Main - Chapter 8: Dianreti III

Captain Zaytsev

htech

Oct 16, 2024 3:58 pm
OOC:
@spaceseeker19 please level up your character as soon as possible. We are moving on...
Captain Zaytsev
Trade Era 1235, Day 175. 07:19 UTC
Celestial Voyager, in orbit of Dianreti III

The Celestial Voyager emerged from the black veil of interstellar space in a silent shimmer of shifting starlight, decelerating smoothly into the system. As the starship glided toward Dianreti III, the planet below spun lazily in its orbit, showcasing its natural beauty. Swirls of emerald jungles sprawled across countless islands, linked by azure oceans so vast that they seemed like endless mirrors. Wisps of tropical storms moved slowly over the seas, casting fleeting shadows on coral reefs hidden just below the water’s surface.

https://i.imgur.com/8rNYGr5.jpeg

For any first-time visitor, the view might inspire awe. But Captain Valeria Zaytsev knew better—this world was as dangerous as it was beautiful. She stood on the bridge of the Voyager, watching with a seasoned, wary eye as the ship approached the limits of the planet’s enforcement perimeter.

An alert chimed, and the ship's navigational AI displayed a schematic of Airthorne Starport, Dianreti’s lone point of contact with the stars. The artificial island sat far from the mainland archipelagos, rising from the sea like a fortress of gleaming steel and reinforced permacrete. Its hexagonal landing pads glinted in the sunlight, surrounded by the stark outlines of heavy defense batteries—point-defense cannons, long-range railguns, and orbital drone platforms silently waiting to enforce Stellar Express’ landing protocols. The island was not designed to welcome visitors. It was a choke point, carefully maintained to protect corporate interests and keep the chaotic politics of the clans far away from off-world influence.

"Captain," Hank called, breaking the quiet hum of the bridge. "Stellar Express’ control tower is hailing us."

She gave a small nod. "Patch them through."

The holoscreen flickered to life, displaying the cold, efficient face of an orbital security controller. His uniform bore the emblem of Stellar Express's Airthorne control—a stylized silver ship breaking through a ring of stars. He regarded them with the detached professionalism of someone used to dealing with cautious traders and suspicious captains.

"Unidentified cruiser, this is Airthorne Starport Control. You are entering restricted space. Transmit your vessel ID and cargo manifest immediately or adjust course. Unauthorized landings are strictly prohibited. Stand by for confirmation before approach."

"Copy, Airthorne," she said, her tone betraying neither impatience nor deference. "This is the Celestial Voyager, Stellar Express partner, registry MC-717. We are transporting speculative cargo under the ITC's Free Trader's laws and compliant with ITC's Merchant Regulations. Transmitting clearance codes now."

For several tense moments, the only sound on the bridge was the soft hum of the engines as the ship reduced their relative speed through the planet's outer orbit. Zaytzev's gaze drifted to the world below, where isolated pockets of humanity—warlords clinging to power with pre-industrial weapons and scavenged technology—were locked in endless, desperate struggles. The lush, unspoiled beauty of Dianreti was a lie, hiding decades of pain, ruin, and betrayal.

Soon, a reply arrived. "Clearance confirmed, Celestial Voyager. Proceed on vector 2-9-3 to orbit. Your cargo lighter and any shuttles in your bays are cleared to land at Airthorne Starport. Be warned—orbital security drones are active. Deviate from your flight path at your own risk," he paused. Then he said, as an afterthought, "Welcome to Dianreti III."

Valeria tapped the edge of the comm panel, and the transmission ended with a dull click. She exhaled, releasing a tension she hadn’t realized she was holding. "Bring us in slow," she ordered Douklan. "And keep an eye on those drones. This planet's as likely to shoot us out of the sky as let us land."

At the same time, Valeria knew there were eyes watching from the jungles and hills—the clans' warlords, each wondering if this large starship carried the tools to change the delicate balance of power. No doubt spies would soon report the Voyager’s arrival to various factions, stirring up intrigue and plots. In a place like Dianreti III, even the arrival of a single merchant ship could tip the scales of conflict.

Welcome to the Dianreti system.
Loading StellarNet...

