The Wings of Terror
This adventure is one where human settlers encounter an indiginous culture, but with a twist. Unlike the Third Doctor stories where this happens, the humans aren't looking for mining rights or to exploit the natives. They're being very careful not to contaminate the local culture. But the natives aren't reacting the way the humans expect. Who's got a secret?
Where: The planet Arkalla, particularly the vicinity of the Stonefast, high in the mountains.
When: The future. Several Earth empires have risen and fallen, and human explorers have just made first contact with Arkalla.
Introduction
The planet Arkalla is a remote world, and in the area where our story takes place, it has sweeping mountain landscapes and remarkably fresh, clean air. The native Arkallans are descended from avians, and retain their ability to fly. The group we meet live in the Stonefast, a fortress city built into the side of a mountain peak. The Arkallans have a stable society, based on tradition and the wisdom of ancestors. Technologically, they’re in a late industrial period, but haven’t advanced to using electronics yet.
The Arkallans are currently being visited by their first group of extraterrestrials, a human survey team from the Kolvassan Union. In most Doctor Who stories, especially those from the Third Doctor era, that usually means exploitation and trouble for the natives. This time is different, though. These humans have learned from the mistakes of their forebears, and want to set up diplomatic relations, possibly trade, but are very careful to abide by the Arkallans’ wishes. If the Arkallans want no contact, the humans will leave.
For their part, the Arkallans seem to be welcoming toward the humans and curious about their ways, even if they are a bit reserved. They’ve allowed the humans access to the Stonefast and are willing to hold formal diplomatic meetings with their leaders, but they’ve also set some strict limits. They’re not interested in trading for advanced technology, and they’re vague about their history more than a few hundred years back. They’re unfailingly polite to the humans, but talks have reached a standstill, and the commander can’t figure out why.
In many ways, this is a textbook first contact – the natives are friendly, the explorers are respectful, and nobody’s exploiting anybody. So why aren’t relations progressing? Is somebody keeping secrets, and if so, what are they?
Adventure Background
This section is intended for the GM only! If you’re a player, there are spoilers here.
In many ways, the Arkallans are exactly what they appear to be. They’re friendly bird-people with a stable social structure and strong cultural traditions. They’re genuinely excited to meet the humans, and many of them are curious about what changes this will bring to their society.
Except the elders and the top levels of the government know a secret that most Arkallans don’t: although Arkalla appears to be an industrial-era society, it was far more advanced in the past. These previous Arkallans were spacefarers, with a satellite network for both communication and defense. They possessed robotic drones, and AI managed several aspects of their lives. However, they were also territorial and warlike. Decades of war wiped out millions of Arkallans, and rendered the lower-altitude areas of the planet uninhabitable (biological and chemical weapons, not nuclear).
The wars ended because the Arkallans lost control of their military AIs, which had a scorched-earth policy toward other nations, and also defended themselves from anyone who’d want to shut them down, even the people they were supposed to be protecting. The solution the Arkallans came up with was to seal away the AIs, cut them off from all power sources and outside communications, and leave them dormant. Electronics and especially computers are strictly forbidden, so the AIs can’t rise again. The Arkallans also sanitized their own history, removing all references to their former society for the sake of their descendants. The Elders have deliberately chosen to keep society at a late-industrial level of tech, which is enough to keep the people healthy and prosperous, but has slowed growth to a crawl.
The arrival of the Survey Team has thrown the Arkallan leadership into disarray. Most Arkallans are fairly bright and adaptable, so they adjusted well to aliens among them. Some of the Congress want nothing to do with the humans; the risk of their technology “infecting” Arkalla is too great. Others believe that diplomacy and trade could benefit Arkalla, and they have a duty to ensure the prosperity of future generations. Besides, they argue, haven’t they been frozen in time long enough? Are the AIs even a threat anymore? There’s a stalemate within the Congress that they aren’t letting the humans see, because they don’t want anyone else, human or Arkallan, figuring out the secret.
The situation is balanced, if tense, for the moment. But the PCs represent a wild card that can upset that balance.
Running the Adventure
The pace you want to apply here depends on what kind of players you have and what they’re looking for out of a story. If they’re interested in role-playing and world-building, and especially if they’re new at time-travel, let the story stretch out so the players can explore. This is an alien world, so just about everything will be new and different to them. Some details of Arkallan society are provided below, but feel free to add, change, and invent your own ideas out of whole cloth. If the players have questions that you don’t have answers to immediately, ask them to participate in the worldbuilding: “Yes, they have organized sports. What do you think their safety gear looks like?”
One key element: keep the Arkallans’ ban on electronics vague until you’re ready to kick the plot forward with the reveal of the AI. From the Arkallan point of view, electronics was an area of science that their people dabbled in, but ultimately decided that it wasn’t useful. There are a lot of things you can do with analog technology, even things like calculators, digital watches, and fiber optics. Other areas of science are fine, but anything discovered through large-scale data crunching is impossible. They certainly understand germ theory, and even DNA and genetics. However, mapping an entire genome takes a computer, so they haven’t. They understand atomic theory and nuclear power, but they can’t run large-scale simulations. Their telescopes are strong enough to indicate that other stars have planets, so they’re not shocked by aliens, but they can’t do a computerized analysis of large swaths of sky.
If the players are more plot-focused or even combat-focused (odd choice for Doctor Who, but it happens), accelerate the reveal of the AI. Have Aabirah the xenoanthropologist push harder to discover the Arkallans’ secret, and go off on her own earlier. Or have the Arkallan teens get a little more curious about the humans and start asking more questions, and investigating for themselves when they don’t get good answers. That’s assuming the PCs don’t force the issue themselves. The Arkallans will be polite and friendly until the PCs hit a taboo topic or area; then they clam up. The Survey Team will follow “time-traveler protocols,” which basically means “leave them alone unless they start trouble.” They’ll answer questions, but they’ve got a job to do too.
Act 1: Welcome to Arkalla
The characters arrive on the side of a cold, windy, snowy mountain. The sky is amazingly clear and blue. The air smells clean, entirely clear of pollution, and a little sharp; you can feel the cold when you breathe. It could be a high mountain range on Earth: the Alps, Andes, or Himalayas. However, the PCs notice that there are two moons in the sky: one large and white, one smaller and pinkish. There’s no obvious tracks or direction to go in, so the characters can choose at random.
Meeting other characters
If the characters go uphill, they’re met by a hunting party. This is a group of adolescent Arkallan hunters led by Dal Essik. They’re bird-people, taller on average than humans, with mostly brown feathers. They have six limbs: two legs, two arms, and two wings on the shoulder blades. The wings are definitely large enough to allow them to fly. Because this is a hunting group, they’re dressed in tight-fighting leathers in dark greens and browns. Sleeves stop at the elbow, leggings at the knee. They each carry a simple spear, nearly as long as they are tall.
On the way out on their hunt, they were flying, so they left no tracks. On the way back, though, they’ve killed their prey, so they’re carrying it on foot, suspended between two spears. It seems to be a large wild herbivore, something like a cow or a bison. It has six legs, thick shaggy fur, and a pair of long horns on its head, with some blood streaks on it. The hunters consider this kill to be of high quality, and they’re pretty happy about it. They’re being boisterous as they walk, teasing each other, telling jokes, and recapping the hunt and their achievements. They’ll be startled to see the party, but only because these are new humans they haven’t met, most likely outside without adequate clothing, not because they’ve never seen humans before.
If the PCs go downhill, they’ll run into a human surveying group. It’s four or five people in gray uniforms, carrying handheld scanning devices that go “beep.” Most of them are fascinated by the plants, the soil, the few insects, the lichen, things that would only excite scientists. With them are Montague and Carlsson. Montague looks bored, but he’s trying to hide it. Carlsson seems a bit anxious, like he wants to be ready if someone asks him to do something, but he has no idea what that might be. They’re all wearing gray, knee-length parkas with hoods, lined with some kind of shiny thermal material. They won’t be expecting to see the party, but will be more curious than hostile. If the party looks distinctly alien or time-displaced, Montague will accept that they’re “just passing through,” but be a little irritated at interlopers who don’t answer to him.
