3). Each 6 rolled reduces the damage suffered
(1) during the initial Danger of Segment 5 by 2 points (see below). A mystic PC may aid the calculations roll by testing
MYSTIC POWERS at -1, rewarding one extra die per 6 rolled.
STASIS See the “Stasis Calibrations” event in Segment 3, Table 37 above.
CALIBRATIONS (1)
REPAIRS (1) See the “Repairs” event in Segment 2, Table 36 above.
PRAYER (1) See the “Prayer” event in Segment 2, Table 36 above. Maximum skill bonus is +2.
MEDICAL See the “Medical Attention” event in Segment 2, Table 36 above.
ATTENTION (1)
NUMBER OF EVENTS: 0 (the cruiser begins its descent into the corona, see Table 40)
DANGER (−6 HP): Jumping through the officially dead portal field between Taoan and Ainios results in 6 points of damage. A
well-calibrated jump can negate the damage (see “Preparations” in Table 38 above).
SACRIFICES: See the rules for sacrificing star seers in Segment 4, Table 38 above.
1 80
The Horizon Wars
The weapon will charge for one event (three events if damaged, see “Broken Lance”, Table 36 above). Each charging time event
reduces the cruiser’s Armor rating by 4 as the hull starts to disintegrate in the corona of the star. The cruiser needs at least 1 HP
to be able to complete its firing (see “Ending”, page 183).
EVENTS DESCRIPTION
DESPERATE ASSAULT (!) Danger (-2 HP/turn): The enemy sends fighters and torpedo ships in a final, desperate attack. The attack
lasts for three turns and may lead to up to 6 points of damage.
The PCs’ gunner (RANGED COMBAT) and sensor operator (assisting with DATA DJINN) may try to protect
the cruiser from the attacks. The gunner’s roll is treated as an Armor roll to reduce the damage suffered
by the ship once per turn. A critically successful roll breaks off the attack altogether.
MAYFLY (!) Danger (-6 HP): A butterfly ship performs a suicide attack by ramming the cruiser to stop it from firing. If
the ramming is successful, the cruiser suffers 6 points of damage (may test Armor).
It’s very difficult to spot the butterfly ship on the sensors, giving the sensor operator a −3 to DATA DJINN
to lock onto the target. The PCs’ gunner or gunners then have only one turn to score a critical success to
take out the ship (if multiple PCs act as gunners, they may pool their 6s).
FRACTAL RAIN (!) Danger (-12 HP): The Imperial battleships let loose a hail of fractal torpedoes against the cruiser. The PCs
have three turns to take out four incoming torpedoes. If the gunner scores a limited success, she shoots
down one torpedo – on a critical success, she takes out two. Each torpedo that hits the Naar-Abayda deals
3 points of damage (may test Armor).
The PCs as crew: The captain may give orders once per turn (COMMAND), the engineer may distrib-
ute 1–3 EP (one for each 6 rolled on a TECHNOLOGY test), the sensor operator may lock onto incoming
targets (DATA DJINN) and the gunner may fire (RANGED COMBAT). More than one PC may act as a gunner.
Alternatively, they may choose to face the attackers in small, two-people Order fighters (The
(The Last
Cyclade,, page 32).
Cyclade
BOARDERS ON THE BRIDGE (!) Danger (0/-3/-5 HP): Boarding shuttles make it past the defenses and bore into the hull of the cruiser.
Hadid humanites (NPCs, page 97) fight their way to the bridge to sabotage the Lance’s firing controls.
The PCs encounter the enemies on the bridge. The attackers outnumber the PCs by two and there is no
time to set up an ambush. If the attackers aren’t defeated, the firing controls are destroyed.
◆ MANUAL FIRING: If the controls are destroyed, the PCs’ last chance is to go into the reactor and trigger
the firing manually. See “Ending” below.
DARKBOUND (!) See the “Darkbound” event in Segment 4, Table 38 above.
THE TEAR (!) The First Horizon gathers its corrupting strength to open a tear into portal space and release the forces of
darkness. This is recommended as the final event you play before the weapon activates.
A creature similar to Ayaam’sha from Emissary Lost (page 183) breaks into the physical realm
inside the cruiser. It’s made up of strings of darkness bending around each other and interweaving to
form a three-dimensional being. Light bends and breaks around it as it grows from a one-dimensional
dot to quickly envelop the whole bridge. The PCs can either try to fight the creature or lure it into the
focus chamber where it will burn away as the Lance fires. The being will follow a single PC if she rolls
a critically successful MYSTIC POWERS test, or a majority of the PCs if they move together and pass a
MANIPULATION test.
◆ MANUAL FIRING: The PCs can go into the cruiser’s reactor and fire the Lance manually or lure the crea-
ture away from the bridge and use the firing controls there. See “Ending” below.
