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PORTS OF CALL

PORTS OF CALL
DEVELOPMENT LEAD
John Compton
AUTHORS
Kate Baker, Brian Bauman, Jessica Catalan,
John Compton, John Curtin, John Feil, Sen H.H.S.,
Joan Hong, Jenny Jarzabski, Jason Keeley,
Dennis Muldoon, Hilary Moon Murphy,
Chesley Oxendine, Emily Parks, Joe Pasini,
Jessica Redekop, Paul Scofield, Shay Snow,
Kendra Leigh Speedling, Alex Speidel, Jason Tondro,
Andrew White, Shan Wolf, Isis Wozniakowska
DEVELOPMENT
John Compton, Thurston Hillman, and Joe Pasini
DEVELOPMENT MANAGER
Jason Keeley
EDITING LEAD
Ianara Natividad

EDITORS
Patrick Hurley, Avi Kool, Ianara Natividad,
K. Tessa Newton, and Simone D. Sallé

COVER ARTIST
Ignacio Bazán Lazcano

INTERIOR ARTISTS
Michele Esposito, Alexander Gorbunov,
Gunship Revolution ( Jenno Diaz, Jen Santos,
Adelijah Ocampo, Hinchel Or, and Brian Valeza),
Victor Manuel Leza Moreno, Damien Mammoliti,
TABLE OF CONTENTS
Chenthooran Nambiarooran, Ivan Onokhin,
Ainur Salimova, Daniele Sorrentino, and Gordon Tran
Overview 4
ART DIRECTION
Kent Hamilton, Sonja Morris, and Sarah Robinson
Chapter 1: Traveling the Galaxy 6
The Galaxy 8
GRAPHIC DESIGN
Sonja Morris Drift Lanes 12
DIRECTOR OF GAME DEVELOPMENT Galactic Adventuring 15
Adam Daigle
Giant 20
STARFINDER MANAGING CREATIVE DIRECTOR
Thurston Hillman Selamid 21
STARFINDER LEAD DESIGNER
Thyr 22
Joe Pasini
Xulgath 23
PUBLISHER
Erik Mona
Expanded Downtime 24
Starship Options 28

This book refers to several other Starfinder products, but these additional
supplements are not required to make use of this book. Readers interested in
references to Starfinder hardcovers can find the complete rules of these books
available for free at paizo.com/sfrd.

AA(#) Alien Archive Volume GM Galactic Magic


AP(#) Starfinder Adventure Path NS Near Space
AR Armory PW Pact Worlds
Paizo Inc. COM Character Operations Manual SOM Starship Operations Manual
7120 185th Ave NE, Ste 120
Redmond, WA 98052-0577
paizo.com
Chapter 2: Ports 32
Anduwar 34
Atuity 44
Drifter’s End 54
Golarion World 64
Izadamar 74
Jhavom 84
Outpost Zed 94
Precipice 104
Shulgi Station 114
Uzodia 124
Other Ports 134
Chapter 3: Traveler’s Toolbox 162
Introduction 164
Cargo 166
Contacts 172
Side Jobs 180
Index 188
OVERVIEW
UNDERSTANDING PORTS A PORT’S ROLE
When we think of Starfinder adventures, it’s so natural to Ports of Call explores 10 major settlements in detail, exploring the
imagine daring starship battles, delving the zero-g ruins of a opportunities, dangers, sites, and contacts therein. In this way,
lost civilization’s asteroid fortress, or wrestling with oversized each settlement becomes a lively location equally suited as an
carnivores in an alien jungle. These scenes play upon that thrill adventure’s starting point as it is an adventure’s self-contained
of the unknown as player characters depart “civilization” to setting. In addition to the settlement design guidelines on pages
trespass in the galaxy’s unknown frontier. Books like Starfinder 405–407 of the Core Rulebook, this book explores four different
Galaxy Exploration Manual capture that limitless possibility. roles a settlement might take for your campaign.
Of course, there’s far more to science-fantasy adventure
than that! Whether it’s a space station, wilderness outpost, A Gateway
or glittering megacity, Starfinder leans just as heavily on Even though the Drift allows starships to arrive from any
settlements. In this “deadly frontier” paradigm, settlements angle, there are plenty of reasons why traffic might funnel
become havens where PCs can rest, repair, and recruit, and through a specific place. Tightly controlled regions might
it’s all too easy for these settlements to become downtime expect visitors to secure visas, undergo cargo checks, or
hangouts that feel predictably safe and forgettable—all while endure some other bureaucracy. Certain settlements might
exoticizing alien destinations by comparison. No longer. experience so much traffic that they become informal entry
ports to a region, attracting countless guides, embassies, and
other resources that make it an ideal hub. Or, sometimes, a
settlement has special access to some other form of transit,
like a magic portal, that makes it both a gateway and
gatekeeper to some secondary destination.
An Iconic Gateway: Whereas Absalom Station might ease
travel to the Pact Worlds, it’s just one route to that system.
By comparison, Shulgi Station (pages 114–123) is a classic
gateway, controlling access to a massive portal into the Astral
Plane, a closely linked demiplane, and several Outer Planes
beyond. For those traveling where the Drift doesn’t reach,
Shulgi Station might be an essential waypoint.

A Destination
Rather than facilitating the journey, a port might be the
destination itself, boasting one or more extraordinary
attractions. It’s important that whatever this attraction is,
it also serves as a springboard for more interaction and
adventure. A massive market isn’t just a place to sell gear,
but a place to find vendors eager for fetch-quest adventurers,
criminal elements exploiting the commerce, and rumors
pointing to every corner of the galaxy.
An Iconic Destination: Built to capitalize on cheap real
estate and a new Drift lane, Golarion World (pages 64–73) is
a place people go to have fun! Kindly overlook the operational
dangers, untested rides, numerous historical inaccuracies, and
improperly contained zoological displays that almost definitely
won’t require adventurer intervention.

A Resource
Whether its tools, technology, raw materials, or expertise,
some places are packed with one or more key resources,
attracting visitors from across the galaxy. A resource port
MOSCARU specializes in at least one valuable good or service. In some
cases, that means extraordinary variety and quantity, such as
a continent-spanning marketplace. In other cases, it means an
industry that’s so economical or exceptional that it outshines
its competition.

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PORTS OF CALL O
That said, any exceptional resource attracts exceptional
business interests. Resource ports often include organizations,
corporations, or governments that lay claim to these goods,
A DRIFT CRISIS CONSEQUENCE OVERVIEW

Playing adventures featured in Starfinder Drift Crisis isn’t


guarding them from other claimants. Where there’s less TRAVELING
required to use and enjoy Ports of Call. However, this
oversight or exclusivity use, resource ports can become hotbeds THE GALAXY
book does factor in one outcome of the Drift Crisis: the
of intrigue, sabotage, and competition.
introduction of Drift lanes (page 25), which operate like
An Iconic Resource: Thanks to its powerful, fluctuating PORTS
extremely efficient highways through the Drift between
gravity, Silselrik compresses an astonishing wealth of
specific worlds. A few of these worlds feature in Ports of
diamonds and other gems. For now, crawling cities like Midios
Call in part because of their strategic role as Drift lane hubs. TRAVELER’S
(pages 144–145) have overseen sustainable harvests, yet TOOLBOX
Even if your campaign occurs before the Drift Crisis or
outside interests increasingly try to muscle in on the action.
doesn’t use Drift lanes yet, you can adjust and enjoy those
ports for their many other virtues. INDEX
A Base
The galaxy is a big place, and starfaring PCs need a place
where they can convene, recuperate, resupply, and even
put down roots. An exciting base plays a careful balancing trips, Moscaru enjoys quiet afternoons spent with a good book
act between being safe enough to trust yet volatile enough and their klikharps, Sonata and Cacophos III.
that there’s conflict and the possibility for adventure close
to home. A base must also be accessible—both to and from Sprax
offworld adventuring sites—so that it makes sense why the A precocious epicurean and fearless social butterfly, Sprax
PCs keep returning to this place as opposed to setting up a set out to travel the galaxy at a young age. Her charm and
base elsewhere. A base is also often defined by its people, sense of reckless wonder have won her friends across a
featuring not just capable NPCs like mechanics, information hundred worlds—as well as earning two Drifty awards for
brokers, scholars, aspiring crew members, ambassadors, or excellent travel journalism and placing seven times on the Iron
guides, but also engaging NPCs like neighbors, bartenders, Inevitable, an annual list of explorers who somehow survived
musicians, and others who provide a sense of local self-inflicted disasters. No matter the danger, her observations
culture, emotional investment, and security that keeps the helpfully capture the insights, entertainment, shortcuts, and
PCs interested. possibilities of the galaxy’s most daring destinations. She
An Iconic Base: Easily accessible from across the galaxy, knows how to scream “I’m sorry, I was trying to help” in over
Absalom Station is a classic adventure hub, and the Drifter’s 60 languages.
End neighborhood (pages 54–63) serves as a premier
hangout for starfarers of all kinds. Whatever services PCs
might need before setting out for their next adventure, they
can find here.

A GUIDED TOUR
With so many places to go, you would be forgiven for not
knowing where to start or what to do once you arrived at a
new destination. Thankfully, two of the galaxy’s greatest
travel writers have pitched in to present Ports of Call,
providing insider commentary and local secrets that
would never appear in some off-the-shelf guide published
by AbadarCorp. Pulled from the duo’s author bios in their
latest publication, Near Misses in Near Space: 17 New Death-
Defying Destinations, please meet Moscaru (host shirren) and
Sprax (female skittermander).

Moscaru
Although previously known as the author of the bestselling
“Held in All Four Arms” romance novels, Moscaru met their
own true love: travel. Now inseparable from their coauthor
Sprax, Moscaru brings a cultured, historical, and analytical
perspective to understanding every destination. Their tireless SPRAX
work in highlighting local traditions and voices has helped
them win three Drifty awards as well as receive an
honorary doctorate from the Qabarat University of
Xenoanthropology and Xenoarchaeology. When between

5
TRAVELING THE GALAXY
1
THE FRAY
DESNA’S PATH

Silselrik

BLER’S PATH
GAM

KAZMURG’S ABSURDITY Preluria SWARM SPACE


Astevint
Triumph

OR
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What Could Be HE INH
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Ice Edge

Pabaq Helfen VESKARIUM Gaskar III


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Daegox-4 CA
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OLD ROVAGUG KURZACK NEBULA


PRO

Jiyara

Gideron Prime Great Shadar


Marixah
TABORI CLUSTER
Kehtaria
Deepwater PACT WORLDS Locus-1

Pholskar AZLANTI SPACE


Outpost Zed Ravel Station
Embroi

JATEMBE’S JAUNT
Zinn-2 (Golarion World) Daimalko

Xibion

Scoured Stars
Grahidei
Lapicor

Shulgi

PHARASMA’S COIL
Ternia

8
THE FRAY
PORTS OF CALL 1
THE GALAXY OVERVIEW

Even before the Gap, inhabitants of the future Pact Worlds gazed around Old Rovagug, gradually drawing in the billions of aging TRAVELING
into the sky with wonder and dissected its secrets with science. stars that crowd the galactic core. Dense dust clouds periodically THE GALAXY

What Golarion’s astronomers couldn’t discover with mathematics, clump into planetoids, and the immense heat created by the
divinations, and rudimentary telescopes, extraterrestrial visitors friction energizes star formation in a few nearby nebulae. PORTS
(such as contemplatives, verthani, and witchwyrds) shared when The combination of time dilation with the risk of being drawn
they arrived via pre-Gap skyships and interplanetary teleportation. past the event horizon has impeded nearly all development
TRAVELER’S
Most of these societies communed with the gods, of life near the galaxy’s center—but what deters natural life TOOLBOX
empirically proved the existence of an afterlife, and developed encourages the supernatural. Like most black holes, Old Rovagug
extradimensional travel—more than enough to dispel notions tears open millions of momentary rifts to the Negative Energy INDEX
that anyone was truly alone in the universe, much less the Plane every second, allowing creatures like spectral undead,
figurative center of all creation. As a result, the system’s early gargoyle-like sceaduinars (Starfinder Adventure Path #42 55),
scholars developed fairly accurate models for the galaxy, and titanic darvakkas to escape into the surrounding space.
its constellations, and its major features. However, actually These interlopers rampage across any worlds they can reach
reaching any of those distant worlds was another matter. Some before the oppressiveness of reality inevitably disintegrates
civilizations managed to develop spacefaring technologies them. Other creatures have evolved to thrive on the outskirts,
before the modern era, but these exceptional voyages charted such as draeliks (Starfinder Alien Archive 4 36), who hide within
and colonized a minuscule fraction of countless worlds. the nearby Kurzack Nebula.
For most of recorded history, campfire legends and astrology Unlike most black holes, Old Rovagug radiates light-year-wide
held a society’s best understanding of the nature and denizens entropic tendrils. Seeming to ignore material physics, these tendrils
of the cosmos. And every time a society devised a constellation, extend and roil outward like solar flares for thousands of years
each of those stars acquired a new name; instead of such an before fading and being replaced by new projections. Like black
impossibly exhaustive list of names, this article provides those holes, they aren’t directly visible, instead being observed only
constellations most common among Pact Worlds inhabitants, by the empty spaces they leave behind—most often along the
with some of those names derived from how they appear from accretion disk, earning them the name Whiskers of the Sun-Eater
the Pact Worlds’ position in the galaxy. for how they radiate from the lightless center of the galaxy.
After centuries of faster-than-light travel and other advanced
technologies, the scientific community has discovered that the Pharasma’s Coil
Pact Worlds system lies in a spiral galaxy commonly known as Just as telescopes designed to sense other forms of light have
Desna’s Path, named not solely because Desna is the goddess of uncovered previously invisible stars, so too are some phenomena
stars, but also for the four primary arms that give the galaxy a perceptible only with magic. When early arcane stargazers
rough butterfly shape, evoking Desna’s sacred animal. Desna’s looked up, they witnessed a broad, pale blue spiral several
Path measures about 90,000 light-years across and contains an handspans wide. Noting its resemblance to the Lady of Graves’s
estimated 250 billion stars and star-like objects, making it fairly sacred symbol, they named it Pharasma’s Coil, considering it a
average in size by scientific reckoning. As is common for spiral reminder of her awesome power. Yet, this wasn’t some enduring
galaxies, its arms spin around a powerful black hole (see Old omen. Spells like see invisibility lay bare more than hidden
Rovagug below), star density increases near the core (especially creatures; they peer into the Ethereal Plane, a realm of emotion,
for older objects), and the arms contain much of the remaining dreams, spirits, and psychic magic that overlaps the Material
galactic mass. Based on advanced scientific modeling, the galaxy Plane. These astronomers beheld a second galaxy, and it has
formed approximately 10 billion years ago; since then, it has been crashing through Desna’s Path for millions of years!
avoided direct collision (but experienced near misses) with several Two physical galaxies would twist and absorb each other,
other galaxies in the Ihys Supercluster to which it belongs. but like a ghost, the passage of Pharasma’s Coil through
With untold billions of planets, there’s no limit to the Desna’s Path is almost imperceptible. However, the Coil’s
possibilities of what might exist within Desna’s Path. Yet, sheer emotional mass partially transcends planar boundaries,
even this galaxy is one of millions believed to exist across warping Desna’s Path where they cross. Known as the Spirit
the functionally infinite Material Plane, to say nothing of the Scar, this immense intersection generates psychic interference,
unfathomably vast multiverse beyond. nightmares, hauntings, and (most ironically, given the galaxy’s
Even so, it’s home—and what a home! Let’s explore! namesake) spontaneous undead reanimation. Radio dishes
pointed here intercept ghostly whispers as often as they receive
Old Rovagug blips from distant pulsars. Just enough travelers entering the
At the center of any great galaxy hides an even greater black Spirit Scar emerge emotionally frazzled, forever subdued, or
hole, whose gravity anchors the billions of orbiting stars. even possessed that the region has acquired widespread infamy.
Nicknamed Old Rovagug by the pre-Gap Pact Worlds in homage Others discover temporary wormgates (Starfinder Galactic
to their all-consuming destroyer deity, the black hole is more Magic 155) into the Ethereal Plane. When these portals aren’t
widely called the Devourer’s Teeth. A vast accretion disk spins closing unpredictably behind travelers or unleashing night hags

9
into the area, they leak streams of disruptive ectoplasm that Candabris: Star and black hole formations frequently
damage fast-moving starships. tear open rifts to the Positive and Negative Energy Planes,
Drift travel might bypass the Scar, but what of the countless respectively, but sometimes it’s the extraplanar influence
worlds caught in the path? Unsurprisingly, these systems that creates the astronomy, not the other way around. Called
exhibit high rates of occult activity and psychic abilities. Candabris by its fey inhabitants, this eldritch cloud has slowly
Development of Daimalko’s psychic Confederation of Volkaria spilled into space from the First World. The dust retains its
might stem from the Scar, which likely also contributed to the primal potency, and when particles collide, they burst and
Awakening that ravaged the world. Perhaps it’s no coincidence grow unpredictably into flowers, zero-g rain showers, and
that dual-souled shakaltas, the symbiotic kallestrine crystals even hapless animals that swiftly perish in the near-vacuum.
embedded in hadrogaans, psychokinetic stellifera, the sentient The larger the colliding fragments, the larger the resulting
planet Arquand, and more all evolved within the Scar. Despite creation, with the largest being the Cyan Tangle. This array of
the region’s apparent dangers, the ethereal intersection has also woody, mile-thick roots stretches over a light-year in diameter,
contributed positively to many societies. Those hoping to meet with some enterprising fey hollowing out and colonizing some
not yet contacted psychic cultures risk extended visits, and sections of its breadth. Candabris’s most recent creation,
astroarcanists theorize what impact Pharasma’s Coil might have Magentotitan, blossomed explosively only a few years ago,
on the likes of the Azlanti Star Empire and its neighbors. and energy waves from the sun-sized flower’s appearance
still emanate across the cloud, surfed by delighted asterays
The Fray (Starfinder Alien Archive 18) and other fey.
Long dubbed the Dark Tapestry, the vast gulfs between Eleven Acts: Although named for its brightest stars in honor
galaxies aren’t so empty as once thought; myriad creatures of of Iomedae’s miracles prior to her apotheosis ages ago, the
unfathomable and uncaring philosophies traverse these spaces. Eleven Acts is a young nebula with thousands of stars that swirl
Of these, a terrifying number belong to the Dominion of the around a good-aligned singularity (Galactic Magic 152). The few
Black (Starfinder Core Rulebook 496), whose legions contemplate societies that have recently colonized the outermost planets
which worlds they might conquer next. Most of the galaxy suffers enjoy blissful abundance, and the region provides a Material
only occasional scouting parties consisting of brain collectors Plane beachhead for celestials mobilizing against evil forces.
(Starfinder Alien Archive 4 16), nehhaeshi-shaas (Starfinder Alien However, the singularity disintegrates anything that crosses its
Archive 2 70), and their cultists. Along the galaxy’s rim, where event horizon, and when it tears apart a wayward star, it expels
stars grow distant and dim, these creatures gather without fear. twin beams of holiness across the galaxy that sear fiends and
Playing on the tapestry analogy, this perilous periphery is known undead in their path.
as the Fray. Kurzach Nebula: A nearby Whisker of the Sun-Eater slowly
Precious few facts exist about the Fray. With billions of drinks the dust of this doomed nebula. Ironically, this agitates
worlds deep in the galaxy, few have reason to travel so far the matter in a way that speeds star formation, illuminating
along its edges. Travelers have long known that Drift travel parts of this dingy cloud for a few million years before being
can’t reliably reach beyond the galaxy, and the Fray acts absorbed. Due to its special composition and circumstances,
as a nebulous boundary where exiting the Drift might fail the nebula deflects most scans and confounds navigation tools,
catastrophically. Only a few hotshot explorers have tried making it an ideal destination for fugitives. The nebula is also
traveling beyond; most simply vanish, their starships’ home to the Shadari Confederacy of draeliks, who revere their
signatures going completely dark in an instant. A few vessels home’s destructive forces as well as the Negative Energy Plane
return hours, days, or even years later, their crew missing and creatures that frequent the area.
their computers scrambled except for haunting distress calls Metamorphosis Nebula: Appearing like a butterfly unfurling
and corrupted surveillance footage. its wings for the first time, this nebula seems inexhaustible
These faulty records, along with those rare survivors who can after billions of years of continuous star creation. At its heart
communicate, provide a fragmented, contradictory picture of the floats Cynosure, a blue star that blazes with harmless heat and
Dark Tapestry. One witness suddenly entered a void where their contains the demiplane that serves as Desna’s divine realm (for
sensors witnessed nothing—not even the star systems they’d anyone bold enough to fly in). Although Desna rarely visits, her
recently left behind. Another reported encountering physical influence wards this nebula against bad luck and nightmares,
resistance, as if the starship had entered an immense spiderweb with periodic azata patrols offering aid to the weary and fierce
that etched and pitted the hull before the crew overloaded the resistance to evil interlopers. According to myriad legends, this
engines to break free. nebula catches mortals’ strongest dreams and spins them into
new stars; supposedly, a traveler could seek out their star to
CLOUDS AND NEBULAE view the dream anew and uncover any messages it conveyed.
Galaxies are awash with gas and dust, whether scattered by Old Naga: Having drawn too close to Desna’s Path, material
a supernova or just left over from the Age of Creation. Where from the dwarf galaxy Ophidian-2 is cascading into its larger
they grow massive enough, they collapse inward, forming new neighbor, creating a visible particle stream known as Old
stars in a cosmic nursery light-years across. Whether magical or Naga. In theory, Old Naga presents a bridge between galaxies
wholly natural, thousands of clouds and nebulae drift though that bypasses the Fray. However, with few faster-than-light
Desna’s Path; the following are but a sample. technologies suited for the trip, no records exist of anyone in the

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PORTS OF CALL 1
modern era making an attempt. Nonetheless, the fast-moving Old Naga stream (page 10), with some speculating that various
stream could’ve propelled early starships pulled by solar sails, forms of life originated there and rafted to the larger galaxy. OVERVIEW
suggesting that some inhabitants of Desna’s Path might have Rider Proxima: Named for its position within the Rider
originally evolved on the galaxy’s cannibalized neighbor. constellation, Rider Proxima is the largest galaxy of comparable TRAVELING
Spelleater Cloud: Even the galaxy’s eldest societies are size. Astronomical analysis suggests intense levels of THE GALAXY

young on a cosmic timescale, and Desna’s Path has seen extraplanar activity across the galaxy, as if some of the stars
civilizations come and go. A few ended dramatically, including aren’t hydrogen and helium so much as titanic portals to the PORTS
at least two forgotten cultures who obliterated countless Plane of Fire or blazing rifts of Nirvanan radiance.
planets and stars in their internecine feud. The debris, known Siccatite Ring Galaxy: Resembling a loop of red and blue stars,
TRAVELER’S
as the Spelleater Cloud, seems to hunger for magic, and since this nearby galaxy seems to have lost its black hole suddenly— TOOLBOX
most modern technology includes at least a few enchanted either vanishing or exploding dramatically. Without a unifying
components, the cloud saps and ultimately disables starships core, the galactic mass has spun outward into a ring over millions INDEX
that linger here too long. While scientists can account for of years, and in millions more years, it could break apart entirely.
some of the lost magic, which is coalescing to transform
the cloud into a metastar nebula (Galactic Magic
154), most of it seems to vanish deeper in the cloud.
Countless hypotheses explain the phenomena,
but after grainy images of a humanoid body
recently emerged from one of these magic-eating
points, historians question whether the ancient
civilizations were fighting each other or killing a
god. What, they posit, might happen when this
corpse absorbs enough magic?
Other Nebulae: Astronomers seem to identify
another few nebulae or clouds every year,
each with its own evocative name. Some like
the Three Tigers Nebula, Bullseye Cloud, and
Jade Lantern capture the visual magnificence.
Others like the Last Word of Groetus Nebula
invoke other qualities or fates, such as the
aforementioned nebula’s predicted absorption
into a black hole in the next millennium. Without
a doubt, religious references prove popular, and
given the spectacular appearance of these formations,
it should come as no surprise that at least 49 of them
(including Shelyn’s Delight, Crown of Shelyn, and the Fan of
Seven Lovely Colors) are named after an ancient goddess of
love and art.

NEARBY GALAXIES
Although Desna’s Path comprises the Ihys Supercluster along
with several hundred other galaxies, several formations make
up its immediate neighborhood.
Gest and Aganhei: These dwarf galaxies, named for
explorers of Old Golarion, orbit Desna’s Path at some
distance. Gest lives up to its ne’er-do-well namesake, having a
penchant for snagging rogue planets and sling-shotting them
toward Desna’s Path. Aganhei earns special attention for the
encrypted transmissions coming from it, which must have
been sent at least 100,000 years ago. What’s more, attempts
to develop better navigational tools created an arcane
compass that should’ve detected portals but instead always
points toward Aganhei.
Ophidian-2: Ancient records indicate that there used to
be two Ophidian dwarf galaxies orbiting closely enough for
Desna’s Path to begin absorbing them, but after the Gap, no
trace of Ophidian-1 remains. Material from Ophidian-2 forms the

11
DRIFT LANES
The recent Drift Crisis tore at that plane’s very being, and while Triune’s
realm has since recovered, it emerged from the ordeal with scars. Known as
Drift lanes, these scars represent speedy, especially reliable paths through
the Drift, enabling faster travel between specific points and creating a
strategically valuable travel network.

Following the Drift Crisis, Drift travel has regained its traditional threads snagged on various loops. Now, while a Drift pilot can
functionality: traveling to Absalom Station once again takes 1d6 still chart a course the traditional way to one of these snagged
days, reaching a Near Space location takes 3d6 days, and accessing locations, they have a new option: just follow that loose thread
the Vast takes 5d6 days, all influenced by the relative number of from A to B, with no chance of getting lost.
Drift beacons in the area. However, whether by accident or design, Those loose threads represent the Drift lanes. Some connect
the Crisis left figurative wrinkles across the Drift, and explorers just two points and attach to nothing else. Others chain together,
discovered that these wrinkles predictably and speedily connected leapfrogging across the Drift, whereas others still snagged multiple
various points in the galaxy, regardless of the number of Drift threads, turning those points into invaluable junctions. Using a
beacons nearby. While the galaxy remains accessible primarily Drift lane is almost always faster and safer than charting one’s own
through conventional Drift travel, these so-called Drift lanes have path to a Near Space location, and even zigzagging along a few
created powerful highways, opening new opportunities for travel, Drift lanes can outpace a conventional trip to the Vast. However,
trade, and conquest. since a Drift lane isn’t a highway, a starship can’t take an exit ramp
and reach a point somewhere between the two ends. Exiting a Drift
UNDERSTANDING DRIFT LANES lane prematurely means entering a random point in the Drift.
Any given point in the galaxy corresponds to a point in the Drift, Physical Description: A Drift lane functions like a massive,
just not in the same configuration; two spots in the Drift a mile flexible tunnel; its internal diameter measures several miles
apart could correspond to two points 1,000 light-years apart on across, with certain sections widening or narrowing depending
the Material Plane. Were the Drift a static plane, reaching the on surrounding conditions within the Drift. The walls are
desired point might require light-years of travel—little better typically semi-translucent and thick, resembling a shimmering
than just using conventional thrusters in the galaxy. Fortunately, heat mirage or gelatinous sheath. This boundary softly repels
the Drift isn’t static. It constantly folds in on itself. attempts to move through it, keeping most starships from
As an analogy, imagine that the Drift is a towel in a clothes accidentally veering off-course but not preventing a determined
dryer, each loop of thread corresponds to a Material Plane vessel from pushing through the side and exiting into the rest of
destination, and a starship traveling through the Drift is a speck the Drift (after which the breach seals shut).
of lint. As the towel tumbles and churns, different loops briefly From the outside, a Drift lane is functionally indistinguishable
brush against each other, and the lint might get passed from one from the rest of the Drift. Given a lane shifts and flexes along
loop to the other. By random chance, the lint eventually lands with the rest of the plane, its exact position changes frequently.
on the desired loop. Fortunately, a starship isn’t so helpless. In Due to these qualities, identifying and interacting with a Drift
addition to transferring a starship into and out of the Drift, a lane from outside is impractical, if not impossible. No matter
Drift engine lets a pilot predict when figurative loops will align, how much its exterior form appears to shift, anyone inside a
allowing them to plot a course and reach their destination by Drift lane experiences limited movement, with the path curving
making a few strategic hops. The more Drift beacons a destination gently and only rarely turning or twisting dangerously.
has, the more its corresponding loop tends to brush past others, Opportunities and Perils: Particularly for worlds in the Vast,
making it easier to track and access. Of course, planar gyrations Drift lanes provide unprecedented accessibility, and unrelated
are virtually undetectable to mortal senses, and even as a starship planets that now share a lane often develop exciting partnerships.
leaps halfway across the Drift, it usually looks like it’s just coasting Transporting cargo, passengers, and ideas between key locations
through the plane’s placid clouds. is faster than ever, fueling economic and intellectual booms.
When the Drift Crisis struck, it tore the figurative towel However, conventional Drift travel has one big advantage: it’s
in a million places. Jumping from one loop to the next might almost untraceable. Pirates once had to lurk near planets or raid
accidentally send the starship through the towel, only to land on settlements because catching a starship mid-Drift was almost
an unrelated loop or even get hurled into the cosmic machine’s lint impossible. However, Drift lanes enable blockades and ambushes
trap. For a time, the towel seemed to be unraveling, but—through along valuable routes, allowing brigands to patrol narrow routes
miraculous developments scientists haven’t fully identified yet— carrying valuable cargo and heralding a new golden age of piracy.
something stitched the tears closed. The Drift Crisis ended, and New Lanes: The concept of Drift lanes is new to science. Within
the Drift was repaired—mostly. Most notably, the towel now has a a few months, explorers identified many of the major Drift lanes
lot of loose threads, and after a few revolutions in the dryer, the known today, yet new lanes emerge periodically, and indeed, the

12
PORTS OF CALL 1
OVERVIEW

TRAVELING
THE GALAXY

PORTS

TRAVELER’S
TOOLBOX

INDEX

exact workings of these lanes have yet to be fully understood. Did during which time the ship’s thrusters can’t be used. If all these
newly discovered lanes appear more recently than others? If so, conditions are met, the ship enters the Drift on the Drift lane.
what makes new Drift lanes? Is their number finite, or are there No matter their length across the galaxy, a Drift lane takes
countless Drift lanes yet to be found, hiding across the galaxy’s 7 days to traverse, divided by the ship’s engine rating (and, as
expanse? Are Drift lanes permanent, or might they fade or migrate usual for Drift travel, not rounding the result). For example, a
with time? A few conduits, colloquially called Drift threads, don’t Blackwind Sepulcher (Core Rulebook 307) with an engine rating
seem to connect to planets, instead linking two unremarkable of 2 would travel from one end of a Drift lane to the other in
voids. Are these areas where future worlds might one day exist? 3.5 days. The manage course downtime activity (Starfinder
Are the threads floating through the Drift until they snag and Character Operations Manual 154) can be used to further reduce
permanently connect two existing worlds? Or, are they just travel time on a lane, using a value of 1 as the normal minimum.
leftovers from the Crisis, like abandoned genes hiding amid useful For example, a character who spent 1 day managing a ship’s
DNA? Are they even Drift lanes or some related phenomenon? course couldn’t reduce the final travel time below 2 days.
Testing these hypotheses could take the efforts of a generation. Ships traveling the same Drift lane can see and interact with
Fortunately, whether it’s universities or organizations like the each other in the Drift. A ship that gets on a lane but then loses
Starfinder Society promoting science, governments and militaries or turns off its Drift engine remains parked on the lane, floating
shoring up defenses, or companies uncovering efficient new in the Drift and becoming a navigational hazard to other ships
ways to extract wealth and deliver goods, there’s no shortage on the lane. Ships can wander off or intentionally leave a Drift
of potential patrons eager to hire explorers and adventurers to lane, but when they eventually emerge from the Drift, it will be
locate and chart unknown Drift lanes. at a random location. This also adds some reliability to travel
along these lanes; ships that use them are less likely to become
USING DRIFT LANES lost forever in the Drift should something go awry.
To access a Drift lane, a starship must be outside the atmosphere Starship Combat: The exact width of a Drift lane (measured in
but within the gravity well of a world at one end of the lane. hexes) varies by the route, per the GM’s discretion. A typical lane’s
The starship’s pilot must chart a course to the Drift lane, and interior is about 10 hexes wide, with sides about 2 hexes thick. The
lanes are exceptionally easy to navigate to (DC 10 Piloting). As sides behave much like difficult terrain, causing anything moving
usual, it takes 1 minute for the ship’s Drift engine to activate, through them (including attacks) to treat each hex as though it

13
were two hexes for the purpose of distances and movement speed. Preluria in Near Space. Shortly after the end of the Drift Crisis,
This provides limited room for maneuvering, plus it provides a clear several scout vessels entered this Drift lane at Preluria, but only
way for ships to escape the Drift lane or even push an enemy out! one returned. The others were all consumed by the black hole
Adjust these dimensions as needed to create the desired at the other end of the lane, and so it was deemed off-limits to
encounter. However, note that a starship with average, poor, or travelers. However, a human engineer on the sole returning crew
clumsy maneuverability needs a space at least 5, 7, or 9 hexes named Salli Numo (NG female human) began telling tales of seeing
wide, respectively, to turn around without using pilot stunts. an impossible planet just inside the black hole’s event horizon
before her ship reentered the Drift lane. This story sparked the
FAMOUS DRIFT LANES interest of fortune seekers throughout the galaxy, and though
Several discovered Drift lanes have garnered more attention due most of these treasure hunters failed to return from their trip
to their strategic or scientific importance. These lanes (or, in some into this Drift lane—now called Gambler Road—a handful have
cases, a pair or more of connected Drift lanes) have been named come back bearing wild accounts of the impossible planet as
by those regularly using or studying them, though the average well as strange relics that have made them rich.
galactic citizen might still be unaware of their existence. Recalling
knowledge about a known and named Drift lane requires a Ibzen’s Calamity
character to succeed at a DC 15 Culture or Piloting check (but even The Near Space corporate prison planet Daegox 4 is connected
some established Drift lanes still retain their mysteries). to the Veskarium’s Conqueror’s Forge via a slightly unstable
Drift lane. Those who mapped the lane reported that its “walls”
Charge of the Inheritor appeared to be thinner than normal in several places, making
Drift scholars were thrilled to find the terminus of a Drift lane in the journey through it quite dangerous when it wends through
the atmosphere of Pabaq, the osharu (Starfinder Alien Archive 2 areas of the Drift that see large amounts of planar activity.
92) home world in Near Space, after the conclusion of the Drift Accounts of fiendish starships, elemental storms, and pockets of
Crisis. That excitement turned to fear when the first exploratory planar debris penetrating the lane’s walls without warning have
ships entering the lane emerged near a lifeless planetoid in a blue dissuaded most casual spacefarers from using this passage.
dwarf system near the edge of Swarm-controlled space. Soon Nevertheless, the wardens of Daegox 4 are concerned about the
after, large sects of the Knights of Golarion and the Church of increased access the lane provides to their world, especially as
Hylax sent regiments of troops and engineers to establish bases it connects to a space station bristling with military technology.
in that system, holding the far end of the Drift lane against the The lane is named after Ibzen Houdle, a prisoner who somehow
Swarm. Bulwark (page 134) has quickly become a pilgrimage stole a Drift-capable shuttle from Daegox’s surface and escaped
site for followers of Iomedae who want to “fight the good fight” into the Drift lane. As security ships threatened to overtake
against the ravenous, insectile menace. him, Ibzen executed a daring maneuver where he skimmed the
edge of the lane’s wall and attempted to reverse course while
Conqueror’s Path exiting the Drift, but his shuttle suddenly disappeared in a
Even as the galaxy reeled from the Drift Crisis, the neglected multihued explosion. Some believe Ibzen survived, jettisoning
Azlanti colony world of Kehtaria (see Atuity on page 44) became in a makeshift escape pod to some unknown destination.
inexplicably easier to access—and the Drift Crash ejected a
Veskarium battleship into the planet’s orbit. Since the Crisis Jatembe’s Jaunt
concluded, Kehtaria has retained its accessibility as one end The vibrant world of Xibia is inhabited by the descendants of an
of two different Drift lanes. One route links to Vesk-4 in the expedition from the magic school of Magaambya on Lost Golarion.
Veskarium, while the other links to the planet Oyojii in the Azlanti They regained contact with the Pact Worlds system after the
Star Empire’s Oyoya system. Oyoya’s ruler, Arcidux Tethin Placaria discovery of Drift travel but have remained independent as a
(NE male Azlanti envoy) delights in the courtly prestige this Drift civilization of peace and scholarship. After the Drift Crisis, travelers
lane affords him, whereas Vesk-4’s High Despot Kamilzanva (LN discovered a Drift lane that connects Xibia to the Pact Worlds’
female vesk solarian) takes a more humble approach. Given both Triaxus, which is set to usher forth a new spirit of collaboration and
empires’ recent tensions and histories of conquest, the route has trade between the two. The lane is named Jatembe’s Jaunt after the
become known as the Conqueror’s Path. Vesk quite enjoy the ancient wizard Old-Mage Jatembe, the founder of the Magaambya.
title, considering it an homage to Damoritosh and their military
prowess, but any war would devastate everyone involved. Prosperiola
While overshadowed by these titans’ posturing, the Conqueror’s The series of Drift lanes known as Prosperiola connects Verces in
Path also extends from Oyoya to Embroi. So far, only a few embri the Pact Worlds, Vesk-3 in the Veskarium, Marixah in Near Space,
trade delegations have used the lane, but Embroi keeps its loyalties and Great Shadar in the Vast, in that order; consequently, these
and aspirations secret, and in the event of an Azlanti-Veskarium lanes have increased the trade of technological goods and raw
war, it could be Embroi that does the conquering! resources between these worlds. Prosperiola is a merchant’s dream
come true, but with the increased ship traffic comes an increase in
Gambler Road space piracy. Ambushes commonly occur along these Drift lanes,
One of the more dangerous known Drift lanes, initially thought a and cargo vessels making the route are always on the lookout
dead end, opens in high orbit above the poisonous green gas giant for security specialists to protect them.

14
PORTS OF CALL 1
GALACTIC ADVENTURING OVERVIEW

The universe holds an endless variety of possibilities for those who set out
TRAVELING
to explore its depths. The 10 categories that follow briefly describe a small
THE GALAXY
fraction of things that a starfaring group might encounter, some of the
opportunities and threats those things present, and a few sample hooks to
PORTS
help create characters related to such phenomena.

TRAVELER’S
TOOLBOX

ANOMALIES traverse the stars, ensuring that they meet the needs of INDEX
Anomalies are strange, often unexpected phenomena that have countless societies.
yet to be fully documented or understood. Though they’re Opportunities: Goods are ever flowing between inhabited
endlessly variable, some anomaly examples include localized areas, so freelance hauling can be a perfect fit for people who
gravitational lensing, time dilation, life-forms with inexplicable— want to travel to or between specific places. Experienced
even seemingly impossible—biochemistry, or unidentified haulers often develop a strong understanding of the markets
artifacts that exhibit properties incompatible with commonly they service, and many eventually begin purchasing their
understood physics or magic. own cargo and become merchants themselves. With access to
Opportunities: Once discovered, careful investigation of enough shipping manifests, large organizations can even begin
an anomaly might lead to the development of new scientific piecing together detailed analyses of the flow of goods through
or magical principles or provide insight into existing ones. inhabited space. Though such findings might seem mundane,
Some anomalies might give hints about the history of the they provide keen insights into impending and ongoing warfare,
galaxy—its development over eons, the existence or activities migratory and economic activity, and social movements. PCs
of precursors (see Precursors on page 18), or even events might even pick up cargo jobs of their own; see page 166 for
that might have occurred during the Gap. Although seeking more information.
out, documenting, and unlocking the secrets of anomalies is Threats: Though hauling jobs are almost always available
a decidedly speculative endeavor, the potential benefits are in many corners of the galaxy, the work is anything but
so great that many wealthy individuals and organizations are reliable. Piracy is a real concern, especially far from major
willing to fund such efforts. population centers, but more mundane delays resulting from
Threats: Anomalies hold the inherent dangers of the docking, customs, or warehouse loading and unloading are
unknown. Experimenting with phenomena that depart from even more common and can be just as impactful. Multiple
the common understanding of reality carries a significant shipping delays with the same company, regardless of fault,
risk of dangerous—even fatal—consequences. Even during can result in being assigned less profitable runs or even none
more ordinary discoveries, it might turn out that an alien at all. Black- and gray market dealings are commonplace, and
relic is booby-trapped to keep it from falling into the wrong partaking in said activities or even being in the wrong place
hands, or that a strange sensor reading is actually bait from a at the wrong time can land a hapless hauler in legal trouble—
crew of pirates hoping to lure in and capture a well-equipped or worse.
scientific vessel. Character Hooks: A PC might be directly involved in or reliant
Character Hooks: A PC fascinated or repelled by the unusual on intergalactic trade or simply knowledgeable about it.
might have a connection to anomalies. • Your family has been running a backwater trade route for
• Studying anomalies is your life’s work. After receiving decades. However, recent Drift changes have put you in direct
a thorough education, you were hired by an exploratory competition with several large corporations who are severely
research organization. It’s steady work, but your sponsors undercutting you.
demand results. • As a current or former customs enforcement officer,
• You’re an undercover agent tasked with stealing the secrets you’re certain a regional shipping provider is running a
of anomalies controlled by rivals. Your ongoing mission is to find smuggling operation out of your port, but you have no
any such anomalies and learn as much as you can. concrete evidence—yet.
• As a scientific feature journalist, you regularly research, • You believe restrictions on the free transportation of goods
visit, and interact with known anomalies while preparing are harmful to everyone, and especially to your bottom line.
explanatory articles or vids for public consumption. You’ve found it much more lucrative to smuggle anything to
anyone who needs it.
CARGO HAULING
Nearly everyone in the galaxy needs external supplies to survive DIPLOMACY
or thrive. In many cases, these necessities must be transported Calm discussion can often be a preferable alternative to
across great distances, especially as population centers outgrow brute force as a means to any number of ends. Diplomacy
the resources of their local environs. Merchants constantly can occur between and among all sorts of entities, including

15
individuals, labor organizations, corporations, factions, and else, people looking to help others will have no shortage of
all levels of government. opportunity following a disaster.
Opportunities: Successful diplomacy is usually mutually Threats: A newcomer caught in the middle of a disaster might
beneficial for those involved, and most larger organizations be every bit as victimized as a local, but even those who arrive
devote at least some of their operating budget toward after the fact find a far more dangerous set of circumstances
attempting to resolve disputes amicably. Specific benefits than normal. Supply chains and housing are frequently
will vary drastically depending on the terms negotiated disrupted, and the resulting shortages might cause widespread
but might include cash, investments, property ownership, hunger, exposure, or disease. Looting and raiding, driven by
licenses, privileges, and even a more informal “shared desperation, are possible. Law enforcement might be stretched
understanding.” Individuals involved in the negotiating effort beyond capacity, possibly resulting in both draconian martial
are often paid well for their work, as a successful deal can law and pockets of anarchy.
lead to years of significant benefits for both sides. In some Character Hooks: Most PCs have encountered disasters in
cases, third-party negotiators aren’t paid for their labor but their lives; some might have even been the cause of one or two.
are instead permitted to include provisions that benefit • You volunteered to seek out resources to help your
themselves as part of the negotiated terms. community recover from a natural disaster and have been
Threats: For all those who would benefit from a diplomatic traveling ever since. When charity fails, you perform odd jobs
solution, there can be just as many at the fringes of such a to purchase the supplies they need.
situation hoping that it falls through. While most attempts • Whenever tragedy strikes, you’re always among the first
to undermine negotiations are carried out through legal (if on the scene to offer goods or services to those in need—above
questionably ethical) means, underhanded tactics such as market rate. When confronted, you claim it’s better than not
espionage, sabotage, and assassination aren’t uncommon, with providing them at all.
diplomatic staff frequently caught in the crossfire and needing • As a member of a government or independent relief agency,
protection or justice. A breakdown of international relations you’re frequently dispatched to help alleviate the immediate
might lead to war, sometimes with an immediacy that threatens needs of disaster-affected communities. It’s rewarding work,
the very people trying to prevent it. though sometimes the bureaucracy can be stifling.
Character Hooks: A PC might be professionally trained in
diplomacy or simply steeped in its customs. EXPLORATION
• As a professional mediator, you’re often called in to There’s a fundamental urge in nearly every culture to observe
assist conflicted parties in reaching a mutually beneficial the nearby world and record those observations. It’s fitting
compromise. It’s your job to remain neutral, but neither side that the same drive would carry forward into the endless
makes that easy. stellar frontier. Explorers seek to better understand the
• You take great pride in being one of a faction’s best cosmography in which they live and to share that knowledge
diplomats. Occasionally, you’re instructed to access and with others.
duplicate secret internal documents of rival factions, which is Opportunities: The recent Drift Crisis and subsequent
bound to get you in trouble someday. stabilization of the Drift lanes reset large chunks of galactic
• Diplomacy often brings together high-ranking officials, knowledge, immediately setting off a scramble to update old
making them prime targets for assassination. You’re hired for star maps. These efforts are ongoing and pay well, enticing
jobs of this sort—or to defend against those who are. many to sell their services as contracted explorers. Other
entrepreneurs prefer to freelance—exploring on their own terms
DISASTER until they find something interesting, then attempting to sell the
Natural dangers abound in the galaxy, whether on crowded knowledge to the highest bidder. In addition to accurate maps
Absalom Station or among the stars in the remote Vast. These of the Drift lanes, there’s great value in newly discovered star
threats range from terrestrial, such as plague, famine, flooding, systems, mineral deposits, life-forms, precursor artifacts, and
or seismic activity, to cosmic-scale, such as supernovas, gamma salvage of all kinds.
ray bursts, or galactic collisions. Whatever form they take, Threats: Exploration inherently carries an element of chance.
disasters are a disruptive force that create ample opportunity Will that new Drift lane open out onto an unoccupied solar
for change. system of habitable planets and plentiful resources, or an ancient
Opportunities: Destruction and displacement create myriad star mere moments away from going supernova? Environmental
immediate needs, along with plenty of opportunities for those dangers like corrosive nebulae rival sapient ones, such as claim
willing and able to fill those needs. Merchants are likely to find jumpers or hostile life-forms. The best explorers possess the
that they can command prices far above the normal market gumption to always push forward into the unknown, tempered
rate, so long as they’re willing to ignore the plight of the by an intuition for when they’re about to get in over their head.
destitute. Some unscrupulous individuals don’t even possess Character Hooks: Most PCs are no stranger to exploration,
what they’re allegedly selling, instead relying on their victims’ but for some of them, learning more about the galaxy is their
desperation to enact their schemes. A disaster frequently ultimate goal.
inspires cooperation between rival individuals or groups, • The Drift Crisis represents one thing to you—opportunity.
which might allow soured relationships to mellow. If nothing You’re always seeking out rumors of new and unexplored Drift

16
PORTS OF CALL 1
OVERVIEW

TRAVELING
THE GALAXY

PORTS

TRAVELER’S
TOOLBOX

INDEX

lanes nearby, knowing that one lucky break could completely silicon-based quorlu, often represent a unique opportunity for
change your prospects. cross-species collaboration.
• Since you were a child, you dreamed of exploring the vast Threats: Species without any sort of shared history often
emptiness out among the stars. Now, either independently find their perspectives to be vastly different from each other.
wealthy or bankrolled by a government or large corporation, If one or both conclude that the other is fundamentally
you’re able to do just that. incompatible, a peaceful first contact can rapidly devolve
• Before it was lost in war or cataclysm, your ancestral home into a frantic war for survival. Sometimes, this decision
world was uniquely suited to your species. Your people survive isn’t even intentional—with significant enough technological
as a diaspora but have never stopped searching for a new place disparities, communication failures, or other dissimilarities,
to call home. misunderstanding can pile upon misunderstanding in a
destructive spiral.
FIRST CONTACT Character Hooks: Some PCs are first contact specialists,
The initial meeting of two sapient species is an inflection point while others hope to be.
in both cultures’ developments—a complete re-contextualization • As an expert in linguistics, you’re often among the first
of the universe and their place in it for each. How both sides specialists brought in following an encounter with an unmet
react in those crucial first days and weeks can indelibly alter the civilization. Your efforts are instrumental in ensuring that a
trajectory of their relationship. peaceful and productive first contact is achieved.
Opportunities: The arrival of a new species to an existing • Your detailed profiles and exclusive interviews of newly
social and political landscape can provide everyone a chance discovered starfaring species have made you a media
to reevaluate the possibilities of cooperation. The sudden sensation throughout the Pact Worlds. You’re constantly
arrival of the Swarm, for example, quickly put an end to chasing new arrivals but hope to be the first to meet a new
over 250 years of warfare between the Veskarium and the culture someday.
Pact Worlds. New species are likely to have vastly different • Whether by design or circumstance, you were the first of
experiences in science, technology, philosophy, and other your species to make contact with another species, perhaps
kinds of knowledge, allowing for a rewarding exchange of from Near Space or the Vast. Despite—or because of—your many
ideas. Species of especially unique biochemistry, such as the differences, the time you’ve spent among them has been fruitful.

17
HEAVY INDUSTRY Opportunities: Piracy affords many a lifestyle beyond
The identification and extraction of bulk materials—as what they’re likely to attain in civilized society, albeit at the
well as their subsequent use in constructing components cost of a greatly shortened life expectancy. Though they
for interstellar-scale civil engineering, agriculture, energy operate outside the law, many pirates abide by a personally
generation, starship construction, and weapons manufacturing— significant code of conduct and will intentionally target or
are foundational for any starfaring society. Vast amounts of spare potential victims in accordance with that code. While
capital and labor are expended in pursuit of ever more reliable pirate crews often choose to work independently, it isn’t
and exploitable resources. uncommon for pirates to garner the support of a backing
Opportunities: With their deep pockets and desire for huge faction. Some seek quasi-legal status as privateers acting on
returns, industrial firms are usually eager to fund expeditions behalf of local or regional governments, while others join the
seeking out new sources of raw materials or research grants Free Captains or smaller regional pirate alliances.
for developing new compounds or improved manufacturing Threats: A victim of piracy that loses their starship’s
techniques. Independent freelancers frequently keep contact cargo can suffer consequences that might range from a mere
information for a few such firms in different industries inconvenience to existentially devastating, usually depending
readily available to easily sell their discoveries, inventions, on the victim’s means and access to recovering or retributive
or scientific breakthroughs. People with extensive ties in an measures. The ships themselves are also quite valuable, and
industry can sometimes gain opportunities unavailable to the pirates might insist on commandeering the vessel in addition
general public, such as wholesale pricing on certain kinds to plundering its contents. Some pirate crews might agree to
of goods, weapons, or vehicles, or access to prototypes of transport the ship’s former occupants to a nearby safe port;
new technologies. others might press-gang them into piracy themselves. The
Threats: Efficiency is one of the cornerstones of profitable cruelest pirates simply force the prior occupants out the
industry, and especially profit-driven entities often cut nearest airlock.
corners with regards to occupational safety. Supply chains Character Hooks: PCs might be former (or even current)
might lack redundancy and therefore become susceptible to pirates, or they might do everything in their power to counteract
mishap, and security forces might prove to be inadequate such villains.
for especially dangerous environs. Often, workers aren’t • Years ago, pirates captured your ship and ejected you
provided with purpose-built equipment and are expected in an escape pod for a laugh. You drifted for days before
to make do with the generic gear that they have to jury- being rescued. Since then, you’ve vowed retribution against
rig as best they can. New industrial installations frequently all pirates.
encroach on previously undisturbed habitats, and local life- • You have wealthy contacts who occasionally commission
forms often retaliate. Rival sabotage also poses a serious you to rob from their rivals while they maintain plausible
concern, especially for facilities deep in space and far from deniability. You’ve been trying to escape that life, but the money
any kind of law enforcement. is too good.
Character Hooks: Most PCs needn’t look too far for a • Whether out of desperation, greed, or the mere thrill, piracy
connection to interstellar industry, though some are closer is the life for you. You’re wanted in several systems, but the law
than others. hasn’t caught up to you—yet.
• After years of grueling labor for one of the larger starship
manufacturers, you finally commandeered one of their PRECURSORS
smaller vessels fresh off the line. Now you’re unemployed, but The progress of a civilization is neither linear nor unbroken, and
opportunities abound when you own a starship. the histories, cultures, scientific knowledge, and spiritual wisdom
• As a freelance bio-engineer, you spend much of your of those who came before are frequently lost to time. Whether by
time seeking out and cataloging new life-forms with potential design or circumstance, artifacts from ancient civilizations such
agricultural and pharmaceutical applications. as the Sivv Dominion or the kishalee are occasionally preserved,
• You’ve become radicalized against callous disregard and they can offer a wealth of knowledge. These artifacts might
for sapient life after being aggressively displaced to make consist of architecture, everyday objects, writings, art, or even
room for a new industrial facility. You now seek to sabotage tech relics (Starfinder Tech Revolution 64).
any resource-extraction or manufacturing facilities you Opportunities: Most artifacts can be plumbed for knowledge—
come across. directly in the case of writings or recordings, or indirectly via
study and research. In extremely rare cases, an ancient relic is
PIRACY a complete and fully functional tool of some kind, ranging in
Many pirates claim sections of well-traveled but poorly patrolled potential application from doomsday device to electric kettle.
space lanes, whether those traveled in normal space or in the Even if no immediate practical application can be found, a
newly formed Drift lanes (page 12), jealously defending their precursor artifact generally has archaeological value—providing
territory from rivals and shaking down passing starships until context for other discoveries or hints as to where further
the route dries up or a stronger force drives them away. Pirate artifacts of the same civilization might be found. Ancient
crews’ flexibility and the element of surprise are their greatest artifacts’ general rarity usually allows them to command a high
assets as they travel the stars looking for plunder. price on collector’s markets.

18
PORTS OF CALL 1
Threats: Precursor relics might be laden with traps, • You’ve been in the military for most of your life, but after a
inherently unstable, or otherwise dangerous in and of recent tour of duty, you were placed in inactive reserves. While OVERVIEW
themselves. Additionally, tampering with the remnants of a you struggle to integrate into civilian society, you have plenty
dead society can potentially reawaken whatever apocalyptic of downtime to explore. TRAVELING
threat laid waste to it in the first place, causing history to • Caught up in recent conflict, you lost your family, friends, THE GALAXY

repeat itself. The nature of the work itself also attracts danger, and most of your possessions while evacuating. Now, you’re
as unscrupulous treasure hunters find it easier to jump a claim focused on surviving day-to-day while searching for a new PORTS
than to find one of their own. home or familiar face.
Character Hooks: Many a starfaring PC inevitably encounters • In matters of warfare, someone is always willing to pay
TRAVELER’S
the remnants of precursors in their adventures, though some to gain the upper hand. You know that’s where the money is, TOOLBOX
specifically seek out these antiquities. which is why you offer your services to the highest bidder,
• Artifacts from long-dead civilizations are rare and valuable, possibly even at the expense of your conscience. INDEX
whether for scientific research, historical documentation, or
mere collecting. You’ve become adept at both acquiring such
relics and lining up buyers for them.
• For reasons unknown, you seem to be compulsively drawn
to ancient alien relics. Perhaps you have a psychic sensitivity to
some form of energy they emit, or maybe they were left behind
specifically for you.
• Your settlement built into a precursor ruin was pleasant,
until a wave of treasure hunters arrived looking for a big score.
Now you carry a grudge against those who seek to plunder
without regard.

WARFARE
Across the galaxy, economic and territorial expansion are
common motivations for warfare—along with religious,
xenophobic, and nationalistic causes. Others take up arms
because of a deep-seated compulsion, or even because they
find it enjoyable. Stranger still, some species have no readily
comprehensible motivations, committing acts of aggression
according to unknowable patterns or seemingly at random,
with no identifiable purpose.
Opportunities: Personal advantages for a member of the
military can vary dramatically based both on their role and
status as well as the general nature of military service within
the culture in which they serve. Militaries always need
supplies and services, consistently providing contractors
and fleet followers alike with ample patronage. While most
spoils of war go directly to the victorious government, there
are often residual benefits of a more personally exploitable
nature. For example, citizens of a victorious empire might
gain access to new settlement opportunities, natural
resources, or cultural theft.
Threats: While the clearest peril associated with war is
being on the wrong end of a weapon, there are many other
dangers that can affect even those not on the front lines.
Occupying forces are often abusive to locals, but trying to
evacuate a contested area is also fraught. The social breakdown
as settlements are abandoned often spurs an increase in
crime. Displaced refugees might strain the resources of the
communities hosting them, leading to tension. Resources
and political attention directed to the war effort can result
in shortages and mismanagement at home, which in turn can
spiral into civil unrest.
Character Hooks: Exposure to war, whether direct or indirect,
is common among starfaring PCs.

19
GIANT
Ancient beyond measure, giants have evolved into numerous
subspecies that thrive in harsh environments. However, they’re SPECIES TRAITS
best known for their prodigious strength, stature, and pride. Ability Adjustments: +2 Str, +2 Con, –2 Dex
Hit Points: 6
PHYSICAL DESCRIPTION Size and Type: Giants are Large humanoids with the giant
Giants are tall and muscular, ranging from 9–15 feet in height subtype. They have a space and reach of 10 feet.
depending on subspecies (though a few giants are much taller). Low-light Vision: Giants gain low-light vision.
Expert Thrower: As a ranged attack using two hands, a giant
SOCIETY can hurl an object or piece of debris with a minimum bulk of 3 and
According to legend, their gods forged the giants at the dawn of a maximum bulk equal to your Strength modifier +2. The debris is
time to endure for all ages. Thanks to their strength, adaptability, a basic melee weapon with the thrown property, the knockdown
and self-congratulatory mythology, giants are often incredibly critical hit effect, and a range increment of 5 feet × their Strength
proud. Giants care deeply for tradition and kin, commemorating modifier. It deals 1d6 bludgeoning damage. Picking up debris is a
their deeds and building bonds through media, tattoos, and stories. move action, but if a giant can draw a weapon without spending an
action (such as via the Quick Draw feat), they can pick up debris as
part of the action used to throw it once per round. They can’t use
this ability while encumbered or overburdened. A giant increases the
range increment of other thrown weapons they wield by 10 feet. At
5th level and every two levels thereafter, the damage dealt increases
by 1d6, though the number of damage dice can’t exceed the bulk of
the debris.
Skilled: Giants gain a +2 species bonus to Engineering and
Intimidate checks.
Subspecies: A giant gains additional abilities based on its
subspecies.
Fire: Fire giants have fire resistance 5, which stacks with one
other source of fire resistance. When wearing armor, their armor
check penalty is 1 less severe than normal, and any speed adjustment
from the armor is reduced by 5 feet (minimum –0 feet).
Hill: Hill giants gain a +2 species bonus to bull rush and grapple
combat maneuvers, and they gain a +2 species bonus to AC against
bull rush and grapple combat maneuvers.
Slag: Slag giants have fire resistance 5, which stacks with one
other source of fire resistance. They gain a +2 species bonus to
sunder combat maneuvers and ignore 5 points of an object’s hardness
when dealing damage.
Stone: Stone giants gain darkvision with a range of 60 feet, and
they increase the die size of damage dealt by debris they hurl from
d6s to d8s.

ADVENTURERS
A giant’s pride often drives them to test their strength against
unfamiliar environments, attain trophies of great deeds, and return
home with tall tales of their exploits. However, many chafe at other
settlements’ tiny amenities, encouraging giant adventurers to
explore wildernesses where their size provides a clear advantage.

NAMES
Names: Most giants have a single multisyllabic personal name
and can trace their lineage back as far as the Gap. Some sample
names include Akor, Elthel, Flega, Gehela, Igvale, Rigreth, Roros,
Sortar, and Vekora.

20
PORTS OF CALL 1
SELAMID OVERVIEW

Selamids are sentient oozes originating from the gravitationally TRAVELING


dynamic planet of Silselrik, where they build cities called SPECIES TRAITS THE GALAXY

megadoplexes on the backs of immense, wandering oozes. Ability Adjustments: +2 Dex, +2 Con, –2 Cha
Hit Points: 6 PORTS
PHYSICAL DESCRIPTION Size and Type: Selamids are Medium oozes with the selamid
A selamid’s body consists of flexible protoplasm contained within a subtype, but they don’t gain the normal ooze immunities.
TRAVELER’S
semi-rigid membrane, allowing the ooze to take a variety of shapes Advanced Ooze Biology: Selamids aren’t immune to critical TOOLBOX
as needed. These contortions only minimally impact a selamid’s hits, aren’t mindless, and can gain and use skills normally. For effects
bodily functions, largely thanks to a selamid’s host of redundant targeting creatures by type, selamids count as both humanoids and INDEX
organelles distributed throughout their mass, with few beyond the oozes (whichever type allows an ability to affect them for abilities
nucleus large enough to see. At the end of their 40-year lifespan, that affect only one type, and whichever is worse for abilities that
a selamid splits into two selamid descendants known as pairlings. affect both creature types).
Each retains a unique blend of their parent’s memories and Blindsight: Selamids have blindsight (vibration) with a range of
personality, creating an imperfect record of past lives’ experiences. 60 feet.
Gravity Adaptation: Selamids can take 10 on Athletics checks
SOCIETY AND ALIGNMENT in zero gravity.
Most selamids live in smaller communities of roughly a dozen Malleable: A selamid can manipulate and wear equipment as a
inhabitants. These families teach recently split offspring, who creature with two arms, and equipment and armor of the appropriate
learn to establish their own identity distinct from their forbears. size never needs to be adjusted to allow a selamid to use it. They gain
Pairling dynamics are usually emotionally charged, with the a +8 species bonus to Acrobatics checks to escape.
two becoming extremely close friends or hated enemies, and Sightless: A selamid can’t see and is never subject to any effect
the search for an identity often stems as much from sincere that requires them to see a target or effect.
curiosity as it does from the desire to be different from one’s
sibling.
Historically, selamid culture has no concept of gender,
though some selamids have begun exploring the idea as they
meet travelers from other worlds. Romantic attachments are
rare, and when they occur, they’re often long-lasting
and commemorated in a life fusion
ceremony to celebrate multiple
beings symbolically becoming one.
While selamids rarely wear clothing,
they do don armor as needed, easily molding
themselves into armor of sundry shapes. Selamids
enjoy accessories like jewelry, which they suspend
within their protoplasm in a protective vacuole. Their
habit of carrying items in full view of everyone is consistent
with the openness and honesty that define selamid culture.

ADVENTURERS
Cravings for novelty and self-discovery motivate many young
selamids, some of whom pursue the adventuring lifestyle
for excitement and experience. Mirroring their physiological
flexibility, selamids thrive when filling a range of team niches.
Even in the face of failure, they literally and emotionally bounce
back, providing positive encouragement to their companions.

NAMES
Because their spoken language incorporates various scrapes, pops,
and sighs as their membrane undulates and rasps against itself,
selamid names often include breathy vowels, as well as K and S
sounds. A selamid typically creates their own name a few
weeks after splitting. Sample names include Cuoptsee,
Deksiari, Hekshee, Pehtias, Shuhulunsal, and Umkuolsis.

21
THYR
Thyrs are intelligent oozes composed of buoyant gas who wear
containment suits to protect themselves and interact with the SPECIES TRAITS
world around them. Ability Adjustments: +2 Int, +2 Wis, –2 Str
Hit Points: 2
PHYSICAL DESCRIPTION Size and Type: Thyrs are Medium oozes.
A thyr is a swirling cloud of buoyant gas whose outer molecules Amorphous: A thyr’s body is malleable and shapeless. They have
form a thin, malleable membrane. Their bodies lack any set the amorphous universal creature rule. They don’t take double damage
form and can adopt vague shapes, though never with enough from critical hits but are affected by critical hit effects normally.
precision to convincingly replicate other creatures. As this Gaseous: Thyrs have a base speed of 10 feet and an extraordinary
physiology is impractically fragile and lightweight for many fly speed of 30 feet with average maneuverability.
day-to-day tasks, thyrs typically inhabit containment suits, Limited Telepathy: Thyrs have limited telepathy with a range
armor, and other full-body attire that stabilize their form. of 30 feet.
Without organs or even brains, thyrs form memories and Psychic Linguist: Thyrs gain a +2 species bonus to Culture
skills by recombining their gases into complex neurological checks. Once per day, a thyr can cast comprehend languages as a
chains that float microscopically throughout their bodies. Able spell-like ability. At 10th level, a thyr can cast tongues as a spell-like
to live for centuries, a thyr’s natural life ends in one of two ability. Their caster level equals their character level.
ways: they incorporate outside gases and split into two new Thermal Consumption: Thyrs consume thermal energy.
They have fire resistance 5, which stacks with one other source
of fire resistance. Once per day as a reaction when a thyr takes
fire damage, they can increase their fire resistance by 5 until the
beginning of their next turn. Until the end of their next turn, all of
the thyr’s speeds increase by 30 feet, to a maximum of twice their
normal speed using that form of movement. This increase counts as
an enhancement bonus.

thyrs with childlike intellects, or they destabilize spectacularly,


like a star undergoing supernova.

SOCIETY AND ALIGNMENT


Thyrs are intelligent telepaths with keen memories and a knack
for untangling codes and linguistic cues. Most enjoy logic games,
mathematics, poetry, puzzles, riddles, and learning new languages.
Thyrs evolved on Bastiar-7, a gas giant in the Scoured Stars
system. Alongside numerous other species who formed the
Kreiholm Freehold, they fled the system to escape an overbearing
deity; only recently have a few thyrs returned to the system. In
their long diaspora, thyrs developed a reputation for sagacity,
long memories, and boundless curiosity.

ADVENTURERS
Thyrs have only begun traveling widely in the past few years,
making wandering thyrs ambassadors for the Freehold and its
people. Those who travel are often hunting for information—the
answer to a question, data for a research project, or simply
knowing what lies beyond the horizon.

NAMES
Thyrs adopt a sentence or phrase as their name and adopt a new
name or alter their existing name at will. Some sample names
include Buoyant Joy, Past Sleeps Within, Speaks Forgotten
Words, Summer’s Last Breeze, Treads the Clouds.

22
PORTS OF CALL 1
XULGATH OVERVIEW

Xulgaths are reptilian humanoids who originated on lost Golarion. TRAVELING


SPECIES TRAITS THE GALAXY

PHYSICAL DESCRIPTION Ability Adjustments: +2 Str, +2 Con, –2 Cha


Xulgaths average around 5 feet tall and 150 pounds. Females Hit Points: 4 PORTS
tend to be slightly larger and heavier. Xulgaths give birth to Size and Type: Xulgaths are Medium humanoids
live young in clutches of one or two. They have glands on either Ancestral Knowledge: Xulgaths can choose one Intelligence-
TRAVELER’S
side of their neck that produce pheromones that, though often based skill. That skill becomes a class skill. If it’s already a class skill, TOOLBOX
offensive to the senses of other species, are a vital part of the they instead gain a +2 species bonus to the skill.
xulgath language and communication. Pheromone Cloud: Once per day as a standard action, a xulgath INDEX
Due to evolving in lightless conditions, most xulgaths are can create a stench cloud around themself with a radius of 5 feet for
shades of white or gray. Communities that migrated to live 1d4 rounds. Creatures who enter the cloud must attempt a Fortitude
aboveground are known to develop more vibrant colorations save (DC = 10 + the xulgath’s level + their Con modifier) or become
over generations. sickened for 1 round. This is a poison effect.
Xulgaths are strong and hardy, but because their language Xulgath Senses Xulgaths have blindsense (scent) and darkvision
involves complex pheromones as well as spoken words, non- with a range of 60 feet.
xulgaths can find them reticent and off-putting and are often
unable to discern the full meaning of what a xulgath says.
Contrary to some prejudiced beliefs, xulgaths don’t always
have an offensive odor but actually have acute control over
this aspect of their physiology and will frequently adjust the
way they communicate with one another so as to not offend
their neighbors.

SOCIETY AND ALIGNMENT


Xulgaths are natives of lost Golarion that spread through the
galaxy mostly as drow labor, though they’ve since established
their own communities. Xulgaths have one of the longest
recorded histories for an intelligent species, but after millennia
of intentional cultural erasure, much of this history has been
lost. What remains is passed down through oral-olfactory
storytelling and doesn’t exist in a written form. Due to frequent
resource scarcity throughout their history, xulgath society is
quick to disregard those deemed weak, which can come across
as callous to other species. Xulgaths tend to value individual
strength and are quick to propose contests of prowess (not
necessarily physical) as a means to solve conflicts. Xulgath
collectives tend toward neutrality, though individual xulgaths
run the gamut of alignments.

ADVENTURERS
Many xulgaths take to adventuring easily. A xulgath
might adventure as a way to prove or hone their
strength and for the opportunity to take on
ever-increasing challenges. Some xulgaths are
reluctant to take on support roles when in an
adventuring team, so they’re more likely to be
seen on the front lines rather than behind their allies.

NAMES
Xulgaths often pass down the names of remarkable ancestors.
Many names have been passed down from the ancient civilizations
of Lost Golarion, even if the original namesakes themselves have
long been forgotten. Sample xulgath names include Resh, Amat,
Xikar, Mitun, Utuath, and Ninsuth.

23
EXPANDED DOWNTIME
An adventurer’s journey through the galaxy is often punctuated by thrilling
yet short-lived encounters, where split-second decisions can mean the
difference between life and death. Time between such adventures doesn’t
have to be dull, however, and whether traveling through the Drift or
lying low in a city between missions, there are plenty of opportunities to
spend your downtime productively. The activities in this section use the
downtime system presented on pages 150–155 of the Starfinder Character
Operations Manual.

CATALOG CREATURE a qualifying data set for the purposes of recalling knowledge
You make a close study of a particular creature in the wild. about the cataloged creature, identifying related creatures, or
Activity: You spend the day recording detailed notes about the performing the research downtime activity about the creature
behavior, diet, physiology, and other details of a creature or group or a closely related topic (at the GM’s discretion).
of creatures that you observe for at least 8 hours. Typically, the
creature you observed should have an Intelligence modifier of –3 CHANNEL DIVINITY
or lower, though you might be able to catalog a more intelligent You spend time in religious contemplation and reflection, or
creature type at the GM’s discretion. You must have a journal in direct service of your chosen deity. This activity references
(digital or otherwise) in which to record your observations. anathema, edicts, and blessings associated with a deity; this
Results: You gain an insight bonus that you can apply in one of information appears on pages 100–119 of Galactic Magic for
three ways when interacting with the studied species: a +2 bonus the 20 deities featured in the Core Rulebook. At the GM’s
to your initiative check when fighting the species, a +2 bonus to discretion, you can use this downtime activity to commune
a saving throw against a special ability of that species, or a +3 with a different deity whose anathema, edicts, and blessings
bonus to a Charisma-based skill check to influence that species. use these as guidelines.
You must choose to apply the bonus before attempting the roll. Activity: You spend the day communing with your deity
Multiday: If you spend one week cataloging the species, you through thought or action. Select one of the following activities
can use the journal in which you gathered this information as and attempt a Mysticism check (DC = 15 + 1-1/2 × your level).
Atone: You engage in rituals to appeal to your deity, asking for
forgiveness for having taken an action that’s anathema to them.
Espouse: You perform an activity in line with your deity’s
edicts. You can’t select this activity if you have taken actions that
are anathema to that deity unless you first atone for them.
Results: If you choose the atone activity and succeed at
the Mysticism check, you successfully atone for minor activities
that are anathema to your deity (at the GM’s discretion) and
regain their tacit approval. This doesn’t atone for major
infractions outright (which often require significant personal
sacrifice or quests), but this activity might be part of atoning for
such transgressions.
If you choose the espouse activity and succeed at the
Mysticism check, you gain one of that deity’s blessings on the
following day. The exact effect of the blessing is determined by
the GM, but it typically manifests in a way that conveys your
deity’s minor intervention.

COMPANION CARE
You spend quality time with your creature companion.
Activity: You spend the day bonding with a creature
companion (Starfinder Alien Archive 3 149), whether through
exercise, grooming, training, or other focused activities.
Results: If you haven’t yet bonded with your creature
companion, you can attempt the Survival check to do so with a
+5 circumstance bonus at the end of the day.

24
PORTS OF CALL 1
If you’re already bonded with your creature companion, you restores additional Hit Points. If you succeed at the Mysticism
gain three benefits that last until the end of the day. First, the check, the new serum heals 2 additional Hit Points per die rolled OVERVIEW
distance at which you can control your creature companion (such as 3d8+6 Hit Points for a mk 2 serum of healing). If you
increases by 10 feet. Second, the saving throw DCs of your exceed the DC by 5 or more, treat any die result of 2 or less as TRAVELING
creature companion’s abilities increase by 1. Finally, your creature though it were a 3 to calculate the number of Hit Points the THE GALAXY

companion can score a critical hit on a natural 19 (in addition to serum restores. If you fail the Mysticism check by 5 or more,
a natural 20), though the first time it scores a critical hit on a 19, the serum is rendered inert and doesn’t restore any Hit Points. PORTS
this third benefit ends until you use this downtime activity again.
INVEST TRAVELER’S
COOK FEAST You make an investment of credits you believe (or hope) to be wise. TOOLBOX
You turn your culinary talents to your allies’ benefit. Activity: You spend the day researching available financial
Activity: You spend the day preparing an extravagant meal vehicles in which you can invest, such as stocks, property, or INDEX
for up to 15 people (including yourself). You must have access commodities. You must have access to the infosphere of a world
to a kitchen or starship galley and to premium ingredients. or system whose economy supports such activity (at the GM’s
Purchasing these ingredients typically costs 5 credits per person discretion). You choose to invest a specific amount between
fed; alternatively, you can forage for ingredients with the live 1,000 and 100,000 credits; you lose access to these credits.
off the land task for Survival or another character can acquire After one month, roll a d%, and at the GM’s discretion, add
ingredients you use during the same period using the gather your ranks in one relevant Profession skill (such as accountant,
resources downtime task. Attempt a Culture, Profession (cook), corporate professional, or financier) to the result.
or Survival check with a DC equal to 15 + 1 for each creature fed. Results: Consult the following table, using the result of your
If you use Profession (cook) for this check, reduce the DC by 5. d% roll to see the results of your investment. If you have any
Allies can aid your skill check as a downtime activity. investment remaining, you can either withdraw the credits or
Results: Allies who partake of your feast can do so in addition to leave them invested and attempt this roll again in one month,
any other downtime activity they’re performing. If you failed the repeating the latter until you have no investment remaining.
check by 10 or more, you created an inedible meal. If you failed
D% RESULT
by 9 or less, the meal is nutritious but provides no special benefit.
01–15 You lose the entirety of your investment.
If you succeeded at the check, anyone partaking regains an
16–50 You lose 50% of your investment.
additional Hit Point for every two character levels they have
51–75 Your investment increases by 10%.
(minimum 1) after their next full night’s rest, and each gains a +1
76–95 Your investment increases by 50%.
morale bonus to their next saving throw made against disease or
96+ Your investment increases by 100%.
poison within 24 hours. If your check result exceeded the DC by 10
or more, you also increase the morale bonuses anyone partaking in Special: This downtime activity could provide exceptional
the feast receives from downtime activities by 1 for 24 hours. profits during adventures that last many months. The GM might
limit the amount you can earn from this activity each level to
DEBRIEF the wealth of 2 encounters of your level (Core Rulebook 391).
You study your opponents and review your combats.
Activity: You spend the day reviewing and learning from the MARATHON ENTERTAINMENT
previous day’s conflicts. You fully immerse yourself in a single intellectual property.
Results: Based on what you accomplished the previous day, Activity: You spend the day watching vids or playing games
you gain a useful insight that you can expend in one of two focused on a single specific intellectual property (such as a
ways on the following day. single holovid series or multiple instances of entertainment that
Learn from Failure: If you rolled a 1 on an attack roll, skill check, include the same characters).
or saving throw the previous day, you can expend the insight to Results: For the next week, you gain a +2 insight bonus to
reroll a natural 1 on a d20 roll and use the second result. Diplomacy checks to improve the attitude of fans of that specific
Learn from Success: If you scored a critical hit, you can expend intellectual property. You also gain a benefit for the following day
the insight to roll 1d3 and add the result as a circumstance bonus depending on the genre of the entertainment, as listed below.
to one attack roll you just made (after seeing the roll but before Action/Adventure: The first time you roll an initiative check,
learning the result) against a creature of the same creature type you gain a +2 morale bonus to the check and gain temporary
that you critically hit to earn the bonus. Hit Points equal to your key ability score modifier for 2 rounds.
Comedy: You gain a +1 morale bonus to Medicine checks.
DISTILL SERUMS Drama: You gain a +1 morale bonus to saves against emotion
You tinker with the potent magic of certain serums. effects.
Activity: You spend the day carefully distilling and monitoring Horror: You gain a +1 morale bonus to saves against fear effects.
two serums of healing of the same item level. At the end of the Mystery: Choose one Intelligence-, Wisdom-, or Charisma-based
day, attempt a Mysticism check (DC = 10 + the level of the serum). skill. You gain a +1 morale bonus to checks made using that skill.
Results: You combine the two serums into a single serum of Romance: You gain a +1 morale bonus to saving throws
healing that functions normally for a serum of its level, except it against charm effects.

25
MECH SYSTEM DIAGNOSTICS Results: Consult the following table, using the result of your
You fine-tune one of your mech’s systems, reinforcing it against Constitution check to see the results of your activity.
future damage.
Activity: You spend the day building in redundancies to
WILL
RESULT
CHECK
one of your mech’s components. Choose one of the following:
upper limbs, lower limbs, frame, auxiliary systems, power You’re overwhelmed by the apparent successes of others
1 or less and fall into a funk. Any morale bonuses you would gain for
core, or cockpit.
the next day are reduced by 2.
Results: Once per hour on the next day, when your mech
2–5 You maintain your account in good standing.
experiences system failure and you roll to see which system
malfunctions, if you roll the system you chose, you can reroll and You connect with a new subset of users and learn
6–15 something new. You gain a +2 insight bonus to your next
use the second result to determine which system is damaged.
skill check to recall knowledge attempted in the next day.

SCHMOOZE 16–24
Another user, impressed by your skill, hires you for
consultation. This pays 50 credits per level and doesn’t
You get to know the local populace.
require any additional time spent.
Activity: You spend the day in a small settlement (or a
neighborhood of a larger settlement) talking to influential and A fan or friend is inspired to send you a personal item (from
25+ Starfinder Core Rulebook or Starfinder Armory) worth 1000
connected locals. At the end of the day, roll a Charisma check,
credits or less.
adding 1 to the result for every 3 ranks you have in Diplomacy.
In notably friendly or unfriendly areas, the GM might apply a +2
or –2 penalty to this check, respectively, or as much as a +5 or –5 SPELLCRAFT
penalty for extraordinarily welcoming or xenophobic places. This You devise a magical trick to temporarily enhance a spell.
activity can be performed only once per week per settlement. Activity: You spend the day focusing your energies on a
Results: Consult the following table, using the result of your single spell. Choose a spell you know and attempt a Mysticism
Charisma check to see the results of your activity. check (DC = 10 + the spell’s level + your level).
Result: If you succeed at the Mysticism check, once before
CHARISMA the end of the following day, you can apply one of the following
RESULT
CHECK
benefits to the chosen spell. You must choose the benefit as
You not only fail to make any connections, but you you cast the spell, and some benefits can only be applied to
2 or less mistakenly offend an influential local. You take a –2 penalty
spells from a specific school. If you exceed the Mysticism
to Diplomacy checks in this settlement for one week.
check’s DC by 10 or more, you can apply a benefit each time
You’re unable to gain a meaningful foothold in the you cast the spell before the end of the following day.
community, but you gather some information that comes in
3–5 Calculated: If you roll one or more dice to determine how
handy, giving you a +2 insight bonus to the first Diplomacy
check you attempt in this settlement in the next week. much damage the spell deals or how many Hit Points or Stamina
Points it restores, the first time you roll these dice, you can
You get to know the local movers and shakers personally.
6–15 The first time in the next week you would fail a Diplomacy reroll any die result of 1 and must use the second result.
check in this settlement, you can reroll that check. Convincing (illusion only): Creatures attempting to disbelieve
an illusion you cast as a move action take a –2 penalty to their
As 6–15, plus an influential community member likes
your style and talks you up around town. You gain a +2 Will saves. A creature takes no penalty if it interacts with the
16–24 circumstance bonus to Diplomacy checks in this settlement illusion as a standard action.
for one week, and your attempts to gather information take Expert: Treat your caster level as 1 higher when casting the spell.
1 hour rather than 1d4 hours. Overpowering: Increase the spell’s saving throw DCs by 1.
You become something of a minor local celebrity. You gain Precise: You gain a +1 bonus to any attack rolls you make with
the benefits of 6–15 and 16–24 results above, and you also the spell before the beginning of your next turn, and those attacks
25+
gain a +2 circumstance bonus to Profession checks in that reduce any AC bonus the targets receive due to cover by 1.
settlement for one week.
Protective (abjuration spells only): One creature affected by
the spell gains a +1 bonus to AC for 1d4 rounds.
SOCIAL MEDIA CURATION
You immerse yourself in social media. STARSHIP SYSTEM DIAGNOSTICS
Activity: You spend the day crafting or curating a social You examine and bolster your starship’s systems.
media profile and interacting with others on it. At the end of Activity: You spend the day building in redundancies to one
the day, roll a Charisma check, adding 1 to the result for every of your starship’s systems. Choose one of the following: life
3 ranks you have in Diplomacy or a relevant Profession skill. At support, sensors, weapons array, engines, or power core.
the GM’s discretion, if you have an ability that directly enhances Results: Once per starship combat on the following day,
your fame or fan engagement (such as the icon theme’s celebrity when your starship takes critical damage and you roll to see
ability), you gain an additional +1 circumstance bonus to this which system is damaged, if the system you chose would be
check. You can perform this activity only once per week per affected, you can choose to reroll and use the second result to
social media account. determine which system takes critical damage.

26
PORTS OF CALL 1
OVERVIEW

TRAVELING
THE GALAXY

PORTS

TRAVELER’S
TOOLBOX

INDEX

TALK THERAPY gain a +2 morale bonus to initiative checks in that location


You offer an ally a friendly ear and a bit of wisdom. for one week.
Activity: You spend the day talking with and listening to
an ally, and this ally can’t perform any downtime activity for
CHECK RESULT
the day except this one, with you as their ally. At the end of You accidentally dispose of a random consumable item (or
1 or less
the day, attempt a DC 10 Wisdom or Charisma check, adding 250 of your credits if you don’t have a consumable item).
1 to the result for every 3 ranks you have in Diplomacy or 2–5 You gain the satisfaction of a job (mostly) well done.
a relevant Profession skill (such as counselor, manager, 6–15 You find 1d20 physical credits.
or psychologist). You find a personal item of negligible bulk worth 100 credits
16–24
Results: If you succeed, your ally gains a +1 morale bonus to or less.
saving throws against mind-affecting effects for the following
You find a personal item or weapon accessory (Starfinder
day. If you exceed the check’s DC by 5 or more, the bonus 25+
Armory 58) worth 1,000 credits or less.
increases to +3. If you fail the check, decrease the activity’s DC
by 5 the next time you and that ally attempt this downtime
activity with one another. TUTOR
You share your skills with an ally.
TIDY UP Activity: Choose a skill in which you have at least 3 ranks. You
You get around to cleaning and organizing your living or spend the day teaching a willing ally whose number of ranks in that
traveling environment. skill is at least 3 lower than yours; the ally must use their downtime
Activity: You spend the day tidying your starship, living studying with you. At the end of the day, your ally attempts a DC
quarters, campsite, or other place you spend significant time. 10 ability check, using the ability associated with the chosen skill.
At the end of the day, roll a Constitution check or Wisdom Result: If your ally succeeds at the check, they count as
check. This activity can be performed only once per week in being trained in that skill until the end of the following day. In
the same location. addition, before attempting a check with that skill, the ally can
Results: Consult the following table, using the result of add a +3 insight bonus to their check; they can apply this bonus
your check to determine the results of your tidying. You also three times during that day.