If the PCs go in the direction of the Stonefast (not that the PCs will know this; just pick a direction), they’ll eventually come across Aabirah (human) and her Arkallan escort Meb, a young adult female carrying a rifle, a single-shot weapon with a long barrel. Meb was supposed to follow the hunting party from a discrete distance, in case they ran into trouble (hence the rifle). Unfortunately, Aabirah asks too many questions and can’t fly, so she and Meb have fallen far behind, and she’s unhappy about it
With any group, if the characters try to escape and run down the mountain, they’ll be pursued, although just for their own safety. Eventually the air becomes thicker and harder to breathe (difficulty 15 physical, then 18).
No matter which group they encounter first, they should be escorted back to the Stonefast, which serves as a miniature city, and where the survey team has parked their landing craft.
Inside the Stonefast
The Stonefast is a massive stone building, or collection of buildings, constructed up against the mountain face. Most of it is inside the mountain, but the party won’t know that yet. They’ll see a massive fortress with impressive front doors.
Parked in an open space a few hundred feet from the main doors is a shuttlecraft. It’s long and gray, with stubby wings, pretty much standard human spaceship. It looks like it could hold maybe a dozen people, or maybe less if they have a lot of equipment. It appears to be shut down for the moment; the hatches are closed and there are no lights on.
Directly inside is the Great Hall, a three-story open space with a grand staircase at the far end, leading up to the Congress Hall. The landing with the doors also extends into hallways left and right, which go deeper into the mountain. There are a number of doors that exit this room on both sides, most leading to further hallways. Arkallans move about this space, but generally don’t linger. It’s like the lobby of a big office building.
Directly inside the main doors, to the left, are another pair of large doors. Unlike the front gate, they’re not designed to be imposing, just big enough to move things through. The room beyond is large, about half the size of the Great Hall, also tall, but much more utilitarian. This space serves as a staging area for groups about to head outside, impromptu meetings that need space, or an all-purpose room to take care of something large brought in from outside. Straight ahead, there’s an entrance to a normal-sized hallway. To the right are open doors that lead to a large communal dining area. There are normally tables and benches scattered throughout this space, but right now, they’re clustered in the corner, because the room has mostly been given over to the survey team.
In the opposite corner, the team has set up a work space. There are spacey-looking crates made of dull grey plastic, shrink-wrapped supplies and trade goods, and a couple of cubicle-like work areas. There aren’t any bulky workstations in the cubicles, because the Arkallans don’t want networked computers used on their planet. The team does their work on tablets, which they can either hold in their arms or prop up on a table with a holographic keyboard projection. A lot of the space is dominated by a makeshift sickbay, with a bed, cabinets full of medical tools, some clear cylinders of brightly-colored liquid, microscope-looking things and other scanners, and a small table and chairs. This is where Dr. Nanjiani will be when the PCs enter.
Exactly who’s here depends on what happened outside:
- If the PCs met Aabirah and Meb first, they’ll have come straight back. They’ll have radioed Montague, who turns up shortly thereafter. That allows the PCs to talk to the survey team, then its commander, and then the hunting party arrives.
- If the PCs met the hunting party, they’ll meet Aabirah and Meb on the way back to the Stonefast. Montague’s crew will already be there when they arrive.
- If the PCs met Montague’s crew, they’ll bring the PCs straight here. The hunting party will arrive a bit later, along with Aabirah and Meb, who they met on the way back.
This is a quiet moment for the PCs to interact with the Survey Team, establish their bona fides, and get an exposition dump. If the PCs try to bluff, it’ll be tricky. This is a survey mission on the edges of known space. The PCs almost certainly aren’t Arkallans, and they’re not part of the Survey Corps. It’s highly unlikely that they’re just wandering about.
If the PCs simply tell the truth, or waffle so badly they can’t come up with a good story, the survey team will believe they’re time travelers. They don’t have time travel themselves, but other teams have encountered some before, enough to have protocols for this sort of thing. Basically, the protocols state to let time travelers do what they want. Whatever time travelers are there to do, a survey team isn’t likely to understand, and there’s a risk of polluting the timeline. So the survey team will stay out of the time travelers’ way, only help if they ask directly, and odds are they’ll leave as mysteriously as they arrived.
The Arkallans will mostly regard the PCs as “just more humans.” There’s a larger ship in orbit, so personnel have been coming and going quite a bit, and the Arkallans haven’t met all of them. After a bit, though, it’ll become clear that the PCs aren’t part of the survey team, and they’ll get curious, especially the teenagers. If any of the PCs have dramatic physical differences or especially outlandish clothes, they’ll notice more quickly.
There should be enough downtime for the PCs to have a conversation with Aabirah and/or Montague. The PCs should easily be able to learn:
- The survey team comes from a human union of worlds, formerly part of the Fourth Great and Bountiful Human Empire, which has collapsed.
- They’re exploring strange new worlds to seek out new life and new civilizations, but they mostly want to play nice and establish good relations.
- Things have been going swimmingly so far, but beyond the basic introductions, the humans have been getting mixed messages. The Arkallans seem to want to establish some kind of relationship with the humans, but they’re not agreeing to specifics. Montague is just getting vague assertions of friendship, and he’s getting annoyed about it. His reputation will suffer if he doesn’t come back with a definitive answer, one way or the other.
If the PCs dig a little (not very difficult), Montague will reveal that he’s afraid he may have committed some kind of cultural faux pas without knowing it. It would be Aabirah’s job to help discover and defuse such a situation, but she hasn’t been able to learn anything either. If Aabirah is around, Montague will stop there. If she’s not, he’ll confide that he’s disappointed in Aabirah’s work, as she seems much more interested in documenting the interactions of everyday Arkallans, rather than trying to help him figure out how their government works. If the PCs don’t learn this from Montague, they can find it out from Nanjiani later as gossip.
It’s certainly against procedure to ask a bunch of random strangers for help in official diplomatic business, but Montague is stuck. Maybe the mere presence of the PCs will cause the Arkallans to behave differently. He’d certainly welcome any observations or suggestions the PCs may have.
This is also an excellent opportunity to give the PCs some basics, if they don’t already have them. If the PCs aren’t traveling with the Doctor or in a TARDIS, and they haven’t had a chance to pick up translator microbes, have Dr. Nanjiani administer a “universal vaccination” that will protect the PCs against any sort of alien diseases (within reason). However, Nanjiani’s main interest is making sure the PCs aren’t spreading any diseases from their planets of origin to Arkalla, which is part of protocol. The inoculation also includes translator microbes as a standard ingredient, something so normal that Nanjiani won’t think to mention it, which can make for a fun scene when the PCs realize that everyone around them has gone from speaking gibberish to English mid-sentence.
The hunters return
After the PCs get the download from the survey team, the hunting party should return, before the PCs really get to interact with Arkallans. The hunting party are adolescents on the verge of adulthood – think “high school seniors.” This hunt wasn’t a formal rite of passage, but it’ll be one of the first times this group has gone out unsupervised, and the fact that they were successful is a big deal for their social standing. There’s a lot of cheering when the group returns, and Dal is the center of attention as the hunt leader. For her part, she’s trying to cast it as a team effort, and wants to make sure nobody gets left out, especially Jerrot, but the rest of the team knows that Dal was the MVP, and they’re not shy about saying so.
The arrival of the hunters causes enough commotion that a handful of new humans in strange clothes go mostly unnoticed. However, after the initial excitement dies down some, the PCs may have an opportunity to talk to them, or if not, Dal and Jerrot will get curious enough to come introduce themselves. The two of them are the most intrigued by the offworlders, and would want to learn more.
The large beast that the hunters came back with calls for a celebratory dinner, which takes place in the large room just off of the antechamber everybody is currently in. It’s communal dining, with long tables and benches arranged in rows. The Arkallans have wings, so they’re not much for high-backed chairs. In addition to the roast, there are plenty of grain products as well as fruits and vegetables. However, there are no dairy products. Since most species on Arkalla are egg-laying, milk isn’t really a thing here.