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WAKE OF THE ICONS
1 82
The Horizon Wars
ENDING
The PCs fight to keep the Naar-Abayda alive. fractures. After a last attempt to endure and remain, the
◆ Defeat: If the ship drops to 0 HP before the Lance fires, it’s failing Monolith discharges its harnessed darkness, breaking
destroyed and the PCs most likely perish with it. Alternatively, the planet’s surface to release torrents of fire and lava.
they may flee in an escape pod if you want to continue
adventuring in a lost Third Horizon. The Eternal Emperor y DEFEAT: A LOST HORIZON
is victorious. See the heading “Defeat: A Lost Horizon”. Red light fills the corridors. The projectors bleed antimatter
◆ The Lance: When the mega weapon is charged, it can be and implosions start caving in the ship. The hull breaks open
fired from the bridge by the crew unless a majority of them and lets the roaring darkness in. The old prophecies burn
have become darkbound – in this case, the PCs have to as glyph-covered debris is scattered through the night. The
complete the firing command themselves. The firing is a Naar-Abayda monastery cruiser’s last voyage ends in tragedy,
DATA DJINN test to calibrate the targeting sensors and lock as a promise unfulfilled. You burn for the Third Horizon but
onto the Monolith followed by a RANGED COMBAT test to history won’t remember your names – the Imperial conquest
fire. If either of the rolls fail, play one more event as the of your home worlds reduces you to anonymous casualties in
enemy is given a final chance to stop the PCs. If the firing the Eternal Emperor’s crusade for the glory of Ardha.
controls have been destroyed or the bridge is lost, the PCs A wave of light and lightning shoots into the darkness of
must fire manually from inside the engine room, in which space to challenge the Cold Flame. The star behind you erupts
case they roll TECHNOLOGY instead of RANGED COMBAT. in an ejection of plasma and a violent ion storm hits the cruiser.
◆ The Cold Flame: The Lance’s discharge and the collapsing The grand master turns to you to speak for the very last time…
of the portals will rip the cruiser apart. If the event takes
place in Kua, the PCs might decide or be urged by the y THE END: THE FALL OF AINIOS
grand master to depart the cruiser in a fast courier ship and “You truly are the children of the Martyr and the champions of the
jump out of the system before the shockwave hits. If the Third Horizon. It has been an honor to serve under you and a greater
end takes place in Ainios, their chances of making it back one yet to die by your side. The First Horizon is shut out for good and
through the highly unstable portal to the Third Horizon our kin finally awaken to a new dawn. We, the people, are finally the
become almost non-existent but you could decide to let captains of our own destinies and may chart a path to new Horizons.”
them try – perhaps they miraculously make it back home, Everything fades to white as the portals collapse and you
or disappear into the Void, living on only as legends. See become one with the stars. You live on as legends to inspire
the heading “Win: The Lance of the Martyr” and either
“The End: The Fall of Ainios” or “The End: The Fall of Kua”. y THE END: THE FALL OF KUA
“The Horizon must bleed for its new dawn but losing an arm is a
y WIN: THE LANCE OF THE MARTYR small price to pay for freedom. The time has come for you to leave
The cruiser shakes and you feel a great pressure over your us to meet our destiny. Your ship is ready. Return to what remains
temples. Your hearts race and a searing note, louder than of the Third Horizon and tell the people there of the heroes who fell
anything you’ve ever heard, threatens to break open your today, of our martyrdom and how we severed the serpent’s head, of
skulls. For an instant, the projectors go offline and you how good people held fast against the night. You shall be the prophets
float quietly through the carnage outside. Then, the Cold of this new dawn. May the ships of our descendants wear our story
Flame rips through the system, tongues of fire lashing out as a warning to those who will live to see the wars of tomorrow.”
against the enemy ships like the heads of a hydra. A spear of The cruiser shakes violently as you make your way down to the
devastation is thrust deep into the planet and the Monolith. waiting courier ship. You’re soon on your way through a burning
The ancient column, created by those who came before, system toward the portals. Before cold sleep takes you, you see
stands unaffected at first, regal and invulnerable. Then, a the followers of the Martyr perish in their own fire. As you slip
tiny crack forms and runs downward into a network of fine under and jump out, you dream of a new Horizon.
183
Epilogue
Nothing is forgotten,
as long as we remember.
Nothing is lost,
as long as we rebuild.
We fall,
and rise again.
Martyrs and idealists
become legends and dreams.
Dreams of the Horizon.
INTRODUCTION The proxy wars are over – at least for now. The circle
has come to a close. The PCs have seen the arrival of the
Emissaries, the rise of the Nazareem’s Sacrifice and the
devastation of the Horizon Wars. Old alliances have been
broken and reforged. Whole factions are gone and the star
maps look very different now. The fleets are decimated and
those who stayed out of the war, or who at least backed down
at the right moment, are perhaps coming out on top. The age
of the Zenithians is over and a vacuum of power now exists,
waiting for someone new to fill it.
AFTER THE HORIZON WARS, the Third Horizon is once is rising for those who stay. The Church of the
again left alone. Seeing the true, treacherous faces Icons gather pilgrims once again and the temples
of the Emissaries has upturned the lives of many are full to the brim. Mira, the Order of the Pariah
of the previously devout. Some have had enough and the clans of Khorsabad start salvaging in the
and give up – beyond Zhau’s sister star, an unlikely wreckage belts and the furnaces of the smelteries
fleet from all over the Horizon is gathering, led burn with the flames of tomorrow. Old blueprints
by the Nomad star seers. Hoping to reclaim the are dusted off and soon, a familiar shape appears
lost systems of the Third Horizon, they leave their in the night sky – a place of diplomacy, commerce
homes behind for good. Meanwhile, a new hope and intrigue: the Coriolis space station.