27
STARSHIP OPTIONS
The post–Drift Crisis market has demanded spacefaring that less relies on
technology and more embraces enchanted or magically enhanced systems
and propulsion. The far reaches of space are filled with countless ports and
sites to see; sometimes, the journey is more important than the destination.
Indeed, other times the destination is the ship itself. From huge luxury
starliners to plucky tug ships, the galactic hubs of society are ready to cater
to any itinerary at any price.

STARSHIP SYSTEMS housed in a garage, repairs on it take half the time. A vehicle can
Destinations throughout the galaxy are home to entrepreneurs be deployed from the garage directly to the surface if the ship has
and inventors who constantly create new systems they hope landed, or it can be loaded into an available drop pod (Starfinder
will dominate the starship and tourist markets. Starship Operations Manual 25) or sky crane (page 29).

Expansion Bays Garage, Massive


The following options are available for ships with open Massive garages function as garages, can be mounted on Huge
expansion bays. or larger ships, and take up two expansion bays. They can house
1 Colossal, 2 Gargantuan, 4 Huge, or 16 Large terrestrial vehicles.
Agricultural Suite
Popular on colony ships and some luxury cruisers, this layered Lido
combination of hydroponics and livestock, animal care facilities, This ship area features lawns, pools, and other traditional
biowaste conversion, and food processing takes up four expansion outdoor recreational facilities and sometimes has exterior
bays. It provides food indefinitely for up to 200 Medium-sized views through a transparent forcefield or dome. A lido is
creatures so long as the PCU requirements are met. designed to maximize relaxation with calming music, simulated
sunlight, and other factors to recharge guests and crew. Luxury
Arena liners often include a lido, but they can be found on smaller
This massive sports grid and concert venue requires three ships as well. You can use a lido for 4 hours before using the
expansion bays and can be installed only on Huge or larger carouse downtime activity (Character Operations Manual 151);
starships. Extensive seating, speakers, and vidscreens allow this reduces the cumulative penalty to the saving throw for
someone using the entertain downtime activity (Starfinder carousing repeatedly by 2.
Character Operations Manual 152) to affect up to 200 willing
creatures. The DC of their entertain check is equal to 10 + 1 per Mech Bay
20 creatures they’re entertaining + 1-1/2 × the average character A mech bay takes up two expansion bays and can be installed
level or CR of those they’re entertaining. only in a Large or larger ship. It can store 4 Huge mechs, 2
Gargantuan mechs, or 1 Colossal mech. While a mech is housed
Atmospheric Bubble in a mech bay, repairs on it take half the time and shield
Whether through careful enhancements to existing shield regeneration is twice as fast. Mechs can be deployed from the
emitters or magic, the area within 15 feet of the starship bay directly to a planet’s surface if the ship is landed, or they
contains a breathable atmosphere and protection from cosmic can be loaded into an available drop pod (Starship Operations
radiation. This expansion can also provide artificial standard Manual 25) or sky crane (page 29).
gravity on the ship’s hull, if desired.
Menagerie
Display Room Whether looking to transport and research zoological specimens
Whether it’s used as a public museum or a private collection, or display living trophies, a menagerie provides a place to
this often-understated room highlights the special few objects house, care for, and observe alien creatures in environmentally
placed in it and has comfortable seating for reflection and controlled cages. Four Medium creatures, two Large creatures,
contemplation. At a GM’s discretion, a display room can be or one Huge creature can be maintained comfortably. These
used for the lounge or research downtime activities (Character numbers can be doubled if the comfort of the captured aliens
Operations Manual 153–155). isn’t a concern, though the risk of sickness and violence
increases. Held creatures can be used for the research downtime
Garage activity (Character Operations Manual 155), and the facility can
A garage must be mounted on a ship that’s Small or larger. It be used for the lounge downtime activity (Character Operations
can store 1 Large or smaller terrestrial vehicle. While a vehicle is Manual 153).

28
PORTS OF CALL 1
OVERVIEW

TRAVELING
THE GALAXY

PORTS

TRAVELER’S
TOOLBOX

INDEX

Sky Crane STARSHIP SYSTEMS


A sky crane uses massive parachutes and thrusters to transport
SYSTEM PCU COST (IN BP)
terrestrial vehicles and mechs from a starship in orbit or the
atmosphere to the ground and back again. The sky crane Agricultural suite 5 15
requires two expansion bays on its own as well as appropriate Arena 20 15
storage, such as a mech bay (page 28), and can deploy or Atmospheric bubble 2 5
recover one mech or vehicle per hour. Display room 1 1
Garage 5 6
Temple Garage, massive 10 10
A temple is a space dedicated to worship and meditation. Most Lido 2 10
temples are dedicated to specific deities, though it isn’t unheard Mech bay 15 15
of to find temples dedicated to general connections, multi- or Menagerie 1 5
non-denominational worship, or simple meditation. Sky crane 10 5
During downtime, a mystic or other faithful can use a temple Temple 0 1
for the entertain downtime activity (Character Operations Manual Zero-g hold 2 2
152) for other willing participants and substitute a Mysticism skill SECURITY
check for the normal Profession skill check. A temple also grants Smoke screen 2 2
a +1 circumstance bonus to Mysticism checks made as part of the Weapon hatch 4 1/3 × weapon cost
channel divinity downtime activity (page 24). OTHER SYSTEMS
C-I baffle 1 5
Zero-G Hold Luxury ship framework 0 1/4 × base frame cost
This cargo hold uses graviton dampers and opposing gravity Magic power core, arcane dawn 300 35
generators to maintain zero gravity within the hold, whether Magic power core, arcane zenith 400 45
in space or on a planet. A zero-g hold can be installed in the Magic power core, arcane dusk 600 65
same expansion bay as a sealed environment chamber (Core Magic sensors 0 Sensors cost
Rulebook 299). Magic thrusters 0 1/5 × base frame cost

29
Mass simulator, mk 1 10 20 space yachts for the rich and famous, while others are massive
Mass simulator, mk 2 20 40 mobile resorts and casinos.
Mass simulator, mk 3 30 60 A luxury ship framework must be purchased at the same time
Mass simulator, mk 4 40 80 as a Medium or larger starship base frame. Applying the luxury
Modular service robots 50 15 ship framework to a base frame costs an amount of BP equal
Teleportation interstellar drive 75 15 × size category* to one-quarter the base frame’s BP cost (minimum 1). A starship
*For the purposes of this calculation, Tiny = 1, Small = 2, Medium = 3, etc. with the luxury ship framework has the following abilities.
Crew Requirements: Keeping guests happy and well-attended
Security is critical to a luxury vessel’s success. In addition to its minimum
The following new security options are available. crew requirements, a luxury ship must have one crew member
for every guest.
Smoke Screen Staterooms: A luxury ship is designed to house guests and
Mounted on the underside of a ship, this device, when activated, keep them comfortable. A luxury ship has extra expansion bays
emits a thick cloud of smoke and mist that billows forth constantly equal to its normal number of expansion bays. These additional
for one minute. During this time, all creatures directly underneath expansion bays can be used only for luxurious guest quarters,
the ship have total concealment; those within 20 feet of the ship recreation suites, or other expansion bays intended primarily
have varying degrees of concealment determined by the GM. for guests, as determined by the GM.
Vulnerable: Luxury ships can’t add additional weapon mounts.
Weapon Hatch
A weapon hatch conceals a single weapon mounted on the ship Magic Power Core
(until it’s fired). A science officer’s scan action reveals this weapon A life-giving tree of light with roots penetrating every corner of
only on the 5th level of information discovery (instead of the 3rd). the vessel feeds magic energy directly into various subsystems.
A crystalline cable network lines bulkheads and converts the
Other Systems unrealized dreams of the crews into a memetic turbine. A creature
captured from the outer planes churns the energy dynamos of a
C-I Baffle null-space reactor. However it accomplishes the task, a magical
The counter-inertial baffle system allows a starship to suddenly power core converts magical energy into usable power for a
and dramatically change its facing with no other indication that starship. These hybrid devices don’t have backup battery systems,
it was going to do so. Once per starship combat, the starship’s but in emergencies, a spellcaster can feed spells into a magic
pilot can attempt the flip and burn stunt with a +2 bonus. power core to power life support, gravity, and comms (but no other
systems). Each spell slot sacrificed to the power core provides 2
Luxury Ship Framework hours of emergency power per level of the spell slot. An arcane
Luxury ships are designed to enable especially comfortable dawn magic power core can be used on Tiny, Small, and Medium
travel to all manner of destinations—and often to extract as much ships. An arcane zenith core can be used on Medium,
money from guests as possible. These ships ply the galaxy’s Large, and Huge ships. An arcane dusk core can be
better-known space lanes with regularity and fanfare. Some are used on Huge, Gigantic, and Colossal ships.

Magic Sensors
Magic sensors, whether enchanted crystals or
rune-encrusted lenses, can be purchased
alongside normal sensors at an
additional cost equal to the normal
sensors’ cost. Outside starship combat,
a crew member can use magic sensors to detect
magic (as the spell) to a range of 1 mile from the ship.

Magic Thrusters
Magic thrusters use arcane energy to move a starship and can
provide improved handling. Magic thrusters are purchased
and installed along with typical thrusters, at an additional cost
equal to 1/5 of the starship frame’s BP cost (minimum 1). Magic
thrusters grant an additional +1 Piloting modifier and reduce the
distance between turns by 1 (minimum 0).

Mass Simulator
A specialized mass driver enables smaller vessels to tug
larger vessels or objects in busy docks or mining operations.

30
PORTS OF CALL 1
STARSHIP WEAPONS
LIGHT DIRECT-FIRE WEAPONS RANGE SPEED DAMAGE PCU COST (IN BP) SPECIAL PROPERTIES OVERVIEW

Hawser, hook Short — 1d4 5 14 Tractor beam


Arcane rail, mk 1 Short — 1d4 10 5 MysticalSOM, unerring TRAVELING
THE GALAXY
LIGHT TRACKING WEAPONS RANGE SPEED DAMAGE PCU COST (IN BP) SPECIAL PROPERTIES
Antimagic missile Medium 10 2d6 5 8 Antimagic, mysticalSOM
PORTS
HEAVY DIRECT-FIRE WEAPONS RANGE SPEED DAMAGE PCU COST (IN BP) SPECIAL PROPERTIES
Hawser, harpoon Medium — 4d6 30 20 Tractor beam
Arcane rail, mk 2 Short — 1d6 10 20 MysticalSOM, unerring TRAVELER’S
TOOLBOX
HEAVY TRACKING WEAPONS RANGE SPEED DAMAGE PCU COST (IN BP) SPECIAL PROPERTIES
Antimagic missile Medium 10 4d6 10 15 Antimagic, mysticalSOM
INDEX
CAPITAL DIRECT-FIRE WEAPONS RANGE SPEED DAMAGE PCU COST (IN BP) SPECIAL PROPERTIES
Hawser, grappler Long — 2d4 × 10 30 45 Tractor beam
Arcane rail, mk 3 Short — 1d6 × 10 15 30 MysticalSOM, unerring

When using a weapon with the tractor beam special property, condition, and the ship can power only life support, gravity, and
the mass simulator allows the firing vessel to affect ships a comms until the systems are repaired.
number of size categories larger that’s equal to its mk level. For
example, a Small ship with a mk 4 mass simulator can target Base Frame
and move a Gargantuan vessel with a gravity gun. Busy ports, mining facilities, and even wranglers of starship-scale
creatures often need smaller, maneuverable ships to move larger
Modular Service Robots ships, objects, or creatures around tight spaces. These tugs can
To help minimize crew cost and space requirements, enterprising mount large tractor beams and often employ mass simulators
starliners have developed robotic servants that can readily swap (page 30) to achieve these functions. However, some take
functions by way of interchanging modular parts. These robots advantage of these utilitarian frames to mount unexpectedly
operate under the guidance of the ship’s computer and travel large weapons on comparably small ships.
about the ship on specially designed lanes, out of the way of
guests and crew. While they fulfill simple, daily tasks on a ship TUG
in a usually unremarkable way, they can exhibit eccentricities if Size Small
their software isn’t well maintained. Maneuverability good (+1 Piloting, turn 1)
A ship with a modular service robot system halves the time HP 35 (increment 10); DT —; CT 7
it takes to make repairs. Mounts forward arc (1 light), turret (1 heavy)
When installed in a luxury ship (page 30), a modular service Expansion Bays 1
robot system also replaces the crew required to accommodate Minimum Crew 1; Maximum Crew 2
guests with simple, modularly constructed robotic servants. Cost 10
These robots care for the ship, its crew, passengers, and each
other, and they can operate most expansion bays. These robots STARSHIP WEAPONS
can’t take combat actions, but they also don’t require crew The starship weapons listed on the table on this page are
quarters, freeing up installed quarters for passengers and crew. available to mount on starships throughout the galaxy.

Teleportation Interstellar Drive Special Properties


Mystical scholars, driven by distrust in Drift travel thanks in part Some of these weapons have the following new special properties.
to the Drift Crisis, have worked tirelessly to create alternative
ways to traverse the stars at faster-than-light speeds. One result Antimagic
is the T.I.D., which takes multiple forms but carries great risk; A weapon with this property bursts with a field of antimagical
use of these devices leaves a ship in a critical state upon arrival. energy, causing disruptions to local magical fields. Dealing hull
A teleportation interstellar drive is available only for starships damage to a starship with an antimagic weapon imparts a –2
with a magic power core (page 30). The ship must have previously penalty to the next Mysticism check a creature on the damaged
visited the target star system while both the magic power core starship attempts as part of starship combat.
and magic interstellar drive were installed. The ship must remain
stationary and build arcane energy for a number of days equal to Unerring
the distance of the destination: 1d6 for destinations in the same This weapon fires a projectile that unerringly finds its target,
star system and 5d6 days for travel elsewhere in the galaxy. so long as it’s a viable target and not beyond the weapon’s first
Starship combat interrupts this buildup; it must be restarted from range increment. A ship’s gunner must still take an action to fire,
zero. At the end of this buildup, the ship is instantly teleported but no gunnery roll is needed. An unerring weapon can’t be fired
to the target system. On arrival, all systems have the glitching more than once per round.

31
PORTS
2
ANDUWAR
Giants’ metropolis split between surface and aerial districts. Elthel (NG female cloud giantAA2) Cloud Imperium archminister
and bureaucrat
ANDUWAR Gaharl (LN female stone giantAA2 soldier) Leader of PITT Division
N cosmopolitan city Sereveg (NE male cloud giantAA2) Cloud Imperium chancellor and
Gravity standard bureaucrat
Atmosphere normal (with pockets of caustic, corrosive, and Taviss (CN agender cloud giantAA2) Cloud Imperium high marshal
toxic) and bureaucrat
Day 4 days; Year 6 years
Population 1,281,000 (85% giant, 5% human, 4% vesk, 3% dwarf, Moscaru: Welcome to Anduwar, a city of giants split
3% other) between earth and sky! Between local and offworlder!
Government oligarchy (Cloud Imperium) When traveling in Anduwar, always be careful. It’s a—
Languages Auran, Common, Ignan, Terran Sprax: Giant playground!
Qualities bureaucratic, financial center, technologically average Moscaru: …A what?
ECONOMY Sprax: A giant playground!
Exports armaments, starships, technology, war machines Moscaru: It most certainly is not!
Imports livestock, pharmaceuticals, produce Sprax: Sure, it is! Everything’s huge! I had to shimmy up
Maximum Item Level 16th a table leg eight feet high just to reach the seat of my
Specialty Item Level armor (20th), vehicles (18th), weapons (20th) chair this morning! And the table was even taller! I
NPCS love climbing over everything! It’s great fun.
Agraesis (LN female fire giantSF17 soldier) Chief Dictum of the Moscaru: I see. I recommend extensive use of a jetpack or
Anduwar Authority magical flight to manage the city’s grand scale.
Dormond (LN genderfluid stone giantAA2 mystic) High Sprax: And I recommend sliding down the banners
ecclesiastic votary of Minderhal hanging from the Tourism Office.

34
PORTS OF CALL 2
OVERVIEW

TRAVELING
THE GALAXY

PORTS

TRAVELER’S
TOOLBOX

INDEX

Moscaru: Please don’t. stream of offworld visitors that presented new risks and
Sprax: And the food! The helpings are so big! I took a opportunities alike. Anduwar received ever-increasing numbers
bath in my soup this morning. of visitors to the planet. Intent on profiting from the traffic and
Moscaru: Ahem. Well, folks. Don’t do that. Giant chefs maintaining control, the Cloud Imperium designated Anduwar
are easily offended, and soup is liable to scald. Repeat the official offworld port, hoping that would prevent travelers
after me: soup is not a hot tub. from causing trouble elsewhere on the planet and introducing
rebellious notions. Yet, Anduwar has grown faster than the Cloud
Anduwar is a city divided with three surface districts and a Imperium can manage, leading to increasingly lax oversight.
fourth, Emproa, hovering overhead. Members of the ruling Today, while the elitist Cloud Imperium looms over Anduwar
Cloud Imperium’s convoluted bureaucracy, its support staff, from Emproa, the surface city is a cosmopolitan nexus for
and foreign delegates live in Emproa’s heights, while the city’s trade, innovation, and offworld interaction. In theory, the Cloud
other inhabitants reside below, weathering the region’s plentiful Imperium’s border patrol (properly known as the Pholskar
seismic activity and periodic caustic fog. Interplanetary Trade and Tourism Division, or PITT) tightly
In ages past, a coalition of storm and cloud giants comprised restricts foreign access to the rest of Pholskar, but its limited
the Cloud Imperium, ruling over Pholskar’s diverse communities control over the lower city means anyone determined to leave
together. This peace shattered shortly after the Gap as cloud and can—so long as they’re willing to risk angering cloud giants.
storm giants waged a 30-year civil war in a bid to seize exclusive
power. The cloud giants eventually scattered, though fierce GEOGRAPHY
battles sent the old capital sky city of Talgradur plummeting to Anduwar is located on Pholskar, a planet in Near Space that
Pholskar’s surface. The storm giants largely retreated to the sky experiences frequent volcanic eruptions, pyroclastic flows,
city of Agrishall, and though the Cloud Imperium is controlled earthquakes, and landslides. These events often release caustic
by cloud giants, the ancient wars left its power diminished. gas from deep within the planet’s crust, causing the atmosphere
Drift travel only complicated matters. Even as the Cloud to vary from mildly caustic to dangerously corrosive. These
Imperium lorded over Anduwar, the Drift brought a growing dense gases sink quickly, so the more tectonically stable and

35
ANDUWAR

higher altitude an area, the less it experiences this weather. It’s gardens, and plentiful statuary. Virtually nothing caters to
no surprise, then, that most of Pholskar’s settlements perch on shorter creatures, and the soaring edifices seem designed to awe
mountainsides far from fault lines, rest atop mesas, or outright even 20-foot-tall viewers.
fly on magically levitated islands of stone and solidified cloud.
Anduwar sits atop Fandarra’s Palm, a vaguely oval-shaped RESIDENTS
plateau that towers roughly 400 feet over the surrounding steppe, Anduwar’s residents are primarily giants. Cloud giants comprise a
connected only by the broad, winding Rodhir Pass. The city covers clear majority in Emproa, but in the Palm, fire giants, slag giants,
nearly the whole plateau, which is divided into three districts: stone giants, and hill giants are most common. Other giant species
Tronir, Vokesis, and Sicantro. These first two districts are older, like sun giants, moon giants, and shadow giants are rare, and
scaled to monumental proportions that serve the Large- and often most of Pholskar’s moon giants live on the planet’s three moons.
Huge-sized inhabitants. Sicantro has more recent origins, catering Offworlders comprise a growing minority. Humans, vesk,
instead to offworld travelers with Medium-sized proportions. dwarves, and nuars are fairly common, as are Large-sized
The Palm experiences significant earthquakes about six times species like dragonkin, sarcesians, trox, and uplifted bears.
a year as well as lesser tremors throughout the year. The most Throughout most of the city, these citizens are dwarfed by
powerful occur during “earthquake season,” a three-week period their surroundings—often comically so. Flight, both magical and
that known as the Quarrel occurs roughly three times a Pholskar technological, is commonplace here, where a chair’s seat might
year; during such periods, the planet’s three moons’ elliptical be 10 feet off the ground and the table even higher. Likewise,
orbits simultaneously bring them closer to the planet. Ancient inhabitants require great strength or assistance when handling
myths commemorate it as a time when the moons’ namesakes— a 2-foot-tall drinking glass and other massive utensils. Smaller
the giant deities Fandarra, Minderhal, and Thremyr—fight for residents regularly employ powered armor or pilot smaller mechs
dominance over all of giantkind. in the city just to have enough strength and height to open doors.
By necessity, most construction incorporates heavily Conversely, larger giants can’t enter Sicantro without risking
reinforced stone and concrete, often engineered to flex, rather collateral damage as they maneuver through the much smaller
than break, when jostled. By comparison, Emproa’s architecture spaces. Many hire offworld messengers or employ drones to
boasts a fusion of ancient and modern themes, with sleek glass conduct business in the district, and most law enforcement and
skyscrapers, white stone pillars, glittering domes, extravagant government agents within Sicantro are offworlders contracted by

36
PORTS OF CALL 2
the Cloud Imperium. The loyalty of these agents is inconsistent, charismatic egomaniac High Marshall Taviss (CN agender cloud
and they periodically take bribes or let petty offenders escape. giantAA2), aim to disgrace Elthel, forcing her into early retirement. OVERVIEW
Outside the city, fire and slag giants drive massive rigs loaded Taviss’s claims that storm giant insurrectionists are gathering for
with minerals from the nearby Shattermaw Mountains or Hell’s a second war have the Cloud Imperium on edge. TRAVELING
Howl, a ring of active volcanoes to the south. East of the city, While it claims rulership of the planet, the Cloud Imperium lacks THE GALAXY

stone giant communities live seminomadic, pastoral lifestyles the resources to administrate most of Pholskar, and even its control
across the plains of Rodhir, traveling to Anduwar periodically in Anduwar is piecemeal. There, only Emproa receives consistent PORTS
to sell the flesh, cheese, and wool from upondo (giant shaggy vigilance. Cloud giants rarely set foot on Pholskar’s surface and
livestock) they herd. These giants also build and manage have long delegated the management and maintenance of the
TRAVELER’S
towering hives for foot-long keeshar bees, whose honey the Palm to hired agents. However, even these forces are stretched TOOLBOX
city’s brewers transform into countless mead varieties. thin thanks to the city’s expansion to cover the entire Palm. While
Wild burrowing reptiles known as augrisaurs often threaten some accept their limitations, others turn to mercenary groups, INDEX
anyone outside the city, and stone giants living in the lowlands military contractors, and corporations for assistance, particularly
sometimes hire mercenaries to help cull nearby packs. in Sicantro, where the need for smaller agents is high.
The Palm’s steep cliffs host vast flocks of birds, including both As the Palm creeps closer toward semi-independence, a few
seasonal and permanent residents. Ridge shrikes—predatory rebel groups have taken root. One group, inspired by Forgotten (CG
avians with a 5-foot wingspan—receive special attention not only nonbinary stone giantAA2 mystic), a seer claiming to know damning
because of their plentiful eggs (which smaller giants harvest as secrets buried by the Cloud Imperium centuries ago, spreads
a delicacy), but also for their role in local falconry. The annual rhetoric through whispers and intimate underground meetings.
Shrikefest pits trained ridge shrikes against flying battle drones. While Forgotten’s identity is secret, their closest ally is Captain
Dafore (NG male slag giantSF17 vanguard), a high-ranking dictum in
Moscaru: Anduwar’s atmosphere can play havoc on one’s Anduwar’s law enforcement agency, the Anduwar Authority, who
throat and vocal organs. Of course, one could utilize works behind the scenes to ensure Forgotten and their meetings
environmental protections for the duration of one’s remain undiscovered. If Dafore’s boss, Chief Dictum Agraesis (LN
stay, but that dulls the tantalizing smells of street female fire giantSF17 soldier), were to discover this betrayal, Agraesis
food. Instead, check the city’s causticity readings would remove Dafore’s head for insubordination.
daily and plan your outings accordingly. Regularly In Sicantro, Ravina Irhart (NE female dwarf operative) spouts
wash your nasal passages (or similar cavities) with heartfelt speeches in public places, stoking resentment of the
water to neutralize residual acids. Warm tea and Cloud Imperium’s injustices. While Ravina seems to have the
herbal tonics can preserve your voice and— city’s best interests at heart, she aims to overthrow the Cloud
Sprax: And here’s my advice! One: breathe deep! The Imperium in a bloody coup and seize control of the city. Ravina
air likes to tickle your nose and face, so you should is secretly bankrolled by Kaxical Li (NE male human), CEO
let it! Two: be sure to visit Devil’s Breath! The gas of Minerex, a mining corporation angling to build a mine and
shooting out of this crevasse is the best in the city. refinery on Pholskar.
It’s purple! And it gives you lovely dreams. Anduwar is more than tyranny and insurrection. Its markets
Moscaru: Oh, dear! Please ignore my colleague. The bustle with trade, and locals who order durable goods via
gases at Devil’s Breath are highly toxic and cause the infosphere often receive their purchases at high velocity,
hallucinations. Please consult your doctor before hurled by expert couriers who can lob parcels just as easily as
visiting and always utilize environmental protections. they throw boulders. Streets occasionally clear to make way for
impromptu wrestling contests, either as innocent sport or as
SOCIETY traditional nonlethal duels. League games for the team-based
The Cloud Imperium looms over every part of Anduwar, literally contact sport jawkuli energize the city, and fans perform ballads
and figuratively. Steeped in tradition and self-importance, the dedicated to their team’s latest exploits. Few can forget the Mile
convoluted bureaucracy has grown bloated with redundant Mead, a spontaneous pub crawl tradition where gathering crowds
positions and departments that motivate the officers to seek decide to drink enough mead to fill enough giant-sized mugs that,
and express power elsewhere—often by punching down. Most if stacked, would stretch a mile high.
cloud giants are members of the Cloud Imperium, making the
governing body synonymous with the cloud giants as a people. RELATIONS
Yet, the Imperium isn’t a monolith. Some members lobby for Rumors of war with Agrishall circulate periodically, so much so
radical change, such as the aged and determined Archminister that most citizens don’t take the threat too seriously. Delegates
Elthel (NG female cloud giantAA2), a progressive giant old enough on both sides strive to maintain peace—storm giants knowing that
to recall the Gap’s aftermath and ensuing warfare between cloud they aren’t yet strong enough to prevail, and cloud giants knowing
and storm giants. Elthel has long lobbied for drastic restructuring they have more dangerous rivals thanks to Drift travel. The Cloud
and diverse representation of giants among the Cloud Imperium— Imperium in Emproa conducts ongoing trade negotiations with
an unpopular stance that has drawn the ire of many colleagues. the Veskarium, supplying the empire with impressive armaments
Some of her political opponents, including her curmudgeonly and starship weapons. The Veskarium considers Pholskar a minor
contemporary Chancellor Sereveg (NE male cloud giantAA2) and player in galactic politics, yet vesk visitors nonetheless marvel

37
at Anduwar’s scale and nearby natural dangers. The planet has to other matters, like industry and war. Today, the giant deities
become a popular destination for vesk to test their mettle. feature mostly in museum exhibits and popular culture or by
Numerous planets and organizations seek permission to invocation in colorful idioms.
build facilities beyond Anduwar’s borders, aiming to capitalize Minderhal (He Who Makes; LN god of engineering and
on Pholskar’s valuable minerals and other exploitable riches. cities) hears the prayers of architects, engineers, mechanics,
Major parties include the Gideron Authority, drow houses from construction workers, programmers, and artisans, acting as a
Apostae, various factions in Preluria, and the Aspis Consortium. stern muse. The Day of Making, Minderhal’s main holy event in
The Imperium’s representatives rarely approve these motions, Anduwar, features a 2-week festival after each Quarrel where
locking proposals in a long bureaucratic process, so some plan citizens show off their latest creations, with the best in various
more forceful or covert methods of expansion: convoluted categories winning a large cash prize and work contracts. The
schemes like destabilizing the government, causing food Day of Making is an auspicious occasion for opening buildings
shortages, or utilizing local giants as puppet CEOs and investors. and starting new projects—often breaking ground where the
Quarrel leveled a building a day earlier. While most government
RELIGION buildings are considered sacred spaces to Minderhal and contain
In Anduwar, religion is ever-present yet routinely ignored. The a shrine or art installation in his honor, the Grand Architect’s Hall
three moons—Fandarra’s Eye, Minderhal’s Eye, and Thremyr’s serves as the official church: a combination temple, museum,
Eye—loom over the city, each named for a prominent giant patent office, and blueprint archive.
divinity. The city rests upon Fandarra’s Palm, and many consider While Minderhal features most prominently in Anduwar,
her the city’s protector. Yet, religion has long taken a backseat Fandarra (The Blood Mother; N goddess of earth and the cycles
of life) receives the most heartfelt prayers. The city rests upon
Fandarra’s Palm, her Eye watches over it, and when the Quarrel
rocks the landscape, its citizens descend into bunkers to stay
safe—sheltering in her earthen embrace.
Fandarra’s purview also includes the cycle of life, including
fertility, birth, crop production, and death. Hopeful parents
pray to Fandarra for fertility or guidance through the adoption
process, new parents pray for Fandarra’s patience and wisdom,
and aging giants pray to Fandarra for a painless passing. When
Fandarra’s Eye is full in the sky, old superstition attests that
Fandarra is birthing something new into the world, during
which her followers pray the new life is beneficial. Many giants
believe that upon death, their souls leave Fandarra’s care and
travel to the Boneyard where they’re sorted by Pharasma.
While inhabitants know of Thremyr (First Jarl; CE god of ice,
tribute, and violence), he rarely receives prayers. His moon bears
a jagged chasm created sometime during the Gap, with common
superstition insisting it mirrors a real wound Thremyr suffered in
that forgotten time. Whatever befell Thremyr, Pholskar’s residents
commonly believe the deity is a husk of his former power—and
thanks to his traditionalist views in an increasingly cosmopolitan
city and his might-makes-right dogma, few consider him worthy of
worship. He has no noteworthy worship sites in Anduwar, and even
smaller shrines are a rarity. Even so, Thremyr has some faithful
among raiders, criminals, and isolated giant communities
surrounding Anduwar, believing their patron will recover
and seek vengeance against whatever wounded him.
Bergelmir (Mother of Memories; CG goddess of history and
genealogy) remains important to giant culture, as does Zursvaater
(Prince of Steel; LE god of armaments and war), patron god of
fire giants, arms dealers, and soldiers. Increasingly, Damoritosh’s
faith attracts Anduwar’s fire giants, and many consider him
Zursvaater’s student or rival. Giants who leave Pholskar often
worship Weydan or Triune.

CONFLICTS AND THREATS


To the Cloud Imperium, peace seems like a fragile thing.
Rumors indicate Agrishall prepares for war, crafting starships

38
PORTS OF CALL 2
OVERVIEW

TRAVELING
THE GALAXY

PORTS

TRAVELER’S
TOOLBOX

INDEX

cloaked in storm clouds and mechs that drain power from Outside city limits, raiders attack visitors and corporate
surrounding technology to hurl lightning bolts. Moon giants’ convoys transporting goods to market in Anduwar. While the
periodic voyages to Agrishall suggest they might ally with Anduwar Authority wants these criminals punished, the crimes
storm giants in a coming conflict. While some Imperium happen well beyond their jurisdiction and means. They’re actively
bureaucrats, including Archminister Elthel, strive to preserve seeking agents to stop these raids on their behalf. This prospect
peace, others insist Anduwar should launch a preemptive attracts visiting adventurers especially, for the job provides the
strike and neutralize the perceived threat. As High Marshall travel permits necessary for offworlders to legally leave the
Taviss delivers impassioned speeches to sway the masses, he city—an otherwise rare and expensive privilege. The Pholskar
privately hires agents to sabotage Elthel, along with those who Interplanetary Travel and Trade Division’s agents—termed PITTs
ally with her or stand against him. Taviss’s agents ensured the or PITT agents by locals—vehemently oppose the Anduwar
last two storm giant emissaries leaving Anduwar never arrived Authority’s methods, and the group’s leader, Agent Gaharl (LN
in Agrishall and that the third never even made it to Emproa in female stone giantAA2 soldier), lobbies the Cloud Imperium to
the first place. While this last disappearance has swayed many stop hiring bounty hunters. Like many stone giants, Gaharl has
to Taviss’s cause, it has made Elthel suspect foul play. Unsure refused to set foot in a flying city since the fall of Talgradur,
of whom she can trust, Elthel increasingly relies on offworld meaning much of her negotiation relies on intermediaries.
agents to gather information.
For most citizens, the greatest threat isn’t external; it’s the Sprax: Know what I love about Anduwar? Everyone’s
Cloud Imperium. They believe the Imperium’s overbearing, so friendly!
outdated, and isolationist policies have prevented Pholskar from Moscaru: Friendly? That’s... a generous way of phrasing
expanding onto the galactic stage, and that its obsession with it, Sprax.
Agrishall and past grievance keep it from focusing on the future. Sprax: Well, of course! First there were those frowny-
These views drive some to join burgeoning rebel groups or cults of faced greeters—
Thremyr, while others flock to the Palm’s major gangs: the Crunch Moscaru: When we arrived? You mean the TIPP agents
Knuckles, Byside Cutters, and Palm’s Chosen. Some offworld who thought we were spies? They were—
corporations with branches in Anduwar also seek change, hoping Sprax: Then there’s those guides following us around,
to exploit the ensuing chaos to expand their influence. too. Awful nice of them to make sure we don’t get lost.

39
Moscaru: Not guides—that’s the Anduwar Authority. NOTABLE LOCATIONS
They’ve followed us ever since you climbed Savior’s These are a handful of Anduwar’s exciting destinations.
Memorial and appointed yourself royalty.
Sprax: They’re just jealous I made it to the top! Anyway, Ambassador Row
I like it here! This street in Emproa boasts luxurious hotels, restaurants, and
Moscaru: I admit, you have a way with making new entertainment venues suited for ambassadors, CEOs, and visiting
friends. Challenging that fire giant to a wrestling VIPs of all sizes. Securing a reservation requires considerable
contest was a bold move, yet she admired your spirit paperwork and credits, yet most consider the cost worthwhile.
and invited us to that party later. After all, the sheer density of power brokers and moguls here
Sprax: It’s going to be so fun! What kinds of drinks are means that a resourceful visitor can make invaluable contacts
they gonna serve? and deals in a matter of days. This reputation for high-stakes deals
Moscaru: Whatever glass it comes in will be bigger makes Ambassador Row equally attractive to spies, and myriad
than you, my strange companion. Take it slow. organizations sponsor agents to “vacation” here to steal data,
steal clients, or outright sabotage rivals. The Imperium seems
unperturbed by these antics so long as they remain subtle and
localized, and anyone departing Ambassador Row is supposed to
have documentation and an Anduwar Authority escort.

Anduwar Authority
Anduwar’s law enforcement agency operates from its
headquarters in Emproa, staffed mostly by cloud giants. However,
the agency employs a host of outside agents for patrolling other
districts. Typical officers are called dictums, overseen by captains,
whose districts are managed by chief dictums. While paid well
and mostly loyal, dictums in the Palm are often lenient about
petty crime, especially because the city is growing far faster
than the Authority can police. To combat growing crime,
stations occasionally post bounties so that freelancers
handle neglected or dangerous cases.

Byside Hotel
This inexpensive and lively hotel on Byside Road boasts
accommodations for visitors of varied sizes, two restaurants,
a bar, slot machines, and live entertainment every weekend.
During the Quarrel, Byside rents out bunkers and board. The
hotel’s owner, Vigrian Krum (CN nonbinary vesk), has long been
on the Byside Cutters’ payroll, and the gang uses spare bunkers
for meetings and storing stolen goods. While Vigrian publicly
decries the Byside Cutters and begs the Anduwar Authority to
intervene “for the good of the neighborhood,” the greedy vesk
has begun robbing his customers and blaming it on the gang—a
ruse that’s sure to fail sooner rather than later.

The Chute
This system of magical portals connects Pholskar’s flying cities
to various surface locations. Each sky city has a prominent
doorway that automatically links to the nearest surface
portal, forming a magical pathway known as a Chute. As a
result, a migrating city might link to and detach from various
doorways as it flies, whereas Emproa’s portal connects to one
of the three doorways in Tronir, Vokesis, and on the outskirts
of Fandarra’s Palm as it meanders over Anduwar. Operating
an active doorway is as simple as opening the door, stepping
into the dark extradimensional room beyond, closing the door,
and opening the door on the other side. Understandably, these
portals receive close supervision by TIPP agents, who demand
extensive documentation for their use.

40
PORTS OF CALL 2
Devil’s Breath
On the outskirts of Sicantro, this cleft in the earth exudes a DOWNTIME IN ANDUWAR OVERVIEW
caustic, purple gas that triggers brief yet vivid hallucinations. The following special downtime options apply in Anduwar.
The chain link fence surrounding the site does little to Carouse: Giants have impressive constitutions, and local cuisine TRAVELING
discourage determined visitors from taking a quick whiff. While reflects their innate resilience—they prefer their foods extra spicy, THE GALAXY

most assume the gas is natural, scientists with the offworld their coffee extra strong, and their alcohol extra proof. When you
corporation DemDon Laboratories recently identified it as a use the carouse downtime activity in Anduwar, you need to spend a PORTS
synthetic compound. Suspiciously, DemDon hasn’t disclosed this number of credits equal to only 50 × your character level.
discovery to the public, and its more ethical scientists secretly Work Out: Much of Anduwar is built to giant scale, and for
TRAVELER’S
seek independent investigators to study the phenomenon Large and smaller creatures, simply spending a day in the city is TOOLBOX
further in case it poses a greater threat. a challenging workout. When you take the work out activity while
in Anduwar’s Emproa, Tronir, or Vokesis districts and you’re Large INDEX
Grand Architect’s Hall or smaller, you gain a +2 circumstance bonus to the multiday
Housed in a skyscraper with a steely facade, Minderhal’s primary Fortitude saving throw (+4 when combined with an exercise-focused
holy site functions as a church, a museum, a patent office, and recreation suite).
an archive of the city’s architectural blueprints. While the
worship hall is built to host 1,000 giants at once, it’s rarely more
than a quarter filled during sermons; most visitors travel here
on business. High Ecclesiastic Dormond (LN genderfluid stone time at the Lacuna as a cover. One of the Crunch Knuckles’
giantAA2 mystic) strives to draw more devotees to worship, an captains, Zevyre (LE male fire giantSF17 solarian), now suspects
objective that clashes with the opinions of Archivist Indrogia (N something isn’t right. Unsure whom he can trust, he’s looking to
female sun giantSF17), who manages the blueprint archives and hire (or dupe) some do-gooders into investigating Fade.
considers regimented worship a waste of time, focusing instead
on practical public works in their god’s name. The two subtly Pholskar Interplanetary Trade and Tourism
compete with one another, planning increasingly elaborate Division
events to further their own causes. PITT Division headquarters operates out of a squat concrete
building in Vokesis that overlooks Rodhir Pass. PITT agents
Immaculate Forum ensure the rest of Pholskar remains “free of offworld influence”
This extravagant palace of white stone and glass spires serves by preventing any offworlders without special documentation
as the Cloud Imperium’s seat of power. Bureaucrats gather here from traveling outside the city. Even so, countless visitors sneak
to discuss commerce, budgets, political policy, and interplanetary out every year—many using forged documents supplied by the
relations, and canny lobbyists might get their attention with Palm’s Chosen gang. Agent Gaharl, leader of PITT Division, has
cunning words or heavy purses. The most important meetings searched for the criminals’ headquarters for a decade without
convene in Primacy, an inner courtyard accessible only to the success. She’s getting desperate, and her increasingly risky
highest-ranking Imperium officials (and rarely, their guests). schemes might soon endanger innocent residents.
Pristinely maintained gardens surround the site and display
statues of esteemed post-Gap cloud giants, most of whom are Pholskar Spacedocks
still alive thanks to giants’ longevity. Being honored with a statue This large spaceport serves as the only officially sanctioned
carries extraordinary prestige, and traditionally the recipient can landing area for offworld starships, though outlaws and rebels
name and receive a boon at the commemoration ceremony. periodically sneak past Imperium patrols to alight elsewhere on
Pholskar. Docking fees and planetary taxes stay low, facilitating
Lacuna the much-needed food shipments to sustain Anduwar’s citizens.
It’s an open secret that this cantina and VR den is a favorite Merchants commonly import pharmaceuticals, too, for giants’
hangout of Crunch Knuckles, a gang of ruffians and bullies cultural fondness for crafting rarely extends to biotech and
rumored to be led by Fade, an immortal shadow giantSF12. other microscopic sciences.
Lacuna’s owner, Pina Threm (NE female ysoki operative), is in
a tight spot; while she’d rather not host volatile criminals in her Savior’s Memorial
bar, they pay their tabs on time, remain her best customers, and This memorial depicts Primacy Yvaine (NG female cloud giantAA2)
provide unreliable security. The Anduwar Authority regularly at three times her true size, commemorating the military
raids Lacuna to arrest wanted Crunch Knuckles, but they never commander who led the Cloud Imperium to victory during the civil
catch Fade. It seems the group always knows the Authority’s war. Of late, vandals spray the statue with outlandish conspiracy
plans, and the chief dictums wonder if offworld bounty hunters theories about Yvaine—that she orchestrated the war for profit,
might launch an unpredictable ambush. that a parasite controls her (and much of the Imperium), that she’s
In truth, Pina fabricated Fade as an enigmatic persona for a pawn of Great Old Ones, and more. The Anduwar Authority
running the Crunch Knuckles and deflecting suspicion. To her, aggressively seeks out the vandals and interrogates witnesses,
the gang merely represents a lucrative side gig. She focuses with the crackdown making some residents wonder if some of
more on running an assassins guild, many of whom work part the graffiti is true. Extensive surveillance and investigation have

41
yet to identify the vandals, but the statue’s caretaker Boline (CG Imperium assumes that Agrishall launched the attack and
agender slag giant) swears the real artist is a ghost. prepares to retaliate, yet investigators lack the evidence to
confirm the attacker’s identity and motives. Who’s really to
Sicantro Tourism Office blame, what do they have to gain, and what can the PCs do to
While its sign claims to “share the wonders of Pholskar” with track down the responsible party and avert a war?
visitors, the Sicantro Tourism Office primarily provides visitors Foodborne Fear: Hackers usurp gardener drones in the
with the applications needed to visit Emproa, leave Anduwar, Verdiginous Garth to sow the crops with necrotic poison, ruining
or visit one of the planet’s ruins or cultural heritage sites. The tons of food and sickening inhabitants. Urgona is determined to
Cloud Imperium rarely approves any of these onerously long find the culprit behind this attack, but is it an enemy from his past
requests. Most residents consider these official channels a or the city’s food importers trying to erase local competition?
waste of time, yet the office’s personnel possess a wealth of Giant Hoard: A notorious slag giant thief exploited the
local knowledge about interacting with giants, maneuvering in post-Gap confusion to execute countless heists, eventually
the scaled-up districts of Tronir and Vokesis, local holidays and disappearing into the wilderness and leaving behind tales of her
traditions, and tourist-friendly destinations in Sicantro. Spies fabulous wealth and legendary axe. Credible witnesses claim
for the Palm’s Chosen monitor the office, identifying desperate to have spotted her tomb in the Shattermaw Mountains. The
visitors who might pay the gang’s high fees for forged travel most dangerous part of this treasure hunt isn’t the wild beasts
documents or smuggled passage out of the city. or tomb’s defenses, but rather the other cutthroat explorers
chasing after the same prize!
Thremyr’s Stone Party Foul: An eccentric Cloud Imperium bureaucrat hires
Outside Anduwar, at the edge of Fandarra’s Palm, stands an offworlders to be their personal guard during an upcoming gala.
ancient, blackened stone nearly cloven in two from top to There, the bureaucrat causes a scandal and is assassinated, and
bottom. Thremyr’s embittered cultists gather here periodically, their innocent bodyguards receive the blame. Finding the true
fueling rumors of abduction and sacrifice whenever someone culprit is a high-stakes race against time in a district where the
disappears mysteriously. The best-known case involves PCs are far from welcome.
Maldrena (N pangender hill giant envoy), one of the most Quarrel’s Cause: Based on new evidence, a team of
popular singers in Anduwar, who insists such cultists abducted seismologists hypothesize the Quarrel isn’t a natural
their mother at Thremyr’s Stone a few years ago, but the phenomenon but instead caused by some unknown source deep
Anduwar Authority has never found evidence to support belowground. Anduwar needs offworld spelunkers small enough
their claims. Maldrena offers a longstanding reward for any to descend under Fandarra’s Palm and learn more. However,
information on the whereabouts of their mother but has yet to the more the PCs uncover, the more the plateau shakes, as if
receive a worthwhile lead. dreading someone might uncover its secret.
Road Raiders: Raiders have captured the main road outside
Vertiginous Garth Anduwar, defeating and embarrassing the Cloud Imperium’s initial
This trio of skyscrapers is filled, floor after floor, with massive counterattacks. Unwilling to admit weakness, the Imperium hires
vertical gardens. Technological automation maintains most of the adventurers to infiltrate and sabotage the raiders’ operation so
facility, save for the ecologists who oversee the tower’s artificial that the next Imperium assault will be a fabulous victory.
ecosystems and the programmers and roboticists who tend the Sewer Beasts: A pack of augrisaurs burrows under Anduwar’s
gardening drones. Urgona (LG male hill giant technomancer) walls, emerging in the sewers and basements. Worried the
owns and operates the towers as CEO of UrgoCo, a technology beasts will destabilize the entire plateau, Imperium authorities
company focusing on hybrid robotics and automation. Despite the offer a reward for every augrisaur head brought in.
Vertiginous Garth’s productivity, its produce accounts for a fraction Shrieking Shrikes: Outraged at the cruel blood sport
of the city’s food needs. Urgona recently acquired land on Tronir’s planned for this year’s Shrikefest, a stone giant Xenowarden
border to build additional garths, but a series of accidents have devises signals inaudible to giants that will turn the ridge
injured every surveyor Urgona has sent to the site. Suspecting foul shrikes on their handlers. The signal works better than
play, the CEO is looking for resourceful agents to investigate. expected; with an army of aggressive birds now at their beck
and call, this ecological vigilante is ready to unleash nature’s
ADVENTURE HOOKS fury on the city.
The following hooks provide sundry ways to kick off adventures The Vanishing: Cloud Imperium agents are vanishing, only
in and around Anduwar. to have their frozen, half-cloven heads appear in prominent
Call to Arms: A mysterious broadcast suddenly blares from places several nights later. Believing the Imperium responsible
every speaker in the Palm, afflicting the district’s giants with for Thremyr’s wound and weakened state, his cult hopes to
violent rage. As the broadcasts’ frequency increases, chaos provoke terror and chaos before assassinating the city’s leaders.
spreads. Curiously, other inhabitants aren’t affected, leaving it The Imperium responds by punishing a wide range of dissenting
to offworlders to track down the source of the broadcast and subcultures, not just Thremyr’s faithful, escalating the conflict
end these rage-casts. as various factions clamor for revolution. Can the PCs uncover
Exploding Tensions: An explosion in Emproa’s Immaculate the Thremyr instigators? Will they diffuse tensions, or lead the
Forum kills dozens of high-ranking bureaucrats. The Cloud revolution to victory? Can they even escape the city alive?

42
PORTS OF CALL 2
FEATS Knock Heads (Combat)
Pholskar’s inhabitants are massive and mighty, and they’ve You push foes into each other with disorienting, painful force. OVERVIEW
developed the following feats to leverage that strength. Prerequisites: Improved Combat Maneuver (bull rush).
Benefit: When you succeed at a bull rush combat maneuver TRAVELING
Bullying Brute (Combat) and push the target into another creature’s space, the target THE GALAXY

You’re a terrifying sight when you toss your opponents around. stops in the previous square as normal. However, both the target
Prerequisites: Str 13, Intimidate 5 ranks. and the other creature take damage equal to half your character PORTS
Benefit: Once per round when your attack roll to perform level plus your Strength modifier and gain the off-target condition
a bull rush, reposition, or trip combat maneuver exceeds the until the beginning of your next turn. The second creature can
TRAVELER’S
necessary result to succeed by 5 or more, you can also attempt reduce the damage by half and negate the off-target condition TOOLBOX
an Intimidate check to demoralize the target. If you succeed at with a successful Reflex save (DC = 10 + 1/2 your level + your
the combat maneuver but don’t exceed the needed result by Strength modifier). INDEX
5 or more, you can spend 1 Resolve Point to demoralize your
target as if you’d exceeded the KAC by 5 or more. Muscular Retort (Combat)
You use your raw strength and instinct to defend yourself in the
Certain Strength (Combat) heat of battle.
You rely on your strength to get through under pressure. Prerequisites: Str 15.
Prerequisites: Str 13, character level 3rd. Benefit: Select bull rush, grapple, or trip. You gain a +2 bonus
Benefit: Once per day after you roll an Athletics or Strength to KAC against combat maneuvers of that type. If a creature
check, you can choose to reroll the check and use the second attempts that maneuver against you and fails, they provoke an
result. One additional time per day, you can reroll one Athletics attack of opportunity from you.
check made to perform a chief mate crew action (Character Special: You can take this feat multiple times. Each time you
Operations Manual 146). For each check, you must choose to select this feat, select a different combat maneuver.
apply this reroll after seeing the die result but before learning
the result of the check. Plow Through (Combat)
You use your size to push your way past your foes.
Counter Grapple (Combat) Prerequisites: Str 15, Athletics 3 ranks.
You’re a skilled wrestler who can quickly turn the tables. Benefit: You can attempt to move directly through another
Prerequisites: Improved Combat Maneuver (grapple). creature’s space as if using Acrobatics to tumble; however, you
Benefit: As a reaction after a creature successfully uses the use the Athletics skill in place of Acrobatics, the DC equals 15 +
grapple combat maneuver against you (but doesn’t pin you), you 1-1/2 the creature’s CR, and succeeding avoids provoking attacks of
can attempt a grapple combat maneuver against them with a –2 opportunity from the creature you move past (not from others). If
penalty to the attack roll. you instead use a standard action to use this feat, you move at your
full speed, and if you succeed at the Athletics check, you treat the
Distance Hurler (Combat) creature’s space as difficult terrain and deal damage to the creature
You can hurl weapons great distances. equal to your base attack bonus plus your Strength modifier.
Prerequisites: Str 15.
Benefit: You increase the range increment of weapons with Shoulder Burden (Combat)
the thrown special property by 10 feet. If your Strength is 19 Even the heaviest loads barely slow you.
or higher, you instead increase the range increment by 20 feet. Prerequisites: Str 15, character level 5th.
If your Strength is 23 or higher, you instead increase the range Benefit: At the beginning of your turn, you can choose to
increment by 30 feet. ignore the encumbered condition and treat the overburdened
condition as though you were instead encumbered for a number
Impressive Flex (Combat) of rounds equal to your Strength modifier. Once you use this
You terrify your foes with impressive posturing. ability, you can’t do so again until you rest for 10 minutes to
Prerequisites: Str 15, Intimidate 5 ranks. regain Stamina Points. In addition, the encumbered condition
Benefit: As a full action, you show off your physical prowess reduces your speeds by 5 feet (rather than by 10 feet), and the
in a dazzling or terrifying display. Attempt an Intimidate check overburdened condition reduces your speeds to 10 feet (rather
to demoralize all foes within 30 feet of you, applying the check’s than to 5 feet).
result separately to each creature and its DC to demoralize. If your
display is dazzling, each creature you successfully demoralize is Spectacular Smash (Combat)
fascinated by your strength for 1d4 rounds rather than shaken. You shatter objects with ease.
If your display is terrifying, each creature you successfully Prerequisites: Str 15.
demoralize is shaken for 1 round (even if your check result would Benefit: When you damage an object, you ignore an amount
normally increase the duration of the shaken effect). Once you’ve of its hardness equal to half your level (minimum 2). You gain
successfully affected a creature with either display, they’re an insight bonus to Strength checks to break an object equal to
immune to this feat for 1 hour. This is a sense-dependent ability. half your level (minimum 1).

43
ATUITY
Colonial outpost turned bellwether on a primal jungle planet. Vodo Zant (LN male ijtikriAA3 soldier), Lieutenant commander
and acting captain of the Red Clarion
ATUITY Ysabal Sebelius (NG female osharuAA2 mystic), Rector of the
LN city Verdant Spiral
Gravity Normal
Atmosphere Normal Sprax: Ah, Atuity! It’s like four destinations in one.
Day 28 hours; Year 243 days You’ve got your fancy Azlanti capital in the center,
Population 16,056 (52% Azlanti, 10% vesk, 38% other) your cosmopolitan melting pot wrapped around that,
Government colonial legislature, oligarchy (see below) your crime-ridden hellscape out there in the Tangles,
Languages Azlanti, Common, Vesk and then a never-ending jungle full of things that
Qualities technologically average either want to eat you, set you on fire, or paralyze
ECONOMY you and jam seeds down your throat. That last one’s
Exports chemical extracts, medicinal compounds, produce not as bad as it sounds, actually.
Imports luxury goods, technology Moscaru: Beautiful place to visit, though. And I must
Maximum Item Level 13th say, I’ve traveled all over Near Space and the Star
NPCS Empire, and you won’t find friendlier occupying
Vasoya (LN female vesk soldier), Captain of the Red Clarion and forces anywhere.
leader of the Veskarium forces on Kehtaria Sprax: Right?! I’ve had my life saved by both an Aeon
Eiran (LN male Azlanti soldier), Leader of the Azlanti military Guard and a Veskarium sergeant since I’ve been
presence on Kehtaria here. Back home, I bet you they’d have just let me
Ekentas (NG male neskintiSFAP8 mystic), Member of the Atuity Triad walk right in front of that hoverbus.
Sarca (N female gosclawSFAP8 mechanic), Member of the Atuity Triad Moscaru: It’s true; with the vesk and the Azlanti both
Xiomon (LN nonbinary Azlanti envoy), Member of the Atuity Triad trying to win the locals to their side, they have

44
PORTS OF CALL 2
OVERVIEW

TRAVELING
THE GALAXY

PORTS

TRAVELER’S
TOOLBOX

INDEX

a vested interest in being seen helping people small, Empire-sanctioned military presence keeping the peace
wherever they can. But I’m sure you’d have been and a handful of petty nobles hoping to impress the twin Star
fine. You always are. Somehow. Imperators Iorian and Yridela Ixomander by helping to bring the
untamed planet to heel. The remainder encompassed a wide range
Kehtaria, the only planet in the Adalawe system, has the of different species, most of them hailing from one of the other
distinction of being one of the earliest worlds the Azlanti Star planets claimed by the Star Empire. To the settlers who called
Empire attempted to annex in the years immediately following it home, Atuity promises a simple life in an agrarian community
the Gap. Claiming the planet for the empire was a simple enough that nonetheless boasted most of the comforts of a major city and
task, but conquering it proved to be another matter entirely. The the stability afforded by the Star Empire’s presence, without the
settlement of Atuity was established by the Star Empire’s fourth draconian administration that typically comes with it.
colonization effort; the entire first expedition vanished without The Drift Crash changed everything. No fewer than seven new
a trace, while the two that followed yielded only a handful of Drift beacons materialized in the Adalawe system in the space of a
survivors between them. Ultimately concluding that the effort few hours, swiftly followed by a host of starships hurled off course
required to properly tame the planet far outweighed its strategic by the Crash and drawn to the new beacons. The largest and most
value to the empire, the Star Imperator designated its vast significant of these vessels was the Red Clarion, a Vindicas Tyrant
wilderness an imperial preserve, where further development under the command of Captain Vasoya (LN female vesk soldier).
was forbidden without explicit permission from the Aeon Unable to make contact with or return home to the Veskarium,
Throne, and left the inhabitants of Atuity to their own devices. the crew of the Red Clarion sent a landing party to the surface of
Over the next two centuries, Atuity slowly expanded from a the planet, seeking to establish their own base of operations in
beleaguered backwater to a bustling boomtown populated both Atuity. Wary of the vesk intruders but not wanting to goad them
by Azlanti and by non-human settlers who found life on the Star into acting out of desperation, ranking Azlanti military officer
Empire’s fringe to their liking, far removed from the oppressive Commander Eiran (LN male Azlanti soldier) quickly negotiated
dictates of the Aeon Throne. By 300 AG, Azlanti humans made a peace, permitting the vesk to take up residence in the city in
up slightly more than half of the city’s population, including a exchange for assistance in maintaining order as the population

45
ATUITY

ballooned from the arrival of more and more refugees from the plants growing to maturity within a few years, dying, and rapidly
Crash. With neither side engaging in open hostilities for fear of decaying into nutrient-rich mulch to nourish the next generation.
provoking the other’s empire, this uneasy peace persisted for some Wildfires occur regularly, routinely transforming vast swaths of
time, only to be nearly shattered when the Sovereign Vindicator vegetation into ash. Even the borders of seas and continents shift
Ascendant Paragon abruptly arrived to reassert the Star Empire’s on a near-constant basis as new growth indiscriminately displaces
sovereignty over the planet, sparking civil unrest across the city. water and earth alike. For this reason, attempts to thoroughly map
Only decisive action by a team of skilled Atuity Triad negotiators the planet’s surface have proven largely futile, and most inhabitants
prevented the standoff from exploding into direct conflict. consider it to have only two distinct geographical areas: the city of
At the conclusion of the Drift Crisis, explorers discovered that Atuity and everywhere else.
Kehtaria is connected to two Drift lanes leading to Vesk-4 in the Atuity was established at the summit of a low plateau near
Veskarium and the planet Oyojii in the Azlanti Star Empire’s Oyoya the southern coast of one of Kehtaria’s two major continents,
system. Together, the two routes are known as the Conqueror’s where a solid foundation could keep it relatively stable even as
Path. As these lanes enable both militaries to quickly bring in the forest constantly expanded and receded around it. The heart
reinforcements, the city continues to enjoy a tenuous peace in of the city, known by locals as the Spire District, has remained
the shadow of the two massive dreadnoughts, with both vesk and relatively unchanged over time, with a majority of its buildings
Azlanti acutely aware of the planet’s newfound strategic importance constructed from durable steel and concrete according to the Star
in a post-Crash galaxy and pragmatic enough to recognize that it’s Empire’s architectural traditions. Administrative buildings occupy
only a matter of time before one of the two empires makes a play much of the area and surround the Azlant Spire, the seat of local
for control. Meanwhile, the stalemate has given rise to a small but governance; a residential district bordering the Spire District
rapidly growing movement for true Kehtarian independence. features the luxurious villas and townhouses of Azlanti nobility
and other well-heeled residents. The surrounding areas, where
GEOGRAPHY most non-humans and Azlanti illustri make their homes, are
The vast majority of Kehtaria’s surface is buried beneath layers somewhat humbler but still generally well-kept, containing the
upon layers of thick vegetation, roiling forests of massive treelike city’s commercial district as well as the former factory complex
fungi, and continent-sized carpets of moss and lichen. Kehtaria’s that has become the de facto Veskarium embassy and planetside
native flora have extremely rapid life cycles, with even the largest base of operations for the erstwhile crew of the Red Clarion.

46
PORTS OF CALL 2
Since the Drift Crash, Atuity has experienced explosive they ostensibly work alongside Commander Eiran’s Azlanti
population growth as explorers and refugees have flocked to the peacekeeping forces to maintain order and keep the Tangles clear OVERVIEW
city in droves. As a result, the city’s outskirts, colloquially referred to of environmental hazards and dangerous predators. The majority
as the Tangles, have rapidly expanded into a ramshackle sprawl of of Atuity’s vesk presence is concentrated in and around the Hall of TRAVELING
residences, workshops, hangars, and airstrips hastily constructed Promise, Captain Vasoya’s base of operations, with only a skeleton THE GALAXY

from local organic materials or repurposed starship chassis. crew remaining aboard the Red Clarion as it hangs ominously over
Outside the stabilizing influence of the city’s peacekeepers, the the city opposite the equally massive Ascendant Paragon. PORTS
Tangles have become rife with criminal activity, with roving gangs Although there has been no documented contact with any
of thieves stripping unattended craft for parts and opportunistic Kehtarian indigenous cultures, there’s reason to believe that the
TRAVELER’S
swindlers charging docking fees and taxes for the use of lots to Azlanti weren’t the first to inhabit the planet. Unknown symbols TOOLBOX
which they have no legal claim. All the while, the region’s borders and pictographs have been found carved into the walls of
remain in a state of constant flux as encroaching plant life rapidly underground caves and the sides of the few rocky outcroppings INDEX
swallows abandoned and insufficiently maintained buildings, only tall enough to breach the jungle’s surface, and some of the more
to be cleared anew to make room for construction. intelligent native creatures have been observed to make and
respond to vocalizations that linguists surmise to be fragments
RESIDENTS of an ancient spoken language.
Atuity remains a predominantly Azlanti settlement, with much of
its political and economic power consolidated in the hands of its Sprax: You know what I like best about this place? All
original founders’ descendants. Nonetheless, many of the Azlanti the plant people. Remember that mushroom guy in
dwelling in the city arrived more recently as members of a visiting Eastrow, the one who sold us those noodles? I loved
dignitary’s retinue, deployed there as part of their military service his scarf.
or simply drawn there by the promise of a simpler existence on the Moscaru: Yes, one of my favorite things about Atuity is
imperial frontier. It’s an unspoken but universally recognized truth all the diversity and culture. This empire rules citizens
that Atuity also holds a certain appeal to criminals and others who of so many different species, but it’s uncommon to
wish to disappear, including former citizens of the Star Empire who see them all living in one place like this. And it’s so
have a vested interest in making new lives for themselves far from refreshing to see Azlanti citizens mostly treating
the watchful eyes of the Aeon Guard. other non-humans like... well, like people.
The planet’s unique ecology has made it a particularly popular Sprax: Yep! And even vesk and Azlanti military are
destination for sapient offworld plant species who find the climate friends here!
and environment to their liking. The largest of these contingents is Moscaru: Well, they do each still have a massive
a thriving hortus (Alien Archive 3 50) population, descended from warship hovering over the city carrying more than
a small group that arrived alongside the founding Azlanti colonists enough firepower to wipe Atuity off the map. But
and who now form one of the largest communities of the fungoid they haven’t actually done that yet, so I guess we’ll
species beyond their home planet of Croban V. Most of them have call it progress.
happily settled into a social niche as horticulturists and phytologists Sprax: Do you want to know one of my favorite Vesk
employed by the Azlanti to research and harness the untapped words? It’s batvaratzku. It means ‘a friendship
potential of Kehtaria’s lush ecosystem, working alongside growing forged from mutual fear’. If there’s one thing I know
populations of ghorans (Alien Archive 2 57), khizars (Pact Worlds about vesk, it’s this: just because they’re pointing a
212), and raxilites (Alien Archive 3 83). In addition, an order of weapon at you doesn’t mean you’re not their friend.
osharu (Alien Archive 2 92) botanist-monks calling themselves the Moscaru: Do they know that?
Verdant Spiral have recently arrived on the planet to devote their
lives to the monumental task of documenting and cataloging each SOCIETY
and every one of the planet’s vast array of unique plant species. Prior to the Drift Crash and the subsequent arrival of the Red
Most of Atuity’s other non-human residents are members of Clarion, the relatively small number of troops under Commander
species native to worlds conquered by the Azlanti, having either Eiran were more than capable of maintaining order. Despite being a
arrived with initial settlers or come to Kehtaria seeking civil rights loyal citizen of the Azlanti Star Empire, Eiran’s leadership style was
not afforded to their kind elsewhere in the Empire. The most never particularly authoritarian, and Atuity’s resulting reputation
populous of these residents are gosclaws (Adventure Path #8: as a place where non-human citizens of the Empire could enjoy
Escape from the Prison Moon 49), izthephtars (Adventure Path atypically generous freedoms had long provided the city with a
#8 57), neskintis (Adventure Path #8 50), and slivaras (Adventure steady flow of new settlers from a slew of different worlds. Eiran’s
Path #8 47), but representatives of nearly every species considered comparatively laissez-faire approach to governance proved an
citizens of the Star Empire are represented to some degree. asset when the vesk soldiers arrived, as a more traditional Azlanti
Finally, although they make up only a tiny minority of the city’s response would almost certainly have resulted in open warfare.
overall population and are among its newest arrivals, vesk wield Despite Eiran’s official status as imperial steward of the planet,
a degree of influence that far exceeds their numbers. Although most of the real power in Atuity is held by the Atuity Triad, a
rarely encountered in the Spire District, patrols of heavily armed council comprised of the city’s three preeminent landowners. Over
vesk are a common sight throughout the rest of the city, where the course of the last decade, this informal oligarchy has gradually

47
taken on nearly all responsibility for coordinating construction of insularity and prejudice does persist, particularly among
and industry, resolving disputes between citizens, and general members of the nobility and troops recently deployed from
administration of the city’s daily affairs. Backed by considerable offworld. The dozens of non-human species who call the city
wealth and resources, the Triad enjoys near-universal community home, particularly those hailing from other worlds in the
trust and support thanks to a long record of popular and successful empire, greatly appreciate the freedoms they enjoy on Kehtaria
civic projects. Currently, however, the Triad’s members disagree on and are often excited over the prospect of sharing them with
the best path forward for Kehtaria. Industrialist Sarca (LN female newcomers. The vesk soldiers, aware of the tension created by
gosclawSFAP8 mechanic) is sympathetic to the Veskarium, spiritual their presence on the planet, tend to make every effort to be
leader Ekentas (NG male neskintiSFAP8 mystic) supports true accommodating and affable wherever possible, fully aware that
independence, and Xiomon (LN nonbinary Azlanti envoy) fears that the Veskarium’s designs on the planet depend on their ability to
any deviation from absolute loyalty to the Star Empire will cost maintain popular support among the people. Even the Tangles,
the city all that they’ve accomplished. However, all three remain despite their reputation for lawlessness, overflow with friendly
dedicated to ensuring peace and stability for the people of Atuity locals, although visitors are nonetheless advised to stay alert.
while also taking full advantage of the opportunities presented by
the planet’s sudden strategic importance. CONFLICTS AND THREATS
Traditionally, the varied peoples of Atuity have been mostly With multiple platoons of soldiers regularly patrolling their borders
welcoming toward visitors and new settlers. Azlanti citizens and two immense, heavily armed dreadnoughts perpetually
tend to be far more tolerant of non-humans than most familiar looming over their home like malignant moons, the inhabitants
with the Star Empire might expect, although a certain amount of Atuity are in a curious position. They know that they have
little to fear from most external threats but, simultaneously,
remain cognizant of the utter devastation that could break out
at a moment’s notice should the Azlanti and Veskarium factions
ever decide to resume their hostilities. Most of the city’s residents
have long since accepted the existential threat as just a part of
life in Atuity, grimly reasoning that if the threat of mutually
assured destruction isn’t enough to keep them safe, they
might as well stop worrying and go on with their lives.
Outside of the constant threat of annihilation by
orbital bombardment, most of the greatest
dangers to the inhabitants of Atuity are
internal ones. Despite the best efforts of
Vasoya and Eiran’s combined forces, crime is
on the rise in Atuity. The city’s peacekeeping
forces are stretched too thin to keep up with
the city’s meteorically rising population. The Tangles
in particular have grown increasingly hazardous;
roving street gangs claim large swaths of territory
while various criminal syndicates jockey for control
over the lucrative potential presented by smuggling and other
illicit businesses. At present, the various factions are too busy
fighting one another to expand beyond the Tangles, but should one
organization ever consolidate control over the criminal underworld,
it might present a legitimate threat to the security of the entire city.
Even in Atuity’s more orderly districts, occasional violent clashes
between unsanctioned groups supporting one (or neither) of the
factions’ claims to Kehtaria have grown increasingly commonplace.
Beyond the city limits, the vast jungles enveloping the planet
are filled with all manner of deadly flora, fauna, and fungi.
Ferocious carnivores of all shapes and sizes prowl the perimeter
of the Tangles, an ever-present threat to those who make their
living by venturing outside the city. Many of Kehtaria’s
native plants are no less voracious than its animals,
and even those that don’t actively hunt prey present
a plethora of other dangers in the form of dagger-sized thorns,
VASOYA deadly secretions, and predator-attracting pheromones. Even the
very nature of Kehtaria’s environment can be hazardous to the
unprepared, as the boundless layers of moss and lichen that blanket

48
PORTS OF CALL 2
the planet’s surface are pocked with countless concealed sinkholes
and subterrestrial tunnels just waiting to give way beneath the feet DOWNTIME IN ATUITY OVERVIEW
of an unsuspecting explorer. Massive forest fires, most of them PCs can take advantage of the following special downtime options
ignited by combustive fungi inadvertently spread by the apex in Atuity. TRAVELING
predators known as immolsivixes (Drift Crisis 155), routinely sweep Gather Supplies: The Kehtarian wilds offer a bounty of nutritious THE GALAXY

across the planet as part of its regular growth cycle. fruits, vegetables, and fungi, there for the taking by anyone brave
enough to risk its many dangers. Moreover, the rapid growth of PORTS
THE OLD GROWTH the native plant life all but ensures that such delicacies are always
Kehtaria is a large planet, and despite the best efforts of the in season and never in short supply. When you gather supplies
TRAVELER’S
Verdant Spiral and many other botanical expeditions before anywhere in the wilderness outside Atuity, double the number of TOOLBOX
it, only a tiny fraction of the world’s life-forms have been additional characters you can support with a day’s foraging. The
discovered, let alone thoroughly documented. It’s perhaps resources available within a given area never become depleted. INDEX
unsurprising that the existence of one of the planet’s most Inoculate: The botanical laboratories of the Verdant Spiral are
prevalent and insidious local species remains entirely unknown. second to none in the Star Empire, and those who find themselves
A symbiont capable of bonding via microscopic spores to in the good graces of the order are welcome to make use of their
nearly any form of plant life, the entity now calling itself the resources free of charge. When you use inoculate to research
Old Growth is essentially a single massively distributed fungal preventative treatment for a disease or poison native to Kehtaria,
creature that currently infests a significant portion of the you gain a +3 bonus to your Medicine check to inoculate a creature
vegetation covering Kehtaria’s surface. Plants infested in this against the specified affliction. If you’re assisted by one or more
manner are not only mentally controlled by the fungus but Verdant Spiral personnel, reduce the research time required from 1
become a part of an enormous telepathic mesh, with those that day to 6 hours.
possess consciousness or sensory input sharing their senses
and memories with every other organism in the mesh for as
long as they remain connected. Over time, the Old Growth has
discovered that it’s also able to exert a limited form of control in a more prestigious charge, she assembled a fleet headed by
over non-plant-based organic creatures by using a local species the Sovereign Vindicator Ascendant Paragon and converged on
of fruit as a vector. Any plant or animal creature that entirely Kehtaria to reaffirm the Star Empire’s claim to the planet.
consumes one of these fruits from an Old Growth–infested plant Although the resulting standoff between the Ascendant
is subject to the same effects as a plant infested by its spores. Paragon and Red Clarion eventually transitioned into an uneasy
Despite its near-omnipresence across Kehtaria, the Old Growth peace, Xibia has no intention of ceding any ground to the vesk
has only recently begun to attain true self-awareness. Without nor to any burgeoning movement for Kehtarian independence.
the thoughts of sapient creatures in its collective consciousness, Complicating her designs is the presence of Commander Eiran,
the organism’s motivations had remained limited for eons, never who, despite his vastly inferior social rank, nonetheless holds the
developing beyond the primal urge to sustain and propagate its position of superior officer in all matters pertaining to Kehtaria.
own existence. With each intelligent mind added to the mesh, Although she maintains a veneer of civility in all communications
however, its cognition and capacity for abstract thought have with the Azlant Spire, the arcidux has been deliberately stingy
increased dramatically. In recent years, it has begun employing about deploying her crew to assist in the ground effort, privately
settlers unfortunate enough to fall under its control to conduct hoping that Eiran’s slackening grasp over Atuity might eventually
preliminary reconnaissance into Atuity, hoping to determine prompt the Aeon Throne to remove the commander from his
whether or not the settlement poses a threat to its existence. position and grant her authority over the military presence there.

NOTABLE LOCATIONS The Hall of Promise


Atuity features several prominent locales. Before the Drift Crash, the hulking building that now serves as
the Veskarium’s base of operations on Kehtaria was a factory
Ascendant Paragon producing heavy construction equipment, robotic harvesters, and
The Nys system, second only to the Adalawe system in terms of various types of deforestation machinery. It was formally gifted
its remoteness from the rest of the Star Empire, is the domain by Commander Eiran to Captain Vasoya shortly after the arrival
of Arcidux Xibia Ulklasstin (LN female Azlanti). Considering of the Red Clarion as a gesture of goodwill and has since been
appointment to such a remote system to be beneath her, the converted into an imposing garrison within Atuity’s city limits.
arcidux has traditionally spent most of her time on her ancestral The entire ground floor of the Hall of Promise serves as a
estate in New Thespera, leaving the governance of the Nys command post for the vesk military presence in Atuity. From her
system to a seneschal. As luck would have it, however, she was office and living quarters at the heart of the building, Captain
attending a ceremonial function on the planet Koshoria when Vasoya routinely dispatches troops to help keep peace within
the Drift Crash struck, stranding her in the backwater she so the city, undertake various civic engagement projects in the
despised. Although initially enraged at her misfortune, Xibia saw hopes of winning local hearts and minds for the Veskarium, and
opportunity when she caught word of the situation in Atuity. surreptitiously perform reconnaissance missions to keep tabs
Hoping to curry favor with the Aeon Throne that might result on the Azlanti. In recent months, with the turmoil triggered by

49
the arrival of the Ascendant Paragon having largely stabilized, The Lounge is owned and operated by Mottled-Gray (N
Vasoya has also sent an increasing number of expeditions into male stelliferaSFAP8), an atypically worldly member of his
the wilds outside Atuity, seeking confirmation for her suspicions species who supplements his psychokinetic water body with
that the “preserve” encompassing most of Kehtaria’s surface a stylish, technological exosuit incorporating a built-in digital
area hides a secret of some strategic value to the Star Empire. vocalizer. Very little is known of Mottled-Gray’s history, nor of
Every member of Vasoya’s crew has been requisitioned what brought him to Kehtaria, although unconfirmed rumors
spartan-but-functional living quarters on one of the upper floors persist of some dark event in his past that led him to flee his
of the Hall of Promise, even if they keep a primary residence home planet of Parin by enlisting in the Alien Cohort. What’s
elsewhere in the city. It’s also public knowledge that any citizen known is that Mottled-Gray has spent his years in Atuity
of Atuity can petition Vasoya for sanctuary within the building carefully cultivating relationships not only with both the local
for any reason, though none have yet taken her up on the offer. Azlanti and vesk factions, but with countless other personages
and organizations of a less savory nature, and that he can
Market Rows sometimes be persuaded to leverage those connections for the
Atuity’s commercial district boasts three different open-air markets, right person... and the right price.
referred to as Northrow, Eastrow, and Southrow, respectively
(or sometimes just “the Row,” typically referring to whichever is Red Clarion
closest). Each row is comprised of several city blocks of open space Ever since its arrival during the Drift Crash, the Vindicas
set aside for merchants and traders to erect temporary booths Tyrant Red Clarion has hung forebodingly in geosynchronous
and colorful tents to hawk all manner of esoteric wares, including orbit over Atuity like a celestial body bristling with powerful
extravagant offworld luxuries brought by visiting trade vessels, weaponry. While most of its crew have long since relocated
unique and delightful handiworks crafted by local artisans, and an to the Hall of Promise below, a few dozen technicians and
unparalleled variety of fresh produce and game gathered from the security personnel remain behind to ensure that the ship, its
wilds outside the city. systems, and its onboard hangars filled with BMC Maulers
Due to a lack of resources, the Rows are largely unregulated by remain in top condition. They’re managed by Lieutenant
any central authority, meaning that nearly anything of value can Commander Vodo Zant (LN male ijtikriAA3 soldier), Vasoya’s
potentially be found for sale there, even goods normally illegal in austere second-in-command.
the Star Empire. All would-be vendors must pay yearly dues to Zant has been tasked with keeping the ship’s systems and
the local Merchants Guild in exchange for the right to sell goods weapons ready to deploy at a moment’s notice, should the
in one of the Rows, and the Guild’s leadership is canny enough to armistice with Azlanti forces come to a sudden end. He takes
deny membership to anyone whose product might be detrimental his job very seriously and has assembled a complex web of
to Atuity or its economy as a whole. Those denied the ability to contingency protocols slated to go into effect should one of many
sell in the Rows typically find the illegal markets of the Tangles possible scenarios come to pass, including a failure by Vasoya to
more than welcoming to their enterprises, however. deliver daily status reports or other check-ins from the Hall of
Promise. Should something go terribly wrong on the ground and
The Moonflower Lounge Vasoya’s troops be captured or otherwise lost, Zant has every
The Tangles are filled with seedy bars, skimmer dens, and other intention of mounting a first strike on the Ascendant Paragon,
such places offering endless opportunities for unsuspecting hoping either to disable the opposing battleship before it can
visitors to get themselves swindled, murdered, or, if they’re react or to die an honorable death in service of the Veskarium.
lucky, merely drunk. Most of these establishments are fortunate
to last even a few years before disintegrating from neglect and The Spire District
being swallowed up by the jungle. The Moonflower Lounge, The Azlant Spire is one of the oldest buildings in Atuity, having
a notorious nightclub on the west side of the city, is one of been constructed by the city’s original settlers to commemorate
the more prominent exceptions, priding itself in its high-class surviving their first full cycle on the planet. A scaled-down
decor and an unparalleled selection of imported food and drink. replica of the tallest building from the skyline of Eronesse on
The club’s namesake is a 20-foot sculpture of a moonflower, the Azlanti home world of New Thespera, the Azlant Spire
crafted from djezeteel and mounted above the building’s arched appears as a gleaming spike of polished marble, gleaming steel,
entrance. A series of randomly generated light patterns softly and blue-tinted glass that’s easily visible from anywhere in the
pulse in millions of different colors across the nanites embedded city; it also serves as a convenient landmark for newcomers
in the sculpture’s surface. learning to find their way around.
Blatant criminality is strictly forbidden on the grounds of the The building is used primarily for administrative purposes
Moonflower, but it’s an open secret that opportunities for illegal by Commander Eiran and his lieutenants. Each member of
high-stakes gambling and other questionable activities abound the Atuity Triad also keeps an office here, as does each of
in the club’s back rooms, which are normally accessible only the local Azlanti dominuses and a small number of delegates
by special invitation. Thanks to the club’s reputation for both representing the Veskarium. Together, they make up an informal
security and discretion, these rooms have also become a popular parliament that strives to work towards Atuity’s best interests
meeting place for political functionaries and businesspeople while adequately representing each of the city’s major political
wishing to discuss sensitive topics on neutral ground. factions and interest groups.

