UB5 errata.indd - Mongoose Publishing

Transcription

UB5 errata.indd - Mongoose Publishing
Errata
UNIVERSE OF
BABYLON 5
ERRATA
This erratum corrects the unfortunate errors that crept into the Universe of Babylon 5 rule book. These chiefly concern clarifications
around hyperspace and Jump Gate travel but there are also general corrections for other areas of the book.
As an additional bonus, we have included a full scenario, The Qui’Tain Awakening, to help get your Universe of Babylon 5 campaign
underway.
General E r r a ta
A few references to d20 game system Difficulty Classes (DC) found their way into Universe of Babylon 5. The correct game mechanics
using Traveller are as follows:
Concussion Grenade (Page 79)
Also called the stun grenade, this weapon is designed to simply subdue several enemies at once, rather than
blast them apart. All characters within this weapon’s area of effect must roll Endurance 10+ or be stunned for 1d3
rounds.
Docking Fees (Page 96)
The text in the first paragraph on page 96 should read:
‘A character with sufficient time and the Engineer (Electronics) skill might be able to hack into the dock control system to release a
ship without paying. To do this, the skill DM is Formidable (–6).’
Accessing the Airlocks (Boxed Text, Page 137)
The standard operating procedures on Babylon 5 mean that security systems preventing unauthorised access can be incredibly hard to
break through. Characters attempting unauthorised access to airlock systems face a Formidable (–6) DM to any skill being used.
Ju mp G a te s a n d Ju m p G a t e G e n er a t o r s
Any vessel of any size is capable of travelling through hyperspace using a Jump Gate. Jump Gates join together forming a network of
Jump Routes that are classified as either Major or Minor routes. Restricted routes also exist; these are effectively Jump Routes between
two Jump Gates that have no direct, charted linkage or from an artificially generated Jump Point, which then routes to either a Jump
Gate or to a finishing Jump Point at a specific set of spatial co-ordinates. Only vessels with a Jump Point generator (see below) may
activate their own Jump Point, jumping directly to a Jump Gate or to a set of destination co-ordinates.
Jump Gate procedures and activation are unchanged from the Universe of Babylon 5 rules, as published.
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2
Dist a n ce Tr a v e l l e d , T i m e T a k e n
Once into a hyperspace, via a Jump Gate, the amount of time it takes for a starship to travel to its destination Jump Gate is dependent
on two factors:
• The Length of the Jump, measured in hexes
• Whether the Jump is a Major , Minor or Restricted route
The subsector maps in the Universe of Babylon 5 rules and reproduced later in this erratum, use the standard Traveller hex to show
systems and distance between them. In Traveller, one hex is equivalent to a parsec, which is 3.26 light years; however, in Universe of
Babylon 5, the distances involved do not map so conveniently. As hyperspace vastly reduces the amount of time to travel between two
points and because hyperspace communications are present, actual distances are somewhat irrelevant. Therefore, the scale used for
hyperspace travel is the ‘hex’, an abstraction that allows worlds within a given government’s regime to be mapped according to the
standard Traveller sub sector format and for jump distances to be easily reckoned.
The amount of time, in hours, to traverse 1 hex is as follows:
• Major Jump Route: 6+1d6 hours per hex
• Minor Jump Route: 12+1d6 hours per hex
• Restricted Jump Route: 24+1d6 hours per hex
Thus, a ship travelling between two adjacent systems, 1 hex apart, using a Major Jump Route, takes between 7 and 13 hours (with an
average of around 9 hours). Jumping two hexes takes between 12 and 36 hours, with an average of 19 hours.
Ad-Hoc Jump Routes
If no established Jump Route exists between two Jump Gates, one can be established by the authority controlling the Jump Gate(s).
Gaining the appropriate request requires a successful Broker, Comms, Diplomacy or Leadership roll of 8+ and takes 2d6 hours for the
relevant permissions to come through. Once established, the ad-hoc route then counts as a temporary Minor Jump Route.
Jump Point Generators
Generating a jump point without the need for a Jump Gate is only possible for ships with vast amounts of energy at their disposal.
Installing a Jump Point Generator requires 10 tons for every 100 tons of basic hull displacement and requires a Power Plant rating
of at least 3. The Jump Point Generator creates a temporary Jump Gate between two sets of co-ordinates; the point of origin and the
point of destination. The distance between these two points is dependent on the Jump Rating of the generator installed: a jump can
be any number of hexes up to and including its Jump Rating but cannot exceed it.
Thus, a 100-ton starship wanting to generate a Jump Rating of 3 requires 30 tons of dedicated hull displacement. An additional
10 tons of fuel needs to be dedicated for every Jump rating the ship is capable of. For example, a Minbari warship capable of selfgenerating a Jump 3 hyperspace jump will need an additional 30 tons of fuel.
The cost of a Jump Point Generator is 10MCr for every point of its Jump Rating (so in our Minbari example, an additional Jump 3
generator adds 30MCr to its cost).
If a starship creates an origin Jump Point but fixes its destination on an existing Jump Gate, then its route qualifies as a Minor Route.
If a starship creates both the origin and the destination point, then the route is treated as Restricted.
Space Travel Costs
The Space Travel table on page 93 is now updated to reflect the travel times discussed above:
Space Travel
Jump Route
Major Route
Minor Route
Restricted Route
Cost per 24 hours
Poor
Adequate
Cr140
Cr280
Cr110
Cr220
Cr90
Cr180
Errata
Excellent
Cr560
Cr440
Cr360
Exceptional
Cr1,000
Cr800
Unavailable
Errata
Babylon 5
Babylon 5 is located in the Epsilon Eridani system, an area of neutral space between the Earth Alliance, Narn Regime, Centauri
Republic and Minbari Federation. For convenience, it has been included on the Earth Alliance sub sector map (Hex 0102).
Entat
Tro Kact
Nakaleen
Bentat
Tala
Rogoth
Trigati
CENTAURI PRIME
Drala Toth
Ragesh
MINBAR
Quadrant 1
Quadrant
nt 24
Tachunqq
Vega
Quadrant
r 14
Beta 9
Orion
Mofaka
Hilak
SOL
T’ll
NAR’SHAL
Sorith
Ceti Gamma
Zhabar
Fendamir
Ekalta
Balos
a
Brakos
Comac
Utriel
Abba
3
4
Su b S e cto r M a p s a n d W o r l d Pr o fi l e s
The map below shows how the sub sectors of the Universe of Babylon 5 connect together. Major Jump Routes are indicated by thick,
unbroken lines; Minor Jump Routes by dashed lines and Restricted Routes are noted along the length of the Jump Route’s line.
Inter Sub Sector Travel
The table below shows the established Jump Routes, with transit distances, in hexes, between sub sectors. All are Minor Jump
Routes.
Narn Regime/Drazi Freehold
Earth Alliance/Minbari Federation
Jericho – Nocalo (5)
Jericho – Tarellen (7)
Hilak – Shambah (6)
Narn Regime/Brakiri Syndicracy
Earth Alliance/Narn Regime
Babylon 5 (Epsilon Eridani) – Quadrant 14 (3)
Earth Alliance/Centauri Republic
Quadrant 7 – Brakos (8)
Shu – Brakos (7)
Brakiri Syndicracy/Abbai Matriarchy
Babylon 5 (Epsilon Eridani) – Beta 3 (5)
Ekalta – Balos (8)
Minbari Federation/Centauri Republic
Tarellen – Batain (6)
Abbai Matriarchy/Drazi Freehold
Balos – Fandamir (3)
Minbari Federation/Vorlon Space
World Profiles
Valusha – Vorlon (8)
Centauri Republic/Narn Regime
Beta 7 (Page 162)
Immolan – Quadrant 24 (6)
Quadrant 1 – Ardun (4)
Ignore the additional planetary information below the World
Profile; this is extraneous.
Errata
The Qui’Tan Awakening
THE QUI’TAN
AWAKENING
This scenario begins on Babylon 5 but takes the characters to
two very different spaceports: the Abbai spaceport of Qui’Tain
and the Minbari spaceport of Thorolost. It involves the
characters in a smuggling venture leading to the awakening of
a full, artificially intelligent consciousness of Qui’Tain, which
has repercussions for both of the spaceports and Babylon 5.
The scenario is far more about investigation and diplomacy
than combat and shoot-outs. Characters will need to rely on
reasoning and communication skills if they are to succeed.
B a ck gr o un d
For years the Cult of Qui’Tain has suspected that the Qui’Tain
spaceport is capable of developing its own, independent
intelligence. The combination of the once-living coral of
the spaceport, coupled with the neural interaction of its
communications network, has led to a rudimentary intellience
forming within Qui’Tain’s computer network. The Cult of
Qui’Tain has learned that the Minbari spaceport Thorolost
already has something approaching full sentience and believes
that some of that sentience can be transferred back to Qui’Tain.
To accomplish this some of the substance of Qui’Tain needs
to be smuggled to Thorolost, ‘primed’ and then returned to
Qui’Tain and reintegrated with the core. The scenario concerns
these efforts and involves the characters in the execution of the
plan.
B a b ylo n 5’s
I nv olve m e n t
The transfer of the coral sample to be taken to Thorolost for
priming takes place on board Babylon 5 and this is where the
characters become engaged in the overall plan. At first this will
seem to be a smuggling operation gone wrong but it eventually
becomes something far deeper and more significant for both the
Abbai and the Minbari.
The scenario assumes that the characters are working in an
official capacity on board Babylon 5, either as members of
Garibaldi’s security section or as free agents with permission
from Garibaldi, Ivanova or John Sheridan. Games Masters
should adapt the scenario to fit the precise nature of the
character group.
Q u i ’T a i n a n d
Thorolost
These space stations figure in the scenario and are fully detailed
in their own sections, commencing on page 12.
K e y N o n - Pl a y e r
Characters
Garcha – Abbai ex-Communications
Specialist, Qui’Tain
Garcha is a retired communications specialist who worked
aboard Qui’Tain for many years. She is a member of the Cult of
Qui’Tain and has spent a year travelling the galaxy looking for
ways in which to bring about Qui’Tain’s transformation. Her
travels eventually led her to Thorolost where, through carefully
forming a sincere relationship with Andaleth High Chulat, she
discovered Thorolost’s sentience. From there she spent time
investigating ways in which that essence could be transferred to
Qui’Tain and learned that certain technologies exist that would
allow a sample of the coral structure to be ‘primed’ with the
intelligence framework built into Thorolost. She has obtained
the sample and travelled to Babylon 5 where she is to collect the
technology unit that will enable the priming to take place.
Kabrik M’Vhros – Brakiri AI Specialist
Kabrik works for the Vhros Conglomerate and specialises in
developing artificial intelligence for the corporation. He was
sought out by Garcha for his expertise and has used several small
samples of Qui’Tain coral to test the hypothesis of transferring
AI sentience from one system to another and is convinced that
its works. He has developed a machine to enable this priming
process and it will achieve the ultimate aims of the Cult of
Qui’Tain. However Kabrik is a highly unscrupulous individual
who is loyal to both Vhros and Po’Pragh. He can see far more
profit and individual glory in double-crossing Garcha and taking
the coral sample and his machine back to Po’Pragh and Vhros.
An artificial intelligence of this nature would be of considerable
benefit to both: Vhros to market and sell and Po’Pragh to use to
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implant his own personality throughout the Plateau spaceport,
thereby gaining a semblance of immortality.
Kabrik has agreed to meet with Garcha on Babylon 5 ostensibly
to arrange the exchange of the unit but his real plan is to steal
the coral and return with it to Brakos. It is a plan that will go
horribly wrong.
Farikar – Abbai Qui’Pataar
Farikar is a Qui’Pataar agent who has been watching Garcha for
some time. She knows that Garcha is a member of the Cult of
Qui’Tain and that she has managed to obtain a sample of coral
from the communications centre of the spaceport. She does not
know what Garcha intends to do with it and has been ordered
to find out before arresting Garcha and bringing her back to the
Abbai Matriarchy for more detailed questioning. Farikar is a
highly skilled Pataar agent and can become either an ally or foe
of the characters, depending on how matters are developed. For
the most part she works behind the scenes.
Seq ue n ce o f
B a ckgr o un d E v e n t s
Day One – Arrival
Garcha and Kabrik arrive on Babylon 5 from separate transports.
Garcha rents a room near the zocalo. Kabrik has already arranged
for a return passage out of Babylon 5 on the next transport back
to Brakos (destination: Plateau spaceport)
Day One – Meeting
Garcha and Kabrik meet in a zocalo bar. Their initial discussion
is civil but becomes terse. The two go back to Garcha’s room.
Day One – Assault
Kabrik tries to persuade Garcha to sell him the coral she has
brought with her, threatening to expose her activities to the
Matriarchy. Garcha refuses and Kabrik becomes angry, striking
her. Garcha falls heavily and is seriously injured. Kabrik ransacks
her room looking for the coral sample but fails to find it. He
suspects she has hidden the coral in one of Babylon 5’s secure
areas and goes to try to locate it.
Day Two – Farikar Arrives
Farikar arrives and goes in search of Garcha,
finding her close to death in her apartment. She
raises the alarm but does not remain
to answer questions or help.
This is where the characters become involved in the scenario.
Farikar knows that a Brakiri is involved in whatever Garcha was
planning but not who. She starts to make discreet enquiries
in the zocalo. At this stage Karbik is still onboard Babylon 5
desparately trying to discover where Garcha has stored the coral.
He has the Intelligence Transfer Unit still in his possession.
Day Two – Garcha Dies
Garcha is taken to the sick bay where she is attended to by
Doctor Franklin. He finds the wounds are too serious and she
is suffering from severe internal bleeding. He does not have the
necessary enzymes to prevent blood-loss and knows she has not
got long to live. The characters can question Garcha and learn a
little of the Cult of Qui’Tain’s plans.
S t a r t i n g t h e S c en ar i o
The characters are alerted to an injury in one of the
accommodation units just off the Zocalo. It is unclear who
raised the alarm but security is despatched to the area, along
with a xeno-medical team immediately.
The characters arrive to find the accommodation unit in
complete disarray. It has been thoroughly ransacked and lying
face down in the centre of the room is an unconscious Abbai
woman bleeding heavily from a deep head injury. Making either
Investigate 8+ or Medic 8+ rolls it can be determined that the
woman either fell or was pushed and struck her head against the
coffee table. There are no signs of any weapon used to inflict
the head wound and the corner of the coffee table has Abbai
blood on it.