AFTERMATH
The remaining forces of the Eternal Emperor systems of the Dabaran Circle are lost forever and
are destroyed but beyond the collapsed portals, New Coriolis is instead coming together above
the First Horizon is already planning for the the jungles and floating temple cities of Mira.
future. Enormous cruisers filled with sleeping
butterfly ships burn through the dark between THE FACTIONS
the stars to someday reach the Third Horizon The post-war map of the Third Horizon has been
again. The Santulans have either been ousted redrawn and the different civilizations are slowly
and returned to the home world or claimed a starting to rebuild. Trade and diplomacy becomes
piece of the Sadaal Route as payment for their more important than ever. Secret agents and political
help in the war. In the latter case, Errai is now a agitators position themselves to try and influence
closed system into which only Seeker gurus and the political landscape of the new era. Secret orga-
certain Children of the Song mystics are allowed nizations and dark pacts take shape in the shadows.
entry. Weakened fleets and armies leave room
for new rebellions and freedom fighters but y THE ORDER OF THE PARIAH
in all, nothing as dramatic as how the Imperial The followers of the Martyr made enormous
fleets were cut off happens. Kua is either still a sacrifices during the war and their home system
shining beacon in the dark, gathering the Third of Zalos has once again been ravaged. The
Horizon around a new space station, or the Zahedan rebels seize the opportunity to take
1 86
Epilogue
MARFIK
CL O SED P OR TA L T O EREQU
HAMUR A THE FIRS T HORIZON (K UA ) ANASPOR A YAS TAPOL
THE DABAR AN
CIRCLE AMEDO
EANU
TAOAN
A INIOS
ALGEBAR
CL O SED P OR TA L T O
T HE FIR S T HORIZON ( A INIO S) UHARU
R IGEL
MEL IK
DABAR AN
over Zalos-B after a segment of bloody fighting. The two y THE CHURCH OF THE ICONS
stars are now split between Martyr loyalists and “heretics”. The Miran fleets weren’t large even before the war and have
The Order’s ties to the Church of the Icons grow stronger as since then lost much of their strength. In the religious vacuum
joint construction efforts produce new shipyards above the after the unmasking of the false Emissaries, however, the
moon of Karrmerruk. Both factions’ fleets need rebuilding Church of the Icons grow even more, uniting the sundered
and they pay well for salvaged debris or weapon systems Horizon under a new, monotheist banner. All Icons are really
from any of the myriad of new ship cemeteries left behind just aspects of the One True Icon but the faith allows room for
by the war. Aiwaz becomes known as the first blood system ancestral worship and local variations which appeals to both
and free traders and hopeful artifact hunters soon invade nomads and previously faithless neo-Zenithians. The Church
its vast wreckage belt – something that attracts the eyes of grows and Mira’s ancient temple societies are revitalized as
both the Syndicate and of other, hidden shipyards. The City colossal pilgrim ships start arriving via Zalos at regular intervals.
of Foreigners grows and new domes open for business with
visitors who swear not to deny the Martyr’s importance in the y THE ZENITHIAN COALITION
Horizon Wars. The Judge is increasingly revered around the The exiled Zenithians and the expatriates have gone one of
Horizon and many societies now pray to a new aspect – the two ways, either to Amedo or to Algol. In Amedo, they rebuild
Protector. the dome city of Xhi and construct a new Dawn Palace for
187
WAKE OF THE ICONS
the prominent families on one of the nearby moons. White are heard. Accusations of corruption and war crimes are soon
marble and salvage from Coriolis glow in the bright sunlight brought against the Federation by the Zenithian Coalition,
from the blue holo sky above. Alternatively, if the Dabaran however, proving that old prejudice dies hard.
Circle is lost and Kua closed, they instead go to the Algolan
metropolis of AYM, the mega-city formed by the three cities y THE DRACONITES
Akhandar-O-Sharif, Yasul and Merkate. Colonial governor The Draconites remain in the shadows, working toward
Abbaras Quam is removed, the Tanzim highlands are cleared some unknown goal through their hidden cells of warrior
of slavers and opor farmers and new terrace farms are founded monks, archivists and artifact tamers. Their bases remain
to feed coming generations in a massive new scheme for undiscovered in the more remote systems but rumors spread
Zenithian expansion. A new board of representatives from the that they have moved into Odacon and the ashes of Rusah
different clans is formed, chaired in tandem by the Yriedes to guard against future attempts by the agents of the enemy
and Abbaren-Quassar families. The Dawn Palace towers in to taint the system with their malice.
supreme splendor over the surrounding Akhander townships.
The founding families of the Syndicate, Birbasil and Nyala, LOST PEOPLES
are now considered traitors and their importance in Zenithian The losers of the war are the worlds chosen as theatres of
history is retconned out. The faction’s former members combat by the Old Horizons. Depending on how the PCs
become free traders, corsairs or smugglers, forbidden from ended the war, the situation for the systems below might
ever owning land or businesses again. vary radically.