50
PORTS OF CALL 2
OVERVIEW

TRAVELING
THE GALAXY

PORTS

TRAVELER’S
TOOLBOX

INDEX

The core of the city surrounding the Spire is home to most these are considered to be a part of the spaceport proper despite
of Atuity’s oldest and most influential Azlanti families and being privately owned and operated, but they tend to vary wildly
businesses as well as a handful of new-money oligarchs who in the quality of construction and services offered.
have managed to buy their way into the city’s inner circle. With Commander Eiran’s forces already spread far too thin
Most of the dominuses reside in extravagant villas lining to effectively oversee the area as it continues to expand, the
the crescent-shaped freshwater Lake Allaramandis—also collection of docking fees and enforcement of ordinances
the source of the city’s drinking water—that sits along the has been delegated to the Atuity Stevedores Guild, headed
southernmost edge of the Spire District. Also located within by dockmaster Kas Plasken (LN nonbinary brakimSFAP8
these neighborhoods are Atuity’s most ostentatious and mechanic). While the Guild has largely succeeded at keeping
impressive feats of architectural artistry, including the 60-foot the spaceport and associated shipyards running smoothly, it’s
marble statues of Star Imperators Iorian and Yridela Ixomander widely understood that corruption and graft run rampant. Guild
that loom over the plaza outside the Spire and the soaring officials regularly accept bribes from smugglers in exchange
Temple of Lissala that lies just to the southwest. Surrounded for the freedom to operate unimpeded, and unscrupulous
by such imperial splendor, it’s almost possible to imagine that mechanics look to charge outrageous fees for essential services.
one resides at the heart of the Azlanti Star Empire and not In recent months, rumors have proliferated about mysterious,
within a tiny speck of civilization on its farthest outskirts. unmarked shuttles arriving unannounced in the dead of night
and idling silently on a landing pad for anywhere between a
Tangles Spaceport few minutes and a few hours, only to depart before sunrise
In just a few short years, the spaceport at the north end of without any apparent cargo having been loaded or unloaded.
Atuity’s eastern Tangles has rapidly grown from a single landing Both spaceport administration and Guild officials have been
platform and a handful of nondescript hangars into a lively hub curiously tight-lipped on the matter.
of activity that frequently boasts well over a dozen arriving or
departing vessels in a given day. Though the primary building The Verdant Spiral
complex remains under Azlanti jurisdiction, a sprawl of hastily One of the most striking sights in Atuity, the Verdant Spiral
constructed landing bays and dockyards have sprung up around is a breathtaking compound of glass-domed greenhouses
it to meet the needs of the city’s growing population. Most of and buildings coaxed from living wood by xenodruidic magic,

51
arranged in a radial pattern circling the crest of a low hill It’s rumored that at least a few members of the Verdant
on the southeastern border of the Spire district. Inside, the Spiral are secretly Xenowarden sleeper agents tasked with
botanist-monks of the order that gives the structure its name ensuring that Atuity’s expansion remains limited and the
dutifully go about their work, studying and tending to the jungles of Kehtaria unspoiled. This speculation—whether true
thousands upon thousands of Kehtarian plant specimens or not—has caused a degree of tension between the Spiral and
they’ve gathered over decades. It’s believed that despite those representing the city’s industrial concerns. “Sabotage
having been active on the planet for less than a century, the by Spiral monks” has become a popular and convenient
Verdant Spiral has already amassed a library of botanical scapegoat for project supervisors facing missed timetables or
knowledge unsurpassed nearly anywhere else within the defective equipment.
borders of the Azlanti Star Empire while still having barely
begun to scratch the surface of Kehtaria’s vast ecosystem. ADVENTURE HOOKS
The majority of the Verdant Spiral order, including its current Characters looking for adventure in and around Atuity might
rector Ysabal Sebeliu (NG female osharuAA2 mystic), are osharu encounter any of the following plot hooks.
drawn to Atuity by accounts of the planet’s abundant and Civil Disobedience: Ekentas hires a group to discreetly
unique flora. The order’s reputation for bringing its members investigate the disappearance of a group of young activists that
tranquility and clarity of purpose have attracted individuals he recently dissuaded from performing a violent act of terrorism
of other species as well, with sapient plants such as hortuses in the name of Kehtarian independence. Did the activists do
and ghorans in particular finding it appealing. One of the most something foolish and get themselves captured by the Veskarium
reliable sources of employment for mercenaries in Atuity is or Azlanti militaries? Are they planning a large-scale attack that
guarding one of the Verdant Spiral’s frequent forays into the runs the risk of starting a war? Is it too late for anyone to bring
wilderness undertaken by groups of seeking to witness unique them back alive?
floral phenomena, gather new plants, or merely spend a few Fire in the Skies: A team of laborers sent to clear one of
weeks in communion with the vastness of the jungle. the firebreaks outside of the city has run afoul of a hungry
immolsivix. In addition to presenting a significant danger in its
own right, the beast harbors dangerous fungi that threaten to
ignite a massive wildfire in the area. Sarca is looking for hired
muscle to get rid of the immolsivix or otherwise neutralize the
threat it poses before it starts a conflagration that could wipe
Atuity off the face of the planet.
Flower Power: A team of botanists from the Verdant Spiral are
mounting an expedition to enter the Kehtarian wilderness and
witness the blooming of an exceedingly rare plant that flowers
only once every 160 years. Of course, they’ll need experienced
guides to protect their expedition from dangerous wildlife.
Returning from the Shadows: An Azlanti scouting party,
thought lost almost a decade prior, suddenly emerges
from the wilderness to announce that they’ve discovered
the remains of an ancient Kehtarian civilization and are
requesting reinforcements to accompany them back to the
site. Curiously, none of the returning scouts seem aware that
more than a few weeks have passed since they entered the
jungle, and they’re strangely cagey about the specifics of
what they’ve actually found.
Season of Hate: Someone is deliberately inflaming
tensions between the Veskarium and Azlanti forces by
vandalizing buildings with anti-vesk graffiti and sabotaging
equipment. Commander Eiran has publicly disavowed the act
but is unable to spare the personnel to perform a meaningful
inquest. Captain Vasoya, wary about the optics of mounting
her own investigation, is enlisting unaffiliated parties to
surreptitiously look into the matter. Who’s really behind
these acts of vandalism, and what’s their motive?
Urban Development: Commander Eiran has
dispatched Azlanti troops to clear several
MOTTLED-GRAY blocks in the Tangles to make way for the
construction of a spaceport expansion, but its inhabitants refuse
to vacate. Mercenaries are being brought in to “deal with” the

52
PORTS OF CALL 2
problem, but will they work with the Azlanti to forcibly relocate Botanical Booster* (Ex)
the residents? Or, will they defend these inhabitants and risk Any booster you successfully use on yourself or an ally alters OVERVIEW
the ire of the commander’s forces? the target’s biochemistry to become more like that of a plant
What a Tangled Web: A diplomat visiting the Azlant Spire or plant creature. The target gains a +2 enhancement bonus to TRAVELING
is rumored to be carrying top-level clearance documents that saving throws against mind-affecting effects, paralysis, poison, THE GALAXY

grant their bearer unrestricted travel throughout the Star polymorph, sleep, and stunning effects, unless the effect
Empire. A former Aeon Guard officer, hiding in the Tangles under specifies that it’s effective against plants. This extra benefit to PORTS
an assumed identity, is offering a small fortune to someone who the booster doesn’t affect targets with the plantlike subtype or
can steal them. Can the PCs recover the documents without the plantlike universal creature rule.
TRAVELER’S
triggering a diplomatic incident? And who else in Atuity might TOOLBOX
want to acquire them once the word gets out? Decomposing Inhibitor* (Ex)
Written in the Earth: Strange symbols have begun appearing Any biohack inhibitor you successfully use against a creature INDEX
in the jungle outside of Atuity, hundreds of feet across and causes its cellular structure to rapidly break down. For each of
seemingly purposefully crushed or cut into the foliage. When the next 1d4+1 rounds, the target takes 2d6 acid damage at the
viewed from the air, they bear a striking similarity to some of end of its turn.
the mysterious pictographs discovered elsewhere in Kehtaria.
Who’s creating the symbols, and what do they mean? SERUMS
The following serums (Core Rulebook 225) were developed by
BIOHACKER THEOREMS osharus of the Verdant Spiral in Atuity but have found their way
The diversity and promise of Kehtaria’s many botanical wonders into specialty shops in the more populated areas of the galaxy.
have opened up a wealth of new opportunities for enterprising
LEVEL 3
chemists and biohackers as well as something of a gold rush CHLOROPHYLL INFUSION SERUM
for unscrupulous pharmaceutical companies eager to cash in on MAGIC ITEM PRICE 250 BULK L
its bounty. A living creature who imbibes this serum develops a noticeable
The following theorems provide additional options for the greenish tint to their skin, sometimes accompanied by
biohacker class (Character Operations Manual 40). You must be temporary, leaflike protrusions. For the next week, the creature
8th level or higher to choose these theorems. A theorem marked no longer requires food and gains the photosynthesis ability of
with an asterisk (*) applies to your biohacks class feature and a ghoran (Alien Archive 2 57). For the duration of this effect,
doesn’t stack with other similar theorems that alter biohacks. the creature is affected by spells and abilities as though they
Only one such theorem can be applied to an individual biohack. possess the plant type graft (Alien Archive 133).

LEVEL 12
Accelerated Metabolism (Ex) GERMINATION SERUM
Once per day, you can target a living creature with a special MAGIC ITEM PRICE 5,700 BULK L
biohack as a move action. This doesn’t deal any damage A living creature who imbibes this serum immediately falls into a
and doesn’t count against your total uses of biohacks, but it deep sleep lasting for 8 hours. During this time, harmless tendrils
otherwise functions as a biohack. If you hit the target, it must of vegetation sprout from and wrap around the creature’s body,
succeed at a Fortitude saving throw or suffer a dramatic increase eventually encasing it in a thick podlike shell. When the creature
in the speed at which its system metabolizes drugs and poisons. wakes, it emerges from the pod cured of all ailments as if affected
For the next 10 minutes, the onset time and maximum duration by a restoration spell (Core Rulebook 374), except any permanent
of any contact, ingested, inhaled, or injury drugs and poisons negative levels are restored in addition to temporary ones.
affecting the target are halved, and the victim must attempt two Some conspiracy-minded individuals claim that germination
saves each round against the effects, progressing to the next serum is actually a bioweapon developed by some nefarious
stage on the appropriate track with each failed save. plant species and that the creatures who emerge from the pods
are actually sinister duplicates of the creatures that went in, the
Adaptive Metabolism (Ex) originals having been fully digested during the interval. These
As a move action, you can expend one of your biohacks to inject rumors are almost certainly untrue.
yourself or an ally attuned to your custom microlab with a specially
LEVEL 6
designed compound derived from a native Kehtarian lichen with POISONBREATH SERUM
unsurpassed adaptive properties, momentarily fooling the target’s MAGIC ITEM PRICE 650 BULK L
system into metabolizing chemical compounds differently. Choose For 1 hour after you drink a poisonbreath serum, you can exhale
any serum with an item level no greater than half your biohacker a dangerous poisonous mist. This grants you a +2 enhancement
level. The next poison, drug, or serum that affects the target before bonus to Intimidate checks against adjacent living creatures
the start of your next turn has the effect of the serum you chose that can smell your breath. During the serum’s duration, you
instead of its usual one. The substituted effect lasts a maximum of can take a standard action to breath a cloud of poisonous mist
1d4 rounds or the length of the original effect, whichever is shorter. in a 15-foot cone. Each living creature in the area is affected by
If the original effect is still ongoing when the duration expires, it insanity mist (Core Rulebook 419). Once you’ve breathed out the
resumes at the same stage it was at before the change. poison, the serum’s other effect immediately ends.

53
DRIFTER’S END
Melting pot of alien ambassadors and spacefaring vagabonds. Tigixitav (NG female shirren), Syndicsguild member

DRIFTER’S END Moscaru: To many, Drifter’s End is the doorway to


CG space station neighborhood Absalom Station and, subsequently, the rest of the
Gravity standard (artificial) Pact Worlds. As such, it has become a melting pot
Atmosphere normal (artificial) of a myriad of cultures both local and from outside
Day 24 hours; Year 365 days the system.
Population 200,000 (30% human, 25% shirren, 20% lashunta, Sprax: It’s certainly the only place on the station I
25% other) could find with a food cart that served authentic
Government council (Syndicsguild led by the Prime Executive) Oeddertchonk cuisine! And I looked everywhere!
Languages any Even in the back of some restaurants’ kitchens in
Qualities financial center, technologically average case they forgot they had some jojokolea peppers.
ECONOMY Moscaru: As a shirren, I appreciate the variety of
Exports information choices in both food and entertainment that can be
Imports luxury goods found with the neighborhood.
Maximum Item Level 20th Sprax: You didn’t find it overwhelming? Even a little?
NPCS Moscaru: No. I am a seasoned traveler, accustomed to
Auter the Immortal (NE male human moroiSF42), Daylite Arcade sampling a bevy of options during my trips.
owner Sprax: Oh, it shows!
Brujo Dyre (N male human), Syndicsguild member
Captain Novaspawn (CG nonbinary kalo mystic), high priest of Drifter’s End is a neighborhood on Absalom Station that
Besmara and museum curator quickly evolved into a cultural hub after the introduction of
Samni Houthner (CG agender human), Syndicsguild member Drift travel 300 years ago. Since the space station’s reactor

54
PORTS OF CALL 2
OVERVIEW

TRAVELING
THE GALAXY

PORTS

TRAVELER’S
TOOLBOX

INDEX

acts as a powerful Drift beacon, vessels traveling to the Pact suggestions. As the Drifter’s End saying goes, “All Drift travel
Worlds usually stop at Absalom Station first before heading ends at our doorstep. Anything you come looking for, you’ll
to their final destination. Drifter’s End, located within the find it here.”
station’s Ring close to its docking arms, serves as a haven for
everything from diplomats and adventurers to long-haul cargo GEOGRAPHY
crews and vagabonds. Drifter’s End might look like any busy space station
Drifter’s End is a neighborhood that never seems empty neighborhood to most outsiders at first glance, featuring
of people, even at the latest of hours. With ships constantly storefronts, warehouses, and domiciles, but the area hides
arriving, the neighborhood’s businesses and amenities much more nuance. The sector consists of approximately
generally stay open 24 hours a day to cater to customers. one-quarter of Absalom Station’s Ring, with major docking
A crew returning from a lengthy trip out to the Vast likely arms at either end of the arc and some minor docking areas
doesn’t want to wait for “normal” business hours to celebrate interspersed between. The normally drab urban construction
a successful mission or drown their sorrows after a major is accented by neon signs, and a wide array of different
setback, so the always-open Drifter’s End bars, restaurants, architectural styles have been added to Drifter’s End over the
and other entertainment venues successfully cater to past three centuries, leading to a variety of building shapes.
this clientele. Some might consider these styles clashing, but Drifter’s End
At Drifter’s End, new opportunities and cosmopolitan ideas residents consider it a point of neighborhood pride.
are in constant supply. Even by Absalom Station standards, The northern end of Drifter’s End’s semicircle abuts the
the neighborhood has a very diverse population, always area around the Plenara, the seat of government for the
accepting cultures from across the galaxy. It would be hard Pact Worlds on Absalom Station. As such, this part of the
to find a neighbor more helpful to tourists and outsiders than neighborhood is dedicated to hotels and other amenities—
a Drifter’s End local. Anyone who needs advice in the area on including translation services—that cater to foreign envoys
where to find dining, work, directions, or any nearby events and diplomats. It’s the most luxurious part of Drifter’s End
can always find a local resident willing to offer directions and due to the influx of wealth from these ambassadors, who

55
DRIFTER’S END

aren’t afraid to throw it around. Adjacent to the rows of hotels a friendly system in the Vast attacked by the Swarm;
is an area known as the Circle, a large tourist destination consequently, that area quickly received the nickname
that hosts major public events, including hologram-enhanced “District Suskillon.”
plays, concerts, and festivals.
The other side of Drifter’s End is more residential. Alongside RESIDENTS
apartment complexes, permanent residences sit above Drifter’s End has a diverse populace among both its
storefronts, the same individual or family usually owning both. permanent residents and visitors. Native Pact Worlds species
Not many tourists make it to this end of the neighborhood, tend to comprise the majority of the local inhabitants, but
though its dive bars and corner shops are often frequented even that margin isn’t by much since the presence of both
by rough-and-tumble starship crews who refer to Drifter’s the Starfinder Society headquarters and a great number of
End as “the real Absalom Station.” This area is also home to non-Pact Worlds envoys mean that people from all over Near
the Lorespire Complex—the headquarters of the Starfinder Space and the Vast end up settling in Drifter’s End. Mixed
Society—though some residents consider the sprawling in with the permanent residents are transient adventurers,
campus to be a district of its own. tourists, transport crews, and foreign diplomats that add
The center of the semicircular neighborhood is the least to the neighborhood’s everyday population. In fact, while
easily categorized since it contains a mixture of businesses Drifter’s End has a relatively small population on its own, it’s
and warehouses for storing goods that come into Absalom nevertheless constantly among the most crowded areas of
Station. Most notably, the area houses the Multi-System Absalom Station at any given time.
Trade Coalition, or MSTC, which serves as the primary As a stopping point for much of the cargo coming into
financial and bureaucratic institution of Drifter’s End. The Absalom Station, Drifter’s End employs a great deal of
MSTC owns several blocks of this part of Drifter’s End, and customs and dock workers, mostly from the neighborhood’s
it runs the local shipping and dockworkers’ credit union. As permanent residents. These individuals outnumber even
a direct result, the restaurants and shops of this area tend Starfinder agents in the neighborhood, though that might be
to cater more strongly to the working class. Recently, the due to most Starfinders opting to live in other parts of the
government of Absalom Station set aside a block near MSTC’s station and taking public transport when they need to report
holdings to host a large number of refugees from Suskillon, in at Lorespire Complex.

56
PORTS OF CALL 2
Sprax: I know we can always secure ourselves Pact Worlds. This demand often leads to oddities like rugs
nice accommodations, but how about we do the woven entirely of grass from far-off planets and magnetic OVERVIEW
Starfinder Stay this time? I hear the Starfinders jewelry crafted from fire-blackened corals. While some find
always have such interesting things in their the eclectic tastes of Drifter’s End residents more than a TRAVELING
houses. Must be like sleeping in a museum! little amusing, it keeps the warehouses full of shipments THE GALAXY
Moscaru: That program’s terms require that living from all parts known and unknown. These “complaints” are
spaces with anything overtly dangerous have those usually made in jest. PORTS
items either moved elsewhere or locked up before And while the neighborhood is known for being friendly
being rented out. Isn’t that why so many Starfinders to tourists, there’s always a bit of a cultural divide between
TRAVELER’S
have storage spaces? permanent residents and visitors. There are plenty of smaller TOOLBOX
Sprax: Oh, is that how it works? Well, that explains and lesser-known businesses tucked away on side streets that
why I couldn’t find anything interesting even when cater less to sightseers and are considered “local secrets.” Few INDEX
I dug through all their drawers and checked all their members of the community point out these establishments to
closets for goodies. Not a single weapon or unholy total strangers but will often share their locations with good
artifact! All they had were several dozen cheap friends. The most out-of-the-way places forbid patrons
souvenir-store trinkets. from using comm units to broadcast pictures or vids to
Moscaru: Well, I’m glad these Starfinders social media infosphere sites for fear of the location’s
are keeping tourists safe. You, on the other existence being leaked to the general public. These bars
hand, need to stop digging through other and eateries also serve as hubs for information about
people’s private things. Please, for once, local jobs, opportunities, and private events. In a place as
let’s visit Absalom Station without you sprawling and bustling as Drifter’s End, prospects are just
getting on another venture-captain’s as coveted as credits.
bad side. Like all neighborhoods of Absalom Station,
Drifter’s End elects a council of representatives
SOCIETY called a syndic to advise the station’s Prime
Drifter’s End has a strong culture of its own, Executive, Kumara Melacruz (LG female human
sometimes even considered vastly different envoy). The syndics are involved with
from the typical culture of Absalom Station. Drifter’s most of the day-to-day affairs of each
End is locally known for being one of the only parts neighborhood, from setting tax rates to
of the station with businesses allocating funding for social programs.
that stay open throughout the The Drifter’s End syndic currently
entire night cycle. Locals will consists of Tigixitav (NG female
say it’s because travelers and shirren), Samni Houthner (CG
tourists arrive at so many hours agender human), and Brujo Dyre
of the day or that some people just never (N male human). Tigixitav is the
quite get used to not having proper days and most popular of the three, as she has
nights, but in truth, Drifter’s End citizens enjoy spearheaded several initiatives that have
fostering a culture of nightlife. Late-night bars, fought against encroachment by AbadarCorp
restaurants, holovid theaters, and arcades litter interests in the neighborhood. Most locals
the area. While the neighborhood can be more believe Tigixitav to be a shoo-in to be reelected
dangerous by night, just like anywhere else, the later this year.
effect is lessened due to the sheer number of
businesses that continue to operate even until RELATIONS
the day cycle begins. The crowded streets also Drifter’s End is an important part of Absalom
ease up by night, but even in the latest hours, Station, though it isn’t always recognized as
they’re never truly empty. such. Other neighborhoods, including the more
Due to the volume of trade and visitors coming upscale ones in the Eye, look down on Drifter’s
in from all parts of the galaxy, most residents of End as being lower class, citing its seedy bars
Drifter’s End have complicated sets of fashion and and dingy warehouses. These critics tend
decorative tastes. Those from other parts of the to gloss over the ritzy hotels and glamorous
station note how trends in Drifter’s End restaurants near the Plenara, considering
seem to change faster than anywhere TIGIXITAV them not to be truly part of Drifter’s End.
else and always edge toward a mix of The neighborhood’s residents quickly
clothes and accessories from different rebuff such statements, stressing their home’s
cultures. Residents also have an cultural diversity, which brings in tourism money
insatiable hunger for furniture and to the station in addition to Drifter’s End’s shipping
housing decor that comes from anywhere outside the and storage businesses. Those who live in the Arms,

57
the Spike, and the other parts of the Ring are less snobbish Those who live in Drifter’s End and follow the god of commerce
about Drifter’s End, with many considering the neighborhood to do so almost apologetically. They tend to not advertise their
be a “great place to part.” faith and, if it’s ever brought up, try to change the subject for
Probably the most notable tension in the neighborhood fear that it will lead to a loss of opportunity or friendship. Some
is between the Multi-System Trade Coalition, which handles might call this religious persecution, but Abadar devotees see it
the majority of the finances for Drifter’s End workers, and as a small obstacle to overcome as the price of doing business
AbadarCorp. Sadly, this rivalry seems mostly one-sided. in a “hostile environment.”
AbadarCorp doesn’t fear competition (since most of the
company’s executives understand that competition is healthy CONFLICTS AND THREATS
for the economy) and has noticed the potential business The most common danger at Drifter’s End is theft, whether
opportunities within Drifter’s End. It has attempted to establish by a mugger on a shadowy street or by a smuggler taking
its temple-banks and sponsored big-box retail stores for goods that aren’t theirs from a warehouse. A robbed
decades, only to be rebuffed by the residents who are fiercely individual can report such crimes to Absalom Station
loyal to the MSTC. Coalition leaders tend to paint AbadarCorp security, either over their comm unit or by visiting one of four
employees as “uncaring drones who think of nothing but small security postings in the neighborhood. Unfortunately,
profit” and that the company wants to “suck the soul out of the these cases tend to be difficult to solve unless the victim
neighborhood”; dockhands and port officials often repeat such has solid evidence of the perpetrator (such as a vid on their
lines, leading to them occasionally mishandling, losing, or just comm unit), and even then, some thieves make themselves
delaying AbadarCorp shipments that come in through Drifter’s particularly hard to trace. On the other end of the spectrum,
End. Meanwhile, AbadarCorp continues to negotiate with the the Multi-System Trade Consortium staffs a department
Drifter’s End syndics to try to get a proverbial foot in the door dedicated entirely to theft claims filed by those who store
while ignoring these slights. goods at Drifter’s End. While many of these robberies occur
Due to the number of travelers who pass through Drifter’s within the neighborhood, some would-be pirates try to steal
End thanks to the ease of reaching Absalom Station via the a ship’s cargo by stowing away on the vessel and accosting
Drift, the neighborhood has always been welcoming of those the crew before they enter the Drift. The MSTC handles these
who have nowhere else to go. In previous years, the Vast cases if the crew in question are members in good standing,
system of Suskillon was attacked by the ravenous insectile occasionally hiring mercenaries to track down the pirates
Swarm, and though that system isn’t an official protectorate and retrieve the stolen merchandise.
of the Pact Worlds, the two share a good relationship. Many The number of high-profile individuals that come through
refugees fleeing the planet from the original attack have found Drifter’s End means that attempted kidnapping can also be quite
a place to stay in Drifter’s End while their government retakes common. Most diplomats and envoys have their own guard
and rebuilds their home world, and some have elected to stay details, so most abductions are thwarted quickly. Sometimes,
permanently. More refugees from the recent Drift Crisis have these individuals will hire locals for security, especially when
increased this itinerant population, causing some tensions they have particularly important business or are wholly
among residents worrying over resources. Luckily, the Absalom unfamiliar with Pact Worlds customs and need bodyguards who
Station primex has recently been working on plans to open up can navigate the regional culture.
more parts of the station for habitation. Since both thefts and kidnappings are such known issues,
Absalom Station security keeps their postings staffed around
RELIGION the clock and sends patrols through the more populated areas
The faiths of Drifter’s End are as diverse as its populace. From of the neighborhood to keep violence at bay.
Damoritosh to Hylax and from Eloritu to Triune, just about
every deity’s devotees are represented somewhere via personal STARFINDER STAY ACCOMMODATIONS
shrines or small acts of worship. There aren’t any large centers Visitors to Drifter’s End usually stay at the several hotels in the
of worship in the neighborhood, as most residents travel to neighborhood, though reservations are always recommended
Congregation on the other side of the Ring for important due to the constant comings and goings of envoys from the
religious services. Veneration of Talavet is the largest faith in protectorates and other places. Many of these travelers require
Drifter’s End due to the goddess’s focus on community and long-term accommodations, sometimes at a moment’s notice, so
self-reliance, which residents both highly value. Even among the more prestigious hotels are often booked solid. However,
those for whom religion is a major aspect of their lives, locals there’s an option for lower-budget lodgings through a program
still welcome those of other faiths, including lesser-known called “Starfinder Stay,” which was started by a pair of retired
beliefs from outside of the Pact Worlds. Harmful cults are, of Starfinder agents who still live in the area near the Lorespire
course, frowned upon. Complex. This application, which is free to download onto any
Unusually, though the church of Abadar is a major force comm unit, allows users to take advantage of the time many
on the rest of Absalom Station, the Master of the First Vault’s Starfinders spend traveling across the galaxy by short-term
faith is nearly nonexistent in Drifter’s End. Most residents leasing Starfinders’ housing while they’re away.
conflate the worship of Abadar with the business practices of The program matches participating Starfinders to tourists
AbadarCorp, which aren’t well-liked within the neighborhood. looking to rent accommodations for a few days or longer,

58
PORTS OF CALL 2
providing users access to a shared calendar that displays
blocks of time agents note they believe they’ll be off the station. DOWNTIME IN DRIFTER’S END OVERVIEW
These dates aren’t always exact due to the random nature of The following special downtime options apply only in the
Drift travel, but most Starfinders enter time estimates on neighborhood of Drifter’s End. TRAVELING
the low side. When on the rare occasion a Starfinder returns Hunt Bargains: Due to a steady influx of goods and the THE GALAXY

early, the Starfinder Stay program is always able to find spare protections of the MSTC, you can almost always find a bargain in this
vacancies and has a few permanent rooms reserved at a local neighborhood. When you use the hunt bargains downtime activity PORTS
boarding house to ensure a tourist isn’t left with nowhere to in Drifter’s End, you can choose an item with a level that’s at least
go. If necessary, a renter can split their stay across multiple 4 lower than your character level (or up to 2 levels lower than your
TRAVELER’S
lodgings over several days if they can’t find an exact match character level if you use the multiday version of the activity). In TOOLBOX
for their length of stay. While most of the process is handled addition, if you succeed at the activity’s skill check, you receive a
entirely through the application, the founders maintain an discount of 15% (instead of the usual 10%). The GM still determines if INDEX
office in Drifter’s End for handling any in-person issues (which the item is available in Drifter’s End.
have been few and far between). Drill and Lounge: By spending a night at one of the neighborhood’s
arcades (such as Daylite Arcade), you can combine the drill and
NOTABLE LOCATIONS lounge activities into one downtime activity. You must still succeed
The neighborhood of Drifter’s End has several prominent areas. at the skill check or crew action check, and if you succeed, you gain
Chronicler’s Desk Park: Between the Circle and Diplomat the benefits of both downtime activities (the ability to take 10 on
Row is a small park that gets its name from a statue that sits the next chosen crew action or skill check you drilled, and the gain
at its center. The metal statue portrays a small desk with a of temporary Hit Points on the following day). You can take this
closed singular journal in the center of it and a stack of books combined downtime activity only once per week.
leaning off the edge, as if mid-fall. While the origins of the
statue are unknown, the phrases “The Old Chronicler’s Desk”
and “Therabild the Architect” are listed on a sturdy plaque
attached to the statue’s base. While no records of the name that showcase multiple vidgame cabinets, some of which date
can be found (possibly lost to the Gap), it’s widely accepted back over a century. Private HACs can also be rented for more
that Therabild the Architect is the piece’s sculptor. Many immersive experiences. While the arcade doesn’t offer meals
art scholars have studied the statue over the centuries, and or refreshments on its own, nearby bars and quick-service
they have proposed numerous theories about its meaning. A restaurants happily deliver food and drink to arcade patrons,
plethora of academic essays have been written on how the provided they tip well.
statue reflects an awareness of the futility of preserving The establishment was founded (and is still run) by Auter
records, some even calling it a representation of the Gap. the Immortal (NE male human moroiSF42), a vampire with
Others instead consider the desk to be a beautiful yet painfully mysterious origins. The only thing most Drifter’s End residents
ironic relic that praises the chronicling of history, despite its know about Auter is that he has lived in the neighborhood for as
own history and context being lost. long as they can remember, and the vampire knows just about
The Circle: The Circle is a wide, open-air amphitheater that everything there is to know about it. For the right price, Auter
hosts a variety of holovid screenings, concerts, and other will even share information about the area’s more secretive and
entertainment throughout the year. For Drifter’s End residents, unscrupulous happenings, though his compensation for doing
a season pass is surprisingly inexpensive, as the Circle makes so might extend beyond mere credits.
most of its money from tickets sold to tourists, gift shop Diplomat Row: Diplomat Row is the name of the street of
merchandise, and charitable donations from patrons of the arts. ritzy hotels and permanent housing for envoys at the northern
The Circle can seat about 2,400 people in the round, and though part of Drifter’s End. Close to the Plenara, the Pact Worlds
there are larger venues in the Pact Worlds, the Circle provides seat of governance, the street hosts an ever-changing array of
a way for lesser-known performers to play to considerable delegates and diplomats. Consulates for protectorates such as
audiences. Due to Drifter’s End’s constant activity, the Circle the moon of Marata and the Burning Archipelago can also be
holds at least two shows a day; for instance, they might show a found here, though the embassies of full Pact Worlds members
classical play in the afternoon and host a high-energy band that are in the station’s Eye, close to Jatembe Park. Diplomat Row
same evening. In addition, the Circle holds a free late-night rave also features private notaries and other bureaucratic resources
once a month, where hundreds of dancers can mingle and party for its political guests and residents.
until morning! While many of the hotels reserve rooms for visiting diplomats,
Daylite Arcade: Rarely is there a business open from dusk they also accommodate everyday guests... or at least, those
until dawn as successful as Daylite Arcade, a “night only” who can afford it. These lavish hotels offer every conceivable
entertainment center. It’s a perfect place to spend a night amenity, from indoor pools, gyms, and other forms of recreation
without a care for what tomorrow might bring. Even in the to gourmet restaurants that can whip up even the most alien of
middle of the week, Daylite Arcade is packed with tourists, cuisines at a moment’s notice. The Stationary Satellite Hotel is
mercenaries, and even late-shift dock workers looking to blow the closest to the Circle, which means its vacancies are often
off some steam. The arcade is bathed in garish neon lights filled the quickest.

59
The Graffiti Walls: In 317 AG, a mysterious yet gorgeous Moscaru: Ah, yes, that’s the park in Drifter’s End
spray-painted mural appeared on a wall near the Lorespire offering beginner classes twice a week? I was
Complex overnight. It portrayed a disintegrating humanoid unaware that there were advanced classes or that
silhouette in space, edged in bright neon colors. While such you were such a dedicated athlete. I’d have rather
vandalism would typically be cleaned upon discovery, this learned either without your crashing into me.
piece quickly touched the hearts of many Starfinder agents Sprax: Dedicated athlete? Me? Not really, but I found
who saw it that morning, with a few saying it reminded them a coach who does advanced sessions on request and
of colleagues lost on their Scoured Stars expedition. The piece figured some anti-grav tricks might be a great way to
was signed only with a stylized letter “A” circled in front of clear out my sinuses! I’ve had these terrible allergies
a sunrise. Since that event, more pieces from the artist have sticking with me ever since that Ikal Expanse safari
popped up on nearby streets, sparking a fervor to establish the on Castrovel!
artist’s identity. One night, in the blink of an eye, another wall Moscaru: You took an advanced hoverskating class you
was plastered with flyers reading only “Albitta of Absalom” weren’t qualified for to rid yourself of allergies?
above the outline of a hooded woman wielding a pistol Sprax: I nearly broke four of my arms after the first
spraying a rainbow of colors. gravity well threw me onto a rooftop. But hey, it was
Since then, Albitta’s graffiti murals have garnered popularity a hospital rooftop, so they patched me up before any
as well as imitators. Several new walls have been added to permanent damage set in! I was just so sad that my
the buildings where her paintings first appeared, and street special lesson ended so early.
artists are encouraged to practice their craft there instead Moscaru: Did it at least clear out your sinuses?
of elsewhere in the neighborhood. The newer pieces change Sprax: Oh, I had forgotten all about that, but now that
regularly as artists rotate and try new techniques, but Albitta’s you mention it, it absolutely did!
murals remain untouched despite the occasional attempt to Moscaru: Nothing like a near-death experience to
alter them. No one is sure how they revert to their original overshadow allergies. I hope our fans choose a less
compositions hours after someone tries to paint over them, dangerous approach.
nor what mysterious forces impel the vandal to give up
artistry forever afterward. Lorespire Complex: The Starfinder Society’s headquarters
Gravity Wells Hoverskate Park: Over a century ago, an consist of a campus of buildings surrounding the towering
Arcanamirium annex called the Wyllis Dome in eastern Lorespire, which houses the Hall of Discovery, a meeting place
Drifter’s End suffered an unfortunate magical explosion; for the society’s elected Forum members and First Seeker. The
the incident destroyed the building and peppered the future of the society is often decided there, usually with the
surrounding block with gravitational anomalies. In the help of Guidance, a massive computer containing the collective
following decades, various groups attempted to eliminate consciousnesses of previous Starfinder leaders. In addition,
these anomalies to no success, so the site was essentially Starfinder scholars study an impressive collection of texts and
abandoned—that is, except for local youths sneaking past artifacts from across the galaxy in the Archives.
warning signs to use the gravity wells for hoverskating While Drifter’s End residents consider the Society to be a
thrills. The more these young athletes broadcasted their somewhat close-knit organization, its members do contribute
dangerous tricks onto infosphere sites, the more popular heavily to the community. Starfinder venture-captains work
the site grew. Some skaters eventually constructed ramps and sometimes live within the Lorespire Complex, so they have
around the wreckage to gain greater speeds and momentum reason to help keep the neighborhood safe and clean. Junior
as well as half-pipes and rails to turn the former annex into a Starfinder agents are sometimes asked to perform public
full-fledged hoverskate park. services as part of their duties, and many have made fast
Making the best out of a bad situation, the Arcanamirium friends among the local shopkeepers and business owners. In
donated the land to the Drifter’s End Syndicsguild, who fact, over a decade ago, Starfinder agents became somewhat of
declared it a public space. The Gravity Wells Hoverskate Park a tourist attraction in their own right, with those who openly
sees use almost around the clock, even attracting tourists displayed badges routinely getting asked by sightseers to take
interested in watching the extreme athletes compete. For the holopics with them. These Starfinders were usually genial to
more adventurous, hoverskate and safety gear rentals are these requests, but the First Seeker at the time was unsure if
available for anyone who wants to try out some anti-gravity the publicity was a good thing and asked agents to keep their
flips and tricks for the first time, with the proceeds helping allegiance subtle while in public.
to keep the park clean and maintained. In addition, Milldeh While the Lorespire Complex is generally closed to most
Fogglide (CG agender halfling) hosts full-day hoverskate visitors, the society often makes exceptions for traveling
tours every weekend that begin at the park and go across the scholars who wish to peruse their digital libraries or discuss
entirety of Absalom Station. theories with Starfinder sages. The campus also hosts the
public Museum of Pre-Gap History, which display several
Moscaru: Ack! What th—Sprax?! ancient relics found on Starfinder missions. The museum’s
Sprax: Haha, yeah! Just took an advanced hoverskating docents are available on request to host educational tours for
class at Gravity Wells! schools and tourists alike.

60
PORTS OF CALL 2
OVERVIEW

TRAVELING
THE GALAXY

PORTS

TRAVELER’S
TOOLBOX

INDEX

MSTC Offices: The Multi-System Trade Coalition is an Kalo-Mahoi run by Besmaran devotees as a space-focused
economic trade institution that operates out of Drifter’s museum that teaches visitors about the various creatures
End, specializing in trade with non-Pact Worlds settlements, native to the vastness of the universe. While there are rumors
especially those considering protectorate status. The coalition that the Museum of Space Creatures originally started out as an
started out as a financial partnership between several local elaborate money-laundering scheme by retired space pirates,
shipping companies operating out of Drifter’s End and quickly High Priest Captain Novaspawn (CG nonbinary kalo mystic)
developed into the neighborhood’s economic backbone. The assures that they’ve been dedicated in sharing their love for
MSTC maintains its financial stability by also managing the xenobiology even before the Pirate Queen herself embraced
Drifter’s End Credit Union, which is used regularly by most them. Despite concerns expressed by some residents, these
local residents, keeping them safe from the predations of Besmarans operate under entirely legal means and continue
larger financial establishments. to serve the community, claiming that all of Drifter’s End is an
The MSTC owns several offices in the center of Drifter’s End, extension of their own crew.
each dedicated to a different aspect of its reach. While these
buildings couldn’t be considered tourist attractions, visitors to ADVENTURE HOOKS
Drifter’s End often find themselves on this block regardless. The following adventure ideas can kick off any campaign
They might trade UPBs for credits (or vice versa) at the credit starting in Drifter’s End.
union or fill out paperwork to report a lost shipment at the The Amnesia Syndrome: For a week, visitors and residents
Bureau of Trade Management. Those of a more mercenary of Drifter’s End are seen wandering confused and disoriented,
bent might report to the MSTC Security Agency to look for complaining of brief gaps in their memories. Deliveries end up
work as guards on long-haul cargo routes. MSTC also runs a forgotten on corners, and street food vendors stare off into
meeting hall where members can hold mixers or discussions nothingness as their food burns. With some investigation,
about their prospects and Absalom Station politics. it becomes clear that each of the victims passed by the
Museum of Space Creatures: Drifter’s End brings all types statue in Chronicler’s Desk Park before suffering their major
into its fold, including those who might be considered enemies lapses in memory. Is this some kind of dormant effect on
under other circumstances. Permanently docked at a slip the sculpture that’s only now activating, or has someone
adjacent to one of the station’s arms is a large starship from enchanted it?

61
A Whale of a Time: High Priest Captain Novaspawn receives of Abadar in Drifter’s End increases, and AbadarCorp shipments
word from their Free Captain contacts that a pod of oma were going through the neighborhood are found mysteriously
spotted on the fringes of the Diaspora and are heading toward destroyed. What has caused the executives’ change in behavior,
Absalom Station. The kalo mystic also picks up chatter that a and can the Drifter’s End residents be convinced to trust each
band of space-whale poachers are in pursuit of the oma. The other again?
captain gathers allies and detaches their erstwhile museum Deep Cuts: Absalom Station security learns that a gang
starship to intercept the hunters and save the innocent from the Spike called the Ten Razors is storing illegally
space creatures. smuggled goods in a warehouse in Drifter’s End. After raiding
Complex Systems: When a group of Starfinder agents the building and capturing a handful of gang members,
brings back an unusual artifact from a mission, it accidentally the security officers discover that the Ten Razors’ leader,
activates, and an ancient technomagical program installs a mysterious figure known only as “Cutter,” is planning a
itself in the Lorespire Complex’s security systems. The entire brazen attack on the Stationary Satellite Hotel. Unsure of
campus goes on lockdown with no one able to get in or out. the gang’s exact location, Absalom Station security begins
As the alien virus infects computer after computer, the First looking for an elite team to infiltrate the gang and learn
Seeker sends out a call for help. Can the program be stopped Cutter’s identity.
before it reaches Guidance, possibly erasing centuries of Dinosaur Crisis: A large shipment is being moved from a
Starfinder knowledge? docking slip on Absalom Station’s Arms through Drifter’s End
Corporate Takeover: When the high-ranking leaders of the when one of the containers starts shaking violently. It suddenly
MSTC begin acting strangely and start making decisions that breaks open, releasing several smuggled dromaeosaurids
run counter to the coalition’s mission, the rank-and-file workers into the neighborhood. The ensuing panic puts tourists and
loudly express concerns that AbadarCorp has somehow residents in grave danger unless the beasts can be stopped,
threatened or bribed them. Violence against open worshippers but the shipment’s owner is offering a substantial reward for
the dinosaurs to be brought in alive.
Lost in Translation: A newly contacted planet is making a
petition for protectorate status and has sent over a diplomatic
delegate to meet with the Pact Council. The delegate, a
member of a previously unknown species, has brought
along a translator who spent months learning the major
languages of the Pact Worlds. However, when they arrive,
the two are separated in the bustle of Drifter’s End, and while
the delegate manages to make their way to their rooms on
Diplomat Row, they’re worried greatly for their friend lost in
this new, foreign place. Luckily, through magical translation, a
Pact Council intern gets the translator’s description and puts
out a covert request for aid. Can someone save the delegate’s
translator before something dire happens to them or they
cause an interstellar incident?
The Lullaby Thieves: A new band appearing at the Circle
somehow puts the entire audience to sleep with music and
robs them of everything as they doze. After the large-scale
crime is finally reported, the band issues an ultimatum through
their infosphere page: they want a lifetime contract with a
major music producer, or they’ll begin targeting other crowded
spaces with their soporific tunes. Can these maniacal musicians
be stopped before they put all of Absalom Station to sleep...
perhaps permanently?
People Over Policy: Tigixitav and a Pact Council
representative with familial ties to Suskillon, the system
recently invaded by the Swarm, are seen meeting with the
refugees of District Suskillon. Rumors begin to spread that
Tigixitav is gathering information to help introduce a policy
to the Council that will provide these unfortunates with more
aid, possibly even a place to settle elsewhere in the Pact
MILLDEH FOGGLIDE
Worlds. The shirren politician’s longtime rivals spread and
amplify this propaganda in an effort to ruin her reputation.
What’s the truth of the matter, and will it affect Tigixitav’s
chance for reelection?

62
PORTS OF CALL 2
TECHNOLOGICAL ITEMS balance and Athletics checks to jump during that move action;
Drifter’s End marketplaces sell all manner of equipment, many this stacks with the bonus granted to your Athletics check for OVERVIEW
of them targeted at tourists looking to take a remembrance of your increase in speed.
the neighborhood home. TRAVELING
LEVEL 4
PAINT REMOVER THE GALAXY
LEVEL 4
ALBITTA’S PAINT SPRAYER TECHNOLOGICAL ITEM PRICE 2,000 BULK L
HANDS 1 CAPACITY 10 USAGE 1/USE HANDS 1 CAPACITY 10 USAGE 1/USE PORTS
While industrial paint sprayers are available via commercial Much more practical-looking than an Albitta’s paint sprayer, a
construction stores and infosphere sites, the ones found in paint remover isn’t much more than a plastic canister with a
TRAVELER’S
Drifter’s End are inspired by the “paint pistol” supposedly used spray nozzle. A paint remover is filled with a special chemical TOOLBOX
by famous street artist Albitta. It’s shaped a bit like a small arm compound that can dissolve most paint almost instantaneously.
with a large canister in place of the clip to hold the paint. As a As a standard action, you can use a paint remover to spray INDEX
standard action, you can use a paint sprayer to spray paint in this solution in a 15-foot cone, covering all creatures and
a 15-foot cone, covering all creatures and objects in the area. objects in the area. A sighted creature in this area gains the
Invisible creatures and objects in the area are rendered partially dazzled condition until the beginning of your next turn unless it
visible unless they succeed at a DC 15 Reflex saving throw. A succeeds at a DC 15 Reflex saving throw; the creature can also
partially visible creature is no longer unseen but still benefits take a move action on its turn to wipe the chemical from its
from concealment (20% miss chance). The paint can be removed eyes, removing the condition. In addition, any paint on affected
by spending 10 minutes scrubbing it off with a cleaning creatures and objects (such as that from a paint sprayer) slowly
solution, through magical means such as token spell (cleaning dissolves and is completely gone by the beginning of your
1 cubic foot per round), or with a paint remover (see below). A next turn. This renders a partially visible creature covered in
paint sprayer’s canister can be refilled with a paint color of your paint invisible again and might have other effects at the GM’s
choosing for 20 credits. discretion. A paint remover’s canister can be refilled with the
specialized chemical for 20 credits.
LEVEL 5
CAVATINA SQUEEZEBOX
LEVEL 8
TECHNOLOGICAL ITEM PRICE 2,800 BULK 1 SHOCK-ABSORBING HELMET
HANDS 2 CAPACITY 20 USAGE 1/ROUND TECHNOLOGICAL ITEM PRICE 8,800 BULK L
Crafted by the members of the Besmaran priesthood at the HANDS — CAPACITY 20 USAGE 1/USE
Museum of Space Creatures, this electronic concertina emits While even professional hoverskaters are encouraged to wear
sounds similar to an oma’s calming cry when played as a move simple safety gear when performing tricks, these advanced
action. If you succeed at a DC 17 Profession (musician) check technological helmets are sold to those who attempt the most
when you play the squeezebox, you and all allies within 60 feet extreme stunts. When you fall while wearing a shock-absorbing
who can hear the music gain a +1 morale bonus to saving throws helmet, you can convert the first 1d6 bludgeoning damage to
against fear effects until the beginning of your next turn. You nonlethal bludgeoning damage; this conversion is cumulative
can continue to play the squeezebox and grant this bonus as a with damage reduced through deliberate jumps, successful
move action each subsequent round without needing to attempt Acrobatics checks, and other means (see shock-absorbing pads,
the skill check again. However, if you stop playing for even 1 below). This requires no charges. In addition, as a reaction
round, you must succeed at the skill check again to grant the when you’re struck by a wound critical hit effect that targets
bonus again. This is a sense-dependent effect. your brain, you can activate the shock-absorbing foam within
the helmet, consuming 1 charge and allowing you to roll the
LEVEL 10
CAVATINA SQUEEZEBOX, MASTER Fortitude saving throw twice and take the better result.
TECHNOLOGICAL ITEM PRICE 17,500 BULK 1
LEVEL 6
HANDS 2 CAPACITY 40 USAGE 1/ROUND SHOCK-ABSORBING PADS
A master cavatina squeezebox functions like a regular cavatina TECHNOLOGICAL ITEM PRICE 4,000 BULK L
squeezebox, except that you must succeed at a DC 25 Profession HANDS — CAPACITY 20 USAGE 1/USE
(musician) check and the morale bonus granted is +2 instead of +1. Like a shock-absorbing helmet, these advanced technological
knee and arm safety pads are generally sold to extreme
LEVEL 13
EXTREME HOVERSKATES athletes. When you fall while wearing shock-absorbing pads,
TECHNOLOGICAL ITEM PRICE 46,000 BULK 1 you can convert the first 1d6 bludgeoning damage to nonlethal
HANDS — CAPACITY 40 USAGE 4/10 MINUTES bludgeoning damage; this conversion is cumulative with damage
Extreme hoverskates are for advanced enthusiasts of the sport, reduced through deliberate jumps, successful Acrobatics
allowing for more intense maneuvers. They function identically checks, and other means (see shock-absorbing helmet, above).
to hoverskates (Starfinder Armory 104), suspending you This requires no charges. In addition, as a reaction when you’re
approximately 1 inch off the ground when worn and activated. struck by a wound critical hit effect that targets your arm or
However, when you overcharge your extreme hoverskates, the leg, you can activate the high-tech shock-absorbing cushioning
bonus increase to your speed is 30 feet (instead of 20 feet), within the pads, consuming 1 charge and granting you a +2
and you gain a +2 circumstance bonus to Acrobatics checks to circumstance bonus to the Fortitude saving throw.

63
GOLARION WORLD
Planet-sized theme park with alien power sources. NPCS
Tael Anyari (CN male human), Vice President of Theme Parks
GOLARION WORLD Guhna Bronzeridge (N female dwarf vanguardCOM), Head of Park
CN theme park Security
Gravity standard Exim (CG agender android mechanic), Senior Manager of R&D
Atmosphere normal
Day 26 hours; Year 350 days Sprax: Golarion World! The cheeriest place in the
Population 370,000 (66% human, 12% android, 6% halfling, 5% universe, full of fun, thrills, and good eats all enjoyed
dwarf, 5% gnome, 3% elf, 3% half-orc) through the lens of history! I’ve never seen lost
Government corporate oligarchy Golarion with my own eyes, of course, but if living
Languages Common, Dwarven, Elven, Gnomish, Halfling, in the Inner Sea region was half as exciting as riding
Orcish the Eye of Abendego water coaster or watching
Qualities Drift Lane Adjacent, Tourist Trap the lich Tar-Baphon’s hourly assault in the Siege of
QUALITIES Absalom stunt spectacular, then I wish I had a time
Drift Lane Adjacent This settlement is on a Drift lane (page 12) machine! Ask anyone who’s been: a trip to Golarion
connected to Castrovel. World is just as good as a journey into the past!
Tourist Trap This settlement is a major tourist attraction. Moscaru: I enjoy delightful diversions such as Golarion
During peak travel seasons, its population might be double World as much as the next shirren, but I have some
or greater. doubts about its historical authenticity. The New
ECONOMY Horizons Luxury Retreats executive who planned
Exports souvenirs the park is supposedly a history student, but they
Imports construction equipment, electronics, foodstuffs clearly made some accommodations to entertain
Maximum Item Level 15th guests. But this isn’t a disparagement! Far from it.

64
PORTS OF CALL 2
OVERVIEW

TRAVELING
THE GALAXY

PORTS

TRAVELER’S
TOOLBOX

INDEX

Golarion World’s expansive theme parks are chock After convincing the New Horizons board of directors to
full of rides and shops that are sure to bring a smile purchase the rights to the planet, Tael and a large crew of
to your face. In fact, there’s so much to see and do, explorers and terraformers headed out into Near Space to
you’ll need to spend at least a week there. Just don’t begin construction on what would become the largest and
expect to come home with accurate knowledge most ambitious amusement park project in the known galaxy.
about lost Golarion’s past. Unfortunately, the project seemed doomed when an unexpected
earthquake swallowed part of Tael’s base camp. Those involved
With the newly formed Drift lanes, unexplored and uninhabited in the accident survived, thanks to the quick thinking and
systems suddenly became accessible. The Whirlwind, a scout cool head of Guhna Bronzeridge, a veteran terraformer. She
ship from the Pact Worlds, stumbled upon one such system helped everyone reach the surface once again, and along the
while reconnoitering a Drift lane. Though the system has way, the group discovered a cube made of glass and stone in
only three planets, the crew’s report of the second world an underground cavern. The surveyors were fascinated to
from the yellow sun—one with a breathable atmosphere and learn that the planet had previous inhabitants, though no trace
almost pleasant climate—sparked the interest of an executive of them could be found on the surface, and that other cubes
at New Horizons Luxury Retreats, an interstellar company were buried all over the planet. After further study, researchers
with massive resources and a focus on crafting high-end learned these cubes could generate unlimited power.
recreational experiences. Tael realized he could save millions of credits by powering his
Tael Anyari, recently promoted to Vice President of Theme theme park with these cubes, and only a few months after the
Parks at New Horizons, studied history as a hobby during his planet’s discovery, Golarion World was open for business!
time at college and became fascinated with tales of lost Golarion.
When he received word of a “new” planet in Near Space that GEOGRAPHY
could easily support settlements with a few adjustments, he Golarion World is a series of large theme parks spread across
knew he’d found a venue for his bold plan to recreate that an entire continent on the planet Zinn-2, named after the
ancient world... in theme park form! founder of New Horizons Luxury Retreats. Each park, or “land,”

65
represents a different area known to have existed in lost with foliage or hills. It’s estimated that Golarion World can
Golarion’s Inner Sea region, which extended throughout nearly accommodate up to 2.5 million guests, though park security
an entire hemisphere. The continent was heavily terraformed does its best to ensure that they’re as evenly spread out across
to create specific ecosystems for these lands that normally the lands as possible, sometimes by temporarily shutting down
wouldn’t be in such close proximity, with highly sophisticated rides or slowing monorail transit between the parks.
technology and machinery maintaining constant individual Most of the permanent residents of Golarion World are the
climates. Monorails for guests and underground high-speed employees who operate the rides, staff the shops, and perform
trams for employees offer quick connections between the in the shows; these individuals live in specially designed homes
theme parks, while roads that wind through the non-park within each land that have thematically appropriate exteriors
landscapes offer a more rustic way to travel. However, parts but contain modern amenities within. Other employees—security
of these wildernesses are home to dangerous creatures, some officers, mechanics, and so forth—keep long-term residences in
native to the planet and some imported by New Horizons to two cities outside of the parks: Sandpoint and Whistledown.
heighten verisimilitude. These cities are off-limits to guests and can be reached only
The rest of Zinn-2 has been left untouched for now, though via subterranean tunnels. These passages also provide access
New Horizons is looking to eventually expand Golarion World to the planet’s energy-providing cube artifacts. After employees
with more lands that emulate lost Golarion’s other continents, began to refer to this network of tunnels as the All-Ways, park
such as Tian Xia and Arcadia. Historical researchers gather management adopted that as its official name.
information about these areas while the research and
development division imagines new rides and experiences. RESIDENTS
Engineers, working with xenoarchaeologists, are searching for Even though Golarion World has been open for only a short time,
more subterranean cubes to power these new attractions. New Horizons Luxury Retreats was able to quickly hire enough
Golarion World’s many theme parks include Cheliax Land, front-facing employees, also known as cast members, eager
Irrisen Land, Osirion Land, and more, all described in greater to staff the various theme parks. Each potential cast member
detail starting on page 70. In addition to rides, shows, and is given an extensive interview process and psychological
shops, each land features a high-rise hotel on its outskirts evaluation to determine which land most interested them and
for guests, carefully decorated in theme or hidden from view whether they’d be able to maintain the level of commitment to

66
PORTS OF CALL 2
character necessary to maintain guests’ sense of immersion. Moscaru: Excuse me?
The majority of cast members are aspiring holovid stars, Sprax: Abrogail Thrune! She told me that if I made OVERVIEW
enthusiastic history buffs, and veteran live-action role-players. an infernal pact, I could skip the line to ride the
Now that the parks have been open for a time, New Horizons Screaming Jungle hovercoaster. TRAVELING
fields an ever-growing number of applications from those Moscaru: Ha, well, I’m certain she was just staying THE GALAXY

looking for a new home on Golarion World. in character.


After being assigned a land (and quarters there), a cast member Sprax: And then another actor in a realistic devil outfit PORTS
is fitted with an appropriate wardrobe, which they must wear at appeared suddenly—sent Abrogail screaming—and
all times when on the clock. They’re also given a crash course in said I could ride the hovercoaster nine times if I just
TRAVELER’S
the mannerisms expected of them while interacting with guests; signed his fancy release form, so I— TOOLBOX
for instance, cast members of Shackles Land act like boisterous Moscaru: Ohhhh... I shouldn’t be surprised that I leave
(but friendly) pirates, while those working in Ustalav Land are you alone in a theme park for half a day and you INDEX
generally more morose. While most cast members are shop clerks manage to sell your soul.
or ride operators, the most talented performers receive specific
named roles to play, modeled after famous historical figures of
that land, and roam a park’s trails and streets. One of Golarion SOCIETY
World’s most popular characters is the imperious Abrogail Golarion World doesn’t have a government. As such, since the
Thrune of Cheliax Land; she’s portrayed by several different cast planet is wholly owned by New Horizons Luxury Retreats, and all
members, but each of them portrays the queen as playfully vain its inhabitants are employees, the company can impose laws or
and domineering in a way the guests can’t get enough of. regulations as it sees fit. However, as the company is technically
Typically, a cast member works about a 4-hour shift in the park, beholden to Pact Worlds labor standards, the non-work life of an
with three to four shifts covering the amount of operation time employee isn’t much different from someone living on Castrovel
for most of a park’s shops and rides. A character cast member’s or Triaxus. As Vice President of Theme Parks and creator of the
workload differs a bit, as many of them wear elaborate, iconic project, Tael Anyari has the most power and could be considered
costumes or heavy makeup; such an employee is “on” for an hour
before getting an hour-long break and repeating the cycle twice
more during a working day. Cast members usually work for 3
days and then are off for 2 days. When they aren’t working,
many cast members dress in “civilian” clothes and enjoy the
parks—though usually not the one where they spend the most
time! They might also travel to Sandpoint or Whistledown to
partake in more modern pastimes.
The rest of Golarion World’s employees work behind
the scenes, using the All-Ways to get where they need to
be in the parks. Mechanics repair malfunctioning rides,
janitors clean up messes, and security personnel handle any
troublemakers. They wear simple, dark brown polo shirts and
slacks when in view of the public, and most guests pay them
little attention. Finally, there are the research & development
engineers who work in Golarion World’s office headquarters in
the center of Sandpoint. They’re constantly working on new rides
and improvements for existing rides under the watchful eye of
senior manager Exim, with occasional visits from Tael Anyari.

Sprax: Her Infernal Majestrix Abrogail Thrune is


hilarious! On my last visit to Cheliax Land, I
followed her around for a full hour, asking about her
dealings with devils, and she kept finding new and
sidesplitting ways to insult me! She didn’t repeat
even one!
Moscaru: I’ve noticed that Queen Eutropia Stavian
always has a gaggle of adoring children in her wake,
saying they want to grow up to be just like her. It’s
not easy being a role model like that. I must applaud
the cast members’ commitment, acting skills, and
boundless patience.
Sprax: And their diabolism!

67
Golarion World’s de facto leader. Still, so long as employees ancient planet, and many use Absalom Station as an efficient
maintain the standards set within the New Horizons employee intermediary destination. The rest come simply to have a good
handbook (bringing any grievances or complaints to their time, so many see Golarion World in a largely positive light.
manager or the Human Resources department as necessary), Tael Historical scholars—especially those who have made careers
doesn’t feel the need to act as an authority. out of studying everything about lost Golarion—and certain
However, this doesn’t mean that Golarion World is lawless. members of the Knights of Golarion have a more negative
Security guards stationed throughout the lands attempt to opinion about the massive theme park. They often call the
keep unruly guests in line as well as police Sandpoint and historical inaccuracies throughout Golarion World “harmful in
Whistledown. Most of the time, they deal with small infractions, promoting a romanticized and fictional view” of the planet. Some
such as disturbing the peace or vandalism. Guests who are deride how the park trivializes serious known problems, such
charged with a single infraction are asked to return to their as Chelaxian royalty consorting with devils and the threat of
accommodations for the rest of the day and are placed under demonic invasion from the Worldwound. These opinions aren’t
light observation by the staff. Repeat offenders are escorted to popular among the general populace, and someone publicly
Absalom Island and then to a shuttle off the planet; any other espousing them is often told, in so many words, to lighten up.
guests that came to the park with them (usually family members) Of course, this response hasn’t stopped the most vocal critics
can choose not to accompany them as long as they have means of Golarion World’s historical precision from continuing to talk
to leave at a different time. Employees who break the law are about it on dedicated infosphere sites to any who’ll listen.
summarily fired and also escorted off the planet. Thanks to efforts by Tael Anyari and the New Horizons
In rare cases, when a very serious crime occurs, Luxury Retreats public relations team, a plan is underway to
Golarion World has agreed to operate officially set aside large, untouched areas of Zinn-2 to
under Steward jurisdiction. donate to the Xenowardens as natural
Life in the company cities of Sandpoint conservation sites after the latter group
and Whistledown isn’t much different began protesting the climate manipulation
from life in any standard Pact Worlds used to maintain immersion in each of
city. Chain restaurants and tri-vid theaters the parks. The Xenowardens are looking
operate as normal, providing standard food forward to having some dedicated areas to
and entertainment, though any business transplant flora preserved from the time
wishing to operate in one of Zinn-2’s of lost Golarion, in the hopes that such
cities must first get the approval of New species can flourish once again.
Horizons Luxury Retreats. Like most city
governments, New Horizons provides POWER CUBES
business permits based on merit and Glass and metal cubes exactly 14
employees’ needs and requests. This feet on each side have been found
has led to a small percentage of the Zinn-2’s in underground caverns across Zinn-2. Each cube
population not being employees of Golarion World but who are contains a pulsating, roughly spherical mass of a plasma-like
also aware (and often need to use) the All-Ways. At the behest of substance, visible through the cube’s glass sides. Over 20
New Horizon lawyers, these individuals must sign nondisclosure have been discovered so far, and the planet’s explorers believe
agreements pertaining to the operation of the parks. there might be more than double that number left to find. No
When not working, employees are free to come and go as one is certain who constructed and placed these cubes, as no
they please. Some take mini-vacations on Golarion World itself, other signs of technology have yet been found on the planet.
taking the chance to go on the rides they don’t get to experience Some believe the builders used the cubes to power a device
during their jobs. Most, though, leave Zinn-2 via Little Kortos, that transformed them (and their cities) into pure energy,
the orbiting space station that acts as a transit hub for guests while others posit the cubes were teleported into the planet to
exiting and entering the parks. A few have their own starships prepare it for an alien force that never arrived (but still could).
permanently docked there and can come and go as they please, In either case, scientists and engineers agree that the cubes
while others must book passage on other vessels. Luckily, New surpass most power sources found in known space and likely
Horizons offers their employees free transit on their cruise were made by an advanced technomagical society.
liners that drop off guests to Golarion World, provided their The first readings taken of one of these cubes showed that
vacation time lines up with the ships’ schedules. the plasma within emanate an incredible amount of energy.
However, the substance has yet to be fully identified, as the
RELATIONS researchers have been unable to access it directly. There are
Golarion World is at the end of one of the newly formed Drift no doors or hatches in the cubes’ sides, and the glass resists all
lanes (page 12), connecting it to Castrovel and placing it within forms of damage. As Golarion World was being constructed on
a short travel time from the Pact Worlds. As a result, most the surface, Tael Anyari occasionally met with those studying
visitors to the park hail from the Pact Worlds, as many of them the cubes to ensure the artifacts wouldn’t endanger his
have direct ancestral ties to lost Golarion. However, a sizable product. On one visit, he casually commented that if they could
number of guests have at least a passing curiosity about the find some way to harness the energy within, then he would

68
PORTS OF CALL 2
OVERVIEW

TRAVELING
THE GALAXY

PORTS

TRAVELER’S
TOOLBOX

INDEX

save a lot of money and not have to mar the landscape with The parks have the same rate of minor accidents and occasional
unsightly power plants. Suddenly, an aperture opened at one disagreements between guests that any major tourist attraction
of the cube’s vertices. To everyone’s surprise, the hole was the of their size would, and the cities of Sandpoint and Whistledown
perfect connection for a standard power conduit. A few weeks endure infrequent crimes, but even putting those aside, the
later, installation began on hundreds of miles of subterranean planet isn’t exactly “the cheeriest place in the universe” written
cables that now route power to all the parks. about in advertisements.
A single alien cube remains unattached to Golarion World’s First, the wilds outside of the various lands have been seeded
power grid and under constant study by a rotating collection with lost Golarion–appropriate wildlife that has interacted and
of physicists, metallurgists, and electrical engineers. Recently, interbred with the planet’s original-but-sparse fauna to produce
they noticed that the plasma inside the cube increases in a handful of unique and dangerous predators. Common boars
luminance moments after the parks’ many rides are shut down have grown more aggressive as their hooves have become
for the day. This has led to speculation that the technomagical more keratinous, allowing them to trample over sharp rocks
relics are somehow connected wirelessly to one another and and thorns unharmed. Jigsaw sharks released into the waters
that Golarion World’s many attractions might be putting a around Absalom Island have consumed enough native jellyfish to
small strain on this network. Reports from the more cautious incorporate the creatures’ toxins into their own biology. Certain
researchers note that if Golarion World continues to expand its species of ravens have graduated from common scavengers
power consumption, there’s a chance that an errant surge of to ambushers as they’ve learned to drop heavy rocks from the
energy could “blow out” one of the cubes like a fuse, possibly sky to crack the armored shells of Zinn-2’s terrapins. These
leading to a planetwide blackout. Unfortunately, Tael Anyari adaptations have made Golarion World’s wilderness expeditions
seems unwilling to heed this warning as he plans additional more dangerous than promoted, and New Horizons has shortened
parks and other power-hungry ways to increase attendance. the distance guests can travel from places of safety without
having to hire more experienced adventuring guides.
CONFLICTS AND THREATS What started as a good-natured rivalry between Sandpoint
At first glance, Golarion World seems like a planet free of and Whistledown—stemming from questions like “Which city
major conflicts—at least, that’s what the New Horizons Luxury has the better coffee?” and “Who has the more talented amateur
Retreats public relations team would have everyone believe. starlance players?”—has evolved into full-fledged prank war that

69
threatens to disrupt park operations. At first, the antics were guests down to Absalom Island, only a few miles outside of
confined to the two cities. A group of Whistledown residents Absalom City, a massive metropolis constructed to resemble
would plant a veritable forest of saplings that magically the stone and wooden buildings of lost Golarion’s history. Most
sprouted overnight in the lawn in front of Sandpoint’s town hall, of the buildings are artificial fronts hiding the interior of such
leaving the Sandpoint citizens to retaliate by releasing a swarm attractions as The Siege of Absalom stunt show, the Precipice
of robotic squirrels in several of Whistledown’s supermarkets Disaster fully immersive holotheater, and Cafe Aroden, a large
simultaneously. Recently, the main pranksters on both sides eating hall where courageous (and hungry) guests can attempt
have begun tricking each other at their places of work, leading the Test of the Starstone Burger. Those who can finish the
to cast members suffering time-release itching powder in their massive sandwich within 30 minutes win a cash prize and have
costumes and restaurant employees finding important kitchen their holopicture added to the Wall of Food Gods. Absalom City is
utensils replaced with foam replicas. New Horizons managers also a hub for monorail service leading to the other theme parks.
have sent out several messages insisting the pranks stop, but
no one in charge has yet identified the ringleaders. Cheliax Land
Corporate spies from one of New Horizons Luxury Retreats’ The majority of the buildings in this theme park feature barbed
largest competitors, Paradise Resorts, have been snooping around towers of red-veined black marble rising to sharply pointed,
the theme parks, closely examining the rides and attractions and conical roofs. Amid this imposing architecture, cast members
subtly questioning the guests and employees. Paradise Resorts is dressed as cartoonish devils caper and cavort, some even
looking to replicate Golarion World’s success with a similarly large tempting guests with money or power if they sign away their
park that would essentially replicate the experience of traveling souls on long parchment scrolls filled with fake legalese. Cheliax
to the planes of the Inner and Outer Spheres. Unfortunately, the Land is ruled over by the character of Queen Abrogail Thrune
company’s research has shown that these other planes don’t hold and her honor guard of black-armored knights, though most
the same appeal as lost Golarion since it’s actually possible to visit everyone knows she—and all the land’s “residents”—are in league
the former! Frustrated, Paradise Resorts is considering turning to with the fiends of Hell. Rides and attractions around Cheliax
actual sabotage to level the playing field. Land include the Devil’s Bargain, a hovercoaster that plunges
into a 300-foot pit lined with holographic fire as its climactic
Sprax: Why won’t Golarion World employees let us drop; the Thrune Cross, a circular, spinning thrill ride that
take a look at one of those power cubes? Because holds guests in place on the walls with centripetal force before
it’s too “dangerous”? Look, I’m no engineer or dropping the floor out from under them; and the Court of the
xenoarchaeologist or someone with even a basic Infernal Majestrix, a thrice-daily show where Queen Abrogail
understanding of physics, but like a lot people, I sentences traitors against the state to increasingly horrible (but
am very curious! Maybe bringing in a fresh pair of expertly staged) deaths at the bidding of her devil advisor.
eyes... or two or three or a dozen... could result in
a breakthrough. And I bet they could even charge Geb Land
extra for a behind-the-scenes tour! Geb Land features Mechitar, a city of squat, mud-brick buildings
Moscaru: Though New Horizons has tried keep the faced with glazed exteriors and the occasional obsidian stepped
existence of their “power cubes” a secret, former pyramid. Within, cast members dressed as undead beings
employees have anonymously leaked it on various such as zombies and ghouls run the shops, restaurants, and
infospheres. Hundreds of suppositions about the attractions, often while commenting on how tasty guests’
cubes sprung up almost as quick as you could blink, flesh looks. They never attack the visitors, of course, citing
ranging from them being artifacts of an ancient the numerous “Dead Laws” that protect the living in Geb Land.
civilization, objects from the future of all things, Several other more powerful “undead,” referred to simply as
or the result of some deific intervention. The cubes Blood Lords, roam the streets of Mechitar, pretending to keep
haven’t caused any problems for Golarion World so the rest in line. The largest pyramid in the center of the city
far, so despite some dire warnings from infosphere is the home of the ghost king Geb, and every midnight, a
theorists, the park’s attendance remains steady. holographic projection of this historical figure appears at the
building’s apex to announce the Funerarium, a parade of the
NOTABLE LOCATIONS city’s undead residents. Guests are encouraged to join in the
The theme parks of Golarion World include the following. march, and they often first imbibe many alcoholic beverages.
The famed hovercoaster, the Ossuary, is situated within Geb’s
Absalom Island pyramid; its tracks and cars are modeled to look like bone,
This expansive island in the middle of a terraformed body though the ride takes place almost entirely in the dark.
of water resembling the historic Inner Sea serves as Golarion
World’s entrance and exit point for guests. Visitors must first Irrisen Land
dock at Little Kortos, a space station in geosynchronous orbit, Snow and ice cover the hills of Irrisen Land, a frosty theme park
where they meet with a customer service representative to specializing in cold weather activities. Guests can ice skate across
set the length of their stay, plan any special excursions, and, Glacier Lake, bobsled down the slopes of the Crown of the World,
of course, pay. Regularly scheduled shuttles ferry groups of or enjoy a stroll through the snow-dusted streets of Whitethrone.

70
PORTS OF CALL 2
The cast members wear fur-lined coats, hats, and dresses and
delight in warning guests about invoking the wrath of the “winter DOWNTIME ON GOLARION WORLD OVERVIEW
witches,” a group of powerful spellcasters who keep the land Golarion World is primarily a vacation destination, and player
frozen. These witches are said to be descended from the mother characters who perform the following downtime activities at the TRAVELING
of all witches, Baba Yaga, who can be found on the porch of her park gain the listed additional benefits. THE GALAXY

mobile hut as it traverses the land. Perched atop chicken legs and Carouse: With many fine restaurants and bars all across the
fitted with internal gyros to keep the interior level as it moves, planet—especially in the pirate-themed Shackles Water Park—the PORTS
Baba Yaga’s Hut is Irrisen Land’s most sought-after restaurant. stress-relieving experiences of Golarion World stick with you a bit
longer. A successful carouse downtime activity performed here
TRAVELER’S
Lastwall Land lasts for twice as long, meaning your extra Resolve Point (or points) TOOLBOX
Shining white castles dot the landscape of this theme park area, aren’t lost until the end of the second day following the Fortitude
and the majority of the cast members are dressed as crusaders saving throw. INDEX
in heavy armor made out of a lightweight material that Lounge: Whether by going on some relaxing rides or simply
resembles steel. The character of Watcher-Lord Ulthun II rides traveling the countryside to absorb the history of Golarion, you’re
on horseback between these fortifications with a retinue of more invigorated by the time you pass here. First, you don’t need
knights, occasionally engaging in mock battles with exaggerated to remain in one space to perform this downtime activity (as long as
“demons” (other employees in costume) that emerge from you remain on the planet and don’t do anything stressful). Second,
underground tunnels at preset locations. These skirmishes only the number of temporary Hit Points you gain the following day is
occur if there are enough guests around to appreciate them, increased by your key ability score modifier.
and afterward, Ulthun (who always wins, of course) attempts Work Out: In addition to family attractions, Golarion World offers
to recruit the guests into “the Crusade” that’s the last line of immersive but taxing “experience packages” for guests who want
defense against demonic hordes. Rides and attractions within to sample what it was like to live on lost Golarion. These long-term
Lastwall Land include Castle Everstand Armory, where visitors trips into the wilderness outside of main park areas can be grueling. A
can purchase replica weapons and armor; the Crusader War successful work out downtime activity here confers a +2 circumstance
College, an interactive holographic experience where guests, bonus to the rerolls granted by the activity.
acting as students, must help fend off a demonic horde; and
the Fangwood Dragon, an exciting hovercoaster that features
simulated attacks from a robotic green dragon.
to get them into one of the air-conditioned buildings nearby
Mwangi Land under the auspices of “an urgent audience with the Ruby
Mwangi Land is replete with jungle canopies and winding Prince.” Then, that character arrives a few minutes later to
rivers, amid which sits the vibrant city of Nantambu. The city formally welcome the guest to Osirion Land and sometimes
is arranged in a series of concentric circles divided by canals. even put on an impromptu magic performance. As such, for a
Glass wind chimes decorate most buildings, filling the city cast member to undertake the role of the Ruby Prince, they
with a constant, pleasant tinkling sound. The very center of must have considerable talent in spellcasting or sleight of hand.
Nantambu holds the Magaambya Academy campus, where The Sphinx Head is a haunted house–style ride where guests
guests can purchase small magical trinkets and even participate are accosted by mummies and giant scarab beetles, while the
in “classes” that teach them the basics of magic (fabricated with Pyramid of Doom is an “escape room” experience popular with
technomagical and holographic effects built in each classroom’s guests who enjoy solving complex puzzles; reservations for this
walls). The campus is overseen by characters given the title attraction must be made at least 1 day in advance.
of Magic Warriors, guiding each day’s students through the
exercises and offering gentle words of encouragement. Outside Shackles Land
Nantambu, visitors can enjoy the Vanji River Cruise, which Shackles Land is a massive pirate-themed water park that’s
leads through areas of simulated danger and eventually over a situated on and around dozens of small islands. The guest
waterfall; the Screaming Jungle, an incredibly fast hovercoaster monorail arrives at Port Peril, which holds the majority of the
that zips around and through massive trees; and the Ruins of park’s restaurants, accommodations, and changing areas. Small
Kho Fun Center, which is constructed to look like the crash site “pirate ships”—sailed water taxis with hidden motors—ferry guests
of an ancient flying city and features indoor skydiving, wall from attraction to attraction, with the small crews pretending
climbing, and miniature golf. to press-gang their passengers into service. The boisterous
character of the Hurricane King can show up just about anywhere
Osirion Land across Shackles Land to enforce the pirate’s code, which generally
Sand-blasted stone pyramids stretching across a vast desert means prodding a guest who doesn’t look like they’re having fun
are Osirion Land’s claim to fame. Though the sun beats down to walk the plank into the temperature-controlled ocean. Other
mercilessly on the park, plenty of shaded areas and stalls roaming characters include Tessa Fairwind, a friendly red-haired
selling cold drinks can be found, and employees are trained to captain, and the Master of the Gales, a curmudgeonly druid.
recognize the early signs of heat stroke in a variety of species. Shackles Land is the favorite of many younger visitors, who
Should a worker spot someone struggling, they’re instructed enjoy attractions such as the Eye of Abendego, a coaster that

71
simulates riding through a hurricane; Raptor Island, a petting zoo Golarion Land, staying in Cheliax Land. They find the depiction
that’s home to small, genetically engineered dinosaurs; and The of the land very amusing, but their vacation is cut short when
Smoker, a barbecue eatery situated within a fake volcano. a faction of the Cult of the Devourer crashes their starship
into Cheliax Land as retribution for past altercations. Devourer
Taldor Land survivors attack randomly, looking for the Hellknights, who are
The architecture of Taldor Land consists mainly of quaint villas currently without their iconic armor.
with gently sloping roofs and the occasional manor house. The History Mystery: A prominent historian of lost Golarion
cast members dress in high collars, puffy breeches, and shoes with goes missing while visiting Golarion World. New Horizons
buckles on them, and they’re trained to speak in an exaggeratedly quietly hires a group of adventurers to scour the park and
formal manner. Occasionally, the quiet and dignified air is broken find the scholar before word reaches the galactic press. The
by the appearance of the character of Queen Eutropia Stavian and investigation eventually leads into the All-Ways and a closed,
her hound Taldogis gleefully parading down the streets, greeting underground area of the park called Darklands Grotto that’s
one and all with friendly waves and smiles (though Taldogis is still under construction. Creepy things lurk in the dark below,
more prone to lick a guest). Queen Eutropia is a very popular especially near a cave whose walls are covered with ancient
character, especially with preteen guests, as she’s always keen symbols that link Zinn-2 to lost Golarion!
to ask them about themselves and their plans for the future. Long Live the Queen: A group of oft-returning visitors
A twice weekly “Tea with the Queen” event is often booked up calling themselves the New Ulfen Guard have a fixation with
months in advance. In addition, this park also contains a large Queen Eutropia of Taldor Land, regardless of which cast
ranch for breeding and raising pot-bellied bulettes (page 73) member portrays her. They come to the park dressed in furs
out on the plains. Taldor Land’s rides include the Seven Towers, and begin “guarding” the character, to the point of interfering
a series of drop towers that function concurrently; the Secret with other guests attempting to interact with her. When park
of Kith Academy, a comedic, interactive ride that has guests security arrives to speak with the New Ulfen Guard, they
“recruited” into the notorious spy organization the Lion Blades at produce actual weapons from a null-space chamber and fight
a bardic college; and Sellen River Rapids, a log flume that ends at back. They take the queen hostage and retreat into a nearby
a chaotic sawmill. coffee shop.
Power Cube Peril: Suddenly, Golarion World’s power cubes
Ustalav Land produce energy spikes, leaving guests stuck on out-of-control
The misty moors and decrepit, cobweb-filled buildings of rides or trapped within attractions whose automatic doors
Ustalav Land tell a story of a land haunted by ghosts, specters, won’t open. To make matters worse, energy is being siphoned
and other things that go bump in the night. Artificial clouds into a previously unknown device at the center of the planet.
keep this park in a state of perpetual gloom, and the pale cast What will happen when it’s fully powered up? Are the original
members wear dour expressions along with their black hats builders of the power cubes returning?
and waistcoats. Most of the taller structures are festooned with School of Hard Knocks: Zo! brings a new show to Golarion
gargoyles or tall spires. The rides and attractions tend toward the World with teams competing to best a series of specially
spooky, including Gallowspire Grave, a dark ride where guests designed challenges within the Magaambya Academy
can witness the escape of the lich Tar-Baphon (also known as attraction. With the winning “class” set to receive 1,000,000
the Whispering Tyrant) firsthand, and Carrion Hills, a twisting credits, competition gets fierce, and production nearly stops
hovercoaster that races through several cemeteries. To fight the when a malfunctioning effect injures one of the crew. Though
seemingly pervasive melancholy, the dual character of Ailson the event appears to be sabotage, the undead producer opts to
Kindler wanders the park. First, she appears as an old, gray-haired continue the production.
woman looking to tell stories of her past fighting monsters. Then, Tar-Baphon Awakens: Tael Anyari purchases a strange relic
a second character shows up as the young Ailson, usually at the offworld to add some historical verisimilitude to the Tar-Baphon
same time as the aforementioned creatures, for a staged battle. mascot costume, not realizing the item is cursed. The next cast
member to don the costume is granted magic power that rivals
ADVENTURE HOOKS that of the ancient lich, warping their personality into one
Though it’s meant to be a place of relaxation, leisure, and obsessed with conquering Golarion World.
carefully controlled “danger,” Golarion World holds plenty of Weather Woes: The climate-control satellites that keep
opportunities for true adventures. Irrisen Land in perpetual winter and Shackles Land sunny and
Danger on Raptor Island: The Raptor Island petting zoo warm are infected with a computer virus. A collection of militant
features dinosaurs genetically engineered to be much smaller Eoxians takes responsibility and threatens to unleash blizzards,
than their kin. An accident in the underground hatching tornadoes, and worse if their demands aren’t met. They want
facility beneath the island creates a highly aggressive species Geb Land shut down due to its depiction of undead beings.
of compsognathus with chameleon-like skin. The camouflaged Whistledown Worries: A serial killer stalks the streets of
dinosaurs escape their confines and begin terrorizing the Whistledown, targeting employees who work in Ustalav Land.
island above. The murders are staged to look like vampire attacks, with blood
Hell Comes to Cheliax Land: A contingent of Hellknights drained from each victim through a pair of puncture wounds
takes a break from enforcing their ideas of the law to visit in the neck. Despite a curfew, the killer continues to find prey.

72
PORTS OF CALL 2
GOLARION WORLD SERUMS trailing from it appears caught on a tiny pyramid. Beneath
The many restaurants and snack stands across Golarion World’s that is written, “Lift the curse of thirst!” The serum grants OVERVIEW
parks offer a variety of food and drink, including the fizzy, syrupy you a +2 insight bonus to saving throws against the spells,
Golarion World serums, each of which comes in a different flavor spell-like abilities, and supernatural abilities of creatures with TRAVELING
and confers some beneficial effect upon drinking. Guests can the earth subtype. THE GALAXY

purchase these serums by the bottle or have


LEVEL 3
them mixed with tonic water or alcoholic SHACKLES SOUR PORTS
spirit for a refreshing cocktail. Due to their MAGIC ITEM PRICE 250 BULK L
popularity, New Horizons Luxury Retreats This electric blue beverage comes in a
TRAVELER’S
has begun selling its line of Golarion bottle featuring a cartoon pirate with an TOOLBOX
World serums across the galaxy, though exaggerated puckered mouth. A speech
the prices of the flavors presented here bubble coming from the pirate reads, INDEX
might be higher outside the theme parks. “Sour me timbers!” The serum grants
These serums function similarly to you a +2 insight bonus to saving throws
serums of enhancement (Starfinder Core against the spells, spell-like abilities, and
Rulebook 225), except where noted. supernatural abilities of creatures with
They’re effective when imbibed by a living the water subtype.
creature and last for 1 hour.
LEVEL 3
TALDOR TOFFEE
LEVEL 3
CHELIAX CHERRY MAGIC ITEM PRICE 250 BULK L
MAGIC ITEM PRICE 250 BULK L Adorning this light brown beverage’s label is a cartoon noble
This tangy, red beverage bears a label with a frustrated cartoon astride a horse and whose lance spears into a golden-furred
devil—complete with smoke coming out of its ears—paired with lion above a slogan reading, “Classic flavor.” The sweet serum
the phrase, “Quench a devil of a thirst!” The serum grants you a grants you a +2 insight bonus to saving throws against
+2 insight bonus to saving throws against the spells, spell-like the spells, spell-like abilities, and supernatural abilities of
abilities, and supernatural abilities of evil outsiders. magical beasts.

GEB GRAPE LEVEL 3


POT-BELLIED BULETTE COMPANIONS
MAGIC ITEM PRICE 250 BULK L New Horizons Luxury Retreats’ genetic engineers have
The label of this deep purple beverage features a bumbling reached back into the mists of lost Golarion’s past to recreate
cartoon zombie chasing after its own head as it rolls away. A one of that planet’s most feared predators... in miniature
slogan at the bottom of the label reads, “Chase the ghoulish form! By shrinking the original creature’s size and dampening
flavor!” The serum grants you a +2 insight bonus to saving its voracious appetite, these scientists have essentially
throws against the spells, spell-like abilities, and supernatural domesticated the bulette. The tiny, pot-bellied versions of
abilities of undead creatures. these landsharks retain their iconic dorsal fin and ability to
burrow through the earth.
LEVEL 3
LASTWALL LEMON
LEVELS 2-8
MAGIC ITEM PRICE 250 BULK L POT-BELLIED BULETTE
The label of this tart, yellow beverage features a cartoon Tiny magical beast
armored knight holding a tower shield with a lemon emblazoned Senses blindsense (vibration) 30 ft., darkvision 60 ft., low-light
across it. Its slogan reads, “Your knight in citrus armor.” The vision
serum grants you a +2 insight bonus to saving throws against Good Save Fort; Poor Saves Ref, Will
the spells, spell-like abilities, and supernatural abilities of Speed 30 ft., burrow 20 ft.
chaotic outsiders. Melee Attack jaws (P)
Space 2-1/2 ft. Reach 0 ft.
LEVEL 3
MWANGI MINT Ability Modifiers Str, Con
MAGIC ITEM PRICE 250 BULK L SPECIAL ABILITIES
Above text reading, “A garden of refreshment,” an image of Leaping Charge (Ex) As a full action, a pot-bellied bulette can
a cartoonishly giant carnivorous plant with mint-like leaves jump, and if it enters an opponent’s space at the end of a
graces the label of this light green beverage. The serum grants horizontal jump or the apex of a vertical jump, it can make
you a +2 insight bonus to saving throws against the spells, a melee attack.
spell-like abilities, and supernatural abilities of plant creatures. If the pot-bellied bulette jumps at least 20 feet horizontally
or 5 feet vertically, it can make two melee attacks instead
LEVEL 3
OSIRION ORANGE of one (with the standard –4 penalty to each attack). The
MAGIC ITEM PRICE 250 BULK L pot-bellied bulette gains a +4 bonus to AC against attacks
The label of this citrusy beverage features a shambling cartoon of opportunity for entering or leaving an opponent’s space
mummy wrapped in orange-tinged bandages, and a bit of cloth during this action.