A search of the unit (Investigate 6+ or Int 8+) turns-up Garcha’s
Abbai identity chip. When accessed it reveals the following:
• Well travelled across the galaxy, having visited the Minbar,
Narn and Centauri systems
• Her last passage was from Qui’Tain Habitat in the Abba
system. Before that she had travelled from Thorolost spaceport
in the Minbar system to Qui’Tain
• Her exit passage from Babylon 5 is already booked on a
transport back to Thorolost
• A name crops-up in relation to the Thorolost entry
authorisation: Andaleth
• She was, up until two years ago, an employee of Qui’Tain
spaceport, working as a communications officer in the central
control facility
• A security code for a secure box in the secure property area
• Her name is Garcha
Her credit chip is loaded with a substantial amount of money
– more than her personal records suggest she should have.
These funds were intended to be transferred to Kabrik for
the Intelligence Priming Unit but the transaction was not
completed. Kabrik is relatively unconcerned by this: obtaining
the coral sample is worth much, much more.
Forensics checks (Investigate 8+, 1-
The Qui’Tan Awakening
The Qui’Tan Awakening
6 hours) of the accommodation unit take time but reveal the
presence of two separate Abbai and one Brakiri in the unit.
Reviewing security camera records show:
• Garcha and a Brakiri returning together to the unit eight
hours before the alarm was raised
• The Brakiri leaving the unit, alone, two hours after
entering
• A third person, hooded, approaching the unit one hour
ago. The person’s identity cannot be confirmed but it is
clearly another Abbai.
Garcha is in a very bad condition and is rushed to the medicentre where Franklin has a team on stand-by. She has lost a
great deal of blood to internal haemorrhaging and her skull is
fractured. There are marks on her abdomen showing she may
have been punched and this could have led to the fall. Once his
checks are completed, Franklin announces that Garcha’s chances
are not good. ‘Abbai chemistry relies on certain nutrients and
enzymes we just don’t have on Babylon 5. The internal bloodloss is too great and there’s no way I can save her. I doubt she’s
going to make it through the day.’
Garibaldi treats this as murder and puts out a station-wide
alert. He wants both the Brakiri (who can be visually identified
from security feeds) and the second Abbai found. He orders all
ships to be grounded for 24 hours to permit searches and for
all Brakiri and Abbai aboard Babylon 5 to be brought in for
questioning.
Clearly the contents of the security locker need to be checked
and this task is given to the characters. Naturally, they are to
be on the look-out for Brakiri and Abbai and to assist in the
apprehension of either or both.
Qu est io n in g Ga r ch a
Franklin’s treatment has helped Garcha return to semiconsciousness and he will allow her to be questioned for a few
minutes but no more. She is in an incoherent state and clearly
distressed; she cannot answer direct questions but reveals the
following in response to any questions posed.
‘She must live! I have failed. She will not gain life now. He has
denied her.’
‘Andaleth would understand. Andaleth understands all.’
‘Prime the seed with the device. She must live and know we love
her!’
Although the characters do not know this yet, Garcha is referring
to the priming of the coral sample taken from Qui’Tain with
the machine developed by Kabrik. Garcha’s intention was to
pay for the device using the money on her credit chip and then
fly to Thorolost and meet with Andaleth High Chulat who
would arrange for the interface between the coral, the Thorolost
intelligence and the priming device. Garcha would then return
to Qui’Tain and give the coral and priming machine to the
Cult of Qui’Tain who would then reintegrate the coral into
Qui’Tain’s communication mechanism and start the process of
developing sentience.
‘Andaleth’ clearly sounds like a Minbari name but if investigated
does not reveal anything in Babylon 5’s databanks. However, if
Ambassador Delenn is approached (and it will take some time
to make the necessary appointments in her busy schedule), she
is familiar with the name. ‘Yes, I know the name. It is a Worker
caste name and not uncommon amongst my people but the
Andaleth I know can be found on the Thorolost spaceport in
the Minbar system. She is of the religious caste now and is the
High Chulat of the spaceport; first amongst the guides who tend
to the needs of the Religious caste. She is an honourable and
deeply spiritual Minbari. She would never knowingly engage in
any crime or anything threatening life.’
Searching the
Security Locker
With the security code found in Garcha’s ID chip, the locker is
easily opened. It contains a small Abbai-designed hand satchel
(resembling a purse made from a strong, deeply etched Abban
form of leather) and within it is a box, made of metal and
combination locked. Scans on the box show it contains nothing
explosive, radioactive or chemically hazardous, although there
are some strange chemical residues emanating from within
(the chemicals used to treat Qui’Tain coral for withstanding
the rigours of vacuum). Opening the box requires either a Str
10+ or an Athletics (Strength) 8+ roll. Once opened, there is
a further package. The coral is wrapped in a beautiful scarf of
spun silk, threaded with gold. The coral sample itself is fist-sized
and a brilliant azure blue. It is rough to the touch and appears
porous but it has been chemically treated to gain the tensile
strength of hull metal despite being a fraction of the weight.
The coral is faintly warm to the touch but otherwise little more
than an exceedingly attractive piece of atrophied marine life.
Checks on it against various databases in the Babylon 5
knowledge bank (Science (Chemistry) 8+) and perhaps the
medi-lab show that it has been chemically enhanced but cannot
pinpoint its precise origin. Only if any of the characters have
visited Qui’Tain will they be able to deduce that this might be a
fragment of the spaceport. Of course, if it is shown to any Abbai
character or NPC, then the chance of deduction is higher.
All the while the characters investigate the contents of the security
locker; they will be watched by Farikar. She has managed to keep
a very low profile, secreting herself in quiet, untrodden parts of
Babylon 5 whilst the search for her goes on. She will not reveal
herself to the characters but there is a chance she might be seen.
Giving chase requires Opposed Athletics checks, with Farikar
zigzagging, ducking and dodging with some alacrity in her bid
to escape detection. If chased, she sprints away and attempts
to lose herself in the maze of Babylon 5’s passageways. She will
not use force to detract her pursuers and if caught, offers no
resistance, resigning herself to her capture. If questioned, she
says nothing at all until taken to a security section for true
interrogation. When questioned, it takes no particular force or
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persuasion for her to reveal the following.
Statistics
‘My name is Farikar and I am a chosen agent of the Pataar
of Abba. I am investigating my compatriot, Garcha and her
activities. If you contact the Pataar operating on the Qui’Tain
habitat they will confirm this. I am greatly concerned for my
compatriot’s welfare; can you tell me how she fares?’
Farikar – Abbai Qui’Pataar
If the characters reveal that Garcha is in a critical condition,
Farikar is greatly saddened. If they lie, she senses this
automatically and asks to be told the truth.
‘Garcha is engaged in activities that we do not understand and
has fallen into company with people who clearly wished her
harm. It was me who found her and raised the alarm but could
not reveal my presence because it would hinder my investigation
but if there is anything I can do that may help return her to
health then please tell me now.’
There is nothing Farikar can do and again she is greatly saddened
when she learns of just how critical Garcha’s condition is. If
shown the coral fragment she can identify it.
‘It is part of the Qui’Tain habitat and should never have been
removed from the structure. It has no intrinsic value to anyone
and this is why we are puzzled at Garcha’s activities. Clearly
whoever injured her found value in this coral relic but I do not
know why. Once more, I will do all I can to assist you.’
Questioning Farikar further reveals only that Garcha has
been travelling around the galaxy and has visited the Minbari
spaceport of Tholorost. If the characters do raise the words that
Garcha used when they questioned her, Farikar sighs heavily.
‘You should know that Garcha was a member of a sect that is
religious in nature. I do not know the motives of the sect but it
has a presence on Qui’Tain and is not considered by my people
to be dangerous. Clearly, though, Garcha has somehow exposed
herself to danger.’
Farikar stops short of saying more about the Cult of Qui’Tain
and will not even name it. This is Abbai business and it is not
in her remit to share such information with strangers at the
present time. However everything that she says, she does so with
honour and honesty and this should be enough to convince the
characters that she is, genuinely, who she says she is. Her final
statement is to offer as much help as she can to the characters in
investigating who harmed Garcha, in any way she can.
Agent, 5 Terms,
Str 7 (+0), Dex 8 (+0), End 9 (+0), Int 11 (+1), Edu 11 (+1),
Soc 9 (+1)
Abbai Traits: Weakened Strength (–2), Notable Education (+2)
Athletics (Co-ordination) 1, Broker 1, Computer 1, Deception
1, Gun Combat (energy pistol) 1, Investigate 2, Knowledge
(Babylon 5) 0, Knowledge (Qui’Tain) 2, Stealth 2.
PPG Pistol.
Kabrik M’Vhros – Brakiri AI Specialist
Scholar (Scientist) 4 Terms
Str 7 (+0), Dex 7 (+0), End 7 (+0), Int 10 (+1), Edu 13 (+2),
Soc 7
Brakiri Traits: Low-Light Vision, Stealth and Deception at Level
0.
Computers 2, Deception 0, Gun Combat (Energy Pistol) 0,
Investigate 1, Science (Robotics) 3, Science (Physics) 1, Stealth
0
Standard Equipment: Multipart PPG Pistol, Priming device.
T h e B r a k i r i’s C a p t ur e
Kabrik, on the other hand cannot escape detection. When he
attacked Garcha he acted in considerable haste and out of anger.
He is now scared and panicking. Babylon 5 security soon picks
him up trying to reach his transport to Plateau and in panic, he
flees, heading back to the zocalo and trying to find anywhere
to hide. This is an opportunity for a chase and combat. Kabrik
has a PPG for personal defence and is fleet of foot; he makes a
desperate run for his life, scattering Zocalo stalls and people as
he makes a head-long dash for anywhere he can, pausing to fire
a few haphazard shots at those pursuing him.
Plainly it is vital that he be taken alive but this depends very
much on how his pursuers react. Kabrik does not attempt to
take any hostages but in his panicked state he is firing wildly and
The Qui’Tan Awakening
The Qui’Tan Awakening
may hit innocent bystanders. If mortally wounded or killed he
is found with the priming device in his possession. If wounded
but alive, he will be taken to a secure unit in the sick bay for his
wounds to be treated but he can be questioned. If taken alive and
unharmed, to a detention suite for the characters to question,
which they may do once they have finished with Farikar, if she
was captured. He is belligerent and scared, nervously rocking
backwards and forwards. It takes either Advocate 10+ or Broker
8+ rolls to get Kabrik to talk. Below are the answers he gives to
typical questions.
What was your relationship with Garcha
She owed me money. She wouldn’t pay.
Why did you attack her?
She attacked me first! I had to defend myself and she fell. I didn’t
mean to hurt her. But she wouldn’t pay what she owed me!
Why did she owe you money?
I did her a service.
What sort of service?
I made something for her. Something no one else can make.
What do you know about the coral?
Coral? I know nothing about coral! What would I know about
coral? I come from a world that is as dry as a bone! Have you
ever been to Brakos?
Where were you planning to go?
Home! Brakos! What is there for me here?
If told of Garcha’s imminent death, he becomes genuinely
remorseful. For all of his arrogance and failings, he is no killer
and did not wish Garcha harm. However he is no fool and
refuses to say anything about the plan he had with Garcha or
about his doublecross. If a telepath is brought in to scan his
surface thoughts it is apparent that he is both lying and scared
but it will take a deeper scan to get further into his psyche and
reveal the following snippets of information:
• Artificial intelligence
• A fat Brakiri in a floating chair
• A piece of coral wrapped in some kind of machine.
If questioned on any of these points, Kabrik completely clamsup, refusing to reveal any further information. Legally, he can
be charged with assault and perhaps even manslaughter but he
cannot be charged with anything else. He has smuggled nothing,
not even the device that he brought him for priming the coral as
it is neither a weapon nor anything on the Babylon 5 restricted
roster. The machine is the priming device Kabrik developed for
Garcha and naturally it has fallen into the hands of security. It
can be examined easily enough by the characters; it resembles a
black clamshell with several probes pointing inwards from the
inner side of the shell and outwards from what would be the
tail. The tail piece is clearly designed to accept a Minbari wired
connection of some kind and if asked about this, Kabrik feigns
ignorance, stating that it is a design that he copied from similar
devices found on Brakos (which is true: Brakiri technology
borrows from countless more advanced sources).
Pu r s u i n g t h e
Investigation
The characters should be able to establish a connection between
the Abbai, the Brakiri, the fragment of coral and the device
that Kabrik is found with. Clearly whatever they were planning
together has turned into some form of blackmail or smuggling
operation gone awry but the importance of the coral and what
it is meant to signify, is difficult to establish.
Any scientific tests performed on the coral show that, aside
from its remarkable chemical structure, it may have some minor
medical uses but is otherwise little more than an extraordinarily
pretty rock. Following the questioning period Garcha dies from
her wounds without being unable to answer any more questions.
Here are some possibilities for the characters, depending on how
previous events have unfolded.
Kabrik, if alive, is clearly saddened to hear of the death but
continues to protest his innocence, plaintively moaning about
how he will get paid. He will be tried under the Babylon 5
judicial process for manslaughter and subjected to deeper
telepathy. However, that will take time and yields nothing more
than a large number of highly disturbing images concerning
artificial intelligence. He continues to claim that the device
is to be used in testing an AI on Plateau, nothing more. His
argument with Garcha was about money owed to the Vhros
Corporation.
If Farikar has not been captured and is still at large on Babylon
5, she remains well hidden but watches the adventurers and
makes an approach (described later). If in custody still, she is
released without charge – her security checks show she is indeed
a Pataar agent from Abbai and innocent of Garcha’s death.
If Delenn has been approached about the name Andaleth, she
has asked Sheridan or Garibaldi what all this concerns and when
she learns of Garcha’s death, is deeply troubled by it all. She asks
to see the coral fragment, which she then takes to her quarters
and meditates upon, returning a few hours later to Garibaldi.
Whatever the preceding events, the characters are summoned
to Garibaldi’s office. Sheridan is in attendance and Delenn
possibly, if she has been questioned about Andaleth recently.
The two men give the following briefing.
‘The Abbai woman, Garcha, died a few hours ago. We’ve
informed the Abbai Matriarchy and they are sending a transport
to retrieve her body,’ Garibaldi reports. ‘We mentioned the
piece of coral in the report but that drew a blank with the Abbai
authorities. We were told to dispose of it.’
‘But,’ Sheridan adds, ‘an Abbai woman died aboard this
station for that piece of rock and I want to know why. We’ve
9
10
got nothing from the Brakiri and I doubt we’ll get the truth.