1 88
Epilogue
189
WAKE OF THE ICONS
1 90
Appendix
SPACECRAFT
APPENDIX::
Below are stats for various new spacecraft you can use
during the Horizon Wars in addition to the lists found on
page 160 of the Coriolis core rulebook. An average crew will
have attribute and skill levels of 3. The fleets’ elite squad-
rons will have attribute and skill levels of 4. The stats in the
tables below include modifiers from Features.
y ORIGINS AND AESTHETICS Temple keeps its ships rounded and somewhat
◆ The Zenithians: The Consortium champions insectoid, often covered in floral motifs. The
function over form. Their steel gray research hulls are sometimes painted or adorned with
vessels and bulk haulers have hulls without orna- glittering scales.
mentation, instead covering their nakedness ◆ The Order of the Pariah: The base design
with sensor masts, exterior support beams and for the fleet of the Order of the Pariah is the
ceramic heat shields. The ships of the Foundation same round, insectoid shapes as Ahlam’s
are more advanced and therefore look the part Temple but the Order appears to build from
– white, streamlined vessels constructed from stone rather than metal. Spires and domes
new materials and modern, experimental tech. cover the larger ships, like ribs or swollen
The only soft shapes can be found in the fleet growths. Large glyphs are painted on the
of the Hegemony, its sleek hulls sporting lavish hulls in the frantic handwriting of a madman.
decorations and gold panels. The escort fighters are the only vessels in
◆ The Draconites: The exiled Zenithians another style – more modern and jagged
turned warrior monks have rediscovered in their shape, like winged, angular exos to
lost engineering from the days of the Portal refract and deflect sensor sweeps.
Wars. Their black ships with ceramic modules ◆ The Nomads: The battleships of the Janhagir
are covered in both glyphs in dead Third fleet are ancient shells covered in spiked blades
Horizon languages and the scrolling, floral and round shields, glowing with a greenish
patterns of the Firstcome. Curious modules luster. The rest of the fleet is a mix of converted
of unknown design and purpose hint at the clan ships and cannibalized warships from
faction’s discoveries far beyond mapped space past wars, their shapes jutting and multiform.
but in spite of this, the Draconites still keep Many different styles and eras meet in the
in their design the memory of Coriolis and nomad fleet, sometimes in the very same
the Zenith of old. vessel. The ships are often painted in glaring
◆ The Legion: With roots in the arms race colors that represent the clan or family living
around the Portal Wars, the mass produced aboard. Decorations like these, reminding of
warships of the Legion look a lot like bulk tropical fish, are of course regarded as vulgar
haulers. The dark dura beam ribs of the vessels and uncivilized by the Zenithians.
give them an austere look but recently, a ◆ Mira and Dabaran: The Miran design is the
more Zenithian look has made an entry into original style of Third Horizon shipbuilding,
the fleet and gold plated geometrical shields sleek and rounded shapes to remind of scarab
are becoming more common. beetles or mayflies but without garish adorn-
◆ Ahlam’s Temple: Drawing inspiration from ments. The Dabaran fleet looks much the
the original Firstcome settlers of Mira, the same, but in the dars’ quest for Hegemony
191
WAKE OF THE ICONS
The fleets under the Emissaries’ control are made up jump thanks to the meditating mystics onboard.
of two parts: ex-Legion battleships commandeered by Additionally, all crew positions count as having per-
the Judge Emissary in the Rimward Reach patrolling the formed preparatory prayer in a chapel, giving them a +2
Quiet Zone in Xene and various deserter crews from the to one prayer reroll per combat.)
other factionary fleets. The former Legion battleships ◆ MERCY OF THE ICONS(Feature: When the ship suffers a
are famous for their huge numbers of stormtroopers and critical hit, roll the dice twice and let the engineer on-
boarding parties ready to deploy via breach torpedoes. board choose the least harmful result.)
Use the battleships described below as well as ships from
the exiled Zenithian, Order and Nomad fleets to make up NEW FEATURES FOR THE EX-LEGION SHIPS:
the mystic fleet. Mutineer ships always have the Mystics ◆ ADVANCED BREACH TORPEDOES(Feature +10%: The
and Mercy of the Icons Features. Legion’s advanced boarding and landing torpedoes
are large enough to hold sixteen commandos or thirty
NEW FEATURES FOR THE MYSTIC FLEET: two combat creatures. See the Breach Torpedoes box.
◆ MYSTICS(Feature: +2 to COMMAND when determining Additionally, when they hit, the target may only roll half
Initiative and +2 to DATA DJINN when rolling to portal her Armor dice.)