73
IZADAMAR
Recently resettled hyper industrialized ancient megacity. NPCS
Captain Alis Sandel (LN female human soldier), Aspis
IZADAMAR Consortium councilor
LN megacity Dezarin (CG female sarcesianAA vanguard), Starfinder Society
Gravity standard venture-captain
Atmosphere Normal Dr. Evos Kinsari (LG genderfluid ryphorianAA), ecologist, city
Day 20 hours; Year 2 years founder, and Frozen Trove councilor
Population 48,183 (15% nelentu, 15% tekian, 14% izalguun, Famaani (N nonbinary izalguunAA3), Izald-Mar councilor
12% thyr, 7% human, 5% matoh, 5% syngnathrix, 4% SRO, Grand Conservator Numuur (LG male izalguunAA3), high priest
23% other) of Kadrical
Government Council Jadnura (LN male kasatha solarian), retired First Seeker of the
Languages Common, Izalguun, Jinsul, Ysoki Starfinder Society
Qualities academic, surrounded by the past, technologically Professor Reiloh Tivaa (LG female damaya lashunta), Qabarat
advanced University councilor
QUALITIES Whispers Words of Truth (NG agender thyr), Fastness of the
Surrounded By the Past The citizens of this settlement live Past councilor
among the vestiges of their distant ancestors, though they
can’t usually take full advantage of such relics. Moscaru: Izadamar is a cultural wonder! A city, built
ECONOMY upon a military camp, built upon an ancient...
Exports alloys, tech relics, technological items megacity? Truly magnificent! The care this city’s
Imports food, fuel, textiles architects give to restoring—rather than just
Maximum Item Level 12th rebuilding—its ancient buildings and sites shows the
Specialty Item Level technological items (18th) great care and attention that—

74
PORTS OF CALL 2
OVERVIEW

TRAVELING
THE GALAXY

PORTS

TRAVELER’S
TOOLBOX

INDEX

Sprax: Fear! Starfinder Society repelled the jinsuls, and for the first time in
Moscaru: What? memory, izalguuns have returned to Agillae-4.
Sprax: I’m just correcting you! It’s a sign of fear, isn’t A team of scientists from Triaxus have established Data
it? Of that god of theirs. Kiddie-Cal or something? Relay 13, a long-term camp nestled amid the downtown of
The child. The one that throws tantrums if you take one of the abandoned megacities known as Izadamar (an
his stuff. imperfect transliteration of its ancient name, Izald-Mar).
Moscaru: Nonsense, Sprax! Buildings of such beauty Alongside them settled the descendants of Izadamar’s original
aren’t built on fear! They’re built on love. And builders, izalguuns, who endeavor to understand their ancient
Kadrical isn’t an infant; he’s a preserver, a protector, ancestors’ culture, technologies, and history. Since then,
a lover of history, and... just to be safe, never say archaeologists, ecologists, explorers, historians, corporations,
that again. prospectors, past residents of the Scoured Stars system,
and members of the god Kadrical’s growing church have all
Ages ago, a people known as the izalguunsAA3 constructed trickled in, settling amid the megacity’s original architecture
hyper-industrialized megacities that spanned nations, with 20 (designed for the Large izalguuns), jinsul infrastructure (made
of them covering most of the planet Agillae-4 (one of many for this Medium species), and the never-ending renovations by
planets in the Scoured Stars system). However, as they became new arrivals. And surrounding Izadamar are millions of square
disillusioned by their overly protective god, Kadrical, the miles of unexplored urban landscape.
inhabitants fled. Their semi-automated metropolises gradually
fell to ruin, though various buildings and technological GEOGRAPHY
defenders survived the millennia. Recently, the izalguuns’ old The Scoured Stars consists of three stars—Agillae, Bastiar,
neighbors, the nefarious jinsuls, returned to the Scoured Stars and Callion—that revolve around a common barycenter. The
and converted part of Agillae-4 into a military station to assist orange dwarf star Agillae contains five terrestrial planets
in their conquest of the system and Kadrical himself. However, within its habitable zone. Agillae-4 is the most developed of
a coalition of other one-time Scoured Stars species and the these worlds, a temperate planet mostly covered by ruined,

75
IZADAMAR

interconnecting massive megacities, much like the Ring of of the landscape has been at least casually surveyed and
Nations that encircles Verces. While migrants resettle and mapped, though secrets still remain.
rebuild Izadamar, beyond that city’s core stretches an urban Beyond, ancient izalguun architecture encompasses
jungle reclaimed by wildlife, defended by ancient technological countless thousands of square miles. Partially collapsed
defenses, and likely hiding unique treasures left behind by buildings and unchecked vegetation challenge even the
izalguuns of a bygone age. toughest land vehicles. Thousands of animal and plant species
At Izadamar’s center lies its vast spaceport, constructed have reclaimed the skyscrapers, creating metallic towers
by izalguuns long ago to build the colony starships they used brimming with grasses, trees, vines hundreds of feet long,
to escape their world. During their brief occupation, jinsuls and beasts of all descriptions that scurry and fly between
converted the area into an airfield for sleek fighter craft and these artificial microbiomes. Six-limbed robotic sentries built
renovated part of the building to fit their grim aesthetic: in the izalguuns’ image occasionally reactivate in the rubble,
sharp lines, prominent spikes, and dark colors. After the resuming long-expired instructions. If rumors can be trusted,
spaceport was abandoned by both occupants and partially a divergent lineage of izalguuns still lives deep in the urban
renovated yet again to create some comfortable boarding wastes, fiercely defending their ancestral home world. It’s
gates, check-in kiosks, and restaurants, only a fraction of the equally likely that these are ghosts of the ancient inhabitants
motley spaceport remains fully operational. However, that’s haunting the ruins—not that such proves any more comforting
plenty to accommodate the city’s slowly growing traffic. to explorers. Scans have failed to reveal the truth of these
Decommissioned and destroyed jinsul surface-to-air artillery divergent izalguuns, though many of their modern kin have
pepper the perimeter, and every month, salvagers uncover returned to search for them.
another stash of abandoned jinsul munitions. It’s little wonder that inhabitants refer to this expanse that
Jinsuls knocked down hundreds of buildings to create a large covers most of the planet simply as “The Ruin.” Each year,
perimeter road around the spaceport with radiating streets, but blocks and blocks of the Ruin are repaired, repurposed, and
most of them end abruptly after less than a mile—a massive, reinhabited as the city continues its exponential growth. The
incomplete construction project the jinsuls abandoned when resettled downtown consists of four informal neighborhoods:
they evacuated the system. Where these spokes trail off the Core at the city’s center, the Hub alongside the jinsul roads,
unofficially marks modern Izadamar’s city limits. Within, most the reinhabited Sprawl, and the dangerous and unexplored Ruin.

76
PORTS OF CALL 2
RESIDENTS
Izadamar is a figurative gateway to the Scoured Stars system DOWNTIME IN IZADAMAR OVERVIEW
that accommodates not only countless colonists and the various Analyze Sample: Izadamar has many scientists and researchers on
organizations interested in Izadamar, but also the explorers, hand to help identify mysterious technology. When you use analyze TRAVELING
prospectors, traders, and surveyors intent on studying and sample to identify a technological item, treat the DC to identify THE GALAXY

exploiting the largely unknown (yet historically rich) Scoured that item as 2 lower. If you’re a member of one of Izadamar’s major
Stars system. Virtually none of the residents have lived here corporations, such as Frozen Trove Labs, ProsperoCo, the Salvager’s PORTS
for more than the few years since the jinsuls’ departure, and Union, Ulrikka Clanholdings, or the Starfinder Society, you instead
those exceptions are the survivors from the Starfinder Society’s treat the DC to identify that item as 4 lower.
TRAVELER’S
tragic first expedition to this region a few years earlier. The Plan Route: Izadamar is the gateway to the Scoured Stars TOOLBOX
new residents display diversity in form and purpose, though system, and the tour guides at the Interplanetary Exploration Hub
most are driven by optimism and curiosity. They seek answers, are always willing to lend galactic explorers a helping hand. While INDEX
connections, excitement, fame, home, history, wealth, and in Izadamar, you can plan a route to any star system, planet, or
more—and they come here by choice, bound together by hope settlement that has been discovered in the Scoured Stars. It doesn’t
for their future. need to be well-known.
Izalguuns built ancient Izald-Mar, and jinsuls founded
Data Relay 13, yet Izadamar’s leading force is Frozen Trove
Labs, a Triaxian megacorporation with a cutthroat corporate
culture. Once overseen by a powerful white dragon, the planets whose inhabitants include many species from that
company has been dealing with the recent death of its scaly ancient diaspora.
CEO. Two dark horse contenders have seized the company’s Izalguuns living here fit into two broad identities: those whose
reins—even eliminating some of the dragon’s ambitious heirs. ancestors fled to far-off Izalraan and those who remained behind
Now Beshikasiss (NE female dragonkinAA) and Xall (LE male on Agillae-4. The ancient emigrants abandoned their high-tech
ryphorianAA) continue Frozen Trove’s genetics and biotech lifestyle and developed an agrarian society, and those izalguuns
development for commercial and industrial use. However, returning here consider the technological remnants dangerous
the more that explorers uncover in the Ruin, the more the and best left undisturbed. Instead, they’ve begun cataloging
duo reconsider their priorities here. They visit periodically to and breeding the rampant vegetation, developing local crops to
manage new endeavors directly, including salvage operations feed the growing city. The ones who remained behind continued
and the reverse engineering of forgotten izalguun sciences. As with seminomadic lives, hunting feral beasts, scavenging
a result, dragonkinAA, rhyphoriansAA, koboldsIS, and even young materials from their crumbling megacities, and devising unique
dragons frequent the city, often in service of Frozen Trove. technologies and augmentations over the millennia. Some of
A large portion of Izadamar’s populace consists of these izalguuns have settled permanently in Izadamar (which
adventurers, educated professionals, their staff, and their they call Izald-Mar), while some others frequent nearby regions.
families. Archaeologists, historians, and ecologists (many with For a steep fee, they’ll sometimes guide expeditions through
ties to universities, museums, libraries, and research centers) the Ruin, using their expertise to identify dangers and spot
come to learn, record, and discover. Meanwhile, explorers, opportunities that are well worth their wages.
surveyors, prospectors, and corporate researchers arrive to The most controversial residents of Izadamar are followers
salvage and plunder. Among the prominent groups present are of Kadrical, the jealous god who resides within the Scoured
lashuntas from Castrovel’s universities, thyrs from the Fastness Stars system and considers it his domain. Historically, Kadrical
of the Past (a museum of Scoured Stars history), dwarf miners was a callous and envious deity who imprisoned the system’s
from Ulrikka Clanholdings, the budget tech start-up ProsperoCo, inhabitants to protect and preserve them. The god has shown
the Aspis Consortium, and of course, the Starfinder Society, who tremendous philosophical growth since reawakening, however.
connected the Scoured Stars to the galactic community and While he remains vulnerable to jealous outbursts, he has given
helped defeat the jinsul army several years ago. As with any his blessing for the system to join the galactic community and
frontier operation, Izadamar attracts its share of opportunists, for its inhabitants to come and go as they please. Though
merchants, arms dealers (especially those dealing in old jinsul fanatical, Kadrical’s followers also provide a needed voice of
weapons), entertainers, and more—anyone aiming to make life reason in the city. They limit what archaeological artifacts and
amid the ruins a little brighter and more chaotic. resources are removed from the Scoured Stars in the spirit
Yet, most residents just seek a new life on a new world. of cultural preservation—and to keep Kadrical from growing
The Returned comprise a large fraction, referring to those angry over the looting.
species that originated among the Scoured Stars, fled the god
Kadrical, and returned only recently. They include nelentus, Sprax: Wow, there’s way more green in this city than
tekians, thyrs, and more (described further on page 79). I expected! Gardens everywhere! Even on the roofs!
After countless generations, the grievances their ancestors Moscaru: Fascinating, isn’t it? Supposedly, ancient
held against Kadrical have waned; many hope primarily to Izald-Mar produced much of its food in towering
rediscover and rehabilitate their home worlds. Most of these gardens and massive laboratories. When they fled
settlers hail from the Kreiholm Freehold, a distant group of the system, those plants and animals broke free.

77
Sprax: Wait, so those vines hanging a hundred feet city’s founder (in a manner of speaking), Frozen Trove Labs
from the skyscraper are— holds the most prominent council seat as first among equals.
Moscaru: —the equivalent of feral zucchini, yes. Since this system allowed even newly arrived factions a say
Those vines evolved to capture prey to obtain in the city’s governance—so long as they brought adequate
much-needed nitrogen, so don’t go playing around numbers and support with them—this council achieved
them. Biotechnicians are trying to breed a less legitimacy quickly. So far, preexisting organizations like the
dangerous variant. Aspis Consortium, ProsperoCo, Qabarat University, Ulrikka
Sprax: I love it! It makes all the buildings look like Clanholdings, and the Starfinder Society have earned seats, as
they’re wearing happy little hats! have several newly founded groups. Of the latter, several focus
Moscaru: Hats? No no, this is about Izadamar’s food on preserving and reclaiming the Scoured Stars for its original
security and... hm. Oh dear, now I can’t unsee it. occupants, such as the Fastness of the Past and two distinct
Sprax: You’re welcome! izalguun groups termed the Izald-Mar and the Izalraan. Others
emphasize the planet’s possibilities for new arrivals, such as
SOCIETY the Salvager’s Union, Settlers’ Alliance, and the Returned.
As Frozen Trove’s research station grew, it required peripheral Because Izadamar is only a few years old and includes an
services like stores, custodians, and guards, which swiftly eclectic mix of inhabitants, its culture experiences constant
attracted an eclectic mix of migrants. The company knew its flux as its society receives and tests new ideas. Those who
employees couldn’t control a burgeoning city, so it formed a travel here are often bold and outspoken; this trend sparked
council that would include a single representative from each friction between the earliest factions, whose members openly
major organization represented by the city’s population. As the antagonized and undercut each other. Quashing a nascent
dueling culture was among the council’s first objectives; while
citizens rarely resolve their disputes with laser pistols now, that
early violence instigated grudges and unresolved blood feuds
that periodically reawaken even today. Despite such sentiments,
the city’s widespread sense of cooperation holds firm. With
untold dangers lurking in the Ruin, the average
citizen knows that internal strife would be
the death of Izadamar. Under such threat,
even unlikely partnerships have flourished.
Whether on purpose or through accidental
appropriation, locals have adopted an array of
“izalguun-isms.” Much as an izalguun might rear onto
their hind legs to bring their four front limbs to solve a
problem, bipedal neighbors deliberately stand up straighter
and roll their shoulders back to signal that they’re taking a
problem seriously.

RELATIONS
As the eminent settlement in the Scoured Stars system,
Izadamar acts as the unofficial gateway to the Scoured
Stars. It’s a way station, a supply depot, a trading center, and
a place to seek medical aid or starship repairs. Thanks to the
habitability and opportunity density of numerous Scoured
Stars planets, new corporations, organizations, and unaffiliated
fortune-seekers arrive in Izadamar monthly.
Belkraine Industries, Temetera, and OiGoCorp are recent
corporate arrivals that are evaluating their options by
performing exploratory missions throughout the Agillae,
Bastiar, and Callion systems, respectively, before deciding
where to put down roots. Apostae, Verces, and the Idari have
likewise sent delegations to the city. While Apostae seeks
unique weapons they can reengineer and mass produce in
Apostae’s arms factories, vercite agents investigate whether the
rumored “technological wonders” coming out of Izadamar are
worth further investment. Although kasathan ambassadors
initially investigated whether any of the planets might
serve as permanent homes for Idari citizens, their teachings

78
PORTS OF CALL 2
of Talavet have spurred fascination and religious collaboration elongated heads, a triangle of round eyes, and skin like liquid
with Kadrical’s church to better revive local traditions. mercury. They require both ammonia and electricity to live, OVERVIEW
Surprisingly, AbadarCorp is virtually absent. While the locals both of which are thankfully easy to acquire in Izadamar and to
would welcome the funds, political clout, and infrastructure scavenge from the Ruin. A growing minority of tekians believe TRAVELING
expertise AbadarCorp could bring to the table, the company’s the ancient megacity isn’t a city, but rather a complex machine THE GALAXY

priests seem to fear and distrust Kadrical. Whereas Talavet’s whose streets serve as circuits and buildings as data nodes.
faithful celebrate and build upon the Scoured Stars’ past, Calling themselves Students of Mar, these tekians increasingly PORTS
Abadar’s reputation for acquisition might inadvertently incite obsess over “turning on” the city, which many theorize would
Kadrical’s wrath. be a terror to behold.
TRAVELER’S
Perhaps the city’s greatest allies are the Starfinder Society, Thyr: Thyrs are intelligent gases that live in containment TOOLBOX
who played an important role in establishing the system’s suits and communicate through telepathy. Thyrs have a long
independence and safety. With a lodge far larger than they can memory, and many can recite tales, legends, and songs from INDEX
effectively use (page 81), the Society leads many expeditions long before the Gap, when their people lived within the Scoured
into the Ruin. Stars. Several thyrs have begun overlaying these ancient stories’
references to Izadamar’s surroundings, hiring trustworthy
FACES OF THE SCOURED STARS explorers to investigate what might be intact troves of lost lore.
With a history of isolation, most of the Scoured Stars species are
largely unknown to the Pact Worlds. The following introduces CONFLICTS AND THREATS
many of the species that evolved here, including those nelentus, The most obvious and persistent threat to Izadamar is also its
matoh, tekians, and thyrs who emigrated ages ago to form the greatest draw: the Ruin. When the ancient izalguuns fled ages
Kreiholm Freehold. ago, they inadvertently left behind countless creatures that have
IzalguunAA3: Izalguuns are horse-sized, six-limbed creatures grown over time. Massive vines cover much of the urban jungle,
with vertically oriented mouths. Their lower arms are bulkier providing a home for factory-farmed livestock that escaped in
and elongated, allowing them to use these arms as a second set ages past that have since evolved into tenacious beasts like
of legs. In the distant past, they built technologically advanced brachiating bovine loukans and tazighasts, four-winged fowl
megacities, including Izald-Mar and the other cities on Agillae-4. that now grow to dangerous sizes. The jinsuls’ arrival disrupted
Most fled the Scoured Stars for Izalraan, also known as the planet’s hardscrabble ecosystems, and many of these larger
Icefront, and adopted a peaceful agrarian lifestyle with limited predators have developed a taste for humanoid flesh.
technology. Those who remained became scavengers. The izalguuns’ ancient robots still amble about, performing
JinsulAA3: Jinsuls are chitinous, six-legged creatures with mockeries of their last assigned tasks or reawakening suddenly
powerful forelimbs, three rows of hooked pincers, and dozens of when they detect nearby life. These technomagical constructs
eyes. Although fanatical followers of Kadrical, jinsuls contorted often ignore other creatures, following obsolete orders to
the faith to justify their bloodthirsty conquests before being defend key areas—but some develop new priorities over time as
driven from the Scoured Stars. Unconfirmed jinsul sightings are they struggle to find purpose, however violent, in their decaying
a weekly occurrence, more urban myth than reality, but there’s world. Others latch onto the first izalguun they perceive, loudly
a very real possibility that hidden jinsul bunkers survived, still demanding instructions or validation that attracts threats.
inhabited by soldiers unaware that they lost the war. For all its dangers, the Ruin attracts many fortune-seekers.
MatohSFS1-39: Matohs are pale, eyeless, tubular creatures that While they often band together in groups for their own safety,
evolved from parasitic brain worms. Matohs prefer living in some form roving gangs that rob citizens of supplies and
wetlands, and as no such spaces yet exist in Izadamar, many discoveries. Both the Salvager’s Union and the Settler’s Alliance
take to bathing in a mix of dirt and a sticky oil secreted by some have petitioned the council for help in suppressing these raids,
of the city’s broken tech and buildings. While this sludge-like and while the council agrees the task is of paramount importance,
runoff hasn’t had a discernible effect on matohs so far, they’ve members can’t agree whose responsibility it should be. In
become obsessively protective of their “bathing pools.” the interim, the council condones vigilante peacekeeping—a
NelentuAA4: Nelentus are winged, bat-like humanoids who practice that Ulrikka Clanholdings believes could do more harm
coexist in symbiosis with a telepathic fungus called entus. than good. Were that not enough, an untold number of jinsul
Nelentus who stay too close to the spaceport at the Core report marauders still inhabit the Ruin, having either failed to evacuate
hearing strange psychic murmurs with no discernible source. the system years ago or willingly stayed behind to prepare for
While this led some to fear that hidden chambers remain within future violence.
the spaceport, others worry the murmur is their entu’s psychic On a political front, shell corporations owned by Frozen
death cries. Trove Labs, ProsperoCo, and the Aspis Consortium have settled
SyngnathrixSS: Syngnathrixes are magically adept amphibious in Izadamar and requested council seats—a move intended to
monstrous humanoids with two or three-finned prehensile tails. gain their parent companies greater control over the planet.
They walk like other bipeds with augmentations or via the use Curiously, the most ardent opponent of these underhanded
of magic. tactics is ecologist Dr. Evos Kinsari (LG genderfluid ryphorianAA),
TekianSFS1-39: Tekians are silicon-based living machines with a representing the city’s 24 original founders from Frozen Trove,
nervous system resembling sophisticated circuitry. They have who stubbornly resist any attempts to usurp their power.

79
Sprax: I get to choose the next trip: Ganifrae’s Rings! who spend most of their time within the Ruin. The food here
Moscaru: Oh, I haven’t heard of that place. Is it a is simple but nourishing, the drinks are cheap, and the patrons
restaurant? A jewelry store? I could use a new are relatively welcoming. M-V0X (NG genderfluid SROPW), or M
bracelet, and the izalguun revivalist styles capture for short, diligently manages the establishment, waggling their
local history so well. comically large false eyebrows and telling well-intentioned (but
Sprax: Even better: they’re giant floating rings in the rarely funny) jokes to make everyone feel welcome. Assisting
Ruin, and when they spin, you can hear her voice! them are a host of “bits,” tiny robots that scurry, roll, and fly
Moscaru: Her? Her who? around the bar to deliver food, take orders, and tidy up.
Sprax: Dunno! Some dead vesk lady, maybe? The citizens who frequent the Brewin’ Ruin are a tight-knit
Moscaru: Sprax, need I remind you that vesk don’t community, and most patrons are happy to trade tales, tips, and
exactly have a pristine track record for their advice with one another. Yoriak (LG male tekian), a longtime
treatment of skittermanders, and— explorer and father of four adopted orphans, is attempting to
Sprax: C’mon, Moscaru! We could make nufriends. I bet organize these eager citizens to gain them a voice at the council
she’s lonely and dying for a friend! table. Called the R-Corps (short for the Ruin-Corps), the group
Moscaru: She’s dying? Or you are? No, no, no! No is more akin to a club and support group than an organized
corpse, ghosts, or hungry ghouls today. What’s your lobby. The R-Corps are only a few dozen shy of reaching enough
second choice of destination? members to succeed and secure a council seat. Regardless,
Sprax: ...Fine. Second choice, huh? Okay, there’s the name is catching on, and many citizens now refer to any
this old jinsul bunker nearby full of fascinating independent Ruin worker as an Arc.
deathtraps that—
Moscaru: It’s going to be one of those survive-by-the- Ganifrae’s Rings
skin-of-our-mandibles days again, isn’t it? These five giant rings consist of various alloys and partly
protrude from the Ruin’s ground at various heights and angles,
with one hovering about 12 feet off the ground at its lowest
NOTABLE LOCATIONS point. On stormy days, the rings rotate in place, churning the
The following locations are in Izadamar. surrounding earth and stone. Ganifrae (NE female dragonkinAA),
an explorer from Frozen Trove Labs, discovered this feature,
The Assemblage gaining notoriety with the impressive find. However, on her
Within the grand halls of this remodeled skyscraper, the Council third trip to the site, Ganifrae vanished. Since then, the rings’
meets to decide the fate of the city. In addition to the council few visitors complain about “hearing her voice,” whose barely
hall, a court, and numerous offices, each councilor has an entire intelligible words warn and encourage listeners about the
floor for their own use—often as a place to recruit specialized site with equal frequency. The only survivor of Ganifrae’s
agents to advance their personal goals rather than government last expedition is her lover Egelmyr (N female dragonkinAA),
business. Archaeologists looking for support or work might visit who resides alone in the Hub. She has been nonverbal since
Professor Reiloh Tivaa (LG female damaya lashunta), councilor Ganifrae’s disappearance and responds to most questions with
for Qabarat University, or Whispers Words of Truth (NG agender a shake of her head. Frozen Trove representatives have posted
thyr), councilor for Fastness of the Past, a museum based in a large reward for anyone who can determine the purpose of
the Kreiholm Freehold. Captain Alis Sandel (LN female human Ganifrae’s Rings. Few are tempted.
soldier) of the Aspis Consortium seems to have a limitless need
for mercenaries, and though the Starfinder Society’s retired Izadamar Housing Authority
First Seeker Jadnura (LN male kasatha solarian) likewise hires Despite countless square miles of ready-made real estate,
capable warriors, he’s far more discerning about their moral Izadamar’s population remains low. To coax visitors to reside
disposition than combat skills. here permanently, the city’s leadership established the IHA,
Beneath the Assemblage, locked behind countless layers which functions as a glorified information kiosk. Its virtual
of security, resides the Dawn Facet, a 9-foot-tall golden stone intelligence tour guides provide an overview of the trinary
carved with triangular sides. The stone recently appeared star system and local opportunities. For anyone who elects
without warning or any indication of its origin. It now hovers, to stay, the system also randomly assigns the new resident
spins, and occasionally emits a keening song. The council tries an unoccupied home of appropriate size. Though Izadamar is
to keep the stone’s existence a secret, having appointed a committed to distributing homes and workspaces for free until
coalition of unaffiliated scientists to determine its purpose and it reaches a population of 100,000, these spaces are notorious
origin. Even then, however, agents have infiltrated this research for being fixer-uppers that rely on the resident’s work to be
team, and many of the academics owe secret allegiance to the made habitable. Plenty are even cursed or haunted, and a small
various ruling factions. industry has arisen for hiring exterminators and exorcists to
clear out newly owned buildings. There’s credits to be made
The Brewin’ Ruin for most adventurers coming to Izadamar, as the housing
This crowded tavern in the Sprawl is a favorite stomping ground authority regularly puts out calls for assistance in clearing out
for many of the city’s independent explorers, looters, and hunters notable infestations.

80
PORTS OF CALL 2
OVERVIEW

TRAVELING
THE GALAXY

PORTS

TRAVELER’S
TOOLBOX

INDEX

Izadamar Lodge patrons periodically apply pressure for staff to send relics to the
After expelling the jinsul invaders a few years ago, the Starfinder Kreiholm Freehold and the Pact Worlds for display. Considering
Society claimed one of the larger jinsul bunkers to renovate and this artifact export a form of looting, Kadrical’s faith regularly
use as its local lodge. Overseeing operations is Venture-Captain protests any removal. In most cases, the museum appeases the
Dezarin (CG female sarcesianAA vanguard), a respected survivor protesters by donating any religious relics to the Sanctuary of
of the Scoured Stars Incident who chose to remain here despite the Protector. Still, it doesn’t help that Curator Etengi pays a
the injuries and emotional trauma she suffered. She strives to nominal fee for any relics delivered to the museum, no questions
study the ancient cultures of the Scoured Stars, search for any asked. It’s not enough to encourage looting, but it does mean
Starfinders who might still be stranded throughout the system, some finds reach the museum rather than a scrapper’s yard.
and keep a watch on Kadrical and his followers.
However, the greatest discoveries might be beneath the Sanctuary of the Protector
lodge itself. After clearing what they could and identifying Originally constructed by ancient izalguuns long before the
some sealed doors best left undisturbed, Starfinders barricaded city’s abandonment, the Sanctuary of the Protector functions
several of the bunker’s spare wings to focus on outfitting the as the center of worship of Kadrical, patron god of the Scoured
space they needed. Once she has the agents and bandwidth, Stars. In honor of Kadrical’s role as a preserver, the building
Dezarin hopes to send a team deeper into the bunker to see has been lovingly restored by his faithful and countless local
what other jinsul and izalguun secrets might lie below. engineers. Most of the jinsul’s severe modifications have been
removed, but a few (including a pulpit of polished amber and
Museum of the Honored Past various ceremonial knives, sabers, and altars) were placed on
This large museum in the Core is a joint venture between display within Preservation Hall, an on-site museum containing
Qabarat University, Fastness of the Past, and the Sanctuary a variety of holy relics and religious iconography.
of the Protector. Managed by Curator Etengi (N dualgender Under the watchful gaze of Grand Conservator Numuur (LG
nelentuAA4), a well-respected historian of the Scoured Stars and male izalguun), Kadrical’s clergy do their part to protect the
its associated cultures, this building specializes in restoring, city’s inhabitants and preserve the history of the izalguuns
preserving, and displaying historical objects recovered from who once lived here. The site hosts daily services, some
Izald-Mar. That said, the museum attracts few tourists, so its of which focus on wholly spiritual sermons and reflection,

81
whereas others are hands-on workshops where faithful bring Station 4, seeks “freelance combat specialists,” though no one
in ancient treasures to restore to their old glory under master seems to know what for. While some claim he’s in debt to the
conservators’ supervision. Either way, Izadamar’s citizens know Aspis Consortium or looking for a specific relic from the Ruin,
of Kadrical’s past irritability and jealousy, and many attend others claim the strange noises coming from Station 4 at night
services to appease him. and the pallid green glow that occasionally rings its satellites
indicate something more sinister at work.
Station 4
This vast, ovoid tower is dotted with satellite dishes and Teki’s Haul
labeled “Station 4” in flashy holographic letters. Once a massive Also known as the Dump, Teki’s Haul is a massive dumping
communications and data-processing station used by jinsuls to ground for any junk and debris cleared away during the
coordinate their invasion, the site is now a power station that city’s expansion. Teki Pipwhiskers (CN female ysoki) and her
houses the planet’s infosphere. Despite this being a standard crew of scrappers sift through this debris, salvaging reusable
copy used to start up remote infospheres, mysterious sites and construction materials, breaking rubble into gravel, repairing
data periodically appear on the network, much of it written in scavenged tech, and recycling the remainder. While teams
various ancient izalguun languages. These are usually fragments occasionally find valuable relics and other objects of interest,
that seem to be from old text conversations, to-do lists, or user which Teki happily sells to the highest bidder, most of the
manuals, but occasionally they provide hints of tantalizing scrapyard’s income comes from selling recycled construction
structures deep in the Ruin. Even as some urge caution about materials. Claiming that “nothing goes to waste at Teki’s,” Teki
these phantom articles and their origins, digital archaeologists and her crew accept most anything at their scrapyard and are
excitedly comb the infosphere for new discoveries they can sell always hiring laborers, engineers, scrappers, and guards. This
like treasure maps to aspiring adventurers. operation comprises a huge fraction of the Salvager’s Union,
Station 4 also houses Izadamar’s only news network. Its and though many believe the idea of unionizing originated with
serious and overly proud news anchor Upero (LN nonbinary Teki, she has shown no interest in taking the Councilor’s chair.
nelentu) is often upstaged by Kimzi Crookclaw (CN female
koboldIS), the most popular reporter. Kimzi’s misadventures ADVENTURE HOOKS
reporting anything from store openings to Ruin expeditions The following hooks provide compelling ways to begin
are universally comical and good-natured. Word on Izadamar’s adventures in and around Izadamar.
streets indicates Kazkaruz (LE male syngnathrix), manager of Forbidden Find: Archaeologists from Qabarat University
discover a 50-foot-diameter sphere in the Ruin, mounted
between buildings with cables and overgrown with moss and
ivy. Beneath the plants, constantly shifting
mathematical equations glow a faint purple
on the sphere’s surface. Despite the scholars’
excitement, Famaani (N nonbinary izalguun), leader
and councilor for the Izald-Mar, uses her authority
to bar the university’s further investigation. This
doesn’t technically stop unaffiliated explorers;
unable to contain their curiosity, several academics
seek freelance adventurers to document the find, run
tests, and retrieve samples. Is Famaani protecting
her ancestors’ treasures, or does the sphere contain
some dangerous secret best left undisturbed?
Left for Dead: Explorers uncover a recently
abandoned camp that seems to have been used
by a particular Starfinder agent—or their killer.
When the Society confirms the agent has been
missing since the Scoured Stars Incident, the
Society mobilizes to find and rescue its missing
comrade. However, the Starfinder is elusive,
switching camps and evading search parties at
every turn. Why doesn’t the Starfinder want to
be found? Is it a Starfinder at all? Or, is the Society
chasing a ghost?
Night of Blades: A contingent of jinsul
militants operating out of the Ruin wage
war against Izadamar, attacking the Sprawl by
night and retreating to their hidden base by day. While at

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first the attacks seem like random street violence, each killing using the next lowest spell level (such as 5 grenades that deal
leaves more clues to the perpetrators’ identity. Are these jinsuls 2d6 piercing damage when casting this as a 3rd-level spell). OVERVIEW
attacking for mere sport, or is there a deeper purpose to their 1st: Each junk grenade deals 1d6 piercing damage and has an
killing spree? explode radius of 10 feet. TRAVELING
Subterranean Secrets: When a building collapses in the Ruin, 2nd: Each junk grenade deals 2d6 piercing damage and has THE GALAXY

cleanup crews discover the structure stood atop a complex an explode radius of 10 feet.
tunnel network excavated by some great beast. The ancient 3rd: Each junk grenade deals either 4d6 piercing damage or PORTS
passages now house dangerous creatures, many of which 4d4 energy damage and has an explode radius of 10 feet.
seem adapted to the lightless depths. What horrors lurk in the 4th: Each junk grenade deals either 6d6 piercing damage or
TRAVELER’S
tunnels beneath Izadamar? The truth is connected to the beings 6d4 energy damage and has an explode radius of 15 feet. TOOLBOX
who have continued to survive in the Scoured Stars since the 5th: Each junk grenade deals either 8d6 piercing damage or
time before its civilizations fled. A whole flock of Kadrical’s 8d4 energy damage and has an explode radius of 10 feet. INDEX
unremembered children wait in the dark. 6th: Each junk grenade deals either 11d6 piercing damage or
11d4 energy damage and has an explode radius of 15 feet.
SPELLS
Izadamar’s inhabitants have developed and popularized the MINIBOT MESSENGER TECHNOMANCER 1-2

following technomancer spells. School conjuration (summoning)


Casting Time 1 standard action
CONJURE GRENADE TECHNOMANCER 0 Duration 10 minutes/level (D)
School conjuration (creation) Saving Throw none; Spell Resistance no
Casting Time 1 standard action You conjure a miniature messenger robot that appears in your
Duration instantaneous space. The robot is a Tiny construct with the technological
Saving Throw Reflex half; Spell Resistance no subtype. Its KAC and EAC are each equal to 10 + your caster
You rapidly conjure and assemble the components to make a level, it uses your saving throw modifiers, it has the evasion
grenade, which you throw as part of the action used to cast this ability of a 2nd-level operative, and it has a number of Hit Points
spell, requiring an attack roll to hit the intersection as normal. equal to your caster level. It has a 30-foot land speed, a 30-foot
The grenade has a 20-foot range increment, deals 1d4 piercing fly speed with average maneuverability, and a Perception bonus
damage, and has the explode (5 feet) property. Creatures in the equal to your caster level.
affected area can attempt a Reflex save to halve the damage. Until given instructions, the robot remains in your space,
either following you or perching on you. As a move action, you
JUNK GRENADE TECHNOMANCER 1-6 can command the robot to deliver a message or deliver an object
School transmutation to a place or creature of your choice. Once commanded, and
Casting Time 1 standard action each round thereafter, the robot performs two move actions to
Range touch travel toward the intended target. The robot seeks the recipient
Targets 1 bulk of inert electronic equipment based on your simple instructions and its own senses, and if it
Duration 10 minutes/level (D) can’t find the recipient, it tries to return before the end of the
Saving Throw none; Spell Resistance no spell’s duration to report its failure.
You transform a pile of technological junk into three grenades. Upon arriving, it plays back the message audibly (though you
You must target inert, nonworking electronic equipment of at can choose for the robot to communicate via displayed text or
least 1 bulk. Valid targets include a broken computer system, sign language) or presents the object (which the recipient can
nonworking or unconnected computer or robot parts, a take from the robot with a free hand without spending an action).
destroyed robot or another such trashed mechanical system, The robot then lingers for 1 round, either recording a response
or any combination of related electronic components from the of 10 words or less or accepting an item from the recipient,
above, as long as the junk is found in sufficient quantity. after which the robot travels back toward you and delivers that
You’re automatically proficient with these grenades, and message or item. A message must be 10 words or less, though
these grenades function only for you. Each grenade’s damage for every additional move action you spend instructing the robot,
and explode radius varies by the spell’s level. If the spell lets you can increase the message length by 3 words or by a number
you choose between multiple damage types, you can choose of words equal to your Intelligence modifier, whichever is greater.
for grenades to deal different damage types (for a grenade that The robot can carry only an item of light bulk or negligible bulk.
deals energy damage, choose acid, cold, electricity, or fire). As 1st: The robot travels a maximum distance from you equal
a full action, you can change the damage and damage type of to 100 feet plus 10 feet per caster level. Once it returns to you,
a junk grenade you’re holding into a different type allowed by the spell ends.
the spell. Creatures affected by a junk grenade can attempt a 2nd: The robot travels a maximum distance from you equal
Reflex saving throw using your spell’s saving throw DC to take to 1,000 feet plus 100 feet per caster level. The spell doesn’t
half damage. automatically end when the robot returns to you; you can
When you cast this spell as a 2nd-level or higher spell, rather command the robot to make a number of deliveries equal to 1 +
than creating 3 grenades, you can choose to create 5 grenades 1 for every 4 caster levels you have before the spell ends.

83
JHAVOM
Center of divinely inspired scientific and academic pursuits. Sprax: Oh boy, Jhavom! I love Jhavom!
Moscaru: …really?
JHAVOM Sprax: What’s not to love? It’s warm, it’s safe, it’s got
LG university city some of the best holovid game rigs I’ve ever seen,
Gravity standard and some of the canals are so steep, they’re better
Atmosphere normal than a ride at Golarion World!
Day 30 hours; Year 675 Days Moscaru: And here I was thinking you were going to be
Population 739,860 (62% osharu, 19% lashunta, 4% human, 1% excited about the universities, libraries, and museums
kasatha, 14% other) contributing to an urbane culture of advanced learning.
Government council (The Grand Council) Sprax: Ew, absolutely not. There’s so much happening
Languages Common, Osharu, Lashunta in Jhavom, I don’t want to spend any of my time
Qualities academic, bureaucratic, cultured learning about what already happened—I want to
ECONOMY see what’s happening now!
Exports academic materials, artificial chemicals, pharmaceuticals, Moscaru: That at least makes perfect sense. Let’s take
prototyping technology a look, shall we?
Imports raw materials, research subjects, scientific equipment
Maximum Item Level 15th The city of Jhavom is a shining jewel of wisdom and intelligence
NPCS set in the rain forests of the planet Pabaq. Jhavom serves as
Naspatu (LG nonbinary osharu mystic), chair of the Informational the planet’s capital, as well as the oldest and largest city of the
Safety Board slug‑like osharus, Pabaq’s sole sapient species. Located in the
Regumo (LN male osharu nanocyte), head of Global Security Council center of the landlocked continent Jenikar, Jhavom’s towering
Taisunala (NG female damaya lashunta envoy), rising political spaceport is often the first place seen by offworlders coming
dissident to the planet to take advantage of the impressive academia and

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OVERVIEW

TRAVELING
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INDEX

accumulated knowledge of the osharus, or to explore the forests GEOGRAPHY


of 300‑foot‑tall trees that surround the bubble‑city. Driven by a The massive rain forests that surround Jhavom both support and
devout Yaraesan population, Jhavom’s temples, universities, and constrain the city. An immense protective bubble surrounds the
laboratories are renowned in nearly every field imaginable, and metropolis, serving as a defensive barrier against the numerous
locals are happy to welcome visitors who share the desire to flora and fauna of the adjacent jungle—most notably the ganatra,
study and expand the knowledge and influence of local academic stealthy and vicious mammalian apex predators that dominate
circles. The cosmopolitan, tolerant nature of the city makes it the local ecosystem. While the bubble is a relatively recent
a popular spot for both scholars and tourists, and the constant technological development, the still‑extant buildings of ancient
influx of new ideas has created a vibrant arts scene dominated by Jhavom are clear signs that osharus have lived here for millennia.
forward‑thinking philosophers. The effects of the Gap on osharu records, however, means that the
Jhavom is a place of dualities held in a careful balance; mystery of how the city survived the dangers of the landscape in
millennia‑old history and modern technology complement one ancient times remains unanswered to this day.
another. Here, the religious and scientific communities are A sprawling elevated spaceport in the northern section of the
nearly indistinguishable from one another and support each city dominates the skyline of the Visitor’s District, a deceptively
other in advancing the wisdom and understanding gathered named neighborhood that hosts as many lifelong residents as it
from every corner of the galaxy. Visitors from numerous does tourists. The heavily automated spaceport towers 500 feet
planets bring exciting new ideas even as they learn from ancient in the air so docking spaceships don’t disturb the surrounding
traditions and intricate theories. However, Jhavom’s reputation rain forest. Much of the real estate under the busy docks is
for cutting‑edge thought and daring experimentation can draw dedicated to a cramped warren of efficiency housing and small
the attention of unscrupulous individuals and organizations businesses. Only a few blocks away from the spaceport, the
who seek to apply or direct the flow of knowledge to their own canals and streets begin to open up, and travelers can find
advantage, and even the most careful researcher can make enclaves, such as the lashunta‑centric Little Castrovel, and
dangerous decisions when the pursuit of knowledge outstrips some of Jhavom’s famed schools, such as the Pabaq Center for
judicious caution. Xenobiological Studies, whose up‑and‑coming xenobiologists

85
JHAVOM

frequent many of the spacer bars and hotels hoping to meet RESIDENTS
and exchange knowledge with other species. Osharus are the sole sapient species native to Pabaq, and Jhavom
Numerous waterways emanating from the monumental is the largest of their protected university cities. Here, the osharu
Wisdom’s Fount serve as the main thoroughfares of Jhavom ideals of faith, learning, and safety are on full display. Work
its central neighborhoods of Old Jhavom, with residents and among osharus is often centered around academic learning and
visitors swimming along the shallow canals or taking one of the its applications, and many are employed as laboratory technicians,
many water taxis, both magical and mundane, that offer service field scientists, or bureaucrats dedicated to maintaining the
throughout the city. Large public pools serve as plazas and are meticulous records generated by the osharu scientific‑industrial
often partially occupied by pop‑up floating markets that migrate complex. For many osharus, pursuit of knowledge is its own
around the city on a regular schedule. Historic aqueducts are kept reward, and Jhavom’s accumulated knowledge is a point of fierce
pristine and sparkling by a series of automated cleaning systems pride for residents from every corner of Pabaq. As such, the
paid for by a toll system, and they provide stunning views of Gap’s devastating interference with historical records in general
the city’s vistas for those with the credits to travel the elevated and the Hall of Records in particular has caused most osharus to
waterways. Those who eschew the aqueducts must instead treat the mysterious event as an immense crisis. Today, Jhavom’s
navigate the oft‑confusing maze of street‑level canals. Cosmological Disasters Department is the preeminent source of
The least desirable areas of Jhavom are those near the continued studies into the Gap, and, more recently, the Drift Crisis
protective bubble that surrounds the city. These “edge districts” (explored in depth in Starfinder Drift Crisis).
are plagued by the constant hum of the forcefield and the The Little Castrovel neighborhood in the Visitor’s District has
occasional jungle animal finding its way into the city, and rumors grown steadily since Pabaq and the Pact Worlds made contact,
persist of criminal elements who maintain clandestine ways in driven heavily by lashunta immigration. Their shared love of
and out of Jhavom. While quality of life in these areas remains learning and applied knowledge generally makes osharus and
high, due in no small part to ongoing philanthropic efforts by the lashuntas easy allies. While lashuntas have prominent roles in the
Center for the Improvement of Society, the edge districts remain academic departments, research companies, and publishing firms
the domain of those who prioritize solitude over more luxurious of Jhavom, the Drift Crisis has recently emboldened the Unity
accommodations, taking advantage of the less populated locale to Coalition, a nascent political movement demanding non‑osharu
hide their business from the scrutiny of others. representation on the Grand Council. Led by the firebrand orator

86
PORTS OF CALL 2
and philosopher Taisunala (NG female damaya lashunta envoy), the
Unity Coalition argues that restricting the Council’s perspective to a DOWNTIME IN JHAVOM OVERVIEW
single species limits the ability for true cooperative understanding As a center of academic excellence, Jhavom provides the following
of the myriad mysteries of the universe, while defenders of the variant benefits when engaging in the listed downtime activities. TRAVELING
status quo attribute Jhavom’s prosperity and safety directly to Analyze Sample: The quantity and quality of great minds in THE GALAXY

the osharu values of caution and rigorous academic discourse. Jhavom can provide increased insight. When performing the analyze
Jhavom’s media cycle regularly features debates on the topic sample activity in Jhavom for multiple days, increase the cumulative PORTS
between outspoken public figures on each side of the issue. circumstance bonus to +2 per day and the maximum circumstance
Jhavom’s well‑earned reputation as an academic utopia bonus to +10.
TRAVELER’S
makes it one of the most cosmopolitan cities in Near Space. Inoculate: Quality materials, cutting-edge facilities, and a strong TOOLBOX
Visiting scholars and pilgrims bring wide‑eyed wonder to the sense of medical ethics makes medical care in Jhavom among the
tourism sectors, while entrepreneurs seek to exploit and expand best in the galaxy. When performing the inoculate activity in Jhavom, INDEX
upon the scientific breakthroughs discovered in the universities there is no penalty for failing an associated Medicine check.
and private labs. The automated defense drones that constantly Research: The culture of learning in Jhavom promotes
patrol the city keep the peace in public areas, so even those multi-disciplinary approaches to education. You can gain the
with outside scores to settle generally remain cordial within Research benefit for up to two topics at once when doing research in
Jhavom’s limits. While Pact World species are the most plentiful Jhavom; each time you study a new topic beyond the second, you lose
due to Absalom Station’s importance as a Drift hub, scientists the benefit for the older topic.
and thinkers from as far as the Marixah Republic (Starfinder
Near Space 88) and Szandite Collective (Near Space 104) are
regular sights in Jhavom’s lecture halls.
fortune. Free time in Jhavom can be spent enjoying the digital
Sprax: I love the view from the spaceport here! You can delights of the Playplex (page 91), exploring the rich history
see for miles over the jungle! contained in Jhavom’s museums and libraries, or engaging in
Moscaru: I like looking out over the city skyline. friendly debate in one of the many stimulant cafes or student
Jhavom has such a charming blend of ancient and bars that dot the city.
modern architecture, and the builders take such care An esteemed few make up the Grand Council, an
to balance the two against one another. interconnected group of technocrats who serve as Pabaq’s most
Sprax: I always wind up watching the swarms of powerful leaders and are considered the most revered osharus
drones fly around. There’s so many here! on Pabaq. The surest way to succeed in politics in Jhavom is
Moscaru: While I imagine some are the standard to be recognized as a luminary among osharus, so political
delivery drones, many are state‑of‑the‑art automated debates often resemble symposiums or roundtable discussions
law enforcement drones controlled by AI‑rie—think more than persuasive speeches. Osharus able to lecture on
of them as the city watch, just updated to modern many disciplines eloquently and intelligently are typically
times. front‑runners, though occasionally an outstanding expert in a
Sprax: Oh, I know—why do you think I keep such a single given field may win elections if their area of expertise
careful watch on them? They don’t need to know becomes particularly relevant to the political moment.
what I’m doing! Jhavom is viewed by some offworld investors as a fertile
Moscaru: What are you doing that needs to be kept so hunting ground for innovation, and it’s not uncommon for some
private? We’re on a sightseeing tour! Pabaq scientists to realize that a cleverly worded contract has
Sprax: Well, I found one really steep aqueduct that you essentially stolen their research out from under them. The
can go really fast down—and then I found out you natural caution of osharus gives them a certain edge in these
can go even faster if you punt your way down the negotiations however; many osharus won’t sign anything if they
slope… but I didn’t notice this merchant was about suspect underhanded dealing, and a strong Yaraesan community
to cross the sluice with his shopboat… ethos of discovery for discovery’s sake means that many Jhavom
residents pursue open‑source research or non‑profit work rather
SOCIETY than sell their discoveries to corporations. Nevertheless, business
On paper, Jhavom is an idyllic academic utopia. The intelligent interests in Jhavom are always on the lookout for a mark with
and diligent scholars of the city work in prosperous peace more greed than caution.
while their nonlethal security drones maintain order on the Yaraesa’s faith has deeply imprinted on Jhavom society.
streets. Even animal control in Jhavom is humane; interloping Many of the public pool plazas that dot the city host meditative
jungle creatures are caught and rereleased into the wild in a exercise sessions during the day, and the times before and after
careful attempt to maintain biodiversity. The average Jhavom group classes are valuable opportunities for friends to informally
resident spends most of their time improving themselves in discuss their latest theories, difficulties, and breakthroughs. While
their chosen field, maneuvering for a professorship at one of Yaraesa’s church lacks the formal structures of power held by
Jhavom’s dozens of galaxy‑renowned universities or taking other faiths, many teacher‑student or mentor‑mentee meetings
their expertise into the private sector to accrue a personal begin with a quick prayer to the goddess to keep the discussion on

87
track and fruitful. The osharu goddess Jalvari (Starfinder Galactic for shakedowns, intimidation tactics, or even outright theft of
Magic 125) is often worshipped in tandem, honoring the place million‑credit research and prototypes.
of accidental discoveries and unintended results in the scientific
process. A popular saying in Jhavom is “Yaraesa understands what THE JALVARI DEEPS
Jalvari uncovers.” Underneath the city lies the Jalvari Deeps, a catch‑all phrase
for the maze‑like sprawl of ancient sewers, tunnels, and
RELATIONS connecting passageways named for the osharu goddess of
As a center of academia, Pabaq is widely regarded as a major unexpected discoveries and disproved hypotheses. The reasoning
contributor to positive intergalactic relations. Scholars and behind the deific naming convention is twofold and somewhat
researchers from universities and research centers across tongue‑in‑cheek: first, the disorienting, shifting labyrinth
the Pact Worlds and Near Space regularly come and go from continues to defy archaeological attempts to accurately map the
the city, contributing their own insights and disseminating area, turning many discoveries into unintended surprises; second,
the latest theories across the stars, and far‑flung churches of years’ worth of graffiti featuring the goddess decorates the walls
Yaraesa regularly organize large group pilgrimages in pursuit and serves as a living, evolving guide to the undercity’s hazards
of expanding their knowledge of the universe. Veskarium and wonders. In the Deeps, consistent direct navigation is nigh
and Gideron Authority scientists routinely schedule visits to impossible: tunnels flood seasonally, sluices open and close based
the city to scout for new applied‑science breakthroughs that on complex counterweight systems, and magical passageways
might be translated into a tactical military advantage. A robust appear during certain celestial events. Some of the sewers drain
Xenowarden community works to preserve and understand the directly into the natural caves that wend for hundreds of miles
wealth of biodiversity in the surrounding jungles. They form out into the rainforest, and amphibious predators stalk the
the cornerstone of a thriving ecotourism industry that strives tunnels for prey trapped in the deeps by flash floods. More than
to educate visitors about the wonders of the natural world and one secret stairwell or flooded cistern in the city’s oldest buildings
combat corporate interests that view the dense rain forest as a have led to ancient tombs, workshops, and shrines from various
source of raw materials and undeveloped real estate. esoteric episodes in Jhavom’s lengthy lost history. Despite the
While most official governmental stances regarding Pabaq Deep’s well‑earned reputation for danger, its passageways are
are neutrally cooperative, a surprising number of security and still regularly used for student dares, forbidden experiments, and
counter‑intelligence agencies have offices on Pabaq, the better clandestine rendezvous.
to surveil and manage the flow of information. While Jhavom’s A few years ago, a maintenance drone was swept into a
universities attempt to keep the free exchange of knowledge drainage vent and dropped into an unmapped part of the
uninterrupted, scientist priests from the Informational Safety expansive cave system, miles beneath the known portions of
Board keep tabs on certain topics of research to prevent the Deeps. Before finally going offline for good, it managed to
potentially dangerous knowledge or technology from falling transmit a low‑quality video feed of an arrow‑straight tunnel
into irresponsible hands. The ISB regularly fields requests from lit by terrariums populated with unidentified luminescent
groups like the Stewards, Directive 9, or Hellknight factions to arthropods; a cavernous chamber full of clay statues
censor specific dangerous ideas or individuals, but all decisions portraying hundreds of osharu scribes at stone lecterns; and
are ultimately made in committee by the members of the a massive prayer wheel, reminiscent of the central feature
board, led by Naspatu (LG nonbinary osharu mystic), priest of of Wisdom’s Fount, occluding a massive chasm, powered
Yaraesa and the board’s current chair. Independent groups with by falling water from the sewers. The drone’s video feed
interests in study and discovery, such as the Starfinder Society mysteriously cut off shortly after descending past the prayer
and Aspis Consortium, may butt heads with the ISB’s authority, wheel and broadcasting footage of constructed passageways
occasionally attempting to spirit away dangerous discoveries honeycombing the lower parts of the crevasse. Archaeologists
for study, safekeeping, or profit by licit or illicit means. These and digital specialists have attempted to decipher the prayer
cold conflicts sometimes even erupt into open hostilities, such wheel from the original footage, and debate rages around
as when Azlanti saboteurs were caught planting explosives in whether the abjuration magic covering the device is intended
an attempt to eradicate experimental research into non‑Drift to keep interlopers out of the chasm, or whether the wards are
faster‑than‑light travel. designed to keep something trapped in the Deeps. So far, the
Corporate machinations are also a particular nuisance in exact location of the fissure remains undiscovered; numerous
Jhavom. With so much raw information generated, the value of a expeditions that have attempted spelunking their way to
discovery isn’t always immediately apparent to the initial finder, the chasm have vanished, and those who do return speak of
and businesses ruthlessly battle to acquire data or the scientific unexpected technological failures, mysterious cave‑ins, and
minds responsible, the better to capitalize on new concepts and deadly ambushes by aggressive, silent dark‑robed figures who
products before their competitors can. AbadarCorp maintains a have thus far evaded all attempts at capture or diplomatic
large patent office in the city to stake their claims as quickly as contact. Many Jhavom archaeologists dream of being a part of
possible, and many smaller organizations have followed suit to the team that solves the mysteries of the Jalvari Deeps, and
remain competitive. Less scrupulous entrepreneurs sometimes there’s fierce competition in the community to recruit offworld
engage in heavy‑handed negotiation, and the most desperate adventurers who haven’t yet been scared off by tall tales of the
or greediest would‑be buyers sometimes employ ne’er‑do‑wells labyrinth’s dangers and challenges.

88
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OVERVIEW

TRAVELING
THE GALAXY

PORTS

TRAVELER’S
TOOLBOX

INDEX

CONFLICTS AND THREATS with inscrutable designs. Even if a scholar or scientist successfully
Though Jhavom has a well‑deserved reputation for being an defends their discoveries from private predations, Jhavom’s
academic’s paradise, life in the city is not without its tensions and powerful Informational Safety Board may see fit to label a discovery
dangers. For all their knowledge, Jhavom scientists are not infallible, as “Excessively Hazardous” and seize all related research to store in
and every few months a new story breaks about a bioengineered their secure vaults within the Glory in Knowledge Museum. More
monster or metaphysical miscalculation wreaking havoc on one than one researcher has chosen to flee the planet just ahead of a
campus or another. Jhavom’s advanced robotics circles follow the visit from ISB agents and pacification drones rather than submit to
strictest safety recommendations but are still susceptible to bad the organization’s protective censorship.
code or erroneously configured hardware generating hazardous Even as such internal threats loom, the jungles of Pabaq
malfunctions in their automated systems. Universities engaged remain filled with deadly predators like the camouflaged ganatra
in particularly dangerous fields of study often hire offworld or the mind‑ensnaring spores of hypnotic wrackvines. As many
adventurers to conduct surprise audits, seeing them as the perfect of Jhavom’s pharmaceutical and chemical industries rely on the
blend of impartial observer and prepared exterminator. Even more uninterrupted flow of natural resources into the city, well‑armed
insidious are those great minds who fall prey to the corrupting expeditions regularly travel to outposts and farms to gather raw
influence of power that comes with accumulated knowledge; a materials. Further into the dense jungles of Jenikar, archaeologists
Jhavom scientist who has made the deliberate choice to pursue an seek to uncover and explore lost ruins of Pabaq’s long‑forgotten
unethical course of study likely has the intelligence and resources history, and anthropologists hope to learn more about the reclusive
to hide their depredations for months or years, long enough to and evasive osharu societies that have never adopted the luxuries
bring their plans to fruition. of metropolitan life, taking care to do so without upending their
The disruptive potential of many of Jhavom’s breakthrough way of life or inadvertently exposing them to unethical exploitation.
discoveries makes it a center for intergalactic intrigue, and a The need for continued travel in the jungle means that a well‑armed
bustling shadow economy of double‑dealing, sabotage, and mercenary can always find work in Jhavom.
theft plagues its academic institutions and private industries.
Illicit transactions in Jhavom can involve planetary governments, Sprax: I could spend all day at the Food Bowl.
corporations and organizations protecting or advancing their Moscaru: It is an epicurean’s Elysium! Do you have a
vested interests, or the occasional ultra‑wealthy private individual favorite restaurant?

89
Sprax: I can never pick just one—and it seems like NOTABLE LOCATIONS
every time we come back, there’s new ones for me There are several interesting areas to visit in Jhavom.
to fall in love with!
Moscaru: I personally can’t wait to see the latest virtual AI-rie
reality breakthroughs at the Playplex. As the center of Jhavom’s city defenses, the graceful spires
Sprax: I never took you for a vidgamer! of the AI‑rie contain the control centers for the security
Moscaru: No, I prefer something more cerebral than drones that patrol the city’s skies and waterways. The AI‑rie
the action‑packed laserfests you enjoy. There are so is a cutting‑edge innovation hub for surveillance and nonlethal
many applications beyond entertainment, though! suppression technology, and many now‑ubiquitous security
The implications for medical training, diplomatic devices across the galaxy were first designed and employed
meetings—even practicing culinary skills! in the process of keeping Jhavom safe and secure. The entire
Sprax: I can never get into cooking simulations. They facility is overseen by Regumo (LN male osharu nanocyte), who
only make me hungry. serves as both the Director of Security for Jhavom and the duly
Moscaru: That’s hardly a unique situation for you. elected head of Pabaq’s Global Security Council. While some
Would you rather go sight‑see some history at engineers and scientists continue to raise concern about the
Wisdom’s Fount or the Proving Ground? vulnerability of the heavily automated facility, citing recent
Sprax: Not when there’s a whole campus of holovid games drone malfunctions and algorithmic errors in apprehending
to explore. You just won’t catch me in a cooking sim! malcontents, the majority of Jhavom residents are comforted
by the constant presence of the city’s drones.

The Glory in Knowledge Museum


The largest temple to Yaraesa on all of Pabaq, the Glory in
Knowledge Museum showcases records and artifacts from
throughout osharu history in a modern aesthetic designed to
inspire reflection, inquiry, and reverence. The natural history
wing is acclaimed for its groundbreaking virtual reality
experiences, where visitors can explore the jungles of
Pabaq from the perspective of different native species.
The holographic archives also contain recreations of
many of the most important political events in the history of
Jhavom and the planet. The basements of the museum also
contain the offices and private archives of the church‑run
Informational Safety Board, where the members of the board
undertake the solemn duty of deciding which knowledge and
technology is too volatile to make available to the public. While
the contents of the ISB archives are well guarded, visiting
academics may request supervised study time with specific
pieces. Such applicants must pass a battery of interviews
and background checks before they receive signed approval
from board chair Naspatu and descend into the heavily
guarded study chambers, where the item of interest is
delivered to them.

Hall of Records
This 180‑story skyscraper sits at the center of Jhavom
and serves as both the collected digital repository for all
accumulated osharu knowledge and the seat of the Grand
Council, the highest position of power on Pabaq. The archives
of the Hall of Records hold every kind of data imaginable, from
censuses and municipal records to educational transcripts, and
a small army of bureaucrats and librarians are on call to assist in
retrieving any information—unless that data has been removed
to protective archives by the Informational Safety Board.
The Grand Council resides near the top of this structure, where
the six elected osharus are hardwired into what is functionally
a virtual‑reality coma under which a ceaseless torrent of data is
fed directly into their minds. Elections for the Grand Council are

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PORTS OF CALL 2
typically held only when a council member dies, and the elections guard visitors against the dangers of the jungle and regularly
are a planet‑wide holiday where all industry ceases and every hires contractors to survey the jungle for new locations and trails OVERVIEW
osharu citizen is expected to vote for their chosen candidate—a fact to expand their tour offerings.
that is a growing point of contention among non‑osharu residents TRAVELING
on the planet. The Grand Council blurs the lines between civic and Playplex THE GALAXY

religious authority: past edicts from the collective have included The Playplex is the pride and joy of Jhavom’s entertainment
clarifications of civil laws, interpretations of Yaraesan doctrine, economy and the largest gaming center on Pabaq. The PORTS
and declarations of states of emergency. Some even believe the neon‑drenched underground complex has a huge arena for
Grand Council to be blessed by Yaraesa herself, the better to competitive events, an eight‑story barcade for social and casual
TRAVELER’S
process the overwhelming rivers of data they’re fed. To be called gaming, the Virtually Paradise simulated experience lounge, and TOOLBOX
in front of the Grand Council is a solemn matter, and to face their a collaborative makerspace where designers can network with
hardlight holographic projections is to face the greatest minds of one another, enlist beta testers, or meet with prospective clients INDEX
the scholarly planet. about their latest projects. Competition at the Playplex is fierce,
whether among rival companies fighting for eyes on their latest
IXE Food Bowl offerings, professional gamers engaging in feuds for social media
This large natural sinkhole on the edge of the Institute of clout, or computer engineers trying to make the leap to game
Xenoculinary Excellence’s campus has been carefully engineered design. The location is also a popular hangout for those involved in
to transform the scenic location into Jhavom’s most acclaimed Jhavom’s enterprising drug industry, with pushers using a variety
restaurant space, with the falling waters providing a stunning of ingenious methods to smuggle designer substances to those
backdrop to some of the most creative cooking in Near Space. who want to chemically supplement their electronic escapism.
The institute caps leases in the space to a maximum of five years The open secret of the Playplex is that the entire place is
at an affordable rent, the better to continually elevate new chefs a joint venture by a collective of behavioral psychologists
and styles. With the steady turnover and the cosmopolitan and computer engineers who monitor every aspect of each
palette of Jhavom gourmands, Food Bowl restaurateurs seek a visitor’s experience from the moment they walk into the
competitive advantage through unique ingredients, innovative complex through the choices they make in individual games.
methodologies, or surprising fusions of different traditions. The The metadata aggregated is used in all manner of applications,
most recognizable restaurant to come out of the Food Bowl is from developing user‑interface best practices to conducting
the popular kasathan franchise Kitchen Table Tales, where chefs xenopsychological research. The technology involved and the
tell fantastical stories as they cook, using dramatic ingredients, psychological profiles created by the Playplex are highly sought‑
knife tricks, and theatrical performance elements to spice up after, and they are constantly testing and upgrading digital and
their recounting. IXE restaurateurs sometimes hire adventurers physical security to keep the highly exploitable information out
to obtain one‑of‑a‑kind ingredients from far‑flung locales or to of the hands of unscrupulous actors.
serve as outside actors to protect against (or engage in) acts of
culinary sabotage. Proving Ground
One of the oldest historic sites on Pabaq, this sizable
Jenikar Outfitters, Incorporated amphitheater sits directly in front of the entrance to the Hall
After catastrophic budget cuts were made to the Pabaq of Records and is traditionally revered as the site where Jhavom
Environmental Academy, the entire school was bought by was originally founded. According to legend, the amphitheater
Murboona (NG agender ghoran mystic), an eccentric reality was built on the spot where a Yaraesan mystic once gathered
holovid star and preacher of Oras who restructured the several disjointed osharu communities and persuaded them
organization into a multi‑faceted ecotourism and edutainment to band together and pool their knowledge and resources,
conglomerate. Jenikar Outfitters provides hiking and river tours overcoming their objections with succinct arguments and
in the jungles of Pabaq, with guides using advanced technology observations of each community’s strengths and challenges.
and magic to provide opportunities for tourists to get up close Today, the amphitheater continues to serve as a place for ideas
and personal with many of the more photogenic species of to be aired and debated, and it’s often reserved for political
the planet. Fan‑favorite packages include the Vistas of Jhavom speeches and declarations, though it keeps open hours every
treetop glider tour; the Jenikar Ruins loop, where patrons ride morning for those who have a thesis or argument they feel
plodding herbivorous hrungis to ancient historical sites; and warrants public announcement. All debates and presentations
the thrilling Whitewater Caverns tour, where heavily‑enchanted here are recorded and disseminated via infosphere, with copies
boats ride underground rivers through scenic subterranean being stored in the Hall of Records for posterity, and a regular
spaces. The company faces accusations of causing disruptions to contingent of AI‑rie drones and guards stand watch here for
the natural ecology of the area, as well as dangerous working arguments that might devolve into physical altercations.
conditions for their guides, but their iron‑clad contracts have so
far shielded them from liability. Even their fiercest detractors Wisdom’s Fount
give begrudging credit to the company for their lucrative support This ancient and towering monument in the center of Jhavom
of local conservation organizations, species repopulation, and is an awe‑inspiring blend of meditative shrine and hydropower
scientific study. The company is always seeking mercenaries to facility. The original fountain portrays an osharu aspect of

91
Yaraesa meditating and bearing a massive prayer wheel in the ADVENTURE HOOKS
center of magically‑spiraling ribbons of water and is some of the The following are several seeds for adventure that might take
oldest stonework found in Jhavom. From the fountain, the water place in Jhavom.
flows outward to feed the aqueducts and canals of the Old Deep Door: A vault door in the Jalvari Deeps opens only
Jhavom district. The immense prayer wheel’s runic inscriptions during a specific lunar eclipse that is happening for the first
generate both the water and the physics‑defying hydrokinesis time in two decades. Rival archaeologists seek to discover the
spells that keep it moving, and the monument’s magic is vault’s hidden secrets, as well as avoid whatever fate befell
periodically revitalized by the near‑daily downpours during the expedition who vanished into the vault the last time it was
Jhavom’s rainy season. The fountain singlehandedly provides opened twenty years ago.
for all of the water needs of the Old Jhavom district and much Expedition to the Vast: Astronomers with the Cosmological
of the more modern areas toward the city’s outskirts. Recent Disasters Department have discovered a sharp increase in
addition of glass stairwells, ramps, and observation platforms background planar energies coming from a sector deep in the
were made to protect the stonework from being damaged by Vast. They are seeking knowledgeable and skilled adventurers
the many pilgrims and tourists who come to marvel at and to assist in their scientific expedition and are offering top
meditate on the serene beauty of the figure. It’s traditionally credits for those willing to sign on.
considered to grant good luck in your academic pursuits to Free Food: A small biotech research start‑up was burgled, and
contribute water to the fountain, as a symbolic gesture of the their board has agreed to pay a hefty reward for the recovery
shared pursuit of galactic understanding. of their missing food crop prototype. The researchers suspect
sabotage from a rival group of scientists with strong political
biases who are attempting to make the same breakthrough to
release as an open‑source public project.
Magical Convention: An upcoming thaumaturgic symposium
is short‑staffed and hiring offworlders to help things run
smoothly. Hires will be tasked with managing security,
handling exorbitant requests from entitled guests of honor, and
keeping the peace between sparring factions—plus coping with
inevitable magical mishaps.
Missing Mentee: When a well‑respected professor is found
murdered, the university assumes the blame lies with a promising
student the professor recently suspended over suspicion of
plagiarism. The student, however, hasn’t been seen since the
murder, and the student’s family hires private investigators to
find their whereabouts and prove their innocence.
Peaceful Inquiry: Talks have broken down between warring
empires, and osharu‑run research outposts are caught in the
middle of violent annexation efforts. A Jhavom‑based university
has brought diplomats together to attempt to broker a deal
in which the scientists can continue working—or negotiate a
ceasefire long enough for them to be evacuated.
Robotic Rescue: A junior researcher at a robotics
incubator made a series of jubilant social media posts
about achieving a huge breakthrough just moments before
safeguards were triggered, and the entire facility was cut off
from the outside world. The company seeks troubleshooters to
enter and assess the situation.
Stellar Stigmata: A series of strange attacks have driven the
city’s academic circles into a panic. The attacks occurred over
the course of weeks at diverse locations all over the city, but
they follow the same basic pattern: each victim is a prominent
astrophysicist, claims no memory of the attack itself, and shows
the same unique pattern of burn marks around their temples.
Testing Grounds: Engineers at the AI‑rie have developed
more effective means of suppressing violent offenders and want
to test their developments against battle‑hardened targets. The
pay is lucrative, and the damage is supposed to be nonlethal—
but the engineers didn’t account for their virtual intelligence
getting its own ideas for test parameters.

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PORTS OF CALL 2
EXPEDITION CHRONICLER (ARCHETYPE) As long as you have access to this datapad, you automatically
When preparing for a scientific or academic excursion, an ounce succeed at any checks to remember events that you were OVERVIEW
of preparation is worth a pound of unexpected complications. witness to, and you can attempt any check to recall knowledge
Expedition chroniclers work to ensure that their exploratory untrained. Additionally, you can employ your contacts and TRAVELING
ventures are successful and fruitful, putting in the legwork to researching skills to recall knowledge. If you can connect to an THE GALAXY

ensure that discoveries are properly documented, necessary infosphere, reference a relevant downloaded data set, or use
equipment is procured and carefully packed ahead of time, and a comm unit to message an acquaintance, you can spend one PORTS
all the appropriate bureaucrats have received properly filed hour to attempt a previously failed recall knowledge check a
paperwork well in advance. When an expedition chronicler is second time.
TRAVELER’S
a part of a crew, everyone else’s jobs become that much easier. TOOLBOX
Some chroniclers try to include expository text and turn their A Way with Words (Ex) 4th Level

reports into thrilling tales of their adventures, while others Your ability with the written word is undeniable, and you INDEX
take a fact‑driven approach that reads like a textbook. Some can paint compelling pictures and sway opinions. You gain
chroniclers are driven by a desire for fame, fortune, and glory, an insight bonus equal to a third of your character level to
and use their writings as a way to build their own reputation— Profession (writer) checks. In addition, you can use Profession
and possibly somewhat inflate their tales in the recounting. (writer) in place of Diplomacy when you attempt to change
A good expedition chronicler employs critical thinking a creature’s attitude toward you, as long as you know a
skills, creative problem solving, and careful foresight to assist language that creature understands and spend one hour
their colleagues to the best of their abilities. A chronicler writing a persuasive message or making notes to consult while
knows that the overall success of the mission requires close speaking to that creature.
collaboration and a little luck, and they’re just as happy to
help their companions succeed with a well‑timed assist or Perpetually Prepared (Ex) 6th Level

specific item as they are to succeed themselves. A chronicler You know that sometimes the success or failure of a venture
should also be unafraid—or at least willing—to be in the thick can hinge on deceptively simple matters of foresight and
of things, the better to be an eyewitness to unfolding events. preparation. As a full action, you can dig through your pockets
To a well‑prepared expedition chronicler, death can be avoided to retrieve an item, chosen at the time you take this action. This
with a few additional contingencies, but to miss critical details item can cost no more than 100 credits per character level you
or a valuable piece of information by hiding in the back is a have above 5th (100 credits at 6th level, 200 credits at 7th
true tragedy. level, and so on), and it can have no more than light bulk. After
While members of any species can learn to become an using this ability, you can’t use it again until you resupply at a
expedition chronicler, the osharu culture of cooperative location with a wide variety of equipment available (at the GM’s
exploration and discovery means that many of the best discretion) by spending credits equal to the value of the item
practices held by chroniclers were pioneered by osharu you retrieved with this ability.
adventurers, and their innate sense of caution and tendency
for meticulous documentation make them natural logistical Brief Reminder (Ex) 9th Level

organizers. A disproportionate number of lashuntas also train You can’t personally prepare for every eventuality, but by
as chroniclers due to their love of learning and the number working with your teammates, you can set your team up for
of expeditionary opportunities that Castrovelian universities success. Once per day, you can spend 10 minutes reviewing
provide. A number of kasathas take on the role of chronicler, your expedition notes and briefing any number of allies. You
as these duties and responsibilities overlap considerably can also do this as part of spending 10 minutes and a Resolve
with the storytelling dedications of the goddess Talavet. Point to recover Stamina Points. Until the end of the day, as a
Exploratory groups such as the Starfinder Society and the reaction, you can shout a timely reminder or warning to add
Aspis Consortium pay top credits for their members to receive a +2 circumstance bonus to one d20 roll made by an ally who
operational training on Pabaq, and even military organizations partook in the briefing session; this must be done before the
such as the Veskarium or the Hellknights sometimes send roll. Once you use this ability, you can’t use it again until you
quartermasters to get certification in expeditionary readiness give another briefing. At 15th level, you can hold briefings
from one of Jhavom’s universities. twice per day.

Alternate Class Features Ever Ready (Ex) 12th Level

The expedition chronicler archetype grants alternate class Because you constantly think about potential difficulties,
features at 2nd, 4th, 6th, 9th, and 12th levels. you’re rarely surprised by actual dangers. You can always act
in a surprise round, though if you choose to do so when you
Constantly Connected 2nd Level would otherwise be surprised, you use your initiative result
Your rigorous note‑taking and research skills provide you with or 1 less than the initiative result of the first creature to act
knowledge and resources that you can call upon to answer that would’ve surprised you, whichever is lower. If no creature
difficult questions. You gain a tier 1 datapad (Starfinder Armory would’ve successfully surprised you, you can choose one ally
100); you can pay credits to upgrade this datapad as normal. to benefit from this ability.

93
OUTPOST ZED
Anarchic trading post on the edge of Azlanti space. Yasari Demir (CG male brakimAP8 envoy), rebel hero of the OZAZ

OUTPOST ZED Moscaru: The last bastion of freedom on the outskirts of


CN space station Azlanti space exists completely outside of the yoke
Gravity standard (artificial) of the empire, nurturing the rebel factions that make
Atmosphere normal (artificial) their home in Outpost Zed. In addition to all manner
Day 46 hours (artificial); Year 96 years of specialty goods and equipment, merchants trade
Population 429,000 (varies; 24% brakimSF8, 20% hortusAA3, in information as well as more unusual goods that are
10% draelik, 10% screedreepSF8, 8% dessamarAA3, 5% human, difficult and even dangerous to procure elsewhere.
23% other) Sprax: Are you talking about the underground market?
Government anarchy Moscaru: In a settlement composed of a great many
Languages Azlanti, Draelik, many others diverse cultures with no formally recognized laws,
Qualities insular, notorious in which the word “sardat” is more of an expletive
ECONOMY than a title of respect, it only makes sense that trade
Exports black market goods, scrap, Azlanti salvage would be less inhibited than what we’re used to.
Imports food, mechanical parts Sprax: This whole place is uninhibited. Smugglers run
Maximum Item Level 14th through Outpost Zed like food through a skitterwhelp!
NPCS Moscaru: That’s not the most pleasant analogy you’ve
Ela (NG female bantridPW mystic), priest of the Church of ever thought up.
Weydan Sprax: Sorry, I’m just excited thinking about everything
Queen Astridielle (LN female ysoki), monarch of the Lower you can buy on Outpost Zed! It’s like a buffet for
Realm guns, ammo, military surplus, cute souvenirs... oh,
Rineahl (NE male draelik operative), Path of Decay fixer but don’t steal anything. ’Posters hate that.

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PORTS OF CALL 2
OVERVIEW

TRAVELING
THE GALAXY

PORTS

TRAVELER’S
TOOLBOX

INDEX

Moscaru: Yes, stealing is one of the few acts designated trade hub just on the other side of the walls. Here, traders,
as a crime on Outpost Zed, and it is, in fact, punishable pirates, smugglers, rebels, and corrupt Azlanti officials shuffle
by death. through the dim hallways. Most folks stay helmeted, wear
Sprax: Just don’t get caught! I didn’t get kicked out of masks, or pull their hoods down—anonymity is prized on the
an airlock while I was there. station. In any other location, a fight might break out between
Moscaru: Sprax, is this a confession? Star Empire forces and revolutionaries, but here, political
Sprax: Funny you should say that. Remember that key disputes are frequently put aside, and even the most zealous
chain I gave you last year for First Choices? tend to behave. Otherwise, they aren’t allowed inside the
Moscaru: You can’t be serious. market corridors through which the outpost’s lifeblood flows.
Trade is the only sardat, or governor, of Outpost Zed.
Outpost Zed, inhabiting the rusty shell of what was once an The outpost’s markets are known for their fantastic variety of
asteroid-mining platform owned and operated by the Azlanti goods; ysoki spacefarers like to say that if Outpost Zed doesn’t
Star Empire, is full of dangerous corridors, illicit deals, and have what you’re looking for, Grandmother Rat already stole it
unfriendly crowds. The derelict space station is shaped like a for herself. The hundreds of tiny storefronts and stalls that make
six-pointed star glittering with multicolored lights, with a tower up Outpost Zed’s market are a treasure trove of rare imports and
stretching from its top and a massive drill down below. What antique ship parts. Anyone with the right connections—or the
was once a bustling center of industry has become a symbol of nerve to ask the right questions—can access Outpost Zed’s illicit
freedom erected in uncaring space and abandoned by the empire goods: experimental drugs, stolen weapons, and shady services
that created it. It’s now a popular destination for outlaws, rebels, offered by the dregs of the Star Empire.
and long-haul cargo crews skirting Azlanti space. The off-station credits attracted by trade keep the outpost
Corridors cramped with shops, stalls, and food carts twist running, with much of it spent by individuals to maintain their
throughout Outpost Zed. In addition, a vast network of narrow sections of the aging platform in good repair. Residents of
crawlspaces and industrial pipes form an isolated undercity Outpost Zed form vibrant communities virtually no different
that operates almost entirely independently from the lawless from those on any other world; neighborhoods form when people

95
OUTPOST ZED

decide to live by a common code and look out for one another. the home world of the insectile dessamars, who tend to ignore
These tight-knit groupings of shelters and merchant alleys band the Azlanti as the empire disregards them in turn.
together to form their own districts with no permanent borders. The multilevel platform at the center of Outpost Zed contains
Though neighbors don’t always agree with each other, even the dozens of industrial-sized chambers tapering down to a colossal
least scrupulous inhabitants would fight to the death to protect drill. The rooms ringing the drill were once warehouses, storage
their home. bays, and sorting assembly lines. Now, their steel husks contain
Where outsiders see only anarchy, the permanent residents ramshackle huts and market stalls. Six arms radiate from the
have, in fact, forged a set of codes to protect one another. The platform, providing docking and loading bays for cargo. Most trade
criminals who frequent the settlement know stealing is forbidden, activity occurs inside the station, with long-term vendors sleeping
as is harming a vendor or a person claiming political sanctuary. in cramped efficiency rooms above or below their storefronts. Some
Most bounty hunters know better than to stalk their quarries to vendors rent out closed stalls, little more than storage lockers with
Outpost Zed, realizing that here, an injury to one is an injury to all. an oxygen supply, to those looking for a safe place to sleep on a
Members of the Aeon Guard might appear in or out of their armor budget. There’s no true day and night cycle on Outpost Zed, and
when they visit the outpost, but they always look the other way individual shops operate according to their owners’ schedules.
when Empire laws are broken. Outpost Zed is held together by a These neighborhoods aren’t officially zoned or maintained, but
sacred agreement between its inhabitants, and there’s nowhere residents do their best to keep their blocks clean and tidy of debris.
better to hide. As long as they follow the rules and customs of Everywhere on the station, crawlspaces, shafts, and pipes
their neighborhood, anyone can stay safe in the cramped halls snake through the ceilings and walls. Another community
of Outpost Zed. coexists within these shafts, comprised entirely of small-sized
creatures able to comfortably fit within. They refer to their
GEOGRAPHY collection of cramped real estate as the Down and tend to refer
Outpost Zed is located at the edge of the Nys system, one of to themselves as Downers.
the dozen or so star systems controlled by the Azlanti Star Learning the geography of Outpost Zed is difficult since
Empire. Nys is one of the furthest systems from the heart of the many inhabitants are transients liable to relocate their stalls
Star Empire in the Aristia system, placing the outpost on the and homesteads on a day’s notice. Outpost Zed’s neighborhoods
periphery of the periphery. Nys is also the location of Koshoria, shift over time, the station constantly changing with the needs

96
PORTS OF CALL 2
of its population. Even the defunct mining platform’s blueprints
are little help; weaker walls have collapsed, and chambers have DOWNTIME ON OUTPOST ZED OVERVIEW
filled with debris as the outpost has deteriorated. Residents The following special downtime options apply on Outpost Zed.
perform makeshift repairs or work in groups to add sections of Find Buyer (page 169): There’s always someone on Outpost Zed TRAVELING
steel and plastic tunnels as a means of temporary expansion. willing to buy anything. When you use the find buyer downtime THE GALAXY

activity, you only reduce the sell price of your cargo by 1 BP per lot if
RESIDENTS you fail the associated skill check by 5 or more. PORTS
The strong survive and the smart thrive in this notorious smuggler’s Hunt Bargains: Those with the right connections or enough canny
den, but there’s always more than one way to get by. You can run common sense to adapt can find just about anything they’re looking
TRAVELER’S
into anyone on Outpost Zed. Though it’s on the edge of Azlanti for in the outpost’s infamous Market Halls. You can use the Bluff or TOOLBOX
space (home of a fiercely human-centric imperial ethno-state), the Culture skill (instead of Computers or Diplomacy) to hunt bargains
station boasts one of the most diverse populations in the galaxy. while on Outpost Zed. INDEX
It isn’t uncommon to encounter people from distant and far-flung Research: The residents of Outpost Zed know a fair amount about
cultures around every corner of Outpost Zed. Individualists of all the Azlanti Star Empire, and heroes with perseverance can find all
types are drawn to the place, typically pursuing credit-making manner of tidbits about the Azlanti among their detritus. This counts
ventures or fleeing authorities in the wake of said ventures. as a source of knowledge for researching topics involving the Azlanti
Though long-term residents must frequently cooperate with one Star Empire, and once during the week following your research, you
another as neighbors, business partners, or spotters, privacy can reroll a failed Culture check to recall knowledge about the Azlanti
and anonymity are highly prized all over the station. For most Star Empire.
living on Outpost Zed, friendship isn’t sought—it happens as an
unavoidable consequence of owing someone enough favors. It’s
common for individuals to fully conceal their identifying features
out of habit while moving about their daily business, though a Those who stay do it because they have nowhere else to go,
variety of insignias, signs, and other codes signify an individual’s because their shady business is too lucrative to abandon, or
rank and affiliation. Learning the ins and outs of this nonverbal because they’re too dedicated to fighting for freedom from the
language is paramount for survival on Outpost Zed. Azlanti Star Empire.
Azlanti officials sometimes openly sport their military gear, Following the cardinal laws of not stealing—or rather, not
while others prefer anonymity; Azlanti in obeisance to the Star getting caught—and minding one’s own business is usually
Empire are easy to spot. Most who dare to step foot on Outpost enough to gain grudging acceptance from many Outpost Zed
Zed remove their official insignia as a show of respect, admitting residents. Truly integrating with the community is more difficult,
that while they claim no authority on the station, they expect however, especially since so many residents are transient and
safe passage. All but the most courageous spies and vendors give the population changes constantly as the cycles spin on.
imperial agents a wide berth. Various street gangs and operations
display preferred colors and symbols to denote their membership SOCIETY
and claimed territories of protection, settling any disputes in Outpost Zed has no official government, laws, or police force.
remote tunnels and disposing of evidence to avoid provoking acts It’s up to each individual to protect themself. Grouping up for
of retaliation. Since the Drift Crisis, more people have been spotted safety is common, leading to hundreds of unique enclaves and
wearing a stylized white, upturned crescent that denotes a refugee neighborhoods. Anarchy reigns in the streets, but complex
or other person claiming political sanctuary. This symbol is usually codes govern everyday lives. Each neighborhood has its own
holo-projected above the head or worn as scented jewelry or a code, as does each faction. It’s impossible to know them all,
temporary tattoo to reflect that person’s status. but there’s a set of universal rules most sectors of the outpost
Outpost Zed isn’t equipped to produce typical export goods, agree to uphold. Punishment for breaking any of these laws
and residents subsist via the use of hydroponic mushroom farms, in common areas (such as the markets) or in someone else’s
water collected and treated with ancient filtration equipment, neighborhood is death, either at the business end of a pistol or
and imported foodstuffs. Locals tend to be scavengers who by ejection out of a nearby waste vent.
know how to build a shelter out of junk and create weapons and Among the widely agreed-upon codes of Outpost Zed is
gear out of found items. Most vendors specialize in weapons or community inheritance. When someone dies, a person who can
scrap, and many of the displayed goods for sale are refurbished prove affiliation with them has first right to take their belongings;
rubbish or stolen from elsewhere. A robust gig economy is the otherwise, their possessions become community property on a
other primary moneymaking venture for residents of Outpost first-come, first-served basis. Sometimes, a next of kin comes
Zed. Everyone is constantly looking for their next job, whether forward to claim the property before this happens, but unclaimed
it’s getting in on the ground floor of a money-grabbing scheme, belongings are free game for anybody on Outpost Zed.
cashing in on a new trend, or running a high-risk errand. Those With justice just a trigger squeeze or airlock whoosh away, locals
who aren’t into chasing credits scrape by with anything they are hyperaware of their surroundings. Some folks are extremely
can beg or scavenge without overtly stealing from another polite, while others avoid strangers. Occasional public squabbles
resident. This harsh way of life isn’t for everyone, and most break out suddenly and end swiftly, and bystanders swarm crime
people leave the outpost once they’ve concluded their business. scenes to remove all evidence and salvage like busy worker ants.