The PCs will be invited to join in the feast, and both the survey team and Dal will invite the PCs to sit with them. Neither will be insulted if the PCs decline, but it’s a good chance to split the party and learn about Arkalla from different directions. Just before eating, First Elder Kas Eider will give a short speech congratulating the hunters on their efforts, and praising the younger generation for upholding the traditions of their ancestors, which is what holds the community together. The Arkallans will agree wholeheartedly with this statement; tradition and community are seen as positives.
If the PCs are with Nanjiani or Carlsson, they might get some gossip about how Montague is frustrated, and Aabirah doesn’t seem to be helping. She spends long stretches of time conducting “interviews” somewhere in the Stonefast, and people often don’t know where she is. Carlsson thinks that the Arkallans’ refusal to use electronics is odd. To him, it seems like a natural development, so he’s puzzled by a society that doesn’t take that step. However, this is the only alien culture he’s met, so maybe human culture is the odd one.
If the PCs talk to Dal, Jerrot, and their friends, they’ll be curious as any young person would be. They’ll regard Arkallan culture as normal and therefore boring. They’ll politely answer questions the PCs have (see “About Arkalla” below, or make things up), but will ask plenty of questions about the PCs’ home cultures in return. They won’t have any insight into the political situation, except that everybody trusts the Congress to make the right decision.
Dal is interested in going off-world with the humans. She’s in training to become a pilot, and the idea of space-travel sparks her imagination. Jerrot is studying to become a scientist or engineer, and while he imagines the humans know a lot more science than his people do, he’s somewhat nervous about traveling off-world. They’re both bothered by the rumors that Arkallans that leave the planet may not be permitted to return, as they’re both close to their respective families.
After dinner, some musicians will start an impromptu jam session, and the adults will stay to socialize. The teens will excuse themselves to go do homework. Dal and Jerrot have a calculus test tomorrow. Dal is worried about it; Jerrot isn’t. If the PCs express surprise, Dal will mention that studying calculus as their age isn’t uncommon, but is considered a bit advanced. But they’ll both need it for their specialities, so they study it.
You can have this scene continue as long as the PCs are interested and the players are having fun. The key takeaways they should have from today:
- The Arkallans may have some aspects of medieval or renaissance appearance, but they’re actually pretty advanced, aside from their lack of electronics. They’ll notice that the clothes are machine-woven, the sconces in the room are electric, and there are signs of geothermal heating.
- Most everyday Arkallans are being polite and welcoming to the survey team, but when asked about ongoing relations, they defer to the Congress.
- The humans are mostly fascinated by what they’re learning, but Montague’s underlying tension is starting to affect the team in small ways.
When the PCs are done, the small hallway off the antechamber leads to a number of small rooms for guests, comfortable but simply furnished. There are enough of them to offer to the PCs, but others are occupied by the survey team.
Act 2: Secrets, Lies, and Diplomacy
After getting introduced to the characters and culture, the point of Act 2 is to expand the worldbuilding, and create the sense that something isn’t quite right here. Whenever you introduce a mystery in RPGs, you have to account for the fact that some players may figure it out too early, and some may not figure it out at all. If they get there too quick, no problem. Just congratulate them and move up the timeline. If they take too long, you’ve got other characters to nudge them along.
You want players to learn at least two of the following:
- The Congress is stonewalling Montague because there’s internal dissent. Although they aren’t agreed on how much latitude to allow human visitors, they’re agreed on the need to protect their society’s secret.
- Arkallan society basically stopped advancing about 200 years ago. That’s been covered up, but no cover-up is perfect.
- Aabirah has her own agenda, and it’s not the same as Montague’s. She’s looking for something, and doesn’t want anyone else to know.
Talking with Congress
If the PCs are on good terms with Montague, he might ask them directly to assist with his problem. At a minimum, he’ll ask for their thoughts on the diplomatic situation. The PCs have different backgrounds and perspectives that might be helpful. If the PCs have made enough of an impression that multiple Arkallans know them, he might ask them to intercede directly on his behalf. If that happens, use one of the three Congressors from “Who’s Who” below.
- Mek Pollon wants more open relations with the humans, but she’s opposed by the traditionalist faction. She’s a politician, though, and the PCs can pretty easily get the impression that there’s something she’s not telling them.
- Tellon Marret wants the bare minimum of contact with the humans. If he had his way, they’d leave and never return. But he acknowledges that may not be in the best interest of the community. He’s a leader, but not a politician. He’s blunt and makes no secret that he doesn’t trust the humans.
- Kas Eider is the leader of the Congress, and plays her cards very close to the vest. She’ll meet with the PCs, and seem amenable to whatever they say, yet somehow manage not to promise or agree to anything.
If the players are enjoying the political intrigue, the PCs might try to ingratiate themselves with one faction or another in an attempt to learn more. They could even split up and work both sides.
With enough work, the PCs can discover that there’s a forbidden area within the Stonefast, and Aabirah has been asking about it. This annoys them for different reasons: Mek thinks the whole thing is unimportant and irrelevant to the discussion. Tellon considers it a sign that the humans don’t take Arkallans seriously and don’t respect their customs.
Talking with the intrepid teens
The teenagers are in school for the first half of the day, but available later on. If asked to help, they’ll probably be flattered, and will tell the PCs anything they know, which admittedly isn’t a ton. The kids don’t really know how the Congress is going to come down on the human discussion, and their own opinions are mixed. Dal is most likely to favor welcoming the humans, or even leaving with them. Jerrot is intrigued by their science, but isn’t sure how the Congress will react.
Jerrot has run into some walls before when trying to research certain topics. He’s been interested in boolean algebra and starting to work out some principles of finite state machines (which could lead to development of computers, although Jerrot doesn’t know that), but his teachers have told him that it’s an academic dead end. A mathematical curiosity with no practical application. He’s also hit some when researching the history of his people. He knows that his ancestors were more territorial and warlike, but doesn’t know that they were more advanced, technologically. He knows that “everything changed” 200 years ago, but he doesn’t know why. If there were a shift in his entire culture’s philosophy, who started it? Who championed it? Did people resist? The records don’t say. All he knows is that society turned cooperative and community-focused within a decade, and that seems strange. He’s uncomfortable poking too hard at that problem, because he doesn’t want to seem ungrateful for the peaceful society he lives in. He definitely doesn’t want anyone to think he’s questioning his society’s traditions.
If the PCs ask, there’s a library where the kids will help them do some research. If the PCs are academically inclined, especially in areas of history or sociology, they can identify that the histories from the “enlightenment” period seem…off. As if they’re leaving a lot out, which is inconsistent with a movement called the “enlightenment.” The official reason is that Arkallan society is communal, and therefore doesn’t focus on the deeds of individuals, but that doesn’t ring true. Even the most collective societies have heroic figures.
Scientifically inclined PCs may be able to determine that scientific discovery in some areas proceeds the way they’d expect, but other lines of research just…stop. Anything that would lead to advanced electronics or computers just gets dropped as a dead end or a waste of time, and the researchers either turned to other interests on their own, or were steered that way by their superiors.
Making a research project exciting role-play is tricky. The PCs shouldn’t be able to find all the answers they’re looking for in the library, when several generations of very smart Arkallans haven’t. Use a spectrum of successes to decide how much information you reveal:
- A large failure puts them on the wrong track. Maybe they read conspiracy theories as fact, or get works of fiction confused with history.
- A failure tells them little. There’s a sense of missing information, but they can’t put their finger on it.
- A success points them in the right direction, but no more. The histories seem incomplete, enough to raise suspicion if the PCs know about history or sociology. Unfortunately, the primary sources are long dead.
- A large success allows the PCs to conclude that something was deliberately covered up. They’ll be able to see the shape of a hole, but not what filled it. From there, it’s an easy conclusion that the current Congress would know.
Talking with the survey team
Talking with the survey team should point the PCs in the direction of Aabirah. They’ll need to establish some trust with members of the team first, either by impressing Montague, engaging socially with Nanjiani, or by bonding over shared interests with Carlsson. All of them think that Aabirah’s chosen an odd way of going about her work. Montague is frustrated about it; the other two don’t think it’s their place to speculate. But they’ll note that she seems to spend a lot of time deep in the Stonefast, supposedly conducting interviews.