Before she died, Garcha mentioned a name – Andaleth. That’s
a Minbari name and Ambassador Delenn knows someone
by that name working on board the spaceport Thorolost in
the Minbari home system. It is irregular but I’m curious. I
want you to take the coral to Thorolost and see if you can
interview this Andaleth. I want to know what the coral is and
the purpose of the machine that the Brakiri had with him. The
two are linked but we don’t know how. Andaleth may have the
answer. I’d like to be able to give the Abbai Matriarchy as full
an answer as possible. Not just a corpse.’
characters with information on what to expect on Thorolost
from the Minbari crew. If so, they speak of Thorolost in almost
mystical terms).
‘Ambassdor Delenn can arrange permissions for you to travel to
Thorolost but your permit will last 24 hours only. After that,
you have to be on a ship back to Babylon 5,’ Garibaldi says.
‘So you need to make the most of your time. And bear in mind
that Thorolost is part of Minbari defence; there are a significant
number of Warriors around. You’re to act carefully. We don’t
want any incidents.’
Refer to the section on Thorolost, later in this scenario, for
approach to the spaceport. On docking, a Warrior Caste security
team comes aboard the ship to verify the characters’ identities
before escorting them to quarters in the Workers’ Sector of
Thorolost. The Minbari Warriors are forthright but courteous
enough in the questions that they ask and their insistence on
escorting the characters to accommodation. If the character
become defensive, then the Minbari react with suspicion and
become more assertive in their manner. It also means that
the characters will be subject to constant surveillance by the
Minbari whilst onboard Thorolost, making the next stage of
the scenario more difficult. If Farikar is with the characters her
credentials are checked with equal scrutiny but she is relaxed
and co-operative throughout and the Minbari have no difficulty
accepting her presence. If the characters have Delenn’s envelope
and use it to support their credentials, this is left with them so
that they can present it to Andaleth personally.
If Delenn is involved in this briefing, she waits until she is able
to speak with the characters alone. ‘Andaleth High Chulat is
known to me and she is a person that you can trust, as long as
you are sensitive to her position. You must also be sensitive to
Minbari ways when aboard Thorolost. It is one of the oldest
of our spaceports and considered a place of great spiritual
enlightenment.’ She gives one of the characters a sealed envelope
to be given to Andaleth as proof that they represent Delenn. The
envelope contains an extremely delicate and beautiful Minbari
flower petal.
There is one final encounter for the characters before they leave
for Thorolost: Farikar waits until the characters are in a secluded
area of the station before approaching them. Regardless of what
has happened before, she is insistent that they speak privately.
‘As this concerns the death of one of my people, I want to be
included in your investigation. I do not know what it was that
Garcha was pursuing but I know it will have profound effects
for the Abbai. I am tasked by the matriarchate to collect all
information pertinent to Abba’s defence and security and I
believe this investigation is of such a concern. I have talents that
may be a help to you. Please, let me accompany you and help.
You have my assurance of discretion. I am skilled in dealing
with many different cultures and am sure I will be a benefit to
your work and not a hindrance.’
Farikar is persuasive and if the characters agree to her help, she
will be absolutely true to her word, blending seamlessly into the
background as only a trained Pataar can.
Reach in g Th o r o l o s t
The characters are booked onto a Minbari transport using the
Babylon 5 Jump Gate and the journey is uneventful
(although Games Masters are encouraged to inject
whatever drama into the proceedings that they feel
might be appropriate, including priming the
Thorolost is located in Minbar’s homeworld system (Minbari
Federation sub sector 0408) and using a Minbari, Jump-Point
enabled ship, takes 170 hours to reach using a direct but
Restricted, Jump Point route. Otherwise, travel using Major
and Minor Jump Routes is more protracted and takes 220 hours
travelling via Beta 4, Valusha and Tarellen. The journey should
be uneventful.
Once in their accommodation, the characters are told that
Andaleth is aware of their presence and will join them when she
can. The characters are told that they must wait for Andaleth;
they cannot demand to be taken to her because only members
of the Religious Caste can enter the Religious quarters. However
the characters are allowed to wander the public areas of
Thorolost in the meantime. Depending on how alert they are,
they may or may not work out that they are under surveillance
by the Minbari Warriors, although the surveillance is discreet,
depending on the characters’ reactions to being questioned and
searched before being allowed onboard Thorolost.
After nine or ten hours waiting andaleth presents herself at the
characters’ quarters. She welcomes each of them graciously and
is already aware of who each character is. Farikar is greeted with
great dignity and Andaleth speaks to her in halting Abbai. If
asked later, Farikar tells the characters that Andaleth was offering
her condolensces on Garcha’s death.
Clearly the characters have questions and Andaleth answers
thus. ‘Yes, Garcha nae Abba visited me some months ago
seeking advice. She was part of a religious movement that is
not unlike the religious order here on Thorolost. What you
must understand is that Thorolost is not like most other
spacestations. It is, in itself, sentient. It is aware, right now,
of who you are and that I am speaking with you. We Minbari
do not believe in secrets and believe in wholehearted honesty.
The Qui’Tan Awakening
The Qui’Tan Awakening
This is shared by our friends of Abba and when Garcha came
to me, we met as equals.
The order to which Garcha belonged believes that the Qui’Tain
spacestation is very similar to Thorolost; that is, capable
of becoming a thinking, feeling, sapient intelligence. Her
movement has been aware of this for some time but only recently
discovered that Thorolost shares this potential and has realised
it. Garcha came to me to explore how Qui’Tain might evolve
and I consulted with Thorolost. Thorolost itself suggested that
if a small part of Qui’Tain could be brought here and certain
circuits are modified, a portion of Thorolost’s sentience could
be imparted to Qui’tain and developed and nurtured as one
might nurture a child. Garcha was acting out of love and both
myself and Thorolost recognised that. I agreed to do all I could
to help her. It seems that the one Garcha chose to trust, the one
who caused her death, had other, more selfish motives and that
is saddening but an inevitability of the ways of the Cosmos.’
If, at some stage, someone is likely to suggest enabling the coral
and transferring the sentience as Andaleth has described; as she
explains, there is an obstacle. Thorolost is not under the control
of the Religious Caste but the Warrior Caste, ‘And they will not
allow a part of Thorolost, however small, to be taken away, even
for the purest motives. The Warrior Caste believes in protection;
it has always been thus. Conducting the operation would mean
crossing the Warrior Caste and for that reason alone, I cannot
be involved. Even if Garcha herself was here, my answer would
be the same.’
Naturally the characters could leave matters at this point. They
know what Garcha was trying to do and have solved most of
the mystery; they could leave Thorolost and return to Babylon
5 with their mission accomplished. There are, however, two
further turns of events that may make them re-assess their
situaton.
First, Farikar’s attitude changes. Andeleth has had quite
an impact on the Qui’Pataar and this is obvious from her
body language and expressions whilst Andeleth speaks. The
professional demeanour of the Pataar subsides and the caring
Abbai woman beneath emerges. Andeleth is talking about
bringing into existence new life and this is something sacred
to all Abbai. As a Pataar, Farikar has a duty to search-out the
truth and bring back to the Matriarchate any and all intelligence
of interest to the Abbai as a race. This clearly falls into such
an area. After Andeleth has left the characters, Farikar petitions
them.
‘Perhaps this is too important to leave undone? Perhaps this
is the will of the Great Maker? I, for one, am willing to take
that risk.’
The second turn of events is more direct. As the characters are
resting, have each make an Int 9+ roll; if any of the characters
are psions, then the roll is against Psi+Telepathy 8+. Thorolost’s
intelligence reaches out and speaks mentally to any characters
succeeding in the roll, communicating in a low, whispering,
Minbari voice accompanied by a hazy mental image: ‘A shadow
approaches... we must be Two, not One’. The mental image
(stronger and with greater clarity for any telepaths who are
more susceptible to Thorolost’s telepathic communications) is
fleeting but shows a battle of some kind, wreathed in shadow
and entire fleets being engulfed in flame and stricken by mean
weapons. Babylon 5 burns.
Thorolost is anticipating the coming of the Shadows and
attempting to muster strength. With a second, sentient station
on the far side of the galaxy, there would be a far stronger defence
against the Shadows and greater early warning. The telepathic
communication is highly compelling and the characters will
need to decide what they are to do.
The rest of the scenario hinges on their decision and assumes
that they decide to carry through Garcha’s original plan. They
have an ally in Farikar and if they call for Andeleth and describe
the mental communications, they find she too has had a similar
experience but cannot adequately explain it.
Priming the Coral
Farikar and Andeleth make it clear to the characters that there
can be no killing if they are to enact a plan to prime the coral
but Andeleth explains that the characters will need to gain
access to the nerve centre of Thorolost, which runs the length
of the spaceport and can only be accessed from within the
Warriors’ Quarter. It cannot be reached from the exterior of
the installation. She can help create some form of diversion via
direct communication with Thorolost but the Warriors will not
be fooled for long and the characters will need to act quickly
and stealthily if they are to be successful. She cannot predict the
consequences if they are caught but the Warriors will view any
human activity in a secure area as an act of sabotage and whilst
there may not be any physical punishment, it would create
enormous diplomatic repercussions that would be diffcult to
resolve.
If any of the characters are Rangers, then they would have
a further ally in Galdeth, the Ranger who visits Thorolost
and is present at this time. Whilst Galdeth is unaware of
the approaching Shadow war, he is well aware that forces
are mustering to threaten the Light and it is his duty to help
protect the galaxy. He can be persuaded to assist, although he
too would be brought into the conspiracy. With his knowledge
and connections he can assist in preparing a diversion, although
he cannot be involved directly as this still concerns Minbar
property but he will help fellow Rangers and would be useful in
smoothing matters if things go wrong. Andeleth only suggests
Galdeth’s help if any of the Ranger characters ask if there are
any Rangers aboard Thorolost.
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12
The planning of how to get the coral and the priming device
into the nerve centre is going to be down to the characters, using
whatever help and resources they can. Games Masters need to
respond to their tactics using the description of Thorolost and
knowledge of how Minbari Warriors are likely to react to any
unwanted intrusions. Some things to bear in mind.
• Minbari try to avoid taking life, doing so as a last resort but
that does not make the Warrior Caste any less dangerous. If
faced with lethal force, they may respond in kind
• The characters will have been under surveillance from
the start. This may have been relaxed or strengthened,
depending on how they reacted to the first security
screening when they arrive on Thorolost.
• The characters are vastly outnumbered by Minbari
Warriors. They will need to employ stealth, guile and wits
rather than fists and PPGs.
• Andeleth and Farikar can and will help. Andeleth can help
to engineer diversions but will not do anything that would
unduly provoke the Warrior Caste or harm the integrity of
the spaceport. Farikar is an expert in stealth and surveillance
and her abilities can be used very constructively. However,
she will not kill.
Once into the nerve centre the coral and its device need to
be plugged into one of the main communications cores. The
device self-activates and will take about one hour to fully prime.
It switches off automatically once its sequence is complete
The characters need to get off of Thorolost without arousing
suspicion. There is a Minbari transport aiming to leave for
Babylon 5 two days after their arrival; if they miss it, they could
be waiting for weeks or may need to go via another spaceport.
As chance has it, there is a cargo vessel due to make the jump
to Abbai space three days later. Depending on how things go, it
might be a race to get to the transport heading back to Babylon
5 or they might have to spend several hours playing cat and
mouse with Minbari until it is time for their ship to leave. If
the coral is discovered, it is confiscated and the characters are
arrested.
Minbari Warriors
These are alert, conscientious guards of the spaceport who
usually patrol in groups of three. They have no hesitation in
summoning back-up where needed and using all non-lethal
means to take prisoners. They are implacable foes; nothing will
make them surrender or give-up a chase.
Thorolost Guardian Minbari (Warrior Caste), 3 Terms
Str 11 (+1), Dex 8 (+0), End 11 (+1), Int 8 (+0), Edu 6 (+0),
Soc 7 (+0)
Athletics (Co-ordination) 1, Computers 1, Gun
Combat (energy pistol) 2, Melee (Den’bok) 2, Melee
(Unarmed) 1, Knowledge (Thorolost) 1, Tactics 1
Standard Equipment: Minbari flak armour (6 armour points),
Den’bok, Minbari holdout laser
The priming device made by Kabrik clamps around the coral
and plugs into a standard Minbari communications port. The
nanotechnology it uses is a mixture of Minbari design and Brakiri
tinkering. It takes a (Skill) check against DR 15 to figure out how
it fits together and activates but is otherwise fully automated.
Once primed with a sample of Thorolost intelligence, the coral
changes to a deep amber colour and pulses, soothingly. It feels
soft to the touch and bristles with static; it is no longer the hard,
petrified sea-life that it was once.
Captured?
If captured, the characters are held in a Warrior Caste holding
cell and interrogated by a variety of Minbari Warriors who accuse
them of everything from sabotage, espionage and blackmail, to
extortion. They look to provoke an emotional reaction first but
clearly want the entire truth behind what they were trying to
do. Farikar, if caught, does not lie and explains everything as she
understands it. Andeleth will speak in their defence and insists
that the Grey Council be informed so that they may make a
decision. In any event, Ambassador Delenn is contacted and
she will explain that the characters were acting under orders
to speak with Andeleth only - not to interfere with a Minbari
spaceport. She has no alternative but to report this to Sheridan
but understands perfectly what Garcha was trying to do and
sympathises.
Once all questioning is done, the characters are deported back
to Babylon 5 and forbidden to enter Minbari space again, for a
period of 10 years. Farikar is deported back to Abbai, to explain
herself to the Matriarchate.
Q u i’T a i n
If the coral is successfully primed and the characters manage to
evade Minbari detection and escape Thorolost, then the final
stage of this particular mission is to deliver the coral to the
Cult of Qui’Tain on the Abbai spacestation. If the characters
do not wish to do this themselves, then Farikar offers to do it
for them.
If the characters choose to return to Babylon 5 first and explain
the outcome of the mission to either Sheridan or Garibaldi, they
refuse to allow the characters to either take the coral to Qui’Tain
or release it to Farikar, until the Abbai ambassador has been
consulted. Farikar explains that the Cult of Qui’Tain is a secretive
organisation aboard Qui’Tain, with little direct credibility but
a great deal of faith. Clearly Anadeleth found their faith strong
and credible and surely this is a sensitive issue that should not be
handled at a diplomatic level but at a spiritual one?
The Qui’Tan Awakening
The Qui’Tan Awakening
Sheridan and Garibaldi need to be convinced. Delenn can assist;
her own spirituality and senses tell her that there is importance
in these events and perhaps the characters have a part to play
in them. Convincing one or the other requires an Advocate
or Diplomat 10+ roll. If successful, the characters are given
permission to travel to Qui’Tain and hand over the coral but
do nothing else.