1 92
Appendix
DOCKYARDS: Nodash Dockyards, Odacon (pre-Portal Wars) MODULES: Docking station ×2, hangar ×3 (4 shuttles, 4 torpedo
(+4 weapon systems, EP +1) (retrofitted at Alhudu naval base, ships, 16 fighters), cabins (3×320 coffins for breach troops,
Kuan asteroid belt) (Armor +1, −1 module) 6×80 standard for crew, 1×20 suites for command), stasis hold
CLASS: V (length 1,400 meters) (5×320), escape pods (8×16, 128 people), chapel, medlab,
cargo hold (3×1,000 tons), mining station, service module,
EP: 8 workshop
HP: 15 WEAPONS: Meson cannon ×2, autocannon ×2, countermeasure
MANEUVERABILITY: −2 dispenser, torpedo room ×12 (36 breach torpedoes with sol-
diers or nekatra, 8 plasma torpedoes, 8 nuclear mines)
SIGNATURE: +3
FEATURES: Robust hull ×3 (HP +3), Arboretum, Advanced
ARMOR: 10
Countermeasures (RANGED COMBAT +1), Advanced Torpedoes (−1
SPEED: 1 to countermeasures and defensive barrage), Bonus Modules ×2 (10
modules), Advanced Breach Torpedoes, Mystics, Mercy of the Icons
DOCKYARDS: Thalus naval base, the Rimward Reach (Armor +4 MODULES: Docking station ×4, hangar ×2 (4 torpedo ships, 16
vs ion weapons) fighters), cabins (1×320 coffins for breach troops, 4×80 stan-
CLASS: V (length 1,000 meters) dard for crew), stasis hold (2×320), escape pods (8×16, 128
people), chapel, medlab, cargo hold (2×1,000 tons), service
EP: 7
module, salvage module, workshop ×2
HP: 14
WEAPONS: Meson cannon, autocannon ×3, countermeasure
MANEUVERABILITY: −2 dispenser, data pulse, data meme, torpedo room ×5 (8 breach
SIGNATURE: +3 torpedoes with soldiers or nekatra, 8 plasma torpedoes, 4 ion
torpedoes)
ARMOR: 9 (13 vs ion weapons)
FEATURES: ED Fields (bridge and standard cabins), Super
SPEED: 1 Sensors, Robust Hull ×2 (HP +2), Arboretum, Advanced Breach
Torpedoes, Mystics, Mercy of the Icons
The Nadir Flotilla is dominated by the heavy Eshim class than their siblings among the other factionary fleets of
destroyers and supporting squadrons of Dysil class torpe- the cluster. Their bone-white hulls with golden ablative
do ships. The Ilyo class fighters protecting the fleet from armor shields are covered in glyphs praising the origins of
torpedo strikes are among the fastest ships in the whole the Zenith. The Orizo-Jhadid flagship looks like the rest of
Third Horizon. The battleships are smaller and more sleek the battleships except for being completely golden.
DOCKYARDS: Daharab, Bahram (Class number of extra weapon MODULES: Docking station ×4, hangar ×4 (2×4 torpedo ships,
modules) 2×16 fighters), cabins (2×20 suites, 1×320 coffins), cargo hold
CLASS: V (length 950 meters) (3×1,000 tons), escape pods (32 pods, 160 people), medlab,
chapel, service module ×2, workshop, stasis hold (2×320 beds)
EP: 7
WEAPONS: Torpedo room (4×4 nuclear torpedoes, 2×8 ion
HP: 14 torpedoes), heavy acc cannon ×2, light acc cannon ×3, counter-
MANEUVERABILITY: −1 measure dispenser ×2
SIGNATURE: +3 FEATURES: Ablative Armor ×3 (−3 damage to three hits), Turbo
Projector (Maneuverability +1, Speed +1), Robust Hull ×2 (HP +2)
ARMOR: 9
SPEED: 2
193
WAKE OF THE ICONS
DOCKYARDS: Daharab, Bahram (Class number of extra weapon MODULES: Docking station, hangar ×2 (2×8 fighters), cargo
modules) hold (250 tons), cabins (1×80 coffins), stasis hold (2×80 beds),
CLASS: IV (length 250 meters) escape pods (4 pods, 20 people), medlab, service module,
workshop
EP: 6
WEAPONS: Acc cannon ×2, heavy acc cannon ×2, torpedo
HP: 9 room (2×4 ion torpedoes), autocannon ×2, countermeasure
MANEUVERABILITY: 0 dispenser
SIGNATURE: +2 FEATURES: Ablative Armor ×2 (−3 damage to two hits), Heavy
Armor ×2 (Armor +2), Turbo Projector (Maneuverability +1,
ARMOR: 9
Speed +1)
SPEED: 2
1 94
Appendix
The shell armor of the enormous Imperial cruisers DOCKYARDS: Almushtari dockyards, Ardha (Portal field propul-
sion, Speed +2 and Signature −3)
shifts like oil as the ships flicker through the empti-
CLASS: V (length 1,100 meters)
ness, traveling through flash tears into portal space.
EP: 7
The rest of the First Horizon’s invasion fleet is made
HP: 15
up of smaller, insect-like ships that well from inside
the cruisers to swarm around them in the darkness. MANEUVERABILITY: −2
round them as tiny dots of pulsing light. The remaining MODULES: Hangar (8× gunships/butterfly ships, 5×16 solar
drones), docking station ×2, meditation chamber (2×80 com-
Nazareem cultists accompany the fleet in civilian
bined cabins and stasis beds), chapel ×2, cargo hold (4×1,000
ships armed with hidden weapons. tons), medlab ×2, workshop ×2, service module ×2
WEAPONS: Torpedo room (4×4 fractal torpedoes), countermea-
NEW FIRST HORIZON SHIP TECH: sure dispenser, meson cannon ×2, heavy meson cannon ×2,
◆ PORTAL FIELD PROPULSION(Docks: The ship uses tiny data meme
tears into portal space for traveling which gives it FEATURES: Stealth Technology (Signature −1), Ablative Armor
×3 (−3 damage to three hits), Heavy Armor ×3 (Armor +3),
a +2 to Speed and a −3 to Signature. Only for ships
Robust Hull ×3 (HP +3)
built on Ardha.)
◆ SENSOR DEFLECTORS(Docks: Advanced stealth tech,
Signature −2. Only for ships built in Ainios.)