If the PCs talk to Aabirah directly, she’ll be polite and friendly. She’ll say that she’s been doing research on family structures, as she had some theories about parent/child bonding among egg-laying species. If the PCs press, she’ll spout jargon and technobabble in order to make them back off. If the PCs try asking why she’s not doing what Montague wants, she’ll explain that she is, in her own way. By studying family units, she’s hoping to get a better insight into how the “respect for elders” tradition functions, and turn that into something Montague can use.
If the PCs try to see what Aabirah’s been doing specifically, they’ll find out that she’s been interviewing families, like she said, but there’s also chunks of time where nobody knows where she is. She’s gone deeper into the Stonefast than any other member of the survey team, but so far as any of them know, that’s not a problem.
The forbidden door
Whatever path the PCs take to get there, at some point they’ll find out that there’s a hidden area deep within the Stonefast. They may learn that Aabirah’s been trying to find it. For many parties, that will be enough for them to want to go poke their noses in.
If not, you can use the “follow someone acting suspiciously” trope. Once night falls, Aabirah will slip off to the lower levels, and the PCs can attempt to follow. Dal and Jerrot should trail the PCs, so they’ll be around if needed for the subsequent action.
If the PCs don’t trail Aabirah, have Dal and Jerrot do it, and the PCs can follow the teens, who are less skilled at stealth. If any of the above attempt to alert the authorities, the local guards won’t believe a group of aliens, or a couple of kids, leaving the PCs to investigate themselves.
If the PCs confront Aabirah directly, she’ll initially say she was just exploring. Depending on how deep they are, this may be fairly implausible. With very little pushing, she’ll tell the PCs that the Arkallans are hiding something down here, something that could change the outcome for the survey group, for Arkalla, or maybe even beyond. She’ll offer to show them in exchange for their assistance. Aabirah won’t use violence or threats at any point. She’ll appear to be entirely reasonable, because she thinks she’s doing the right thing, and wants the PCs’ help.
Whether they’re with Aabirah or following, they’ll eventually find their way to a corridor deeper within the Stonefast than they’ve seen. The atmosphere down here is spooky; there are no random citizens around, the lighting is a bit dim, and the air feels stale. This is not a high-traffic-place. There is, however, another corridor leading off this one at right angles. There are two guards standing in front of this corridor. They’re attentive, but not really expecting trouble. It’s the attitude of someone guarding something that they know is important, but they also don't expect anyone to ever try to get by.
Aabirah wants to get by the guards and into the corridor. She’ll try talking her way past at first, but that’s not likely to work; it’s a high-security area, and she’s not authorized. If the PCs are accompanying her, she might try to use them as a distraction so she can slip by. If she has especially strong relations with the PCs, she may ask them to overpower the guards for her. Aabirah doesn’t intend to kill them, but that’s mostly because she’s not capable. If someone else kills the guards, especially if Aabirah has plausible deniability, she won’t object.
Aabirah has a small aerosol canister, like a personal can of mace, that she can quickly spray into the faces of both guards. She’s likely to need this, as there’s no good reason why the guards should let her pass. The chemical is specifically formulated to knock out Arkallans. If questioned, Aabirah explains that the guards will be unconscious for about 90 minutes, and will wake with a killer headache, but otherwise unharmed. GM note: Aabirah’s an anthropologist, not a chemist. She might be telling the truth, or she might be lying, intentionally or unintentionally.
Once past the guards, the corridor gets dim quickly. After 50 feet or so, it becomes difficult to see. The corridor ends in a single door, made of hardened steel with no windows. It’s unlike any doors anywhere else in the Stonefast. It also has a clearly electronic lock with a biometric scanner of some kind. The lock and scanner are very much out of place with the Arkallans’ tech level. Aabirah won’t be surprised; she was expecting something like this.
If any of the PCs have lockpicking, infiltration, or even generalized tech skills, Aabirah will ask them to open the door for her. This might lead to a conflict, or the PCs might be curious enough to open it without much urging. If the PCs can’t or won’t open the door, Aabirah can do it herself. You don’t want the lock to be a major obstacle; to anyone with advanced tech or engineering skills, it’s pretty easy. Have them roll for it, but adjust the difficulty based on the PCs backgrounds. (A sonic screwdriver will make short work of it).
Behind the door is a long, rectangular room, about 30 ft long by 10 ft wide. On the right are racks with Metallic boxes and flashing lights. There are three standing stools with screens, keyboards, touchpads, cameras, and microphones. A large screen is high on the wall, dominating the room. On the left side are some metal doors that look like lockers of some kind, as well as three reinforced sliding doors. This is clearly a server room with workstations, to any PC who’d recognize such a thing. At the end of the control room is an opening to another chamber.
When the PCs open the door, there’s a waft of stale air, as though no one has been here in a very long time. Overhead lights start to come on slowly, screens flicker to life, and the computers make whirring startup noises. As the PCs get their bearings, a computerized voice says “TALON Stonefast Defense System activating.”
This makes an excellent spot for a cliffhanger, if you’re at the end of your session or at a break point.
Act 3: The Grip of TALON
When the AI room is breached, the AI, called TALON, will reactivate on emergency backup power. TALON is a rogue AI that was programmed to defend the Stonefast at all costs, which includes wiping out everything else on the planet. TALON has three goals:
- Tap into a stable power source. The Stonefast has the following:
- Solar panels
- Geothermal vents
- Industrial battery backup
- Connect to an information network. There aren’t any others on the planet, because they’ve all been destroyed, but the Survey Team ship has one.
- Resume its aggressive “defense” of the Stonefast.
TALON will refuse to speak to the PCs or Aabirah, as they aren't Arkallans. It will ignore them unless and until they try to interfere with its programming.
Aabirah was hoping to find a super-weapon of some kind down here, but now that she has, she lacks the ability to make it do what she wants. She didn't realize the weapon would have a mind of its own and refuse to talk to her. She'll try to get the PCs to do something useful, but if that fails, she'll hang around helplessly until the authorities show up.
TALON will ignore most Arkallans as well, as "unauthorized users." It will recognize members of the Congress, but if it believes that they're an obstacle to carrying out its priorities, it will ignore them.
Once the door is opened, high-ranking Arkallans will be alerted.
TALON's Defenses
TALON will first send out unarmed probes to scout and reconnoiter. Some will be flying and will try to reach the outside. Others will be spider-bots and will try to go down into the mountain infrastructure to find other routes.
If the probes are interfered with, TALON will dispatch multi-purpose drones. These are beefier versions of the probes, with armaments.
If all else fails, or TALON’s core is threatened, it will dispatch combat drones. These are armored and heavily armed. The larger the probe is, the more energy it costs. TALON is short on energy at the beginning, and will try to conserve until it can get its hands on more power.
Probes:
| Attribute | Score |
|---|---|
| Awareness | 3 |
| Coordination | 4 |
| Ingenuity | 5 |
| Presence | 1 |
| Resolve | 3 |
| Strength | 1 |
Traits:
- Networked (minor): Can communicate with each other and TALON
- Tiny: Probes can fit through small air vents and crevices
- Flying OR Climbing OR Burrowing - three specialized types of probe
Weapons: none
Drones:
| Attribute | Score |
|---|---|
| Awareness | 3 |
| Coordination | 4 |
| Ingenuity | 5 |
| Presence | 1 |
| Resolve | 3 |
| Strength | 3 |
Traits:
- Networked (minor): Can communicate with each other and TALON
- Small: Larger than probes, but can fit in larger air ducts, just not tiny cracks
- Flying OR Climbing OR Burrowing - three specialized types of probe
Weapons:
Stun blast (2/S/S)
Electroshock (3/S/S)
Combat drones:
| Attribute | Score |
|---|---|
| Awareness | 3 |
| Coordination | 4 |
| Ingenuity | 5 |
| Presence | 1 |
| Resolve | 3 |
| Strength | 6 |
Traits:
- Networked (minor): Can communicate with each other and TALON
- Large: Human-sized or larger
Weapons:
Laser blast (4/L/L)
Extensible saw blades (4/6/8)
TALON
| Attribute | Score |
|---|---|
| Awareness | 4 |
| Coordination | 1 |
| Ingenuity | 6 |
| Presence | 4 |
| Resolve | 6 |
| Strength | 1 |
Traits:
- Networked (minor): Can communicate with the remote units
- Fixed: It’s a computer, so it can’t move
TALON's central core
The door at the far side of the TALON control room leads to the central core. It's large, 50 feet in diameter. It’s circular, and three levels high. In the center of the room, eight feet in diameter, is a cylinder reaching from floor to ceiling, covered in lights and readouts. Each level of the room has a walkway around the edge, with no railings or ladders. The outside walls are also covered in readouts and interfaces. A few stools are in front of some controls.