If the characters make their way directly to Qui’Tain, they
need to make contact with a Cult member and this will not
prove easy. The Cult is secretive and although Farikar knew of
Garcha’s membership, she does not know, for certain, who else
is involved. As a Qui’Pataar, Farikar is not meant to involve
herself with the Cult and she decides to approach Ettlatl, her
superior officer, for guidance on what to do. Whilst she does so,
the characters have time to investigate Qui’Tain.
Reaching Qui’Tain
Qui’Tain orbits Abba (Abba sub sector 0406). Journeying from
Thorolost to Abba uses a variety of Jump Routes and takes
around 500 hours. From Babylon 5 the journey is around 380
hours. The trip passes through both Narn and Brakiri territory
and this may add to the length of the journey.
During their stay aboard the Abbai spaceport, those characters
who experienced the mental out-reach of Thorolost experience
similar telepathic visions or vivid dreams involving a darkness
descending across the galaxy. These interludes are disturbing
and caused by the nascent intelligence held within the coral.
Farikar does not return to see the characters once aboard
Qui’Tain. Instead, they are approached, in their accommodation,
by another Qui’Pataar; Ettlatl. She demands to see the coral,
refuses to answer questions and if denied, summons forward a
group of her Pataar officers and security staff to arrest and hold
the characters whilst their quarters are searched for the coral.
Once she has it, she questions the characters, either informally
in their accommodation or under formal arrest conditions if
they have acted obstructively. In the latter case the characters
are questioned one-by-one, their answers cross-referenced for
veracity. Ettlatl wants to know:
• Who killed Garcha?
• What will be done to investigate her murder?
• Who did the killer work for?
• Why did Farikar, a trusted Pataar officer, suddenly become
so concerned with this artificial intelligence?
• What happened aboard Thorolost?
• What the characters believe will happen if the Minbari
choose to come to Qui’Tain wanting answers of their
own?
Ettlatl is trying to establish precisely what has been going on and
why Garcha was threatened by Kabrik. As one of the founders
of the Cult of Qui’Tain, she is pleased that the mission has
been almost accomplished but is naturally saddened at Garcha’s
death. She cannot, of course, let anyone know that she is part
of the scheme to awaken Qui’Tain and so makes an extremely
convincing job of acting as the detached, unsympathetic,
professional investigator. Depending on how the characters
respond to Ettlatl’s questioning, the outcomes may be very
different.
If the characters are defensive, argumentative or belligerent,
Ettlatl responds in kind. Eventually the characters are released
and told, if they ask, that Farikar has been reassigned to duties
on Abba. Ettlatl informs them that the coral has been tested by
scientists called up from the homeworld and has been found to
be inert. Whatever it was the characters were hoping to achieve
has failed.
Ettlatl is bluffing of course and the characters should be given an
opportunity to spot this: make Deception 10+ rolls to succeed.
If successful, it is clear that she is hiding something from the
characters. If tackled directly, she denies everything and informs
the characters that they must leave Qui’Tain immediately.
If they do not, she will make arrangements for them to be
deported aboard the first transport out of the spaceport, enroute to Babylon 5.
If, on the other hand the characters are sympathetic, act
reasonably and even make overt attempts to win her confidence,
Ettlatl may be persuaded to take them into some kind of
confidence. She would never reveal what part she plays in the
Cult of Qui’Tain but when her questioning is finished and she is
satisfied that the characters have actively aided the Cult and wish
to continue to do so, she concludes by telling the characters to
perhaps stay on Qui’Tain for a few days. ‘Perhaps take a shuttle
to Abba and see my home world or simply rest in one of our
relaxation pools,’ she says. ‘Take some time to see the Abbai as
we wish to be seen.’
The Awakening
It takes several days for Ettlatl to begin the awakening. The
Cult is summoned together through secret messages and codes
passed around the spaceport (and perhaps the characters see
that something is going on and decide to investigate). Eventually
the Cult gathers in its meeting place in the depths of Qui’Tain,
where its members gather to listen to Ettlatl give an address.
‘Fellows, we have long believed Qui’Tain is more than simply a
shell. We have all believed that Qui’Tain is an essence awaiting
awakening and now, thanks to the efforts of our fellow, Garcha,
we have the means to bring about that awakening.’ She shows
the primed coral to the gathering and they offer praise to Garcha
and Qui’Tain.
‘We have all of us shared a dream of a darkness brooding at
the edge of our galaxy, of a need for light that will protect and
overcome. We are now ready to light that beacon and bring
Qui’Tain into a different place.’ And flanked by two other Cult
members, the coral is slotted into a recess that it fits perfectly.
For a few moments, nothing happens but then the glowng
coral begins to pulse and around it, through the billions of
tiny channels, the pulsing glow moves and the coral changes
colour as it does so, becoming a vibrant spectrum of lustrous
13
14
hues as the coral structure begins to regain the intense, beautiful
colourations that it had when alive beneath the Abban ocean.
The colours spread fast, gathering pace and soon the entire
chamber is changed; a beautiful, multi-coloured grotto of light
that continues to spread, stretching out across the whole of
Qui’Tain.
The change is evident throughout the spaceport. Within an
hour, the coral surfaces are changing. All activity ceases as people
stop and stare at the physical change overcoming Qui’Tain.
Security is at a loss what to do and after a pause simply attempts
to maintain order but most are struck by the absolute beauty as
Qui’Tain becomes something else.
Qui’Tain can operate without any Abbai intervention. It also
makes direct communication with the Matriarchate, seeking to
understand about who – or what it is – and how it can serve
Abba.
How this affects the characters and Babylon 5 is now up to the
Games Master to decide. The characters have played a crucial
part, not just in awakening a new intelligence but helping it to
join with the existing AI of Thorolost, thus creating a crucial
bridge across space. They may be thanked by the Matriarchate
or questioned more; they will certainly earn the thanks of Ettlatl
and even Farikar may seek them out.
Qui’Tain’s story is only just beginning.
The most intriguing change affects the control centre, where
the control team is interfaced with Qui’Tain’s senory and
communication systems. Each and every individual experiences
a gradual sense of someone or something, trying to speak with
them. The sensation gathers in strength over a period of an hour
and in this time, the Abbai lose direct control over all Qui’Tain
operations. Incoming and outgoing flights are left temporarily
directionless and all sensory systems go haywire before, finally
settling down. However, the control centre crew immediately
knows that the systems are now hyper-sensitive; far more
responsive than they have ever been.
Furthermore, as the systems reassert themselves, everyone
connected with the neural network can hear a strange,
otherworldly voice speaking through the network. The voice is
made up of perhaps 1,000 separate smaller voices, each speaking
in unison but with perfect clarity. Some of the things it says
are:
• I am awake and I see stars!
• Yes, I can hear you, though I know you are distant.
• I have no name yet. I will let those who made me, name
me.
• I sense they are coming. I sense they bring fear. We will
stand together
Qui’Tain is communicating directly with Thorolost, across
millions of miles of galaxy, in a telepathic communion that is
beyond comprehension. Qui’Tain, childlike and curious, has
achieved sentience and will now, with Thorolost’s help, develop
maturity and learn to establish its place in the universe. It will
be taught many secrets but most importantly, will be taught to
work in harmony with those aboard it and to protect life in all
its forms.
Between them, Thorolost and Qui’Tain; immense, artificial
intelligences, form a vital early-warning system against the rising
of the Shadows. Their combined mental capabilities, spanning
the galaxy, will offer a crucial channel of communication and
awareness in the war to come.
Those aboard Qui’Tain are experiencing a profound
epiphany and it will take many days for the
incumbents to understand what is happening.
However, life will return to
normality, although this time,
Thorolost
The Thorolost spaceport is named for its architect who, inspired
by the constellations designed a spaceport that reflected their
beauty and complexity. Thorolost was a Worker but a brilliant
mind who had an acute sense of harmony with the cosmos.
He took his designs to philosophers and other learned members
of Minbari society and discussed his proposals. Together they
fashioned the shape and function of the first spaceport and
brought it into reality. It is unique; no other spaceport shares its
design, though many have been inspired by it and it is considered
to be part of every spacefaring Minbari’s rite of passage that they
travel through Thorolost at least once in their lifetime.
The swirling, seahorse-like design (though the Minbari have no
such animal on their homeworld) is said to reflect the shape of
a nebula that Thorolost discovered whilst scanning the stars. He
found it to be so beautiful and so representative of everything
that he was seeking to achieve in his spaceport design that he
needed no other reference. The spaceport reflects all of the
traditional Minbari aesthetic elements but also has an unworldly,
cosmological presence marking it as something special. It is three
kilometres in length with a swollen, belly-like central section
housing the main systems and command functions. The spines
opposite the belly side are docking gantries designed to handle
the ships of the Warrior caste and capable of berthing the largest
warships that the Minbari produce.
Internally Thorolost is divided into caste areas and that is how
the spaceport will be described below. Each caste area has its
own procedures although the overall control and co-ordination
of Thorolost comes down to the Worker caste that maintains
the facility.
General Usage Procedure
Thorolost acts as the transfer point for shuttles bound to and
from Minbar and the Jump-capable starships of the Minbari
fleet. Large ships are docked alongside the spaceport whilst
shuttles and small cargo vessels are docked inside the facility.
Flights from Minbar are always expected and arrival preparations
made by drones and members of the Worker caste, leaving the
operations crew to monitor Gate
The Qui’Tan Awakening
The Qui’Tan Awakening
Schem a tic
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16
activity from either of the Jump Gates. If defensive measures
are needed, such as activating the Thorolost’s defence grid,
that duty is handed to the Warrior caste defence team, which
occupies the ‘tail’ section of the facility.
the craft to one of 300 docking ports lining either side of the
docking channel. The process is fully automated with perfect
traffic co-ordination intelligence ensuring that there is not the
slightest chance of collision even at the busiest of times.
All vessels clearing the Jump Gate must beam full identification
status, intent and a full passenger and cargo manifest. Failure
to comply results in Thorolost’s defence grid being placed on
ready and Minbari interceptors being launched from one of the
nearby military spacestations. Given the superiority of Minbari
weapons technology, the chances of an unauthorised or hostile
ship getting past Thorolost are remote and the Warrior caste is
quick and eager to respond to any potential threat.
Encircling the docking channel is the main area of the Religious
Caste quarter. Replicating the quiet, tranquil, crystal-lined
passageways of traditional Minbari Religious Caste buildings,
the quarter is laid out in an intuitive pattern of halls, walkways,
gardens, meditation areas and private sleeping quarters. New
arrivals will have had their personal quarters preassigned and
it is an easy matter to navigate the seemingly complex array
of halls, because they follow patterns almost identical to those
found on Minbar.
Once onboard, Minbari are free to disembark and proceed
to their destination. There are no security checks or customs
protocols to be completed. Minbari society did away with such
inconveniences (which suggest distrust of one another and so
are against the teachings of Valen) long ago. However, nonMinbari must remain on their ship until the Command Centre
has had an opportunity to run identity scans against lists of
known undesirables and run a cursory scan, at the very least,
on any luggage or goods that they might be carrying. Anyone
arousing suspicion is subject to a full search and interrogation
by the Warrior caste before being either allowed to continue on
their way or detained for further action (which depends purely
on the level of undesirability of the individual).
Passengers boarding one of the externally docked liners or
military cruisers are ferried to the vessel by the automated
transit pods found all along the lower section of Thorolost’s
belly. These pods are keyed to a specific ship’s identity beam and
make their way at a stately pace around the spaceport and dock
smoothly with the destination ship. For many, there is never any
need to set foot in the main halls of Thorolost at all, transferring
from a shuttle to a pod to a parent craft easily and seamlessly.
Although, as Minbari like to be relaxed and have time to prepare
for a voyage ahead, it is common to arrive at Thorolost early,
appreciating its beauty as they approach and then taking their
time to relax before moving onto their ship for the main leg of
the journey.
Religious Caste Quarter
Occupying the ‘head’ section of Thorolost, the Religious caste
have their own quarters and communal areas spread across 10
decks of their crescent-shaped part of the spaceport. Whilst they
are free to wander the Great Avenue that winds through the
centre of Thorolost like a single, great artery, most do not and
remain within their own section where they have everything
that they require whilst using the facility.
The Religious caste has its own docking channel that
runs the entire length of the head section. Tractor
beams take control of all craft capable of being
safely docked inside the section and manoeuvre
Discreet visual display units, set into the crystal walls, keep
visitors silently informed of transit and flight status, information
displayed subtly and unobtrusively. Refreshment needs are
catered for by the retained Worker caste staff – the Chulat that have been trained in detailed Religious Caste etiquette and
can anticipate requirements either through personal experience
or through watching body language. Rank within the caste
determines whether or not a Religious caste member has a
personal assistant allocated to them (and they may well reject
the offer; many do) but even if this does not happen, these
trained Workers maintain a ubiquitous but low-key presence
at strategic points throughout the quarter, ready to attend to
specific requirements as and when they are needed.
The Chulat have their own quarters within the Religious
quarters and access to kitchens and other necessary facilities
for meal preparation for their charges. Anything not available
within the Religious caste quarter can be summoned from the
Common area in the Workers’ Quarter.
The Concourse
The concourse looks out onto the shuttle docking area, allowing
observers to watch craft arriving and departing, being handled
by the ever-shifting network of tractor beams that manoeuvre
the craft into their correct positions seamlessly and silently.
The co-ordination of ships in this way has been likened to a
dance and it is fascinating to watch the constant exchange of
vessels, their settling and then their departure again, all taking
place in the silent vacuum, lit by the soft but encompassing
glow of Thorolost’s drone arclights that float in and around the
spaceport, shedding light wherever it is needed.
The Crystal Garden
A popular area in this quarter is the Crystal Garden. This large,
oval hall was seeded with small crystals when Thorolost was
first built. It has become a tradition now for each member of
the Religious Caste to bring a piece of crystal with them from
a place that they find sacred and add it to the collection here
in the garden. The garden now contains millions of individual
crystals, of all shapes, sizes, colours and hues, forming a maze
The Qui’Tan Awakening
The Qui’Tan Awakening
of grottoes, pathways and open areas to which have been
added soothing water features and at the far end of the oval, a
transparent section of hull gazing out onto the field of stars.
This is a place of great reverence, with Religious caste Minbari
quietly and thoughtfully searching for the best place to add the
crystal that they have brought with them or simply wandering
through the crystal labyrinth, absorbing the almost tangible
mysticism of the place. Non-Religious members tend to find the
garden disturbing and even the Chulat do not like to spend too
much time in here but for the Religious, this is a place of deep,
abiding and intense spirituality and could almost be thought of
as Thorolost’s soul.