◆ NANITE ARMOR(Docks: Strong nano filament armor
capable of restructuring itself and opening up portal
TERMITE DESTROYER, GUNSHIP
space tears to rip apart incoming projectiles. Only for
ships built in Karrash.) DOCKYARDS: Wala dockyards, Karrash (Nanite armor, HP +3, EP −1)
◆ MEDITATION CHAMBER(Module: Meditation cabins CLASS: III (length 60 meters)
a critically successful sensor roll can reveal their WEAPONS: Torpedo room (2×4 fractal torpedoes, 1×8 fractal
torpedo mines, 1×4 breach torpedoes (five soldiers in each),
hidden armaments.) meson cannon, data pulse
◆ FRACTAL TORPEDOES(Weapon system: Bonus +2,
FEATURES: Stealth Technology (Signature −1), Sensitive
Range: Extreme, Damage: 4 HP and 2 EP, CRIT: 1, Sensors ×3 (DATA DJINN +3), Darkness Propulsion
Signature: −4. See The Last Cyclade, page 39.) (Maneuverability +2, Speed +1), Ablative Armor (−3 damage to
one hit), Bonus Modules
◆ HEAVY MESON CANNON(Weapon system: Equivalent
to regular meson cannons but with Medium range.)
195
WAKE OF THE ICONS
1 96
Appendix
The black and gold ships of the disbanded Legion have ◆ WEAR(Many of the ships were permanently damaged by
joined forces with the remains of the Hegemony’s sleek the Monolith’s discharge or have been in active service
fleet. The flagship Asarita – impossible to outmaneuver for far too long because of the decimation of the fleet.
and crewed by three hundred top-trained veterans – leads Make an extra roll on the Ship Wear table to account for
the defense of the new home world, Amedo, together with this (Coriolis core rulebook, page 155))
the rest of the squadrons that survived the Fall of Coriolis.
DOCKYARDS: Harima dockyards, Kua (EP +1, HP −1) MODULES 40: Docking station ×2, hangar ×9 (4 gunships, 4
CLASS: V (length 1,000 meters) shuttles, 64 fighters), cabins (1×320 coffins for soldiers 4×80
standard for crew), stasis hold (2×320), escape pods (8×16
EP: 8 pods, 128 people), chapel, medlab, cargo hold (2×1,000 tons),
HP: 14 service module, workshop
MANEUVERABILITY: 0 WEAPONS: Nestera Mangler ×2, autocannon ×2, countermea-
sure dispenser, data pulse, torpedo room ×2 (16 nuclear mines)
SIGNATURE: +3
FEATURES: Ablative Armor ×3 (−3 damage to three hits),
ARMOR: 9
Advanced Targeting Computer (DATA DJINN +1 when locking
SPEED: 3 onto targets), Robust Hull ×3 (HP +3), Turbo Projector ×2
(Maneuverability +2, Speed +2)
DOCKYARDS: Alhudu naval base, Kuan asteroid belt (Armor +1, ARMOR: 5
−1 module)
SPEED: 4
CLASS: II (length 68 meters)
MODULES: Escape pod (1 pod), stasis hold (4 beds)
WEAR: One roll on the Ship Wear table
WEAPONS: Advanced torpedo room (4 torpedoes), torpedo
EP: 4 room (8 ion torpedo mines), countermeasure dispenser
HP: 4 FEATURES: Ship System (sensor operator, Attribute 3, Skill 3)
MANEUVERABILITY: +1 Advanced Countermeasures (RANGED COMBAT +1), Advanced
Torpedoes (−1 to countermeasures and defensive barrage)
SIGNATURE: −1
197
WAKE OF THE ICONS
DOCKYARDS: Harima dockyards, Kua (EP +1, HP −1) Alnakhi patrol ships and insect-like Nasia class fighters.
ARMOR: 3 ies instead of chapels onboard. Dead crew members are interred
SPEED: 6
in the bone chambers. Deep, powerful preparatory prayer in
the name of the Martyr grants a +3 to all Judge rerolls (RANGED
MODULES: Heavy acc cannon, autocannon, data pulse
COMBAT and COMMAND), +2 to prayer rerolls for one other Icon
FEATURES: Atmospheric Entry, Turbo Projector ×2
(Maneuverability +2, Speed +2), Precise Thrusters and +1 to all other prayer rerolls for the entire crew.)