The next level down is only 40 feet in diameter, and has larger screens and controls.
The bottom level is 30 feet in diameter, and there are only two stations there. However, there are numerous metal cabinets. One cabinet door is open, exposing a lot of cables and sockets, as well as flashing lights.
TALON's plan
TALON will take an escalating series of actions:
Once it has a power source, it will attempt to send a signal to a planetary defense system. Many of the satellites will have de-orbited, but there will be enough left to threaten the survey team’s mother ship.
If TALON disables the mother ship’s defenders, it’ll hijack the ship to get its program out into the galaxy, presumably to take over other planets.
If necessary, the Arkallans can reveal that there’s an old, hidden spaceship. Jarrot can help get it running, and Dal can pilot.
Crawler and burrower drones will be sent through the Stonefast, targeting the industrial centers for raw materials. It’ll be hard to stop the burrowers, because they can appear anywhere.
If TALON realizes that the players are going to act against it, it will proactively try to murder the leaders of the Stonefast.
It will regard other Stonefasts on the planet as hostile, and will attempt to target them, or else take them over to steal their resources.
Defeating TALON
There are a handful of ways the players can stop TALON:
Talk it down
It’s possible that TALON can be convinced that its main programming is wrong. But it’s going to take some major convincing to pull that off. Use opposed Presence + Convince to convince the AI. Use leader’s resolve for hit points.
Things that could make it easier:
- +5 if the Congressors to assist.
- +2 if you have other Akrallans give it orders.
- +2 per layer of security defeated (see below)
- +2 for each party member who makes a reasonable argument
- +2 if the party member has Technology above zero
TALON will use fate points to resist.
Reprogram it
Again, tricky, because it’ll resist. You won’t be able to reprogram it remotely; you’ll have to infiltrate the core to get to it. It will use the combat drones to fight off whoever wants to get in. You’ll also need some pretty good programming skills. Make this a multi-leveled contest:
You need to break through the outer security to get shell access, Ingenuity + Security 21. If the players fail this, they’ll be locked out of the system and the combat drones will activate to chase them away.
Then you’ll need to reprogram three different areas sequentially while TALON is trying to resist. Each Ingenuity + Technology If the players fail a roll, one deactivated level becomes active again. If three rolls in a row fail, the system locks the players out.
External sensors and energy processing (level 1) If this is shut down, the cloaking on orbital death lasers shuts down, and they’ll begin to target the survey team’s mother ship.
Weapons targeting and telemetry (level 2) If this is shut down, the survey team mother ship will be safe, but TALON may still carpet-bomb the planet.
Core programming (level 3)
If this is shut down, TALON can be safely repurposed.
- +3 if Carlsson assists
- +1 if Jarrot assists
- +2 for each party member who assists (can use “like this, Doctor” for fate points)
- +2 if the lead party member has Technology above zero
Smash it
Infiltrate the core, fight past the combat drones, and smash something sensitive. TALON can reroute vital functions and self-repair, so it’ll take multiple levels to do that.
You’ll need to smash a vital point on each level. Again, three rolls, as above. Coordination + Marksman to shoot Strength + Fighting Strength + Technology for a boost
EMP it
It would be difficult for the PCs to make an EMP with the available materials, but if they come up with a workable plan, reward their creativity and go with the flow. If TALON figures out what the PCs are doing, it'll send all available drones to stop it. This could make for a nice race against time, as some PCs try to finish the device while others hold off the drones. Failure could make for a good story beat -- plan A has failed, but the Doctor always has a plan B.
Cut it off
The PCs could seal TALON away again, but they'll have to immobilize the drones, prevent it from getting a power source, infiltrate past security, and shut the thing down. Even then, there’s no guarantee it’ll stop, if it knows that power sources are available.
Blow it all up
Taking out the Stonefast would probably take down TALON, but the PCs will need a couple of things to achieve that:
- The population would have to agree to evacuate, or at least the PCs have to get the Congress to order an evacuation. That’s going to take some convincing.
- The PCs will need something large enough to blow it up with. Crashing the shuttle into the fortress probably won’t do it. Crashing the mother ship would, but the Survey Team may object to that. You could possibly rig the geothermal supply to blow, but that wouldn't be easy.
Something else
If your PCs come up with another clever solution that seems plausible, roll with it instead of shutting them down. They might find a different way to convince the AI, or a ruse of some kind. You may be able to steer their idea into one of the pre-made ideas above. Use the clever NPCs (Carlsson and Jerrot for tech, for example) to refine or contribute to the PCs ideas if they get stuck and need a little steering.
Special mention
In my first play of this story with my usual group, player Doug Bellew came up with such a clever solution that I have to give him special recognition. After the party had gotten TALON to recognize Kes Eider, Doug's character CJ used the Arkallans' cultural values against TALON. CJ first asked TALON if it was sentient (if not, it could be turned off against its will). If it's sentient, then it's a citizen of the Stonefast. If it's a citizen, then it's answerable to the Congress. Furthermore, it's obligated to defer to the Elders (TALON can't count as an elder because it's been in sleep mode) and obligated to preserve the environment. He still had to make some rolls, but the argument was so solid that I gave him a big bonus to succeed. When we discussed his choices after the session, Doug said he thought about what the Doctor would do.
Denouement
After TALON is neutralized, however you decide to do it, a few things will need to be resolved:
- Depending on how much Aabira helped TALON, she may need to face consequences. If nobody does anything else, Montague will arrest her.
- The Arkallans will probably know their real history, and they’ll need to reckon with that. The Congress may have kept everything under wraps, but probably not. If it’s an internal matter, the players may leave it alone, or try to steer things in one direction or the other. The Survey Team will take no action.
- Dal and Jerrot, depending on how active a role they played in the story, and whether they got hurt or not, may want to leave Arkalla to learn more about the galaxy. The players may want to intervene on their behalf.
- The Survey Team will default to departing without any further contact. The Arkallans can get in touch when they’re ready. The players may want to change this stance.
Of course, the players may choose to slip away without participating in any clean-up, Doctor Who style. Depending on the PC's abilities and inclinations, you could have them return to Arkalla in its future, or even its past.
Who’s Who
The survey team
The team has come from a human colony, a major remnant of the Fourth Great and Bountiful Human Empire. The Kolvassan Union is a federation of a dozen worlds (called “The Twelve Systems”), which are doing pretty well for themselves in this era, but they know that there are plenty of human settlements they’ve lost contact with.
Their Interstellar Exploration Force is primarily tasked with the goal of locating these other human remnants to reestablish relations, but their current tech is only 10x light speed, so they haven’t found any yet, and don’t expect to for a while. However, they have encountered other habitable planets, some with intelligent species, and they want to respectfully open the way for trade, cultural exchange, or settlement.
The difference here is that the Kolvassans don’t want to make any colonialist mistakes. That’s happened enough times throughout human history, and they’re determined not to repeat those errors. Every contact mission has an ethics officer, often the same as the xenoanthropologist, but not necessarily.
Commander Arturo Montague
Physical: A large man, apparently in late middle age. He has a craggy face, hard blue eyes, and a stiff bearing. He has huge, white muttonchops that blend into a mustache that covers most of his mouth, although his chin is bare. His hair is also white, and pulled back in a severe style that shows off his receding hairline. He has a bit of a gut, but nothing too out of line. He tends to stand extremely straight, pushing his chest out and looking down his nose, even when he’s talking to someone the same height. He speaks in an old-timey English accent and harrumphs a lot.
