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. 1 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 5 6 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 7 8 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. 11 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 15 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 19 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. 21 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. 25 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 27 28 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. 29