(PILOT +2 on evasive maneuvers)
1 98
Appendix
DOCKYARDS: Sachara docks, Aldaan-B (retrofitted at MODULES: Docking station ×2, hangar ×5 (1 destroyer, 2 patrol
Karrmerruk, Zalos) (Fractal Hull, Signature −2 and HP +2, plus ships carrying 4 fighters each, 32 fighters), cabins (2×320
the Antimatter Rockets Feature) coffins for ground troops, 7×80 standard for crew, 1×20 suites
CLASS: V (length 1,800 meters) for command), stasis hold (4×320), escape pods (4×16 pods,
64 people), chapel ×4, medlab ×2, cargo hold (4×1,000 tons),
EP: 7 mining station, service module, workshop ×2
HP: 17 WEAPONS: Heavy acc cannon ×2, autocannon ×2, thermal cannon,
MANEUVERABILITY: 0 torpedo room ×4 (8 antimatter torpedoes, 4 plasma torpedoes, 4
breach torpedoes for boarding), countermeasure dispenser
SIGNATURE: +1
FEATURES: Antimatter Rockets (Maneuverability +2), Glyph
ARMOR: 10
Armor, Robust Hull ×3 (HP +3), Arboretum, Advanced
SPEED: 1 Countermeasures (RANGED COMBAT +1), Bonus Modules ×2 (10
modules), Ossuary ×4
DOCKYARDS: Karrmerruk, Zalos (Feature: Antimatter Rockets) MODULES: Docking station, hangar ×3 (1 patrol ship carrying 4
CLASS: V (length 1,100 meters) fighters, 32 fighters), cabins (1×320 coffins for ground troops,
6×80 standard for crew, 1×20 suites for command), stasis hold
EP: 7 (3×320), escape pods (8×16 pods, 128 people), chapel ×2,
HP: 14 medlab, cargo hold (2×1,000 tons), service module, workshop
MANEUVERABILITY: 0 WEAPONS: Acc cannon, autocannon, thermal cannon, torpedo
room ×3 (4 plasma torpedoes, 4 standard torpedoes, 4 breach
SIGNATURE: +3
torpedoes for boarding), countermeasure dispenser, data
ARMOR: 10 pulse
SPEED: 1 FEATURES: Antimatter Rockets (Maneuverability +2), Glyph Armor,
Robust Hull ×2 (HP +2), Arboretum, Salvage Unit, Ossuary ×2
DOCKYARDS: Karrmerruk, Zalos (Feature: Antimatter Rockets) MODULES: Docking station, hangar ×2 (16 fighters), cabins
CLASS: IV (length 250 meters) (1×80 coffins, 1×20 standard), stasis hold (1×80), escape pods
(4×4 pods,16 people), chapel, medlab, cargo holds (1×250 tons
EP: 6 internal, 1×1,000 tons external), service module, workshop
HP: 11 WEAPONS: Acc cannon ×2, autocannon, torpedo room ×4 (8
MANEUVERABILITY: +1 standard torpedoes, 4 plasma torpedoes, 4 breach torpedoes
for boarding), countermeasure dispenser
SIGNATURE: +2
FEATURES: Antimatter Rockets (Maneuverability +2), Glyph
ARMOR: 8
Armor, Atmospheric Entry, Robust Hull ×2 (HP +2), Advanced
SPEED: 1 Torpedoes (−1 to countermeasures and defensive barrage),
External Cargo, Ossuary, Bonus Modules (5 modules)
HP: 6 WEAPONS: Acc cannon, ion cannon, torpedo room ×3 (8 ion tor-
pedoes, 4 plasma torpedoes), countermeasure dispenser
MANEUVERABILITY: +2
FEATURES: Antimatter Rockets (Maneuverability +2), S
SIGNATURE: −1 Propulsion, Glyph Armor, Atmospheric Entry, Ejector, Stealth
ARMOR: 6 Technology (Signature −1), Super Sensors (Extreme range)
199
WAKE OF THE ICONS
SPEED: 2 SPEED: 4
MODULES: Docking station, cabins (1×20 coffins), chapel, WEAPONS: Acc cannon, data pulse
escape pods (2 pods, 10 people), stasis hold (1×20), hangar ×4 FEATURES: Ejector, Antimatter Rockets (Maneuverability +2),
(4 fighters), service module Atmospheric Entry, Sensitive Sensors (DATA DJINN +1)
WEAPONS: Ion cannon
FEATURES: Antimatter Rockets (Maneuverability +2), Robust
Hull (HP +1), Sensitive Sensors (DATA DJINN +1)
The home of the Mogul clans, the gigantic flagship Vaharwala, built in Aldaan-B which for the Nomad Federation
led the nomad swarms into the Third Horizon together with means only the class V battleships.)
her younger siblings Bhartena, Ghôl-Sarbh and Magratûrk. ◆ FAMILY SHIP(Feature +10%: Nomad engineers and dock
Council ships, armed family ships, converted destroyers, workers are skilled at turning cramped ships into homes for
freighters and shuttles make up the multicolored frenzy sur- large families. Calculate the capacity of the cabins, escape
rounding the black, glyph-covered hulls of the majestic bat- pod and stasis hold modules as if they were one ship class
tleships like huge schools of tropical fish around a coral reef. higher. These three module types also count as being pro-
The nomad fleet is larger than the rest of the Third Horizon’s tected by ED Fields. Classes I–IV simply fit more people as
fleets combined but mainly consists of class IIIs and a couple per one entry higher on the tables and for class Vs, double
of class IVs. Many of the ships listed below can be used as the numbers listed. The ship gets a +1 to its Signature stat as
generic military, civilian and corsair vessels throughout the the peculiar alterations made to the base design make them
Horizon if you take away the nomad-specific Features. easier to spot.