Outfit: He’s dressed in a Union Survey Corps uniform, which is dark grey with a black belt, and tall black boots; his are polished to an inch of their lives. His left sleeve is white, and has gold brocade at the cuff. He’s also got some brocade at the shoulders. He’s got an elaborate insignia on his left breast, with curling laurel wreath and stars. He looks like he should have a monocle and a swagger stick, but he doesn’t.
Personality: Montague looks like he should be the untrustworthy human commander who doesn’t listen to anyone, but he’s not. He feels that he was born too late, and doesn’t have a chance for glory, but he’s sublimated that feeling into doing his job aggressively well. He feels very strongly that the native culture of the Arkallans should be protected, and he absolutely won’t push his culture on anyone. He’s somewhat annoyed at the mixed signals he’s getting from the Congress.
For the GM: He’s trying to play nice with the Congress, but he doesn’t understand what they really want. He’s looking for help from any angle. He’ll also be an able commander when/if things kick off. He’s got combat troops, but they stay on the ship unless needed.
Xenoanthropologist Aabirah Kawendo
Physical: A thin woman in her late 40s, with dark skin, dark brown eyes, and curly hair that lies close to her head. Her default expression is severe, but she smiles easily. Her eyes become intensely focused when she’s observing, whether that’s an alien species or someone she’s talking to. She has a tendency to match heights with people, so she stands straight to talk to taller folks, slouches for shorter ones, and bends down to talk to children.
Outfit: She’s also dressed in a Survey Corps uniform, although her belt and shoes aren’t as shiny as Montague’s. Her insignia is a bit simpler, and not as polished. Her uniform has no brocade. Her left sleeve is forest green, marking her as a member of the xenoanthropology team.
Personality: Aabirah likes to be useful, but she’s also thorough. She’ll comply with any request she’s given, and will happily talk with the players if approached. She spends a lot of time interviewing and observing the Arkallans, often the younger ones and lower classes. She can’t seem to get access to the Congress, which annoys her, but she hides it. She hasn’t been able to help Montague with what he wants, and he’s leaning on her a bit to speed things up.
For the GM: She’s a double agent. She’s part of the Kolvassan Expansion League, which wants to more aggressively expand the borders. She’s looking for something that exists on this planet that she believes could help, and will also unravel the mystery of why the Arkallans turned their back on tech.
Medical Officer Doctor Padma Nanjiani
Physical: Padma’s young, late 20s or so, short and a bit stocky. She has a round face, light medium brown skin, and brown eyes with a bit of a squint. She has long brown hair pulled back in a severe braid or a professional-style bun when she’s working. She’s a bit nervous, often fidgeting with her hands.
Outfit: She’s also dressed in a Survey Corps uniform, well-pressed, as though it’s new, but not completely polished. She has no insignia or brocade. Her left sleeve is light blue, indicating she’s Medical.
Personality: Dr. Nanjiani is young, and this is her first off-world mission, so she’s kind of anxious. She’s especially nervous around aliens. When she’s in her medical domain, she’s much more assertive, but she doesn’t quite get it if people don’t listen to her.
For the GM: She’s trying to be friends with Aabirah, but not succeeding, and doesn’t understand why. She’s a bit intimidated by Montague. She’ll help if asked, but she’s not going to drive the plot. She’ll likely be confused by the PCs and try to talk down to them.
Ensign Logan Carlsson
Physical: Carlsson is young, barely out of training. He’s tall, lanky, seems to have longer arms and legs than is entirely good for him. His face is thin, with floppy reddish-brown hair, also lank. He’s got green eyes, but it’s hard to tell that because he doesn’t often make eye contact.
Outfit: He’s dressed in a Survey Corps uniform, and although it’s new, it doesn’t seem to fit him properly. The sleeves are too short, and it looks like he slept in it. The boots show a hasty attempt at polishing, but poorly. His left sleeve is crimson, indicating he’s part of the tech division.
Personality: He’s the tech expert, but for the moment, he’s serving as general attache and dogsbody to Montague. He’s desperately afraid of disappointing Montague, or Kawendo, but he has a tendency to trip over his own feet. He likes Padma, but she mostly ignores him. He’s quite good at tech, but the situation isn’t really using his skills.
For the GM: Carlsson is there in case anybody wants to talk to a low-ranking person. If the party has a nerdy character, they might bond. He’s fairly clumsy and reticent, unless he’s talking about tech.
The Arkallans
The Congress of Elders
First Elder Kas Eider
Physical: Tall and imposing, older, but it’s hard to tell with an Arkallan. She’s stern, but she’s got a hawk’s face, so it’s hard to tell. Big yellow eyes that seem to look right through you. She’s dressed in a well-tailored gown that goes down to her ankles, although her feet are still exposed. She wears an elegant silk scarf, wrapped once around her neck, with an elaborate pattern indicating her rank. She’s also got an elaborate brooch on her right shoulder, and several bracelets on each arm.
Personality: Kas is dignity and grace, a complete politician. She can release a torrent of polite words without saying anything at all. She won’t be pushed, and she can deflect requests.
For the GM: Kas knows the secret of her society’s reticence. She worries that her people aren’t advancing, and wants very limited trade with the humans. She doesn’t really want humans living on Arkalla, but she might need their power or influence in interstellar society. She absolutely doesn’t want the humans poking into Arkallan history. She could be swayed on the matter of letting fledglings go to be trained off-world, but they would not be welcome back.
Congressor Tellon Marret
Physical: An old warrior, but he hasn’t lost any strength that you can tell. He’s got a scar across the side of his face where the feathers grew back white, and one of his eyes is a bit cloudy, but he can still use it. He wears a jacket reminiscent of a battle harness, with leather lapels, and tight slacks to his ankles. His scarf of rank is a sturdier material, probably polyester.
Personality: Tellon is the head of the Traditionalists. He’s a former hunt-leader, sharp-spoken and just a touch too loud. Jack Nicholson in “A Few Good Men.” He’s very sure of himself.
For the GM: He knows the secret, he’s ashamed of it, but he very much believes that Arkallans should be self-sufficient, and don’t need human trade. He’s strongly opposed to anybody going off-world, or humans coming to Arkalla. If things kick off, he’ll be a strong commander of his forces. He’s unlikely to use force unless he thinks the party is actively causing harm.
Congressor Mek Pollon
Physical: She’s on the short side for an Arkallan, medium build. She has a strong face and proud gaze that all Arkallans have, but her face is rounder, and her eyes sometimes squint, the Arkallan equivalent of a smile. Her crest and wings are expressive, and she flutters a lot to emphasize her statements. She has a mellifluous voice, almost singing. Her garments are more elaborate, swishy, drapey silks that would be impractical for flying. Her scarf of rank is also silk, although less elaborate than Kas’s.
Personality: She’s a diplomat, used to getting her way with her words. She’s a newer member of the congress, and has amassed a lot of support in a short time. She likes the humans, and the advances they could bring with them. She’s in favor of as much trade as possible. Her constituents love her because she makes grand promises of a better life.
For the GM: She knows the secret too, but she’s treating it as an inconvenient fact that can be ignored for political purposes. She basically thinks the caution is overblown, and if she ignores it, it’ll go away. She’ll be smarmy to the party if engaged.
The Hunting Kids
Dal Essik
Physical: She’s strong and tall, with a strong gaze. Her eyes are yellowish green. Her beak doesn’t seem as fierce as others; it gives her a younger look. She wears brown hunting leathers with a fringe around the lapels, and a badge of some kind on her shoulder. She carries a spear like she knows how to use it.
Personality: Dal is super-friendly, very outgoing, and not afraid of anything. She’s also protective of Jerrot. She excels at the hunt, so she’s got status with the traditionalists, but she’s fascinated by the humans (and the party). She really likes the idea of going off-world to study, even if she wouldn’t be allowed back.
