A previous article outlined an alternate campaign frame for Ashen Stars. Here’s a worked example. (The inspiration for this example, by the way, came from an episode of 99% Invisible about the Great Bitter Lake Association.)

In the Ashen Stars setting, ships travel fast-than-light along translight corridors. The largest starships – massive industrial supercarriers, mobile refineries, and bulk cargo freighters – are too large to pass through some corridors. At the height of the Combine’s reach, titanic tachyonic buttresses artificially widened the corridors, allowing these great ships to move through otherwise impassable routes.

Then came the war. The buttresses were prime targets for Mohilar raiders, and many were destroyed.

In the wild space of the Bleed, the destruction of the C97-Kraken buttress trapped a fleet of a dozen megaships in the Gallereid system. Rebuilding the buttress is definitely on the Combine’s to-do list, but it won’t happen for years. In the meantime, the fleet is stuck. It’s cheaper for the megacorps to pay for security and a skeleton crew to monitor the trapped ships than it is to transfer the cargos to smaller ships. So, the Gallereid fleet waits there in deep space, slowly succumbing to entropy, their hulls turning yellow as sulphur particles from the nearby volcanic moon accrete…

What’s The Scope?

The action’s centred on the ‘Yellow Fleet’ of stranded metaships
, with occasional jaunts to the moons of Gallerus. The ships include:

  • Kullervos: A severely damaged Combine warship, on her way back to be decommissioned and scrapped. A skeleton crew of loyal Cybes consider her their home.
  • Blue Haven: During the war, the Combine world of Azura was evacuated aboard the Blue Haven. Before they could reach the Combine, the ship got stuck here. The passengers have long since been decamped to other worlds, including the Gallereid moons, but the Blue Haven is still full of personal items and equipment salvaged from Azura.
  • Northwind: A mining ship, full of valuable ores and mining equipment.
  • Costaguana: Northwind’s sister ship – a mobile refinery.

 Key nearby locations include

  • Bitterness: The hellish volcano moon the fleet orbits.
  • New Azura: A mining world. Before the war, the Northwind and Costaguana chewed up most of New Azura, turning it into a wasteland; now, many of the refugees from the Blue Haven have been moved there, into the mining tunnels.
  • Gallereid Prime: The most habitable of the moons, home to a Bleedist settlement.

Why Here?

The Lasers are here to protect the Yellow Fleet from thieves, raiders, quarrelling crews and other threats.

Who Are The Factions?

Key factions:

  • BVS Incorporated: The corporation responsible for managing and maintaining the fleet, while they wait for the replacement Tachyon Buttress to be installed.
  • Scrubbers: The underpaid, bored, and increasingly troublesome crew of techs responsible for maintaining, effectively, 15 giant space cities.
  • Monks of the Yellow Oracle: Eccentric monastic nu-faith that many of the scrubbers have joined. They claim to be able to see the future in the sulphur clouds.
  • Cybes: The cyborg crew of the Kullervos, who object to their homeship being decommissioned. Some want to purchase the ship, and have become mercenaries to earn some extra credits.
  • Gallereid Bleedists: Denizens of Gallereid Prime, who don’t want the tachyon buttress built – they want to be mostly cut off from the Combine.
  • Azurans: Refugees settled on the blasted moon of New Azura; they claim ownership of the cargo of

Who Are The Criminals?

  • Gallereid Organised Crime: Gallereid Prime’s the home of the local crime syndicate, the Kch-Tkh-dominated Hive Lords. They don’t appreciate having a bunch of Lasers hanging around on the other side of the gas giant.
  • Cargo Ticks: Low-grade raiders who break into the hulls of the freighters using reconfigured mining ships and steal cargo. They work closely with criminal elements among the scrubbers.

Who Are The Faces?

  • BVS Incorporated: Mik Reiser, corporate executive. Ambitious, eager to get out of this dead-end assignment. Conceals slimy amoral core beneath a mask of earnest concern for the safety of those heroic scrubbers.
  • Scrubbers: Kima Adros, leader of the scrubber crew on the Costaguana. Torn by doubts about the Combine.
  • Monks of the Yellow Oracle: Abbot Zhar, cryptic robed figure, rumoured to be a Vas Mal.
  • Cybes: Commander Navzero, the leader of the Cybes who claim the warship. Navzero’s literally built itself into the ship, permanently wiring its core systems into the networks of the Kullervos.
  • Gallereid Bleedists: Alten Brase, the mayor of Gallereid Prime. In a relationship with Kima Adros. He’s also aided by Vogik, a shady Tavak enforcer who’s the law on Prime.
  • Azurans: Lady Io Sunwater, the representative of the exiles from Azura.
  • Gallereid Organised Crime: Run by the Durugh Ishuk – a long-time foe of Vogik.
  • Cargo Ticks: One notorious tick is “Lucky” Lar, who’s so incompetent a thief that he’s turned informant for the Lasers.

What’s New?