◆ SUPERCHARGED REACTOR(Feature +15%: Centuries of
NOMAD FLEET SHIP TECH AND FEATURES: expertise passed down through the generations have
◆ STAR SEERS(Feature: Ship classes III–V usually have made nomad reactors and energy distribution systems
at least one Kahin onboard, a mystic trained by the veritable works of art. Each tier of the Feature gives
Federation to interpret the streams between the portal the ship 2 extra EP. Class I ships may not purchase this
fields. These crew members grant a +2 to DATA DJINN when Feature, classes II and III may purchase it once and
calculating jump vectors and the Feature may be chosen classes IV and V may get it twice.)
up to (Class−2) times. This means a class V ship may have
three tiers of the Star Seers Feature, for example.) Many nomad ships will have the Ship System Feature for
◆ FRACTAL HULL(Docks: Adaptive alloys in the hull the pilot, sensor operator and gunner positions so the ship
strengthen areas about to be hit and form sensor ab- can defend itself as it emerges from a portal, before the
sorbing surfaces. Signature −2, HP +2. Only for ships crew are fully thawed out.
2 00
Appendix
VAHARWALA, FLAGSHIP
DOCKYARDS: Sachara docks, Aldaan-B (retrofitted in the MODULES: Docking station ×2, hangar ×6 (2 light destroyers,
Quadrant of the Pillar) (Fractal Hull, Signature −2 and HP +2) 4 freighters), cabins (3×160 standard, 3×40 suites for elder
CLASS: V (length 1,600 meters) council families), escape pods (6×16 pods, 960 people), stasis
hold (2×640), cargo hold (5×1,000 tons), service module,
EP: 11 workshop, medlab ×2, chapel ×2
HP: 17 WEAPONS: Ion missile, heavy acc cannon ×2, ion cannon ×3,
MANEUVERABILITY: −2 autocannon ×2, data pulse ×2, countermeasure dispenser ×2,
torpedo room ×5 (8 ion torpedoes, 4, standard torpedoes, 8
SIGNATURE: +2
breach torpedoes with soldiers)
ARMOR: 9
FEATURES: Fractal Hull, Star Seers ×3 (DATA DJINN +6 on portal
SPEED: 1 jumps), Robust Hull ×3 (HP +3), Family Ship, Supercharged
Reactor ×2 (EP +4), Ablative Armor ×3 (−3 damage to three hits),
Ship System (Pilot, Gunner and Sensor Operator, Attribute 3,
Skill 3), Arboretum, Bonus Modules ×2 (10 modules)
DOCKYARDS: Sachara docks, Aldaan-B (retrofitted in the MODULES: Docking station ×4, hangar ×2 (2 corsair ships),
Quadrant of the Pillar) cabins (2×160 standard, 2×40 suites for elder council families),
(Fractal Hull, Signature −2 and HP +2) escape pods (5×16 pods, 800 people), stasis hold (1×640),
CLASS: V (length 900 meters) cargo hold (2×1,000 tons internal, 2×4,000 tons external),
mining station, service module, medlab ×2, chapel ×2, work-
EP: 9 shop, salvage module ×2
HP: 14 WEAPONS: Acc cannon ×2, autocannon ×2, data pulse, counter-
MANEUVERABILITY: −2 measure dispenser, torpedo room ×5 (8 ion torpedoes, 4 stan-
dard torpedoes, 16 mines)
SIGNATURE: +2
FEATURES: Fractal Hull, Star Seers ×2 (DATA DJINN +4 on portal
ARMOR: 9
jumps), Family Ship, Supercharged Reactor (EP +2), Salvage
SPEED: 1 Unit, External Cargo, Ship System (Pilot and Sensor Operator,
Attribute 3, Skill 3)
201
WAKE OF THE ICONS
2 02
METAGAME SHEET
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TA R A Z U G
DZIBAN
UN S TA B L E
P OR TA L
GHODAR ZIB
THE M
CH
THE SADA AL
ROUTE
ERR A I
D AY B U L MIR A
ZALO
SADA AL
A I WA Z
MENK AR NAGAR
HAMUR A
DANGEROUS ARE A
TA O A N
FIRST
HOR IZON
CLOSED SYSTEMS
UHARU
ZUHAL
DABAR
ODACON
DANGEROUS ARE A
ZHAU
MIR A N
A IN
S I VA S
ORDANA
THE QUADR ANT OF
THE PILL A R
OS
A LTA I
KUA AWADHI
UN S TA BL E
P OR TA L
NHARMADA
Z AMUSA
ALGOL UN S TA B L E
P OR TA L
CAPH
MARFIK UN S TA B L E
P OR TA L
EREQU
ANASPOR A
YA S TA P O L
AMEDO
EANU
HE DA BA R A N CIRCLE
UN S TA B L E
P OR TA L
ALGEBAR
R IGEL
MEL IK
AN
Nightmares and premonitions wake you in a cold sweat, panic
tightening your chest. “It began with rolling fields and an invitation.
An outstretched hand – whose hand? Then a starry sky and the
emptiness of space. You couldn’t breathe, your heart racing as you
recognized a planet – the emerald – Kua, waiting for you. Glittering
wings in the darkness surrounding you. Hundreds of butterflies
followed by enormous shell-covered titans. A locust swarm coming to
devour the Third Horizon.”
In dreams and visions, something calls out into the dark space of
the Third Horizon – a new presence or something old? It may hold
the answers for the future – about a prophecy, the Chosen and the
coming Horizon Wars.
The Wake of the Icons is the third and final part of Mercy of the Icons,
Icons,
the epic and richly illustrated campaign for Coriolis – The Third Horizon.
Horizon.
This book contains:
ISBN 978-91-89143-89-0
FLFCOR004
freeleaguepublishing.com