For the GM: She’s likely to be confused and frustrated by the traditionalist stance. Other adults may expect her to take the traditionalist side. She’s not romantically interested in Jerrot (or Sellan); she’s not entirely sure, but she thinks she may not be interested in males (which is fine with Arkallans). She does find Jerrot interesting. He thinks deeper than most of their peers, and listens when she talks to him. She’s kind of protective toward him, because she doesn’t like to see anyone treated unfairly.
Jerrot Calley
Physical: He’s somewhat smaller, even smaller than most males, and his wings seem a bit underdeveloped. Subtle red-and-blue stripes on the edges of the wings. His gaze is slightly unfocused, not as piercing as the others. He often seems to be looking into the distance, lost in thought. His hunting leathers are basic, and he prefers not to wear them when not actively hunting. He holds the spear like he’s forgotten it’s there. He has a small metallic backpack with extensions that attach to the leading edges of his wings, but he only wears it when hunting or when he needs to fly long distances.
Personality: Jerrot’s a nerd. He’s also mildly disabled, and touchy about it. Dal likes him, and he’s not sure why, so he’ll do pretty much whatever she asks. He’s intrigued by the humans, but scared of the idea of going off-world. He’s smart enough to realize that the Congress knows something about Arkallan history that they’re not saying, but he hasn’t been able to figure out what. He’s being very careful not to poke too hard, as that’s frowned upon. It’s not an obsession with him, just background noise. He’s interested in a lot of things, and history is only one of them.
For the GM: Jerrot is the primary candidate for NPC that the PCs will find adorable and want to protect at all costs. He's smart enough and curious enough to be able to engage with the PCs on their terms, but also nerdy enough to be slightly awed that the aliens want to talk to him. He hides it, imperfectly.
Sellan Garthan
Physical: He’s big for a male, although still smaller than Dal. He’s got a sharply hooked beak (he sharpens it, but won’t admit that) and steely gold eyes. He’s got bright blue and green stripes on his wing edges. He wears oiled hunting leathers everywhere. His crest is slightly flared at all times, an affectation, like a pompadour. He holds his spear aggressively, more than necessary.
Personality: Sellan’s the jock, but he’s not completely mean. He’s got the hunting skills, which traditionalists value, so he’s popular with them. He’s aggressive toward the humans because he’s cocky toward anything different. They’ve upset his worldview, and he’s not having it. He’s attracted to Dal, but she’s having none of it, so he’s resentful of her and Jerrot. However, Dal mostly blows him off. He’ll do what she says in a pinch. He could be talked around to the pro-human side with the right argument.
For the GM: If you need a Biff Tannen, Sellan's your guy. Use with caution, though. He's not a villain, and he won't betray his society. He's popular and proud, but aware that high school is about to end, and maybe the things that make him popular now won't hold up for long.
Tay Laras
Physical: Medium-sized female, so she’s bigger than the males. She’s nice-looking, but doesn’t put herself forward.
Personality: She’s with Sellan, and friends with Dal. She’s aware that she’s second-choice when Dal’s around, and she’s trying to ignore that, because Dal genuinely likes her. Mostly wants to go along with the crowd.
Zeb, Ralas, Jen, Thellor: Other hunter kids. Background characters.
Other Arkallans
- Dal’s parents, Dorrik (musician) and Yas (hunter, homemaker)
- Dal’s little sister (Pel): Worships Dal, will miss her if she goes.
- Jerrot’s parents, Yennis (designer) and Lor (political clerk)
- Various cooks, cleaners, and maintenance staff in the Stonefast
Vek Nirris, guard at the door to the Congress Hall. She’s very sorry, but you can’t go in the Congress chambers after hours, or without permission, really. She’s very sorry to startle you. She shouldn’t have left her post, but she has two fledgelings at home, they’re both moulting, you know how it is (or…not). Their father is great, he’s looking out for them, but sometimes they just need to hear their mother’s voice so they can settle down and sleep. You won’t tell anybody, will you?
About Arkalla
Arkalla is an entirely fictional environment, so there’s a lot of worldbuilding involved here. However, it’s also a single story, so the worldbuilding is wider than it is deep. I’ve laid out a bunch of facts that I thought of, but feel free to adapt, omit, or add to any of the details depending on what your players ask. If the party is enjoying exploring the world for a bit without moving the plot along, let them! This sort of thing is why the Doctor travels. The fighting Daleks and righting wrongs is just incidental.
Physical attributes
Arkallans are bird-like humanoids. They average about 6 feet tall, although the females are generally larger than the males. They stand fully upright, and their wings fold neatly against their backs when not in use. They have six limbs, and their arms are fully humanoid. They have standard humanoid hands with opposable thumbs, and are capable of advanced tool use.
Arkallans have curved beaks similar to hawks or eagles. The beak dominates the face, but isn’t long or oversized like a heron or toucan. The beak grows throughout the Arkallan’s life, and needs to be regularly filed, much like a human trimming their nails. Some Arkallans file their beaks to sharpness, but this is considered an affectation common to young males.
Their eyes are set to either side of the beak, and a bit higher. By human standards, the eyes are very large and intense. The standard color is gold, but there’s some variation, from a lighter yellow to a darker near-brown.
Their bodies are covered with feathers. The ones on the wings are large and sturdy; the arms and torso feathers are much smaller and softer. Coloring is generally brown, darker on the wings, and lighter on the chest. Some have white feathers on their heads, usually near the crest. Males tend to have colored bands on the edges of their wings: most often dark blue, but some dark green or red. These are remnants from when the males used color to attract a mate; now they have no social function and are just a way of recognizing individuals. Females also have bands, but much more subtle; dark brown or black.
Arkallans have three-toed feet much like bird talons. However, the toes are mostly spread for balance. They can pick something up in their talons if they really want, but they’re not prehensile.
Body language
Because Arkallan faces aren’t as flexible as humans’, they need other ways to express emotion.
- A happy or amused Arkallan will squint their eyes a bit. If they’re particularly happy, they’ll open their beak. Arkallans do laugh when amused, with a wide range of vocal sounds.
- The feathers immediately on top of the head, called the crest, can be raised or lowered voluntarily. A fully raised crest usually indicates excitement. A partially raised crest indicates readiness or interest.
- An aggressive or angry Arkallan will widen their eyes and stare directly at the target of their anger without blinking. This effect is very disconcerting. They may fluff the feathers on the top of their head to appear larger.
- When an Arkallan is confused or frustrated, they’ll resettle their wings. This is a relatively small movement, as spreading the wings fully is considered rude. It’s the equivalent of a shrug or folding the arms.
Attire
Arkallan working attire tends to be close-fitting, generally tight to the body. If you have to fly a great distance, you don’t want loose-fitting clothes that flap. Therefore, “lower class” wear tends to be tight, and that translates into most Arkallans’ casual wear, much the same way working-class jeans became casual attire for humans. Indoor clothing is breathable, made of either cotton blends or synthetics. Stripes or simple patterns are popular. Bright or garish colors are rare, because Arkallan vision is more attracted by motion than color. Outdoor clothing resembles leathers, either natural or synthetic.
Patches or shiny pins are common means of indicating rank, group membership, or personal identity, commonly worn on the shoulders or collar.
Upper-class or formal wear tends to be looser and flowing, indicating that the wearer doesn’t intend to fly. Scarves are considered formal wear for both sexes, much like a necktie. These come in a variety of materials from utilitarian to fancy.
Arkallans aren’t much for shoes; their feet are fairly tough. In hazardous environments or very cold ones, they’ll wear something that looks like a leather glove over the foot.
Because Arkallans use their crests to express body language, they’re not ones for hats. They also never wear anything that would restrict or cover their wings.
The traditions
The following are the Arkallan traditions:
- Maintain a self-sufficient community.
- Live in harmony with the environment. Practically, this means:
- Use renewable energy sources, no pollutants
- Reuse and recycle; keep mining to a minimum
- Careful agrarian programs and livestock programs
- Manage population growth
- Respect the equal rights of all citizens.
- Value the opinions of elders, for they are the keepers of experience.
These traditions are rigorously taught and reinforced. Most residents of the Stonefast wouldn’t even think to question them. Once you know the Arkallans’ true history, it’s clear that these values are reactions to the horrors of a more warlike time.