97
Tasteless residents gleefully talk about “inheritance parties” caused is the Shadari Confederacy, spread across several planets
by neighborhood skirmishes and political power grabs. These situated in a nebula of dust and ionized gas in the Vast. More
scoundrels see bloodshed as a chance for another paycheck. Such often than not, those fleeing the Star Empire’s grasp pass
is life among scavengers and smugglers. through Outpost Zed on their way to the Confederacy, so it’s
With no government, Outpost Zed residents do what they can seen as an ally to station residents at best and as a convenient
to get by. They work together in insular communities or turn to place to hide from Aeon Guard forces at worst. This cordial
public volunteer works, such as those provided by the Assembly of relationship has led to cross-cultural exchanges between
Peace (page 100), to keep them safe and sound. Outpost Zed has Outpost Zed and the Confederacy. Draeliks from the Shadari
not one, but two local infospheres, each operating out of servers on system have made permanent homes on the station, many of
opposite sides of the structure, though outages are common. The whom follow the nihilistic philosophy of Ataxxea (see below).
pervasive rule of “finders keepers” means the outpost’s accessible More distant systems, such as the Pact Worlds and the
areas are generally kept tidy and clear of debris, but without regular Veskarium, are aware of Outpost Zed, though it’s rare for them to
maintenance, some corridors have collapsed entirely. Strangers are want to visit Azlanti space. Both civilizations have clashed with
everywhere, many with unsavory intentions. Though the station Star Empire forces in the past, and their governments are unwilling
has no laws, everyone seems to live by a secret code learned from to do so again. However, individual crews and other adventurous
birth that they don’t share with outsiders. Arriving on Outpost Zed spirits might find their way to Outpost Zed to search for unusual
unprepared is a jarring, potentially deadly experience. equipment or information about the Star Empire’s latest deeds.
Luckily, even in this place, there are people who want to help
newcomers. Ullie Kure (CN female brakimSF8) runs her famous RELIGION
“finishing school” out of a defunct rock-crushing station. Her A myriad of faiths can be found on Outpost Zed, representative
operation has a reputation for helping prepare visitors to survive of its diverse populace. Most residents aren’t particularly devout
on Outpost Zed as well as integrating them into the community. given their lines of work, but just as many pay obeisance to
Ullie’s service got its nickname thanks to its origins. When she the gods at small shrines within their particular neighborhoods.
came to Outpost Zed as part of a community of brakim refugees, Some of the more familiar gods worshipped on Outpost Zed
Ullie was horrified by the number of young orphans struggling include Besmara, Ibra, Lao Shu Po, and Pharasma.
to survive on the station. As more of her people succumbed to The few permanent Azlanti inhabitants of the station (as well
desperation, poverty, and illness, she refused to stand by and as those who are friendlier to the Star Empire) might venerate
watch youngsters suffer such a hard life. She began taking lost Lissala (Scion of Seven; LE goddess of duty, fate, obedience, and
young residents and refugees under her wing, teaching them reward of service), the patron deity of the Azlanti Star Empire. Her
important skills and introducing them to upstanding members faith, with its rigid and precise services, hasn’t found too much of
of the community. Since then, Ullie has helped visitors of all a foothold among the freewheeling outpost residents. Lissalan
ages learn about the dangerous world of Outpost Zed and how devotees keep to themselves and refrain from proselytizing their
to contribute to its strange society. goddess, knowing it’s likely to be a futile effort. They still practice
their beliefs regularly in small groups as part of their duties, but
RELATIONS they tend to stay away from the OZAZ, where the Lissalan faith is
Outpost Zed takes its autonomy from the Azlanti Star Empire frowned upon as being a tool of the Star Empire.
very seriously. Though the platform is on the outskirts of There are more followers of the philosophy of Ataxxea than
a system within the Star Empire’s holdings, the Azlanti worshippers of Lissala on the station, due mainly to the larger
government ignores Outpost Zed so long as it doesn’t pose populace of draeliks. Ataxxea has no gods, just the belief that
a threat. Most Azlanti citizens, if they know of it at all, think entropy is the most sublime force in the universe. Its followers
of Outpost Zed as simply a hunk of space junk crawling with don’t actively set out to destroy things—they merely aim to allow
drifters and opportunists—a spent shell that has served its the slow decay of everything to happen naturally. This poses a
purpose. Some Azlanti officials, particularly those in charge slight problem on Outpost Zed, where most of the corridors and
of less populated worlds or engaged in tasks that frequently machinery required to keep the station livable require constant
take them outside of their home systems, frequent the station maintenance. Ironically, some Ataxxean draeliks find gainful
despite its ambivalence toward their empire. Most Outpost Zed employment on Outpost Zed by running scrapyards in the lower
traders hate the Star Empire but tolerate some officials for the portions of the station where other residents can safely dispose
business and legitimacy they bring to the station. Official Azlanti of their garbage. Occasionally, a cult of evil draeliks will surface
patronage is seen as desirable by some, a sign of symbiosis on Outpost Zed and try to drive off outsiders or attempt to shut
between the Star Empire and the scavengers surviving on the down the station so that entropy can better take its slow course.
crumbs it leaves behind. Azlanti officials are protected like any In the months leading up to the Drift Crisis, the church
other visitor while on Outpost Zed, except for one location. of Weydan established a presence on Outpost Zed. At first,
Most Azlanti sympathizers avoid the OZAZ (page 101), where the Weydanites offered surreptitious aid to the rebels of the
the outpost’s usual code of peace is sometimes broken by rebels’ OZAZ under the guise of providing important resources to
tendency to shoot a uniformed Azlanti officer on sight. the station. They gave out food and water to any who asked,
One of the closest of the Azlanti Star Empire’s neighbors treated illnesses and ailments of all kinds, and volunteered to
(though not so close as to be under threat of imperial expansion) clean up hazardous waste from the older parts of the outpost.

98
PORTS OF CALL 2
OVERVIEW

TRAVELING
THE GALAXY

PORTS

TRAVELER’S
TOOLBOX

INDEX

While these good works benefited everyone, the anti-Azlanti what could be called “temples to entropy.” It’s almost
revolutionaries clearly received the lion’s share of the church’s a contradiction.
largess. This changed during the Drift Crisis, as the Weydanites Sprax: I visited one of those scrapyards! It was full of
focused their attention on the refugees who became stranded neat old Azlanti junk! And I got to pet one of the
in the Vast due to the calamity, many of whom might not entropy slugs!
have survived among the bizarre customs and shifting social Moscaru: Entropy slug?
landscapes of Outpost Zed. The church has supported the use Sprax: Yeah, it was a big slug creature twice my size! I
of the crescent-shaped mark of refuge by ensuring there are think they like energy or something, ’cause it tried to
multiple ways for different species to detect them. The current eat the battery on my force field. Cute, though! Well,
de facto leader of the church on Outpost Zed, Ela (NG female in a so-ugly-it’s-cute kinda way. Like you, Moscaru!
bantridPW mystic), has publicly stated that any who disrespect Moscaru: Excuse me?
the mark of refuge will “suffer the wrath of the Endless Horizon,” Sprax: Not really, just a little joke on my part.
though many believe that to be mere bluster.

Sprax: Just giving into decay and entropy doesn’t sound CONFLICTS AND THREATS
very Drift, if you ask me. Though Outpost Zed residents will always put aside their
Moscaru: Nevertheless, we must respect the beliefs of differences in a heartbeat to defend their home, they hardly
those who think differently than ourselves. Though, see eye-to-eye. Dozens of neighborhoods, each with their own
Sprax, I would say that, as a skittermander, you’ve internal social codes and expectations, coexisting together with
likely introduced more than enough chaos into any no formal laws is a recipe for conflict. Outpost Zed’s factions
number of systems! constantly vie for control, usually preferring subtle methods
Sprax: Oh, is that what entropy means? that aren’t easily proven or traced but sometimes engaging in
Moscaru: Not exactly, just a little joke on my part. I direct conflict. Neighborhood warfare is uncommon, but when it
do find it interesting that there are some Ataxxeans occurs, it can be devastating.
on Outpost Zed who have agreed to essentially Generally, the station’s merchants care mostly about protecting
organize the station’s scrap into junkyards, creating their wares from theft. The rebels living in the OZAZ constantly

99
stage demonstrations to radicalize visitors and residents alike, their surroundings and treats Outpost Zed as any other friendly
hoping to convert the entire outpost into an anti-Azlanti revolution port could end up sick—or worse.
cell. One zealous sect of rebels wants to purge the criminal Luckily, with the recent addition of a congregation of
element from the station; others, realizing those “criminals” are Weydanites to the station, outsiders can find guides to help
just as disenfranchised, want to recruit them to the cause. Azlanti them navigate Outpost Zed’s environs. These disciples offer such
spies work to undermine Outpost Zed’s independence, of course, services at no cost, though with the recent influx of refugees
but their actions aren’t overt. Star Empire loyalists take care to from the Drift Crisis, they’ve been quite busy. Unless a visitor
avoid the OZAZ and other rebel-affiliated areas. is in dire need, they might have to wait several hours before a
Weydanite is available to show them around the station. A fair
AN ALIEN ENVIRONMENT number of new arrivals are in too much of a hurry to stand for
With so many species inhabiting Outpost Zed, newcomers this inconvenience and go off on their own, to mixed success.
to the station might find themselves at loose ends. For many
Pact Worlds denizens, the temperature and humidity on most NOTABLE LOCATIONS
decks is a little uncomfortable despite the atmosphere being There are several interesting areas to visit on Outpost Zed.
breathable for most. In addition, the food offered from vending Assembly of Peace: This mid-sized “church” of Weydan
machines and stalls might not seem palatable (or even edible). operates in a long stretch of corridor between two of the station’s
Brakim residents, for instance, prefer a salty nutrient paste for protruding arms. Those who enter Outpost Zed on that side are
most meals, while local hortuses subsist on strange, smelly met by welcoming Weydanites standing under colorful fabric
vegetables that have started to rot. A multitude of cultures and hangings and holographic projections. These devout followers
customs could make even simple transactions a hassle for the of the Endless Horizon are friendly to all, believing any visitor
unfamiliar. An incautious visitor who doesn’t pay attention to might be an avatar of their god. The church also sponsors relief
efforts, such as neighborhood clean-ups, and handles much
of the station’s volunteer infrastructure maintenance. Ela, the
Weydanite priest nominally in charge of the outpost’s church, is
rumored to be an avatar of Weydan, though she coyly denies it.
Drillbit: Named for the gigantic metal drill affixed to the
outpost’s underbelly, Drillbit is a collection of corridors and
storage bays repurposed into marketplaces and neighborhoods
along the “bottom” of Outpost Zed. Ships dock along the great
grooves of the drill, now orange with rust, where rickety
mechanical lifts creak as they pull loads of traders and travelers
up into the outpost proper. With the station’s crumbling
infrastructure upheld by volunteers, different sections of Drillbit
vary in appearance and safety. There’s no official signage, and
visitors rely on landmarks and local guides to shepherd them
through the twisting maze of homes and makeshift stalls.
Fourth Corner: Rumors abound in this hazy bar at the far end
of Sector 4. First Customs Officer Efathrad Olganot (LE male
Azlanti human) of the Azlanti Star Empire eagerly holds court
at the bar or in his private booth. Efathrad loves bribes, free
drinks, and finery. Anyone willing to pay for his bar tab can
rent his ear for a few hours, and the bar is full of his drunken
supplicants on any given evening.
The Goods: Though now bereft of precious minerals, a small
collection of asteroids is still tethered to the station, a remnant
of its mining days. These rocks are colloquially referred to as
“the Goods,” and recently, an independent and unscrupulous
trade consortium discovered a buyer for the trace
amounts of radioactive material still present in the
asteroids. Today, derelict camps full of poor miners and
their families, many suffering from radiation sickness,
spend their days carving into the rock with rusty equipment.
ELA
Out on the Goods, gravity varies, shoddy equipment results
in frequent accidents, and hostile alien life occasionally
threatens miners. Luxuries are nonexistent, and supplies
are scarce. Life is hard on the Goods, but inhabitants still have
hope for the one big payload that can help them leave.

100
PORTS OF CALL 2
The Lower Realm: Amid the pipes and ducts beneath the they can get back on their feet and start a new life. There are
platform’s crowded Market Halls is the Lower Realm; this small always more people than Yasari can help on his own, though, so OVERVIEW
“city-state” patterns its customs and behavior on ancient stories he’s always hiring reliable crews to help liberate downtrodden
of grand kingdoms and chivalric knights and considers itself a Azlanti citizens. TRAVELING
separate part of the station from the Down. Currently, Queen Path of Decay: The draeliks and others of Outpost Zed who THE GALAXY

Astridielle (LN female ysoki) reigns as monarch of the Lower most fervently believe in the philosophy of Ataxxea tend to keep
Realm. Originally founded by the descendants of indentured to themselves and lurk on the edges of the other communities. PORTS
non-Azlanti miners who were left to die on the platform when the However, in a decrepit corridor on the outskirts of Drillbit known
Azlanti Star Empire abandoned it, the Lower Realm is populated as the Path of Decay, these devout worshippers of entropy
TRAVELER’S
entirely by creatures small enough to fit into the cramped gather freely and regularly to discuss their ultimate goal of TOOLBOX
openings required to access the area. Larger tradespeople and undoing the constant repairs made to Outpost Zed. Many of
envoys from other neighborhoods are sometimes invited into them consider the crumbling platform a sacred place and believe INDEX
the Lower Realm; they’re generally transported into the more the preservation work being done by the Weydanites and other
spacious junctions using magic and technology closely guarded community-minded individuals to be a form of blasphemy.
by the realm’s military. The people of this city-state expect all Sabotaging reconstruction efforts while remaining in the
visitors to abide by exacting customs, especially during state shadows requires credits, and the Ataxxeans of the Path of Decay
affairs attended by the queen. finance their endeavors through a team of assassins-for-hire led
Market Halls: The largest portion of Outpost Zed’s central by Rineahl (NE male draelik operative). Rineahl doesn’t often dirty
level, and most visitors’ first experience on the station, are the his hands with killing, but instead acts as a fixer and supplier for
Market Halls. These wide-open, repurposed mining facilities and his agents. Somehow, these dirty deeds are never tied back to
corridors lined with hovercart tracks are all crammed with stalls him, probably because he doesn’t offer his affiliates any support
and storefronts. Shops operate out of every available space, beyond providing them with a name, weapon, and opportunity.
from defunct smelting machines to overturned ore-storage bins. Upon doing so, the fixer always says, “If you get caught, it’s your
Side chambers offer some respite from the bustling market, problem.” That doesn’t stop him from taking his ample cut of the
but are also home to shadier deals or high-stakes gambling earnings, however.
tables. The vendors of the Market Halls and their families live in The existence and purpose of the Path of Decay is known
apartments tucked above it all or on cots folded beneath their to most inhabitants of Outpost Zed, but since the station lacks
stalls during business hours. official law enforcement, they’ve struggled to do anything about
OZAZ: A collective of anti-Azlanti revolutionaries have it. Occasionally, someone will form a group of vigilantes to storm
turned an empty storage bay into a community that appears the Path of Decay. Such attempts usually end in the death of
downright cheerful when compared to the rest of the station. the attackers, for the Ataxxeans have riddled the corridor with
Bright street art adorns the concrete and steel surfaces, and deadly traps and are dangerous practitioners of mystical arts
children play in the open. Everywhere, armed guards patrol on themselves. Appeals to the Azlanti Star Empire to clear out the
foot or in dilapidated hovercarts once used to carry ore. This Path of Decay go unheeded, as the local arcidux in control of
place is the Outpost Zed Autonomous Zone, or OZAZ, a small the Nys system couldn’t care less if Outpost Zed were destroyed
commune the size of only a few corridor blocks. Twelve years from within.
ago, the OZAZ declared full independence from the Azlanti Star Sector 12: Outside the station’s central platform, Outpost
Empire. Residents of the OZAZ are affiliated with several major Zed’s arms are divided into sectors that function as independent
revolutionary cells within Azlanti space, though they’re making neighborhoods. Some are stretches of wasteland, barren of
overtures to similar groups in other civilizations as well. people or resources due to toxic contaminants, collapsed
Like anywhere else on Outpost Zed, the OZAZ has its own corridors, and defunct elevators that can’t be repaired. In
set of rules. No flags or national iconography can be displayed other sectors, vast “forests” of pipes and the ruins of ancient
in the OZAZ; offending material is confiscated if guests are rude equipment form a technological wilderness. Sector 12 is one
about it. The embargo on political conflict is off here, and it’s such place with superheated vents effusing toxic chemicals into
the one place on the outpost an Azlanti official might fear to its atmosphere. The sector has been walled off from the rest
tread. Opportunities abound here for rebels and idealists to help of the station, written off as unlivable. However, some draelik
out, and though there’s no government or elected leaders, some residents have noted the similarity between this poisonous air
revolutionary heroes loom large in the community. Yasari Demir and the composition of the nebula in which their home world in
(CG male brakimAP8 envoy) is famous for his fancy flying. He was the Shadari Confederacy resides; these individuals have been
pressed into the Star Empire’s service as part of the Alien Cohort introducing various reagents into the sector, attempting to
years ago but defected after his secret rebel activities drew too transform the area into a place where they can exist comfortably.
much notice. He then made a name for himself when he and Southdock: Sector 22, also called Southdock, occupies
a squad of fighters took down a Star Empire transport on its the southernmost arm of Outpost Zed. Thanks to a leak in an
way to exterminate a rebel base. Yasari’s modified cargo shuttle, ancient ore processing facility, many of Southdock’s chambers
cheekily named Pay Dirt, ferries refugees and asylum seekers are partially underwater. Strangely, Southdock is known for
out of Azlanti space on an irregular schedule determined only its fishing. Everything from outdated tech, antique treasures,
by Yasari’s whims. He brings escapees to the OZAZ, where valuable ore, and even alien fish are dredged up daily from the

101
flooded chamber floors. Stalls selling the catch of the day dot information on a group of covert rebels operating within the
Southdock’s border. Lucky visitors might encounter Maureena Alien Cohort. Yasari is convinced the rebels are in dire trouble
Ba (N female hortusAA3), who proudly displays trophies she and gathers a force to come to their aid, although many others
claims to have all caught in Southdock, including taxidermy in the OZAZ believe the data to be a trap to lure Yasari away
filter feeders of impressive size, mechanical fish, and strange from Outpost Zed.
salvage. Maureena’s sportfishing tournament attracts folk from Asteroid Rush: Rumors start to fly through Outpost Zed
near and far to compete for fabulous prizes and a chance to that one of the asteroids of the Goods holds an ancient relic
hang a catch in Maureena’s hall of fame. of incalculable worth buried at its center. No two people can
agree on the artifact’s form; some say it’s a titanic aeon stone,
ADVENTURE HOOKS while others believe it to be some form of ancient technology
The following hooks provide ways for heroes to get involved in from a pre-Gap civilization. Treasure seekers from all over begin
adventures on Outpost Zed. crowding the asteroids, clashing with the miners who live there.
An Alliance of Rebels: Yasari Demir takes an uncharacteristic The Goods devolve into chaos after the trade consortium who
stroll outside of the OZAZ when he’s attacked by Azlanti sells the asteroids’ radioactive material to unknown buyers
spies looking to assassinate a major rebel figure. Yasari offers pulls up stakes and leaves the system.
his thanks to any who help him fend off the ambush and Dragon Slayers: Recently, an incursion by a dangerous
discovers that one of the Azlanti agents’ comm units contains radiation drake (Starfinder Adventure Path #8: Escape from
the Prison Moon 56) damaged the “palace” of the Lower
Realm (several shipping containers welded together) before
retreating to a nearby unused docking bay, prompting Queen
Astridielle to call for courageous knights to slay the dragon.
After undergoing a series of public trials to convince the
royal leader that they’re fit for the task, would-be heroes
must brave an abandoned sector of the station to face the
radioactive beast.
The Entourage: Influencer and infosphere celebrity Envar
Tamm (CN male korasha lashunta) sets his sights on filming a
vid in Outpost Zed’s infamous Market Halls! He wants to show
his viewers the real scoop on the goods, food, and people of
Outpost Zed while showcasing his own handsome face as
much as possible. However, the station still holds numerous
dangers, especially for outsiders, and Envar’s publicist
insists that he hire a security entourage. The influencer
can be difficult to keep up with though, as he insists on
visiting the old mining platform’s most notorious places,
including the Path of Decay.
Explosive Revelations: Arcidux Xibia Ulklasstin (LN female
Azlanti human), appointed leader of the Nys system, makes a
rare visit to Outpost Zed. Not bothering to hide her identity or
disdain for the station, she imperiously marches through the
marketplaces with a large contingent of Aeon Guards. Suddenly,
an explosion rocks the station, and though the arcidux survives
the blast, several innocent shopkeepers are killed. The Church
of Weydan demands that Xibia remain on Outpost Zed until
the perpetrator of the bombing can be found, whether it be
Ataxxean extremists, OZAZ rebels, or another Azlanti arcidux
making a power play.
Smuggler’s Blues: A damaged starship enters the system and
requests emergency docking at Outpost Zed. Though the vessel
appears to be of Tetrad make, the only person on board is a
kasatha who claims to be the captain and immediately takes
the mark of refuge. When a contingent of other Tetrad ships, all
YASARI DEMIR captained by witchwyrds, arrives, they demand the kasatha be
turned over for stealing the vessel and its precious cargo. The
Tetrad merchants threaten violence, and it’s clear they have the
firepower to back it up, but the mark of refuge is one of the few
Outpost Zed traditions that all inhabitants can stand behind.

102
PORTS OF CALL 2
NANOCYTE KNACKS Vehicular Array (Ex)
Inhabitants of Outpost Zed, especially the anti-Azlanti rebels You’ve learned to transform your nanites into basic vehicles OVERVIEW
of the OZAZ, know to take every advantage they can get, to help you maneuver various terrain. When you use your
whenever they can get them. These nanocyte knacks were gear array to take a major form, you can use a nanite surge TRAVELING
developed on the repurposed asteroid-mining platform for use to instead form your nanites into a basic enercycle that only THE GALAXY

in all manner of situations. you can ride. This otherwise follows the standard rules for
your gear array. At 10th level, you can form your nanites into a PORTS
2nd Level
torpedo minisub, and at 14th level, you can form your nanites
You must be at least 2nd level to choose these nanocyte knacks. into an ultralight turboglider (Armory 139). Regardless of the
TRAVELER’S
form, these vehicles offer no cover, can’t carry passengers, TOOLBOX
Cushioning Sheath (Ex) have no hardness, deal no collision damage, and have 1 HP.
You’re instinctively able to gather your nanite array beneath INDEX
10th Level
you to help break your fall when said fall would otherwise
break you. When your sheath array is active, the surface You must be at least 10th level to choose these nanocyte knacks.
on which you fall always counts as yielding (Core Rulebook
400), converting the damage from the first 10 feet of a fall to Adaptable Augmentations (Ex)
nonlethal bludgeoning damage. In addition, when your sheath You can temporarily alter the systems of your body to accept
array is active, for every 5 by which your Acrobatics check almost any augmentation. When you use your gear array to
exceeds the DC to avoid taking damage from the first 10 feet create a cybernetic augmentation, you can install it into any
of a fall, you can ignore the damage from an additional 10 empty body slot, regardless of where it would normally be
feet of falling. installed. If this augmentation takes up multiple slots, you
must have the requisite number of empty body slots or the
Split Cloud (Ex) augmentation fails to manifest.
You’ve learned to keep your nanites functioning even when
they’re separated by currents or environmental factors. Your Exploratory Form (Ex)
cloud array can have a gap of one 5-foot square between You’re driven to explore diverse environments and worlds.
the spaces it fills. At 10th level, this increases to two 5-foot While your sheath array is active, you can use a nanite surge to
squares, and at 18th level, this increases to three 5-foot gain either a climb speed of 30 feet or a swim speed of 30 feet.
squares. Even if split into multiple smaller clouds by these If you already have the selected speed, you instead increase
gaps, the cloud functions as one unit. When reconfiguring that speed by 15 feet. This lasts for a number of hours equal
the spaces your cloud occupies, at least one square of each to your Constitution modifier. You lose this speed when your
smaller cloud must remain unchanged. sheath array ends.

6th Level 14th Level

You must be at least 6th level to choose these nanocyte knacks. You must be at least 14th level to choose this nanocyte knack.

Aquatic Propulsion (Ex) Gluttonous Nanites (Ex)


Your nanites propel your weapons with great force, pushing Your nanites make the most of every opportunity to
through water and dense gases without difficulty. Each time regenerate. Once per day after a combat in which you defeat
you form a weapon using your gear array, you can apply the a significant enemy who’s no longer alive, you can direct your
underwater weapon special property to that weapon (when nanites to devour that enemy’s body; if you do so, you regain
used underwater, it ignores the –2 penalty to attack rolls and Stamina points equal to 3 times your nanocyte level. You must
deals full damage). If you do, combat maneuvers you attempt have the hungry nanites and feasting nanites knacks to select
using that weapon gain a +1 bonus. this knack.

18th Level
Hampering Nanites (Ex)
Your nanites seize and hobble your foes, restricting their You must be at least 18th level to choose this nanocyte knack.
movement. After a creature takes damage in your nanite
cloud or you damage a creature within 30 feet with a weapon Flurrying Fog (Ex)
formed with your gear array, you can take a reaction to Your ability to strike from multiple angles out of your nanite
cause the creature to become entangled (Reflex negates) for cloud improves even further. While you’re adjacent to or
a number of rounds equal to your Constitution modifier, or within your nanite cloud, your reach with melee attacks made
until it escapes with an Acrobatics check or a Strength check. with weapons formed with your gear array gain additional
An entangled creature can attempt such a check as a move reach of 10 feet. You can also make attacks of opportunity
action. After using this ability, you can’t use it again until against any targets that would provoke them within your
you spend 1 Resolve Point to regain Stamina Points after a nanite cloud. You must have the menacing pall nanites knack
10-minute rest. to select this knack.

103
PRECIPICE
Thriving enclave resisting the drow noble houses’ efforts to Maro (LN male xulgath soldier), head of the Delver’s Union
seize control. Celiasora Misraria (NE female drowAA technomancer), head of
research at NocTech Labs
PRECIPICE
NE chasm city Moscaru: Precipice is aptly named, for it sits upon
Gravity standard (artificial) a literal cliff’s edge while also facing down an
Atmosphere normal (artificial) uncertain future as a bastion of culture standing
Day 7 days; Year 243 years against forces that would quash it. I find the city’s
Population 63,045 (80% xulgath, 10% orc, 5% half-orc, 4% drow, charm in its determination to stay alive—nay, to
1% other) thrive—even in the face of such adversity.
Government autocracy (city manager) Sprax: The only thing it really needs is a little sunlight
Languages Draconic, Drow, Orc to brighten everything up.
Qualities insular, profiteering Moscaru: Which isn’t necessary when ninety-nine
QUALITIES percent of the population requires little to no light
Profiteering The businesses of this settlement engage in to navigate.
unethical practices in order to make profits. Sprax: Oh! And there’s the smells, too! Can you say
ECONOMY you’ve really lived without experiencing xulgath
Exports minerals, technology scent-graffiti firsthand?
Imports food, oxygen, water Moscaru: I think many people would say they’ve lived
Maximum Item Level 12th quite well without experiencing the overpowering…
Specialty Item Level technological weapons (16th) cultural significance of smell to xulgath society. It’s
NPCS a shame that weaker noses simply miss out on an
Ireshk (NE female xulgath operative), city manager entire aspect of their culture.

104
PORTS OF CALL 2
OVERVIEW

TRAVELING
THE GALAXY

PORTS

TRAVELER’S
TOOLBOX

INDEX

On the barren, hollow planet Apostae, life is difficult even for so for the most part, there was neither reason nor opportunity
those who submit to the hegemony of the ancient drow noble for another house to take an active interest.
houses. However, much to the chagrin of the planet’s current However, with the sudden catastrophe of the Drift Crisis
oligarchs, the formerly drow-controlled city of Precipice now (explored further in Drift Crisis), an event that disrupted most
stands strong as a symbol of defiance. interstellar travel, much of House Misraria’s attention and
House Misraria, a drow noble house whose legacy can be resources focused on securing their offworld interests. An
traced back to Lost Golarion, has been in decline since the Gap, organized group of xulgath rebels led by a former close aide to
to the point that, until recently, it maintained only a single major House Misraria, Ireshk (NE female xulgath operative), took the
holding outside of Nightarch: Precipice. Precipice originated opportunity to strike. The rebel forces drove House Misraria and
shortly after the Gap ended as a simple exploratory outpost many of the other drow from Precipice and officially declared
established next to a chasm in Apostae’s surface hundreds of themselves an independent entity.
feet wide. When an agent of House Misraria discovered the
existence of caverns and tunnels winding off from the chasm GEOGRAPHY
that led to countless unexplored subterranean chambers Precipice is built over and partially into the Black Gulch, one
and deposits of valuable minerals, she made the outpost a of many deep crevices that run across the surface of Apostae.
permanent settlement and oversaw the transfer of many The Black Gulch stretches for miles and varies from 600 feet to
of House Misraria’s serfs, largely xulgaths (page 23), to the several miles wide across its length and is several miles deep.
settlement to expand exploration as well as to study and export Tunnels and caverns riddle its walls, and a river of a murky,
valuable discoveries. corrosive slurry flows along the bottom.
Over the centuries, Precipice functioned smoothly, its The gulch is about half a mile wide where Precipice sits. The
primary threat being the occasional hostile creature that found city’s first buildings were constructed on the surface along
its way close to the city through the tunnels. Rival drow houses its north side. Most of the surface construction is made up
kept an eye on Precipice, but the settlement never made any of atmospherically sealed buildings connected by cylindrical
revolutionary discoveries or suffered any catastrophic disasters, thoroughfares. Among Precipice’s most remarkable sights is the

105
PRECIPICE

massive arched bridge that connects the north and south sides much work to be done. Haphazard slums now bleed into nearby
of the gulch. tunnels and caverns as well. Such areas are difficult for the
The north side of the city houses industry providing government to monitor, and so the tunnels are often left to
necessary services, such as water and air recycling, as well their own devices in terms of law and public safety. The military
as a military command center and barracks. What originally patrols these tunnels for dangerous creatures that sometimes
functioned as House Misraria’s family compound and the crawl up from deeper caverns but usually shows no concern for
upper-class residential districts sit on the south side, which is the affairs of citizens.
where most of Precipice’s drow residents lived, though after the
uprising, many drow residents fled. The new leadership either RESIDENTS
gifted or sold the dwellings to important figures in the new Xulgaths make up the majority of Precipice’s population. When
government. The primary upper-class shopping district sprung the city was primarily a mining and exploration outpost, House
up on the bridge itself, which now functions as both a shopping Misraria transported a large number of xulgath serfs, along with
mall and thoroughfare, with stores clustered on either side. a small number of orcs and half-orcs, to explore the dangerous
Smaller bridges and support struts also crisscross the gulch caverns and to do the hard labor required for mining rare
beneath the main bridge, supporting many eateries and clubs minerals underground. The descendants of these first arrivals
that opened on the city’s lower levels to serve poorer residents. still perform the same labor for the most part, though after the
As exploratory expeditions delved into the Black Gulch, the social changes that took place after the uprising, many have
city naturally built downward to accommodate the workers. taken the opportunity to pursue other paths.
Rather than being allotted into formal housing districts, most In the past, the minority drow population made up the
of this construction is squeezed in wherever it would fit, with ruling upper class, and the rest of the population was forced
comfort or convenience as an afterthought. Consequently, into servitor roles. After the uprising, however, social class in
the streets built into the gulch walls are often confusing and Precipice became much more fluid. When most of the drow
unintuitive. The population in these districts is mostly xulgaths, population fled the city, they left behind a vacuum in society
along with minority populations of orcs and half-orcs. Since the that others quickly moved to fill. Some drow chose to stay to
uprising, Ireshk and the new leadership have been focusing either retain their business interests or to look for opportunities
on raising the quality of life in these districts, but there’s still to assist House Misraria or another drow party interested

106
PORTS OF CALL 2
in reclaiming the city, while others simply didn’t have the
resources to flee. DOWNTIME IN PRECIPICE OVERVIEW
Post-uprising, Precipice supports a small but growing The following downtime activities function differently in Precipice,
population of immigrants—both temporary and permanent— as noted below. TRAVELING
from other planets. Adventurers and thrill seekers from the Analyze Sample: Due to the data on Apostae’s cave systems THE GALAXY

Pact Worlds and Near Space are known to visit Precipice to that Precipice has been accumulating for decades, PCs are at an
seek permission to explore the caverns, as are researchers advantage when studying specimens that relate to that subject. PORTS
and opportunists with less clear agendas. Over time, Precipice When performing the analyze sample downtime activity to analyze
has collected an eclectic group of researchers and explorers a sample that originates from Apostae, you can attempt the relevant
TRAVELER’S
determined to uncover the mysteries of Apostae. Precipice’s skill checks untrained, so long as you have access to a science lab or TOOLBOX
government is happy to entertain such visitors so long as they similar facilities.
regularly submit their findings to the city. Coordinate: The delvers of Precipice understand the importance INDEX
With the amount of strange and mysterious technology of teamwork; someone having your back in a tunnel is often the
brought into Precipice from below, there are plenty of oddities difference between life and death. In Precipice, you can attend
that even the best researchers in Precipice can discern no use workshops at the Delver’s Union as part of the coordinate downtime
for. What doesn’t have an immediately apparent function is activity. If you do so, you gain the following effect in addition to the
typically discarded at the scrapyard (page 110), so Precipice has normal effects: one time at any point during the following day, you
become a popular stop for Pact Worlds–based salvage ships can use the aid another action to aid two allies instead of one.
seeking new materials on their way to other hauls. Hunt Bargains: Precipice’s economy has few regulations, so PCs
Precipice and the surrounding area have no native fauna to can sometimes find massive bargains. When you succeed at the hunt
speak of, aside from the creatures that lurk deep in its caverns. bargains downtime activity, you can purchase the item for 15% less
Most of these creatures are constructs, but some explorers who than normal rather than 10% less than normal. However, because of
made it deeper within the planet report strange organic creatures. the lack of regulations, on a failed check, you can only find the item
Relatively new projects aimed at developing sustainable livestock being sold for 15% more than normal.
farming in the settlement have yet to produce promising results.

Sprax: You really can’t live in this city and be afraid of


heights. While I was in the Web looking for some the poor or those unable to work. Ireshk firmly believes
breakfast, I watched a courier jump right off one that only the most adaptable survive and that the best way
bridge down to the one under it and just keep walking! to encourage her people to thrive is to give them no other
Moscaru: Just like the city in which they live, the people option. The few social programs available are geared toward
of Precipice fiercely cling to what’s theirs while employment, though these programs provide opportunities
dancing on the edge of a literal and metaphorical generally limited to dangerous occupations, such as soldiers
cliff. Being mostly species with a history of or cavern delvers.
marginalization, they are protective of the freedom This city has no governmental police force. The local military
the city offers them and quick to band together in protects government buildings and public places from any
the face of adversity. outside threats, while owners of private property and businesses
Sprax: And they’re really generous to tourists! A very typically employ private security. More often than not, fights
nice lady took me on a tour of the city’s best party and petty theft are left to the involved parties to handle.
spots for only five thousand credits. Substances that are illegal or controlled in other settlements
Moscaru: I really think I should hold onto your wallet generally have few to no laws surrounding them in Precipice.
from now on. Prospective tourists should be wary This lack of formal structure, along with the general
of the same scams one might encounter in any city. scarcity of goods that comes from residing on a world with
limited natural resources, creates a social environment where
SOCIETY citizens are generally suspicious of one another. Many who
Since the uprising, Precipice’s once-strict social stratification has reside here join gangs, unions, consortiums, or other tight-
fallen apart once the drow minority lost their hold on the city. knit groups for mutual protection where the law is lacking.
While friendlier to non-drow than the previous administration, Precipice’s government ignores most of these groups so long
Precipice’s current government isn’t a utopia. Drow who as they don’t go too far but does take a much more proactive
remained in the city exist in an unstable position in society. No stance in protecting offworld visitors. Seeking to forge strong
laws oppress them, and they receive the same protections as relationships with offworld powers, the city takes any direct
any other citizen. However, they now lack the protections their threats to its guests very seriously. However, it does nothing
privilege used to afford them, so some fear they might become to prevent visitors from getting fleeced by local merchants or
targets of revenge for the centuries of oppression the drow charged bogus “administrative fees.” Citizens themselves tend
leadership inflicted on others. to be insular and suspicious of outsiders who show interest in
The government under Ireshk is a self-proclaimed anything other than the caverns and quickly close ranks should
competitive meritocracy with few social programs to assist they sense an outside threat.

107
Religion doesn’t play a major role in life in Precipice. Like UNDER PRECIPICE
many drow on Apostae, the religious members of Precipice’s Precipice’s most precious “natural” resources by far are the
xulgath population lean toward following demon lord patrons. caverns and tunnels that wind for miles beneath Apostae’s
Some worship Talavet (Galactic Magic 114) as a perhaps unlikely surface. They provide the means for both Precipice’s livelihood
patron of the xulgath species, especially in Precipice where the and its safety. Much of the city’s infrastructure is geared toward
focus is on the development of a xulgath-dominant culture. excavation and exploration as well as those who provide support
Other faiths brought by visitors to Precipice maintain a small for such ventures, including engineers and logistics specialists,
following, such as Yaraesa and Eloritu, but religion remains a material suppliers, medical doctors, and the delvers themselves.
mostly private and personal affair for most citizens. The job of delver sits in a complicated place in Precipice
society. When House Misraria still controlled the city, xulgath,
RELATIONS orc, and half-orc delvers equipped with minimal protective
One of Precipice’s greatest priorities is strengthening its gear were regularly sent to ensure the cavern’s safety for drow
relations with other Pact Worlds powers to secure legitimacy explorers. The casualty rates were high, the compensation
on an interplanetary scale. Precipice’s leaders are aware that was low, and it wasn’t uncommon for entire expeditions to
the drow oligarchs who control almost all of Apostae would like mysteriously disappear after a particularly valuable find.
nothing more than for Precipice to be wiped off the surface of Working conditions for delvers improved drastically after
the planetoid and forgotten. The drow noble houses see the very the uprising, but it’s still a very dangerous job. The Precipice
existence of Precipice as a slight. While it gives them a reason Delver’s Union represents most delvers native to Precipice,
to mock House Misraria, the houses are also aware Precipice and it advocates for wages commensurate with the risk as
could easily become a beacon of resistance for Apostae’s well as the safest possible working conditions for its members.
oppressed populations. However, the noble houses are too Precipice’s government has agreements with the union to use
caught up in scheming against one another to attack Precipice only union delvers for government expeditions, but private
directly, and so they remain locked in a tense stalemate until interests often hire non-union teams to lower their costs. To
an opportunity to return the city to drow hands presents itself. ensure credits flow into the city, the government mandates that
In the meantime, every drow-controlled settlement on Apostae non-union expeditions purchase permits to explore the caverns
has placed embargoes on Precipice. Rumors persist that Crater to cover regular maintenance and patrols that make the caverns
Town, a settlement on Apostae run by retired mercenaries and safer for all explorers.
not directly overseen by a drow house, is involved in secret Being a union delver is considered a prestigious job in the
dealings with Precipice under the noses of the drow houses. eyes of Precipice’s citizens. It’s dangerous but also seen as
Some suggest that the two settlements are plotting to vie for vital for the city’s existence, and it’s common for commercial
greater independence on Apostae. businesses to offer “delver discounts” on their products. Delvers
To strengthen Precipice’s position in the Pact Worlds, Ireshk who survive multiple expeditions or make valuable discoveries
has been courting powers that might be interested in securing are treated as minor celebrities in Precipice. Explorers not
access to Apostae’s caverns without negotiating with the drow affiliated with the union can be treated with a similar level of
houses. Some of Precipice’s strongest interplanetary ties are regard, so long as they’ve proven themselves.
with Castrovel. As an institute with a focus on xenoarchaeology Over Precipice’s lifetime, delvers have uncovered several
and xenoanthropology, Qabarat University wasted no time remarkable finds. One of the first major discoveries was a room
negotiating with Precipice for the opportunity to research full of pure adamantine machinery that had long since stopped
Apostae’s mysteries, and the university has since made sizable running. Stripping the metal and selling it provided the credits
donations to the city in exchange for exploration rights. to truly get Precipice on its feet. More recently, a delver named
Sovyrian, homeland of elves, also has a vested interest in Hamun (CN nonbinary xulgath) discovered a smooth horacalcum
Precipice. It’s rumored that powerful individuals in elven society sphere that ticks softly. NocTech labs now has possession of the
have donated large sums of credits to help Precipice thrive as sphere, but even they’ve yet to glean insight into its purpose. It’s
part of a plan to undermine drow power on Apostae. also rumored that Ireshk herself discovered something in the
Other parties are interested in Precipice for reasons more caverns that she has threatened to use against the drow houses
mercantile than academic. Drow-owned corporations have long in the event of an invasion, a claim that has seemingly kept them
used their access to the technology within Apostae to maintain an from attempting to retake the city so far.
edge over other arms manufacturers, but some rival corporations
see Precipice as an opportunity to discover something that would CONFLICTS AND THREATS
allow them to undercut drow suppliers. One such company is Precipice and its citizens face constant threats to their survival.
AbadarCorp, whose leaders are currently ascertaining the risks Situated so closely to the dangers lurking beneath Apostae’s
and rewards of angering the drow noble houses by dealing with surface, most of Precipice’s residents travel armed and are
Precipice. No formal agreements have been signed, and the noble experienced with their weapons of choice. Guards constantly
houses have a vested interest in keeping it that way. Several patrol the tunnels for constructs and occasionally organic
smaller corporations are interested as well, seeing Precipice as creatures that get too close to the city. Working these patrols is
an opportunity for them to make a discovery that will catapult dangerous, so the city is willing to pay out bounties to individuals
them to the level of the most prestigious weapons manufacturers. who show proof of slaying any threats to Precipice’s safety.

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PORTS OF CALL 2
OVERVIEW

TRAVELING
THE GALAXY

PORTS

TRAVELER’S
TOOLBOX

INDEX

Precipice faces more insidious dangers as well. It’s a well-known to force Precipice to make concessions to the point of essentially
secret that every major drow house has agents somewhere in the becoming a subsidiary. Such threats lie on the horizon, as
city. Cerenn Rycast (CE female drowAA envoy) is one such agent. AbadarCorp representatives have made several requests to
She has been quietly working for months to build up enough purchase controlling interest in several of Precipice’s facilities.
paranoia to cause city-wide riots so House Rycast can move in With the need to import much of Precipice’s food, water, and air
while the unrest keeps Precipice’s government distracted. Fear supply, such deals might be impossible to avoid forever.
of spies is common among the public and can lead to attacks Lastly, conflicts still brew within the city itself. While Ireshk
on innocents if such sentiments flare out of control. Cerenn seized power and is content to stay in her current position,
frequently uses recent offworld arrivals as scapegoats for her other voices in the city call for greater changes in the city’s
schemes, as it can only benefit House Rycast to convince the governance, such as free elections and a representative
people of Precipice that they can’t trust strangers. governing body. These conflicts have yet to lead to violence, but
While most of the drow houses have a vested interest there’s no saying when tensions might boil over.
in seeing Precipice’s current leadership fall, only one has a
personal vendetta against the city. Teverin Misraria (NE female Sprax: You can’t go on a vacation to Precipice without
drowAA operative), the most recent manager of Precipice for touring the caverns! I had the nicest tour guides,
House Misraria, has only one more chance to make up for her but they won’t tell you about the secret tour you
failure in losing control of the city. Teverin quietly plots the can take if you go past the signs labeled “DANGER:
assassination of Ireshk from Nightarch through a number of RESTRICTED ACCESS.” Then you get to see some of
agents stationed in the city, hoping that the rest of the populace the… what did you call them, Moscaru? Indigenous
will fall in line without a leader. Though if they don’t, truth be species in their natural habitat! I met the cutest
told, Teverin would like nothing more than to burn out every little—well, big—fuzzy spider creature, though it ran
“ungrateful traitor” in Precipice and start over. off because my tour guides were a bit loud as they
While Ireshk treats fostering diplomatic relations with came down after me.
offworld powers as a priority, she also keenly knows the Moscaru: While Precipice doesn’t actually offer cavern
dangers such negotiations can pose to the city’s autonomy. tours, the authorities do perform regular patrols to
Powerful corporations or nations could use economic pressure make sure no one gets themselves killed walking

109
into unexplored sections of tunnel or makes off with Delver’s Dive
important artifacts. Delver’s Dive is a popular bar established in one of the
Sprax: That reminds me! I found lots of super cool cleared-out caverns in the side of the chasm. It primarily
souvenirs to bring home to my friends and family, caters to delvers and explorers but has seen a rise in tourism
but after my tour guides were nice enough to carry of late, leading the ownership to lean into a “delver” theme
them for me, they forgot to tell me where they that’s considered tacky by locals. Trinkets with no discernible
left them. I’m going to have to go to that big fancy use found in the caverns are often donated or sold to the bar
building to ask about them. and put on the wall along with a picture of the delver who
Moscaru: Good luck with that. discovered them.
Nicaros Zeizerer (CE male drow operative) currently owns
the bar. He was sent to Precipice to spy on House Misraria and
NOTABLE LOCATIONS uses the bar as a convenient location to keep an ear out for
The following are several notable locations in Precipice. valuable discoveries. His current orders are to report in if there’s
a convenient opportunity for House Zeizerer to swoop in and
take control of the city. To Nicaros’s surprise, more than anyone
else’s, he discovered he enjoys his work and the people of
Precipice, and lately, he has been wondering where his loyalties
truly lie.

The Delver’s Union


Partially embedded into the side of the chasm, the Delver’s
Union building is where Maro (LN male xulgath soldier), the
head delver, plans sanctioned expeditions into the caverns
close to Precipice. All requests for exploration permits—along
with the associated fees—go through the Delver’s Union. Since
granting access to the caverns is one of Precipice’s primary
sources of funding, Maro and the rest of the delvers command
significant power in the city, though that power brings with it
no small risk given their profession. Interested parties can hire
union delvers as escorts into the caverns for a hefty fee.

Izava’s Scrapyard
Not all discoveries from the caverns are deemed
useful. Things with no discernible purpose often end up in a
scrapyard just outside of Precipice’s city limits run by Izava
(CN female xulgath mechanic), along with all the other
trash the city produces that can’t be easily recycled.
Izava is considered a bit of an eccentric and is generally
left to her own devices in the small off-the-grid domicile
she maintains. She spends her days sifting through
the scrap others leave and seems to believe there’s
something important to find, though no one else is quite
sure what she’s looking for.

NocTech Labs
House Misraria operated this research laboratory
to study discoveries from the caverns and
determine their value as weapons. After the
uprising, Celiasora Misraria (NE female drowAA
technomancer), a minor member of the house,
pledged her services to Ireshk rather than give
up on her research. Ireshk doesn’t trust her
but allows the technomancer to keep her position
as Head of Research because her knowledge of Apostaean
artifacts is unparalleled in the city. However, Ireshk assigned
a collection of “research assistants” to spy on her. There are
rumors that Celiasora is working on a top-secret weapon

110
PORTS OF CALL 2
reverse-engineered from an artifact Ireshk unearthed from the well-being, but whether it’s from the drow houses, her fellow
caverns, and none but the two women know exactly what this rebels from the uprising, some other power, or a combination of OVERVIEW
weapon is capable of. the three, she won’t say. The compound is a well-defended and
trap-filled fortress, and even Ireshk isn’t sure all its secrets have TRAVELING
Precipice Base 1 been discovered. THE GALAXY

Ireshk knows that Precipice faces threats from both above


and below. To that end, she entrusted her brother-in-arms and Spireshade District PORTS
fellow leader in the uprising General Uthirat (LE male xulgath Surrounding the Seven Spires compound is a residential district
soldier) with overseeing the city’s military concerns. While she originally reserved for visiting drow not associated with House
TRAVELER’S
trusts him to protect the city from outside threats, Ireshk is Misraria. Now, offworld visitors can typically rent by the day, TOOLBOX
concerned that Uthirat would waste no time challenging her for week, or month, choosing either a separate home or a suite in
her position should an opportunity present itself, so she keeps the Black Cliff Hotel—sometimes derisively called the Beggar’s INDEX
a close eye on his activities; it’s rumored that several of his Block since it’s where drow who can’t afford their own separate
subordinates are her spies. She’s concerned her agents might lodgings stay. Arxul (N male xulgath) took over running Black
have been compromised, and she’s always interested in getting Cliff after the drow owners fled during the uprising, and he now
outside help from competent individuals. seeks to turn it into an attractive vacation spot by adding a spa
and other resort-style amenities for tourists. Not all the vacated
Precipice Spaceport residences have been reoccupied after the discovery that one
Prior to the uprising, Precipice lacked the infrastructure to of them had been rigged with a series of lethal traps by the
accommodate offworld visitation. After Ireshk took over, she previous occupant before they fled. While clearing the rest of
immediately set about expanding the existing planetary shuttle the residences isn’t her main priority, Ireshk is offering whatever
terminal into a fully functioning spaceport, with room enough valuables were left behind in these dwellings to anyone willing
for large vessels to dock and unload goods. While still small to render them safe for habitation.
as spaceports go, the new terminal sees enough movement of
people and goods that the settlement’s economy is steadily Topside Aeroponics
increasing. However, Precipice’s government knows that the This indoor farm sits on the top of the chasm under a vast
spaceport would be a prime target for terrorism or sabotage bubble dome interwoven with the specialized equipment vital
by the settlement’s enemies, so the spaceport manager Elsor for keeping plants alive in an artificial environment. As the
Hakan (NE male orc) keeps a watchful eye out for any sign of farm’s owner, Kessa (NG nonbinary xulgath), is fond of pointing
trouble—though he’s less watchful when it comes to allowing his out, the farm is the only bit of green in Precipice. The farm
customs employees to take bribes or otherwise fleece visitors provides Precipice’s only supply of local fruits and vegetables,
deemed unimportant. and it’s exceedingly difficult to maintain. Kessa constantly
experiments with different plants to see which offer the most
Qabarat University Research Annex yield for the fewest resources. Given the farm’s expenses,
Of all the outside interests in Precipice, the city probably Kessa must constantly request loans or donations from other
maintains the closest relationship with Castrovel’s Qabarat sources. So far, their petitions to the government that Precipice
University. Given the university’s expansive xenoarchaeology must have a local, sustainable food supply have been met with
program, the possibility of access to Apostae’s caverns enticed slightly less than the requested amount of funding, but Kessa
the university to send one research team that ultimately is concerned that Ireshk will eventually decide the farm is only
expanded into an entire permanently staffed research institute a drain on resources. To that end, they’re determined to find—or
headed by Doctor Xalisha Meven (N female damaya lashunta), create—the perfect crop before that happens.
who was one of the first researchers from Qabarat to personally
explore the caverns. The annex is just above the Delver’s Union, Underground Innovations
and Xalisha frequently works with Maro to plan expeditions and House Misraria never succeeded in establishing a successful
study discoveries. Precipice currently grants exploratory and weapons brand, but after the uprising, a former technician
research privileges to Qabarat University in exchange for free named Areduth (NE female xulgath mechanic) took over the
access to their research. abandoned Misraria TechWorks workshop and established her
own line of weaponry. Areduth works with NocTech Labs to
Seven Spires develop and mass-produce weapons and armor, most reverse
House Misraria ruled Precipice from their family compound, engineered from discoveries found beneath the surface. The
named for the seven curved black spires that rise from the roof company’s first weapon line—longarms that shoot burrowing,
of the main building. Ireshk claimed it as the city manager’s spined projectiles—has been reasonably successful, and they’re
residence after the uprising, expelling most of House Misraria’s always looking for new contractors to test out their designs
members and employees and bringing in those loyal to her. in the field. Rumor has it they’re currently developing a line
Only those personally vetted by Ireshk are allowed to be in the of armor that will weaponize a xulgath wearer’s naturally
compound unescorted, and Ireshk rarely leaves. It’s clear the occurring pheromones, perhaps even to the point of enabling
new city manager is concerned about some kind of threat to her non-xulgaths to mimic them.

111
The Warrens vendors of the Web have come together under Golguth (NE
Over the years, the city of Precipice gradually expanded into male xulgath) to form a united consortium, though some aren’t
the already-explored tunnels and caverns beneath the surface. pleased by Golguth’s sudden monopoly.
Several of the discovered caves have been sealed off to allow
for an artificial atmosphere, and a portion of the city’s poor ADVENTURE HOOKS
now make their homes there. Tyerah Chol (NE female half-orc) The following are adventures that might take place in and
funded the development and now uses most of the people who around Precipice.
live there as labor to continue expanding and developing the Absconded Artifact: Ireshk summons the PCs with an
space. A portion of the warrens was recently damaged when important offer. An agent of House Arabani has successfully
construction caused caustic liquid to start leaking out of pipes made off with a powerful artifact that was being studied in
buried in the walls. NocTech Labs. Ireshk offers the PCs a generous reward if they
go to Nightarch and retrieve the artifact before House Arabani
The Web has time to thoroughly analyze it.
Over the years, stalls and shops sprung up on the bridges Caught in the Middle: A corporation or government entity
and struts that crisscross the chasm. Stairs and ramps were the PCs have ties to asks them to travel to Precipice to ascertain
added as well until the city’s support structure became its own the potential benefits of a trade alliance. Saboteurs employed
community colloquially referred to as the Web. Recently, the by House Rycast intend to destroy this burgeoning relationship
before any formal agreements can be made, placing the PCs in
the middle of a dangerous conflict.
Clockwork Stalker: The Delver’s Union has put a bounty on
a dangerous construct that has been stalking the tunnels close
to the city for weeks. Not much is known about the creature
because it has killed anyone who has come into contact with
it so far, leaving only small traces of footage behind. There’s
evidence that the creature is intelligent and enjoys setting traps
and ambushes for prey.
Fugitive Flora: An unidentified plant sold to Topside
Aeroponics mutated into a carnivorous hunter
after undergoing experiments intended to
increase its growth rate. It has now escaped and
left seedlings all over the city. Kessa, afraid of losing
their funding over a well-intentioned mistake, begs the
PCs to retrieve the parent plant and its seedlings without
involving the government.
Infiltration: A drow agent of a minor house offers the PCs
a substantial number of credits to infiltrate several government
buildings in the city and download a computer program onto
the main servers in each one. The PCs are free to plan their
heists as they see fit, but their actions must remain undetected
if they want to get paid at the end.
Prophecy Cube: A frazzled-looking xulgath offers the
PCs a strange metal puzzle cube he found in the tunnels. If
they take it, the xulgath mumbles something about it “not
being his problem anymore” and quickly leaves. The cube
periodically whispers in a strange mixture of languages
melded together in a mechanical voice. The words sound
eerily like prophecies.
Rallying Cry: The PCs find themselves in the middle of a rally
calling for a freely elected ruling council. Tensions are high, and
violence threatens to break out when someone throws a rock. Is
this an act of sabotage by the drow noble houses or a sign that
Precipice’s government needs to change?
Silent Spires: The Seven Spires compound has been radio
silent for several days. Its traps are primed to go off at the
presence of any intruder. General Uthirat hires the PCs to
infiltrate the compound to discover what happened to the
current city manager and the rest of the people inside.

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PORTS OF CALL 2
Ticket to Treasure: One of the PCs’ contacts obtained it be an impending cave-in or a deliberate trap, you have a
exploratory permits and wants to hire them as escorts to chart practically preternatural ability to notice such threats in your OVERVIEW
a newly discovered vault. It’s unknown what dangers and vicinity. Whenever you come within 10 feet of a trap, you can
treasures this vault might contain, but to find out, the PCs must attempt an immediate Perception check to detect the trap with TRAVELING
protect their noncombatant employer. a +2 insight bonus. This check is rolled in secret by the GM. THE GALAXY

Troubling Toxicity: A large number of people in Precipice


begin to fall ill, and someone discovers toxic green buildup in Treasure Hunter (Sp) 6th Level
PORTS
the water recycler. Studying it reveals evidence of an algae Cave systems aren’t just home to traps and hazards, but
native to the Veskarium. Soon, more vital systems begin to often also valuable finds. You’ve become adept at discerning
TRAVELER’S
malfunction or simply fail. Can the PCs figure out who’s behind the functions of such treasures. You can use your bonus in TOOLBOX
the sabotage before innocent civilians lose their lives? Perception in place of Engineering for the identify technology
task of Engineering or in place of Mysticism for the identify INDEX
DEEP DELVER (ARCHETYPE) magic item task of Mysticism. In addition, you can cast
While cave systems aren’t unique to Apostae, the city of identify as a spell-like ability three times per day. Your caster
Precipice maintains some of the best training facilities, level for this effect is equal to your character level. Once per
including the Delver’s Union, for those who want to explore day when you attempt a Perception check to search an area,
such environments. Whether they trained at a specialized you can spend 1 Resolve Point to treat the result as if you
institution or picked up their skills elsewhere, deep delvers rolled a natural 20.
are experts at surviving in dangerous conditions with
dwindling resources. Some species who are adapted to living Equipment Exploiter (Ex) 9th Level

underground, such as xulgaths or bolidas (Alien Archive 2 20), You’re used to long expeditions underground, and you can
might develop the skills of a delver just from their daily lives. Of rest and maintain your equipment even when in remote
course, such skills aren’t limited in usefulness to natural cave places. Environmental protections in armor you wear lasts for
systems. Delvers can just as easily use their skills in cramped an additional number of days equal to your key ability score
starship corridors, decrepit buildings with treacherous floors, bonus before needing to be recharged. Additionally, you can
alien ruins, and so on. squeeze charges from powered equipment even when it seems
Delvers tend to have martially focused skill sets, such as impossible. When you run out of charges while using a weapon
that of soldiers, vanguards, or operatives. However, anyone that uses batteries, you can immediately spend 1 Resolve Point
who expects to spend extended periods of time underground to cause the weapon’s battery to immediately regain 1d10
can benefit from a deep delver’s abilities. Those who tend to charges. You can use this ability on a particular battery only
be more perceptive than average, such as mystics, might also once per day.
benefit from the additional awareness of one’s environment that
being a delver confers. Scrappy Survivor (Ex) 12th Level

After extensive physical conditioning and practice in the field,


Alternate Class Features you can force your body to keep going even when you have
The deep delver archetype grants alternate class features at nothing left. When you’re suffering from thirst, you need to
2nd, 4th, 6th, 9th, 12th, and 18th levels. attempt checks to avoid nonlethal damage only every 4 hours
instead of every hour. When you’re suffering from starvation,
Close-Quarters Specialist (Ex) 2nd Level you need to attempt checks to avoid nonlethal damage only
You’re experienced at navigating tight spaces in dangerous every other day instead of every day. You can also hold your
conditions, allowing you to remain mobile and ready to respond breath for a number of rounds equal to three times your
to threats even with very little space to react. You no longer gain Constitution score instead of two times your Constitution score.
the entangled condition while squeezing. This ability doesn’t In addition, you gain a climb speed equal to half your land
allow you to move through spaces narrower than half your speed. If you already have a climb speed, it instead increases
space. Due to your familiarity with fighting in close quarters, by 10 feet.
you also gain a +1 bonus when making attacks against a foe
that’s squeezing. Terrain Savant (Sp) 18th Level

In addition, when you’re squeezing, you can use a reaction to You’ve grown so familiar with traversing underground terrain
gain a +2 circumstance bonus to your AC against a single attack that you’ve developed the ability to glean information about
by using the environment to your advantage. You can’t use this the environment that others would find impossible to discern.
ability again until you spend 1 Resolve Point to regain Stamina Once per day, you can cast commune with nature as a spell-like
Points after a 10-minute rest. ability, with the following exceptions. The spell functions only
underground or in an otherwise enclosed environment, and it
Honed Senses (Ex) 4th Level has a radius of 1 mile per level instead of 100 feet per level. Your
You’ve grown accustomed to navigating without light. You caster level for this effect is equal to your character level. You
gain darkvision with a range of 60 feet. If you already have can use this ability additional times per day after the first but
darkvision, its range increases by 30 feet. Additionally, whether must spend 1 Resolve Point for each use after the first.

113
SHULGI STATION
Extraplanar junction shaped by stars and thought. Sprax: Shulgi has a small-town feel, but with all the
amenities of a large city! It’s a sprawling and diverse
SHULGI STATION planar transit hub.
N space station Moscaru: Most visitors can only perceive a fraction of
Gravity low it. One frustrating aspect of this city is when you
Atmosphere normal hear about an exciting attraction but cannot even
Day 22 hours; Year 4 years find its neighborhood unless a local points you in the
Population 200,000 (29% planar scionAA2, 21% shulsaga, 8% right way.
ghoranAA2, 5% contemplative, 37% other) Sprax: You never know what you might discover when
Government meritocracy walking around this town. I turned around, and the
Languages Abyssal, Celestial, Common neighborhood completely changed on me!
Qualities academic, cultured, devout Moscaru: More accurately, the neighborhood did not
ECONOMY change. You did, and so you were able to perceive
Exports Outer Planes goods, starship parts, viral media a different neighborhood that was already there.
Imports clothing, food, fuel Most visitors who come here are so stuck in their
Maximum Item Level 15th mindsets that they might only notice a few blocks
Specialty Item Level hybrid items and magitech augmentations of this town. They will see Shulgi Station, the blocks
(17th) where they eat, sleep, and shop, and never realize
NPCS how much more there is.
Balzi Dicork (NG female nuar), head librarian and mayor Sprax: But getting lost here is an adventure! It’s like a
Paralictor Ladil (LN agender embriAA2), local Hellknight commander dream come true.
Avtei of Junval (N male shulsaga), transit authority and priest Moscaru: Or a nightmare. This is one town where it is
of Ibra easy to become literally lost in one’s thoughts.

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OVERVIEW

TRAVELING
THE GALAXY

PORTS

TRAVELER’S
TOOLBOX

INDEX

Whereas the Pact Worlds lost Golarion, the tiny planetoid in reconfiguring a constellation orrery to acknowledge
Shulgi gained a satellite sometime during the Gap. No mere other cultures’ legends and constellations, opening an ever-
moon, this satellite is a stable portal to the Astral Plane, a expanding set of destinations for this technology.
transitive plane of shimmering thought and possibility. In addition to being a popular planar transit hub, Shulgi
Looming beyond the portal floats Junval, a demiplane that unfolds like a puzzle box for travelers who are willing to
outwardly resembles an azure gas giant planet yet whose explore it deeply. Centuries of proximity to the Astral Plane
interior acts as a subtle battleground between the Abyss, have created a city where the streets shift, thoughts can
Axis, and Nirvana. The two worlds seem to orbit each other, solidify, and unique neighborhoods become accessible to
as if tethered by gravitational and metaphysical attractions travelers with the right mindset.
through the portal between them. Meanwhile, a steady
stream of breathable atmosphere flows across Shulgi from GEOGRAPHY
the portal, periodically bringing storms of stray thoughts Shulgi is not one city, but many, each simultaneously
from the Astral Plane. occupying the same space as the others while still existing
Before the Drift’s introduction, most faster-than-light in completely different realities. Over time, the Astral Plane’s
travel relied on shortcuts through dangerous planes using the mental detritus has blown past Shulgi, and when it encounters
likes of chaos sails and shadow drives. Ibra’s faith offered an a potent thought, it occasionally coalesces into physical
alternative: constellation orreries that allowed starships to zip matter. This process has created at least six different variants
along the imaginary lines connecting the stars that formed of Shulgi Station that each exist conditionally, the paths into
major constellations. Although these interstellar drives have each opening only to someone with the right mindset or who’s
never matched the Drift engines’ versatility, their reliability thinking the right thought. What’s more, while some variants
led to a resurgence during the Drift Crisis. In the galaxy’s are accessible with an escort (who can shepherd a small
constellation network, Shulgi’s star lies at the junction of group), others can only be reached by qualifying individuals.
four major constellations. What’s more, Shulgi Station’s There seems to be no way to know how many neighborhoods
libraries and astral influence provide a unique advantage exist or when a new one might develop. Only a few locations,

115
such as the Shulgi Orrery Plaza, exist in all neighborhoods Outside their sacred city of Yulgamot on the Astral Plane,
and provide common ground. Other locations, like various Shulgi Station is likely the second most popular destination
library branches, purposefully maintain similar buildings for these vacations.
across many neighborhoods. Thanks to nearby Junval’s access to other Outer Planes,
Well known neighborhoods include New Yulgamot, with a Shulgi Station has a large population of planar scions—
shulsaga majority and delicate towers that arch impractically some immigrating from those planes and others traveling
in the low gravity. Another neighborhood, Medley, thrives here to better understand their supernatural origins. Most
on blended ideas and cultures from the Material Plane, are aasimarsAA2 and tieflingsAA2, though law-infused planar
with subdistricts known as Mataras and Vesktown. Some scions known as aphorites gather here, seemingly intent on
neighborhoods show distinct planar influences, from the cozy understanding the city’s shifting logic. Contemplatives find the
musical streets of Sanctuary to the orderly circular walls of ability to shift reality through deep and concentrated thought
Rings, and the squat and dark tenements of Zeltz. irresistible. GhoransAA2 come to Shulgi for the gentle and
Lacking the mass to have formed a sphere, Shulgi is instead nourishing light that bathes Shulgi from the Astral Plane and
a kidney-shaped planetoid easily overshadowed by the four made a verdant home here, creating the fabulous Galaxy Park,
planets in its star system. Wide space docks occupy Shulgi’s a showcase for plants from everywhere. Meanwhile, Shulgi’s
concavity. Every other inch of real estate appears occupied mazelike nature drew nuars like a magnet, many staying on to
by a mishmash of different neighborhoods and architectural become city guides and librarians of the labyrinth.
styles—an optical illusion caused by the eyes (or other
visual organ) trying to parse the coexisting realities. Shulgi’s Moscaru: Shulgi and its moon, Jun, were explored
negligible gravity also means it can’t retain an atmosphere of pre-Gap, but the barren planetoid attracted little
its own. However, it receives a constant stream of air, light, attention from travelers. Ancient records from
and thoughts from the astral gateway, which both enables surveys of pre-Gap Shulgi describe it primarily as
respiration and results in a bizarre array of plant growth. an “airless rock with little to recommend it.”
Sprax: Now the atmosphere coming off the Astral
RESIDENTS Plane is so pure that it makes you feel giddy as
Shulgi doesn’t seem to be the creation of any one people, you leap around. It’s a great place for low-gravity
having grown and developed to accommodate myriad sports, and for growing plants of all kinds.
immigrants, many of them extraplanar. Shulsagas likely Moscaru: It’s also excellent for those who enjoy
arrived first, exploring the astral breach and setting up an crackpot academic theories about why the
early outpost. Standing about seven feet tall, appearing to demiplane Junval had replaced Shulgi’s moon. I’ve
be chiseled from purple stone, and often riding flying disks, heard scholars suggest with all seriousness that
shulsagas are ennosites, creatures formed from thought itself Shulgi’s missing moon is the gateway to Torag’s
deep in the Astral Plane. There, shulsagan culture centers mead hall.
around the protection of nascent demiplanes. A young Sprax: Academics is easy here with so many librarians
demiplane gradually develops its properties and identity to answer your questions! Speaking of libraries,
by drawing upon its surroundings, usually coalescing into a everyone should try navigating the library
unique creation if left alone. However, fiends, celestials, and labyrinth! There’s puzzles, mysteries, games, and
other powerful minds can shape new demiplanes to their own monsters to hug! I made so many nufriends there, I
standards, and shulsagas consider this interference anathema. can’t remember all their names!
Once a demiplane has matured and stabilized, shulsagas Moscaru: The labyrinth also contains death traps, but
generally lose interest in it. don’t let that stop you.
Shulsagas maintain a strong presence on Shulgi for three Sprax: I didn’t! And it’s through the labyrinth that
main reasons: high demiplane-forming activity in this part we can really learn to navigate the city, find new
of the Astral Plane, the unique properties of the demiplane neighborhoods, and make new friends.
Junval (page 118), and a destination for recuperation and Moscaru: Or die.
growth. The rift shapes currents in the Astral Plane that draw
quintessence, crystallized thought, and other matter into the SOCIETY
area, driving the collision and accretion that feeds demiplane Shulgi’s government, like its physical layout, confuses
growth. Thus, Shulgi serves as an ideal station for spotting newcomers. Despite having few laws and a constantly
new demiplanes and dispatching patrols. Junval incorporates changing population, Shulgi Station remains peaceful due to
an unprecedented blend of planar elements, which intrigues its strong, small, and friendly communities whose members
(and sometimes worries) shulsagas, and the competing band together whenever environmental threats pour from
elements churn nearby astral space, further accelerating the the rift, creating a cycle of populations whose thoughts
currents. Finally, time flows naturally around Shulgi compared continue to reinforce a vision of what Shulgi Station should be.
to the timelessness of the Astral Plane. Shulsagas periodically Eventually, enough astral material responds to the collective
travel here so that their wounds can heal, their bodies can vision, calving off another variant neighborhood ideally suited
grow, and their minds can more easily master new skills. to that group’s needs. The longer Shulgi Station exists, the

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PORTS OF CALL 2
OVERVIEW

TRAVELING
THE GALAXY

PORTS

TRAVELER’S
TOOLBOX

INDEX

more fractured its groups risk becoming. Even so, three main intervene so that these magical constructs don’t cause
organizations with overlapping spheres of influence help to damage. When the rift causes less trouble, the Order of
unite and protect the planetoid. Eclipse patrols the streets, providing police, firefighting, and
The Church of Ibra operates the Constellation Orrery medical services where they can. Even the Church of Ibra,
Network, which connects Shulgi to much of the galaxy and while initially skeptical of having such a rigid organization
provides the Ibrans considerable influence. In addition on their doorstep, now agrees that these Hellknights
to creating and repairing constellation orreries (Starship provide a necessary service. Especially over the last decade,
Operations Manual 10), disciples collect fees from any starship Paralictor Ladil (LN agender embri) has carefully managed the
docking at Shulgi or using the portal. Much of these funds Hellknights’ mission parameters, stressing vigilance over any
enter a vast account the church distributes through grants to overzealous schemes to seal the rift. No doubt this approach
support research across the galaxy. The rest helps to maintain stems from their limited personnel, not limited ambition. The
the station and acquire supplies, though Ibrans take almost no paralictor regularly hires freelancers to assist the order’s
hand in day-to-day operations that would distract from their operations, especially to study and patrol the more chaotic
studies of the multiverse. Nonetheless, when they do deem neighborhoods that Hellknights can’t access.
something near Shulgi to be worth their attention, Ibrans act Neither Ibrans nor Hellknights wish to deal with the
decisively and suffer little pushback. headaches of administrating a city government, and
With thought storms blasting through its rift, Shulgi shulsagas seem to care little for such operations outside
represents a source of unfettered, untested ideas that infect New Yulgamot. Over time, Shulgi’s expansive library network
the galaxy—at least that’s how the Hellknight Order of the has filled this vacuum. Originally created to train starship
Eclipse sees it. Dedicated to controlling the flow of ideas navigators using constellation orrery drives, the library
that would destabilize civilization, the order arrived in force maintains branches in every known neighborhood. Keeping
to stabilize Shulgi’s streets and stem the ideological torrent. the infosphere running, supplying job boards, and managing
With specialized technology and psychic adepts, Hellknights the archives provided so much crucial infrastructure that its
monitor the rift and deflect incoming storms, much like a head librarian, Balzi Dicork (NG female nuar witchwarperCOM),
planet’s magnetic field blocks solar radiation. Where rogue has been acting mayor for the past 10 years. To appease the
quintessence manifests into thought simulacra, Hellknights insular neighborhoods, each appoints a representative to

117
serve on the library’s advisory board. Although this bickering but local scientists are trying to find other ways to power
group seldom agrees on a course of action, it helps alert the their towns. Some worry that soon the only species living
library to problems that might arise. in the storm will be the clouds of electrovores that feed and
multiply in Doti’s atmosphere.
RELATIONS
Shulgi’s system is one of the closest neighbors to the JUNVAL
Pact Worlds, located only a few light years away. Pre-Gap While numerous branches of the constellation orrery system
generation ships coming from both Arkanen and Castrovel intersect with Shulgi, its demiplane partner on the other side
explored and settled parts of the system. Shulgi’s system of the rift acts as a nexus to yet more wondrous realms. Junval
includes four other planets: Balson, Tolgus, Stofoni and Doti. (sometimes called Junval Junction) is a spherical demiplane
Balson is primarily an ocean world, but Stofoni and Tolgus formed in part from the Outer Planes of Nirvana, the Abyss,
are verdant planets with biomes ranging from temperate rain and Axis. Whereas in most demiplanes these components
forests to plains and savannas. might have diffused and been diluted like several paints
Doti, a gas giant, is known for massive electrical storms blended to make a new color, these three elements instead
that chase across its windy surface. These storms attracted retained their distinct identities, more like beads of three
dirindis, sazarons, and contemplatives, who settled on the colors poured into one bucket. Their opposition to each
planet and built floating cities in Doti’s clouds. Powered other—neutral good, lawful neutral, and chaotic evil—churns
by those storms, these cities include research stations, these fragments, creating eddies in the Astral Plane that
universities, and most of the system’s manufacturing sites— fuels the stream of thoughts toward Shulgi. Periodically, one
but residents are growing concerned as some of these storms material accumulates toward one side, temporarily attuning
have started to dissipate. Already one city, Resajo, has fallen Junval to that plane. In addition to influencing the demiplane’s
into the depths of the atmosphere, all its residents lost. interior—such as furniture rearranging itself into the most
No one knows the reason for this weather change on Doti, efficient orientations or vending machines briefly developing a
destructive, hateful hunger—it allows starships orbiting Junval
to slingshot themselves through the Astral Plane, arriving at
the attuned Outer Plane in a matter of days. Return trips are
also possible when Junval attunes properly, making Shulgi a
gateway to three other vastly different planes.
Most of Junval’s interior is open air. At its center, like an
atomic nucleus, floats an immense orrery that projects an
ever-changing light show of different constellations across
the demiplane’s inner shell, cycling through the patterns
visible across a million different worlds and multiple planes. A
permanent Ibran observatory records previously unknown
constellations, which might form the foundation for new
orrery drive destinations when properly explored.
The orrery’s four largest arms each support a host
of platforms and buildings that jut out like branches,
many bearing homes, shops, and other structures. Three
of the arms each correspond to one of Junval’s planar
influences, with the fourth being unattuned, and
the arms periodically rotate in unpredictable ways.
Whenever the unattuned arm approaches one of the
others, tiny rifts into the associated plane appear, allowing
an acrobatic traveler to leap through and enter Nirvana, the
Abyss, or Axis. These junctions usually last a few days, after
which the portals (and any hope of an easy return trip) seal
shut. The portals often attract extraplanar merchants,
causing vast markets to spring up all along the arms.
Due to the massive amounts of astral quintessence
that spins past Junval, the demiplane periodically
must vent excess thoughts to avoid destabilizing. In
practice, this venting causes inhabitants’ thoughts
to manifest physically, transforming into a
less psychically volatile form. Tired travelers
often discover their favorite chair or bed
just around the corner. Hungry inhabitants

118
PORTS OF CALL 2
encounter a food stall selling beloved delicacies. However,
these manifestations can as easily be dangerous; ingesting too DOWNTIME IN SHULGI OVERVIEW
much thought food without the occasional real meal can make Player characters can take advantage of the following special
travelers light-headed. Unconscious anxieties or memories downtime options on Shulgi Station. TRAVELING
can coalesce as thought simulacra, free-willed constructs Research (Planar): With the assistance of helpful librarians in the THE GALAXY

whose morality usually reflects whichever planar influence is hub of a planar nexus, travelers can prepare for their extraplanar
dominant at the time. journeys. You spend a day in Shulgi’s library system, conducting PORTS
The Ibrans who loosely oversee Junval have tried to curb research into planar physics and extraplanar cultures or meeting with
the most violent thought simulacra in various ways, as any cultural experts. For the next week, you can attempt all Mysticism
TRAVELER’S
major manifestation might disrupt their work. At times, and Physical Science checks concerning other planes untrained, and TOOLBOX
they’ve released devices that safely crystallize thoughts for the DC of such checks is reduced by 5.
later disposal, though these devices sometimes destabilize Plan Route: The library’s labyrinths hold the secrets of many INDEX
and explode into riots of memory. Hostels throughout the constellations for interstellar travelers preparing for a voyage. When
demiplane provide lodgings that are guaranteed thought- you spend a day in the labyrinths learning about the constellations
neutral, stymieing the demiplane’s effects. Yet, the most and mythologies of far-off star systems, you gain a +6 circumstance
infamous strategy involved posting signs encouraging visitors bonus to your next Piloting check to navigate to your next
to think of cute, harmless things like kittens. The resultant destination. If other crew members join you, they get a free action to
Feline Fiasco flooded Junval with cats. Worse, the various aid that Piloting check with the ship skill of their choice.
aliens less familiar with cats imperfectly imagined the furry Refit Starship (Constellation Orreries): Balrok’s Forge has
simulacra that appeared. These “ennocats” vary, some with made constellation orreries affordable and available to a wider
rainbow-hued fur, some with wings, others with antennae or range of shipping concerns. You spend 1d4 days assisting Balrok’s
other fanciful additions. Despite attempts to shoo them away, friendly installation crews to upgrade your ship’s drive to include a
they’ve spread throughout the demiplane and occasionally constellation orrerySOM. As thanks for your help, Balrok cuts you a
stow away to Shulgi, where they act as mischievous guides deal. You only need to spend 8 × size category in build points to refit
and guardians. Ennocats subsist partly on thoughts, and unless your ship with the drive.
bonded to a dedicated companion who can sustain them, they
rarely survive for long if removed from the Shulgi area.

CONFLICTS AND THREATS many tyrants and demagogues have outsourced their personal
For most residents, the immediate threats to their well-being brand management to Shulgi, making propaganda one of its
stem from Shulgi’s environment. Astral weather events strike most lucrative exports. Firms sometimes accept their clients’
several times a month. Sometimes it’s as innocent as glowing rivals, churning out revolutionary material in equal volumes.
hail or singing fog, but when a massive wave of thought blasts Residents often look askance at this manipulative industry,
past, confused (and often violent) thought simulacra manifest, and Shulgi’s “meme machine” periodically attracts vengeful
their forms incorporating the fears and resentments of a dozen victims of the propaganda campaigns. Usually, their actions
unrelated neighbors before beginning to rampage. just involve property damage and small-scale violence, but it’s
Beneath their public professionalism, tensions grow only a matter of time before some evil empire’s armada shows
between the Hellknights and the laissez-faire library up at Shulgi’s doorstep.
government under Mayor Balzi. The more that Shulgi Station’s
neighborhoods fragment into areas that the Hellknights can’t Moscaru: No trip to Shulgi is complete without visiting
easily access and patrol, the harder it becomes for them to the fascinating and dangerous demiplane of Junval.
protect this world. They regularly pressure library officials to Sprax: Because they have kittens! Multi-colored ones
help unlock these areas as well as establish local ordinances with wings and antennae and awesome colors.
to guide orderly growth. Much as the library appreciates the Moscaru: I was referring to the risk of having
Hellknights’ peacekeeping in times of crisis, Mayor Balzi balks your deepest desires and subconscious fears
at their excessive policing and pushy demands during periods materialize. But sure, let’s talk about the ennocats,
of peace. Both groups are frustrated by the Church of Ibra’s felines sprung from the collective imagination of
obsessive interest in distant astral phenomena while ignoring generations of nervous travelers. Do you know the
the problems of the chaotic and ever-shifting neighborhoods story of how they were first created?
that surround them. This discord has created an opening Sprax: Yep! A skittermander employee put up signs
for third-party negotiators to settle the disputes that keep urging travelers to “Stay calm; imagine fuzzy
Shulgi’s factions from working together. kittens.” The travelers did, and now the ennocats are
Artwork created in Shulgi Station often absorbs some of the everywhere. They’re the official mascots of Junval.
area’s stray thoughts. While this inspires deep literature and Moscaru: Why is it always skittermanders? Whatever
academic genius, the art sometimes develops an infectious the reason, this was a helpful change. Despite being
quality that has made Shulgi’s marketing firms some of the constantly underfoot, the ennocats remain effective
galaxy’s most successful and insidious. Seeing their success, protections against malicious thought simulacra.

119
Sprax: They make great pets too! As for having your planetoid from the worst thought storms. Hellknights’ law
imagination come alive, I got to imagine an entire enforcement earns them occasional scorn, yet the overall
amusement park and made so many nufriends there. goodwill inspires many to train as armigers. A broad dome
Moscaru: Junval is one of the few places where you shields Fort Ruel from above, casting its grounds in perpetual
can meet your favorite fictional characters, dreams, twilight (along with part of the Medley neighborhood). The
and memories. The one person you can’t hide from fort includes training grounds, a barracks, a call center,
there is yourself. garages with emergency vehicles, and holding cells for
arrested miscreants. A pervasive rumor insists Fort Ruel also
NOTABLE LOCATIONS contains extensive laboratories for holding, studying, and
The following locations are of special interest to travelers even dissecting captured thought simulacra. If true, a future
exploring Shulgi. thought storm might harness the captives’ distress, creating
truly terrible simulacra.
Aid Society for the Thought-Displaced
One downside of Shulgi is that it’s far too easy for visitors Galaxy Park
to literally become lost in their thoughts. Even those who The soothing light from the Astral Plane provides a nurturing
come to Shulgi with grounded personalities, clear goals, environment for plants of all kinds to thrive. The many
and a strong sense of self can be hit by a thought storm ghoransAA2 who settled on Shulgi Station developed a sprawling
coming out of the Astral Plane that displaces them far from arboretum unlike anything else in the Material Plane. Here in
their home neighborhood to somewhere else on Shulgi. The Galaxy Park, thousands of wondrous plants that normally
thought-displaced can find themselves trapped in a strange hail from different biomes and even from different planes
neighborhood where no one speaks their language, there are thrive side-by-side. All of this verdant wealth has attracted
no familiar landmarks, and no matter what they do, they can’t unscrupulous botanists, many of whom trespass into the
find their way home. As a result, Instrumentality of Interstitial park without a ghoran tour guide in order to dig up samples
Thought (NG nonbinary contemplative mystic) founded the of especially valuable specimens. While undeniably beautiful,
Aid Society in the diverse neighborhood of Medley. They these chaotic plantings aren’t without their own protections.
frequently hire adventurers to provide aid to lost travelers and The ghorans, desirous of guarding their botanical treasures,
to help track down missing persons. have seeded Galaxy Park with dangerous and carnivorous
flora. In this park grow plants that can fascinate, intoxicate,
Balrok’s Forge poison, or consume unwary visitors.
Balrok’s Forge is a gigantic ship repair and overhaul business
that operates near the docks of Shulgi. Balrok (CN female Library Network
tieflingAA2 mechanic) reverse-engineered a salvaged ship with Every neighborhood has its own nestled library. The libraries
a constellation orrery drive and then created a small factory to provide an important function on Shulgi Station: educating
manufacture the parts so that she could make more. Initially, pilots. Using a constellation orrery requires understanding and
the Church of Ibra complained about this theft of intellectual remembering the constellations of dozens of interconnected
property, but Balrok met with them and persuaded the cultures and solar systems. Although databases might list
Ibrans that outsourcing the manufacturing would free them the hundreds of different constellations that any given
up for other intellectual pursuits. Since then, she has turned star is a part of, those are no substitutes for the in-depth
Zeltz into a ship manufacturing and repair hub—though not understanding of the mythologies that help a navigator skim
without garnering some resentment from a few of the more across the stellar lines that sometimes cross into the Astral
conservative Ibrans who dislike that so many constellation Plane. In addition to normal library media, there are librarian
orreries are now made by outsiders, or that Balrok has made storytellers, many of them nuars, at each of these libraries
innovations of her own to the basic designs. Constantly who’ll share the mythologies of the constellations with those
looking to improve her designs, Balrok offers high rewards to who wish to learn.
anyone who can bring her salvage from alien ships or vessels For most users, merely hearing a foreign culture’s stories
from other planes, and she isn’t too fussy about how those isn’t enough to truly absorb them. Beneath the libraries run
ships became salvage. extensive labyrinths that students can enter to reenact the
stories of a culture’s mythology and make them their own,
Fort Ruel often overcoming monsters, puzzles, and conundrums in the
Chaos rides in the wake of natural disasters. If order isn’t process. These labyrinths wind deep under Shulgi’s surface
restored, looting, riots and societal breakdown follow. The and connect the libraries to each other, seemingly overriding
Order of the Eclipse, symbolized by a corona of fire around the thought-based navigation required on the surface and
a dark moon, devotes itself to being the light of the law allowing librarians to move freely. However, dehydrated
that outshines dark times. Their mission to quash reckless humanoid corpses increasingly turn up in the labyrinth—
communications that would feed chaos and rebellion has some from those who went missing below and some utterly
earned the order infamy abroad, but on Shulgi, these unfamiliar—causing rumors to fly that a new monster prowls
Hellknights are considered local heroes who help shield the the maze.