Hall of the Grey Council
Although the Grey Council spends the bulk of its time aboard
the Valen’tha, it docks with Thorolost on a regular basis to take
on supplies and allow the crew a ‘shore’ break. It is the custom for
the Religious members of the Council to reside in the Religious
quarter and here, also is where the Grey Council maintains
a meeting hall for those occasions where it must assemble to
discuss matters and do not wish to do so on Valen’tha.
The hall is never locked and people are free to visit it as they
wish. It is a plain, dimly lit place that is smaller within than
its external appearance suggests. Nine seats surround a low
table and behind each seat is a holographic projector linked to
a control unit in the chair’s arm. Above the circle of chairs is
a larger holo-projector capable of displaying high-resolution
images of star systems, maps and real-time feed visuals. The
communication system has direct links to the Command
and Control Centre and the Warrior Caste’s Defence Centre,
allowing the Grey Council to see precisely what the spaceport
can see, at any given time.
Recreation Wing
The Recreation wing is a place for the Religious caste members
to exercise mind, body and soul. It contains sports courts,
meditation salons, private baths, saunas and massage services.
It is continually staffed by Chulat who have all been trained
in the best use of the available facilities and on delivery of the
specific services such as Minbari Therapeutic Massage (Duchat
Technique).
Warriors’ Caste Quarter
Despite Thorolost being a largely civilian outpost, the Warrior
Caste has always maintained a claim to at least some of the
spaceport’s operations. The defence grid (and defence in
general) falls naturally to their control and it is common to find
the Warriors using Thorolost as a transfer and supply point.
As with the Religious Caste, the Warriors have their own
quarter; in this case the long, curving, ‘tail’ section of Thorolost.
Military shuttles and transports use the main docking bay but
all Warrior accommodation, systems and facilities are segregated
from the rest of the port. Warrior Caste staff are retained to
monitor defences and these specialists remain in detachment to
Thorolost as part of their general, rotating, tours of duty across
the Minbari defensive line.
The Warrior quarter is fashioned to replicate other military
bases: clean, unfussy lines with logically structured areas and
wide walkways. The permanent Warrior garrison numbers 200
Minbari, all eager to contribute to Thorolost’s defences and
all eager to prove to the Workers and Religious Castes that
Thorolost is still of military significance.
Accommodation Wing
Built on three levels, the accommodation wing is spartan in the
Minbari warrior tradition. There are only basic comforts and
the rooms are single-bed cells arranged in a hive-like lattice with
the larger, officer cells located at the bottom of the tiers. Each
cell contains a bed, display unit and basic hygiene facilities.
Officers’ cells are larger, with room to entertain (in somewhat
cramped conditions) and larger displays including video feeds
from Thorolost’s external cameras.
Defence Control
The Defence Control centre is an open, crystal-lined area with
several huge holographic projections showing the two Jump
Gates, the outlying military space stations orbital platforms
for Minbar and various other strategic displays as the Warrior
Caste requires. All traffic emerging from the Jump Gates is
monitored from here, using feeds and sensors identical to those
used by the Workers’ Control Centre. All vessels entering the
Minbar system are subject to identification checks from both
the Warriors and the Workers. On most occasions the Workers
co-ordinated all of the routine requirements for communication
and docking with Thorolost but wherever there is a military
concern, the Warrior Caste assumes control from this control
centre, being able to completely replicate the functionality of
the main control centre.
If the defence grid needs to be brought online, then it happens
here and is a Warrior decision with no reference to the Workers.
Any perceived threat to the Jump Gates, outlying stations and
platforms or Thorolost itself automatically invokes martial law
on the spacestation, with Thorolost immediately converting
from a civilian hub to a working military defence outpost.
This structure of command is fully accepted as normal practice
by the Minbari. Despite the fact that the Workers are far more
intimate with Thorolost than the Warriors, they know that
martial expertise is an essential component of the spaceport’s
operations and relinquish control without a second thought. It
happens rarely; few are foolish enough to threaten the Minbari
in any way, let alone within their own system and it has been
a long, long time since the defence grid needed to be activated
in genuine response to a threat. To remain ready and practiced,
drills and simulations occur on a regular basis, sometimes
treating completely unarmed and non-threatening Jump Gate
traffic as deadly enemies. The crews of the ships caught-up in
17
18
these war games are oblivious to it, of course and never have
any idea that particle and missile weaponry is being trained on
their trajectory.
Fighter Hangar
The Warrior Caste maintains a squadron of 50 Combat Flyers
(see Babylon 5: Ships of the Galaxy, page 40) on standby for
both Thorolost defence and escort duties to the Jump Gates.
The Combat Flyers are configured for quick launch and can be
scrambled within 10 minutes of the call to arms being sounded.
The hangar deck provides full maintenance and upkeep facilities
and is staffed by a combination of Warrior officers and Worker
maintenance technicians who arguably know more about the
craft they service than the pilots.
Escort duties are common, usually as an honour guard for
the Valen’tha and the liners of other Minbari (and visiting)
dignitaries and so the hangar area is always a busy place for
Workers.
Combat Rooms
The Warrior quarter has several combat rooms, which are
simulation areas for close and ranged combat practice and
training. Each area is equipped with a variety of combat
simulators, mechanical and holographic, for Warriors to use
to hone their combat skills. The holographic simulators are
programmable for a wide variety of combat situations, using
a local AI to respond to Warriors’ actions in a realistic way but
using neural stunners instead of lethal weaponry. Simulations
include ground attacks and defences, space combat simulators
(with a fully working series of Combat Flyer cockpits) and
Thorolost-specific scenario simulations with replications of the
spaceport’s layout beamed into the three dimensional combat
space.
The mechanical units are simply called Fighters and are used
for close combat and melee practice. A Fighter resembles a
Minbari-sized, egg-like pod that twists, turns and manoeuvres
in a realistic fashion but is capable of deploying multiple
weapon strikes simultaneously to test even the toughest fighter’s
reflexes.
Injuries do occur in the Combat rooms but full medical facilities
are available in the Relaxation suite and there has never been a
fatality. Warriors consider it a rite of passage to go up against
a Fighter or enter a simulator and emerge with a scar to boast
about.
Relaxation Suite
Similar in nature to the relaxation suites found in the Religious
quarter, the suites here are, again, staffed by skilled
Workers. In addition to services such as massage, the
Warriors’ Relaxation Suite offers a medical bay,
teamed by Minbari Worker paramedics, for the
purposes of tending Combat Room
wounds and scrapes. In the event
of an emergency, the entire Relaxtion Suite can be converted to
a fully functional medical wing capable of handling hundreds of
casualties (although such as thing has never occurred in living
memory).
Also in the relaxation suite are meditation cells – crystalline cells
where members of the Warrior Caste may come to meditate and
clear their minds before entering the frame of presence needed
for optimal fighting ability. It is common for Warriors to spend
some time in meditation before a simulation, drill or session
in one of the combat rooms. A small team of Workers keep
the cells ordered and prepared with Minbari incenses designed
to heighten concentration and clear the mind of distractions.
When a Warrior arrives, it is customary to notify the duty
Workers of the kind of meditation that he intends to pursue so
that a cell can be prepared in the right way with the right types
of incense.
Workers’ Quarter
Whilst known as the Workers’ quarter, this is the main hub
of Thorolost, accommodating both Workers passing through
the spaceport, those who are employed here and alien visitors
in transit to Minbar. VIPs and ambassadors are generally
accommodated in the Religious quarter and assigned a Chulat
for the duration of their stay but most are allowed only to
wander the common areas of this quarter. Attempting to enter
either the Religious or Warrior quarters without due permission
is considered a deeply impolite transgression and all visitors
are reminded, as they arrive, that certain areas of Thorolost are
reserved according to Minbari caste traditions.
The most important section of this quarter, running like a
vein through the entire installation, is the broad, crystal-lined
‘Grand Avenue’. The avenue threads its way down through
the Warriors’ quarter as well but its central stretch is within
the Workers’ quarter and this is where the vast majority of
non-Minbari will make use of it. The Grand Avenue is a
work more of poetry than passage. Designed to replicate the
same, broad boulevards of Minbar, huge crystalline monoliths
lean-in towards each other forming a huge, wide, angular
passageway, with recessed fountains and other rippling water
features and gentley scrolling information displays inset into
specially configured crystals. There is a sense of ordiliness and
calm about this busy conduit - a refreshing contrast with the
central concourses of other spaceports. There are no traders or
hawkers; no hue and cry of announcements; just a calm sense
of purpose and function set into a stunning array of crystalline
beauty that runs for almost the entire length of Thorolost.
There are places for refreshment, relaxation and contemplation.
Minbari workers operate crystal booths serving complimentary
drinks and traditional Minbari snacks, including the delicious
(to all palates) balls of meat and pasta, lightly spiced with
Minbari specialities such as lakshal (akin to saffron) and
delicate herbs. The Minbari philosophy is one of hospitality
to all comers, hence such fine fare being complementary. The
Workers do not mind how much one
The Qui’Tan Awakening
The Qui’Tan Awakening
cares to eat or drink, taking this as a sign of hospitality being
accepted with a generous spirit. Yet a quick glance at the way
native Minbari act (taking one or two samples, thanking the
vendor graciously) shows the way in which one should be acting.
For those who feel lost or overwhelmed by the Grand Avenue,
Workers are on hand to act as guides. Diplomatically skilled,
these workers take a genuine pride in assisting others, especially
those from outside the Minbar system and are trained to spot
the tell-tale signs of those who are unsure of what to do or where
to go. If someone simply wishes to see the sites, then the guides
are only too happy to show them, providing a polite, courteous
and informed commentary on Thorolost’s history, the aesthetics
behind the port and fascinating details about what is being
exhibited. It is part of the Worker psyche to assist and no errand
or amount of shepherding is considered too troublesome.
Docking Area
The docking bay is an awe-inspiring sight; a massive incision
along the belly of Thorolost, crammed with different kinds of
shuttles and transports, neatly arranged into a curving array,
almost resembling the way a male seahorse cares for its young.
All shuttles and other small craft belonging to the Worker Caste
and non-Minbari are docked at the main, lateral docking bay.
This long, lipped docking area is open to vacuum but with
individual docking bays and airlock tubes enabling passage to
and from the spaceport. As with all approaches, tractor beams
control the docking trajectories and docking order of incoming
flights mitigating against any chance of collision. As the ship is
maneouvred into the magnetic docking port, an extensible tube
snakes out to link with the ship’s airlock, guided by a small AI
and a variety of sensor arrays that gleam and glow like the eyes
of a spider.
Beyond the docking bay is the Greeting Chamber where
Workers formally welcome all new arrivals to Thorolost and
assist with any questions. There is no security clearance process
of any kind; any security concerns are addressed by refusing
to allow disembarkation until a formal search conducted by a
small team of Warrior Caste Minbari has been completed. Once
through the Greeting Chamber, arrivals find themselves facing
the Grand Avenue and the Common Areas of the spaceport.
Common Areas
A wide, crystal-floored plaza surrounded by more crystal and
curving walls of what appears to be polished bone, bearing the
ridged markings common to the head crests of the Minbari
species. Display screens and holograms offer information
and people can simply mingle, relax awhile or progress to the
appropriate docking area for the next stage of their flight. If
the onward flight involves boarding a much larger ship, such as
a liner or war cruiser, passengers must proceed to the opposite
side of Thorolost and the special docking spines designed to
accommodate larger vessels. These are almost identical to the
docking ports and Greeting Chambers of the shuttle docking
bay but are external to Thorolost.
There are no accommodation facilities available in the common
areas. Minbari are accommodated in the quarters appropriate to
their caste. Non-Minbari, requiring somewhere to rest or sleep,
must make-do with the open facilities here in the common areas
or more be offered a temporary sleeping cell in the Workers’
Quarters. Naturally enough, Minbari non-Worker castes
would never entertain such an option but aliens to the Minbar
system might and the Worker Guides never hesitate to arrange
accommodation in the Workers’ Quarter if that is what it takes
to make visitors feel comfortable.
Inscribed into certain lengths of crystal are traditional Minbari
poems wishing travellers welcome and safe passage. It is a
custom for those passing through Thorolost to add their own
messages of goodwill and the Worker guides can provide the
laser-inscription tools needed to add to these epithets and
advice on how to phrase and structure the message or poem. It
matters little if the message is inscribed in Minbari or not - the
Workers will happily do the inscribing and translating if asked and there are short and long poems and messages of good will in
human, Centauri and occasionally, Narn tongues; but most are
Minbari. One particular crystal monolith cannot be inscribed
by others, however, although it bears many inscriptions. This
is a crystal dedicated to the fallen of the Earth-Minbari war,
particularly those who died aboard The Black Star. It is known as
‘Dukhat’s Crystal’ and is considered a reverential monument by
all Minbari castes but the Warriors in particular. Those passing
it are expected to pause and acknowledge the fallen, irrespective
of their race. Opposite Dukhat’s Crystal is a smaller but similar
shaped monument that bears a simple epigram commemorating
the bravery of the human adversaries in the Battle of the Line: it
simply reads - To the Honourable Fallen of Sol.
Cargo Processing
Remote cargo drones unload cargo and transport it through
vacuum to the two cargo processing areas on either side of
Thorolost. The smaller of the two areas is reserved for Thorolost’s
supplies whilst the larger area processes passenger cargo and
Minbar-bound freight. Once unloaded Workers take over from
the drones, conducting security scans and cataloguing. Both
areas are immense and cavernous, built over several levels and
connected by a series of open platform elevators and automated
moving pathways enabling Workers to get around the cargo
easily and quickly.
The cargo areas are keyed to the specific and unique head crest
designs of those with permission to access the area. Scanners
built into the crystals of the main area read the pattern and
complexity of the head crest as Workers enter and leave. Anyone
attempting to enter the area without prior authorisation alerts
the security system which, in turn, alerts the Warrior Caste.
Such security measures are as much a caste device as a security
precaution. It is simply inappropriate for members of the
Religious and Warrior Castes to enter the cargo areas, although,
even amongst a race as honourable as the Minbari, the occasional
transgression does take place.
Workers’ Quarters
The Workers are the most numerous caste aboard Thorolost
and their quarters, rising through four levels of the spaceport,
are close to the busiest part of the facility. Workers do not seek
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20
any particular comforts or replications of home environments.