During the war, the convoy of megaships was in the process of entering the translight corridor when the Mohiliar blew up the Gallereid tachyon buttress. The lead ship, the mighty Thunderchild, was in transit when the buttress collapsed, and was assumed destroyed 10 years ago.

Well, the Thunderchild just dropped out of translight. No life signs, minimal power, lots of damage. It’s possible that she’s been bouncing around in translight for years, in the unstable hyperspace outside the corridor, and precipitated back into lowshift space by chance – but the odds against that are millions to one.

It looks like the Yellow Fleet’s about to gain a new and mysterious addition… once the lasers have confirmed there’s nothing dangerous on board that vast megafreighter…

What’s The Station?

A chunk of one of the Yellow Fleet ships, given over to the lasers. The players get to pick which wreck is home…

Possible Cases

  • Kima Adros warns that Thunderchild is going to fall into Gallerus’ gravity well unless secured – but she can’t get the ship’s engines restarted until the Lasers clear the engineering section of mysterious translight predators that feed on fear.
  • A smuggler is murdered on New Azura. He dealt in relics from the Blue Haven, selling personal items back to the Azurans. How did he steal that cargo – and why was it worth killing over? What ancient secret from Azura was hidden in those trinket?
  • A tip-off warns the Lasers that notorious Bleedist terrorist Azo Hoop is in-system, and is rumoured to be planning to obtain weapons from the warship Kullervos. Is Hoop working with the Bleedist sympathisers on Gallereid Prime, or the Cargo Ticks – or has he gone straight to the Cybes? Or is the rumour a plan to distract and discredit the Lasers in the eyes of the other residents of Gallerus?

The 2nd edition of the Esoterrorists includes the Station Duty campaign frame, in which a Esoterrorist team is placed on long-term assignment to a particular small town for an ongoing investigation instead of the usual mystery-of-the-week. That approach also works in Ashen Stars. (The obvious worked example: Star Trek: Deep Space Nine swapped out the ‘planet of the week’ structure of the original series and The Next Generation for an ongoing plot involving Bajor, the Cardassians, and the wormhole aliens.)

Key questions to be answered, either by the GM or collaboratively with the players:

What’s The Scope?

Is this a single planet? A single star system? A group of systems? You could do as small a single city, or as wide as a whole cluster or outzone – maybe the station’s located at a crossroads in space where multiple translight corridors intersect.

Why Here?

Why does this place justify a permanent Laser presence? Is it strategically important – a choke point, maybe, at the mouth of a wormhole, er, translight corridor? Is it especially lawless, a pirate haunt that must be patrolled? Is there some vital industry here that must be protected? Is it a new government outpost that’s trying to return Combine order to the chaotic Bleed? Maybe this was the site of a major battle in the Mohiliar war, and there’s a scrapyard of wrecked warships here – or researchers investigating the doomsday weapons used by the mysterious enemy.

Who Are The Factions?

You need at least four or five major groups. What alien races are present? (At least some should be the same species as some of your more unusual player characters.) What major corporations? Nufaiths? Planetary governments? What are their attitudes towards the player characters and towards each other? Ensure there’s at least one conflict between every faction, even if they’d normally be closely aligned.

Possible factions include all the major Combine people (Human, Cybe, Durugh, Balla, Kch-thk, Tavak, and maaaaybe Vas Mal), plus the new peoples from Accretion Disk (boisterous Cloddhucks, drifting Hydrossi, corpse-stealing Icti, radioactive Ndoalites, fiery Raconids or shapeshifting Verpids); the various Nufaiths and Synthcultures, and the various political ideologies (Bleedist, Atomist, Combinism, Mercantilism, Empiricism and Racial Separatism).

Who Are The Criminals?

It’s a game about space cops, so stick in some space criminals. Having at least one established organised crime outfit (smugglers, illegal cyber-dealers, etc) and one bunch of space pirates or thieves is an absolute minimum. Which factions have ties to crime?

Who Are The Faces?

For each faction, come up with at least individual representative to give the players someone to talk to. Texture these characters by giving them a point of disagreement (possibly hidden, to be discovered by later investigation) with their own faction, and a connection to one of the other factions.

Also create a major location or headquarters for that faction, if one isn’t obvious already.

What’s New?

In addition to the arrival of the lasers, include some recent disruption to the status quo. This disruption might be something that lasts for the whole campaign (“the Combine’s returned to this sector”) or a plot arc that lasts for a few adventures (“space plague!”). Disrupting the status quo from the start lets the player characters become part of whatever new equilibrium is eventually established.

What’s The Station?

Is it a custom-built station? A derelict ship? A surface building? A moon colony? An old Combine military outpost?

The player characters still need a spaceship, as per the regular rules.

 Wire Up The Arcs

The final step is to plug the player characters into the web of factions and plots. In a station duty campaign, there’s much more scope for long-running plots, so integrate player character arcs into the setting. If a player’s arc is “find my missing sister”, her disappearance must be closely connected to one of the factions or some location (maybe she vanished into that wormhole). If it’s “prove my worth”, then the character might become the leader or chosen, er, emissary of one of the factions.