Weekly deals
Top deals
Gravcar
$20,000 $18,200
(Save $1,800)
Recommended for you
Used Free Merchant ship
(no extra fittings = just the basic hull and a spike-1 drive)
$500,000 $385,000
(Save $115,000)
Best deals - Ships and Fittings
Drive-2 upgrade, Frigate class
$100,000 $77,000
(Save $23,000)
Jobs and missions
Weapons for the Warlords
Details:
- Somebody learned that you have a cargo hold full of weapons, making you prime targets for the planet’s warlords. The Skorn Clan, the Varunans, and even the Red Hawk Pirates are all potential buyers, but aligning with one faction could make enemies of others.
- If you accept this "job", you will trade directly with the warlords, but the party will need to navigate tense negotiations, decide who to arm, and deal with the consequences of tipping the balance of power.

Rewards:
- Reduced trade friction (from 5 to 2) for your trade in Dianreti III
Sabotage in the Shattered Archipelago
Details:
- Elder Sorda Skorn wants to hire a group of mercenaries to infiltrate a rival clan's island and disable their defenses before an upcoming attack.
- Further details are given if the party commits to the job and arrives at the Elder’s island.

Rewards:
- $1,000 credits for each mercenary
2 more missions will be available when you reach Englene Station, for factions and patrons located there
Freight and passengers
Cargo: Skysilk Juice
Amount: 9 tons
Origin: Dianreti III
Destination: Darasalam I (3 hexes)
Payment: $945
Cargo: Livestock, Common
Amount: 64 tons
Origin: Dianreti III
Destination: Darasalam I (3 hexes)
Payment: $6,720
Cargo: Drugs, Raw Materials
Amount: 68 tons
Origin: Dianreti III
Destination: Darasalam I (3 hexes)
Payment: $7,140
Cargo: Exotic Jewels
Amount: 10 tons
Origin: Dianreti III
Destination: Darasalam I (3 hexes)
Payment: $1,050
Cargo: Medical Supplies, Pretech
Origin: Englene Station
Amount: 26 tons
Destination: Panipat II (5 hexes)
Payment: $4,290
Cargo: Regular passenger
Origin: Englene Station
Amount: 6 people
Destination: Altairia (6 hexes)
Payment: $11,700
Cargo: Parts, Starship Maintenance
Amount: 32 tons
Origin: Englene Station
Destination: Darasalam I (3 hexes)
Payment: $3,360
Cargo: Tools, Astronautic
Amount: 47 tons
Origin: Englene Station
Destination: Panipat II (5 hexes)
Payment: $7,755
Cargo: Native Artwork
Amount: 32 tons
Origin: Englene Station
Destination: Altairia (6 hexes)
Payment: $6,240

Deals, jobs and freight will be updated on Day 182 or as soon as you arrive in another star system!
Oct 16, 2024 5:20 pm
Mercer wants to get any information he can about different warlords. Especially The Skorn Clan, the Varunans, and the Red Hawk Pirates. What do they think of each other? What are their hierarchies? And more specifically, what is life like for the average clan member, and what do they do with other captaves and surrendered people?
He wants to get info about what may happen if he arms them and who may be the most accepting, if the CV is going to shift the power even a little he wants to try to not give it to the most brutal clan.
He will also ping the Regular Passenger and the Artwork going to Altaria, as well as the Tools and Medical Supplies going to Panipat II , and make sure Hank sees them If we think we will have the space a little extra money will be good.
Last edited October 18, 2024 11:58 pm
Oct 17, 2024 9:56 am
OOC:
Quote:
Mercer wants to get any information he can about different warlords. Especially The Skorn Clan, the Varunans, and the Red Hawk Pirates. What do they think of each other? What are their hierarchies? And more specifically, what is life like for the average clan member, and what do they do with other captaves and surrendered people?
Okay! For that, you will need to land at Airthorne to Connect and Talk to people. A canteen is easy to find once you arrive. Who is going with Mercer?
Quote:
He will also ping the Regular Passenger and the Artwork going to Altaria, as well as the Tools and Medical Supplies going to Panipat II , and make sure Hank sees them If we think we will have the space a little extra money will be good.
Coincidently (?) all the cargo that you pinged are from Englene Station, so you can wait until you get there. You didn't show an interest about the ones from the planet.
Oct 17, 2024 4:44 pm
OOC:
I tagged the ones going on a stop we already plan to make.
Oct 17, 2024 7:51 pm
OOC:
We are going to hit all of the above mentioned destination worlds. Our path will be:
Dianretti -> Castand -> Darasalam -> Panipat -> Altairia.