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PORTS OF CALL 2
Medley and redirect thought storms into more harmless variants of
Migrants from the Pact Worlds and various Near Space themselves. However, RIPPLES has increasingly attracted OVERVIEW
locations often find their way to the Medley neighborhood. members obsessed with the possibilities of harnessing
This crowded version of Shulgi Station hosts a dynamic thought storms. These newer members have shifted the TRAVELING
population where cultures and architectural styles seem to institute’s focus from strict damage control to experiments THE GALAXY

change from street to street. The neighborhood’s variety and aimed at fueling ideas and creating lasting societal change.
welcoming attitude makes it a natural accidental destination They want to study not just the immediate effects of a PORTS
for thought-displaced wanderers. Easy as Medley is to thought storm, but also any lasting changes or afterthoughts
access, its individual features are often difficult to locate that ripple outward from a storm’s epicenter. Internal partisan
TRAVELER’S
unless specifically pointed out by locals. It might be that after bickering prevents the group from being effective at shifting TOOLBOX
centuries of diversification, Shulgi is about to split Medley societal norms. Rather than one unified body, this schism
into distinct realities. Residents resent this prospect, and has divided the institute into a dozen different ideological INDEX
they’ve taken to blending traditions, holidays, and more in departments, each with their own goals and interests, and
an attempt to overwhelm whatever logic guides Shulgi’s many have stooped to sabotaging and undermining other
evolution; if it can’t tell where to divide the neighborhood, groups. Each department fields teams to influence and
they reason, Medley will remain whole. So far, it has worked. empower incoming thought storms, which has resulted in the
institute being an epicenter where many thought storms land
New Yulgamot and wreak havoc.
New Yulgamot is likely the oldest neighborhood, home to the
spindly shulsagas who emigrated here from the Astral Plane. Sanctuary Steps
This neighborhood’s buildings are tall and delicate towers, Named for the shallow stairs that run the length of this
resplendent with balconies, hanging gardens, and roof-level sprawling, pastoral neighborhood, Sanctuary Steps attracts
observatories. The entrances to these elegant buildings are 60 celestial residents like aasimarsAA2, traveling tritidair azatasAA2,
feet in the air, and shulsagas fly throughout this neighborhood and anthropomorphic beasts native to Nirvana known as
upon flying disks. New Yulgamot serves as a spa and hospital agathions. It’s a favorite stopping place for travelers from
zone for the city, as the light from the Astral plane helps Nirvana, who often spend a few days here before traveling
people heal. on to other missions in the Material Plane. This neighborhood
delights visitors with its dancing lights, theaters, museums,
Reliquary Way and gentle music. Despite its charitable inhabitants, Sanctuary
Immediately outside Shulgi Orrery Station lives a street Steps displays an unspoken and judgmental moral compass,
studded with hundreds of small shrines, many with priests often hiding its entrances from anyone who doesn’t meet
and other merchants selling blessings, talismans and other its holy standards. Residents worry about their reputation
items associated with their faiths. It’s a famous stopping place for exclusivity, especially because they would rather offer
for the faithful who wish to have their ships and journeys asylum and help to repentant criminals trying to restart
blessed before departing for far-off destinations. One of the their lives. Their efforts have softened the neighborhood’s
largest shrines here is to Isvith, Mistress of the Maze, who has consciousness somewhat, yet it has caused some of the lights,
a huge following in this mazelike shrine. Her temple serves as music, and fountains to glitch noticeably. Some worry that the
a gathering place for guides, attracting people of all faiths who neighborhood is struggling to deprogram its prejudices and
need help navigating Shulgi’s baffling streets. might lash out with upcoming thought storms.

Rings Shulgi Orrery Station


Rings is a small and orderly neighborhood made up of Hundreds of ships cluster around the docks of the station,
concentric walls, each containing dwellings, shops, and other many waiting to be refitted with a constellation orrery
organizations. The neighborhood has a strong Axis connection, drive or hooked up to one of the massive Constellation
and its center is a community recreational park that’s often Orrery ships that the Church of Ibra sends out to distant
used for team sports and competitions designed with Shulgi’s locations here and on other planes. When the Drift Crisis
light gravity in mind. Building community around such events began, Shulgi’s constellation orrery system became nearly
helps the neighborhood maintain its lawful nature. In addition overwhelmed by interstellar merchants seeking alternate
to traveling axiomites, many vesk have found themselves paths to their markets. Although this demand has dropped
attracted by this orderly and sport-loving neighborhood, a somewhat with the resolution of the crisis, business
bastion of stability in the chaos that Shulgi offers. still booms here with merchants who have decided that
depending on one form of travel can be disastrous. The
RIPPLES station includes observatories, a reference desk staffed by
When Prism of Manifold Possibilities (N male contemplative the library that matches ships with convoys willing to take
witchwarperCOM) founded the Research Institute of Psychic them to their destinations, and a branch of the Guides’ Guild
Planar Logistical Experiments and Sciences in the Medley filled with guides who, for a fee, will help travelers navigate
neighborhood, his initial pitch for his project was to study the confusing city.

121
Zeltz In addition to the factories and smuggling operations,
Dark tenement buildings constructed in wildly contrasting abyssal recruiters in this neighborhood seek out travelers for
architectural styles tower over the streets of Zeltz. This their insidious marketing research. The demons who travel
industrial neighborhood features shadowy pubs, a night market through here pay travelers to tell them about the best part
where anything can be traded, and extensive repair facilities. of their home worlds, playing off cultural pride. Then, over
This area serves as home to smugglers, back-alley deals, time, the teams coax the travelers for ideas on how to corrupt
meme workshops, and exiled criminals. Numerous factories and transform the world’s greatest strengths into matters of
operate here, where they produce magitech that ranges from shame, leaving chaos and confusion in their wake. Armed with
necrografts to the components for constellation orrery drives. this information, the demons and their teams leave for their
The neighborhood itself is not so much evil as it is depressing. target worlds, ready to seed their destination with messaging
Rent is cheap, but the work is hard and pays poorly. People who that sparks hatred and divisiveness.
find their way here often have trouble finding their way out
again since despair seeps into the mindset of most residents. ADVENTURE HOOKS
Demons mostly behave themselves while traveling in Zeltz, or Shulgi Station and Junval could launch countless adventures,
at least work subtly so as not to attract the attention of the including the following.
local Hellknights. Ambush Amid the Stars: A group of confidence artists
presenting themselves as constellation orrery pilots are luring
ships into ambushes, killing the crews, and disassembling
their victims’ ships for parts. Shulgi officials hope to hire
adventurers to pose as hapless travelers to hire these criminals
as guides to track down and destroy their operation.
Brain Drain: Excited by rumors of a new demiplane
forming near Junval, thousands of shulsagas fly off to
witness the phenomenon. The disappearance of so many
minds seems to confuse Shulgi Station, whose overlapping
neighborhoods begin crashing into each other
as the planetoid reflexively recalibrates. Can
the PCs help stabilize the area?
Clash of Storms: Thought storms of
unprecedented strength strike Shulgi,
overwhelming the Hellknights’ defenses. After
helping to fight off the weather’s effects, the PCs travel to
Junval to investigate the demiplane’s role in this disaster, only
to be caught in a deadly crossfire between agents of Nirvana
and the Abyss who are each trying to purge Junval of their
enemies’ extraplanar influence.
A Fatal Forgiveness: A witchwyrd merchant seeks
bodyguards for his trip to Junval. There he hopes to meet
the embodied memories of his deceased crew who died on
a disastrous expedition he organized. Can he make amends
without literally being slain by his own guilt?
Lost and Found: A very confused quadrupedal alien
shows up in Medley, speaking a language that no one locally
understands. The Aid Society for Thought-Displaced People
seeks travelers willing to discover who this creature is and
help them return home.
Lost in Thought: A contemplative entrepreneur offers an
exciting new graft to help travelers transition between Shulgi’s
neighborhoods. This graft is eagerly adopted by folks ranging
from merchants to local Hellknights. Eventually, some of the
most enthusiastic early adopters become thought-displaced, and
others notice that each transition is becoming harder to control.
Murderer’s Maze: The PCs chase a murderer through the
library labyrinths, where the maze has absorbed some of
the criminal’s notorious misdeeds and manifested them as
monsters. Some of these threats indicate that there’s more to
the story: that the fugitive is repentant, was magically coerced,

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PORTS OF CALL 2
or some other twist. Can the PCs use these experiences to STARLIT SPAN MYSTIC 3 WITCHWARPER 3

outsmart and capture the criminal? And how do the visions School conjuration OVERVIEW
shape their quarry’s guilt? Casting Time 1 standard action
Safety Inspectors: It’s almost the Maze Festival, a holiday Range touch and close (25 ft. + 5 ft./2 levels) TRAVELING
sacred to Isvith. The city’s librarians and the nuar population are Duration 2 hours/level (D) THE GALAXY

preparing for a huge event and require a team of adventurers to You conjure a sparkling bridge made of quintessence from the
test the featured labyrinths and make certain that all is working Astral Plane. The bridge is 10 feet wide and connects one point PORTS
as it should. you touch to another point within close range. Both sides must
Stop the Presses: Cruel propaganda has struck the PCs’ be anchored to a solid object like a ledge or wall, and the bridge
TRAVELER’S
home, and the messaging originates from Zeltz. Hellknights can slope at no greater than a 45-degree angle. The bridge is TOOLBOX
are willing to provide the PCs resources to help them infiltrate watertight and supports creatures and vehicles, though it’s
that neighborhood, which the Order of the Eclipse can’t reliably somewhat fragile, with hardness equal to your caster level and INDEX
access and which has long vexed them. However, as the PCs Hit Points equal to 3 × your caster level. The spell ends if you
navigate Zeltz, the abyssal agents they’re hunting are also move more than 100 feet from the bridge.
watching them, developing ways to turn the PCs against the
Hellknights or each other. IDENTITY STORM
PRECOG 4 TECHNOMANCER 4 WITCHWARPER 4

SHULGI SPELLS School illusion (mind-affecting)


Residents of Shulgi Station and Junval have developed unique Casting Time 1 standard action
spells to leverage their home’s astral and psychic resources. Range medium (100 ft. + 10 ft./level)
Through the unique properties of their home, some have Area 15-ft.-radius burst
developed these spells innately, while others have trained under Duration 1 round/level
veterans. These spells play off the psychic energies within Saving Throw Will negates; Spell Resistance yes
the settlement, though they’re sometimes found developed This spell causes all creatures in the area to perceive all other
independently by other cultures across the cosmos. creatures as copies of someone they have a strong impression of,
whether a friend, enemy, or even themselves. At the start of each
CAPRICIOUS CATS MYSTIC 3 WITCHWARPER 3 of each affected creature’s turn, that creature chooses to treat all
School conjuration (shadow) other creatures it can perceive as allies or enemies. The creature
Casting Time 1 standard action must attempt attacks of opportunity whenever any enemy
Range 30 ft. provokes them and can’t target allies (or squares containing
Area spherical emanation allies) with harmful effects. Any affected creature that’s attacked
Duration 1 minute or until expended (D) immediately treats all other creatures as enemies. Any affected
Saving Throw none; Spell Resistance yes creature targeted with a beneficial effect immediately treats
You conjure a pack of Tiny whimsical cats that scamper all other creatures as friends. An affected creature can spend a
and perch within 30 feet of you wherever you move. These move action to attempt a Will Save to end the effect.
adorable felines are only semi-real and are immune to
damage. The cats appear with their own inclinations and don’t THOUGHT RIPPLE MYSTIC 2-6 WITCHWARPER 2-6

meaningfully heed your other instructions: roll 1d6 five times School divination (mind-affecting)
on the table below to determine these inclinations. This can Casting Time 1 standard action
result in multiple inclinations of the same type. As a move Range close (25 ft. + 5 ft./2 levels)
action, you can expend one of these inclinations and issue a Targets 1 primary target and 1 secondary target/spell level, no
command to the cats as a move action (for mischief or spite two of which can be more than 30 ft. from the primary target
inclinations) or a reaction (for affection), causing the cats to Duration Instantaneous
perform the associated action once. Once you’ve expended all Saving Throw Will half; Spell Resistance yes
of the inclinations, the cats disappear. You overload a target’s mind with so much psychic stimuli that
it ripples to another target, triggering the initial spell as well as
D6 INCLINATION
overloading the new target with residual psychic overload. This
Affection: Cats purr, nuzzle, and perch atop one creature in the
spell deals 2d8 damage to the target, plus 2d8 damage for each
1–2 emanation. The creature can reroll a saving throw they just failed
against a fear, mind-affecting, or pain effect and use the second result. prior target that already took damage from this casting of the
Mischief: Cats crowd, distract, and cling to one creature in the spell. You choose the order in which targets are affected. Each
3–4 emanation, successfully providing your choice of covering fire or secondary target of this spell takes a –1 penalty to their Will
harrying fire. Save for each opposing alignment of the primary target (so if the
Spite: Cats claw and bite one creature in the emanation. Make a primary target was lawful evil, a secondary chaotic evil target
melee attack against KAC, for which you can use your caster level takes a –1 penalty, and a secondary chaotic good target takes a
5–6 in place of your base attack bonus and your spellcasting ability –2 penalty). If this spell damages four targets, it incites a thought
modifier in place of your Strength modifier. The attack deals 4d6
slashing damage. storm that causes each target to become confused (as per the
confusion spell) for 1 round on a failed save.

123
UZODIA
University city rediscovering its magical roots. Sprax: Uzodia, a beautiful city filled with a vast array
of magical scholars and some of the best food in
UZODIA the galaxy. I truly enjoy that this world seems filled
NG city with academics of all types. Many had never met
Gravity standard a skittermander before! I think I answered more
Atmosphere normal questions than I asked for a change!
Day 20 hours; Year 2 years Moscaru: When we first touched down in Uzodia, I
Population 350,000 (70% human, 10% elf, 8% dwarf, 5% half-elf, was taken by the absolute beauty of the spaceport.
2% gnollACD, 5% other) An impressive display of art and culture in the
Government gerontocracy middle of a place of engine grease and exhaust
Languages Common, Xibian fumes! The ships even had themes based on either
Qualities academic, insular, technologically advanced local animals or perhaps fauna from Golarion? A
ECONOMY wonder and a marvel.
Exports magic items, medicinal plants, starship parts Sprax: And did you smell the food in the air? Meat
Imports Drift Engine technology, weapons, artifacts cooked straight on the bone over open flames,
Maximum Item Level 15th spiced hot vegetables, and the freshly baked bread!
Specialty Item Level magic items (20th) Oh, that bread!
NPCS Moscaru: Yes, I’m hungry just recalling it.
Yvetta Heron (LG female human mystic), dean of Uzodia
Academy On ancient Golarion, the visionary Old-Mage Jatembe and his
Jacquil Leopard (NG male human vanguardCOM), protector-general Ten Magic Warriors developed a spellcasting tradition, created
of Uzodia Academy the Magaambya school, and founded a magical society that
Iron Elephant (NG nonbinary dwarf), director of The Memory shaped arcana for millennia. Their successors developed

124
PORTS OF CALL 2
OVERVIEW

TRAVELING
THE GALAXY

PORTS

TRAVELER’S
TOOLBOX

INDEX

increasingly wondrous rituals, gazed into other planes, and but its graduates and visitors have dispersed widely, helping
dreamed of magically traveling beyond the stars. Apparently Uzodia and its allies create a powerful network of friends.
they succeeded, arriving on a distant world sometime during
the Gap. What likely began as a research outpost of humans, GEOGRAPHY
elves, dwarves, and gnolls grew into an academy and later an The tips of Uzodia’s tallest buildings barely peek above the lip
independent society. When the Gap ended, they remembered of Enkuro’s Gorge, which cuts partway across a vast savanna
their magic, culture, and alien neighbors, just not what inspired known as the Kaal. While a summer wet season invigorates
those traditions or where they’d come from. the grasslands, it’s the autumn clouds’ collision with the
It mattered little; the ingenious people developed their Kamaris Mountains to the north and west that blanket the
own meaning for the unfamiliar symbols and monuments high peaks with snow. The meltwaters sustain the Tokos and
surrounding them. Statues of forgotten founders acquired Zbeka rivers, bringing life to the region year-round. Where
new mythologies. The 10 governing houses reinvented the rivers converged, their combined power carved Enkuro’s
themselves based on the unfamiliar animal imagery. Their Gorge, whose local flora and fauna evolved over ages into a
planet became Xibion and they Xibians. Within a few years, unique jungle biome thanks to its water and sheltering cliffs.
they developed friendly relations with other intelligent Uzodia was built near the northern end, where the rivers
species on nearby planets, forging a system-wide alliance cascade over the 300-foot cliffs before combining and flowing
known as the Nebula Union. Then, a decade ago, Xibian south toward Unmata Lake about 10 miles away.
explorers identified a route to Absalom Station, unknowingly Come winter, the Tokos dwindles as rainfall slows and
rediscovering their ancestral home—or what was left of it. the mountains freeze. However, the eastern peaks remain
Since then, Xibians and Pact Worlds residents have eagerly volcanically active. Steady geothermal energy melts some of
learned from each other. the snow throughout winter, and hot spots across the savanna
True to its ancient directive, Uzodia is a nexus of learning heat the Zbeka, channeling warmer water into the gorge.
and magic, providing exemplary education for a modest fee. Come spring, the Zbeka’s snowmelt dwindles, and the Tokos
Not only does the city attract scholars from across the galaxy, takes over once more, channeling cool water toward Uzodia.

125
UZODIA

The rivers’ fluctuating flows moderate the city’s temperature other as they compete for grandiosity. Fortunately, a recent
year-round and channel rich, volcanic nutrients into the gorge, zoning crackdown slowed this construction, and many bridges
sustaining a vibrant, subtropical ecosystem. instead support public transit rather than foot traffic.
Uzodia’s founders clearly recognized the region’s unique Uzodia’s districts blur into one another, measured more by
diversity and built their city to best preserve the wildlife. Both subcultures and building styles than by official demarcations.
waterfalls are favorite sites to cool off or warm up depending Toward the north, the Tahiil is the downtown full of shops,
on the season, yet large portions of their pools remain off-limits offices, plazas, and entertainment venues, with skyscrapers
to protect endemic diving bird nests and shrimp. Large swaths peeking above the clifftops and strewn with mist-loving vines
of the sheltered jungle to the south remain undeveloped. along the waterfall-facing sides. The western cliffs slope more
Spellcasting wardens carefully monitor and remove invasive gently than to the east, and the Shoulder consists not only of the
species from the wild areas as well as the Karasha District, a homes along the rocky hills, but also those dwellings built into
broad greenbelt of parkland, native plants, and pathways that the cliffside. Wxolo and Kala Tail neighborhoods are bastions
winds through the city. Named for the bioluminescent karasha of the 10 houses, where each owns a large compound split
trees, the district becomes a riot of pink and yellow blossoms between workspaces and homes for higher-ranking members.
in late spring before the petals litter the ground. By tradition, Finally, residential neighborhoods like Boughhollow, Pezan,
street sweepers keep most of the flowers, whose faint magic is and Vizjit occupy pockets of the jungles to the south, providing
integral to various pricey perfumes, dyes, and enchanted items. ample space for recreation and personal gardens.
If there’s one feature that captures visitors’ attention, it’s Given the pleasant microclimate below, the savanna above
the bridges crossing the Toko-Zbeka. Each bridge built earned has relatively few inhabitants. Farmland to the north supports
acclaim, so funding bridges quickly became a popular way for many of Uzodia’s staple crops in the rich soil; farmers take
patrons and houses to earn prestige. What’s more, the sides of great care to control agricultural runoff. To the east extends the
these bridges serve as ideal mediums for artwork, and most sport Anka District, an industrial center whose noise barely reaches
elaborate iconography or wide murals commemorating some the gorge’s bottom. The district also hosts Starheart Station,
historical (often embellished or even legendary) event. However, a sprawling spaceport and shopping complex. A network
the centuries have seen far more benefactors than ideal bridge of gondolas zigzag from the port and down to Uzodia’s core,
locations, and some areas include bridges crisscrossing each swiftly moving visitors to and fro.

126
PORTS OF CALL 2
RESIDENTS was able to watch the elder council in progress. I had
With Xibion lacking intelligent native life, the planet’s inhabitants several questions, naturally, about how they govern OVERVIEW
(and by extension, Uzodia’s) originate almost entirely from the things here, but Mr. Leopard merely walked over to
Pact Worlds countless centuries ago. Mwangi humans, Ekujae me and answered them. TRAVELING
elves, and Taralu dwarves comprised the bulk of the expedition, Moscaru: How often did you interrupt? THE GALAXY

with a handful of gnolls also in attendance. When they arrived Sprax: Only three or four or five times. Mr. Leopard
on this world, dwarven engineers and architects took the lead in smiled and only bit his tongue once or twice! PORTS
constructing cities, including Uzodia, as well as pioneering further Moscaru: Well, at least they didn’t try to arrest you...
advances in starfaring technologies. Elven and human scholars Sprax: I know! That would’ve been dreadful! But I do
TRAVELER’S
established what would soon become Uzodia Academy and, when kind of wish to know what their judicial system is like. TOOLBOX
the Xibians met life on other planets in the system, spearheaded
diplomatic efforts. Some of the gnoll explorers stayed within the SOCIETY INDEX
settlements, but most ventured out into the wilds. Xibian society was at first structured around the Magaambyan
Today, descendants of the Magaambyan expedition are faculty and students who took part in the expedition, and while
Uzodia’s most common inhabitants, each with dark skin tones of that was an obvious, albeit rough, hierarchy, the group soon
light brown to nearly obsidian black and hair color ranging from realized they would need a fully functional government to survive
deep red to black. Many choose to dye their hair using products on this new world. A collection of faculty and senior students
made from local bioluminescent plants that provide lustrous formed a committee to solve this issue and emerged with a way
locks of pink, platinum, purple, and green. They wear equally to emulate the ideals of the Ten Magic Warriors who traveled
bright and colorful clothing, often using yellows, oranges, with the mythical Old-Mage Jatembe, founder of the Magaambya.
and greens as base hues with flourishes based on personal Citizens would be divided into 10 houses, with each focusing on
preference or affiliation. specific trades and traditions. The elder of each house would be
The general population doesn’t see themselves as distinctly part of a council that would govern the world.
dwarves, elves, and human, but a single group of Xibians, working The original travelers were allowed to petition to join specific
and living together as one. Though the various families of the houses at the time, based on their interests. As time wore on, this
original expedition intermarried or found love with offworlders, societal structure calcified a bit, and movement between houses
hints of their ancestral cultures can be found within an Uzodian is now difficult and time-consuming. As it stands, what family a
neighborhood if one knows where to look. However, they aren’t person is born into delineates their house, as evidenced by their
limited to a single species, and the idea of separating these surname. However, several families and other groups of people
traditions by species is laughable to most Xibians, who believe consider themselves “houseless.” Though being houseless tends
that the best people for a task should be the ones performing that to make their lives more of a struggle—as many view them
task or at least training others to be good at it. with suspicion and wrongly assume they aren’t trustworthy—
The aftermath of the Gap has only entrenched these feelings they have myriad, and often quite justified, reasons for not
further. Many parents lost their lives in the unfortunate participating in the system. Many of the houseless have even
catastrophes caused by the confusion of emerging from the Gap. emigrated to the Pact Worlds.
However, the remaining Xibians stepped up to find homes for the The 10 houses of Xibian society, all of which are present within
resulting orphaned children, seeing it as a planetwide emergency Uzodia, are as follows. The roles and responsibilities noted here
that required immediate action. As such, Xibian families today are archetypal, showcasing the focus of each house in broad
include a wide array of species, with a young Uzodian perhaps strokes. No house is a monolith, and it isn’t uncommon to see,
having both dwarven cousins and half-elven aunts and uncles. for example, a House Bull doctor or a House Ibex musician.
With the founding of the intra-system Nebula Union and the House Bull: Guided to create, people of House Bull gravitate
recent reintroduction to the Pact Worlds, Uzodia is growing. toward careers in construction, architecture, industry, and
People from across the galaxy who wish to study magic enroll in engineering. They’re protectors, and their innovative designs
the city’s prestigious academy, while others come to experience in starship armaments provide Uzodia and its allies unique
the much-lauded Xibian food and music firsthand. Many of weaponry rarely seen elsewhere in the galaxy. They also delight
these visitors stay in accommodations near Starheart Station, in peaceful crafts, having famously designed local homes and
venturing out of the city on day-long sightseeing trips or simply landscapes with a high standard of beauty.
browsing the nearby, vibrant marketplaces. House Elephant: Chroniclers of the past, those of House
Elephant oversee historical, archaeological, and genealogical
Moscaru: The architecture of Uzodia is a far cry from records. Iron Elephant (NG nonbinary dwarf) is the current
the dour blues and grays of space station corridors. It director of a massive record of births, deaths, marriages,
seems amazing how they shaped this land so utterly. and many other social aspects known as The Memory. These
Sprax: The various houses are also an absolute treat. archives are kept within several dozen computer banks located
As I visited the main audience hall for the elder in Uzodia, and clerks constantly reorganize and add to the data
council, I was greeted by a wonderful man whose on a daily basis. Scholars of House Elephant have also struggled
last name was “Leopard.” I was unsure of what that to fill in the blanks left by the Gap, and many believe they’re
meant, but he guided me to a comfortable seat, and I fighting a losing battle.

127
House Frog: With a reputation for boisterousness, House Frog House Jaws: House Jaws represents some of the most highly
members value the performing arts. In addition to sponsoring trained warriors on Xibion, and they sell that expertise to
Uzodia’s major theaters, most of the accomplished musicians, whoever wants to buy it. The mercenary members of this house
acrobats, actors, and orators either belong to or train with House are willing to do whatever it takes to complete the jobs they’re
Frog. Equally famous are their Chime Ringers, an elite peacekeeping hired for. Sometimes, these soldiers of fortune find themselves
force whose patrols typically carry a sweetly jangling chime. Less up against other members of their house, an unfortunate
well known is that House Frog oversees a swiftly growing spy problem they see as the cost of doing their business.
network across the galaxy, spread by its touring entertainers. House Kite: The house of seers is one that everyone respects,
House Heron: Unity drives House Heron, whose diplomats, but few truly know. Home to mystics, precogs, and other
politicians, and judges not only guide Uzodia’s harmonious spellcasters of all types, House Kite is known for its mystical
existence, but also maintain the Nebula Union and oversee knowledge. Some of the best magical teachers of Uzodia
most galactic embassies abroad. By reputation, House Heron Academy come from House Kite, and they’re often welcomed
members are unflappably poised, such that their rare outbursts like celebrities when they come to lecture or teach.
convey righteous indignity and power when unleashed. House Leopard: Steadfast and loyal, the members of House
House Ibex: Though based on the original Magic Warrior Leopard often act as protectors and law enforcement. However,
named Ibex, this house takes its imagery from the acksume, the they approach their duties with compassion instead of severity,
planet’s native, antelope-like creature. This house values healing partnering with House Spider to solve problems of crime at
and medical research, and they operate the largest hospitals, their roots and not just punish any wrongdoers. This reputation
clinics, and pharmacies across Xibion. House Ibex also sponsors has earned them the respect of many of the other houses.
expeditions into the wilds of Xibion and to other worlds to find House Snake: As councilors and teachers, members of
medicinal herbs, long-lost medical processes, or simply the next House Snake focus primarily on providing guidance for young
great leap forward in assistive technologies. Xibians. The progenitors of House Snake are credited with
drawing up the original framework for the house system and
touting the wisdom of its usage. House Snake also controls the
bureaucracy around changing houses, and they see it as their
goal to ensure that everyone is placed where they can do their
best. Occasionally seen as controlling, House Snake is often at
odds with the houseless, seeing them as rebellious and chaotic
factors in a world that needs stability now more than ever.
House Spider: As speakers for the lost, House Spider represents
those who fall through the cracks of society. Their members’
main focuses are humanitarian aid, natural disaster
preparedness, and providing relief to populations
under threat. Within Xibion’s ruling council, a
House Spider elder can be counted on to ask for
systemic ways to protect those in marginalized
populations, including the houseless.

RELATIONS
Xibion is one of the founding members of the
Nebula Union, a system-wide alliance that includes the
aquatic uulians of the watery world Treolisk, the three-armed
baraggahs of the desert-covered Ptomeray, and the advanced
clockwork automatons of the worldship Astrolabe I. These
disparate sentient species were brought together in peace
by Xibian diplomats when they first took to the stars after
establishing their home world. The process took over a decade
of negotiation, as baraggahs and uulians have been locked in
a centuries-long war over an issue that most had forgotten
about long ago. The endeavor’s success is attributed to a
IRON ELEPHANT masterful elven envoy named Quentya Heron, who perished
over 200 years ago in a terrible accident.
The members of the Nebula Union now enjoy profitable trade
and cultural exchange, though the individual civilizations
have chosen to remain on their home worlds. Occasionally,
a clockwork automaton or burly baraggah will be spotted
living and working in Uzodia, but mostly, they only visit

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PORTS OF CALL 2
Xibion on business. Ambassadors to the Nebula Union meet
regularly on Astrolabe I, which has the facilities to host the DOWNTIME IN UZODIA OVERVIEW
various species without much trouble. There, they discuss the Player characters can take advantage of the following special
basics of interplanetary commerce and law; while the individual downtime options while in Uzodia. TRAVELING
members of the alliance maintain their autonomy, certain edicts Refit Starship: Thanks to the city’s advanced engineering THE GALAXY

are in place to protect the space lanes between the planets. In techniques supplemented by magic, you can refit or upgrade a single
addition, should the unthinkable happen and interplanetary war starship system in Uzodia’s starport in 1d2 days, instead of the PORTS
break out once again, Nebula Union representatives are poised normal 1d4 days.
to mediate the conflict before it gets out of hand. Research: The sheer number of scholars and libraries in Uzodia
TRAVELER’S
At the close of the Drift Crisis, a Drift lane (now named allow for deeper dives into topics of a magical nature. When you TOOLBOX
Jatembe’s Jaunt) was discovered connecting Xibion to Triaxus research a specific topic that relates to magic, you gain all the
in the Pact Worlds, strengthening a relationship between the benefits of standard research downtime activity, except that you INDEX
two systems that began during the heyday of Drift exploration. can also use Mysticism to recall knowle,dge about that topic (even
Many Xibians are interested in learning more about where they untrained) with the DC reduced by 2. In addition, once during the
originally came from. On the other side of the coin, a large next week, when you’re attempting to recall knowledge about that
contingent of Pact Worlds humans, elves, and dwarves who topic, you can roll Mysticism twice and take the better result.
trace their ancestry to the Mwangi Expanse of Lost Golarion
feel a deep connection with their long-lost cousins and make
trips to Uzodia to experience what they consider to be a “living
testament” to the resilience of their progenitors. Conrasu groves are an important part of Xibian life and, as
such, are highly protected. Only the tenders are allowed within
CONRASU GROVES the groves, and many of them have trained in combat to defend
The original Magaambyan expedition from Lost Golarion brought their grove when necessary. Trespassing onto a grove is an
with them a wide variety of supplies and equipment, not truly offense punishable by long terms of community service or,
knowing if they would be able to return to their home world. rarely, exile. Offworlders can view a grove at a distance from
These preparations held them in good stead, allowing them to specially built platforms, and on those rare occasions a small
create the now-thriving civilization on Xibion. In addition to group of outsiders receive the honor of entering a grove, it’s
magical building materials and seeds for planting, the travelers treated as a solemn affair. Those who aren’t respectful of the
took along a few special saplings from the trees that were used situation are asked to leave immediately.
to create the wooden exoskeletons for the living shards of cosmic
force known as conrasus. These saplings were planted across CONFLICTS AND THREATS
Xibion, including in Uzodia, in sacred areas called conrasu groves. While Uzodia seems like an academic paradise at first glance,
The conrasu trees are grown by skilled botanists and mystics, the city faces numerous threats, even if they’re subtle and
as they bear the unique property of reacting strongly to music. slowly bubbling under the surface.
Certain melodies will cause a conrasu tree to flourish, while more Within Uzodia is something of a small underclass of the
discordant noises stunt its growth. The conrasu grove tenders various houseless citizens who feel oppressed and constrained
are tasked with ensuring the trees are subjected to and shaped by the houses and their governance. While many feel,
by the correct songs since their wood is one of the sturdiest legitimately or not, that the house system doesn’t serve them,
and most unique materials in the galaxy. Conrasu wood is used they recognize that ultimately it’s the government they have.
to craft luxury furniture for the wealthiest of houses as well as “Without a house is without purpose,” many among the houses
living weapons and armor. say while not recognizing the instability that would arise should
However, that use represents only a fraction of conrasu grove the houseless ever organize in significant numbers.
output. Through a lengthy process involving complex symphonic House Jaws has specifically fanned these flames, attempting
music, chants, and rituals, many conrasu trees are grown into not to overthrow the house system itself, but to prove that
living starship frames. For good reasons, these vessels go for House Leopard, for all their vaunted might, is powerless to
exorbitant sums, with the profits often funneled back into the care protect the very heart of Xibion. House Leopard is currently
of the grove. Conrasu wood starship frames are usually sleek and working with their allied houses to root out this threat and
beautiful and can be outfitted with all the usual standard systems, create an understanding with the houseless, but despite their
though many Uzodian engineers make it a point of pride to fashion efforts, things are slowly coming to a boil—and if handled poorly,
technology that blends seamlessly with the elegant frame. Uzodia could find itself on the brink of the first Xibian civil war,
Those who travel on a conrasu starship tend to feel at ease, which the houses wish to avoid at all costs. House Leopard
as if the wood of the frame exudes calming waves of comfort wants to quietly put an end to this threat without coming off
and empathy. Many passengers and crew claim to sleep more as heavy-handed, and they occasionally recruit adventurers
soundly and always experience pleasant dreams. During long from the Pact Worlds to investigate leads and bring the most
journeys through the Drift, the music that shaped the conrasu dangerous rabble-rousers on both sides to justice.
tree can sometimes be heard echoing through the vessel’s Local fauna known as eracha ants bear a resemblance to the
corridors and chambers. insects they’re named after but grow to be between 4 and 10

129
feet in length. Eracha ants build colonies deep underground, Apart from the eracha ants, the jungles outside Uzodia
often emerging at dusk to menace passing citizens and other teem with creatures perhaps never before seen elsewhere.
creatures. House Heron and House Jaws have managed to cull Unfortunately, there are those from the Pact Worlds who,
eracha ant numbers over the centuries, driving them away from upon seeing this virtually undisturbed forest, think of nothing
major settlements. However, they’ve recently seen evidence of but hunting the beasts there. While some Xibians have
the involvement of a greater force controlling the eracha ants, opened lucrative hunting businesses, xenodruids and local
and the two houses are quietly asking adventurers to find the conservationists have spoken out against this practice, claiming
source of this threat and end it. Some recruits have already that it’s thinning out the wildlife populace to an unacceptable
discovered small technological devices that might be stirring up degree. These protests seemed to push the hunters further out
the eracha ants and driving them to assault Uzodia specifically, into the wilds to evade notice while claiming to hunt elsewhere
but these objects self-destruct shortly after discovery, leaving on the planet. Lately, though, several small expeditions haven’t
no trace behind. This frustrating turn of events has led many returned from their outings, leading many to believe that the
on the city council to advocate for increased patrols around the jungle is somehow fighting back.
city’s borders and in the nearby jungles, creating a shortage of The Drift lane that connects Xibion to Triaxus brings increased
soldiers to protect the city internally. trade and visitors, but it also represents a source of conflict. Many
worry that this influx of newcomers will threaten the Xibian
way of life. Mostly written off as xenophobes or bigots, these
traditionalists stew in their frustration, some merely waiting
for the Pact Worlds visitors to show their true faces as
conquerors here to crush Xibion and plunder its natural
beauty and resources. This hasn’t happened yet as many
of the people of Xibion welcomed these guests, but there
are those who watch and wait, hoping to turn tragedy and
misunderstanding into fortunes for themselves.
While the Azlanti Star Empire is in the distant Vast,
they aren’t unaware of Xibion and its system. Since
the discovery of the Drift lane, the Azlanti sent spies
masquerading as typical human Pact Worlds citizens to the
planet. These agents returned to the Star Empire with news of
Uzodia’s magical academy and starship weapon manufacturing
excellence, which has only increased the Empire’s desire to
take the system for their own. The Aeon Guard has yet to send
any military forces to Xibion, and the Xibians remain blissfully
unaware of the threat lurking among the stars that’s eyeing
them hungrily.

Moscaru: An interesting aspect of Uzodia is how mixed


the cultures are. I spent some time connecting with
one of our local guides, a dwarven man whose large
family consisted of elves, humans, and half-elves.
When I commented politely on this, he seemed
bemused, as if it were the most normal thing in
the world. He advised me that Xibians are one
people, even if there are some small cultural
differences based on physiology.
Sprax: Oh! One guide I talked to was
part a group of hunters chasing
down creatures called eracha
ants. I asked for a spot in the
expedition, but a couple of them
laughed, saying that the ants
would eat me! I said I wasn’t scared of tiny insects,
and my guide showed me a holovid of their last hunt.
YVETTA HERON I don’t know why they call those things “ants” when
they are so big! I politely retracted my request.
Moscaru: Did you have a chance to take a look at Uzodia
Academy? It’s a beautiful campus that reminds me of

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PORTS OF CALL 2
the heart of Absalom Station itself. Beautifully laid The first floor of this behemoth of an eatery is dedicated to
out, although probably far less busy. the bar area, the main dance floor, and a well-attended outdoor OVERVIEW
Sprax: Yes! I walked the perfect circle around the main patio for dining guests who want to enjoy the music but wish to
academic plaza, but after a few minutes, I got real eat outside and enjoy the weather. The second floor is a dining TRAVELING
tired and needed a nap. hall that one might find in a typical college campus, with rows of THE GALAXY

tables and bench seating. Patrons serve themselves from a large


NOTABLE LOCATIONS buffet and are charged by the pound. The cantina offers discounts PORTS
Uzodia features several prominent locales. to students (with proper ID) who often just need a warm meal
before falling back into the rigors of study. The third floor hosts
TRAVELER’S
Kevek Monastery Mama Rae’s offices, a smaller bar, and VIP seating, where some of TOOLBOX
Kevek Monastery is home to a religious order of monks that the more esteemed university faculty can enjoy their own meals.
supports the worship of some of the gods of the Mwangi Expanse What most folks don’t know about Mama Rae’s is that it’s a INDEX
on Lost Golarion. The Kevek monks believe that the spiritual and front for a small but growing organized crime ring run by none
cultural life of all Xibion requires that these gods continue to be other than the owner, Rae Jaws. Others of her house are thrilled
venerated, and what information they can provide is cherished that she’s continuing the family business, as the discovery
and protected. However, those who practice this faith are few of a Drift lane near the planet has allowed them to engage
in number in Uzodia. in interstellar smuggling. Mama Rae has kept her illicit deals
The ancient building contains elaborate shrines to Chohar, discreet, for now. Those with underworld connections know
the Golden Lion; Grandmother Spider, the Weaver; Luhar, that when they need prohibited goods, such as cursed magical
the Setting Sun; and Tlehar, the Rising Sun. Smaller shrines items or banned research material, Mama Rae might just be able
venerate additional deities. The monks welcome all who visit to procure them. For a substantial fee, of course.
and are happy to explain each shrine’s significance as well as
recite legends and myths that have been handed down from Starheart Station
generation to generation. The devoted preach lessons of justice, Starheart Station is Uzodia’s starport and main location for
loyalty, love, and destiny in the hopes of preserving their gods’ shipbuilding and maintenance. All day and nearly all night, the
ancient traditions. sounds of plasma torches, industrial lifts, and riveting machines
The serene monastery is located at the foot of the Kamaris ring throughout Starheart Station and beyond as engineers and
Mountains, away from the bustle of the city. It sees occasional shipwrights come together to create what could only be called
foot traffic from Uzodia residents and tourists most days. Many masterpieces of ship design. The smaller vessels built here look
more arrive during certain holy days, when the monks emerge quite similar, but the flagships of each house are crafted in vivid
from their building to perform sacred songs and dances in the and unique detail, with crests, house symbols, and even hulls
square out front. These displays also act as fundraisers and shaped to look like the house’s animal.
recruitment drives for the monastery, though anyone is allowed The honor of working on the living vessels made of conrasu
to donate credits or take on the monks’ way of life at any time. wood (page 129) goes to members of each house who have the
Though most don’t realize it, the Kevek monks are all trained aptitude, attitude, and intellect to create what many believe are
in combat in a secret inner chamber that only the faithful can flying works of art. These engineers understand how the ships are
access. The fighting styles they learn are derived from their originally shaped, and many of them are accomplished musicians
ancient religious orders, training with unusual weapons like in their own rights. Separate soundproof hangars are situated at
bolas, starknives, and spiked chains. Some of the older monks the starport’s southern edge, and inside, music is either piped in
like to retell stories passed down from their predecessors about or played live to help transition the living starships into the next
the earliest days of Xibion, in which people were saved from steps of their journey: launching into space.
danger by a burning gold lion or protected from a rampaging
beast by a woman made of night and stars. The younger Uzodia Academy
generation believes these stories to be mere allegory but know The western half of the city is home to Uzodia Academy, an
the myths nonetheless empower many to find strength and be academic institution patterned off the Magaambya. Sprawling
of stout heart in the face of adversity. across 5 miles, this lush and manicured campus is noted for its
unique architectural style. Several lecture halls form concentric
Mama Rae’s Cantina rings around a main courtyard, with well-kept pathways lined
Near the southern edge of the Uzodia Academy campus (see with trimmed hedges leading between them. The buildings date
below) is the recently opened Mama Rae’s Cantina, a huge back to the earliest days of Xibion’s settlement but have been
restaurant taking up most of a city block that caters mostly maintained and updated throughout the centuries. Cavernous
to students. Mama Rae’s is a haven from the formal, often libraries that were once filled with physical books have been
stuffy, atmosphere of the academy, often brimming with music, converted to holographic chambers where students can interact
lights, and dancing. The cantina boasts a variety of drinks and with the data they’re searching for. The lecture halls now boast
food cooked to perfection, served by a legion of cooks and state-of-the-art audio and visual equipment to enhance just
bartenders. The carefree mood acts as a balm for many students about any lecture. The dorms also feature accommodations that
who are overloaded and overwhelmed by the press of academia. can be tailored to nearly any species in the galaxy.

131
Uzodia Academy teaches a wide array of subjects, ranging X’oshan Theater
from the sciences of engineering and magic to more creative Standing near the very heart of Uzodia is one of the oldest
arts like poetry and painting. Students focus on a particular theaters on the planet. A relic of the original expedition, the
subject but are encouraged to broaden their horizons by taking X’oshan Theater was a place where workers and researchers
classes on anything that interests them. Lately, if a student could listen to live music and watch plays originally from their
wants to learn about something that none of the academy staff home world, performed by the best acting and singing talent
are studied in, current Dean Yvetta Heron (LG female human the expedition had to offer.
mystic) will make it her mission to find a tutor for that student, As time marched on and the direct connection to Golarion
whether local or virtual. was lost, the X’oshan Theater became a balm to soothe the ache
Students and faculty are constantly on the move through the of missing home. The Gap rendered some of the plays and songs
campus, lending an almost electric hum to the air from all the into artifacts to be stored rather than works to be performed,
activity. This feeling has seemingly taken on a life of its own but each work that could be saved has been sealed and lines the
in recent months. The academy’s head of security (with the long hallways that lead to the main theater area of the X’oshan,
given title Protector-General), Jacquil Leopard (NG male human signifying bits of Golarion still connected to the core of Xibion.
vanguardCOM), has received reports of students and faculty Unknown to all but the few historians employed by the
complaining of strange events. Each incident involves a victim theater, a secret vault located deep under the building houses
feeling dizziness, fatigue, and nausea after finding themselves several intact pre-Gap artifacts and documents. Originally
compelled to walk the grounds’ pristine paths for hours on end. established as a kind of time capsule, this cache has been
They’ve noted that something is “pulling” them closer to the mostly forgotten. The historians know it represents one of the
center of the academy, after which they awake in their beds with biggest potential pre-Gap knowledge bases available, so they
several minutes of missing memory. Uzodia Academy’s medical protect it fiercely.
staff attribute these episodes to exhaustion or overwork and
generally prescribe plenty of bed rest. However, a couple of the Zbeka Ferry Company
Protector-General’s security guards have recently gone missing Though perhaps started as a practical commuting option,
while investigating this phenomenon, leading Jacquil to seek the Zbeka Ferry Company’s anti-grav boats primarily serve
outside aid. as stylish restaurants. As each vessel skims gently above

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PORTS OF CALL 2
the water, guests enjoy not only Uzodia’s beauty, but also a Suspicious Science: A strange creature clad in the disheveled
seasonal menu of elegant foods, such as lokki rice and roasted lab coat of a university researcher and claiming to be one of its OVERVIEW
vegetables. Over time, the ferries have become favorite neutral tenured professors offers a large sum of money to anyone who
grounds for entertaining dignitaries and making deals, earning can help them escape Uzodia and reach a planet on the system’s TRAVELING
the company some notoriety for the intrigue that follows. periphery. Their necessary instruments are sensitive and bulky, THE GALAXY

Unfortunately, this politicking attracts spies—and rarely, and the researcher insists they must avoid authorities and
even assassins. A recent murder committed on the Memory of spaceports. Is this researcher who they claim they are, and PORTS
Ten has stymied investigators, for the crime had no witnesses what do they hope to accomplish?
or even an obvious cause of death, though the victim, Zagara
TRAVELER’S
Elephant (a prominent clerk of The Memory), clearly struggled UZODIAN STARSHIP OPTIONS TOOLBOX
in their final moments. For now, the Memory of Ten is anchored Grown from magical trees shaped by song, Uzodian starships
for ongoing investigations; the Aziri family, who runs and often include unique components that other societies have INDEX
operates the small fleet of ferries, has redoubled its security on attempted to replicate. Even the most successful facsimiles
the remaining vessels. mimic only the basic functions, without capturing the
underlying intelligence.
ADVENTURE HOOKS
Those who visit Uzodia to experience the university might find Starship Weapons
themselves drawn into other matters. Sonic weapons barely project a whisper in the vacuum of space.
First Contact: Explorers discover intelligent native life on one Undeterred, Xibian engineers developed dual-purpose cannons
of the nearby planets previously believed to be uninhabited. that create a dense line of particles and then channel a sonic
Hoping to establish friendly contact yet wary of possible surge along that line to shatter anything at the other end.
danger, House Heron assembles an entourage of Xibians and
representatives (including the PCs) from several other friendly Cacophonous
worlds to reach out and see who their new neighbors are. A cacophonous weapon creates a disruptive, sonic resonance
Prophecy of Lions: A beautiful black lion appears to the that dazzles the crew and drowns out communications.
PCs in a dream, warning of imminent danger to Uzodia. When Creatures on a starship that take damage from a cacophonous
pressed for more information, the lion’s face transforms into weapon take a –1 penalty to crew actions for 1 round, and the
that of a human woman, and she begins urgently striding penalty increases to –4 for captain actions. Any creatures
toward a conrasu grove while warning of a terrible beast. A roar resistant to sonic damage or sonic effects reduce this penalty
draws her attention, and she springs to the air to hold off some by 1, and any creatures immune to sonic damage or sonic effects
unseen behemoth. Before the dream ends, she utters these last are unaffected.
words: “The trees remember its threefold bane.”
Sonic Smugglers: A patron with deep pockets and few Mystical
scruples (such as the drow House Zeizerer or an elite Veskarium When attempting a gunnery check with a mystical weapon,
agent) seeks several of Uzodia’s unique sonic starship weapons which is a hybrid device, a gunner can use their ranks in
to reverse engineer, but the city is careful about who receives Mysticism in place of either their base attack bonus or ranks in
this technology. That doesn’t stop Mama Rae, who’s hiring a team Piloting, and their Wisdom modifier in place of their Dexterity
to smuggle these guns offworld in return for a cut of the payoff. modifier to determine their gunnery bonus.

UZODIA STARSHIP WEAPONS


LIGHT WEAPONS RANGE SPEED (IN HEXES) DAMAGE PCU COST (IN BP) SPECIAL PROPERTIES
DIRECT FIRE WEAPONS
Song Cannon Medium — 1d12 10 9 Cacophonous, mystical
TRACKING WEAPONS
Light Seer-Shard Projector Long 10 5d6 5 10 Limited fire (5), mystical, quantum, ripper
HEAVY WEAPONS RANGE SPEED (IN HEXES) DAMAGE PCU COST (IN BP) SPECIAL PROPERTIES
DIRECT FIRE WEAPONS
Heavy Song Cannon Medium — 2d12 20 14 Cacophonous, mystical
TRACKING WEAPONS
Heavy Seer-Shard Projector Long 10 12d6 10 27 Limited fire (5), mystical, quantum, ripper
CAPITAL WEAPONS RANGE SPEED (IN HEXES) DAMAGE PCU COST (IN BP) SPECIAL PROPERTIES
DIRECT FIRE WEAPONS
Capital Song Cannon Medium — 1d12 × 10 50 27 Cacophonous, mystical
Galactic Choir Array Medium — 2d8 × 10 55 35 Array, cacophonous, mystical
TRACKING WEAPONS
Capital Seer-Shard Projector Long 10 4d6 × 10 20 45 Limited fire (5), mystical, quantum, ripper

133
BULWARK
Bastion protecting Drift lanes from the Swarm. of Bulwark’s munitions and starships. Several other companies
and contractors assist these efforts, yet the ongoing war effort
BULWARK consumes nearly all of the goods produced. Sympathetic merchants
LG military outpost ship a small percentage around the galaxy, using the signature
Gravity standard (artificial) powered armor and other gear to proselytize Bulwark’s ongoing
Atmosphere Normal (artificial) conflict, solicit donations, and recruit warriors to the cause.
Day 3 days; Year 298 days The most famous products are the mechs. For years, Hivonyx
Population 120,000 (42% shirren, 26% human, 6% dwarf, 5% quietly experimented in mech design, never considering its
android, 21% other) prototypes quite ready. However, Bulwark presented an ideal
Government militant theocracy testing ground, enabling the company to rapidly perfect its
Languages Common, Dwarven, Shirren technology. These mechs sync their users on a psychic level—
Qualities devout, militaristic sometimes in the same mech but sometimes split across a small
ECONOMY team of mechs—enabling them to coordinate their actions with
Exports consecrated armaments, Swarm technologies supernatural ease. Hivonyx hasn’t addressed rumors of harvested
Imports food, mercenaries, raw materials, starship parts Swarm biomass being fused into the mechs’ cores, though the
Maximum Item Level 13th enemies’ hive mind might explain how operators act so seamlessly
Specialty Item Level holy weapon fusions (20th), heavy armor together and even seem to sense Swarm strategies mid-combat.
(18th), powered armor (18th) Whatever the secret, priests of the Forever Queen have blessed
NPCS the third generation of these experimental mechs, which require
Mordali Sall (LN male human soldier), commander of the daring pilots to test them in combat.
Knights of Golarion
Sitraktik (LG host shirren mystic), priest of Hylax TRIUMPH
The largest planetoid, Triumph, supports almost no life beyond
A cloud of warships bristling with weaponry forms a shield lichens, mosses, and various crab-like creatures that feed on the
around the rocky planetoid Triumph, the surface of which bears plants and each other. The most numerous lichen—scientifically
gruesome craters and scorch marks from an ancient war. Most of called “lesser echruvion” but often referred to as “courage” by
these wide depressions gradually flood in the humid conditions, warriors—provides remarkable nutrition and dulls the effects
creating alkaline lakes. In an immense galaxy, this world and of fear in most consumers. Scores of lichen-tenders gather and
its smaller siblings in orbit around a blue dwarf star would be process the substance to create meal bars and teas that smell
unremarkable and unattractive. However, it’s a grim nexus like smoked fish.
of Drift lanes at the edge of Swarm-controlled space; several Triumph’s main settlement is a walled tower city. From there,
routes stretch toward populous Near Space worlds, and several expeditions traverse the surface, combing its ruins for relics and
terminate at Swarm-ravaged systems. Swarm tech. Iomedae’s and Hylax’s faiths operate in tandem to
Knowing that control of Triumph would severely impede Swarm govern the star system and oversee military operations. Most
exploitation of the Drift lane network, the Knights of Golarion and Hylaxians serve as combat medics and support troops on the front
Church of Hylax combined forces to fortify the planetoid, denying lines, with Iomedaean infantry, mechs, and starship squadrons
the Swarm this shortcut. In just a few years, Triumph developed supporting them, though the Hylaxians of Hivonyx operate a
into Bulwark: a military base, foundry, and holy site catering to noteworthy contingent of heavily armored soldiers. In addition,
pilgrims and any warriors eager to battle the Swarm. the growing settlement brims with glory hounds, mercenaries,
Bulwark consists of three rocky planetoids—Steadfast, adventurers, and myriad righteous-yet-unaffiliated combatants.
Triumph, and Valor—in a desolate blue star system, each Bulwark welcomes them all, no matter their past or identity so
dedicated to arming, housing, supplying, or training a steady long as they work within the established system and hierarchy.
stream of holy warriors ready to fight the Swarm. The largest, Not only do mercenaries find good work here, but Bulwark
Triumph, functions as the headquarters. Formed from hundreds is also a natural crucible for identifying and testing new talent
of starships of various sizes, the Line orbits Triumph like heavily crews might hire for long-term work. The most influential of these
armed electrons around a righteous nucleus. Crisscrossed with is Her Twelfth Act, a small army of mostly righteous knights
railways, mechyards, and shipyards built from its iron-rich rock, named after an apocryphal twelfth Act of Iomedae, in which the
Steadfast appears clad in armor. Finally, the otherwise lifeless goddess supposedly inhabited a damaged mech and led a ragtag
world of Valor harbors lawless hunters and opportunists who squadron in destroying a massive Swarm hive. The church balks
share Bulwark’s goals, if not its methods. at this unsubstantiated tale, yet it’s enough to lend these warriors
a veneer of legitimacy. Its daring leaders Wildfire (NG male ifrit
STEADFAST solarian) and Tempest (LG female human vanguard) always seek
Steadfast bustles with activity. Under the oversight of Hivonyx, new recruits, often lending gear to candidates to show off the
a shirren-run manufacturing company, Steadfast assembles most perks of membership.

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PORTS OF CALL 2
Grizzled crusade veteran Mordali Sall currently leads the Rampant Research: As researchers, the PCs seek methods
Knights of Golarion here and oversees independent warriors’ to stymie the Swarm’s hive mind and undo the damage inflicted OVERVIEW
activities. Sitraktik leads Hylax’s faithful, collaborating with by their conquests. At first, biological samples recovered from
Mordali as his equal. Together, they foster an admirable a devastated world show promise, and damaged records from TRAVELING
camaraderie that permeates the city and inspires all comers. that world’s now-extinct civilization suggest its own scientists THE GALAXY

were also developing some anti-Swarm technologies from those


VALOR samples. However, once moved to a more populous world, the PORTS
While Triumph attracts the faithful and regimented warriors, the samples awaken, mutate, and escape, triggering an affliction that
tiny planetoid Valor draws in firebrands, thrill seekers, career transforms people into Swarm-like creatures. Can the PCs devise
TRAVELER’S
exterminators, and anyone harboring such a vendetta against the a cure, contain the infection, and perhaps even transform it into TOOLBOX
Swarm that they dismiss Triumph’s oversight. Some wander here something useful?
after being cast out from Triumph, whereas others just avoid the Swarm Sleepers: A Swarm raiding party emerges from a INDEX
de facto capital altogether, instead building utilitarian barracks Drift lane connected to Bulwark, having apparently slipped past
from Valor’s stone. The gathered forces attract their own amenities, the outpost’s scanners and defenses. The Knights of Golarion
including ramshackle flea markets, pubs, hotels of dubious quality, and Hylaxians go on full alert, attempting to identify how the
and wandering purveyors of unsanctioned weaponry. Small breach occurred. Could it be that reckless traitors within the
missions of Iomedae and Hylax help keep the peace and sometimes organizations have aided the Swarm? Or have Swarm specialists
reform troublemakers enough to join Triumph’s endeavors, yet psychically controlled high-ranking shirren commanders, turning
these priests earn scorn as often as converts. Periodically, Mordali them into sleeper agents? Whatever the cause, Hylaxians hire
Sall dispatches spies to monitor Valor—not to avert trouble, but the PCs as independent investigators to uncover the Swarm’s
rather because the ragtag community’s intelligence network often advantage and end it before further damage occurs.
surpasses his own and rarely shares its secrets. However, Knights
of Golarion aren’t renowned for their subtlety, so the commander
often hires freelance agents to investigate leads.
Valor’s community boast more than merchants and mercenaries;
a controversial gaggle of scientists and Hylaxian healers calling
themselves the Redeemers circulate here, endeavoring to
rehabilitate the Swarm’s victims—both planets and organisms.
Some Redeemers focus on psychological counseling for survivors,
but the majority research terraforming techniques to rehabilitate
ravaged worlds. Small patches of dirt and optimistic gardens
on Valor attest to their early handiwork, and their methods
are improving rapidly as their gene therapy and chemical
concoctions literally take root. A lead researcher, Tivi (N male
shirren biohacker), proudly bears scars and growths earned
from lab accidents and early self-experimentation. In leading the
local Redeemers, he’s convinced the Forever Queen wants him
to “cure” the Swarm itself, and he considers undoing all
the Swarm’s misdeeds to be a purely scientific puzzle.

ADVENTURE HOOKS
Bulwark thrives on military narratives,
whether the PCs are mercenaries choosing
their jobs or faithful soldiers awaiting orders.
Yet, the region also supports expeditions
unraveling the Swarm’s history and nature as
well as exploring the long-abandoned ruins
that pepper the system. As a result, the PCs
might be any mix of hardened warriors, religious
disciples, or daring researchers.
Experimental Mechs: The PCs belong to an elite
mechanized unit recruited to test Hivonyx’s latest
symbiotic mechs on the battlefield. However,
a small skirmish unexpectedly escalates into a
desperate fight for survival, triggering psychic
feedback from their mechs and testing the limits of their bonds
as companions.

135
DUMERAY
Vibrant cultural powerhouse on a backwater river planet. reputation as a place where music, food, and art from across
the galaxy can be found by those who know where to look. The
DUMERAY largest non-human contingent are remnants of the crew of an
N city Eoxian vessel that crashed on the planet two centuries ago after
Gravity Normal the nebula damaged its propulsion system.
Atmosphere Normal The vast majority of Dumeray’s fortunes come from the export
Day 18 hours; Year 2 years of siccatite, which is transported offworld by small cargo craft
Population 100,352 (70% human, 2% corpsefolkAA2, 28% other) powered by magic and analog technology that’s less vulnerable
Government municipal to the deleterious effects of the nebula. However, without Drift
Languages Common, Eoxian engines, these ships often take months to travel to and from
Qualities cultured, notorious, technologically underdeveloped remote trading hubs on the outer edges of the Cluster. There,
ECONOMY the valuable starmetal is exchanged for goods needed by the
Exports alien artifacts, siccatite citizens of Deepwater Prime, such as food, building materials,
Imports building materials, food, information, technology and technological items, which remain sealed inside special
Maximum Item Level 12th noqual-shielded containers until safely inside the planet’s
NPCS atmosphere. While computers, robotics, cybernetics, and other
Alanda Tellurion (LN female human), executive director of the high-tech equipment can be bought and sold in the markets of
Deepwater Prime Mining Consortium Dumeray, scarcity and shipping expenses put them out of reach
Kaastacchtcht (NG male wrikreechee envoy), mayor of Dumeray for many citizens. All equipment lacking the analog or archaic
Gub Walliver (CG male jububnanAA4), proprietor of the storied special property is priced 50-100% higher on Deepwater Prime
music venue Club Gub than it would be elsewhere.
Ludlow Carnivexas (NE male ghoulAA2), head of Carnivexas family
NOTABLE LOCATIONS
Approximately 6,000 years ago, the red supergiant star Bori Dumeray is divided into four districts, each having grown out of
collapsed in a violent explosion, forming the nebula known one of the original mining camps built by its founders. Although
as the Tabori Cluster and seeding the planets orbiting its five all originally constructed by humans, three of these districts—
neighboring stars with rich deposits of the valuable starmetal locally called the Market District, the River District, and the
siccatite. Unfortunately for those who would try to exploit these Arts District—are now home to a dynamic mix of many different
resources, the nebula remains electrically active millennia later, species and cultures. The fourth, known as the Orphys District,
severely limiting starship travel by interfering with or destroying is inhabited almost entirely by corpsefolk (Alien Archive 2 30)
most forms of advanced technology. Consequently, the worlds of and other Eoxian undead. Although relations between them and
the Tabori Cluster are largely cut off from the rest of the galaxy. the city’s living residents are generally cordial, it’s rare for living
Their few settlements are inhabited primarily by stranded creatures to make their homes among the undead.
travelers, fortune seekers, and those wishing to disappear or live The Breakwater Hotel: The stately Breakwater Hotel, one
without the complications of modern technology. of the oldest buildings in the city, lies a stone’s throw from
Dumeray is the largest settlement on the planet of Deepwater Dumeray’s largest pier and is often among the first sights
Prime, the fourth planet orbiting the yellow dwarf star called glimpsed by travelers arriving by boat. Despite comfortable
Deepwater. Although a vast freshwater ocean and thousands accommodations and impeccable service, the hotel has a sinister
of rivers cover the majority of Deepwater Prime’s surface, it reputation due to its tragic history. Numerous unexplained
still boasts more habitable dry land than its neighbors. This deaths and disappearances have occurred on hotel grounds,
makes Deepwater Prime the system’s de facto trading and with so many of them befalling the occupants of a particular
travel hub. Located at a confluence of three major river deltas room on the second floor that it’s no longer made available to
on the eastern coast of the planet’s largest continent, Dumeray guests. Naturally, these incidents have led to speculation that
was founded as a base of operations for a handful of mining the hotel is haunted, although neither living mystics nor Eoxian
companies. It rapidly grew into a bustling city populated by necromancers contracted to “exorcise” the place have found
traders, prospectors, river pirates, and relic hunters seeking conclusive evidence of any ghostly presence.
to plunder the ruins half-buried in the surrounding wetlands. Club Gub: Considered by many to be the beating heart of the
While city government is officially overseen by a democratically Arts District, this legendary establishment has long been known
elected mayor and a council of appointees, it’s an accepted as the place in town for up-and-coming performers hoping to
reality that only the city’s wealthiest families and heads of be discovered. The vibrant club is owned and operated by Gub
business hold true power in Dumeray. Walliver (CG male jububnanAA4), rumored to be a former river
Dumeray’s first inhabitants were primarily human, and much pirate granted clemency for turning against his crew. The club
of its population remains so, but over time, it has grown into boasts the most notoriously well-stocked bar in town, a stage
a melting pot of numerous species and cultures, cementing its that has hosted live performances from the Tabori Cluster’s most

136
PORTS OF CALL 2
popular musicians, and many proverbial and literal smoke-filled practiced among the city’s population, making Weydanhome a
backrooms where deals in Dumeray are made and broken. popular destination during the various holidays and festivals OVERVIEW
The Dueling Tree: Looming over the crossroads just a short sacred to his worshippers.
distance west of Dumeray, the Dueling Tree is a massive, gnarled TRAVELING
growth that, by all accounts, predates the arrival of offworlders ADVENTURE HOOKS THE GALAXY

on Deepwater Prime. Since early in the city’s history, it has been Exciting adventures await those who come to Dumeray.
a popular destination for folk seeking to settle their differences at Dangerous Mines: A mining crew tasked with establishing a PORTS
the end of a gun barrel. Rumor holds that on moonless nights, the claim at a newly discovered siccatite vein outside of Dumeray
ghosts of those slain might appear at the foot of the tree, seeking hasn’t reported back to the main office in several weeks, despite
TRAVELER’S
to reclaim their lost honor by challenging passersby to a rematch. a final transmission indicating that they’d discovered something TOOLBOX
Dumeray Bay: The city of Dumeray is built in the shape of a significant. The head dispatcher is looking for professionals to
great crescent, with the pier-studded coastline along its eastern check up on the crew and secure the site before a rival company INDEX
edge encircling the inland basin that shares its name. Day or night, lays claim to it.
watercraft of all kinds fills the bay, from weather-beaten fishing Grave Crimes: Someone or something has been breaking into
boats and rusted cargo freighters to luxurious pleasure craft and and stealing from crypts in the Necropolis. The city guard suspects
floating casinos. A single large island at its center serves as the site common grave robbers, but a growing contingent of the city’s
of the city’s primary spaceport. Outside the mouth of the bay, the living population have begun vocally expressing suspicions that
open sea is dotted with dozens of smaller islands, many converted the undead residents of the Orphys District are up to something
into hidden pirate lairs or base camps for expeditionary crews sinister, though the latter protest these accusations. The plot
exploring alien ruins beneath the waves. thickens when someone realizes that a line drawn on a map
The Necropolis: Dumeray’s unofficial fifth district is a silent connecting the defiled tombs forms a strangely familiar symbol.
city-within-a-city of ornately decorated family crypts and Returned from the Rivers: A well-known local prospector
carefully manicured thoroughfares where late citizens are ventured out of town a while ago, chasing rumors about a
laid to rest in aboveground vaults, a practice necessitated by buried alien artifact. He returned empty-handed, but those
the land’s high water table. Although people from all strata who knew him before are convinced that there’s something
of Dumeray society lie within the Necropolis, its ultimately different about him now. A concerned family member is
limited capacity has driven up the price of admission with each looking for someone to discreetly observe their loved one and
generation, leading many citizens to opt out of being interred retrace the steps of his expedition.
there at all. Many choose cremation instead, while others collect
sizable payments from wealthy families of the Orphys district
in exchange for ownership of their corpses after death. These
remains ostensibly go on to be animated as mindless house
servants and laborers, although rumors persist that many meet
more unsavory fates.
The Ruins: Tales abound of submerged alien ruins all
over Deepwater Prime, but a recent underwater mining
expedition has returned with news of the largest
settlement yet discovered. Located on the sea floor about
2 miles outside of Dumeray Bay, this vast ruin has only recently
begun to be explored. Already though, pioneering adventurers
have returned bearing samples of strange biotech the likes
of which have never been seen as well as reports of sealed,
air-filled complexes containing pristine caches of ancient
weapons and technology. Notably, some rumors indicate that
these ruins might not be entirely abandoned. Weeks after one
recent expedition disappeared completely, a single survivor was
found adrift at sea, endlessly babbling about strange fishlike
humanoids, horrific shapeshifting monstrosities, and slimy
tentacled “masters” dwelling in the briny depths below.
Weydanhome: The soaring edifice known as Weydanhome
was founded as a roadside chapel by a wrikreechee cleric named
Molo the Wanderer, who was also instrumental in establishing
relations when the first Eoxian refugees found their way to the
GUB WALLIVER
outskirts of Dumeray. Molo’s origin and fate are unrecorded,
leading many to speculate that he might secretly have been an
avatar of Weydan himself. Thanks in large part to Molo and his
adherents, Weydanism is the closest thing to an “official” faith

137
FARRABARIUM
Famous ysoki-run trading post and way station in the Diaspora. The vessel also worries about staying one step ahead of the
Knights of Golarion, who have yet to formally try to reclaim the
FARRABARIUM vessel from the salvagers who now call it home. In fact, at least
CN trade frigate one ysoki onboard the Farrabarium is an agent of the Knights of
Gravity normal (artificial) Golarion who secretly reports back to their leaders, despite the
Atmosphere Normal fact the knights show no overt interest in taking their ship back.
Day 24 hours; Year 1 year
Population 300 (75% ysoki, 25% other) NOTABLE LOCATIONS
Government council The Farrabarium and the locales within are filled with adventure,
Languages Common excitement, and incredible deals.
Qualities notorious Archiy Markan’s Offices: Strange goods and services can be
ECONOMY found throughout the Mall (see below), and one such purveyor is
Exports diplomatic opportunities with the Free Captains, Archiy Markan (NE male human technomancer), a self-stylized
starship repairs mage accountant specializing in arcane finance and infernal
Imports food, raw materials, starship parts law. Shady businessfolk from throughout the Pact Worlds
Maximum Item Level 11th seek to procure Archiy’s services. Mixing magic and math with
NPCS a complete lack of ethics, Archiy dabbles in custom financial
Archiy Markan (NE male human technomancer), mage accountant software, contract law, and covering up others’ questionable
Qask Ymblem (N female ysoki mechanic), head of the Shirsask accounting mistakes. Rumor has it that Archiy has found a way
Kaia council to bind a devil into a piece of accounting software to create
Zora Roza (LN female shobhad), owner of Zora Roza’s Bar and financial books that “cook” themselves while bypassing systems
Grill that detect AI tampering.
Free Captains Embassy: Once the original cruiser’s dining
Situated on a starship trade route that passes through the hall, this space has been set aside by the Shirsask Kaia as
Diaspora, the Farrabarium is a damaged ATech Immortal cruiser a space for visiting Free Captains and their crews to make
refitted as a trading post and way station. This former Knights deals in secret or just relax in peace. It features a number
of Golarion ship was left adrift after it was attacked by a Corpse of private, comfortable-enough rooms furnished exclusively
Fleet cruiser on a secret mission through the system but was with salvaged furniture from across the galaxy. Qask Ymblem
claimed by a ysoki salvage group called the Shirsask Kaia. Over often meets here with a representative of the Free Captains to
several years, they repaired the vessel and its systems, turning occasionally renegotiate the safety of the Farrabarium (and its
it into a massively armed and armored station that welcomes all merchants). The most frequent visitor from the space pirate
passing adventurers and traders. organization is a dwarf with glowing golden eyes named Free
The Shirsask Kaia maintains an iron grip on the Farrabarium Captain Knot. The dwarf is always accompanied by two burly
through a governing council headed by the grizzled Qask androids wielding high-tech cutlasses. Rumors say that Knot
Ymblem (N female ysoki mechanic). Ymblem, the genius owns a magical candle with a flame that changes color when
engineer who led the station’s refurbishment, uses her close danger is about to strike, making it impossible to take the
relations with the Free Captains (whose vessels she offers dwarf by surprise.
priority maintenance in exchange for safety), her unparalleled The Crypt Deck: Though the Farrabarium was defeated by
knowledge of the workings of the ship, and a loyal crew of the Corpse Fleet and set adrift several years ago, a hidden
personal guards to keep things running as she sees fit. The rest group of undead can still be found within a sealed-off deck
of the council follows her lead, and dissent has become a distant on the ship. These undead were mostly mindless Corpse Fleet
memory winnowed out through a long campaign of corruption foot soldiers who boarded the vessel in the latter stages of
and assassination. Peacekeeping aboard the Farrabarium is the engagement. Several dozen undead remain, led by a
performed by teams of cybernetically enhanced ysoki enforcers surprisingly canny undead known as Corpsecry (LE driftdead
who can move quickly throughout the ship via the Warrens amalgamAA3), who is comprised of fused undead and former
(page 139) and often arrive in overwhelming force. Knights of Golarion crew. They bide their time, waiting for the
While the Farrabarium makes itself out as a wondrous moment when someone on the Farrabarium opens the sealed
marketplace in the stars, it’s actually anything but. Its core chamber they reside in.
business involves collecting derelicts, stripping them for The Mall: The Mall is essentially every part of the Farrabarium
parts, and using those parts to repair other ships. New parts that isn’t the Warrens (see page 139). Cargo bays, wide hallways,
are rare and have a questionable provenance. There’s some and other chambers are crammed with stores, repair shops, and
local manufacturing on board, but advanced electronics, rare other businesses that provide visitors with countless shopping
materials, and most magitech are generally very difficult to opportunities. The Mall also extends outside the vessel to the
acquire aboard the Farrabarium. 10 or so merchant ships docked at the Farrabarium at any given

138
PORTS OF CALL 2
time, as many of these merchants open their airlocks to any In Cold Blood: Qask Ymblem, leader of the Shirsask Kaia,
customers with credits to spend. The majority of the interior is sent anonymous information that one of the Farrabarium’s OVERVIEW
shops are ysoki-run, but not many of the stores are permanent council members is a shapechanging spy working for the Free
fixtures, meaning a new trader can easily find a place to hawk Captains. She seeks some outsiders to discreetly identify the TRAVELING
their wares, provided they’re willing to pay a “tenancy tax” to traitor without rousing their suspicions. Her plan revolves THE GALAXY

the Shirsask Kaia. Vessels docking to trade goods are subject to around surreptitiously securing a drop of blood from each
a similar berthing fee. councilor to be tested. PORTS
The Warrens: On the outside, the Farrabarium still very much Lost Skipper: A group of ysoki known as “asteroid skippers”
resembles an ATech Immortal cruiser, but most of the interior pilot tiny starships that are little more than an engine and a
TRAVELER’S
has been transformed into an ysoki warren, a village of winding cockpit, living for the thrill of barely dodging space debris TOOLBOX
tunnels and hidden living units. The starship’s primary controls and skirting dangerous astronomical phenomena. The son of
systems have been relocated deep within these tunnels, making a well-known Free Captain joined these daredevils, only to go INDEX
it difficult for would-be boarding parties to damage them. The missing during his first run. The space pirate captain is seeking
confusing and twisted Warrens are perfect for thieves and a team of spacefarers to find his missing progeny.
other criminals looking for a place to hide. This sprawling mess Returning Threats: The Corpse Fleet remains a threat to the
of corridors allows the Farrabarium to contain a much larger Farrabarium, as the renegade undead first attacked the vessel
populace than one would suspect by viewing the ship from the in search of an experimental upgraded archon driveSOM. Though
outside, the smell of which can be perceived through the badly the Farrabarium operates with a standard Drift Engine, it does
scrubbed air that circulates weakly through the tunnels. The air have hidden components that incorporate the Iomedaean drive
grows so stale in the more cramped tunnel networks that for as a hidden backup. The Knights of Iomedae have yet to reclaim
most breathing species, emerging onto the Mall is like stepping the vessel, fearing that doing so might tip-off the Corpse Fleet to
into fresh mountain air. the drive’s presence. Should someone learn of the ship’s hidden
Zora Roza’s Grill: One recent addition to the Farrabarium’s backup drive, it would be a race between two major factions to
exterior is a makeshift collection of starship hulls, asteroid claim the Farrabarium.
chunks, and a glass dome rumored to have been pulled out
of the Drift, all welded together into a greasy spoon diner
called Zora Roza’s Grill. Hungry sentients who come here
are greeted by the fearsome Zora Roza (LN female shobhad),
a rotund shobhad standing 12 feet tall and weighing 750
pounds. Running the restaurant like a battlefield, she can be
found barking orders at staff and customers alike. Woe to the
cooks who don’t prep orders promptly, waitstaff who dawdle,
or patrons who don’t eat their vegetables! The food quality
is uneven, but no one has ever complained while seated in
Zora Roza’s Grill. The restaurant is a favorite hangout of
daredevil “asteroid skippers,” who find vexing the shobhad
to be as thrilling and dangerous as dodging space debris at
top speed. Many an innocent customer has found themselves
caught between these ysoki thrill-seekers and the thundering,
four-armed restaurateur.

ADVENTURE HOOKS
Spacefarers journey to the Farrabarium for many
reasons, such as to seek out illicit goods and ship
upgrades. If they aren’t careful, though, they might find
themselves caught up in an adventure.
The Devil in the Details: After making a couple
of ill-advised deals with a fiendish crime family, Archiy
Markan is roped into a dangerous scheme to secure the true
name of a minor devil who recently opened a casino on the
Farrabarium called Deck Five. While the mage accountant is
able to enchant a device that can telepathically extract the
true name from the casino owner—who goes by Mr. Axon— QASK YMBLEM
the item requires an extended period of close proximity to
the target. Unfortunately, Archiy isn’t welcome at Deck Five,
so he needs a team to infiltrate the casino and get close to
Mr. Axon to learn the devil’s true name.

139
GASKARI
Weydan’s jewel and gateway to the Vast. have established growing footholds in the city. Gaskari embraces
worshippers of deities that share Weydan’s emphasis on personal
GASKARI liberty and equality, such as Hylax, Cayden Cailean, and even a
CG city sect of Besmarans seeking to return to traditional seafaring ways.
Gravity Normal Gaskari’s major industries largely center around travel and
Atmosphere Normal exploration. The city has a well-earned reputation as a waypoint
Day 36 hours; Year 228 days for starships to pick up crew and supplies before journeying
Population 805,965 (53% vesk, 21% pahtra, 8% ijtikri, 6% out into the Vast, as well as producing some of the finest
human, 12% other) adventuring and exploration gear, including highly regarded
Government council terrestrial vehicles. Fishing, salt harvesting, and other aquatic
Languages Common, Iji, Pahtra, Skittermander, Vesk industries are also well represented, and Gaskari’s art studios
Qualities cultured, devout, eclectic and galleries are well known throughout the region.
QUALITIES
Eclectic This settlement is home to a wide variety of people from NOTABLE LOCATIONS
many different cultures and backgrounds. It doesn’t pressure The following are noteworthy sites in Gaskari.
newcomers to assimilate into any strong cultural norms. Bright Wind Excursions: Gaskari’s position, surrounded by
ECONOMY natural wonders, makes it an ideal starting point for excursions
Exports art, exploration equipment, perfume, salts, seafood across Gaskar III. Similarly, the planet’s proximity to a Drift lane
Imports building materials, textiles makes it a frequent waypoint for many journeys into the Vast. This
Maximum Item Level 12th has created a strong market for supplies and equipment, as well
Specialty Item Level terrestrial vehicles (17th) as for knowledgeable guides to lead expeditions both on- and off-
NPCS planet. Seasoned adventurer Ushteka pounced on this opportunity
Zewdenya (CG female vesk mystic), city council member and nearly a decade ago, opening Bright Wind Excursions out of a small
former head priest of Weydan warehouse in one of the oldest parts of Gaskari. There, they deal in
Luclo Ockson (CG male human envoy), priest of Cayden Cailean exploration gear, maps, and supplies. They also operate a directory
and proprietor of the Fortunate Sun of reputable guides (for a cut of their fees, of course), though the
Ushteka (CN nonbinary pahtra soldier), adventurer and most in-demand excursions are led by Ushteka themself across
proprietor of Bright Wind Excursions the wilds of Gaskar III. Fiercely protective of their industry, they’ve
been known to hire muscle to dissuade charlatans from preying on
Gaskari was the first settlement on Gaskar III, founded by their more gullible customers.
renunciants fleeing the militarism and authoritarian rule of the The Fortunate Sun: Gaskari’s welcoming community draws
Veskarium. Though other settlements have been established in the many worshippers of Cayden Cailean. While the Accidental
centuries since, Gaskari is still home to the majority of the planet’s God’s church doesn’t have a formal hierarchy, the Fortunate
population. Most of the city’s current inhabitants descended from Sun pub is undoubtedly the center of his worship in the city.
the colonists who founded the city. Immigration has increased in Opened by Luclo Ockson shortly after his arrival, the Fortunate
the last few decades, however, bringing an influx of people from Sun (known locally as the Sun or the Lucky Star) also serves as
the Veskarium, the Pact Worlds, and elsewhere in Near Space, a community center for residents of the Sprawl, particularly the
including many exiles. The emergence of a Drift lane in the region, neighborhood around the bar known as the Drunkard’s Walk.
combined with Gaskar III’s position as a convenient stopover point In keeping with Cayden’s teachings, Luclo never turns away a
on the way to the Vast, has also made the city a popular home base neighbor in need, providing direct aid if necessary but more
for starship crew members. often rallying community support for those who’ve fallen on
Gaskari is run by a city council elected to staggered hard times. Rumors persist that Luclo will occasionally stray
five-year terms with a strict two-term limit. Each councilor outside the law to help the unfortunate, but no one has ever
represents a district of the city, either in the dense city center mentioned anything to the authorities. His fervent support of
or in the patchwork of neighborhoods surrounding it known the neighborhood has engendered equally ardent loyalty.
as the Sprawl. Though the electorate of the city favor limited Gaskar Yulalov Square: This elegant stone plaza lies near
governmental presence in day-to-day life, the powerful storms the center of town, just north of the temple of Weydan. Named
that lash Gaskar III necessitate continuous infrastructure for the prophet, activist, and martyr who inspired the original
improvement and repair, and those employed in civic service renunciants that founded the city, it’s more commonly referred
are highly regarded. In addition, every citizen of voting age is to as Martyr Square. The square is usually filled with vendors,
expected to contribute to the prosperity of the city. buskers, and street artists and hosts a popular farmers’ market
Founded by Weydanites, the church of the Endless Horizon is once a week. A large fountain bearing a prominent statue of
very much at the center of life in Gaskari. It’s far from an official Gaskar Yulalov sits at the center of the square, and the municipal
religion, however, and as immigration has increased, other faiths building that serves as library, hall of records, and city council

140
PORTS OF CALL 2
chamber stretches the whole eastern side. Across the square, Missing Art: Famous sculptor and former pahtra revolutionary
the church of Weydan operates a sort of unofficial spacefarer’s Luroli (CG female pahtra vanguard) has been preparing for OVERVIEW
guild, where experienced deckhands and starry-eyed thrill months to unveil her latest work, a statue of the legendary
seekers alike can find ships looking to take on crew for their pahtra warrior-bard Riishoki, who led the early resistance TRAVELING
next voyage. against the Vesk invasion of the pahtra home world. The statue THE GALAXY

The Mothership: The heart of Gaskari, both geographically has disappeared days before the anticipated public debut,
and spiritually, this towering temple to Weydan originally however. Some expect the thieves to demand a ransom, while PORTS
served as the forward section of the Gaskari, the colony others suspect that agents of the Veskarium are trying to tamp
ship that brought the first settlers fleeing the Veskarium to down anti-vesk sentiment as Gaskari becomes more influential
TRAVELER’S
Gaskar III. Easily the largest building in Gaskari, this imposing throughout Near Space. Whatever the truth, the sculptor has TOOLBOX
structure sits atop a small hill and is visible from anywhere in offered a reward for the statue’s return.
the city. Though it has no official name, locals affectionately call Smuggler’s Run: Port authorities recently intercepted a INDEX
it the Mothership. It stays open around the clock, with clergy shipment of weapons being smuggled in from the Pact Worlds.
of Weydan offering welcome guidance to all who walk through Combined with a recent spate of violent attacks in the Sprawl, the
their doors. Beyond spiritual succor, the temple provides council worries that a more substantial conflict is brewing. Popular
temporary lodgings and meals to recent arrivals regardless of opinion blames the pirates known to be hiding in the nearby Iortin
faith, and many a weary traveler has spent their first night in archipelago, though no evidence supports that rumor thus far.
Gaskari enjoying the simple but comfortable accommodations
offered by the church. Local legend holds that on clear nights,
an observant traveler can catch a glimpse of a glowing figure
standing atop the Mothership, staring out over the horizon.
Many dismiss these visions as a trick of reflected starlight, but
others claim it’s a sign from Weydan himself and consider it to
be good luck before a voyage.
Zonkajets: Many of Gaskar III’s natural wonders are difficult to
reach, spanning wide oceans, steep mountains, and storm-swept
islands. This has created a strong market for terrestrial
vehicles, and Gaskari manufacturers have a reputation for
being among the best in Near Space. On the forefront of the
market is Zonkajets, specializing in high-end aquatic and
amphibious vehicles. Founded nearly 40 years ago, they
have clients all across Near Space, including government
and military contracts on several worlds. The company’s
founder, Zonkavet (N male vesk mechanic), has largely
retired from running the company and spends most
of his time in his private workshop, tinkering with
custom and experimental vehicle designs. Despite his
advanced years, he does most of the manufacturing of
these prototypes himself, though he often hires outside
crews to test them.