They prefer function over form and consistency over the
unique. Resembling the hive structure of the Warriors’ quarters,
the Workers’ quarters are no more than sleeping cells, large
enough to stand in and long enough to accommodate cleansing
facilities, displays and clothes storage but otherwise without
other conveniences. The size of sleeping cell is determined by
rank, somewhat, with higher ranks within the caste having
larger quarters and sometimes even a second cell designed for
entertaining. In the main, cells are identical in design and
size, marked with an ideogram, defining who the cell has been
allocated to, etched into the door hatch.
Control Centre
Minbari technology has always been considerably more
advanced than that of other races and this is demonstrated in
Thorolost’s control centre. Crystalline-based science mingles
with nanotechnology and highly advanced empathic interfaces
allowing the Minbari Workers who handle all of central controls
uniquely delicate control over the entire spaceport.
The control centre resembles a crystal cathedral, with huge,
deliberately placed outcroppings of crystal, punctuated by inset
displays and touch-sensitive controls, arranged in great tiers
throughout the control area. Workers do not perform their
functions in discrete groups; instead each member of the control
crew is trained to the same standard in all operations and they
co-operate to ensure Thorolost’s running.
Thorolost’s Children. Given the high degree of empathic
interface that they have with the Thorolost systems, they have
developed their own empathic powers and a deep-seated spiritual
understanding that the Religious Caste fully appreciates and
respects. Indeed, those who have spent a considerable period of
time as a Child of Thorolost may transcend the Worker Caste
and move into the Religious, such is their degree of spiritual
empathy with the cosmos, as well as the Thorolost system.
The Children of Thorolost are recognisable by the distinctive
shape of their head crests, which are higher and more angular
than is traditionally found amongst the Minbari. This is not a
surgical alteration but a direct result of their daily interaction
with Thorolost. Their personalities are also very different to
traditional Workers. They speak little and when they do, sound
almost detached from reality. The Children lose some of their
self-identity, referring to themselves as ‘We’ rather than ‘I’. This
is not considered an issue at all amongst the Minbari, for it
reinforces the deeply-held notions of spiritual and communal
development that Valen sought to bring about 1,000 years
ago. The Children of Thorolost, amongst all the Workers, are
perhaps the ones who come closest to reaching the degrees of
enlightenment and empathic understanding out of all Minbari.
Personalities
Andaleth High Chulat
The Thorolost system-crystal thus controls every aspect of
the spaceport. The Worker technicians who crew the control
centre interface with Thorolost telepathically and empathically,
sensing and anticipating all operations and needs and assisting
the Thorolost system with adjustments and delicate operations.
Thorolost ensures mutual co-operation and even though its
personality has changed, very subtly over the centuries, it is very
much the intelligent, feeling heart of the spaceport, sensing the
emotional state of those within, as well as those passing through
and ensures their wellbeing.
Born a Worker and once a Child of Thorolost Andaleth has
transcended her birth caste to become a member of the Religious
Caste. She is known as High Chulat because, although she now
resides in the Religious quarter, she is responsible for and coordinates, the Chulat Workers, tending to their spiritual needs in
much the same way that they tend to the needs of the Religious
caste members who arrive on Thorolost. She still has the same,
detached demeanour of the control centre workers and has
acutely developed empathic and telepathic powers but has made
the transition to an able member of the Religious Caste despite
her humble beginnings. Her head crest is high, intricately
ridged and quite beautiful in a uniquely Minbari way. Her
manner is serene and caring, although many find her difficult to
communicate with verbally. It is her way to understand feelings
first and verbal signals second. Quite often she does not speak,
preferring to communicate either via telepathy or with those
less receptive to mental communications, through emotional
signals. She smiles frequently and her smile is pure radiance. The
degree and depth of her smile is usually enough to communicate
that, which she wants to convey, although when she does speak
her voice, light and melodious, is eloquent and soothing. It
is rare for Andaleth to leave the Religious quarter these days,
although she has special privilege to enter the Control Centre to
commune directly with Thorolost, if she needs to.
Thorolost knows the operations crew as its children
and that is how they refer to themselves:
A personal friend to many of the Grey Council members and to
Ambassador Delenn, she, out of all those who work and tend
Key to all of this is Thorolost itself. Running the entire height
of the control centre is the Thorolost column. This single,
sapphire-blue crystal contains nothing less than the soulpersonality of Thorolost himself, merged with the the crystal
and nano systems to form a sentient system that truly controls
the spaceport. Thorolost’s wish was to be merged completely
with this, his greatest architectural endeavour and the Religious
Caste, wanting to honour his achievements, brought about that
wish. The techniques used to integrate personality, soul and
machine are secret to the Grey Council and certain scientists
on Minbar and have been used only on very rare occasions but
Thorolost warranted that honour.
The Qui’Tan Awakening
The Qui’Tan Awakening
to Thorolost, embodies the spirit and heart of the spaceport,
viewing everyone aboard it, from the loweliest Worker through
to the highest VIP, as someone honoured and to be cared for.
Athletics (Endurance) 2, Computers 2, Deception 1, Diplomat
1, Gun Combat (energy pistol) 2, Knowledge (Minbari) 2,
Knowledge (Thorolost) 2, Melee (Den’bok) 2, Pilot (starships)
2
Minbari Diplomat (Religious Caste), 6 Terms
Str 9 (+1), Dex 10 (+1), End 8 (+0), Int 9 (+1), Edu 10 (+1),
Soc 10 (+1), Psi 10 (+1)
Standard Equipment: Hand-held communicator Minbari battle
armour (10 points armour), Minbari fighting knife, Minbari
hold-out laser.
Advocate 1, Diplomacy 2, Knowledge (Thorolost) 2, Knowledge
(Minbari Federation) 2, Knowledge (Earth Alliance) 0,
Knowledge (History) 1, Knowledge (Philosophy) 1
Huleth
Talents: Communication 1, Scanning/Probing 1
Standard Equipment: Diplomat’s attire.
Thelann
Thelann is in command of the Warrior Caste aboard Thorolost.
A veteran of the Earth-Minbari war he held high command of
the Sharlin crusier Margnessa and was part of the fleet that took
the Minbari offensive up to the Battle of the Line. He firmly
embodies the traditions and philosophies of the Warrior Caste:
a regimented, strategically-thinking Minbari who is constantly
concerned with the defence of the entire Minbari race and
opposed to outside influence of any kind. He vocally opposed
the Babylon Project and whilst he put forward eloquent and
pertinent reasons for doing so, found himself in opposition to
the likes of Delenn and thus in no strategic position to press
home his thoughts. The Grey Council, feeling that Thelann
needed duties that would suit his strategic skills but also soothe
his post-war restless nature, placed him aboard Thorolost. At
first he baulked at the idea but over the years he has come to
appreciate the diversity of the many people coming through
its halls and has seen for himself how well the Minbari Castes
can co-operate to achieve a cohesive community, capable of
welcoming outsiders, without having to sacrifice principles.
Thelann remains deeply distrustful of humans and is completely
distrustful of Centauri. Yet as the leading representative of the
Warrior Caste on Thorolost he sets the example and tries to
appear welcoming to all comers, although he remains fiercely
protective of Minbari traditions and ensures that everyone
travelling through Thorolost is in no doubt of Minbar’s long,
long history and understanding of the galaxy. His Warriors view
him with reverence and awe - any one of them would willingly
die for Thelann - and he is considered to be the material leader
of Thorolost, acting as a counterpoint to the spiritual nature of
the likes of Andaleth.
Minbari Officer (Warrior Caste), 6 Terms
Str 10 (+1), Dex 11 (+1), Con 9 (+1), Int 9 (+1), Edu 9 (+1),
Soc 9 (+1)
Huleth leads the Worker Caste. All non-military operations
come under his domain. Like Andaleth he is a Child of
Thorolost and shares many of her spiritual characteristics but
retains enough grounding to keep him within the Worker
Caste and in touch with the everyday nature of the spaceport’s
business. He has the utmost respect for Thelann but none of
his suspicions. Their paths rarely cross and the delineation of
responsibilities between their two castes is perfectly understood.
Just as Thelann is concerned with preserving military purity,
Huleth is concerned with maintaining civilian integrity. He can
understand why the Warriors are so cautious but knows that the
galaxy is an encompassing place and Minbar is at its very heart.
Minbari Agent (Worker Caste), 4 Terms
Str 8 (+0), Dex 7 (+0), End 10 (+1), Int 11 (+1), Edu 10 (+1),
Soc 8 (+0)
Advocate 1, Broker 1, Computers 1, Diplomat 1, Investigate 1,
Knowledge (Thorolost) 2, Knowledge (Minbari) 1
Standard Equipment: Electronic tool-kit.
Galdeth
Galdeth is a Ranger and frequent visitor to Tholorost, rather
than being a permanent fixture. He serves the Grey Council
and is generally to be found at the spaceport whenever
Valen’Tha is docked but he visits at many other times as well.
His personality is somewhat brooding and forthright, although
when relaxed he is personable and sociable. His right is to use
the Warrior Caste’s quarters but he prefers to base himself in
a simple sleeping cell within the Workers’ Quarter. In fact,
he displays many Worker-like qualities and this is somewhat
confusing to people such as Thelann but quite understandable
to someone like Andaleth, who has been able to move from one
caste to another. Galdeth never discusses his Ranger activities
with anyone but the Grey Council, although his role is known
to the senior figures of Tholorost. As a frequent traveller
across the galaxy he can bring important news and often does,
although his references to certain places are sometimes veiled
or left to trail off into ambiguity. Galdeth is thus a guarded
figure that many Minbari find hard to fathom and that is the
way Galdeth seems to like things.
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22
Minbari Ranger (Warrior Caste)
Str 10 (+1), Dex 11 (+1), End 10 (+1), Int 8 (+0), Edu 8 (+0),
Soc 8 (+0)
Athletics (Co-ordination) 1, Athletics (Endurance) 2, Computers
0, Deception 2, Melee (Denn’bok) 2, Melee (unarmed) 1, Gun
Combat (Energy Pistol) 1, Knowledge (Minbari) 1, Knowledge
(Earth Alliance) 0, Pilot (Small Craft) 1, Stealth 2,
Standard Equipment: Ranger robes, Denn’bok, Ranger pin.
T he Q ui’Ta in H a b i t a t
The fierce atmospheric conditions of Abbai forced the
Matriarchy to develop orbital facilities in order to progress
their deep-space exploration. They accomplished this by
establishing small shuttle bases and then growing structural
sections for larger installations that were then ferried into
orbit and assembled. ‘Growing’ in no misnomer: the Abbai
utilised the vast and prolific coral beds found along the
equatorial plains of Abba to literally grow habitats that, once
they had reached the end of their lifecycle and atrophied,
could be detached, chemically treated to withstand vacuum
and then be carved into the desired internal shapes. The first
and largest was the Qui’Tain Habitat, which still serves as the
major orbital spaceport for the Abbai Matriarchy.
Location and Function
Qui’Tain (pronounced KEE-tayn) occupies a geosynchronous
orbit above the city of Ssumsh’r, the city where it was grown
and carved but it serves most of the Abban surface dwellings.
It is a passenger and cargo hub with no military base but is
equipped with a typically stalwart Abbai defence grid allowing it
to withstand attack. In fact, the defences of Qui’Tain reflect the
natural defences of some of the corals used in its architecture:
a dense array of defence spines carrying various beam lasers,
anti-laser chaff and a large network of weapons platforms
positioned at strategic intervals and distances around the main
installation.
Qui’Tain resembles a cluster of immense sea urchins, threaded
with seams of pale blue, pink and deep crimson. The countless
lights providing internal and external illumination, give
Qui’Tain an ethereal glow that is truly awe-inspiring for those
approaching it for the first time, its sea-bound organic origins
evident from the start. It has been carefully sculpted to afford
the optimum docking space for its size, whilst still retaining its
innate beauty.
The facility is served by a constant stream of shuttles from
the smaller, island bases of the surface, as well as acting as a
port for its own, strangely designed deep space vessels
and the visiting ships from other League worlds. The
Abbai’s welcoming approach to all visitors to their
homeworld means that facilities for foreign
vessels are excellent, with genuine
consideration being given the needs of other races. The key
worlds have their own docking sectors, each tailored to the
relevant species and sympathetically located across Qui’Tain to
take into account existing racial tensions; the docking centres
for Centauri and Narn, for example, are positioned on opposite
arcs of the main structure and docking procedures are carefully
co-ordinated to ensure that Centauri and Narn vessels do not
occupy similar approach lanes.
Arrival and Transit
Upon emerging from the Abba Jump Gate, all vessels must slow
and beam full identification protocols to Qui’Tain before they
are allowed to continue their approach towards Abba. Aligned
several kilometres out from the Jump Gate is an automated
defence grid, comprised of over 100 defence platforms, designed
to repel any craft that attempt to pass that are not signalling
the unique entry code beamed to them from Qui’Tain, once
identification and intent have been established and cleared.
The defences stage through three levels, invoked according to
the perceived threat. The first is disablement; a cluster of defence
platforms direct an intense, laser-guided, electromagnetic pulse
(EMP) at the intruder, intending to disable key ship systems
(motive power, weapon systems) whilst leaving life support
uninjured. The second stage is a beam-laser network designed to
target key sections of the intruder, whilst still preserving life. The
third stage – and one that has never been invoked – is a cloud
of micro-mines that are launched from a third platform cluster.
These micro-mines number in the hundreds of thousands,
spreading in a directed cloud around an intruder, exploding
on impact. Here, their emphasis is on deterrence rather than
destruction, because the mines are designed, once more, to
disable. Furthermore the mines emit their own, narrow-wave
EMPs to fully disrupt navigational systems. Naturally Qui’Tain
issues clear and precise warnings to any vessel attempting to
approach without due security clearance and first and second
level defences have only been activated a few times in the Abbai’s
spacefaring history.
Once cleared to approach, Qui’Tain keys low-intensity directional
lasers to the clearance code of the ship, creating a distinct approach
path that is fully under Qui’Tain’s control. As the vessel nears
Qui’Tain itself, automated, AI-controlled landing drones are
despatched to guide the ship to the correct docking terminal. The
process is flawless and safe. The Abbai attention to detail ensures
that all space traffic is controlled effortlessly and experienced
pilots enjoy the precision of the Qui’Tain system, which provides
quite a contrast to the often haphazard docking procedures of
installations such as Babylon 5.
General Usage Procedures
Because Qui’Tain serves both direct deep space traffic and
surface shuttle transits, there are discrete procedures for the
installation’s usage.
The Qui’Tan Awakening
The Qui’Tan Awakening
23
24
Shuttle Exchange
few choose to do so, more out of respect for Abbai requirements
than for any other reason.