HOWEVER, if we now really have the effect of a Spike-3 drive, then our path can be greatly shortened to just:
Dianretti -> Darasalam -> Altairia.
Don't know what that does for our escort, however, so that might not be a relevant option.

This does mean that the "Drugs, Raw Materials" is an attractive option because we have to go through Darasalam no matter what. The "Skysilk Juice" and "Exotic Jewels" are OK if we have the space (some money is better than empty space and they are small). Hank is very leery of livestock, though. Even if they are frozen, he is leery of it.

Also, Darasalam is 3 hexes away, Panipet is 5 hexes away, and Altairia is 6 hexes away. (The above shows 1 hex shorter for each.)

So ... putting this all together, I have a few questions:
- How far can the Sentinel jump? If we are limited to 2 hexes because of our escort (that I don't want to leave behind), then we have to do the full list of four more worlds given above. If we can stretch to 3 hexes because of our outstanding pilot, then we can get to Altairia in just two jumps with a stopover at Darasalam. This is kinda important to know as it will determine what we can look at.
- Is there nothing for Castand? They are 1 hex away and will be necessary to stop at if we are truly limited to 2 hex jumps.
- Do we have to pick which path we want to choose (direct with warlord or through Stellar Express) before starting, or can we see what the prices are for Stellar Express first, then go direct if we don't like the answer?
- How do those prices for the Freight and Passengers work again? What does "$5,280" translate into? That's per person/ton, correct?

Finally, I am *very* hesitant to take on passengers. Given the significant pirate presence in the area passengers are going to be high-risk. I am more than willing to do so if that is what we should do for gaming purposes. But my Traveller background causes me to get the heeby-jeebies around passengers.
Oct 17, 2024 8:06 pm
OOC:
Quote:
- How far can the Sentinel jump? If we are limited to 2 hexes because of our escort (that I don't want to leave behind), then we have to do the full list of four more worlds given above. If we can stretch to 3 hexes because of our outstanding pilot, then we can get to Altairia in just two jumps with a stopover at Darasalam. This is kinda important to know as it will determine what we can look at.
2 hexes.
Quote:
Also, Darasalam is 3 hexes away, Panipet is 5 hexes away, and Altairia is 6 hexes away. (The above shows 1 hex shorter for each.)
Yeah, I will fix that soon. Thanks. Somehow I calculated from Castand instead of Dianreti.
Quote:
- Is there nothing for Castand? They are 1 hex away and will be necessary to stop at if we are truly limited to 2 hex jumps.
Nops. It didn't appear on my dice.
Quote:
- Do we have to pick which path we want to choose (direct with warlord or through Stellar Express) before starting, or can we see what the prices are for Stellar Express first, then go direct if we don't like the answer?
You can, in that order (Stellar Express -> Warlords). SE will know that you made an offer to sell your products and them gave up. I don't know if that will be relevant (or not), it will depend on the dice and how you gonna go from there.
Quote:
How do those prices for the Freight and Passengers work again? What does "$5,280" translate into? That's per person/ton, correct?
Those are totals for the lot. =)
Oct 17, 2024 8:08 pm
OOC:
I vote more stops..
Oct 18, 2024 2:43 am
OOC:
Quote:
Those are totals for the lot. =)
Ugh. We probably won't bother on any of them unless we completely whiff on the speculative cargo. There is no way carrying six people for four jumps is worth less than 10,000K. Not worth the risk!
Oct 18, 2024 3:07 am
OOC:
The Darasalam is ~13k but about 160 tons. May be worth it since it's all cargo.

OOC:
I am going to assume, at this point, noone else is going with for Mercer's social recon.

If Mercer spends ~100-200 creds buying drinks or whatever can I get a +# bonus? If so I will.

Though if someone wants to look up and compare official incident records involving each clan, maybe finding anything good, or anything especially heinous.
Last edited October 18, 2024 11:56 pm

Rolls

Mercer Canaan Furio: Connect - Usual roll - (2D6+2)

(44) + 2 = 10

Mercer Canaan Furio: Talk - Usual roll - (3D6h2+3)

(632) + 3 = 12

Oct 18, 2024 11:39 pm
Douklan is happy to accompany Mercer, but he is mostly there to observe the master at work (and provide backup in case things go awry); he has little Connect and no Talk.
Oct 19, 2024 12:56 am
OOC:
Fixed the prices for freight and passengers, considering the new number of hexes.