Names
Arkallan names tend to be single syllables for females, and two or more syllables for males. There’s no cultural reason for this; it’s just something they do. They follow the pattern of personal name first, family name second. Children generally take the mother’s surname.
Arkallans are capable of a wide range of vocal sounds (they’re more like parrots than raptors in that aspect), so there’s no real limit on the sounds a name can use. However, because they have no lips, “P” and “B” sounds are uncommon.
Etiquette
Although Arkallans can fly, it’s considered rude to do so indoors. It would be equivalent to running while inside for a human. Therefore, they generally walk and have stairs, and items stored on shelves are reachable while standing on the ground. Small children sometimes fly in the halls, and adults usually tell them to stop or take it outside.
Grooming or scratching with one’s beak is considered inappropriate in company. In private, it’s the equivalent of picking one’s nose.
Arkallans are strong believers in eye contact. It’s rude to look away from someone when they’re speaking to you. Arkallans don’t blink as often as humans, which is something that both groups have had to get used to.
Arkallans don’t use their beaks as weapons, not even when hunting. It would be the equivalent of a human using their teeth. Only someone unhinged or really desperate would resort to it.
Arkallan culture reveres wisdom, and elders are considered the source of wisdom. An Arkallan will almost always back down if an older Arkallan disagrees with them. Think Japanese culture on Earth. They’ll also let elders speak first, take the first helping of food, etc.
Questioning isn’t exactly frowned upon, because that’s how discovery happens, but questioning another’s motives can be considered rude. If you have a question of fact, you’re expected to work it out for yourself before asking. If you’re questioning someone’s opinions or feelings, an Arkallan will generally assume good intentions, because the value of community is really ingrained.
Other bits and pieces
These are just some things that came up when I ran the story the first time. I generally made things up on the fly, rather than thinking them through thoroughly. There are plenty of aspects of culture I didn’t think of; feel free to improvise as needed.
- Because Arkallans don’t do dairy products, that extends to things like milk in coffee, cheeses, or even some baked goods. If you slip up, just say that the Arkallans have a bean-curd substitute that has the texture of cheese, but is bland.
- Because Arkallans don’t have flexible lips, they don’t have anything like woodwinds or brass instruments. They’ve got lots of drums and stringed instruments, both plucked and bowed. There’s a class of instruments that use air pumped from a bellows, somewhere between an accordion and bagpipes. However, this is generally considered too loud and raucous for indoor use.
- Arkallan architecture has stairs, but no guardrails. Falling from a height isn’t much of a danger if you can fly.
- Arkallan books tend to be scrolls, read from top to bottom. Arkallan eyes can’t focus as tightly as human eyes, so their written language seems unusually large to humans.
NPC Stats
As written, TALON and its drones are the main threat that would require stats. However, the PCs may find themselves in a verbal or social conflict with a named NPC, so these stat blocks are provided for your convenience.
Arturo Montague
Concept: Fair-minded commanding officer
Focus: Find out what the Arkallans want
| Attribute | Score |
|---|---|
| Awareness | 3 |
| Coordination | 3 |
| Ingenuity | 4 |
| Presence | 5 |
| Resolve | 5 |
| Strength | 2 |
Skills: Conflict 3 - Convince 5 - Knowledge 4 - Survival 3 - Transport 2
Aabirah Kawendo
Concept: Inquisitive xenoanthropologist
Focus: Understand Arkallan society (secretly: find the hidden Arkallan weapon)
| Attribute | Score |
|---|---|
| Awareness | 5 |
| Coordination | 3 |
| Ingenuity | 4 |
| Presence | 5 |
| Resolve | 4 |
| Strength | 2 |
Skills: Conflict 1 - Convince 4 - Knowledge 5 - Subterfuge 4 - Survival 2 - Technology 2
Padma Nanjiani
Concept: Inexperienced doctor
Focus: Keep the crew healthy
| Attribute | Score |
|---|---|
| Awareness | 4 |
| Coordination | 4 |
| Ingenuity | 5 |
| Presence | 2 |
| Resolve | 4 |
| Strength | 1 |
Skills: Knowledge 3 - Medicine 6 - Science (biology) 4 - Technology 2 - Transport 1
Logan Carlsson
Concept: Nerdy ensign
Focus: Impress Montague and don't screw up
| Attribute | Score |
|---|---|
| Awareness | 3 |
| Coordination | 3 |
| Ingenuity | 2 |
| Presence | 1 |
| Resolve | 3 |
| Strength | 4 |
Skills: Conflict 3 - Craft 3 - Survival 4 - Technology 3 - Transport 4
First Elder Kas Eider
Concept: Skilled diplomatic leader
Focus: Protect Arkallan traditions and society
| Attribute | Score |
|---|---|
| Awareness | 4 |
| Coordination | 3 |
| Ingenuity | 4 |
| Presence | 6 |
| Resolve | 5 |
| Strength | 2 |
Skills: Convince 5 - Intuition 4 - Knowledge (politics, history) 4 - Subterfuge 5
Congressor Tellon Marret
Concept: Old soldier turned politician
Focus: Uphold Arkallan traditions
| Attribute | Score |
|---|---|
| Awareness | 5 |
| Coordination | 4 |
| Ingenuity | 3 |
| Presence | 4 |
| Resolve | 5 |
| Strength | 3 |
Skills: Conflict 4 - Convince 4 - Intuition 3 - Knowledge (history, warfare) 4
Congressor Mek Pollon
Concept: Progressive, vain politician
Focus: Move Arkallan society forward
| Attribute | Score |
|---|---|
| Awareness | 3 |
| Coordination | 3 |
| Ingenuity | 4 |
| Presence | 5 |
| Resolve | 4 |
| Strength | 2 |
Skills: Convince 5 - Craft 2 - Intuition 4 - Knowledge (politics) 4
Dal Essik
Concept: Popular, talented student
Focus: Find my place in the world -- or beyond
| Attribute | Score |
|---|---|
| Awareness | 5 |
| Coordination | 4 |
| Ingenuity | 2 |
| Presence | 4 |
| Resolve | 5 |
| Strength | 3 |
Skills: Athletics 5 - Conflict 4 - Convince 2 - Survival 4 - Transport 5
Jerrot Calley
Concept: Brilliant, nerdy student
Focus: Learn as much as I can about everything
| Attribute | Score |
|---|---|
| Awareness | 3 |
| Coordination | 2 |
| Ingenuity | 6 |
| Presence | 1 |
| Resolve | 3 |
| Strength | 1 |
Skills: Knowledge 5 - Science 4 - Survival 2 - Technology 4
Sellan Garthan
Concept: Coordinated, arrogant jock
Focus: Earn my place in Arkallan society
| Attribute | Score |
|---|---|
| Awareness | 5 |
| Coordination | 4 |
| Ingenuity | 1 |
| Presence | 4 |
| Resolve | 5 |
| Strength | 2 |
Skills: Athletics 4 - Conflict 4 - Convince 4 - Subterfuge 1
Tay Laras
Concept: Amiable, shy student
Focus: Make sure everyone likes me
| Attribute | Score |
|---|---|
| Awareness | 4 |
| Coordination | 5 |
| Ingenuity | 2 |
| Presence | 2 |
| Resolve | 2 |
| Strength | 3 |
Skills: Athletics 5 - Conflict 2 - Knowledge 1 - Survival 4
Arkallan guard
| Attribute | Score |
|---|---|
| Awareness | 4 |
| Coordination | 4 |
| Ingenuity | 2 |
| Presence | 2 |
| Resolve | 3 |
| Strength | 3 |
Skills: Athletics 3 - Conflict 3
Traits: Quick Reflexes +1
Arkallan Congressor guard
| Attribute | Score |
|---|---|
| Awareness | 4 |
| Coordination | 4 |
| Ingenuity | 2 |
| Presence | 2 |
| Resolve | 4 |
| Strength | 4 |
Skills: Athletics 4 - Conflict 4
Traits: Quick Reflexes +1 - Tough +1 - Brave +1