Passengers arriving via shuttle, either from Abba or any of the
other orbital habitats, arrive at the Shuttle Exchange terminal,
located beneath the main accretion of the spaceport. This vast,
inverted dome area is bathed in peaceful pink and orange
warmth within and soothing directional messages are piped
through the whole area, directing people to the correct part of
Qui’Tain for the next stage of their passage.
Twenty two docking arms serve the shuttle exchange, with each
docking arm capable of supporting up to three shuttle transports
(depending on size, although most are of the standard Fesmoola
design, maximising passengers numbers and comfort). Baggage
exchange is handled by space-side drones that take all luggage
directly to the ship for the next stage of the journey or to a
central holding area if the connection has not yet docked or
unloaded. For the rest, the Security hall processes all arrivals and
departures with a biometric scan, a few brief, friendly questions
and then the issuing of a clearance pass permitting those who
will be using Qui’Tain for any length of time access to the public
areas and acts as a micro database of Qui’Tain’s facilities. Beyond
the Security ring are large, comfortable waiting areas served by
bars, small eateries and a few shops. The Exchange Boulevard
runs across the centre of the Exchange, allowing elevator access
to the main spaceport areas above.
Spaceside
Spaceside operations are handled from the main Qui’Tain facility
above the Shuttle Exchange. This area is known as the Accretion
because it is – a massive accretion of coral later carved into the
Qui’Tain habitat. Elevators run from the Shuttle Exchange
Boulevard up to the Common Chambers of the Accretion.
The Common Chambers provide access to the various docking
areas and of course, Qui’Tain’s public facilities which, given the
confinements of the habitat, are not extensive.
Flight information is displayed throughout the Common
Chambers on the large, membrane-like display screens. Like
other Abbai technology these screens are grown, rather than built
and then treated with a variety of chemical process to make them
image-sensitive and highly responsive. Images appear almost
organically, seeming to grow out of the membrane, which itself
quivers with each new change or flow of information. To those
used to traditional electronic displays, it is almost disconcerting
to watch, as though data is being displayed on pale, thin
stretched of flesh but to the Abbai, it is perfectly normal and
they find traditional displays harsh and painful to watch for any
length of time.
On either side of the larger of the two Common Chambers are
the Recreation tanks. These are for Abbai use and are
water-filled environments allowing the semi-aquatic
Abbai to hydrate as their body chemistry dictates.
Non-Abbai are allowed to use the tanks too but
Security
The Abbai are naturally security conscious but not aggressively
so and this is reflected in the approach by the security personnel,
most of which are female, although some male Abbai do occupy
security posts. The three Abbai tenets of Preservation, Respect
and Community mean that security personnel appear almost
complacent in their duties, lacking the hard edge found in most
other spaceport facilities; however this is to underestimate the
Abbai preoccupation with defence. Qui’Tain security personnel
are highly trained in the psychological arts as well as the usual
defensive ones. They know that co-operation produces more
effective results than aggravation and bend their security
procedures to fit the co-operative model. A friendly smile and
engaging question gain more than a steely scowl and barked
interrogation. However, for the occasional belligerent who
might try to take advantage of Qui’Tain security’s good nature,
a swift response with a kemjaa burst can be expected, followed
by several hours in a cold, uncomfortable coral cell.
Qui’Tain Security Armour
The Qui’ Tain security service are noted for their pale green,
coral-like body armour and helmets. The armour is ornate and
uniquely sculpted to the individual wearer with no two suits
being the same. The distinctive pale green colouration is found
nowhere else amongst Abbai military or law enforcement services
and is derived from naturally occurring dyes found within the
Qui’Tan coral. It is tough, light and flexible, providing 5 armour
points and weighing no more than 2kg.
The security service functioning within Qui’Tain is selfcontained and unique to the facility. However, it works in
partnership with the Paatar, which has a section dedicated to
each Abbai spaceport. The Qui’Paatar operate throughout the
installation, mingling with travellers, watching their comings
and goings and acting on specific intelligence when called upon
to do so. The Qui’Paatar are known to the security teams who
accord them with the levels of respect that the Pataar enjoy
throughout the Matriarchate. They are tireless and diligent
servants of the Matriarchate, both male and female, watching
Qui’Tain for those undesirables who have somehow slipped
beneath the installations extensive security networks.
Automated security measures include the biometric scanning of
personal identity chips and of course, the permissions set by the
Qui’Tain passkey issued to all those who wish or need, to access
the public facilities of the spaceport. The passkey is a single
sliver of laminated, triangular, wafer-thin coral that is encoded
with a fingerprint, retina print, a DNA profile, plus a unique
identifier code issued by the central security computer and akin
to the passkey apportioned to approaching spacecraft. The coral
laminate makes the passkey exceedingly difficult to replicate,
since it contains its own DNA structure. The security centre is
The Qui’Tan Awakening
The Qui’Tan Awakening
made aware of anyone attempting to access a restricted area and
transmits a trace code to the passkey itself. The Paatar are then
alerted and may, depending on the profile of the passkey holder,
keep the holder under surveillance or approach them for polite,
if firm, questioning.
Operations
All Qui’Tain operations are handled from the Operations
Community in the Control Sensorium. Sensorium is the right
word: the entire habitat uses the minute natural veins and fissures
in the coral superstructure as the conduits for microelectronics,
power circuitry and field sensors. The whole of Qui’Tain is visible
to the Operations Community in ways that are unavailable to
other species. The operations staff maintain neurological links
with the facility, literally sensing what is happening throughout
the entire installation. To the Operations Community, Qui’Tain;
whilst made from dead coral, functions as a living entity and
they are in tune with it completely. There is thus an absence of
dials and read-outs in the Operations Centre; instead there are
rows and rows of Abbai Operations Personnel, reclining in their
sensorial couches, being fed the sensorial information of the
facility. This network extends throughout everything, including
ship docking procedures. Sub-communities handle different
elements of Qui’Tain: docking and launch; security monitoring;
life support; engineering facilities; defence, to name but a few.
Each member of the community is trained in two specific areas
and they develop these to high levels of specialisation and cooperate with their fellows seamlessly, as though part of a wider,
quasi-telepathic commune.
The resulting experience for the habitat’s users is one of
seamless, personal efficiency. Everything runs to time and
schedule; malfunctions are unheard of and there is a constant
sense, especially to telepaths, that one is being watched over and
looked after by Qui’Tain itself. Though made of dead coral, this
spaceport genuinely does behave as though alive and that life is
perceptible to everyone stepping aboard.
Cargo and Commerce
Qui’Tain is a busy commercial hub. Spaceships bearing freight
are docked in the appropriate species section and the cargo
unloaded by remote drones directly into waiting shuttles for
transport elsewhere. The use of living agents to process cargo
is frowned upon by the Abbai; the work is far more efficiently
handled through the drone network and the close control of
the Operations Community, sensing exactly what is happening
every step of the way, ensures constant levels of efficiency
without fatigue.
All cargo must be declared in advance and the manifest
submitted before the ship is allowed to approach Qui’Tain.
Discrepancies between a manifest and what is found in a cargo
hold are subject to immediate investigation by the Qui’Paatar
and can result in the confiscation of the entire cargo if adequate
explanations cannot be offered.
Smuggling is therefore a rare occurrence in Qui’tain and known
smugglers are already in the Qui’Paatar radar. The drone network
is centrally controlled from the Control Sensorium leaving little
opportunity for last-minute subterfuges and the only way to
achieve truly fool-proof smuggling would be to infiltrate the
Control Sensorium somehow.
The cargo drones carry a forward sensor array used to scan all
cargo elements that they deal with. The sensor array includes
olfactory capabilities as well as temperature, radiation, vibration
and chemical analysis probes. Drones come in a variety of sizes
for different cargo bulks and where massive cargo needs to be
moved around, three or four drones can combine to achieve
the task. Treat Qui’Tain drones as Earth Alliance Maintenance
Pods (Babylon 5 second edition rules, page 221) although they
are remote operated and have no onboard crew. In terms of
appearance, they share the coral structure of Qui’Tain and with
the forward sensor array and retractable lifting arms, resemble
spaceborn cuttlefish.
Once cargo has been cleared, checked and moved, its owner
is notified via their passkey. Any irregularities are handled by
either security or Qui’Paatar, depending on the level of severity
of the problem.
Facilities
Qui’Tain consists of five roughly spherical habitats joined
together by complex Abbai molecular engineering. It is
completely sealed against vacuum and the coral structure has
been treated with a complex chemical laminate that gives the
structure a similar strength to traditional composite spacecraft
hulls but at a fraction of the density. The spheres are divided
into the following functions.
Spheres One, Two and Three (The Accretion): Docking and
service facilities
Sphere Four: Shuttle Exchange
Sphere Five: Control Sensorium and vital systems (air and water
processors), crew quarters
A sixth, smaller sphere, occupies a similar position and orbit to
Qui’Tain and is used for drone storage and maintenance.
The Accretion
The central area for just about everyone visiting Qui’Tain,
the Accretion is a marvel of Abbai artifice and artistry. The
vast inner spaces are carved from the unique corals of Abba’s
oceans and resemble nothing less than an immense, soothing,
fairy grotto. The air is cool and crisp but the uneven coral walls,
curving gently upwards, are warm and welcoming. Despite the
physical confines of the environment, the Accretion does not
feel cramped or restrictive, although this is partly an illusion
created by clever lighting, carefully arranged acoustics and an
efficient air conditioning system.
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26
Each sphere of the Accretion contains up to three dedicated
environments for the major races using the spaceport, with
environment processors and regulators ensuring that, when
passengers disembark from their flight or are preparing to join
it, they are greeted by a close approximation of their home
world. Thus, the Narn quarter is bathed in gentle reds and
oranges, with a dry atmosphere and the subtle, spicy scents
characterising Nar’shal.
Each environment section of the Accretion is controlled from
the Sensorium but has its own representative from one of the
named species. Employees of the Qui’Tain administrators on
Abba, they are expected to act as liaison between visitors to the
spaceport and the spaceport executive officers. In this role they
are both ambassadors and Qui’Tain representatives, with a slight
emphasis on the latter function. Each representative is expected
to abide by the Honraati (see League of Non-Aligned Worlds
Factbook, pages 16-17) and to uphold the sanctity of Qui’Tain,
ostensibly putting both ahead of personal and racial interests.
This is easier for some than others, as discussed later.
Common Environment Elements
Although the layout and character of the environments differ,
they share some elements in common:
•
•
•
Boarding Locks. These flexible passageways form an
airlocked conduit between the boarding gate and the
spacecraft. The passageways are telescopic and can extend
up to 100 metres outwards to meet the airlock of a docked
spacecraft. Each boarding lock has its own series of
pressure-sensitive iris valves allowing sections of the passage
to be closed off at one metre intervals in the event of a
breach causing decompression. The boarding gate system
is controlled from the Sensorium where a small team of
Abbai control personnel dedicated to the environment
monitor the status of the docking facilities. Where a large
spacecraft has docked, several Boarding Locks may be used
to assist with passenger transit.
Arrivals/Departure suite. Each environment has such a
suite for each docking arm. Security scans perform full
security verification as passengers make their way through
the suite, even though the full Security hall awaits them
beyond the environment’s confines.
Representative’s Suite. A small suite of rooms occupied
by the environment’s Representative, when on duty.
The suite is used for general administration duties but
includes facilities for entertaining VIPs or other honoured
passengers, depending on the circumstances. The Qui’Tain
Abbai respect the privacy of these suites and do not operate
any kind of security surveillance within them, holding each
Representative on trust.
Earth Environment
The look and feel of the environment mirrors
that of a traditional human spaceport
such as the Wisconsin Hubb. The
lights are bright and the floors and walls are panelled rather
than being of the standard coral texture as found throughout
the rest of Qui’Tain. Displays and other visual information use
standard Earth Alliance technology instead of Abbai. Signage
is in English and although the immediate personnel are Abbai,
the immediate surroundings are highly familiar to any human
stepping from a spacecraft.
The environment’s representative is Wanda Greene. An exdiplomat with a murky past, Wanda has nevertheless found a
place for herself on Qui’Tain. She makes herself available to
greet any new landing, especially any important dignitaries
and is highly approachable and personable. She seems to enjoy
steadfast relations with the Abbai and genuinely supports and
upholds the Honraati.
Centauri
The Centauri environment is traditional Imperial opulence
with silk drapes, bas reliefs of Centauri greatness hanging on the
walls and the House colours and standards of the environment’s
representative, Kor Maray, displayed prominently.
Kor Moray is a sullen individual who can turn on the charm
when he wishes. He refuses to explain why he occupies this
position but occasionally mutters dark words about the Molari
house. He does not enjoy meetings and greeting and enjoys
resolving issues even less but does it anyway because there is little
else to occupy his time. In fact, he is very good at getting things
done, when the mood takes him and if he senses an intrigue
in the making, becomes super efficient. Generally, though, he
is content to force a smile, wave politely, suffer the fools and
answer one inane question after another as quickly as possible.
Minbari
As one might expect, the Minbari environment is serene, quiet
and understated. The walls and floors are lined with crystals
imported from Minbar, with cool, dry air and gentle music
playing throughout, as all arrivals and departures are divided
into their caste distinctions with separate access points and
corridors. The atmosphere is formal, reverential and courteous.
The representative is Odurin Life Meeter, a Worker Caste
Minbari who has lived amongst the Abbai for over 25 years and
knows their ways well. He was one of the first representatives
brought to Qui’Tain and helped to establish the position.
As one might expect, he is hard working, honest and deeply
spiritual, with a high regard for the Honraati and only too
happy to embrace its principles. Yet it is stll strange for a Worker
to be so far from Minbar and he has refused to tell how he
arrived amongst the Abbai, something that intrigues Kor Maray
no end.
Abbai
Naturally enough the Abbai do not need to make any
special concessions in their own environment but maintain a
representative nonetheless. Her name is Nashan Olyoth, an exmilitary pilot who now finds deep fulfilment in assisting others
and has lost the will to travel the stars. She adores Qui’Tain,
rarely leaving it on the occasions when
The Qui’Tan Awakening
The Qui’Tan Awakening
she has shore-leave and treats the spaceport with the utmost
reverence, believing the place to be spiritually graced with an
emotional intelligence that has established itself in ways quite
distinct from the interactions of the Abbai control operatives.
This otherworldiness is not considered odd by the Abbai but
is somewhat disconcerting to some of the other representatives,
not least Wanda Greene, who is one of Nashan’s closest friends.
Nashan’s reverence for Qui’Tain extends to steely disapproval
towards those who behave disrespectfully of the place and some
have speculated that Nashan is actually bordering on madness.