I will wait just a little to see if someone else want to join you, otherwise I will post with Mercer and Douklan going dirtside.
Oct 19, 2024 1:19 am
OOC:
I stand by taking the freight if we expect to have room.
Oct 19, 2024 4:11 pm
OOC:
htech says:
Quote:
- Do we have to pick which path we want to choose (direct with warlord or through Stellar Express) before starting, or can we see what the prices are for Stellar Express first, then go direct if we don't like the answer?
You can, in that order (Stellar Express -> Warlords). SE will know that you made an offer to sell your products and them gave up. I don't know if that will be relevant (or not), it will depend on the dice and how you gonna go from there.
Well, if we sell around them, they will know that, too, as they should know our manifest. So, if we just don't talk to them and our manifest changes, they should be able to figure things out on their own.

But, I have a follow-up question. If I remember the description correctly, it is actually illegal to sell directly? Do we *have* to go through Stellar Express to not violate the rules of the planet? If so, this could have ramifications regarding Stellar Express, but it could also have ramifications regarding other warlords, too. In other words, if we make an agreement with one warlord, there is likely a non-zero chance that things can go down that will mean another warlord (or warlords) will react poorly.
Oct 19, 2024 5:54 pm
OOC:
Quote:
If I remember the description correctly, it is actually illegal to sell directly?
It is.
Quote:
In other words, if we make an agreement with one warlord, there is likely a non-zero chance that things can go down that will mean another warlord (or warlords) will react poorly.
The other warlords will surely react poorly.
Oct 19, 2024 6:01 pm
OOC:
Oh, If it's illegal then I assume the captain (and Hank) won't want to sell it to the clan directly. But we can still use the ITC as an intermediary?
But if Hank doesn't want to do that, or we can't let's just get to selling and buying.
Oct 20, 2024 1:02 am
Trade Era 1235, Day 175. 09:14 UTC
Solaris, in orbit of Dianreti III

The Solaris left the Celestial Voyager's bays and began its descent toward Dianreti III’s shimmering oceans. Douklan Paravides sat at the helm, his hands loose on the controls, guiding the craft with the practiced ease of an ex-navy pilot who knew these systems inside out. The shuttle's small cockpit hummed with systems checks as the thick atmosphere of the planet embraced them, heat blooming in red streaks across the viewport.

Beside him, Mercer Furio leaned back in the co-pilot’s seat, arms folded. Once a criminal, he'd carved out a new life as an honest and free trader, but some habits were hard to leave behind. His mind never stopped calculating, reading the angles.

"Anything unusual on the approach?" Mercer asked without looking up, his tone low and conversational.

Douklan shook his head, keeping one hand steady on the flight stick. "No. Drones are holding their patterns. Turrets look cold. We’re clear so long as we don’t get cute."

"Good. Let’s keep it that way." Mercer shifted forward, peering at the artificial island of Airthorne, the starport now rising into view. It was a compact fortress of steel and concrete, floating in the middle of a vast ocean like a dormant leviathan. Heavy defense turrets, rows of drones, and layers of sensor arrays made one thing clear: no starship or boat arrived here without permission.

The Solaris glided over the ocean’s surface, casting a sharp shadow across the rolling waves, and approached Landing Pad 4. Douklan fired the shuttle’s braking thrusters, and with a hiss of hydraulics, the Solaris touched down smoothly. The craft settled, engines winding down to a low hum. Soon enough the shuttle doors slid open, revealing the blastproof expanse of Airthorne’s wind-swept landing pads. The air smelled of salt and grease, carried on a humid breeze that rustled the edges of their flight jackets. Around them, cargo crews and customs agents scurried between ships, loading crates under the watchful eyes of armed guards. Drones hovered, watching overhead and buzzing like wasps.

Mercer scanned the surroundings, his sharp eyes picking out symbols and uniforms—not just Stellar Express personnel but a handful of off-worlders and clan emissaries mingling at the periphery. He adjusted his coat, making sure the small sidearm at his hip was hidden but easily accessible. You could never be too careful in a place like this.