ADVENTURE HOOKS
Gaskari’s Weydanite roots and proximity to the natural
wonders of Gaskar III make it the ideal launching point for
adventures of exploration and discovery. Not all of the outcasts
who make their way to this new frontier have managed to shake
their dangerous pasts, however, and trouble could always arrive
with the next ship.
Gaskar’s Staircase: This towering series of rock formations
jutting from the sea a few hours’ journey north of Gaskari
is a favorite destination of sightseers, rock climbers, and LUCLO OCKSON
naturalists, and a substantial industry caters to those wishing
to visit the landmark. Recently, however, dangerous wildlife
in the area have become unusually aggressive, menacing any
who dare venture too close. No one knows what’s riling up
these creatures, but whatever it is threatens to make the
popular local landmark unapproachable.

141
LOCUS-1
Station dedicated to scientific research, observation and community-minded than most in the Pact Worlds. While some
cooperation citizens, such as the decorated members of the Science Council,
are wealthier than others, living quarters are nearly identical for
LOCUS-1 everyone, and luxury goods are hard to come by. Nearly everyone
N space station engages with the research missions in some way, so there’s little
Gravity Normal (artificial) incentive to partake in criminal enterprises that would threaten
Atmosphere Normal the ongoing scientific work. Refugees from the Azlanti Star
Day 24 hours; Year 1 year Empire (including androids, screedreeps and tromlins) make up
Population 2,720 (40% human, 10% shirren, 9% ysoki, 7% a significant minority population on the station, and the Science
android, 7% lashunta, 5% halfling, 4% gnome, 2% kasatha, 16% Council works to ensure that exiles can find a home on the station
other [including Azlanti expats]) or safe passage elsewhere. While the station does require regular
Government council (Science Council) supplies, its advanced hydroponic and recycling systems ensure
Languages Azlanti, Common, Shirren that nothing goes to waste.
Qualities academic, technologically average As the station has come into its own, it has also attracted the
ECONOMY attention of those looking for easy prey. A band of pirates headed
Exports Locus crystals, scientific research by Sidakana (NE female vesk pirate captain) regularly attacks
Imports food and supplies, refugees ships traveling in or out of the system, but the real nuisance is the
Maximum Item Level 20th captain’s regular, taunting broadcasts to the station. Desperate
Specialty Item Level Locus crystals (17th), Locus weapons (17th) for defenses stronger than its volunteer civilian militia, the
NPCS Science Council recently sent out a general request for assistance
Valun Glanjau (LG female kasatha), member of the Science from any—especially those with well-equipped starships—who
Council would take up arms in the station’s defense.
Atesskret (CG genderfluid android mystic), chief religious
advisor NOTABLE LOCATIONS
Danya Maggs (NG female half-elf technomancer), head of the Locus-1 is home to approximately 3,000 individuals, but the
local Starfinder Society lodge station boasts a diverse range of locations for travelers and
locals alike to visit.
Established as joint venture between the Starfinder Society, the
Xenowardens, and the Haas Foundation, Locus-1 is an artificial The Exchange
research station orbiting the metastar Locus. In the decade since its The Exchange is the main trading center in Locus-1. This area
creation, the station has grown from its simple fact-finding mission was named for its dual role as a center of commerce and the
into a valuable trade station, owing not only to its unique trade station’s main source of air; the trees that line this area serve
in Locus crystals but also its strategic position near Azlanti space. both to recycle air as well as provide a bit of nature in the
The metastar Locus is the focus of the station’s research. It’s otherwise artificial environment.
a collection of energy that gives off light and sustains life as if it The Exchange Mall: This long walking corridor is at the center
were a star. However, scans show that the energy at its center of the Exchange. The shops lining its walls range from local
forms a shape resembling an hourglass, and it ejects not gas and pop-ups to corporate branches. Weekly markets are held in the
plasma but unique magical energy. Recent research indicates corridor, with locals and traveling merchants alike setting up
that the energy is a collection of “soulstuff,” a unique merging stalls to sell their goods. Anchor shops include Quali Comms,
of quintessence and positive energy. However, the research also a tech and magic shop run by Quali Llrosal (N female korasha
indicates that Locus is younger than the planets surrounding lashunta technomancer), as well as Macrotech Outlet, a popular
it, posing further questions about the formation of the system. shop for technology and weapons owned by Yasir Sade (N male
The most unique resource found in the system are Locus human mechanic). The two shops have remained open since the
crystals. These crystals, formed on planets suffused with the station’s arrival and are fiercely competitive.
metastar’s energy, can be adapted into a number of useful tools. Locus-Locus: The local watering hole has been run by Tonda
Locus comms enable ships to communicate instantaneously (CG host shirren barkeep) for three years. Open 24 hours, the
from any distance across the system, though as yet this bar is decorated in a gaudy fusion of Pact Worlds and Azlanti
property doesn’t function outside the Locus system. More decor, with banners for Pact Worlds sports teams next to
notably, Locus crystals can be attached to weaponry, enabling Azlanti military recruitment posters. The clientele is primarily
weapons to switch from damaging effects to healing capabilities station residents, though outsiders who impress Tonda may
with the flick of a switch. This new technology could soon bring earn an invitation to a backroom card game.
increased attention to the small station—for good or ill. Starfinder Lodge: Near the entrance to the Exchange sits the
Life on Locus-1 is largely egalitarian. Owing to the cooperative station’s humble Starfinder Lodge, run by Danya Maggs (or her
nature necessary to sustain life on the station, citizens are more virtual likeness, when she’s not available). The local lodge is often

142
PORTS OF CALL 2
used as a supply point for agents heading into Azlanti space discoveries made by the scientists on Locus-1. Some of the
or the Vast. Starfinders have access to affordable lodging and more recent installations include physical samples of the newly OVERVIEW
supplies, as well as a dining area and a place to relax and recover discovered Locus crystals.
from their missions, if necessary. Danya can often be found in Science Council Hall: This wood-paneled and carpeted hall is TRAVELING
the lodge’s small library, which she keeps meticulously organized one of the most luxurious spaces the public can regularly access. THE GALAXY

and stocked with the latest reports from the Lorespire Complex. The Science Council uses this space to conduct meetings and other
official business; during open hearings, any residents or visitors PORTS
The Locus System are welcome to attend. The raised dais for the Science Council
In addition to the Locus metastar and Locus-1, seven other features a mural of Locus-1 created by a resident artist entirely
TRAVELER’S
worlds make up the Locus system. from materials harvested from the worlds of the Locus system. TOOLBOX
Tyru: The planet closest to the Locus is a giant, ice-covered Tech Services: This is the station’s official center for requisition
world. Its proximity to the metastar’s energy results in wild and repair. Employees of the Science Council can purchase and INDEX
energy fluctuations, and magic behaves unpredictably within request equipment here, as well as ask for customized items as
its thick atmosphere. needed. Private citizens are also welcome to use the services
Yormata: Just beyond the orbit of Locus-1, this pristine jungle here, though they’ll often pay more than at any of the private
world has a diverse biosphere featuring aquatic and reptilian life. businesses in the Exchange.
The Science Council has endeavored to preserve the world from
outside interference despite its rich bounty of starmetals. ADVENTURE HOOKS
Grodrum: This cold desert world is made primarily Locus-1’s primary function is a research hub; however, its
of rocky plateaus and sandy expanses punctuated location along trade lanes and the unique nature of the
by crystalline growths. Its tectonic activity makes Locus system has turned the station into a prominent
it unsuitable for life beyond native fungi and lichen. center for trade. Travelers and merchants regularly visit
Orguan: Called the “Blood Eye” for its deep red hue, the station on their way to and from Pact Worlds space.
the vibrations in this gas giant’s atmosphere A House Divided: The station experiences a constant
seem in sync with vibrations in the Locus trickle of refugee arrivals due to its proximity
metastar’s energy. Rumor has it that in to Azlanti space. The empire has so far
addition to the cloud rays in the outer considered the station’s refugee population
layers of this planet, sinister creatures to be too small to go after, though rumors of
lie in its depths. an eventual attack have divided the population
Strunun: A radioactive ice world, between those who demand the Science Council
Strunun gives off a distinctive violet expel the exiles and those who would defend
light in the night sky. On this planet, the refugees—and their home—against the full
the barrier between the Material might of the Aeon Throne.
and Shadow Planes wears thin, Encroaching Shadows: Remote research
resulting in a psychic resonance that stations and incoming traders are reporting
pushes creatures towards chaos. attacks from mysterious shadowy creatures
Asteroid Sphere: A gathering of with the ability to bewilder those who
millions of asteroids, planetoids, and encounter them. All signs point to the
other debris forms a shell around the creatures originating from Strunun, where the
Locus system. The first Drift beacons for thinning barrier to the Shadow Plane may
the system were placed in this sphere, have unleashed a terrifying new threat.
and wise travelers avoid the densest Liberation of Locus-1: Pirate attacks
areas or risk attacks from the pirates have plagued the station nearly since its
rumored to live there. inception. However, the Azlanti Star Empire
has recently begun hunting pirate forces
Research Hub at the request of the Science Council.
At the center of the rings of the station is Many on the station mistrust the empire’s
the Research Hub. As studying the Locus metastar motivations for defending the station and wonder if
is the station’s primary objective, most of its residents there might have been ulterior motives behind asking
work here. Much of the Research Hub is off-limits to them for help in the first place.
visitors, but some of the areas below are open to the public. Mine!: Corporations have regularly petitioned for
Locus-1 Plaza: This large square hosts displays of permission to begin mining operations on Yormata,
the station’s achievements and progress since its owing to its high concentration of rare starmetals.
inception. The outdoor museum has These petitions have always been denied
several permanent holographic displays ATESSKRET to preserve the planet’s natural beauty;
to educate visitors and residents on recently, however, a corporation appears
the makeup of the Locus system and the latest to have set up the beginnings of a survey camp.

143
MIDIOS
City atop a titanic, meandering ooze. enriched Midios with their trade and knowledge, Silselrik’s gravity
also forms unique diamonds craved by major mining interests
MIDIOS and pirates—often with little regard for selamids’ sovereignty or
N mobile city safety. The Midios council and other megadoplex governments
Mass ×1-1/4; Gravity variable from low to high, with localized have thus far quashed the most egregious of these incursions,
storms ranging from zero-g to extreme gravity yet the threat remains.
Atmosphere Thick The city’s structures mostly follow two architectural forms.
Day 18 hours; Year 3/4 year The first involves collapsible, resilient structures like pavilions,
Population 30,000 (75% selamid (page 21), 5% kasatha, 4% designed to be repaired and reassembled easily. The other
dwarf, 3% copaxiAA4, 13% other) consists of light-blue, gravity-resistant resin, harvested from
Government council native shrubs and spun into spiraling, multichambered edifices
Languages Common, Selamidian that resemble conch shells.
Qualities mobile, rapidly growing, technologically average
ECONOMY NOTABLE LOCATIONS
Exports diamonds, heavy metals, jewelry Midios boasts numerous attractions, including those created by
Imports starship parts, technological items visitors and those that predate their arrival.
Maximum Item Level 11th Academy Midseeali: Beyond Silselrik, this eminent university’s
Specialty Item Level solarian weapon crystals (16th) reputation revolves around its revolutionary studies of gravity
NPCS and space-warping magic. However, the large campus serves a far
Miskaressa (LN agender selamid technomancer), professor of greater purpose in general education. Because new selamids split
geology at the University of Midios with an incomplete set of their progenitor’s skills and memories, the
Semarilkass (N agender selamid solarian), instructor at Gravitic school provides a free-form educational environment that teaches
Halls everything from basic skills to advanced science, literary analysis,
Dokisleera (LG agender selamid), chief diplomat and primary and magical traditions. Thanks to its Drift lane connection, Silselrik
contact for most new visitors to the planet attracts a host of geologists, arcane scholars, and astrophysicists
who have helped spur a surge in selamid scholarship. One
The planet Silselrik tantalizes geologists and astrophysicists drawback stems from selamids’ curiosity and nonchalance about
with its elliptical orbit around a binary star, whose irregular danger; students have begun to propose increasingly risky
gravity warps the planet’s molten mantle, shifts heavy metals experiments in particle physics and starship design. Offworld
within its core, and buckles its crust. The phenomenon creates scholars encourage restraint, yet some technology start-ups
an ever-changing pattern of low and high gravity across the delight in these experiments, quietly funneling money to fuel
planet’s surface, which sometimes combines with ambient magic “innovations” that often claim selamid lives.
to create powerful gravity storms that fluctuate between zero-g Gravitic Halls: Midios boasts exemplary training grounds
and crushingly high gravity in mere seconds. With the planet’s for solarians, attracting a steady stream of disciples from the
surface unsuitable for construction, Silselrik’s ooze residents have nearby Drift lane. Despite solarians’ typical balancing of their
developed cities (called megadoplexes) atop half-mile-long oozes photon and graviton aspects, Silselrik hosts a community
called megadolorids. The largest of these cities is Midios, named of graviton-exclusive disciples who practice in the planet’s
for the ooze that conveys it. gravity storms. Considering these warriors to be heretics, an
One of the recently created Drift lanes now passes near equal number of traditionalist solarians travel here simply to
Silselrik, providing the once-isolated planet far greater visibility, challenge the iconoclasts, each side hoping victory might prove
galactic importance, and tourism, primarily among scientists their approach superior. Once a curiosity, these bouts have
and gem hunters. An orbiting space station serves as an orbital begun escalating in intensity and increasingly threatening
dock from which travelers can hire shuttles down to the Midios buildings and bystanders.
spaceport. Travelers aren’t forbidden from landing on Midios Mines: Silselrik’s dramatic gravity fuels the creation of
directly, but few non-selamid pilots dare fly through the planet’s diamonds and other gems. While these occasionally drop from
erratic gravity to land on the softly undulating platforms. the sky like precious hail, most lie deep underground alongside
Because megadolorids feed on kinetic energy, starships taking off rare metals waiting for anyone bold enough to extract them. This
and landing atop the giant ooze seems to excite it. The massive wealth attracts numerous offworld mining interests, including
ooze’s bone-shaking purr is sometimes the first sound that greets AbadarCorp, though wise prospectors work closely with local
a visitor. guides and managers to mitigate gravitational damage to their
Despite the recent influx of migrants and travelers, Midios expensive equipment. Curiously, several operations have begun
maintains a selamid (page 21) majority that carefully balances hiring solarians to predict and deflect the planet’s storms.
hospitality with preserving selamid autonomy and dignity. Path of Facets: Diamonds and other gems comprise Midios’s
Though the stream of scholars, merchants, and daredevils have main export, and selamids celebrate a centuries-old tradition

144
PORTS OF CALL 2
of gem cutting that highlights how the stone registers to of armed interceptors. Even so, the pirate attacks continue
vibration-based blindsight. Selamids enjoy jewelry, though it’s to be remarkably successful, almost as if the criminals have OVERVIEW
often worn inside the body; in social interaction, a selamid well-connected informants embedded in Midios.
presses jewelry partly through their membrane for display, Stymied Settlers: A group of selamids and offworld migrants TRAVELING
much like an aristocrat might dramatically unfurl a folding have teamed up to find an uninhabited megadolorid to create a THE GALAXY

fan. Distant markets crave visually extravagant jewels, so the unique settlement designed for a wide range of species. However,
sightless artisans often collaborate with dwarves to unlock their expedition keeps encountering setbacks. These incidents PORTS
each gem’s potential for both senses. Each year, a host of new began small: delays in equipment delivery, key personnel
workshops and storefronts open along the winding street becoming sick, and the like. Yet, the issues escalated until half
TRAVELER’S
known as the Path of Facets, and rave reviews from Kalo-Mahoi the team’s vehicles were sabotaged in one fell swoop. Someone TOOLBOX
ensure demand only grows. wants this endeavor to fail, but who?
SportsPlex: Extreme sports—with spectators often observing Billion-Carat Bonanza: Two prodigious gravity storms collided INDEX
while perilously close to the action—captivate selamids. Some recently, compressing local matter into a wall of solid diamond
sports demand an amorphous body, like FearMaze (a competitive hundreds of feet long. Moving the wall defies all but the mightiest
labyrinth race that involves squeezing through narrow openings) schemes. As the largest naturally formed diamond known to the
and Ossolo (wrestling that requires completely engulfing one’s galaxy, it swiftly drew miners, geologists, and more to ponder
foe). Others facilitate humanoid participation, like shot put its possible uses before another storm destroys it. The most
competitions where selamids traditionally absorb and then ambitious gambit involves a mysterious cult who plans to use the
slingshot the ball from inside their body. All of these competitions massive diamond as a spell component in a resurrection ritual.
take place in the SportsPlex, a narrow stadium whose events With so great a gem, such a ritual might revive even a deity.
now reach a galactic audience.
Delighted by local gravity conditions, copaxi solarians from
Tabrid Minor have flocked to Midios to play Parabolas, a once-
lost sport that involves leaping between floating rods and
maneuvering cubes that have constantly changing gravitational
properties. Selamid athletes quickly adopted the game, and
Silselrik is now the second planet in a swiftly expanding galactic
Parabolas league.
Twinport: Midios supports the planet’s only landing zones
large and sufficiently shielded enough to handle anything beyond
simple shuttles. Even so, few vessels other than selamid-operated
shuttles risk the dangerous conditions in ferrying passengers
and goods from the planet’s artificial satellite to the surface. A
pairling duo—Sikamissee and Sikamelkee—operate competing
docks collectively known as Twinport. Rivals since the moment
they split, the two squabbled over the spaceport their progenitor
owned and played a game of chance to decide which of them
owned it. Sikamelkee lost but built a similar facility nearby to
siphon business. Travelers can often slash their docking fees
dramatically just by playing the two selamids off each other.
Intent on controlling its local operations, AbadarCorp built a
third dock, but selamids refuse to work there despite the generous
wages. A few offworld pilots still attempt the harrowing ferry
trip, but because the routes change as the ooze city migrates
while gravity storms rip across the planet, the voyages have
a lethal reputation. Some visitors might dock their ships here,
but few risk an AbadarCorp ferry.

ADVENTURE HOOKS
The rapidly expanding city of Midios is not without
growing pains.
Insider Piracy: Countless villains have SEMARILKASS
elected not to mine or trade for Silselrik’s
gems but instead rob nearby starships
of their glittering cargo. The surge
in piracy has created a demand for
private security, and AbadarCorp has imported several squadrons

145
RAVEL STATION
Research station tapping novelty directly from the Maelstrom a slightly medicinal effect that degrades the potency of poisons
and curses.
RAVEL STATION Most of the station’s residents work in the research outposts
CN space station investigating the chaos singularity or in Ravel’s bustling tourism
Gravity Normal (artificial) industry, capitalizing on the station’s seemingly limitless
Atmosphere Normal reservoir of new ideas and inspiration. Ravel’s resorts and
Day 24 hours; Year erratic conference halls are often booked by artists, writers, inventors,
Population 48,000 (7% ganzi, 5% gnome, 4% skittermander, 3% and researchers searching for a fresh perspective, though
human, 81% other) travel packages never schedule stays longer than four days, as
Government magocracy prolonged proximity to LTH-3 inspires ever-increasing levels of
Languages Abyssal, Common, Protean erratic behavior and nonconformity.
Qualities cultured, healing atmosphere, notorious, tourist trap The Maelstrom’s influence begins harmlessly enough: streaks
QUALITIES of whimsy and an intoxicating rush as inhibitions fade. However,
Healing Atmosphere This settlement’s atmosphere causes it eventually lead to impulsive actions and reckless disregard for
poisons, curses, and diseases to break down, helping the consequences, ultimately destroying all semblance of ordered
body heal. At the beginning of each day, creatures subject to thought and even shredding physical matter into primordial
an affliction receive a new saving throw against the affliction, dust. To maintain the health of the station’s residents, biweekly
with a circumstance bonus equal to the number of days vacations are mandatory for everyone who lives and works on
spent on the settlement. the station. When the cruise ships arrive to drop off Ravel’s
Tourist Trap This settlement is a major tourist attraction. resort guests, they pick up station residents scheduled for a
During peak travel seasons, its population might be double cruise through the stars, keeping the ships profitable while their
or greater. guests are ashore and providing Ravel locals with a chance to
ECONOMY recover, both physically and philosophically.
Exports information, media, scientific and magical innovation The station maintains an artificial day-night cycle, keeping to
Imports building materials, food, water a standard 24-hour day, but the singularity pulls on the station
Maximum Item Level 8th with varying force, making the exact time required to complete
Specialty Item Level magic items (14th) a given revolution widely variable.
NPCS Vitga Wyrmtouched, Ravel’s longstanding wizard-mayor and
Vitga Wyrmtouched (CG nonbinary ganzi witchwarper), the only person exempt from mandatory vacation away from
wizard-mayor the station, maintains power primarily through claims that their
Seronia (CN male lashunta bureaucrat), acting mayor magical capabilities are the only thing keeping the station safe
Nishapeyo (CG female skittermander bureaucrat), owner of from the chaos singularity’s event horizon. Most daily tasks
Where’s Up Shipping and Travel in service of managing the station are delegated to the acting
Zedriyl Eivren (CN female drow technomancer), Director of mayor Seronia, allowing Vitga to focus on controlling the flow of
Research at Sigmetrics Laboratories causality and maintaining the station’s orbit.

Ravel Station (often misinterpreted as Revel Station by eager NOTABLE LOCATIONS


tourists) is a space station and research outpost caught The following are a few locations of interest on Ravel Station.
precariously in the orbit of LTH-3, a chaos singularity at the Beep Boop Arcade: Beep Boop Arcade is a fluorescent neon
center of the Cordias nebula in the Vast. Originally created to gaming loft full of arcade machines and dancing holograms,
study the effects of the singularity and its energies, Ravel Station though none of the games play quite the way they’re meant
grew into an unexpected success as a tourist destination thanks to. LTH-3 has corrupted or changed all of Beep Boop’s
to its ready and unending access to novel and unpredictable entertainment, and the games constantly mutate into new
happenings. versions of themselves. Some of the arcade’s regulars believe
Much as a black hole causes time dilation, the chaos the game machines are haunted, while others insist the quirks
singularity erodes order in the surrounding area, and the station in the games are cryptographic riddles, part of a secret,
perpetually teeters on the edge of collapses both sociological augmented reality game spanning the entirety of the arcade.
and physical. Every part of Ravel Station is in a constant cycle of Department of Redundancies Bureau Waiting Lobbies: The
decay and repair. Food and other perishables must be imported Ravel Station Department of Redundancies Bureau Waiting
weekly, as even the most stable goods expire if kept on the Lobbies is a massive, mazelike compound of waiting rooms,
station too long, and any form of social order or organization corridors, and ticket dispensers, and it’s essential to the
takes more focus and energy to sustain than it would elsewhere continued operation of the station precisely because nothing
in the galaxy. Toxins and bacteria break down faster in the beyond agonizing, pointless boredom is achieved within its
Cordias nebula as well, however, giving the station’s atmosphere walls. The Bureau exists to artificially infuse Ravel with a nexus

146
PORTS OF CALL 2
of senseless bureaucracy, grounding the station with a center Sigmetrics Laboratories HQ: Sigmetrics Laboratories is
of immutable, if infuriating, order. The lobbies are littered a research and development firm with a large stake in Ravel OVERVIEW
with loud clocks, incomplete forms, squeaky doors, and other Station operations. Founded shortly after the discovery of the
minor annoyances, and there’s a full shift changeover of the LTH-3 chaos singularity, Sigmetrics contributed generously TRAVELING
staff every 30 minutes, at precisely 15 and 45 minutes past toward the station’s construction and holds a great deal of THE GALAXY

the hour. Residents receive mandatory lobby shifts via a lottery sway over its continued operations today, employing a third
system, and dodging the obligation is one of the station’s most of the station’s permanent residents. The laboratory’s primary PORTS
serious infractions. Yet even this institution shows worrisome tower dominates Ravel’s skyline, with ancillary towers housing
corruption. Recently, those working the desks tell of story the Sigmetrics dormitories, libraries, and a large staff cafeteria.
TRAVELER’S
prompts spontaneously appearing in the margins of forms, The staff offers guided walking tours daily, not only enhancing TOOLBOX
clocks ticking out of sync, and other phenomena, suggesting the labs’ prestige but also providing an additional source of
someone needs to acquire an even stronger node of law to repetition that stabilizes the campus. INDEX
stabilize the space.
The Merry Maze: Constructed a decade ago by now-defunct ADVENTURE HOOKS
Muddle Entertainment in the hopes of cashing in on the Showered with novelty and degradation in equal measure,
station’s tourism boom, the abandoned Merry Maze is a hedge there’s always something new to do on Ravel Station.
maze that became so suffused with chaos that now it can’t be Black Brick Debut: In the city of Galisemni, a stable point
trimmed, shaped, or controlled. The maze changes of its in the Maelstrom, an onyx-black wall known as the
own accord, sometimes guiding visitors through to the Lethe Wall snakes its way through the city’s streets.
end but just as often trapping them within. As a safety Though the wall has never been seen outside of
measure, staff have blocked off the maze with fencing Galisemni before, Ravel’s residents claim its bricks
on all sides, yet it remains a frequent site for daredevil have begun appearing on the space station. Some
urban explorers to break into. Guests becoming lost believe it’s the Lethe Wall itself, bored with the
within the maze is enough of a persistent problem Maelstrom and ready to explore the Material Plane.
that Where’s Up Shipping and Travel Others wonder if the wall split into two, or if a new
regularly hires crews of maze crawlers wall is forming. Regardless of the cause, many are
to recover lost guests when their time on ready to blame their mysterious presence on the
the station comes to an end. station’s wizard-mayor Vitga, who is themself
Seven Speakers Resort and Spa: One of one of the Wyrmtouched: amnesiacs who
Ravel Station’s three largest hotels, Seven gave their old lives over to the wall.
Speakers Resort and Spa boasts every Emergency Tour: It’s essential for the
amenity a traveler could dream of. The health and wellbeing of Ravel’s researchers to
hotel is a destination in of itself, with every regularly leave the station and get away from the
aspect of its design and decor chosen for chaos singularity’s destructive influence. Sigmetrics
its whimsy and unconventional beauty. Laboratories has a contract with Where’s Up
The lobby features seven statues of Shipping and Travel that guarantees Sigmetrics
keketar proteans watching guests as employees a seat on their regular galactic cruises,
they enter, and the expansive check-in but this week the cruise liners haven’t arrived.
counters are built into the twisted Now, to fulfill the Sigmetrics contract, Nishapeyo
roots of an immense tree transplanted needs someone to take a group of 25 Sigmetrics
from the Maelstrom. The lower levels researchers for a four-day vacation while
house restaurants, pools, spas, shopping simultaneously mounting a search and rescue for
destinations, and cathedrals dedicated to the missing space cruiser. The researchers have
protean deities, whereas the middle floors already spent two days longer on the station than
provide larger spaces for conventions and other scheduled, and it’s starting to show.
special events. Seven Speakers has a lucrative The Unraveling: Though no one likes to advertise
contract with Where’s Up Shipping and Travel, it, sometimes buildings on the station change of
which keeps the hotel perpetually booked with their own accord. Rooms are juggled between hotels,
the travel agencies’ cruise guests. Although corridors appear and disappear, and doors vanish
designed to be 70 stories tall, the hotel’s practical or change where they lead entirely. Rumors have
floor count vacillates between 60 and 80, with always existed of a secret underground location
some sections seeming to disappear and where the station collects its lost rooms,
other short-lived floors with but now laboratories full of
unfamiliar amenities opening researchers and important data
up for a few days before VITGA WYRMTOUCHED are disappearing. The station
closing off forever—occasionally desperately needs someone to
with hapless guests within. get them back.

147
SKYDOCK
Thriving starport rooted in antiquity and humming with competition has driven quasi-legal corporate skullduggery
corporate intrigue. as each tries to surpass the others through breakneck
development and corporate espionage. To counter these efforts,
SKYDOCK each company maintains private security forces, and some hire
N space station deniable assets to steal schematics, sabotage research, or even
Gravity Normal poach talent.
Atmosphere Normal Skydock features heavily in starship and in-atmosphere
Day 28 hours; Year 243 days racing, hosting several major entertainment companies that
Population 786,000 (55% verthani, 15% shirren, 10% human, 5% broadcast directly from the station. Many system-wide races,
kasatha, 5% ysoki, 1% ryphorian, 9% other) such as the famed Absalom Run, include Skydock as an iconic
Government council (coalition appointed by Grand Assembly) checkpoint, and the station hosts numerous smaller races of its
Languages Common, Kasatha, Shirren, Triaxian, Ysoki own. For a daring pilot of sufficient talent, Skydock promises
Qualities academic, financial center fame, fortune, and an adrenaline rush like no other, and its
ECONOMY citizens vociferously cheer on their favorites. Racing is a
Exports augmentations (cybernetic and magitech), computers, dangerous game, though, and event promoters sometimes cut
entertainment media, starships corners in safety standards for the sake of profit, an issue the
Imports food, fuel, metals, silicon newly founded Pilots’ Collective is working to curtail. Causing
Maximum Item Level 16th some consternation among the broadcasting corporations,
Specialty Item Level vehicle modifications (20th) the union includes many of Skydock’s prominent pilots, with
NPCS the charismatic Saskia VelleVyn—known for their signature
Tevmin Arx (NG female verthani technomancer), Grand three-point backflip—as its spokesperson.
Assembly chief administrator in charge of the station The Drift Crisis hit Skydock hard, with unpredictable travel
Joras Metkarin (LN male verthani mechanic), CEO of Ringworks reducing the market for starships, but the station has roared
Industries back strong thanks to several notable events. With several
Saskia VelleVyn (CG nonbinary verthani operative), unofficial Drift lanes connecting to various Pact Worlds, supplementing
leader of the Pilots’ Collective Absalom Station’s own special Drift properties, traffic through
the area has never been stronger.
An ancient space platform founded before the Gap, Skydock
and the space elevator zipping along its tether enabled early NOTABLE LOCATIONS
verthani dominance of space travel—something its residents The following are a few locations of interest on Skydock.
are always quick to remind fellow Vercites. Although Flyby Quarter: Skydock doesn’t lack for entertainment.
spaceflight’s admirable efficiency has largely made the elevator The district closest to the docking bays, colloquially referred
obsolete, Skydock itself remains a hub for trade and starship to as the Flyby Quarter, hosts numerous hotels, restaurants,
manufacturing. The shipyards of Skydock never sleep, and holo-theaters, casinos, music venues, and other diversions. The
neither do its entertainment districts, forming a cosmopolitan area’s hubbub often causes tension with Skydock’s permanent
milieu of starship industry insiders, daring pilots, passing crews, residents, who mostly view visiting ship crews as a nuisance,
and everyday workers. although the tourism industry appreciates their credits.
Though Skydock is anchored to the Ring Nation of Obarshi, A recent spate of murders targeting dealers at several of
an independent council appointed by the Grand Assembly Skydock’s prominent casinos hasn’t helped matters; so far, the
oversees its operations, led by a chief administrator who serves station’s security forces have been unable to track down the
a 10-year term. Shrewd politician Tevmin Arx holds the role culprit, though due to the timing of the deaths, they suspect
currently, balancing the station’s many competing interests, it’s a traveler who passes through regularly.
most notably Obarshi’s perennial attempts to claim ownership Skydock Hall: As headquarters for the station’s council,
of the station and the Skydock inhabitants’ growing demand for Skydock Hall directs most of its civic and administrative
self-rule. Once civil, this discourse has devolved into shouting activity. Here, residents can register for identification, apply for
matches and even violence. Several terrorist plots to destroy business licenses, and submit requests for governmental aid.
Skydock’s tether have been thwarted over the years. Although Council meetings are open to the public when they’re in session,
a group known as the Ring Saints claims responsibility, they and periodic tours wind through the halls for the benefit of
haven’t issued any demands, instead claiming they’re acting for schoolchildren and tourists. There are stories that the building
Verces’s own good. This ambiguity allows each faction to accuse is haunted by council members who died during the Gap, and
the other of supporting the Ring Saints’ crimes. several staffers have reported seeing strange silhouettes on
Skydock’s greatest power isn’t its council, but its starship patrol after business hours. Potential ghosts are the last thing on
manufacturers, particularly the “Big Three” of Redshift the minds of the council members, however, who have enough
Revolutions, Ringworks Industries, and Terminator. Fierce to handle managing the station’s delicate political situation.

148
PORTS OF CALL 2
Steelwind Yards: Each of the Big Three starship 80s, Daeri still holds court at the Wing’s fireplace every week,
manufacturers maintains its own shipyard, where workers telling stories of her racing days. Gossip among the pilots has it OVERVIEW
operate under strict nondisclosure agreements and access is that Daeri is looking for a worthy successor to pass down her
controlled by biometric security measures. Steelwind Yards, secret techniques, though if anyone has the temerity to ask, she TRAVELING
on the other hand, is a freewheeling site where anyone can answers with a chuckle and a tart, “If I am, you aren’t it, kiddo.” THE GALAXY

stake out a spot for a nominal fee. Its proprietor, Ozinda Velisai
(NG female verthani mechanic), founded Steelwind almost two ADVENTURE HOOKS PORTS
decades ago as a building yard for small companies lacking Skydock is a great starting location for adventures, whether the
the budget for their own docks. She now manages it with the PCs are daring racers, intrepid explorers, or scoundrels looking
TRAVELER’S
aid of her wife, Nialla (N female human technomancer), and for an exciting heist. TOOLBOX
her husband, Evir (NG male verthani mechanic), and the trio Arcane Experimentation: A reclusive technomancer believes
occasionally loan credits to fledgling manufacturers whose that Skydock’s space elevator was built using ancient arcane INDEX
work manages to catch their eye. They see their investments magic. They hire the PCs to explore the elevator, taking routine
as important for the future of their family, though they also stops and going outside into the planet’s atmosphere. On the
make sure to always take some form of sentimental object outside of the elevator, the PCs must place arcane sigils along
from the person they loan to as motivating collateral. Although the outer hull to better analyze its construction. What they
Steelwind Yards doesn’t provide workers, all starships built don’t realize is that sigils react badly with the thinned planar
there are checked before hitting the market to ensure they boundaries here, and the PCs might have to contend with
meet the Velisais’ rigorous safety standards. Recently, extraplanar creatures emerging from the Plane of Air.
however, a starship model allegedly built at Bad Sportsmanship: Verces’s qualifying competitions
Steelwind experienced catastrophic hull failure, for this year’s prestigious Absalom Run have been
killing all on board. Though Ozinda claims that the fraught with sabotage. Mysterious accidents have
ship wasn’t one of theirs, the bad publicity has even incapacitated two top racers. Whether the PCs
been unusually fierce, leading her to fear someone are competitors or outside agents asked to investigate,
is trying to damage Steelwind’s reputation and they need to find the culprit before someone gets killed.
make a major play for the starship industry. What they don’t realize is that the culprit is actually
The Triangle: The local headquarters of a competitor who supposedly died in the previous
Skydock’s major starship manufacturers Absalom Run and has returned with significant
each occupy a corner of this immense, robotic augmentations, seeking to get revenge
three-sided plaza. The venerable against those who conspired to kill them.
Ringworks Industries maintains Cutting the Cord: The mysterious terrorist
a utilitarian facade but for the organization known as the Ring Saints
glass-domed office of CEO Joras has finally issued a demand: Skydock’s
Metkarin atop the main tower. complete independence and isolation from
Redshift Revolution’s elegant offices the rest of Verces. When the PCs are
hearken to the ancient aetherships hired to investigate, they’re contacted by
of early vercite spaceflight, whereas an anonymous individual who claims to
Terminator’s headquarters sport a more represent the real Ring Saints and tells
brutalist design. The plaza itself hosts small them the group making the demand is
sports fields, walkways, benches, and food fake. The PCs must discover the truth
stalls that are readily cleared aside to host and locate those responsible—before all
concerts and other major events. Despite of Skydock goes up in flames.
its gentile appearance, the Triangle is the Pirates of Skydock: Kairel Wither (NE
setting for a tangle of corporate intrigues, male verthani), son of Terminator’s CEO,
simmering rivalries, and backroom deals, and contacts the PCs with a lucrative job: steal
the companies’ private security swiftly escort the schematics for Ringworks’ new ultrafast
unauthorized visitors elsewhere on the station. transport from its server vault. Breaking into
Voltaic Wing: Located beneath the final aerial one of Skydock’s most secure areas will require
checkpoint of Skydock’s All-Nation Regatta, the an elite team with solid skills. But when the
Voltaic Wing is a lively bar and restaurant heist goes wrong, and the PCs are locked down
catering to racing pilots. After a race, fans in the complex, they must figure out how to
often flock to its tables hoping for a glimpse escape with the goods and decide whether
(or an autograph) of their favorite daredevil. a fellow thief caught in the building can be
Founded 20 years ago by retired racer trusted as an ally. Their best option is a
Daeri Xann (CG female human), the bar SASKIA VELLEVYN Ringworks vessel undergoing extensive
has become a regular meeting place for the repairs in the docks, but the ship has
Pilots’ Collective. Though now well into her only just been cleared for a test flight.

149
TERNIA
Plane-phasing city run by an unlikely outsider alliance. attacks, and the resident azatas and demons have settled
into an indefinite peace to uncover their city’s mysterious
TERNIA purpose. There’s no shortage of hypotheses. Some believe the
CN city three locations are connected by some shared chaotic energy.
Gravity Normal Others posit that whatever the Gap did to erase the past left
Atmosphere Normal inconsistencies that the multiverse keeps trying to patch, and
Day varies; Year 279 days (Material Plane only) reality keeps juggling Ternia to repair three of these related
Population 471,091 (35% celestial, 35% fiend, 9% planar scionAA2, imperfections. A few even speculate that deities created Ternia
6% human, 15% other) as a laboratory to test cooperation between enemies, or maybe
Government council that Ternia seals away some cosmic threat that can’t break free
Languages Abyssal, Celestial, Common so long as azatas and demons collaborate to keep it imprisoned.
Qualities academic, interplanar, military Whatever the case, Ternia’s inhabitants maintain military
QUALITIES readiness to defend the city. A seven-member council oversees
Military This settlement has a large military presence to operations, with six seats elected by popular vote every six years
either protect the citizens from outside threats or due to an and the seventh seat appointed for a 19-year term to serve as the
aggressive leader. council leader. Ahrin Sgralwr, a goat-like schir demon and strategic
ECONOMY genius, played a pivotal role in Ternia’s early defense. Despite
Exports armor, gemstones, weapons her infamous cruel streak, she now reserves her fury for anyone
Imports meat, metal, wood threatening her city. The council handles big-picture issues, and
Maximum Item Level 18th residents largely govern their personal affairs, policing each other
NPCS as necessary when pranks or crimes spin too far out of control.
Azure (CN male claustralAA4 agathion solarian), tavern owner Thus, with its somewhat predictable planar transit, unique
Yomgez (CN male glabrezu vanguard), tavern owner hybrid of crafting traditions, and repositories of planar lore,
Ahrin Sgralwr (CE female schir), council leader Ternia has become a (mostly) safe hub for anyone traveling
between the Material Plane, the Abyss, and Elysium.
As the Gap ended, Ternia’s azata and demonic residents paused,
awkwardly examining their surroundings and assessing nearby NOTABLE LOCATIONS
archenemies. Normally, these fiends and celestials would have Ternia serves as an important planar hub, and many of its
turned this into a battleground already, yet each retained vague structures and locations are representative of the city’s
recollections that their cooperation here served some critical transient nature and unique population.
purpose. Confusion led to impassioned debate as they made sense Calistrus: Ternia has a bottomless appetite for planar lore,
of their predicament, neither side fully trusting the other. Yet and its citizenry have spent centuries accumulating one of
before either group could attack or flee, the world beyond their most eclectic collections of Outer Planes materials in existence,
walls shifted, depositing the city into an Abyssal jungle. Sensing including books, recordings, zoological specimens, soil samples,
prey, the jungle’s inhabitants attacked. United by a common enemy, and more. Research facilities surround the central library, a
Ternia’s azatas and demons fought off the invaders for days before circular building with collections interspersed among reflecting
the city shifted again, this time to an idyllic corner of Elysium. The pools, abundant greenery, and immense windows. Named for
local celestials took offense to Ternia’s demons and attempted to the aasimar who identified how to predict when Ternia would
destroy the city, whose inhabitants once again fought alongside shift planes, Calistrus supports planar research as well as labs
each other out of self-preservation. At last, the city shifted back to for developing strange weapons and armor to defend Ternia.
where it had started: hovering above the turbulent seas of a small The Fountain District: The aptly named Angels and Demons
aquatic moon in the Vast, where 50-foot swells crash against the Fountain, a gargantuan landmark with statues of angels and
city’s walls. demons splashing playfully together, occupies a wide, shallow pool
Ternia periodically phases between these three locations: the on the eastern perimeter of Ternia. While the city is in Elysium,
aquatic moon (with 18-hour days), a massive jungle island encircled the fountain absorbs energy from the plane and slowly releases it
by the River Styx in the Abyss (with 37-hour days), and a sprawling into the water over time; while in the Abyss, gemstones inlaid in
gorge at the foot of seven waterfalls in Elysium (where day and the fountain absorb and purify fiendish energy, expelling it over
night shift at the whim of a reigning empyreal lord). It rarely stays time as heat. The water here is pleasantly warm and has minor
in any location longer than a week, and it rarely shifts after less restorative properties. While no one is permitted to bathe directly
than a day. Those outside the city see it disappear in an instant, in the pool, the fountain feeds multiple springs and shallow basins
whereas those inside witness the city outskirts become enveloped that can be reserved for use at no cost to residents, and for a small
in mist that then fades to reveal their new location. fee for visitors. Ternia’s port is located in this district, and all arrivals
The celestials and fiends near Ternia’s extraplanar landing emerge out onto the plaza housing Angels and Demons Fountain as
points remain on guard rather than launching constant a message promoting cooperation and unity.

150
PORTS OF CALL 2
The Sands: On a large platform in the middle of Ternia, Elysium or the Abyss have turned up dead over the course of
three 350-foot-tall hourglasses, each embellished with designs three of the city’s full phasing cycles. As far as anyone knows, OVERVIEW
originating from the Abyss, Elysium, or the Material Plane, the only connection between the deceased is that they were all
stand over the city like sentries. While the phasing of Ternia outfitted for travel at World’s Edge before departure. TRAVELING
is sporadic, resident scholars have discovered that sediment High Tensions: Attacks on one group of Ternia’s residents THE GALAXY

within the planar boundary of Ternia accumulates energy from have been steadily increasing, and everyone else is caught up
whatever plane it’s currently on. When contained within a in the rising tension. While different factions have accused each PORTS
vacuum, this sediment maintains the energy from the plane it other of instigating the attacks, the council believes an outside
was collected from, and as the city approaches a plane shift, force is intentionally instigating conflict to cause an all-out civil
TRAVELER’S
the sediment associated with the destination plane becomes war. With growing mistrust, the city’s defenses could be at risk; TOOLBOX
agitated. This reaction can be used to predict a shift with only a third party can be trusted to investigate the source of
relative accuracy; 2 hours before the city shifts planes, the these attacks. INDEX
sediment in the hourglass from the destination plane will slowly Ready to Blow: Elevated hydrothermal activity has been
flow upwards as it accumulates energy, and the sediment in the detected at all three of Ternia’s home ports. The anomalous
hourglass associated with the plane Ternia is on will slowly flow measurements coincide with the arrival of a controversial
downwards as it loses energy. researcher newly appointed to lead a branch of the city’s planar
The Spire of Starlight: Rising up from Ternia’s northern border research lab.
like a rocky finger pointing towards the sky, the Spire of Starlight
is a natural peak that appears to have been cleaved from some
terrestrial mountain range, although no such locale exist in
any of Ternia’s three home ports. The peak of the spire holds a
broad, flat garden magically protected from the elements and
accessible only to the seven members of Ternia’s high council
for their meetings. The Tower of Starlight plays host to a maze
of hallways, guestrooms, and suites in which council members
and their families reside, and the interior layout is designed
to provide multiple escape routes for occupants in case of an
incursion. Public museums, gardens, plazas, and verandas
constructed in various celestial and fiendish styles occupy
the lower floors, and deep underground, ancient crypts seal
away deadly and terrifying evils.
World’s Edge: World’s Edge, a tavern and outfitter
that lies just outside Ternia’s city limits (but still
within its planar perimeter), adjusts its operations
depending on whether the city is currently located
on the Material Plane, Elysium, or the Abyss. The
celestial and demon duo who run World’s Edge,
Azure and Yomgez, both emerged as generals
of Ternia’s united military forces in the early
days of the Chaos War and retired a decade
ago to marry and wind down after centuries
of service to the city. The tavern serves both
resident and nonresident clientele from
all the city’s planes and outfits visitors for
travel within each. While considered a part
of Ternia, World’s Edge maintains neutrality
in all conflicts and has served as a meeting
point for opposing forces during negotiations.

ADVENTURE HOOKS YOMGEZ


Adventures in Ternia may be time-sensitive, requiring parties
to investigate and solve a problem before a plane shift, or they
may span weeks and months as different clues and issues are
discovered across planes. Regardless, adventures should make
use of the ephemeral nature of Ternia’s cityscape.
Deadly Treks: Several merchants and groups of adventurers
who have departed from Ternia for cities based in either

151
VAULT OF VORLATH
Desert moon housing an elite mercenary company. They pulled off spectacular raids, rescue missions, and small-
scale wars, and were so outrageously successful that job offers
VAULT OF VORLATH began to pour in from outside the Prelurian system. As demand
N military base rose, they began recruiting non-worlanisi into the mercenary
Gravity Low company. The first recruits were from the descendants of their
Atmosphere Normal fellow test subjects who had grown up with the company and
Day 12 hours; Year 25 years were proud to finally have a chance to serve. The company
Population 20,000 (17% worlanisi, 83% other humanoid species) soon discovered that diverse teams brought diverse talents
Government military to the table, and each unit now builds their tactics around the
Languages Common, Worlanisi strengths of its members. Known for innovative and flexible
Qualities insular, technologically advanced maneuvers, the Vorlath Mercenaries adapt readily to surprises
ECONOMY and complications in the field.
Exports military expertise Whether worlanisi or not, the residents form a tight-knit and
Imports food, water somewhat insular community. About 10 percent of the moon’s
Maximum Item Level 12th population actively serve as military personnel, while the rest
Specialty Item Level armor (16th), weapons (15th) help keep the mercenary company running. At any given time,
NPCS about a third of the active-duty personnel reside on the base.
Apalela (N female worlanisi vanguard), general and commander Some convalesce in the top-notch medical facilities, while
of the Vorlath Mercenaries others rest and retrain in preparation for the next mission.
Keryn Delos (N nonbinary human operative), spymaster and Most residents are either veterans, active service members and
Prelurian political advisor their families, or the descendants of those who were on the
moon when it was freed. The few new hires who don’t come in
Orbiting Preluria as one of its major moons, the Vault of Vorlath through the military often find that it takes several years before
is a desert moon that has housed the elite Vorlath Mercenaries they’re accepted as full members of the community.
for over 30 years. Visitors to the moon now rave over the
beauties of its multicolored deserts, cliffs, and temperate NOTABLE LOCATIONS
savannas, but the moon’s history is steeped in misery. In its The Vault of Vorlath has farms, an extensive water reclamation
earliest days, the moon was an experimental facility housing plant and irrigation system, and a terraforming unit, along with
thousands of unwilling subjects from the unscrupulous Reivolus a large town built around the military base.
Institute. The Vorlath Mercenaries came into being when a Danger Central: The Vorlath Mercenaries run war exercises
group of those test subjects revolted against the corporation, in the desert, on the savanna, on spaceships, and throughout
leaving the smoking ruins of the facility behind them. a cliff-based cave system within their moon—but the company
This group of emotionally scarred worlanisi freed the other needs to fight in all sorts of climates, terrains, and locales.
test subjects, secured the moon, and set themselves up as a Danger Central is the nickname of a battle complex where teams
mercenary outfit. The new mercenary unit faced several early can have the simulated experience of fighting in far-off locales.
struggles; the first was securing reliable sources of water, and Sometimes they reenact conditions from historical battles;
the second was integrating the other escaped test subjects, a other times the missions might involve an urban environment,
battered and diverse group of survivors whose emotional scars an automated factory, or a high-gravity arctic world. Of late, the
ran even deeper than their physical ones. At first, there was missions have become more devious and convoluted, and troops
little trust between the worlanisi and the other experiment are uncertain if this is just the result of a bored tech crew or a
subjects, but a return attack by their joint nemesis, Reivolus, preview of the kind of missions the Vorlath Mercenaries’ high
merged the groups into one community. Those who didn’t fight command plan to pursue next.
provided logistical support for those who did. With water scarce, Guesthouse: Guesthouse started as a small, guarded bunker
the moon’s residents realized that to survive, they would have where potential clients were allowed to stay while they
to export their one useful commodity—themselves—to survive. negotiated deals with the mercenary company. It has since grown
They named their new home the Vault of Vorlath after a word in into a similarly guarded but much more luxurious complex that
the worlanisi language that means “the defiant.” houses future clients, arms dealers, reporters, and potential new
Word of their victory spread quickly, and the newly formed recruits. Although several Prelurian factions maintain consulates
Vorlath Mercenaries found themselves in constant demand. in Guesthouse, the Vault of Vorlath refuses to recognize official
From the beginning, they maintained a strict neutrality policy. diplomatic credentials. Because several Prelurian factions are at
The various factions in Preluria constantly shift alliances, war with each other at any given time, assassination attempts
ending one war to casually start another. To avoid political between guests is a common problem.
entanglements, the company avoided long-term contracts and In addition to residences and the recruiting office, Guesthouse
developed the hard-nosed catchphrase, “Pay up or get out!” contains an exercise park, equipment testing facilities, and an

152
PORTS OF CALL 2
entrance to Suckers, which is considered a neutral meeting competitions that pit outsiders against their own troops in war
place where people in Guesthouse can mingle with residents of games, danger-ridden obstacle courses, and contests of wit and OVERVIEW
the Vault of Vorlath. strategy. Those who place well in the competitions get fame,
Memories of Water: Worlan, the original worlanisi home prize money, and a chance to apply to the mercenary unit. TRAVELING
world, has extensive oceans, lovely beaches, and a culture It’s also a prime opportunity for Prelurian factions to gather THE GALAXY

of trust and abundance. Although the Vault of Vorlath has intelligence, recruit moles, and place their own people within
extensive irrigation, terraforming, and desert agriculture the organization. PORTS
projects, water is a precious commodity and extensively Major Blow Up: Recently, a bomb at Guesthouse not only
rationed. Still, one part of the water reclamation plant is a killed a drow arms dealer but also ignited the explosives she
TRAVELER’S
domed conservatory filled with tropical plants, waterfalls, tiny planned to sell to the Vorlath Mercenaries, causing the deaths of TOOLBOX
creeks, and fountains. Vorlath school children are taken here on three other high-profile guests from several different Prelurian
field trips as a promise toward the future that the community political factions. To stave off a political crisis and save face, INDEX
hopes to build on this desert world. Protocol Hall plans to hire an group of outside investigators—
Protocol Hall: Kerin Delos survived a Reivolus experiment preferably not from Preluria—to find those responsible for the
that enhanced their analytical skills at the expense of an almost attack on Vorlath sovereignty.
paralyzing paranoia. After being rescued, Kerin retreated to Water Everywhere: During a particularly busy month of
a small but fortified bunker that they rarely leave, spending mercenary work when many of the units are away from the
nearly all their time sifting through data on the precarious base, engineers working on one of the irrigation projects
politics of the different factions within the Prelurian system. discover a string of sabotage attempts on the farms and
Their analyses helps the Vorlath Mercenaries choose clients, water reclamation plant that supports the community. These
prepare for missions, and build Protocol Hall, the Vorlath malicious attempts put the entire Vorlath community at risk;
Mercenaries’ intelligence and security agency. fearing an inside job, the mercenary unit seeks outside help to
Kerin is aging but still sharp, maintaining a network of find the perpetrators.
informants, providing crucial logistical support to the Vorlath
Mercenaries command structure, and running extensive
background checks on all new hires.
Suckers: When Squeaktail (N male ysoki) proposed a
tattoo parlor, pub, and gambling hall for the base, the Vorlath
Mercenaries high command told him in no uncertain terms
that “luck is for suckers.” Although worlanisi are renowned
through the galaxy for their good fortune, their history as
involuntary experimental subjects has caused most members
of the company to view luck as something to be used but
never trusted. Still, they let Squeaktail build his entertainment
complex, with the provision that the gambling portion of the
establishment would close on payday weekend each month
to prevent troops from squandering their funds. Squeaktail
embraced both the restriction and the name, turning Suckers
into one of the most popular gathering spots for troops and
visitors alike. All the best gossip can be found here, and some of
the Vorlath Mercenaries’ most lucrative assignments have been
arranged over drinks at the bar. Even those who don’t drink or
gamble come for the tattoos. Every unit of the company has
their own tattoo, and it has become traditional to commemorate
successful missions with new ink. With guarded entrances from
both Guesthouse and the rest of the military base, Suckers links
the Vorlath Mercenaries to the wider world.

ADVENTURE HOOKS
New recruits within the company might be sent on all kinds
of missions, including escort duty, rescue ops, and raids. But
sometimes this insular community seeks outside help.
SQUEAKTAIL
Freedom Week: Freedom Week celebrates the anniversary
of the Vorlath Mercenaries ousting the Reivolus Institute
from one of its own moons, and the festival is one of the
few occasions that the military base is opened to outsiders.
As part of these festivities, the Vorlath Mercenaries host

153
ACCORD PORTS
Starports tend to attract a wide array of personalities and cultures, often
blending permanent residents with visitors to form dynamic communities.
The ports in this section are those focused on helping their people exist in
harmony—or at least give the impression of doing so.

YAJULH also been known to yield an explosion of fruit just ahead of


NE tropical resort for the living and undead major earthquakes.
After the Silent War, Eox’s leaders decided to reinforce
their planet’s image of being a cooperative and friendly DEMO-6
member of the Absalom Pact. Several billion credits’ worth LN experiment in auto-democracy
of investment went into the clean-up and reforestation of the Orbiting between Verces and the Diaspora, Demo-6
island of Yajulh, an atoll in the center of the Deminas Basin. began as an AI research space station that became an
With a recreated “sea” (technically a massive saltwater lake) ambitious experiment on data science, consensus building,
and numerous luxury resorts with their own spas, casinos, and democratic voting. Today, most of the station is run
shopping malls, and more, the island accepts tourists from all automatically by an artificial intelligence with the same
over the Pact system, even occasionally hosting bone sage name as the station, while its residents live a peaceful, if
conferences and getaways. somewhat static, life. Recently, however, data analysts
Yajulh features other well-known, infamous attractions. The are encountering a problem where votes no longer seem
Undead Safari, stocked full of mindless zombies and beasts, to accurately influence which orders and policies should
caters to those who want to experience the thrill of slaying be instituted or adjusted. And while Demo-5, an android
undead without risking their lives. Many with disposable sharing consciousness with the station’s previous iteration
wealth often pay extra to seek more dangerous trophies. of artificial intelligence, insists Demo-6 is functioning as
intended, the codekeepers have their doubts.
BIRIN-KRASH Taking inspiration from both Absalom Station and the Idari,
CN recuperative retreat Demo-6’s structures are relatively new. The Forum Digitale,
Despite some objections, Vesk-3’s high despot permitted the where debates take place daily, is an amphitheater located
church of Sarenrae to convert the abandoned industrial town in the heart of Demo-6’s commercial area. Some debates are
of Birin-Krash into a long-term medical care community. open to any participants, while others are by invitation only,
Though against Veskarium sensibilities, even the priests of though the public can always view the proceedings. Demo-6
Damoritosh saw the utility of their efforts and believed that analyzes the debates for keywords to determine what major
warriors who had served their time should be honored, even opinions exist in the population and determine where there
if Damoritosh could not be the one to do it directly. Those is consensus.
with psychological afflictions benefit from the tranquilizing
neurochemicals secreted by local flora, and those with THE CLUMP
physical ailments see improvement from the healing CN ad hoc community of starships
properties of the Dapple Hot Springs. Many chronically ill Originally a group of eclipse enthusiasts, the Clump came about
patients who’d previously been unable to make progress from rafts of starships interlinking their airlocks so crews
with their recovery manage to find some semblance of could freely travel between ships. After the eventual addition
peace in Birin-Krash, living there as artisans, craftspeople, of long-term, self-sustaining life-support systems, the need to
shopkeepers, or even innkeepers. land on planets vanished. Today, the free-floating community
A lot more work goes into maintaining the calm of disassembles on a whim before regrouping in the orbit of a new
Birin-Krash than meets the eye. Many of the native fruits in planet. The formation revolves heavily around three specific
the wilderness surrounding Birin-Krash, if left to rot, release starships, all of which serve as a central hub for resources and
chemicals that elicit rage, fear, or confusion when inhaled. community gatherings. Inspired by the Clump’s origins, the
Since skittermanders are largely immune to these effects, ships are called the Solar Beacon, the Lunar Beacon, and the
the local skittermanders often take it upon themselves Planetary Beacon.
to collect and dispose of any fallen fruit they find near Ever present with the Beacons is the Bubble, an ovoid
the port. However, the one plant species that escapes this structure the size of a small space station. It houses the majority
periodic cleanup is the Pillar of Ujeev, as this 600-foot tall, of the Clump’s permaculture farms along with an artificial
20-foot diameter tree is rooted in boiling hot springs. Local ecosystem complete with wildlife. The ceiling projects a blue
skittermander legends state that the Pillar of Ujeev is highly sky during designated day hours and turns transparent at night
resistant to heat with its oily and metallic bark. The tree has for star viewing.

154
PORTS OF CALL 2
Most trading takes place at the Flux Market, a traveling THE SECOND CITY
collection of traders who moves from ship to ship. Most NG second home for outsiders OVERVIEW
residents of the Clump barter or trade favors rather than Located in the broken region of the Vast known as Kazmurg’s
use credits, making it relatively easy to spot visitors to the Absurdity, the Second City is home to many Pact Worlds TRAVELING
community. species and other outsiders. Existing under the shadow of THE GALAXY

the mountaintop city of High Ealiat, the Second City started


ICE EDGE out as a slum catering to foreign visitors. Since that time, PORTS
CG extraplanar frozen melting pot the smaller settlement has expanded into a city of tens
Crafted by the mind of some long-dead spellcaster, the of thousands, spreading all around the sides of the great
TRAVELER’S
settlement of Ice Edge is a combination of twin portals to mountain that High Ealiat sits atop. The resident invemian TOOLBOX
the Plane of Air and the Plane of Water, placed close to one people maintain a strong connection to the Positive Energy
another at the edge of a solar system in the Vast. Along Plane, and in the past decade they’ve used the opening of INDEX
with several magical buoys that create temporary pockets their ports and the creation of the Second City as a means of
of breathable atmosphere, the entire settlement resembles keeping other aggressive powers in the Absurdity away from
two vast circular portals spewing out air and water from their world. Only three years ago, Venture-Captain Hadai (LN
their respective ends, coming together in a central mass of male ryhphorianAA mechanic) opened the first Starfinder lodge
ice at its center. Though the experiment that spawned it is within Kazmurg’s Absurdity in the Second City.
forgotten, the effects have led to a settlement that endures
to this day.
Elementals from both planes comprise the majority
of Ice Edge’s community, though since the Gap, more and
more outsiders from Near Space and the Pact Worlds have
come to trade with the stable extraplanar port. Both djinn
and marid genies have numerous stalls in the central icy
mass, where they engage in jovial rivalries with one another.
Those seeking to access the Plane of Air or the Plane of
Water can pay tolls to enter the planes through the portals
at the settlement’s edge, though such arrangements have
high costs and can only accommodate starships of Large or
smaller sizes.

WHAT COULD BE
N test union of species
Situated within a vast series of interconnected metal
structures within the debris ring of an unnamed world in
Near Space, What Could Be is the project of several divergent
anacites from Aballon. These robotic explorers have created
several cloned reproductions of species from across the
galaxy in facilities far distant from their experiment. These
clones have been grown to see the theoretical interactions of
different species within a controlled environment. Belonging
to a branch of Those Who Become, these anacite creators
seek to better understand the many species of the galaxy
by creating a space of enforced peace where they can gauge
interactions and use them in creating new forms of anacite
robots dedicated to diplomacy.
Following the initial creation of What Could Be, the anacites
have reached out to interested parties who wish to participate
in the ongoing experiment, as they believe that phase 2 involves
the use of non-cloned creatures. This phase of their operation
has also begun the induction of several different religions into
the ecosystem.
What Could Be is a settlement of only a couple hundred,
but it’s one where a visitor could just as easily encounter
a jinsul having a jovial conversation with an izalguun as
they could witness an elf and a drow debating the tactics of
lashuntas and formians.

155
MAGIC PORTS
Magic is an integral part of the Starfinder setting, but especially so in these
ports, where its presence (or in one case, notable lack) has fundamental
effects on both residents and visitors.

AZREFEN-ZHAR-NENTO cities to rubble during the conquest and retains much of its
LN city of portals precolonial architecture, its domed structures standing in stark
In the Near Space system of Helfen-Thel spins Helfen, home world contrast to the Veskarium’s angular buildings. The city serves as
of the stony-skinned humanoids called maggedli (Starfinder Near the seat of Rafemii’s council and several institutions of magical
Space 84). Maggedli civilization has advanced through magic and metaphysical learning are headquartered there, including
rather than technology, and Helfen’s capital, Azrefen-Zhar-Nento, the Center for Astrophysical Duelists, a solarian training school.
sits at the center of numerous teleportation-enhancing ley lines. Khejora uses magic as substitute for technology, from
Since antiquity, the maggedli have used these to power magical enchanted pots and pans serving as culinary synthesizers to
portals called far-step arches, enabling them to spread across the specially designed experimental starships using short-range
system without space travel. With a far-step arch, travel to another teleportation sequences through the Astral Plane rather than
planet is as easy as crossing a threshold. the Drift. Visitors are permitted to keep their personal effects
A bustling trade metropolis, Azrefen-Zhar-Nento has districts but are warned that distributing such items to Khejoran citizens
within the planet’s four continents and even on Helfen’s will result in a polite but swift removal. Most who visit Khejora
neighboring world, Habbaba, all linked by far-step arches. are spellcasters come to study pahtra magic, though the city is
Although Azrefen-Zhar-Nento has a small spaceport for the also a thriving hub of philosophy.
benefit of foreign visitors, most maggedli view conventional Thus far, Rafemii has avoided High Despot Kavadroz’s direct
space travel with bemusement. The city takes full advantage notice, and Khejora’s residents generally go about their lives
of its neighborhoods’ range of climates and architecture, and no without feeling the effects of occupation too heavily. Rebel
two destinations are quite the same, from ice-carved mansions sentiment has been on the rise lately, though, due to a young diviner
perched atop mountains to its sunny Beachside district. named Kilesh (CG male pahtra mystic), who claims he’s been sent
Scholars have been studying the possibility of building prophetic dreams about taking back the pahtra homeland.
far-step arches to other systems. These projects are still in the
early stages, hindered by concerning reports of recent portal NERUNDEL
malfunctions, with travelers emerging aged by several months, CN pathway to the First World
dead from blood loss, or never emerging at all. The majority-gnome city of Nerundel is nestled in the mountains
Many teleportation specialists travel to Azrefen-Zhar-Nento to of Sovyrian on Castrovel. While a constant influx of students
study at the Opengate Academy in the polar Bvai Mountains district. cycles through its university, Nerundel Halls, most outsiders
Amidst the wares peddled in its Floating Market are teleportation visit for the Greengate, a permanent portal to the First World
artifacts far beyond the Pact Worlds’ capabilities. Otherwise, the located at the heart of the city. The rugged mountains are lush
city’s primary tourist draw is its annual Scatterhop Race, a relay and verdant for several miles around the city due to the portal’s
footrace weaving through the city’s many neighborhoods, with a primal energy. Visitors come to admire the scenery, harness the
twist: the participants don’t know the route beforehand and must Greengate’s power, or meet the omnipresent fey who study at
deduce the next checkpoint by clues left at each portal along their the university or have set up shop in the markets.
way. The first-place prize changes every year, and past prizes have Besides the landscape, a visitor’s first impression of Nerundel
included a custom-built mech, a wish scroll, and permanently free is typically the buildings of Nerundel Halls, stacked long the
tuition at Opengate Academy, though current race manager Kalin mountain cliffs and teetering over the ground below. The
(LN female maggedli) hasn’t yet announced this year’s award. university is known for its eclectic fields of study. Specialists
in subjects from mindscape artistry to ancient ryphorian bone
KHEJORA divination train students there, though with no formal course
CG capital of pahtran magic enrollments or organized classes, it’s up to an aspiring student
The capital of the pahtra nation-state of Rafemii on the planet to track down their intended teachers and make arrangements.
of Pulonis (called Vesk-6 by its conquerors), Khejora is a center Nerundel’s gnome and fey populace lends it a chaotic
of mystical learning. Rafemii was founded by a collective of atmosphere, and the city operates by its own strange rules. The
pahtras who forswore technology, viewing it as impure due to its Everlight Markets, named for the constant twilight within their
association with the vesk. To maintain their influence in the face boundaries, sprawl from either side of the portal, half in the
of the Veskarium, they recruited powerful mystics from all over Material Plane and half in the First World. The market’s merchants,
the planet to serve as councilors, teachers, and sages. Khejora fey and mortal alike, accept no credits for their wares, instead
was fortunate to escape most of the warfare that reduced other demanding non-monetary compensation such as the color of one’s

156
PORTS OF CALL 2
hair or the last ember of a dead star. All purchases are stored in pre-existing spellcasting capabilities found their powers
the market’s Museum of Bygone Deals for one year, and during enhanced. Nor was the effect limited to permanent residents: OVERVIEW
this time, they can be resold to a buyer offering the new listed as the city grew and travel increased, it became clear that some
price—whether they were the original owner or not, leading to no who spend more than three days and nights in Sikarrai have a TRAVELING
shortage of intrigue. Recently, a gang of memory-altering thieves chance to gain magical abilities. Now a curiosity among magical THE GALAXY

has been stealing items from Everlight by making merchants scholars all over the galaxy, Sikarrai boasts two universities of
believe their debts are already paid, causing consternation for magic in addition to numerous mineral extraction businesses, PORTS
Market Lord Hysshani (N genderfluid limina). cementing its status as Jiyara’s primary trade port. Its thriving
nightlife venues offer magically augmented shows of all sorts,
TRAVELER’S
NULL from acrobatic concerts to illusionary plays. TOOLBOX
N magic-free zone Though visitors usually view their newfound magic as a
In most places throughout the galaxy, magic is part of life. Even novelty, it’s the backbone of life in Sikarrai. Magical training INDEX
those without spellcasting capabilities often rely on magical starts early out of necessity, and most aspects of Sikarran
items, spell gems, and magitech hybrids. The residents of the society require magic to function, from household conveniences
Aballonian megaplex of Null, however, have adapted to a life to children’s toys. The magic a visitor develops isn’t permanent,
entirely absent of magic, for no magic has functioned within fading several days after they leave, while Sikarrans who travel
the city’s borders since at some point during the Gap. This “dead elsewhere retain their powers, leading to speculation that the
zone” prevents spells from being cast and magic items from pillar has some way of distinguishing between residents and
functioning. Additionally, no magical effects targeting anyone in visitors. Study of the pillar is ongoing, but so far, the source of
the city work either, such as divinations, nor can one teleport into its power and its exact properties remain a mystery.
Null. Sometimes those on the run from the law seek Null to avoid
detection, though if such miscreants cause any trouble, the city’s
security forces are quick to root them out.
Located in the rocky wastes north of Eternity, Null has a
primarily anacite and android population, most of whom belong
to the faction of Those Who Become. Some Nullites believe that
magic is a relic of the past and destined to slowly fade throughout
the universe, with Null being one of the early epicenters of this
shift. Others believe some disaster during the Gap caused the
dead zone. Those who’ve investigated the phenomenon have yet
to discover its origin. Regardless of the cause, without magic to
rely on, Null has become a hub of technological development, its
pace of innovations matched in few other places. Its engineers and
factories produce cybernetics, starships, and computer technology
that often obviates the need for magic entirely.
Unprepared visitors often find the lack of magic in Null
jarring. The city has found it necessary to send out regular
travel advisories about its nature, as magically augmented
starships have had key systems fail when flying into or
over the city, leading to several crash landings.

SIKARRAI
LN magic-granting wonderland
The planet of Jiyara is a desert world in the Vast, first settled
by kasathas. As the planet had no native sapient life, kasatha
explorers hoped it could be a new home world. Although Jiyara’s
remoteness rendered these plans infeasible, its first settlers
expected the valuable minerals in the desert’s sands would at
least ensure its stability as a mining outpost.
Jiyara’s most notable feature, however, is its planetary
capital, Sikarrai. Early immigrants to the planet found a peculiar
glowing stone pillar near one of the planet’s few rivers. A town
HYSSHANI
soon rose around it, after analysis indicated that while the
pillar’s properties were unknown, it didn’t appear harmful.
Sikarrai’s new residents were in for a surprise, though. Shortly
after moving there, its inhabitants began developing magical
powers, though the nature of this magic varied. Those with

157
RELIGION PORTS
Though countless faiths travel the Drift to stay in contact with each other,
several deities actively encourage and oversee these journeys: Weydan and
Desna delight in voyages of all kinds, Triune revels in the Drift’s prominence,
and Besmara joins interstellar raiders in celebrating their spoils. These
divinities and more shape many of the galaxy’s space ports, with strange
faiths (or a rejection of deific faith altogether) playing a central role.

LAST CALL largely open meeting space with a host of religious symbols inlaid
LN funerary ship and trading hub into the floor. At seemingly all hours, Fidelis-1 wanders the tower,
Space is a minefield of fatal disasters, and the undead can arise answering questions, providing arbitration for the aggrieved, and
from those who die gruesomely or without last rites. Knowing participating in religious rites of any faith presented to him.
this, a Pharasmin sect called the Cemeterians repurposed a All Gods’ Rest also hosts innumerable off-limits basement
colony ship as their flying temple and set out to provide funerary levels. Those floors closer to the surface hold the structure’s
services across the galaxy. Having now operated for over 50 generators and life-support systems (at least according to
years, the starship is known as Last Call is easily recognized Fidelis-1), but deeper chambers are the stuff of whispered
by its sign reading “Let the End be an Ending” painted above rumor. Some claim these areas host illicit markets for religious
its docking bay. The ship periodically jumps across the galaxy, artifacts, while others insist the android caretaker maintains
serving as a trading post, morgue, and neutral ground for all but grim altars to treacherous deities—or even trapped a demigod.
the unrepentant undead. In addition to various shops run by
secular merchants on the upper decks, the Cemeterians offer an BHAILE-TAIGH
array of spells and tools designed to bless bodies, repel evil, and CG ecotourism hub to the First World
destroy the walking dead. Founded by feychild gnomes on Castrovel’s continent Asana,
The middle decks mostly hold residences primarily housed Bhaile-Taigh began as a religious community dedicated to the fey
by priests and long-term guests, with a fraction available for divinities known as the Eldest. The settlement’s stilt houses perch
visitors to rent. At any time, several mercenary bands frequent slightly above the tangled roots of a vast mangrove swamp. At
the Last Call, hiring themselves out to anyone tangling with the community’s center towers the Eldest Court, an interwoven
the Corpse Fleet or other unliving threats. The lowest decks dome of living boughs and vines accessible by a single arched
hold the Catacombs, a three-dimensional network of crypts, doorway. Calling themselves the Eldest Children, local gnome
ossuaries, urns, and crematoriums. faithful gather within to commune with the First World, often
Lately, tensions have been building between secular residents achieving heightened states through use of the region’s rapidly
and Pharasmins, especially with head Cemeterian Mortimer evolving flora.
Valux (LN human mystic) cracking down on supposed heresy. Bhaile-Taigh is only a few decades old, yet it’s developed a lively
Rumors of bodies stolen from the Catacombs and the discovery tourism industry based on ecological tours and extraordinary (and
of defiled Pharasmin symbols have stoked tensions even further. often hallucinogenic) culinary experiences. Among the favorite
venues is the Redcap, a bar that offers unique hallucinogenic
ALL GODS’ REST beverages for decidedly nonreligious purposes. Most visitors
NE interfaith refuge reach Bhaile-Taigh by suborbital shuttles that land atop specially
Nestled within a crater near Eox’s southern pole stands a broad, reinforced mangrove platforms. On occasion, fey portals to the
cylindrical tower with a chiseled exterior that displays large First World open, allowing traffic both ways, and on at least four
carvings of every religious symbol known to the Pact Worlds (and occasions, elegant fey starships have crossed to the Material Plane,
a few yet to be identified). According to this structure’s creator, traded, and then hurtled into space.
Fidelis-1 (NE male android), All Gods’ Rest is a spiritual neutral Lately, the Eldest Court rituals have become unpredictable
ground where all may worship in peace. He deflects questions and volatile, occasionally spewing noxious gases or conjuring
about his past, insisting only that he’s “a creature of universal faith” showers of multicolored sparks across the settlement. What’s
who provides arbitration and counsel for anyone who asks. more, the settlement’s founder, Rimikneren Vell (CN nonbinary
The tower’s flat roof hosts several landing pads for smaller gnome), recently disappeared, driving local priests to prohibit all
starships, and a cleared field on the crater’s far side suits larger but critical visitors from accessing the Eldest Court. Some say the
vessels. The ground floor and several floors above host meeting religious rituals have attracted the attention of crueler fey that,
spaces and spartan quarters for visitors. Above these is the even now, prowl the boardwalks in search of mortal playthings.
Archive, an airless library that contains countless holy books,
religious treatises, and garbled prophecies. A single, massive MORILUX
room known as the Auditorium comprises the uppermost floor, a CN shipyard of nihilism

158
PORTS OF CALL 2
Founded in 301 ag by a disillusioned shatoriAA3 leading a cult For all their fury, the disciples here don’t attack or turn away
of Groetus, the god of the end times, the spaceport Morilux the faithful, instead providing basic services and providing OVERVIEW
provides its faithful populace a clear view of the dying star perspectives to challenge visitors’ devotion. The academy
around which their planet, Astevint, orbits. Morilux’s squat, has also developed an array of tools for subduing fiends and TRAVELING
makeshift shelters are built amid twisting brass ruins that jut suppressing spellcasters, selling some of this gear to cover THE GALAXY

from the ground like the ribs of some dead metallic titan. A operating expenses. Other devices are more closely guarded,
jagged chasm tears across the settlement’s center, above which including rumors of an “anti-divinity field” that shields the PORTS
perches Absent Abbey, the port’s primary religious building. planetoid from deities’ senses and blocks their magic.
Originally, Morilux simply served as a refuge for doomspeakers
TRAVELER’S
to contemplate entropy. However, the nearby dwindling star VANTRU TOOLBOX
attracted astronomers who have politely coexisted here for years. CN technocracy turned holy site
Morilux also seems to be a magnet for ruin, with an unlikely On a nameless, mostly frozen planetoid in the Diaspora, INDEX
number of disabled starships serendipitously sputtering into the Vantru’s settlers cobbled together their fiercely independent
area. At first, the Groetans reveled in the dying spacecraft, but village from the remnants of starships, creating a hodgepodge
eventually, enough ships l sought repairs that the faith developed a of asymmetrical buildings jutting from the ice. Until recently,
new tradition: imperfect repair. For a meager fee, Morilux’s nihilistic Vantru primarily prided itself as a miniature technocracy that
mechanics repair visiting spacecraft on two conditions. First, the maintained its independence and earned its income by creating
crew must attend the Groetans’ religious gatherings (even if they the most complex guns around. The Guildworks, a combination
don’t participate directly), afterward releasing any crew who wish foundry and marketplace for advanced weaponry and starships,
to remain. Second, the starship’s repairs never bring it back to peak looms near the town’s edge as its largest structure.
performance; the mechanics always leave or even introduce minor However, in 320 ag, a massive, sword-like obelisk thrust
flaws that gradually contribute to the vessel’s eventual failure. through the ice. Resembling obsidian, the structure bears
Dewark (NE male shatoriAA3) manages Morilux in the loosest countless shifting runes that so far defy translation, causing
sense, mostly by answering the occasional question from readers to become ill or even hallucinate. While some consider
scientists, placating Astevint’s scattered population of other this a warning not to investigate further, many translators
species, and ensuring the port has barely enough supplies to have become zealous devotees of the obelisk, calling it “The
survive. He increasingly collaborates with the astronomer Sacrament.” Their dogma evolves daily, though it consistently
Linua Shulk (CE female human), infamous for her impatience cites the birth of a new divinity from the planetoid’s core.
with waiting for cosmological events to study. She was expelled This might seem an innocuous fancy were it not for Vantru’s
from a Vercite university when she proposed imploding a moon fierce independence; its other inhabitants chafe at the religious
to test a theory. The two periodically rappel into the nearby visitors flooding the port to study a monolith they didn’t ask
chasm and emerge with concealed treasures, fueling rumors for. Hotshots like infuriating the pilgrims by taking potshots at
that they’ve found some ancient laboratory. the obelisk, briefly drowning out the periodic muttering, barely
audible from under the ice. Vantru prepares for the worst and,
VERITUS in the meantime, continues doing business.
LE academy of god-slayers
The icy planetoid Grahidei sustains a single settlement
surrounded by a forest seemingly unperturbed by
the cold. Amid the trees lies Veritus Academy, whose
austere, iron-wrought buildings evoke ancient
feudal castles. The small starport and shipyard on
the outskirts convey a different story, however.
Travelers are welcome but infrequent, for
Veritus Academy serves primarily as a school,
laboratory, and monastery dedicated to a grim
mission: destroying all deities.
Founded by Tarmin Rusk (LE male human)
almost a century ago, Veritus promotes
a militant defiance of religion driven by
ambition, philosophy, and outrage at the
mortal condition. Tarmin has gathered
disillusioned mystics, technomancers,
and scientists here to dissect reality,
testing hypotheses to understand the
nature of divinity and how to unravel it.
Their discoveries reside in the academy’s LAST CALL
closely guarded Godsgrave Archive.

159
TECH PORTS
Many spaceports are naturally technologically advanced, if only to service
the Drift-capable starships that frequent them.

BRAXAS Naysayers and corporate competitors have declared it’s unsafe


CN genetics laboratory and zoo to entrust the wellbeing of up to 1,000 guests to an AI. Euphoria
Braxas, which sits on a swampy, humid moon of the same Entertainment has painted such concerns as overblown fears
name in orbit around Bretheda, began as a laboratory founded about technological innovation. The company claims glitches in
by a group of enterprising biotechnicians. The lab rests near Felix’s code are few and far between, and reported incidents of
an atmosphere-controlled dome that houses residences and guest imprisonment or minor dismemberment have been greatly
basic amenities for staff. Its origins are murky; someone— exaggerated. Management also claims that some human staff are
whether a warlord with aspirations toward bioweaponry or kept onboard in the event of an emergency, with full access to
a bored executive—funded the scientists’ initial pursuit with Felix’s behavioral core should anything go amiss, and that guests
enthusiasm. The laboratory grew rapidly into a full settlement are always safe and always happy on Euphoria.
as phantom benefactors poured more and more resources into
its development, culminating in Braxas’s central achievement: LAPICOR
the Seething Sea. NG site of technomagical revolution
The Seething Sea is a boiling lake of liquefied genetic Lapicor spins as a glistening blue planetoid at a moderate
material meant to combine and recombine genetic code distance from its yellow sun. It was settled before the Gap by
in endless, rapid succession. By combining the resultant a group of samsaran magic users intent on creating a nexus of
primordial soup with cloning technology, Braxas scientists arcane power through study and training.
have developed a method of quickly developing, tracking, While aware of evolving technology, the group chose instead
encouraging, and discarding evolutionary traits in new and to pursue arcane secrets in their endless incarnations, which
strange forms of wildlife. they tied to Lapicor itself through magical means. They built
The Seething Sea is Braxas’s greatest attraction. Nonhostile stone buildings along the western edge of Lapicor’s sole
life is released into an area Braxas researchers call the Infinite landmass, but their manipulation of Lapicor’s natural properties
Zoo, where visitors and offworld researchers can examine weird came at a cost. Under constant magical assault from the group’s
and wondrous creatures. experiments, Lapicor’s temperate weather systems began to
Rumors persist among the criminal element on nearby Pact destabilize, and once-flourishing food and water sources were
Worlds that the lab has a thriving underground market for either poisoned or diminished. The samsarans were forced
personalized, ready-made combat beasts. Braxas founder Zeb to open up trade to passing starships to supplement their
Tilt (CE ysoki) insists these rumors are the false product of vanishing natural resources.
disgruntled xenodruids upset with the nature of the Seething As samsarans die and reincarnate, memories of their past
Sea. However, in recent weeks, the Infinite Zoo has closed for lives become hazy. Distanced from the older generation’s
renovations while Zeb has put out an ad on local networks for original distaste for technology, younger generations have
experienced exterminators. begun rebelling against their forebears, choosing instead to
trade magical knowledge for technology and supplies.
EUPHORIA This blending of knowledge has spawned a technomagical
CE AI-overrun luxury space hotel revolution on Lapicor, creating rapid advances and new
Euphoria shine brightly amid the void, a sparkling wheel of inventions at an incredible rate. Traders and younger samsarans
vivid colors, blazing lights and sharp angles meant to attract have established a new market on Lapicor called the Astrarium,
the eye from across the reaches of space. peddling unique and wondrous wares. There’s even talk of
This spacefaring hotel serves as a luxurious hideaway for the constructing a Drift beacon to expand their customer base.
well-to-do, attracting a broad range of visitors from across Near Less progressive Samsarans resent the Astrarium, preferring
Space and the Pact Worlds with its wondrous sights, comfortable their old power. Some have openly discussed taking extreme
lodgings, and top-notch restaurants and entertainment venues. measures or resuming their magical experiments to these
Using a fully automated staff of droids and service robots, developments—even if it means taking Lapicor with them.
Euphoria’s central AI, Felix, guides guests through tours of a lush
natural park under the ship’s central dome before taking them MASENTIA
to businesses located along the outer ring, such as regionally NG pre-Gap colony ship
famous nightclub Hedonalia. Guest rooms are surrounded by AR Originally a pre-Gap colony ship, Masentia’s ancient bulk remains
screens capable of transporting guests—proverbially speaking— of unknown origin, even to the group of ysoki mechanics and
anywhere they could ever want to go. technomancers who have claimed it.