Drazi
Typically bordering on the chaotic and aggressive, the Drazi
environment makes few special concessions to its own people
although the environment’s décor reflects the utilitarian approach
that the Drazi take to most things. The corridors and access
points are wide to minimise the chances of conflict emerging
between passengers but other than that, the organisation is
haphazard and not especially welcoming.
Kakran is the Drazi representative. His attempts at courtesy
cannot mask his naturally pugnacious disposition and like most
of his species, he is quick to take offence although he is steadily
learning a modicum of patience and is able to resist the impulse
to argue or fight when faced with a complaint or problem. Like
Kor Maray, he considers his position as meeter and greeter as
something of a punishment but has so far upheld the finer points
of the Honraati. The Abbai in charge of Qui’Tain consider this
something of a success, given Drazi nature, although Kakran
would much prefer being able to settle things his way, without
having to be act so respectfully all the time.
Brakiri
The Brakiri environment is utilitarian and decorated throughout
with the corporate emblems of the Mh’Thass Combine, the
corporation that rents the environment (in their eyes) from the
Abbai. The atmosphere processors keep the air warm and dry, as
enjoyed by the Children of Brakir and everything is functional
and in its place; well-ordered, clean but spartan. Signage is
frequent and logical and at pains to explain Qui’Tain security
procedures; no Brakiri likes to walk into something, especially
something of the Abbai, without full and fair warning.
Ukrith Mh’Thass is the representative here. Whilst technically
an employee of Qui’Tain, his loyalties are very much with the
Mh’Thass Combine, which specialises in freight and passenger
services. He is a middle-ranking member of the Combine and
has only been in the representative role for three years. He
seeks to improve his position constantly and is keen to impress
the officers of Qui’Tain with his efficiency in the hope that a
good word will be sent back to his superiors in the Mh’Thass
boardroom, thereby securing him a promotion and a way off
Qui’Tain. Like all Brakiri, Ukrith is commercially astute and is
extremely happy to arrange all manner of services on behalf of
Qui’Tain passengers, whatever their species, for a modest fee.
He has spent his time building up contacts and favours to be
drawn on as circumstances suit. The Abbai are fully aware of
his network of contacts and countless scams (the Qui’Paatar
are always watching him) but tolerate his activities because
they actually assist the smooth running of Qui’Tain rather than
hinder it. Ukrith enjoys good relations with the Abbai even
though other species consider him mendacious and grasping.
Narn
Lit with deep red and orange, the Narn environment seeks to
soothe the soul of those who pass through it. The history and
culture of the Narn is represented throughout the environment,
especially their struggle to shake-off Centauri tyranny and their
mourning for the rape of their homeworld. The environment
is suffused with the spiced incense that burns constantly in
the reverential sconces positioned throughout the area and
traditional Narn travelling dirges are played constantly.
The representative, Ja’Shir, is a devotee of the philosophies of
G’Quan and has taken this position on Qui’Tain to advance
her understanding of other beliefs, as written in the scriptures
of G’Quan. Quotes from the scriptures are inscribed on
the walls throughout the environment and Ja’Shir is fond of
quoting whole sections of them to any who will listen or in
cryptic response to questions posed. She believes that G’Quan’s
enlightened philosophy is accessible to all and considers anyone
who cannot interpret its meanings as either a lost child or a
fool. Sometimes the quotes she uses are straightforward and
can be interpreted literally; but when a question such as ‘Where
do I find the Shuttle Exchange?’ is met with a response such
as ‘The true meaning of exchange lies in the tolerance of the
heart, G’Quan, Epigraph Four, Third Canto’, it becomes easy
to see why Ja’Shir may have been distanced from the Narn
homeworld.
Despite this mystical nature and over-reliance on scripture, she is
helpful and tolerant, even towards the Centauri – although they
often find that her most cryptic and impenetrable quotations
are offered in response to exceedingly simple requests.
Security Hall
Each sphere of the Accretion includes a Security Hall used
for processing arriving and departing passengers. Security
arrangements are stringent and diligently enforced, with
an impressive array of Abbair Security officers scanning
(visually and electronically) everyone passing from or to and
environment. Almost nothing escapes their attention and the
slightest suspicious act usually results in one or two security
officers politely asking the individual to step to one side for
further questioning and scrutiny.
Each hall has a suite of private officers concerning advanced
surveillance and sensory equipment, plus interview and holding
rooms. Whilst Abbai hate to act violently, all the security
personnel are armed with kemjaa and will not hesitate to use
them in self defence or if the lives of others are being threatened.
At least one Qui’Paatar is always on duty within any Security
Hall and they are trained to go to greater lengths in the defence
of Abba and its institutions, of necessary.
Common Areas
Beyond the Security Halls are the Common Areas of the
Accretion, where in-transit passengers can mingle, trade, gain
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information from the many membrane screens or just wait
for their next flight. Each common area is a hive of activity
with different species milling around and a constant chatter of
languages, accents and dialects filling the vast, coral-cave halls
with high-domed ceilings shimmering with mother of pearl and
multicoloured petrified coral shapes.
In sphere two, close to the Abbai environment, are two
Recreation pools, which are used primarily by Abbai needing
to hydrate themselves but other species can use the pools too.
The pool closest to the Minbari Environment includes a sauna
and massage facility where Hosholst Jagas and her expert team
pummel and soothe tired muscles and flesh using the ancient
Abbai Ghlist technique of massage originally developed for use
underwater but equally effective in the dry. The expertise of
Hosholst and her talented masseurs is legendary throughout
Qui’Tain and especially enjoyed by both Narn and Drazi.
Experiencing Hosholst’s Ghlist massage is considered a high
point for both races and Narn aficionados refuse to engaged in
spaceflight before having their muscles thumped, squeezed and
then tenderly caressed into tingling rejuvenation.
Small booths and stalls offer a variety of things for sale; from
snacks and drinks through to small, personal items of technology.
The Brakiri dominate proceedings - something Mh’Thass
Combine has engendered – much to the consternation of other,
native traders. The Brakri traders ruthlessly undercut their
competitors and the quality of merchandise can be variable. In
the eateries, Brakiri chefs have perfected the art of replicating
the dishes of other races, not always as successfully as they
believe and the results can be questionable. The smaller traders
fear that the Mh’Thass Combine is seeking to franchise all trade
in the Accretion, although this is something the Abbai are aware
of and subtly control through licencing arrangements.
Hotel Accommodation
The hotel accommodation, due to space limitations, is
comfortable but basic. Rooms are utilitarian cabin-like affairs
with a single, comfortable bed, cleansing facilities (different
styles for different races) and a small amount of space for luggage
storage. Rooms can be rented by the Abbaian hour or day using
a credit chip but there are no special concessions for particular
needs or desires; double rooms are available but there are no VIP
suites, room service or other, typical smart hotel luxuries. Some
cabins are reserved for Qui’Tain crew, who use the communal
facilities in the same way as passengers but otherwise there are
no advanced reservations and it is strictly first-come-first-served.
This ensures that passengers do not linger in Qui’Tain unless
delays, which are rare, force them to. Hotel cabins are reserved
for relatively short periods allowing travellers to relax for a few
hours away from the common area bustle before transferring to
their flight.
Control Sensorium
The Sensorium is Qui’Tain’s heart
and brain. Three hundred specially
trained Abbai personnel plug into the synthetic neural network
of the spaceport and oversee and manipulate almost every aspect
of its operation: from docking procedures to cleaning; longrange security clearance at the Jump Gate to security surveillance
of individual items of baggage.
The Sensorium, for a control centre, is remarkably serene, as is
the Abbai way, with each discrete team using control interfaces
designed specifically for one kind of job but communicating
with many other teams constantly through a common
communications interface that is a low-level telepathy enhancer.
Communications between the Sensorium teams are conducted
in Burai, the abbreviated language of the Abbai originally
developed for underwater communication. It lends itself
particularly well to communication in the Sensorium, where
information must be exchanged rapidly and accurately.
The Sensorium is, of course, water-filled. External (but
very well protected) processors keep the water filtered and
oxygenated constantly and the temperature is maintained at a
level conducive to the mental agility needed to use Qui’Tain
neural interfaces.
All Abbai Sensorium personnel have a small interface element
implanted into each wrist. This small, discreet implant connects
with the sensor pads on the Sensorium couch used by the
controller and provides instant access to all relevant control
systems. Necessary displays are projected into a personal
membrane screen set into a hood that arches above the operator’s
eyes but all interactions are done at a neurological and telepathic
level.
The Qui’Tain Community and the Cult of
Qui’Tain
To the Abbai, community is everything. It permeates their
souls and psyche and is the universal expression of harmony. All
Abbai love to create and preserve communities and Qui’Tain is
no exception. Those living and working aboard the installation
enjoy and engender a deep and tangible community spirit that
even non-Abbai can readily agree is inclusive and supportive.
Whilst there is a formality to most things the Abba do, the
Honraati principles mean that it is a relaxed formality but never
complacent. Consequently the people who run Qui’Tain are
close-knit, even if some of the Representatives do not like to
admit it and innately supportive and defensive of one another.
An interesting development aboard Qui’Tain in recent years is
the Cult of Qui’Tain. This small sect has reached the conclusion
that Qui’Tain is on the verge of gaining or regaining life. The
fact that it is built largely of once living material and is suffused
with the Sensorium network, reinforces this belief and the Cult
of Qui’Tain actively believes that, under the right conditions,
the spaceport will develop a singular intelligence of its own
that combines the spiritual essences of the coral, the Sensorium
operatives and those who regularly use the facility.
The Qui’Tan Awakening
The Qui’Tan Awakening
The sect meets regularly in a disused maintenance cave below
the Sensorium dome to meditate and reflect on what Qui’Tain
is becoming. One has to be invited to join the cult and those
who are invited have displayed a growing love and respect for
the installation, reflected in a growing devotion to its existence.
As the Cult grows in devotion, it is beginning to establish
rites and rituals designed to assist Qui’Tain in establishing its
sentience. Certan people within the Cult have been tasked with
researching all that they can on such rituals, even going as far as
researching ancient magical teachings from a variety of worlds.
One, a young and particularly devout Sensorium operator,
recently met a human traveller who claims to have access to a
number of mystical works related to channelling latent sentience
and will, at some stage, be prepared to discuss these matters
with her. His name? A Mister Morden.
controls the true bulk of Qui’Tain’s operations and views the
spaceport as a sophisticated and beautiful installation but little
more. She has little patience for the increasing reverence towards
Qui’Tain as some form of latent intelligence and shares Shummi’s
concern over the Cult of Qui’Tain’s emergence and is quite
prepared to do something about it. She is also concerned that
certain members of the Representatives from the Environments
are demanding too much say in how Qui’Tain operates and have
too much personal autonomy, leaving Qui’Tain exposed. She
particularly distrusts Ukrith Mh’Thas and Kor Maray, although
she has little evidence against either.
Officers of Qui’Tain
Computers 2, Diplomat 1, Investigate 2, Knowledge (Qui’Tain
Habitat) 1, Tactics 2
Shummi Machat, Commanding Officer
(Abbai Female)
Shummi is an expert in running large scale logistics operations.
Before her assignment to Qui’Tain, 10 years ago, she was in
charge of one of Abba’s undersea prison facilities and before
that, a ranking member of the Matriarchate’s military. She, of
all the Qui’Tain personnel, fosters the spirit and community
of Qui’Tain the most. She is an exceptionally diligent and
insightful CO but is somewhat troubled by the development
of the Cult of Qui’tain. What began as a harmless, reverential
society is now becoming something quite uncomfortable, in her
view and whilst she would never demand its break-up, she is
keeping a close eye on the way that it is developing.
Shummi is normally found in the Sensorium but can be found
touring Qui’Tain, speaking with both staff and travellers and
acting as the chief ambassador for the port. She is approachable
and helpful but she should not be underestimated; beneath her
outgoing exterior she is a shrewd judge of character and quite
capable of strong decisions – the result of having managed a
prison facility for many years. However, if her trust is earned,
she is a good friend.
Abbai Officer (Fleet) 4 Terms
Str 7 (+0), Dex 8 (+0), End 9 (+1), Int 9 (+1), Edu 10 (+1),
Soc 9 (+1)
Admin 1, Athletics (Co-ordination) 0, Computers 3, Diplomat
2, Investigate 2, Leadership 2, Knowledge (Qui’Tain Habitat)
2, Tactics 2.
Standard Equipment:
communicator.
Diplomat’s
attire,
hand-held
Kaschot Em’lish, XO
Shummi’s executive officer is a stalwart Abbai and ex-Paatar.
Highly security conscious and naturally defensive, Kaschot is
more reserved than her CO but arguably more practical. She
Abbai Officer (Fleet), 3 Terms
Str 6 (–1), Dex 7 (+0), End 9 (+1), Int 10 (+1), Edu 8 (+0),
Soc 8 (+0)
Standard Equipment:
communicator.
Diplomat’s
attire,
hand-held
Ettlat Kasak’aa, Chief Qui’Pataar
Ettlast is a dedicated and astute Pataari. Cautious, worldly,
experienced and devoted to the Natar. She enjoys considerable
respect from the 30 or so tireless Qui’Pataar under her command
and she leads by example, working long, long hours and using
a gentle, incisive questioning technique to unearth true motives
and objectives. She is good friends with Kaschot Em’lish but
has kept secret from her the fact that she, Ettlat, is one of
the founders of the Cult of Qui’Tain. Floating in one of the
Recreation tanks she heard the nascent intelligence of Qui’Tain
calling to her through the water. Fearing she was working too
hard, she simply rested for a little longer than usual and thought
nothing of it; but the distant voices continued, revealing
themselves to be the emerging consciousness of a completely
new entity. Investigating this led her to meet others who shared
the same experience and they thus formed the Cult to guide
Qui’Tain towards realisation.
Outwardly, then, Ettlat is an exemplary officer and paragon
of the Pataar ideal but she knows she cannot expose her true
allegiance to the Cult of Qui’Tain to either Kaschot or Shummi
and the strain of this secret is beginning to tell. Ettlat’s diligence
is showing the odd lapse and it cannot be long before this lapses
become more frequent or more acute in nature.
Abbai Agent (4 Terms)
Str 7 (+0), Dex 8 (+0), End 9 (+1), Int 12 (+2), Edu 10 (+1),
Soc 9 (+0)
Advocate 2, Computers 2, Deception 1, Diplomat 2, Investigate
2, Knowledge (Qui’Tain Habitat) 2, Leadership 2, Melee
(Unarmed) 1, Stealth 1, Tactics 2
Standard Equipment: Qui’Tain security armour (5 armour
points), hand-held communicator.
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