They descended a short ramp toward the starport’s inner gates, heading for the canteen—if it could be called that. In these outposts, the real trade happened not on official manifests but over drinks and quiet conversations. Moreover, Mercer needed information. Before anyone on the Celestial Voyager started handing out weapons, he had to know who might use them, how they’d use them, and, most importantly, whether any of these bastards were worse than the pirates they escaped from on Zyronis.

Trade Era 1235, Day 175. 10:54 UTC
The Dijkstra's Rest, Canteen in Airthorne city, Dianreti III

The canteen was a dim, crowded space tucked into a side building near the cargo terminals. The lighting flickered faintly, and the tables were scarred with burns, knife scratches, and the occasional carved symbol—marks left by travelers and mercenaries with stories to tell. The air smelled of stale beer and frying oil, and low conversations mixed with the clink of glasses and the hum of a battered jukebox.

Douklan found them a table near the back, where they could keep their backs to the wall. Mercer sat with a view of the entrance and began sizing up the room. A few other traders hunched over their drinks, and a couple of clan representatives—likely scouts or junior members—sat in a corner, nursing thin mugs of ale and speaking in low, clipped tones.

Mercer ordered drinks—just enough to blend in—and waited, listening. Slowly, pieces of conversation drifted their way.
OOC:
No need to update the charsheet. You succeeded in those rolls, so it won't be expensive and we don't track expenses of just a few dozen credits

They overheard snippets from the clan scouts at the corner table. One of them, a wiry young man with sunburned skin and a ragged shirt, spoke in a hushed but animated voice. "The Skorn Clan—they don’t take prisoners unless they’re useful. Fishermen, smiths, whatever. Anyone else? They’re put down quick. Their leader, Elder Sorda Skorn, she doesn’t mess around. She keeps her own tight—makes sure nobody challenges her authority."

His companion, an older man with a patchy beard, grunted. "Yeah, but she’s ruthless. Won’t hesitate to burn a boat or even a whole village if it gets in her way."

Mercer exchanged a glance with Douklan. Skorn Clan—efficient, but brutal. Dangerous, but predictable. They might be useful allies, if carefully managed.

Another voice caught Mercer’s attention—a trader complaining to the bartender about the Varunans. "Those water rats care more about fish and storms than anything else. They’re isolationists, mostly. Don’t care much for the surface clans, but when they come ashore, they trade well enough—long as you don’t cross ‘em. Their leader, Aya Varu, she’s supposed to be reasonable. Bit paranoid, but fair. They take captives sometimes, but they put ‘em to work on the boats. Not much torture—just hard labor."

Mercer nodded slowly. The Varunans sounded like a safer bet—harsh but not needlessly cruel. That might go a long way in this world.

But it was the mention of the Red Hawk Pirates that made Mercer lean in closer. One of the scouts spit on the floor, disgust clear in his voice. "They’re the worst of the lot. The Hawks don’t keep captives—they either ransom you or throw you overboard. And Captain Drex Avaro? He doesn’t care who he kills, long as he gets paid. Don’t matter if it’s clan folk, off-worlders, or his own men. All the same to him."

Mercer grimaced. The Red Hawks were chaos incarnate, motivated only by greed and cruelty. Arming them would be suicide.

Last but not least, Mercer hears a snippet of conversation from two nearby traders about Durros Gavik, the grizzled Stellar Express employee and Starport Overseer.

"...Old Durros Gavik?" one of them muttered with a snort. "That bastard's running the whole show here like it's his personal empire. You think the warlords call the shots? Not without Gavik knowing about it first."

"Yeah," the other added, lowering his voice, though not low enough to escape Mercer’s sharp ears. "Nothing moves in or out of Airthorne without his say-so. And if you’re stupid enough to try a landing off the books without talking with him first? His drones will swat you outta the sky before you can break atmo."

Mercer exchanged a glance with Douklan, feigning disinterest but making sure to catch every word.

"Used to run with a merc crew back in the day, didn’t he?"

"Yeah. One of those old heavy hitter outfits—the ones that did more wetwork than patrols. Some say Gavik took this post to retire easy, but I ain’t buying it. Guy’s sharp as ever. He’s got a nose for leverage, and he loves tech—Elder's stuff, especially. Heard he’ll pay through the nose for anything advanced. He likes it, keeps it. If not, he flips it into something useful."

Durros Gavik, Starport Overseer, sounded like the kind of man Mercer could work with. He knew where all the bodies were buried.
OOC:
What do you do?
Oct 20, 2024 1:05 am
OOC:
Quote:
But we can still use the ITC as an intermediary?
You can sell all your cargo to Stellar Express if you want (with 5 friction) right now and get yourselves out of here. Hands clean and no further issues. If you deal with the warlords or Durros, there is no coming back to "clean and easy". It will be profitable and messy.
Oct 20, 2024 1:42 am
OOC:
Hank is a "clean and easy" kinda guy. As long as there is still a profit.

Let's put it a different way. No matter what, we have to do right by the ITC. Our captain is going to be an ITC governor, so we just can't do anything to jeopardize that. Extra profit just isn't worth the cost. So, how much does the ITC care about Stellar Express and their deal here? If we did something stupid and pissed off Stellar Express, would the ITC care?

On a different note, we have been spending time and effort to build a relationship with Stellar Express if we piss them off here, are we burning our bridges with Stellar Express in general, or just with the ones here. Hank can live with never coming back to this planet. He really doesn't want to get blacklisted by Stellar Express as a whole.
Oct 20, 2024 2:32 am
Mercer sends Hank a message

Looks like what you suspected is right. Selling to a warlord isn't worth getting in trouble. But I can probably sell some info about how one of the clans might be able to buy some weapons before the others. If so, I advise the Varunas, not cruel and they are more isolationist.

Of course we could talk to Durros Gavik, He's the Starport Overseer. Would make sense to go through the channels that are already here. We may even be able to let the Varunas pay us to ensure Durros Gavik gets the weapons into their hands.

Will move forward if you want to try to make some extra money this way. If not, you have your info.

Mercer would be willing to sell the information of who is processing the shipment of weapons any any other info that may help a clan but some before the others. He would sell to The Varunans.

Not worth a ton, but some more creds for the ship.
Other than that it's selling time.
OOC:
Look at that. Mercer isn't going behind everyone's back. Maybe he likes this crew more now ..
Last edited October 20, 2024 2:37 am
Oct 20, 2024 9:11 am
Mercer, can't really profit from the information he's obtained so far. This is something that "everybody knows" among the clans, although off-worlders are generally not aware of what is really happening on the planet.
Trading....

Merchant’s group: Hank (Trade 2, Specialist 1) + Mercer (Connect 0, Charisma modifier 2)
Group's Expertise: 4
Friction: 5

Market modifiers: Low tech -2, Medical -1, Postech +1, Military +2


Selling to Stellar Express...
Grav plates
Types: Postech, Astronautic, Rare
Available to sell: 3 tons
Base price: 25,000 credits/ton
Sells for: Roll 4d6h3 to let us know

Data storage drives
Types: Postech, Compact
Available to sell: 0.2 tons
Base price: 50,000 credits/ton
Sells for: Roll 4d6h3 to let us know

Stunner rifles
Types: Postech, Military
Available to sell: 41 tons
Base price: 10,000 credits/ton
Sells for: Roll 4d6h3+2 to let us know

Vibroswords
Types: Postech, Military
Available to sell: 28 tons
Base price: 10,000 credits/ton
Sells for: Roll 4d6h3+2 to let us know

Best deals - Trade Goods (buying from SE)
Drugs, Raw Materials
Types: Agricultural, Biotech, Bulky
Base (galatic) price: 200 credits/ton
Total avaliable: 100 tons
Minimum lot and increments: 10 tons
Purchase price: 200 credits/ton
Special: Restricted or somehow harder to buy/sell in some planets (but not here)

Viridian root extract
Types: Rare, Medical
Base (galatic) price: 50,000 credits/ton
Total avaliable: 8 tons
Minimum lot and increments: 1 ton
Purchase price: 50,000 credits/ton

If you wanna reroll to buy something else with increased friction, just let me know

Rolls

Trade good 1 - (1d10, 4d6l3)

1d10 : (2) = 2

4d6l3 : (4164) = 9

Trade good 2 - (1d10, 4d6l3)

1d10 : (8) = 8

4d6l3 : (2446) = 10

Amounts - (1d100, 1d10)

1d100 : (10) = 10

1d10 : (8) = 8

load next

Thread locked