160
PORTS OF CALL 2
Masentia’s ancient engine is its greatest wonder, slowly SYNTHETICA
generating perpetual energy for the ship’s primitive (and partially NE illicit market for augmentations OVERVIEW
magical) systems. Thanks to its strange heart and pseudo-magical Synthetica is an isolated star port nestled in a crevice of a
nature, the Masentia functions better than modern machines in Diaspora asteroid. From outside, the surface port looks almost TRAVELING
the Tabori Cluster’s technology-dampening nebula. like personal property—there’s just enough of a platform for THE GALAXY

The ysoki aboard the ship, led by Nebula Rosas (NG female small starships to land and single elevator that leads further
ysoki), have made use of the ship’s limited interstellar travel into the asteroid. PORTS
capabilities to exit the Tabori Cluster long enough to trade It’s what’s inside that sets Synthetica apart: a tightly
rare metals and minerals with passing travelers and then head controlled, highly illegal market for androids hunting for better
TRAVELER’S
back into the Cluster to deliver much-needed supplies to ailing and more creative replacement parts. Huddled in a sulking TOOLBOX
boomtowns and scrapwave colonies. For those desperate to village of artificial atmosphere pods, Synthetica is part illicit
escape the Cluster entirely, the Masentia even helps them find trading hub and part laboratory, where a crew of androids led INDEX
their way onto trader ships bound for Drift beacons. by Free Captain Dynon-13 (NE android) create and trade highly
To date, the ysoki have only successfully taken over the illegal modifications. As Synthetica grows, rumor have spread
upper of the ship’s two levels. The lower level, including the that biotechnicians have joined Dynon-13’s crew, expanding
perpetual engine, remain locked off, though the Masentia’s augmentations to organic creatures. In addition, Synthetica has
inhabitants have put out word among traders in the Vast of a begun experimental weapons market based on its laboratory’s
potential job for adventurers willing to brave the strange and more dangerous concepts.
deadly defenses in the ship’s depths. Synthetica’s isolated nature and niche clientele have led
to all kinds of salacious rumors about Dynon-13’s operations.
OMNIOTEQUE Privateers in the area point out that biotech and necrografts
LN digital archive of sapiences would be logical avenues for the organization to expand into.
The Omnioteque hangs in orbit around Bretheda, nestled among Some attribute a rash of kidnappings in the Diaspora to alleged
the planet’s moons. A cooperative project between several experiments in Synthetica’s laboratories.
research teams and academies scattered throughout the Pact Dynon-13 has become a recluse in recent weeks. Crewmates
Worlds, the space station serves as a combined information say that they were last seen meeting with a group of undead
repository and broker, peddling everything from navigational bearing military uniforms, though to what end is unknown.
maps to technological assistance and magical training. The station
is designed to be the ultimate collaborative laboratory, using funds
from data sales to drive more research across greater distances.
The Omnioteque’s chief attraction is the Eternal
Archive, a museum preserving the intelligences of
the Pact Worlds’ collected scholars, scientists, and
sorcerers. The Archive functions as a database for
digital consciousnesses: scholars who volunteer are
“downloaded,” their information used to construct an AI
modeled after the contributor.
Because the process requires the brain matter of the scholar,
the program is administered in the same way as organ donation;
dying scholars can volunteer their minds in exchange for
ersatz immortality in the Omnioteque, forever protecting and
preserving their understanding of the universe through the
resultant AI. Students and tourists alike visit the Omnioteque
to attend lectures from the digital ghosts of powerful minds.
Recently, however, visitors have reported an eerie glitch in
several AI lecturers; given speakers will descend into maddened,
incoherent rambling before blinking out. Many mention Lucien
Varliss, one of the Omnioteque’s many AIs, during their descent.
Rumor has it that Lucien was downloaded into the Omnioteque
against his will in an oblique and ultimately unsuccessful attempt
to retrieve information he refused to reveal. Later attempts to
retrieve affected data have proven ineffective and, in one
regrettable instance, resulted in the Omnioteque’s automated
security turning on the technician. The prevailing theory among
staff is that Lucien’s AI has taken partial control of the station, ZEB TILT
and a call has gone out for capable teams to venture into the
Omnioteque’s data center to retrieve the offending core.

161
TRAVELER’S TOOLBOX
3
INTRODUCTION
With so many compelling ports of call in the Starfinder galaxy, your players
likely won’t be content to stay in one forever. This chapter provides tools to
give PCs both reasons to travel from place to place and a sense of continuity
along the way.

While each major or minor port detailed in this book could which they can use as an alternative way to maintain and
provide a campaign’s worth of adventure all on its own, its true upgrade their ship (and lifestyle).
potential is unlocked when PCs get to explore multiple ports
or any number of the galactic locations that are connected to CONTACTS (PAGES 172–179)
these hubs. Campaigns that see PCs traveling across the galaxy can often
benefit from a strong sense of continuity, especially in terms of
CARGO SUBSYSTEM (PAGES 166–171) NPCs the party interacts with. Enter contacts: NPCs who aren’t tied
The cargo subsystem in this chapter provides a way for PCs to any one location, could feature in a wide range of campaigns,
to turn their starship and likely tendency to travel to their and might travel between certain ports—or even with the PCs.
benefit. Whether the use of this system serves as the primary Each of the contacts in this section could serve as a one-off
justification for PCs hopping from port to port or just provides quest giver, recurring stalwart ally, or someone who competes
an enjoyable (and hopefully profitable) addition to their many against the PCs, perhaps even becoming a direct adversary. The
adventures, the cargo subsystem is a flexible tool appropriate contacts in this section are as follows:
to several kinds of campaigns. Idrah Fadez (page 172): This ifrit financier might back the
In this system, PCs buy, transport, and sell cargo throughout party’s latest venture or have an off-the-books mission for
the galaxy, overcoming challenges and working to turn a profit, them—including a potential expedition into the Vast.

164
PORTS OF CALL 3
Greentooth Zib (page 173): This mercurial goblin pilot has the average amount of credits and gear), the PCs will end up
three teeth made of the starmetal noqual, and may be as likely with more experience and gear than the rest of the Adventure OVERVIEW
to contest the PCs for a magical find as to enlist their help. Path expects. This option can actually be good if your players
Quinsetti (page 174): This elderly ysoki ostensibly runs seem to have a lot of trouble during encounters; side jobs TRAVELING
a deli—but this is a cover for his work as a fixer. He is full of don’t present a great deal of extra material and will likely THE GALAXY

mysteries, but may open up to a party that proves useful. have negligible impact on the PCs’ overall effectiveness.
Kebisht (page 175): This shirren arms dealer was once an However, by the same token, if your players already easily PORTS
engineer, and got into the weapons business in part via an effort overcome the adventure’s challenges, you might not want
to combat the Swarm. to give them yet another advantage going into the next set
TRAVELER’S
Sakree Tevira (page 175): This doctor of linguistics is as of encounters. TOOLBOX
curious as she can be impatient and might enlist a party’s help
in showing up her academic nemesis. Worth a Thousand (2nd level) INDEX
Mion (page 176): This skittermander mechanic is full of plans This side job has PCs serving as scouts for one side of a
and schemes, many of which pull those around her into their burgeoning conflict—perhaps unaware of their own influence
orbit–but careful; she knows how to hold a grudge. over a situation that’s becoming more and more dangerous.
Mr. Oathday (page 176): This undead former human was
killed in a bid to steal his hoarded treasure; now, he’ll stop at Akata Issues (3rd level)
nothing (and work with anyone) to get it all back. In this side job, PCs are sent to a ghost town to retrieve the
Nabi (page 177): This skilled mediator is often at the center findings of a research team attacked by vicious predators—and
of many conflicts, helping to resolve them and sometimes to rescue any survivors, of course.
disgruntling the belligerent along the way.
Kavi Viran (page 177): This brenneri professor teaches The Darkling Stacks (9th level)
comparative arcane anthropology by day but often drags Things have started to go dangerously awry in a renowned
colleagues and hired crews alike on dangerous expeditions to and mysterious library of the arcane, where the head
pursue her research. librarian has gone missing and the library’s guardians have
Auevi (page 178): This multi-hyphenate lashunta artist is turned hostile.
a household name on Castrovel, where she serves as cultural
outreach ambassador—when she’s not touring the Pact Worlds The Starship Dilemma (13th level)
and beyond to perform. A Veskarium contact is at an impasse with the Pact Worlds
Sacavax (page 178): This trox survivalist is an itinerant game mechanic refitting her ship and wants the PCs’ help in handling
hunter who trades on his knowledge and skill in overcoming the situation delicately—but is there more going on here than
dangerous animals and navigating the wilds. meets the eye?
Mari (page 179): This human travel journalist hasn’t seen
it all—it’s a big galaxy, after all—but she’s probably the closest OTHER ADVENTURES
to being able to make that claim. She is a font of information There are plenty of other resources available for crafting
and could possibly enlist a trusted group in pursuit of a more adventures and campaigns that span the galaxy—most
esoteric quest... notably, the Starfinder Galaxy Exploration Manual. That
book contains a simple but robust system for generating
SIDE JOBS (PAGES 180–186) your own adventure-packed worlds, from their basic physical
Side jobs are short encounters designed for when you need and cultural characteristics to details about creatures who
some extra material in between the big plot beats of an live there and adventures to be had. It also includes a galaxy
adventure or campaign, whether published or more free form. exploration system for players to use in conjunction with
Maybe your players skipped some content intended to give their starship, a plethora of exploration-focused gear and
them experience, or maybe you ended up with a bigger group player options, and detailed advice on running open-ended
of players than the adventure assumes. Additionally, if your “sandbox” campaigns.
players come up short of their expected wealth by level, a side Books like Starfinder Pact Worlds and Starfinder Near Space
job provides a worthwhile way to allocate some extra credits to have richly detailed information on many of the worlds that
the party without having to awkwardly shoehorn extra wealth appear in the Starfinder setting, several of which host the
into an existing encounter. ports in this book, and each of which has its own locations,
You can also use the side jobs presented here for a quick NPCs, and adventure hooks. Of course, the provided details
palate cleanser between campaigns or when you’re looking for of these worlds are yours to modify or combine however you
a single session’s worth of fun and excitement that’s ready to see fit in order to inspire the best galactic adventures for you
grab and go. Whatever the reason, any group can easily use and your party!
side jobs. Starfinder Interstellar Species dives into many of the
You should keep in mind that if you’re running players species you’ll find throughout the galaxy—as well as a host of
through a published Adventure Path in addition to these side ready-to-use, thematic NPCs (complete with stat blocks) who
jobs (especially if they’re a typically sized group who earns can appear virtually anywhere.

165
CARGO
The life of an independent trader isn’t an easy one. On paper, the 9–1: Starship Base Statistics on page 294 of the Core Rulebook.
career is simple: get a ship, get a crew, get cargo, and get paid. They should use those BP to build their starship as usual,
Nothing ever goes as planned, however—starships break down or keeping in mind that their vessel will need plenty of room for
get caught in firefights, a journey through the Drift turns out far cargo and that they’ll need a few BP to purchase that cargo.
more dangerous than anyone expected, sellers charge too much,
and naturally, buyers pay too little. But the prospect of danger GALACTIC TRADE BASICS
and uncertainty make for an exciting Starfinder campaign! The The PCs will earn most of their Build Points by hauling cargo
following optional rules provide a new way to structure a campaign from one world to another. See page 171 for other ways the PCs
for independent merchant PCs flying a starship of their own, can receive BP.
buying, moving, and selling cargo in the Pact Worlds, Near Space, A cargo job can be broken into several steps.
and the Vast. These rules are especially useful in sandbox-style • Find Cargo: The PCs find cargo. Determine the cargo’s type,
campaigns; see chapter 3 of the Starfinder Galaxy Exploration the price to buy it, its destination (if any), and how much it
Manual for more on designing and running sandbox adventures. might sell for.
• Determine Complication: Most jobs have a unique, complicating
ALTERNATIVE BUILD POINTS factor, which is determined in secret when the PCs find their
The focus of these new rules alters the way PCs obtain Build cargo (the PCs might not become aware of it right away).
Points (BP) for building and upgrading starships. In the standard • Transport: The PCs take the cargo to its destination or to a
rules, BP are a pool that constantly increases as the PCs level world where they hope to sell it.
up. Build Points are never lost; if the PCs’ starship is completely • Make the Sale: The PCs deliver the cargo to its intended
destroyed, they can just use their BP to purchase a new starship recipient or try to find a buyer.
when the GM allows it. However, in the cargo subsystem, Build
Points become a form of currency. The PCs spend BP on their Find Cargo
starship and cargo and earn BP when they sell that cargo. Cargo in the Starfinder setting is standardized into lots, each
The PCs’ starship becomes an investment—like any other piece massing 25 tons; a single lot of cargo fits into one of a starship’s
of equipment, but bought with BP instead of credits. As the PCs cargo holds. The PCs can easily tell the maximum number of lots
complete jobs, they get more BP with which they can upgrade their they can transport by counting the number of cargo holds on their
starship. They can do so gradually, installing one new system at a vessel. Finding cargo to buy is a downtime activity as detailed in
time, or by hoarding and spending BP all at once. They’ll always the sidebar on page 168. For more on downtime activities, see
want to keep some unspent BP on hand, however, since they’ll need page 150 of the Starfinder Character Operations Manual.
BP to buy the cargo for their next job. If the PCs’ ship is destroyed,
those BP are gone! (Many crews insure their starship for just this Cargo Type
eventuality; see page 170 for details on starship insurance.) But if When the PCs successfully find a cargo to purchase, you
the PCs’ business flourishes, they’ll find themselves living in the determine the type of cargo, usually for the needs of your
lap of luxury, hiring additional employees, or even buying a second campaign. Alternatively, you can randomly determine the type
starship to ply the interstellar trade routes. of cargo by rolling a d20 on the table below.
The Starfinder Core Rulebook includes some guidelines
for how the PCs can acquire the Build Points they need to TABLE 3–1: CARGO TYPES
create their first starship and upgrade it—via salvage, favors,
or an arrangement with a friendly spacedock, for instance—
D20 CARGO
suggesting that BP represent a lot more than simple credits. 1 Art or antiques
Indeed, they’re an abstraction separate from the methods by 2 Base metals
which the PCs buy their personal equipment, used exclusively 3 Ceramics or glassware
in the starship creation system. This is an important distinction, 4 Chemicals
because if the PCs can exchange BP for credits, they could end 5 Furniture
up underpowered in starship combat while simultaneously 6 Hides or leather
overpowered in all their other encounters. 7 Live animals or animal products
In the rules presented here, Build Points represent the party’s 8 Machinery, electronics, or appliances
business capital. That capital has many components, including 9 Minerals or mineral products
the PCs’ available credit, loans they’ve taken out, and assets 10 Paper products or books
they might use as collateral. This capital is used to make big 11 Plastics
purchases—lots of cargo or starship modifications, often with 12 Precision equipment
the help of financing from a bank or other establishment. 13 Precious metals, including starmetals, or semiprecious stones
To begin, the PCs receive a number of Build Points as 14 Prepared food
determined by their Average Party Level (APL) as noted in Table 15 Textiles, including clothing

166
PORTS OF CALL 3
OVERVIEW

TRAVELING
THE GALAXY

PORTS

TRAVELER’S
TOOLBOX

INDEX

16 Toys, games, or sporting equipment TABLE 3–2: DESTINATIONS


17 Vegetable products
18 Vehicles D10 DESTINATION
19 Weapons or ammunition Absalom Station. If the PCs are already on Absalom Station,
1
20 Wood or wood articles reroll.
A different world in the same star system where the PCs
2–4
bought the cargo.
Shipping or Speculation?
Player characters are usually more than simple delivery 5–7 A world in Near Space.
drivers, hired to move bulk cargo along well-established 8–10 A world in the Vast.
routes for a flat fee. Instead, when the PCs purchase cargo, it
will generally be up to them to find a place to sell it. However, Determine Complication
at your discretion, the seller can give the PCs a tip as to where Once the PCs find cargo, but before they commit to purchasing
they might offload the cargo they just bought. This is a good it, you should determine what makes this particular job unusual.
tactic for players who are only just starting to interact with This complication is up to you and can range from the seller
this system or for groups who only want to dip their toes into trying to unload vermin-infested cargo on the PCs to a buyer
the trading game. In such a case, the PCs don’t need to use who wants the goods for illegal purposes. How the PCs deal
the find buyer downtime activity (page 169) and receive an with each complication—if they discover it at all—is up to them.
amount of BP per cargo lot chosen by you. To randomly determine a complication, roll a d20 on the
table below, keeping the result a secret. You can tweak a result
Destination for the needs of your campaign, and if you’ve rolled the same
If you’ve decided that the cargo’s seller gives the PCs an idea of result from the table a few times, consider throwing out that
where to sell those goods, you can choose that destination based entry and substituting one of your own! If a complication
on the needs of your campaign (especially if the players have requires a skill check, the DC for that check equals 15 + 1-1/2
expressed interest in going to a specific place). Alternatively, × the party’s APL. Usually, only one PC should be given the
you can randomly determine the general destination by rolling chance to attempt this check. A complication that the PCs can
a d10 on the table below. be made aware of before purchasing the cargo is marked with

167
18 Tough Sell
FIND CARGO 19 Uncommon Tongue
You look for suitable cargo to purchase, with the hopes of selling it 20 Vermin
elsewhere.
Activity: You spend the day searching the local infosphere, Blockade Running: When the PCs reach the destination,
talking with merchant contacts, and visiting warehouses or the they find it blockaded. With a successful Piloting check, the
local starport. You must be within a settlement, though the GM PCs can slip through the blockade. Otherwise, they must
might allow you to find cargo in other locations. At the end of the engage in starship combat of average difficulty (Starfinder
day, attempt a Diplomacy or Profession (merchant) check (DC = 10 + Core Rulebook 326).
1-1/2 × your character level). You take a cumulative –1 penalty to this Competition: Once the PCs have loaded their cargo and
roll for every find cargo activity you or your allies have previously determined their destination, they discover a rival crew that’s
attempted in this settlement within the last week. selling the same cargo at that location. Determine how long the
Results: On a success, you find 1d4 lots of cargo available rival crew will take to reach the destination (usually assuming
for sale. The cargo can’t be split up; all of the lots must be bought average time in the Drift); if the PCs don’t beat the rival crew to
together. The cargo’s total buy price equals 1d4 BP × the number of the destination, the sell price is reduced by 2 BP per lot.
lots. For every 5 by which your check exceeds the result, you can Expiration Date*: This cargo is perishable. If it isn’t delivered
adjust the size of the cargo by 1 lot in either direction. in 2d8 days, the PCs can sell it for a maximum of 1 BP per lot.
The GM determines the type of cargo and might even tell you Fire Sale*: Everything must go. The size of the cargo increases
where you can sell it for a reasonable price. All of the cargo must be to the maximum number of lots the PCs’ ship can carry. Reduce
transported and sold together, and you and your allies must load the the buy price by 1 BP per lot.
cargo onto your starship yourselves. Some cargoes must be delivered Friendly Discount*: The seller has something in common
within a certain time frame. When you are told the type of cargo, its with one of the PCs (for example, they both fought in the same
buy price, and its destination and its sell price (if applicable), you can military campaign or have the same prosthetic limb). If that PC
choose not to purchase that cargo. However, when you purchase the succeeds at a Diplomacy check, reduce the buy price by 1 BP
cargo, it’s yours to decide what to do with—though you might want per lot.
to perform the find buyer downtime activity (page 169) at another Handling Problems: There is a potential accident while
settlement to sell it. loading or unloading the cargo. Treat this as a trap with a CR
Special: If multiple allies perform this downtime activity during equal to the party’s APL. The exact nature of the trap, and the
the same day, only one of them attempts the check, but with a skills necessary to disable it, are up to you.
cumulative +1 circumstance bonus for each aiding ally (not including Hiding Something*: The seller is aware of a problem with the
the one attempting the check). cargo (roll again on this table), but they’re not telling the PCs. A
PC who succeeds at a Sense Motive check deduces the problem
before purchase.
High Demand*: This cargo is trending. The buy price is increased
an asterisk (*), and some complications modify the cargo’s buy by 1 BP per lot, and the sell price is increased by 2 BP per lot.
or sell price. Illegal*: Possession of this material is against the law. Law
enforcement can detect the illegal cargo with a successful
TABLE 3–3: RANDOM COMPLICATIONS scan that identifies the ship’s load (Core Rulebook 325). If
inspectors board, any cargo not in a smuggler’s compartment
D20 COMPLICATION is automatically detected. If the PCs give up the seller to law
1 Blockade Running enforcement, their punishment might be reduced.
2 Competition Imitation*: These goods are actually cheap knockoffs. A PC
3 Expiration Date* can detect this with a successful Perception check, reducing the
4 Fire Sale* buy price and sell price by 2 BP per lot. If the PCs want to try to
5 Friendly Discount* sell the goods at the initial price, they must succeed at a Bluff
6 Handling Problems check or else attract the attention of law enforcement.
7 Hiding Something* Radioactive*: The cargo is radioactive and not properly
8 High Demand* shielded. A PC who succeeds at a Physical Sciences check
9 Illegal* detects this before the transport is underway; the cargo can
10 Imitation* be safely stowed with 1 day of work, or by spending 1 BP per
11 Radioactive* lot. Otherwise, the crew is exposed to constant low radiation
12 Regulated* beginning 1d6 days into the journey.
13 Rush Job* Regulated*: Exhaustive regulations govern this cargo at
14 Stolen the point of purchase. A PC must succeed at a Computers or
15 Stowaway Profession (merchant) check, or the crew members must spend
16 Strange Customs 1 day navigating customs and filling out forms before they can
17 Telepathic load the cargo.

168
PORTS OF CALL 3
Rush Job*: This cargo must be delivered to a specific
destination in 1d8 days. If it is, increase the sell price by 2 BP FIND BUYER OVERVIEW
per lot. If not delivered on time, the PCs must find a new buyer. You look for someone interested in buying your ship’s cargo.
Stolen: This cargo was stolen from another crew, and they’re Activity: You spend a day researching markets on the local TRAVELING
coming to get it back! This represents a hard encounter, but the infosphere, checking with union or guild representatives, meeting THE GALAXY

crew can be pacified if the PCs surrender the cargo. with local contacts, and haggling. You must be within a settlement,
Stowaway: An NPC with a CR equal to the party’s APL hides though the GM might allow you to find a buyer in other locations. At PORTS
among the cargo, revealing themself after takeoff. A PC who the end of the day, attempt a Diplomacy or Profession (merchant)
succeeds at a Perception check can detect the stowaway during check (DC = 15 + 1-1/2 × your level).
TRAVELER’S
the cargo loading process. Results: On a success, you find someone willing to buy your TOOLBOX
Strange Customs: The buyer is from an unfamiliar culture or has cargo for the sell price (as determined by the GM). For every 5 by
unusual traditions. A PC must attempt a Culture check to maintain which your check exceeds the DC, increase the sell price of the cargo INDEX
proper etiquette. If they succeed, the sell price is increased by 1 BP by 1 BP per lot. If you fail, you still find a buyer, but the sell price of
per lot. If they fail, the sell price is reduced by 1 BP per lot. the cargo is reduced by 1 BP per lot.
Telepathic: The buyer is telepathic. If none of the PCs have Special: If multiple allies perform this downtime activity during
telepathy or limited telepathy, and the PCs can’t succeed at a the same day, only one of them attempts the check, but with a
Diplomacy check, the buyer doesn’t trust them and reduces the cumulative +1 circumstance bonus for each aiding ally (not including
buy price by 1 BP per lot. the one attempting the check).
Tough Sell: The buyer tries to strongarm the PCs, reducing
the sell price by 2 BP per lot. A PC can negate this reduction
with a successful Intimidate check.
Uncommon Tongue*: The seller of the cargo speaks an might make this more difficult, but once a buyer is found, you
unusual language, chosen by the GM or determined randomly need to determine the sale price.
from “Other Languages” (Core Rulebook 41). If the PCs can’t find
a way to communicate with them, no sale. Cargo Sell Price
Vermin*: The cargo is infested with tiny or smaller creatures. First, determine the base sell price of a cargo by rolling a d8; if
A PC discovers them with a successful Life Sciences check. If you roll an 8, roll again once and add the new result to 8. This
found before purchase, reduce the buy price by 2 BP per lot result is modified by the distance traveled (as noted on the table
and spend 1 day fumigating. If found after purchase, reduce below) and any complications, in that order, resulting in a sale
sell price by 2 BP per lot; additionally, the vermin may infest price per lot (minimum 1 BP per lot). Finally, the results of the
the ship. PCs’ find buyer downtime activity might also alter this price.

Transport TABLE 3–4: TRANSPORT MODIFIERS


The next step is for the PCs to get the cargo onto their starship
and transport it to a place where it can be sold. In general, the TRAVEL BASE SELL
farther the PCs take the cargo, the more it’s worth. This factors
TIME DESTINATION PRICE MODIFIER
into the cargo’s sell price, which is determined when the PCs try Another world in the same system or
1d6 days –2 BP/lot
to sell it (see below). Absalom Station
One of the Pact Worlds other than
Cargo Handling 2d6 days Absalom Station from outside the –1 BP/lot
Loading or unloading a single lot into a starship cargo hold system
takes 1 hour for one person using a cargo lifter (Starfinder Core 3d6 days A world in Near Space No change
Rulebook 204) or similar equipment. Without such equipment, 5d6 days A world in the Vast +1 BP/lot
loading the same lot takes 8 hours of labor; multiple people can
work together to reduce this time. For example, it takes 4 hours SPENDING BUILD POINTS
for two people without major equipment to load a single lot into The following section expands on the rules for spending
a cargo hold. While the PCs will usually be able to take their Build Points and includes some obligatory expenditures (like
time, a complication might mean that every hour counts! upgrading the PCs’ starship so they can take on bigger jobs
The PCs will also have to unload the cargo once they reach the and bigger threats), as well as new options (like a comfortable
world where they want to sell it, but this generally occurs while lifestyle or the hiring of employees). The PCs can hold onto as
at least one of the crew engages in the find buyer downtime many unspent BP as they like.
activity (see sidebar).
Expansion
Make the Sale The PCs can spend BP to hire agents, professional
When the PCs have reached the area where they want to try representatives, and even full-time employees who work for
to sell their cargo, finding a buyer is a downtime activity, as them. They can even buy another starship and hire crew to
detailed in the “Find Buyer” sidebar. Certain complications haul cargo as part of their overall business. When the PCs hire

169
personnel to expand their business, you decide the NPCs’ stats System-Wide Representative: A system-wide representative is
(though usually, an NPC has a total skill bonus in a handful of similar to a planetary agent but will travel to any world in a single
skills equal to 4 + 1-1/2 × their CR). They are generally loyal to star system (such as the Pact Worlds system). A system-wide
the PCs but won’t risk their lives. If treated poorly, they might representative costs BP equal to twice the representative’s CR,
leave the PCs’ service. Employees hired by the PCs agree to a which can be no higher than the party’s APL.
1-year contract; at the end of that term, the PCs must renew this Starship: The PCs can use their BP to buy another starship.
contract or the NPC leaves their service. This starship can’t be higher in tier than the party’s APL – 2 and
Planetary Agent: A planetary agent costs BP equal to the is likely to be much lower. The PCs must spend additional BP
agent’s CR, which can be no higher than the party’s APL; as equal to 5 × the starship’s tier to hire an NPC crew to run this
the party’s APL increases, the PCs can spend the difference starship; each crew member has a CR equal to the starship’s tier,
to raise the agent’s CR. The agent lives on one world or space and they follow the PCs’ instructions when it comes to buying,
station, and though they might have many other clients, they transporting, and selling cargo, as well as the day-to-day
work on the PCs’ behalf to perform the find cargo and find buyer operations of the starship. All the BP earned by this second
downtime activities. The agent can also perform the gather ship goes to the party’s pool of BP, and the PCs are responsible
information task of the Diplomacy skill. The agent won’t leave for the other costs of any additional starships they own.
the world upon which they’re stationed. The PCs must supply
the agent with the credits or other requirements necessary for Insurance
any task the NPC is asked to perform. The PCs can insure their starship or cargo, so that if their
starship is destroyed or their cargo is lost, they can recover
some or all of the value. Starship insurance policies cost a
number of BP equal to a percentage of their starship’s total
BP value at time of purchase (see below). An insurance policy
remains in effect for 1 year; after this time, the PCs must buy a
new policy (at a higher price if their starship has increased in
BP value). If the PCs’ starship is completely destroyed while
the policy is in effect, the PCs receive a percentage of the
ship’s BP value in payment. The rest of the BP the PCs spent
on their starship are lost!
Starship insurance policies are rated bronze, silver, and gold.
A bronze insurance policy costs 5% of the starship’s total BP
value and pays out 50% of that value. A silver insurance policy
costs 10% of the starship’s total BP value and pays out 75% of
that value. A gold insurance policy costs 15% of the starship’s
total BP value and pays out 100% of that value.
To insure cargo, the PCs can buy a policy for 10% of the
cargo’s buy price (minimum 1 BP). If the cargo is lost and not
delivered, and the PCs can prove that they weren’t negligent
or didn’t steal the cargo, they’re repaid BP equal to the cargo’s
buy price.
The PCs can have only one insurance policy per starship and
per each cargo.

Lifestyle
The PCs can spend BP to live the good life. There are two
degrees of lifestyle expenditure: comfortable and luxurious.
These degrees assume a group of 4 PCs; you can adjust the
costs for larger and smaller groups as you see fit.
Comfortable: The party spends 1 BP to live comfortably
for 1 month on a single world or space station. The PCs reside
in spacious lodgings decorated to their taste, have access
to stylish personal transportation, and enjoy their favorite
entertainments. They partake in high-quality food and drink
whenever they wish and attire themselves in fashionable and
flattering clothing. This lifestyle doesn’t impart any mechanical
benefits to the characters.
Luxurious: The party spends 5 BP to live in luxury for 1 month
on a single world or space station. The PCs reside in fabulous

170
PORTS OF CALL 3
homes in an elite neighborhood; they have multiple forms of
personal transportation, including custom-made vehicles and FREE TRADERS OVERVIEW
antiques, and their wardrobe is full of unique fashions made The free trader archetype (Starfinder Character Operations Manual
for them by famous designers (equivalent to formal wear). A 103) is an excellent choice for a character in a campaign focused on TRAVELING
large staff of professionals—housekeepers, gardeners, personal galactic trade, as that archetype’s merchant savvy ability interacts THE GALAXY

tailors, groomers, and chauffeurs—see to everyday chores the with these rules in many useful ways, listed below.
PCs don’t wish to concern themselves with (each professional is • A free trader can use market savvy to reroll the checks required PORTS
a professional freelancer with a skill bonus equal to the party’s for the find cargo and find buyer downtime activities.
APL). When they wish to be entertained, they have tickets to • At the GM’s discretion, a free trader can use market savvy to reroll
TRAVELER’S
all the most exclusive galas and parties, or they hire legendary skill checks during a complication. TOOLBOX
performers and throw the party themselves. This lifestyle • At 9th level, a free trader can transport an extra lot of cargo
doesn’t impart any mechanical benefits to the characters. for every five cargo holds their starship has; at 14th level, this INDEX
increases to an extra lot of cargo for every two cargo holds their
Upgrades starship has.
The PCs can spend BP on their starship if they have the time • At 18th level, a free trader can spend Resolve Points to negotiate
and facilities required to make such upgrades (Starfinder Core the best possible price, reducing the cargo’s buy price by 1 BP per
Rulebook 305). Using this system, the total BP value of the PCs’ lot or raising the sell price of the cargo by 1 BP per lot during the
starship can be no more than 5% higher than the value listed for find cargo or find buyer downtime activities, respectively; the free
its tier in Table 9-1: Starship Base Statistics on page 294 of the trader must be the main one performing the activity.
Core Rulebook.
For example, a group of 1st-level PCs have a tier 1 starship on
which they’ve spent a total of 52 Build Points (saving the rest to
purchase cargo). As they accumulate BP by selling cargo, they delving into alien ruins or fighting back against an evil empire.
can spend at most 5 BP to upgrade their starship, Free trader PCs aren’t beholden to any one patron and can go
raising its BP value to 57 (5% more than where they please, but this subsystem does involve additional
the 55 BP used to normally create a tier bookkeeping, and some groups may feel
1 starship). When their APL rises to 2, strongly about that requirement.
this group can upgrade their starship
further, but not to a value higher GMing Expectations
than 78 BP (because a tier 2 starship is On average, the PCs will need to complete three
normally created with 75 BP). The PCs to four cargo transport jobs to gain enough BP
still can’t spend more than 1,000 BP on to upgrade their starship to the next tier. As
their starship when their APL reaches the group advances in level, they might need
20th. to complete a few extra transport jobs per tier,
depending on their market savvy and whether or not they’ve
Downgrades switched to a larger frame that can hold more cargo.
Due to bad luck or mishandling of cargo, the Of course, during this time, the PCs should be
PCs might end up with no spare BP to keep the having adventures and earning XP in the usual way
cycle of buying and selling going. In such cases, you can reward (by overcoming skill-based challenges, defeating enemies,
the PCs with BP as treasure (see below) to get them back on and from story-based rewards) so that the group’s APL keeps
track, but if you want to be less generous, the PCs can sell parts approximate pace with the amount of BP they can invest in their
of their starship to acquire BP. There’s no added cost to do this; starship. At your discretion, you can reward the PCs with XP as
for instance, if the PCs want to hock their vessel’s coilgun, they if they had overcome an easy encounter (Core Rulebook 390)
receive the weapon’s full BP cost of 6. upon selling their cargo; this XP should be in addition to any
XP they earn from encounters that emerge from complications.
RUNNING THE SYSTEM
The cargo subsystem helps to generate short adventures for Other Sources of Build Points
cargo-hauling PCs, as there’s always a chance of something This subsystem assumes that the PCs earn their BP only from
going wrong during what (at first) seemed like a simple cargo transporting and selling cargo. However, at your discretion, you
delivery. It also works hand-in-hand with a sandbox-style can reward them with BP as treasure from particular encounters
campaign, as the PCs will be traveling from world to world (such as a raid on a smuggling operation’s warehouse) or
looking to buy low and sell high. as salvage from starship combat encounters (such as a fight
against a rogue Corpse Fleet ship). In the former case, the PCs
Session Zero might have to transport the BP to their ship much in the same
Before beginning a game using this subsystem, make sure way as loading cargo (count 4 BP as a lot of cargo for these
your players are interested in engaging in the life of freelance purposes), and in the latter case, the PCs can spend a day
merchants—an occupation they hold alongside their adventures salvaging BP from a defeated vessel equal to that starship’s tier.

171
IDRAH FADEZ, THE FINANCIER
A wealthy business mogul and an ifrit of human ancestry, In the immediate aftermath of the Drift Crisis, Idrah
Idrah Fadez is known for her explosive temper and employed several dozen groups to help chart and
interest in unusual projects—the stranger, the stake claims on sections of the newly established
better. She regularly funds adventuring parties Drift lanes. Though she hasn’t personally taken
before they can even finish their pitch just ownership of such claims, she’s owed favors by
because she likes the concept and wants to several former and current adventurers who have
see if the group can actually return to her established colonies of their own or who have
alive, and this cheerful flippancy drives major shipping interests in the Drift lanes. As a
her recruiting. Idrah keeps an open tab result, Idrah can easily arrange secure transit
at bars and lounges across the galaxy, as across the newly defined galaxy, and she even
she often discovers her most interesting knows about several smaller Drift lanes that
hirelings there, nursing aspirations and have yet to become public knowledge. Should
drinks in equal measure. Whether the PCs find themselves in Idrah’s good
they ultimately succeed or survive graces, she can help them get to just about
matters little; Idrah knows that anywhere in the known cosmos.
sometimes, to make credits, one Both the Aspis Consortium and
has to lose credits. Those who Starfinder Society clandestinely send
do succeed attract her attention agents to interact with Idrah on missions
and continued funding, so long as it that require “out of organization funding.”
includes something fascinating for her to Any such mission typically stays off the
covet: some strange silver fabric, a glass orb books and isn’t officially recognized by either
of unbearable heat, or even an extremely old, organization. Idrah revels in providing for both
slightly singed Harrow deck. groups, as she finds it incredibly flattering that such
Idrah rarely travels without her shobhad bodyguard and prestigious factions know of her financing operations,
never goes without a weapon, even in spaces where they would let alone actively use them. She also finds it amusing to
normally be confiscated. Though she’s notoriously wealthy and dabble in the politics of these organizations, and often has
owns several small corporations throughout the Pact Worlds little or no interest in such missions, enjoying simply being part
and Near Space, the actual parent company is unknown; when of the inner machinations of the Consortium’s and Society’s
asked how she got started in business, she gives evasive ongoing missions.
answers usually referencing “heat protection during space Idrah has one notable restriction on those she finances: she
travel.” The exact source of her riches remains a mystery that refuses to deal with anyone who interacts with the Tetrad trade
she utterly delights in perpetuating. association. Associated with the witchwyrds of Cyrune, Tetrad
When traveling in space, Idrah flies in a specially modified is a mysterious entity, and Idrah’s apprehension in dealing with
Excoriation Combine Alcazar (Starfinder Adventure Path #18: them adds to this reputation. Some believe that she has too
Assault on the Crucible) named the Ashes of Wealth. The crew much of her fortune tied-up in their activities, while others
is entirely comprised of bound genies and elementals under believe that Tetrad is one of the few organizations who have
Idrah’s command. She refuses to let her elemental crew leave punished Idrah in a meaningful way in the past. Anyone dealing
the ship, so she relies solely on her quiet shobhad bodyguard with Idrah should be sure to steer away from interfering with
for any missions outside her vessel. In the aftermath of the Drift Tetrad, lest they earn her ire and probably have to deal with
Crisis, Idrah has begun seeking alternatives to Drift travel, and another group hired by Idrah to stop them.
many of her financed missions involve exploring new means of In recent months, Idrah has begun traveling throughout the
interstellar travel. Pact Worlds and Near Space in search of groups willing to take
Like a tempestuous deity from myth, Idrah showers her part in a massive expedition into the Vast. Though she has yet
affection on those who captivate her, yet she seethes at those to explain the full goal of this mission, Idrah has assured those
who decline her support. If she feels someone is weak enough she has contacted that it could take many years and requires
for such crude tactics, she’ll sometimes turn to intimidation exploring several different star systems. She also indicated
by throwing tables and lighting things on fire while she stalks that the systems in question aren’t capable of being explored
around the room. As temperamental as she is, however, Idrah using traditional scanners, necessitating a more hands-on
knows when she’s outmatched. In the few situations where she approach. To help compensate the mystery of the assignment,
can’t get what she wants with money or threats, she’s known to Idrah has put forward a massive stipend of credits, along with
hire rival teams to compete with (or even kill) those who have the promise that any group taking part in her expedition will
snubbed her. Nobody has ever conclusively linked her to these receive a custom starship built to their specifications by some
hits, yet several adventurers have, on occasion, turned up dead of Idrah’s contacts in the Pact Worlds. The cost alone of such an
with her fireproof business card pinned to their chests. expense has many wondering about her goal.

172
PORTS OF CALL 3
GREENTOOTH ZIB, THE PILOT OVERVIEW

Greentooth Zib is a pilot-for-hire, flying his starship, The Pickled the Drift, Zib can be found strolling through the corridors TRAVELING
Queen, for anyone to anywhere for the right price. Stories about at night, tutting at every sound that isn’t “quite right” or THE GALAXY

how the loquacious goblin acquired the early-model Sanjaval polishing a handrail with an oil-stained rag. He also expects
Vagabond range from him inheriting it from a rich, deceased his passengers to treat his vessel with respect. He doesn’t PORTS
aunt to him stealing it out from under the nose of a Free Captain. tolerate complaints about delays, though he might consider
Zib tells a different tale to each of his clients, and no one knows those who offer constructive tips on how to improve engine
TRAVELER’S
for certain how much truth there is to any of them. Regardless, efficiency his friend for life. TOOLBOX
he manages to keep his starship repaired and outfitted, getting That isn’t to say that a journey aboard The Pickled Queen is
travelers to their destinations no matter the circumstances, so without comfort. Zib has upgraded the passenger bunks to be INDEX
he continues to find work across the galaxy. as comfortable as possible (though not as well-appointed as
Just as mysterious as the provenance of his ship is how his own quarters). The galley contains state-of-the-art culinary
Zib acquired the three unusual teeth that comprise his synthesizers programmed with cuisines from across the galaxy.
namesake. His claims of losing his original teeth in a bar In addition, Zib keeps the ship’s tri-vid den stocked with the
brawl or in an encounter with a swarm of tooth fairies latest in entertainment, with the major exception of any media
are dubious at best, but more unbelievable is the tale depicting horses in a positive light. The goblin refuses to explain
that he fashioned the prostheses himself from husks of why, and many chalk it up to ancient cultural revulsion toward
akata cocoons while stranded on an asteroid for a month. the four-legged animals. Only when very drunk does Zib share
Whatever the truth, it’s indisputable that Zib’s false teeth that his deep-rooted fear of horses stems from terrifying stories
are made of the precious starmetal noqual. When showing his mother told him about them during childhood. Zib’s favorite
them off—which he does quite frequently—Zib alleges that vids is the animated epic “The Applecake Adventures of Space
he can feel them buzz when he’s around strong sources of Fortress Z.”
magic, a “fact” that has apparently enabled him to find lost Zib employs daring piloting skills in almost every situation,
relics and, on one occasion, escape from the clutches of an turning even the simplest mission into a means of somehow
evil technomancer. defying death. If confronted regarding his semi-suicidal
Zib happily takes any work that will net him credits, but maneuvers, the goblin merely indicates that he’s taking after
his mercurial nature means that his reasons for accepting a the great pilots of the Pact Worlds, such as the recently
job vary from week to week. When flush with cash, Zib will returned Drift explorer Aleksana Guryari, the charming and
provide passage to a place he has never been (or even heard enigmatic Ulysses who disappeared after crashing on the
of) practically free of charge just to be able to tell a fantastical surface of Apostae three years ago, and the Wither siblings
story afterward. Other times, he’ll undercut a of Terminator fame. Somehow, the goblin always
competitor’s rate merely out of spite, claiming seems to survive his flights, despite performing
that the look on his rival’s face more than stunts that could rip a normal starship apart in
makes up for the difference. If, however, short order. Zib’s favorite move is to fly side-by-
he has several sizable, recently accrued side with opposing starships and then
gambling debts or creditors signal them over comms to ask if
hounding him, Zib will haggle they need piloting instructions.
for hours on end, working Since the Drift Crisis, Zib has
exorbitant, extraneous fees into begun exploring the recently
every stage of what would otherwise revealed Drift lanes and has taken to
be a relatively simple journey. A ferrying passengers through them
traveler can never be certain which without much hassle. Though it’s
Zib they’ll end up doing business something of an easier job for the
with when approaching him. excitable goblin, Zib takes every
Once behind the yoke opportunity to harry his passengers
of The Pickled Queen, to investigate any anomalies or distress
Greentooth Zib is more signals they come across during their
of a steady hand. Though travels. Even prior to taking on passengers, Zib
he might seem like a casual explains his desire to investigate strange happenings in
pilot, always ready to spin a yarn, Zib the Drift and tries to use it as a selling point to any would-be
is serious about flying. He treats his passengers. Zib offers flat rate discounts on the credit price of
starship well, keeping the computer’s a trip for every unscheduled course correction he makes during
software up-to-date and repairing the flight, and many happy customers have reported having
any damage as soon as possible. their bills reduced by over half the initial cost thanks to Zib’s
During long journeys through innate curiosity getting the better of him.

173
QUINSETTI, THE FIXER
“Cheese for the Flight” sounds like a motto or a packed snack, that any resemblance he bears to a Free Captain who gave up
yet it’s also what Quinsetti named his modest corner deli. A piracy for love is purely coincidental.
block from port, the peppy elderly ysoki offers a feast of spiced Large networks come with their own baggage, and Quinsetti
rations, cold cuts, and homemade appetizers to flight crews has chosen sides and made enemies. The fixer follows his
who have mere hours (if not minutes) before they head out to conscience, as he knows that most retaliation poses an
space again. In these short moments, Quinsetti makes certain inconvenience (such as fabricating claims that get his deli
that his customers leave refueled by warm conversation and closed for bogus health violations) or, at worst, might involve
sated stomachs, achieved via a generous sampling of snacks his death (which isn’t too bad, given the full life he has lived).
from across the galaxy. The same protection doesn’t, unfortunately, extend to those
The unassuming deli is, naturally, a side gig to Quinsetti who work for him. While Quinsetti gladly dips into his own
and cover for his work as a fixer. With a great eye for reading pocket to protect threatened agents, he can’t be everywhere
integrity, skills, and potential, Quinsetti constantly scopes at once.
out new talent to hire or refer for odd jobs. The majority are Quinsetti is energetic and nimble for his age. He speaks
simple deliveries or technical services. Difficult missions, quickly, relaying many words and ideas into one breath,
meanwhile, are entrusted to “regulars” who come to him with knowing he has only a few years left and still a lot to say.
references and recommendations. These individuals identify He likes to use metaphors and coded language, such as
themselves with a coded introductory phrase given by their calling simple jobs “backaches” before directing hires to the
sponsor, posing as customers who ask if the shop carries any cheese cellar to talk shop since “his back can’t handle hefting
“Vast Cheddar” or “Gluun Prairie.” the bigger wheels alone.” If a job is difficult, he invites hires
Quinsetti’s job supply seems endless, owing to his vast upstairs to the office for “a glass of wine,” because they’re
connections that span systems, fields of expertise, and “going to need it after seeing the bill.”
spheres of influence. From specialists to operatives, enforcers Quinsetti maintains a fairly professional demeanor to
to criminals, the degree of separation between him and newcomers but opens up over time. Though the fixer smooths
any individual is smaller than expected. How and why this over failures with gentle ribbing, he rarely offers second
grandfather manages such a large network remains anyone’s chances to friends or foes. Those who graciously accept their
guess. Quinsetti blames his restlessness; he needs the failure and remain friendly, however, are always welcome at
excitement of his younger days spent traveling and making the deli. Those who make a fuss tend to earn Quinsetti’s ire,
friends. On the topics of where he traveled and who those and it’s rumored that he has sold information about angry
friends were, Quinsetti keeps his responses vague, only stating former contractors to their enemies, buying himself some
goodwill with dangerous people while removing a nuisance.
The fixer adores those with incredible talent, perhaps to his
network’s detriment. He has asked some of his overachievers
not to move on to greener pastures, even though he knows
how difficult it can be to keep the best talent employed. It’s
with some pride and sadness that he bemoans his best agents
outgrowing his business. Other favorites he stops hiring more
out of fear that he might lose them on a high-risk job.
Unlike most ysoki, Quinsetti seems distant from his
biological family. This behavior isn’t due to tragedy or bad
blood; many of his children and grandchildren are alive, think
of him fondly, and greatly miss living close to him. However,
he maintains a firm no-family rule when it comes to work.
Hiring or publicly acknowledging family members would only
put them in danger.
That risk doesn’t stop his puzzled grandchildren
from uncovering Quinsetti’s past and why he won’t
associate with them directly. At worst, some have
moved into the neighborhood and proven nosy. Others
dream up increasingly dramatic stunts to discover the
truth, even going so far as to hire grandpa’s agents to spy
on him. Exasperated as this makes him, Quinsetti does keep
track of his dozens of grandkids through his network, deflects
their curiosity, and most definitely wouldn’t leave any of them
stranded if they were to land themselves in trouble.

174
PORTS OF CALL 3
KEBISHT, THE ARMS DEALER OVERVIEW

Bristling with knives, laser pistols, and grenades, as well as on their own to try to help the war effort, and they’ve been an TRAVELING
the occasional missile launcher, Kebisht looks the part of a arms dealer ever since. THE GALAXY

walking armory. This plucky shirren openly The shirren trader doesn’t often look too
wears a fraction of what they have for deeply into where their stock comes from. PORTS
sale in their starship store, which always Many thieves and smugglers know that
stocks a wide variety of destructive weapons. they can always turn to Kebisht if they
TRAVELER’S
Somewhat of an “option junkie,” like many other want to get rid of stolen goods fast. Those TOOLBOX
shirren, Kebisht is constantly rotating who have purchased weapons from them
their selection, often giving deep sometimes complain about being followed INDEX
discounts on older products to make by dangerous, unsavory types (such as
room for something newer and shinier. undercover Azlanti agents or drow enforcers)
They’ll also pay a premium for any type tracking down stolen belongings. Luckily,
of armament they’ve never seen before, these individuals almost never trace the
no matter their provenance. thefts back to Kebisht, who often remains
Kebisht formerly worked as a wholly oblivious to their wares’ origins.
Hivonyx Industries engineer who was In the past two decades, Kebisht has
often reprimanded for their dangerous been a host for two larva, and they’ve kept
R&D work during the Swarm War in 291 in touch with the growing shirren and their
AG. After losing family to the Swarm during its caretakers. The arms dealer knows their current
initial push into the Pact Worlds earlier that year, lifestyle isn’t fit for raising the young. Nonetheless,
Kebisht wanted nothing more than to completely obliterate parenthood has strengthened Kebisht’s loathing of the Swarm,
the ravenous menace. They pushed experimental starship for they want their young to inherit a galaxy completely free
weapons to their breaking points and were ultimately let of the all-consuming menace. As such, clients who let Kebisht
go after a deadly accident claimed the lives of two other know they’re buying weapons to fight the Swarm might find
engineers. Kebisht then started buying and selling weapons an extra battery or two thrown into the deal, free of charge.

SAKREE TEVIRA, THE ACADEMIC


Language has always captured Sakree Tevira’s imagination. and reputation provide her far more money than she cares
From her sheltered childhood in the spire of Qidel on Verces to to spend on her relatively simple and itinerant lifestyle, so
her higher education in the Ring Nation of Kashak and beyond, she instead redirects a large fraction into grants and support
she delights in the ways societies shape and are for up-and-coming linguistic scholars and
shaped by their languages. With a doctorate related support staff.
in xenolinguistics, Dr. Tevira now travels Dr. Tevira has little patience for
widely to decipher ancient inscriptions sycophants or casual dilettantes, but
from long-dead Vast civilizations, analyze she goes to great lengths to share
morphological links between Akitonian opportunities to study rare or unusual
and Vercite languages, and generally texts. Those who obtain her aid had
explore the many questions of best prepare themselves to receive
interplanetary linguistics. She dives messages at unpredictable hours, for
into each mystery as one might dive as she puts it, “research doesn’t have
into a good meal, focusing almost to office hours.”
the point of obsession. A sure way of gaining Dr. Tevira’s
Despite having credentials that respect is to help her get one up
could easily earn her a permanent on her academic nemesis, the equally
home in any number of universities, Dr. sharp-tongued Dr. Ivolis. Neither researcher
Tevira seems reluctant to settle anywhere seems capable of publishing a paper without at least
for long. Whether that disinclination stems indirectly snarking at the other, and they recently infamously
from wanderlust or something haunting her from her past— came to physical blows over Ignan morphemes at a linguistics
as several adjuncts at her current post love to gossip—it conference held on a remote planet in the Vast. Anyone
means she can be difficult to track down. Even when found, interfering with her studies—or worse, aiding Dr. Ivolis—is
Dr. Tevira must be thoroughly convinced that a project is certain to gain her ire, and those who do might even find their
worth the trouble of clearing her schedule. Her services subsequent linguistic research stymied.

175
MION, THE MECHANIC
Though small in stature even by skittermander While most critiques of Mion’s questionable inventions
standards, Mion always has big ideas—often bounce off her titanium shoulders (replacing the ones
literally pulled straight from her dreams. she was born with on her right side, which
She regularly bolts upright from her sleep shattered when one of her modified engines
and rushes to her workshop to modify exploded), she’s aggressively competitive and
blueprints, much to the dismay of her holds grudges for an almost inconceivably
assistants who must work around her long time.
unpredictable schedule. Mion also keeps careful tabs on every
Mion has dozens of designs in the time she’s mentioned in the media, and she
works at any given moment, and she maintains a consistent “hit list” of individuals
has extravagant aesthetic tastes as a and organizations she wants to eventually take
baseline. For all her flashy dreams, revenge on for the crime of tarnishing her
she’s a highly skilled mechanic who reputation. Her only plans more elaborate
makes quick work of standard repairs than her blueprints are her intricate revenge
on anything from handheld tech to schemes, for which she occasionally tries
starships. She periodically offers seemingly to recruit her clients. While this behavior is
arbitrary discounts on her services, though unprofessional by just about every standard,
usually because she has quietly added her own Mion is at least selective about whom she asks
custom modifications for alpha testing. When she for assistance in carrying out these schemes, only
remembers to do so, she lets her clients know about the reaching out to captains and crews she personally likes and
unsolicited adjustments, but she typically forgets until considers her friends. She might seem obtuse at times and
weeks later when her customers return to demand an certainly has a shaky sense of personal boundaries, but Mion
explanation for their gear’s bizarre performance. As Mion calculates the risk and reward so that her friends receive
sees it, she’s an artist; any discounts she offers are a fair fair compensation for helping her complete her personal
cost for her experimentation and personal brand exposure. vendettas—usually.

MR. OATHDAY, THE FENCE


Mr. Oathday doesn’t remember his original name nor once he sees them, so he continues to have a hand in as
who killed him, but he does have vague memories many illicit trades as possible.
that he used to possess a vast hoard of treasures As an undead being, Mr. Oathday doesn’t care
and that someone (or perhaps a group of much for creature comforts. He operates a dingy
someones) stole those valuables away from pawn shop with a hidden back room where he
him. When the former human returned to life can engage in his more illegal work, but he keeps
as a varculak in an Absalom Station no bedroom or kitchen. The substantial
alley, the first thing he saw was an amount of credits he earns from his
electronic news feed noting that it underworld dealings are mostly spent
was the middle of the week. At that hiring agents to follow up on various
time, he decided upon a new name leads he picks up from the infosphere that
to commemorate that day. Though it will hopefully lead to either his former
was simply how the day was referred assets or his killers. Since he pays well,
to on Lost Golarion, the name also he generally employs some of the best
befitted the fact that Mr. Oathday had mercenaries available.
sworn to discover the identities of all who Most know not to cross Mr. Oathday, as
had wronged him and to wreak terrible he doesn’t deal well with betrayal. When
vengeance upon them. shown evidence that he has been deceived,
As a fence, Mr. Oathday is willing to deal with the fence lashes out with a frightening
all parties and trade in just about any type of goods. ferocity at his surroundings and, occasionally,
His willingness to engage in most kinds of transactions the messenger. He then contemplates how to
has made him a plethora of contacts within the criminal make his betrayers pay for their transgressions. The
underworld, but in truth, Mr. Oathday always obsessively rest of the time, however, Mr. Oathday is spookily calm
scours those same underworld contacts for any sign of his and composed. He speaks in low, measured tones and keeps
stolen goods. He knows that he’ll recognize his lost treasures unblinking eye contact during conversation.

176
PORTS OF CALL 3
NABI, THE MEDIATOR OVERVIEW

Nabi strives not to stand out in a crowd, instead observing Despite Nabi being an emissary of peace, some resent TRAVELING
quietly before stepping in to resolve anything she her work, viewing the wars she prevented as lucrative THE GALAXY

considers a problem. Hailing from an esteemed opportunities. She periodically fends off assassins as
family of lashunta diplomats who groomed well as disgruntled, out-of-work mercenaries and PORTS
her for the profession, she’s considered an arms dealers. While the diplomat has proven
authority in diplomatic negotiation and de- capable enough in a fight, she increasingly
TRAVELER’S
escalation. She began her anthropological relies on bodyguards. TOOLBOX
studies as a toddler, holds a degree in Just as she maintains neutrality in her
interplanetary law, and is familiar with the work, she also strives toward neutrality INDEX
laws and customs of countless species. and detachment in her personal life,
During negotiations, her methods have been eschewing the luxury of having true friends.
likened to a butterfly gently landing upon With each passing year, her lack of personal
a flower before leaving just as quietly as connections wears at her emotional health,
she came. Nabi has prevented more wars loath as she is to admit it. Even were she to
than most would like to admit, and she make friends, she might struggle to not to
has established communication channels see them as personal projects whose foibles
in several first-contact situations where she can solve.
biology or lack of technology have made Nabi struggles to accept failure. She has
communication nigh impossible. She hosts worked too hard to attain her current skills and
seminars and workshops regularly for the professional record. Serious threats to her peacemaking
Starfinder Society, often attracting a retinue of efforts bring out her vindictive side, and she has leveraged her
pupils shadowing and assisting her with her work. The Society authority to waylay, imprison, and otherwise inconvenience
remains one of her most important clients, even as it also anyone whose antics jeopardize her goals. Seeking peace at
remains her most consistent source of frustration, given its all costs, Nabi can become a truly fearsome enemy, even for
agents’ frequent misadventures. would-be heroes.

KAVI VIRAN, THE MAGICAL EXPERT


Professor Kavi Viran ostensibly teaches comparative her to hire a mystic when she remembers to do so
arcane anthropology at the Qabarat University (and just relying on a fistful of holy symbols
of Xenoanthropology, but her classes each when she doesn’t). Despite these dangers,
semester only have a few students, all not to mention the several graduate students
handpicked by her current teaching aide. she has lost under mysterious circumstances,
It’s also not unusual for Professor Viran to Professor Viran presses on with her research,
cancel classes for weeks at a time, often to insisting that knowledge is worth any
study a new magical object while dictating price. Luckily for her, it seems there’s always
her theories on its usage and origin aloud to someone curious and brave enough to willingly
a virtual intelligence program for later review. enlist her help.
Though she’s a respected historical researcher, For all her brilliance, Professor Viran’s
Professor Viran’s colleagues also know that reckless behavior might have seen her
she’s extremely eccentric and picks up new ostracized by employers and colleagues
superstitions with every offworld trip. long ago. However, she’s excellent at her
Professor Viran’s tenured position goes a long profession and unrivaled at earning the
way toward making her many escapades possible, trust of closed-off communities thanks to
and as much as she tests the university leadership’s her charming personality, and possibly a little
patience, she has never violated any school rules so help from a mysterious, ever-present amulet that
severely to warrant dismissal or serious disciplinary action. she calls her “lucky necklace.” Professor Viran can enter a
Though the job provides for her needs, Professor Viran room with weeping families, enraged politicians, or stubborn
periodically accepts funding from less-than-ethical entities to corporate financiers and leave not long after with a new set
afford better equipment, pricey reagents, or—somewhat more of friends and signed papers approving her next project. Her
rarely—a crew who can carry her into dangerously occult colleagues joke that she could charm the Starstone out of
regions. Her jaunts often feature narrow escapes; her teams Absalom Station—a challenge that intrigues her more with
have weathered sundry spiritual possessions, encouraging each passing year.

177
AUEVI, THE ARTIST
A household name throughout Castrovel, Auevi is a sensational she leaves the individual to fade into obscurity (if they were nice)
pop singer, performer, and holographic designer or pushes them into a career-ending scandal (if not). While
famous for her bubbly on-stage personality, Auevi never exposes or leaks a story herself, her fan
dynamic fluorescent hardlight costumes, and base readily investigates any hints she leaves.
hypnotic voice. Having performed for 17 years Auevi commands a wealth of connections
since early childhood, the Pop Princess of and can secure the media spotlight, VIP passes,
Hardlight’s fame recently reached its peak grant funding, and sundry perks for anyone she
when the city-state of Qabarat nominated considers an ally. Though she dislikes righteous
her as its newest cultural outreach people, she does enjoy adopting heroic
ambassador. To fulfill her role, Auevi and causes that improve her image or pay well.
her team plan to spend the next several She periodically sponsors high-profile rescue
years touring the Pact Worlds to perform, missions or documentary crews filming cute,
attend celebrity events, and collaborate endangered creatures, even inviting herself
with famous artists. along on occasion. These opportunities aren’t
The prestige of representing her home planet isn’t just to build her brand; she’s inexperienced with
enough for Auevi, though. With each success, and curious about what genuine friendship
her ambitions grow, and she craves the entire feels like and considers these trips a chance to
galaxy’s worshipful praise. This desire isn’t let her guard down.
born from naivete, but cunning. She patiently Woe to anyone who betrays her trust. It’s an open
works toward the day she’ll be crowned the “Hardlight Queen.” secret that her bodyguards and managers dispose of those she
Auevi presents herself as an outgoing diva who, in private, considers a threat, and her fans readily defend her infosphere
reverts to a shy, vulnerable introvert who missed out on her reputation. Beyond that, there are numerous conspiracy theories
childhood due to work. She draws in well-connected patrons with speculating anything from Auevi having a dozen android body
her apparent vulnerability, using this cover to absorb any skills, doubles to her performance outfits being extremely lightweight
influence, and assets they offer. Once they’re no longer useful, powered armor.

SACAVAX, THE SURVIVALIST


The thrill of the chase drives Sacavax, a wilds, and some organizations and individuals simply hire him
troxAA2 who desires to become the greatest as an instructor.
hunter the galaxy has ever known. Travel has tested and ultimately eroded Sacavax’s
The elite tracker is well on his way to devotion to Hylax, forcing him to accept morally
achieving his goal, having triumphed questionable jobs. Still, he has one hard limit:
over hundreds of creatures, big and he won’t harm animals unnecessarily. He
small, in only five years. Raised in a despises poachers with a passion, often
strict Hylaxian family, Sacavax refuses taking unpaid work that involves hunting
to kill purely for sport, only deploying them down. While he often cooperates
lethal countermeasures in self-defense with law enforcement agencies in this
or to acquire food. His arsenal includes respect, he isn’t above vigilantism
enough sedatives to knock out a dragon, (either alone or with trusted
literally—an old story of the hunt he friends). Increasingly, his nonlethal
enjoys sharing. Sacavax only takes selfies tactics have begun backfiring, for
as trophies, and he documents his travels when those poachers escape, are
on a moderately popular infosphere site to acquitted, or finish serving their time, an
promote natural conservation. uncomfortable number make hunting Sacavax
His passion doesn’t pay the bills, though, so and anyone he has worked with their top priority.
Sacavax must take odd jobs that take him across Between jobs, Sacavax doesn’t have a permanent
the galaxy. Most often, he finds work as a guide home on a planet, though he does own a small starship.
through wild remote areas, helping his clients track wanted He often uses this time to visit zoos or other animal research
criminals and dangerous creatures alike. He works for a steep centers to learn about creatures he has yet to face, updating
discount if the job takes place on a planet he has never visited, his infosphere site with fun facts as he learns them. He’s close
so long as he gets free time to add to his virtual scrapbook. with his family but has yet to stay romantically attached for
He also happily shares his knowledge on how to survive in the very long.

178
PORTS OF CALL 3
MARI, PROFESSIONAL TRAVELER OVERVIEW

Beaches with sunsets as vibrant as gemstones, towering luxury are any indication, she might be toting a concealed arsenal TRAVELING
tree houses in remote forests teeming with wildlife, annual wherever she goes. THE GALAXY

festivals alive with the sounds of celebration and the smell For all her exciting experiences, brilliant articles, and
of sizzling meat—for many travelers, these descriptions might appreciative fans, Mari contemplates the galaxy’s vastness PORTS
represent an ideal vacation spot or even a once-in-a-lifetime trip. with mixed feelings. On one hand, she’s desperate to witness
For Mari, a human travel journalist who vlogs for her billions of the unique wonders of each world. On the other, she bitterly
TRAVELER’S
followers about everything she does, they’re just casual stops laments her own mortality, knowing that she’ll only ever TOOLBOX
on her tour of the universe. Embracing the “experience” of experience a fraction of what’s out there. The public knows
being a traveler, Mari seeks adventure and relaxation in equal she’s trying to cram several lifetimes of adventure into a few INDEX
measure and has honed her ability to find any destination’s decades. What few realize, though, is that she’s also desperately
hidden gems. She always seems to be in exactly the right place seeking technological and magical means to extend her lifespan.
at exactly the right time, almost defying the limits of practical Any rumor of longevity tonics, magical youth fruits, or even
Drift travel, driving rumors that the young journalist is actually advances in digital personality uploads capture her imagination,
a set of identical triplets posing as one person (though she and several Eoxian agents persistently remind her of how easily
assures her audience she’s “the one and only”) or even some undeath could fulfill her needs.
avatar of Weydan.
While she comes across as somewhat flippant and entitled,
Mari is resourceful, respectful of different customs and
traditions, and genuinely wants to share her love of travel. Her
regular column, “Min-Max Mari,” shows cost-conscious travelers
how to “minimize expenses” and helps those less concerned with
a budget to “maximize fun.” She uses her platform to advocate
for accessible, responsible travel, although she bends her own
rules every now and then to get ahead of a hot story. Mari’s
critics loudly decry these hypocrisies as morally reprehensible
for a journalist and socially responsible traveler; however, her
fans defend her imperfections as true honesty.
Regardless of moral compunction, Mari knows how to exploit
available resources to get what she wants. Ever the type to
ask for forgiveness than permission, she’s the shameless guest
who invites herself on any intriguing adventure—even going
so far as to stow away on a starship and reveal herself once
it would be incredibly inconvenient for the crew to turn back.
She especially enjoys tagging along with Starfinders due to
their capable starships and love of the unknown; however, the
Society is divided on whether to celebrate her contributions or
chase her away.
Such prolific travel makes Mari a font of obscure information
with countless unlikely contacts. She doesn’t mind side gigs in
espionage, but she usually requires recompense in the form of
future favors, most of which involve ferrying her to inconvenient
destinations so she can witness some time-sensitive spectacle.
Even though she avoids publishing anything salacious, Mari is
privy to so many secrets and commands such a large readership
that some consider her a liability. Her fame also makes her a
target, such as when pirates abducted her and held her for a
ludicrous ransom. Luckily, Mari’s followers knew her travel
plans and contacted local authorities to secure her release.
Since then, Mari has been careful not to advertise her
trip details in advance, and she releases
prerecorded videos of her lodgings only
after departing. Each near-miss makes the
once-reckless personality a little more cautious.
If her travel-sized self-defense armament sponsorships

179
JOB 1: WORTH A THOUSAND
This side job is suitable for 2nd-level characters. It functions on volunteers or readily answers if asked and some of which
any habitable world with ample wilderness and wildlife, such as requires investigation.
Castrovel, Orikolai, or worlds in the Tabori Cluster. Sites: The map shows a trail loop that forms an uneven oval.
Three sites are marked along the path: a clearing with a hot
BACKGROUND spring, a suspension footbridge that crosses a waterfall, and an
A few short decades ago, the Pact Worlds and Veskarium observation tower atop a promontory.
declared a truce in their centuries-long Silent War to repel Equipment: Euordin provides the PCs a camera drone
the encroaching Swarm. Despite the formal peace since, that weighs 1 bulk. The drone’s obvious features include a
some Veskarium loyalists long to resume their old conquests. 360-degree camera, rotors for flight, and handles for carrying
Likewise, some Silent War veterans from the Pact Worlds can’t the drone when not in use. Use the statistics for a 1st-level
shake their deeply rooted suspicions of their vesk neighbors. mechanic’s hover drone with only flight system (×2) and camera
Well-intentioned diehards on both sides have continued the mods that can operate for 1 hour total and be controlled up to
old conflict, believing they’re working in the best interests of 300 feet away. What isn’t apparent (though a PC can determine
their respective civilizations and espousing all manner of wild it by closely examining the drone with a successful DC 18
conspiracies about relationships between the Pact Worlds and Engineering check or DC 22 Perception check) is that the drone
the Veskarium. Both factions continuously has far more than a camera; it includes sophisticated
attempt to outmaneuver the other, yet the thermal imaging, radar, and other senses that
actions of either could eventually provoke exceed Euordin’s job specifications. If asked
open warfare between the galactic powers about it, he shrugs and admits the drone is more
once more. advanced than necessary, but it’s what he has.
The Pact Worlds vigilantes maintain With a successful DC 20 Sense Motive check, a
a loose network of spies and agents. PC can determine he isn’t being entirely honest.
Euordin (CG male korasha lashunta) Payment: Euordin offers 600 credits for the
recently joined the operation and set job and is willing to pay up to 200 credits up
up a travel agency on a verdant world, front. With a successful DC 15 Diplomacy check, a
following leads that Veskarium agents PC could bargain the total up to 800 credits.
might be operating nearby. Hoping to
confirm these rumors and prove his worth to his EXPLORATION
new colleagues, he recruits unwitting explorers As advertised, the wilderness
to act as scouts. seems largely untouched. Game
trails crisscross the hilly area, trees
THE JOB OFFER provide dappled shade, undergrowth is
Euordin has posted numerous advertisements in inconvenient but not impassably thick, and
search of “explorers willing to brave a little danger rocky outcroppings jut up through the soil.
on a contract basis.” As the PCs arrive to investigate Euordin’s map faithfully traces several
the travel agency’s offer, the middle-aged lashunta heavily overgrown hiking trails that the PCs
heartily waves them in and takes a break from can follow without much trouble. As they
assembling furniture and unpacking crates. travel, have each PC attempt a DC 15 check
to look for interesting features; skills like
“Ecotourism!” he exclaims in a deep voice upon Life Science, Perception, and Survival are
greeting his visitors. “A private owner owned the obvious fits, but PCs can also use Stealth to
nearby wilds for ages, but it’s being purchased sneak up on interesting animals, Athletics to
and transformed into a wilderness preserve. climb and get a good view, and other skills as
We have only the flimsiest records of what’s you see fit. For each success, the PCs discover
out there. I’m looking for explorers to one of the following near the trail.
confirm the map I have, document several • Abandoned tarps, crates, and trash that
interesting sites, and be on the look out suggest a military exercise took place here.
for anything else out of the ordinary. Ah • Tire tracks from a large vehicle that are
yes—” The lashunta tears open a crate. deeper when entering the forest and
“And you won’t need your own cameras; shallower when heading out.
I’ll supply the equipment.” • Scorch marks and damage to trees
seemingly caused by weapon testing.
Euordin provides some additional • Several bottles of Pact Worlds soda can
information to the PCs, some of which he be found tossed into nearby shrubbery.

180
PORTS OF CALL 3
EVENT 1: UNEXPECTED COMPANY (CR 2) even—that the PCs should take this “opportunity” to get off the
Once the PCs reach the viewing platform and take a panorama, planet. Being a travel agency, they can help PCs rent a tier 2 OVERVIEW
or if they decide to follow the tire tracks they found, they starship or procure tickets for one that leaves within the hour. If
encounter a pair of vesk agents on patrol. They claim to be park the PCs don’t have a particular model in mind, the receptionist TRAVELING
rangers (despite their ample weaponry), using their authority will book a DMC Mauler (Core Rulebook 314). THE GALAXY

to demand why the PCs are here without authorization. If the Development: Those hiding out in the forest work fast.
PCs claim that they’ve come for a job, the vesk hesitate and Shortly after takeoff, two KC K-51 Sky Fishers (Starship PORTS
try to learn about the employer and their objectives, eventually Operations Manual 82) accost the PCs, demanding they land
demanding to examine the drone. and answer for what they did. If the Veskarium agents from
TRAVELER’S
In fact, these park rangers are agents of the Veskarium Event 1: Unexpected Company managed to get away and TOOLBOX
who never really accepted the Silent War’s conclusion report back to their superiors, exchange the interceptors
and have begun work on a hideout to serve as a base for with a fully crewed DMC Mauler. INDEX
long-term espionage on this planet. Suspecting the PCs are Players might decide to resolve this event through a
enemy agents, the vesk hope to commandeer, destroy, or starship chase (Starship Operations Manual 44) or though
corrupt the drone to foil their presumed rivals. Failing that, starship combat (Core Rulebook 316). They might even cede to
they’ll subdue the PCs to eliminate witnesses. Although the enemies’ demands and take the fighting to the ground or
brash and confident, the vesk aren’t expert liars, and a PC goad those in the ships into boarding the PCs’ vehicle. During
can sense inconsistencies in their story with a successful DC starship combat, the enemies retreat once their ship drops
16 Sense Motive check. The more that the PCs seem to doubt below 10 HP. Obstacles that might occur during the chase,
their story, the more the so-called park rangers conclude meanwhile, are likely to involved the incredibly skilled enemy
violence is the answer. pilots. If in-person combat occurs, use the vesk stats suggested
If given the drone, though, they examine it for a few minutes in Event 1: Unexpected Company. In this instance, the vesk will
before smashing it against nearby rocks. Breaking it open fight to the death.
makes it far easier to examine the secret hardware, reducing
the DC of the Engineering check to find the sensors to 14. GETTING PAID
Creatures: These agents use the statistics for security guards While PCs should receive payment as this side job progresses,
(Starfinder Pact Worlds 176) but with the vesk subtype graft, if they somehow weren’t paid before they leave the planet,
granting them low-light vision and a vesk’s armor savant, they receive what they’re owed once they hand over the drone
fearless, and natural weapons species traits. and its full sensory array logs to this “graphic artist.” The
Each agent begins combat by tossing a stickybomb and flash artist takes the chance to hint at who they think the vesk in
grenade respectively to debilitate enemies. They follow up with the forest might be and expresses that the PCs might have
shots from their pulsecaster pistols and then draw tactical made an enemy greater than they imagined. As for future
batons only as a last measure. opportunities, while the spy network probably won’t send
them out to do more scans, the PCs might be asked to extract
VESKARIUM AGENTS (2) CR 1 agents of Euordin’s travel agency, though the lashunta’s cover
XP 400 each has likely been blown by now.
HP 23 each (Pact Worlds 176) Along with their payment, the PCs run the risk of becoming
embroiled in Pact Worlds politics. Even though they might not
Development: Should the guards get away, they’ll report their realize the full extent of their mission, the Stewards might take
encounter with the PCs to someone higher up the command note of the PCs and ask them to continue working with Euordin
chain in time for a scout to track the party back to the agency. in an attempt to set up a mole within the wider anti-Veskarium
The PCs will therefore meet a larger intercepting party for organization. This request could lead to further payments
Event 2: Let’s Skedaddle. directly from the Stewards.

EVENT 2: LET’S SKEDADDLE ALTERNATE PLOTLINE


Arriving back at the agency, the PCs find Euordin “out for It’s possible that by failing any of the events, the PCs end up
business.” The receptionist, likewise a member of the spy captured. This outcome opens the possibility of them being
network, will patiently listen to the group’s discoveries and interrogated by the vesk hiding out in the forest, who might or
concerns, in addition to paying the party what they’re owed, might not be working for the Veskarium. After discovering the
provided the drone remained intact. PCs’ relative innocence, the group could try to convince the PCs
If the PCs are still unaware of what they were actually doing, to become double agents to investigate the mysterious group
the receptionist will offer to let them deliver the drone to the behind Euordin’s travel agency.
agency’s “graphic artist,” who lives one space flight away on a If those in the forest are indeed a military branch of the
nearby planet. Accepting this job provides an additional 500 Veskarium, and if the PCs decipher who comprises the spy
credits, paid up front. network and what their goal is, will the PCs ultimately be
If the PCs figured out the drone’s true purpose, the forced to choose a side? Or might the two be convinced to share
receptionist words the offer as a heavy suggestion—a threat aligning goals? All these are possibilities to consider.

181
JOB 2: AKATA ISSUES
This side job is suitable for 3rd-level characters. Although rare materials. Using key cards that Milya provided, the PCs can
presented on Akiton, it can be set anywhere remote enough to enter the facility’s decontamination room. Once sealed, it begins
hide a risky research facility. You can create your own map or use filling with saltwater as an automated voice conveys in Drow,
Starfinder Flip-Mat: Undercity to present the underground facility. Eoxian, and Common that air-breathing guests should hold their
breath and try not to float. The compartment floods within 30
BACKGROUND seconds, remains full for 30 seconds, and then drains for 30
House Isaris, a minor drow house on Apostae, produces seconds, with the inner doors opening a few seconds later.
armaments made from rare materials like silver and skymetals. The doors open into a battle-damaged hallway filled with
Using such specialized ingredients limits Isaris’s growth—which is cracked vidscreens, flickering lights, streaks of blood, and bits
why its scion, Lady Acra Isaris (NE female drow noble), sponsored of viscera. Several doors into nearby rooms have been pried
an outcast group of scientists researching akata gestation. House open, and others show signs of having been barricaded from the
Isaris funded the scientists’ work on the condition they send the inside. The various rooms include a variety of dormitories, offices,
akatas’ noqual-infused cocoons to Isaris facilities for refinement. communal spaces, and small laboratories, with a heavier door
Lady Acra has kept the endeavor secret, both to keep clients leading into the main lab. Event 1: Gestation takes place in one
from learning about her unethical research and prevent rivals of these residential areas, and Event 2: Whelping takes place in
from gaining any leverage against her house. However, an akata the main lab.
recently escaped the facility on Akiton, triggering an automated Research: As the PCs investigate the rooms, they can recover
quarantine and threatening the entire operation. various research materials, such as sheafs of notes, data from
Statistics and information on akatas and void zombies appear intact computers, vials of biological samples, and the like. In total,
on pages 8–9 of Starfinder Alien Archive 2. there are four pieces of valuable research to acquire, which a PC
can identify or recover with a successful DC 16 skill check. In
THE JOB OFFER general, Computers, Life Science, Medicine, Physical Science, or
Lady Acra’s personal assistant, Milya Arondis (N agender an associated Profession check are relevant skills, though you
verthani envoy), hires the PCs from a nondescript office might allow other skills at a slightly higher DC.
building on Akiton. After complimenting the PCs’ reputation for What Happened: The scientists have run various experiments
professionalism and discretion (and hinting that such discretion varying the temperature, air composition, and more to affect the
will keep them alive and wealthy), she reviews the job details. quality of the noqual that akatas weave into their cocoons. A
Milya explains that her unnamed employer owns several recent set of variables caused a test group considerable distress,
research facilities on Akiton, one of which recently suffered and their thrashing shattered their containment tubes. The
an attack from predatory creatures that endangered staff and escaped akatas attacked scientists before lockdown procedures
resulted in damaged communications equipment. Her employer activated, killing many and causing some to rise as void zombies.
primarily wishes to recover research logs and material samples,
though they’ll pay extra for any surviving scientists the PCs EVENT 1: GESTATION (CR 4)
rescue. Milya has secured a suborbital shuttle to take the PCs Akata bites shed larva into the wounds, causing victims to
to the ghost town of Lestir, after which they’ll have 16 hours to become mindless void zombies after death, with a young akata
access the nearby facility and investigate before an extraction bursting from the zombie a week later. Between the initial
vehicle arrives. Once the research logs, materials, and any akata attack and the resulting void zombie outbreak, only
survivors reach their destination for review, the PCs will receive two scientists have survived. Dr. Kariz Rotrut (LE male ghoul
3,000 credits. Milya is willing to offer 300 of the credits up scientist) and Dr. Petra Ziyaj (NE female human scientist) have
front. If a PC succeeds at a DC 18 Diplomacy to negotiate for barricaded themselves in the decontamination room and living
more, they increase the total payout to 4,500 credits. quarters beyond, and the chamber’s salt residue has discouraged
Unfortunately, Milya has little information beyond these the remaining akatas from investigating further.
details, including any intelligence about the predators or the Creatures: Several void zombies stalk the barricaded area,
extent of the damage. They shrug it off, noting their benefactor periodically posturing aggressively or devouring the remains of
rarely provides more than is strictly necessary—an example of the staff. Once the PCs enter the room, the zombies attack, but
the discretion expected of the PCs. they’re more focused on grabbing a character to chew than on
coordinating their attacks.
RESEARCH RETRIEVAL
After arriving in Lestir, the PCs can track down the research VOID ZOMBIES (3) CR 1
facility about 3 miles outside town. The low-lying bunker has XP 400 each
a single entrance marked with a vortex insignia and Drow text; HP 22 each (Starfinder Alien Archive 2 8)
a PC who reads Drow or succeeds at a DC 15 Culture check
identifies this marking as a symbol of House Isaris, a minor Development: With the void zombies defeated, the PCs can
Apostaean house known for manufacturing weaponry from investigate the area, finding signs that the decontamination

182
PORTS OF CALL 3
room beyond has been barricaded. The two scientists within AKATAS (3) CR 1
witnessed the PCs’ fight through the few surviving security XP 400 each OVERVIEW
cameras but are uncertain of the PCs’ motives. With a successful HP 18 each (Starfinder Alien Archive 2 8)
DC 17 Bluff, Diplomacy, or Intimidate check, a PC can convince TRAVELING
them to disassemble the barricade and come out; a PC can also GETTING PAID THE GALAXY

break down the barrier with a successful DC 22 Strength check. The extraction ship arrives as planned, evacuating the PCs and
Kariz wears his full medical coveralls, mask, and gloves to avoid any survivors (though if not treated, Petra withdraws to rest and PORTS
spooking the PCs with his undead nature, and he’s interested in perishes). The ship brings the PCs to a secure space where Milya
recovering lost data. Petra is much less patient, wanting to escape waits. They accept the research from the party and take note
TRAVELER’S
and avoid further misfortune, though she grimly concedes that her of the researchers left alive. If Petra died, they gently scold the TOOLBOX
employer would be very angry if the research materials weren’t characters, stating that researchers aren’t cheap and that the PCs
recovered. They’re both cagey about their employer’s identity, should’ve kept a better eye on her. Once the extraction ship docks, INDEX
their work, and even what befell the compound. They follow the Milya issues the party the rest of their payment, with a bonus of
PCs’ lead, avoiding fights except as very reluctant combatants. 2,000 credits if the characters harvested all the akata cocoons.
In fact, Petra is hiding a wound on her arm from where an They then remind the party of their nondisclosure agreement and
akata bit her earlier. She has bound the wound and donned a how it’s better for everyone if that agreement isn’t broken.
fresh jacket and shoos away anyone checking her condition. Yet, If the PCs keep to the agreement, Lady Acra adds them to
she has reached the impaired stage of the void death disease her list of contractors and shares their information with some
and is about to decline further, causing her to struggle with of her allied drow houses, prompting more job offers for the
strenuous actions. With a DC 15 Medicine or Sense Motive check party. If they break the agreement and share the information,
while observing her, a PC can note her diseased condition. With she immediately takes to the media, slandering the characters by
a medkit and a successful Medicine check to treat disease—or presenting false evidence of them breaking and entering into the
the medkit on the vehicle sent later to pick them up—the PCs research compound and ransacking the place.
can help Petra overcome the disease. Otherwise, she’s likely
to perish before reaching their employer. Part of her reticence
to acknowledge the infection comes from being trapped with
Kariz; he has kept his hunger in check so far, but she fears he
would consume her if he learned how sick she is.

EVENT 2: WHELPING (CR 4)


The PCs might have recovered some research and scientists,
but the primary data and materials are in the main lab near the
facility’s rear. The main lab’s door requires upper-level key card
access, and the PCs can either use Petra’s card or unlock the
door with a successful DC 22 Computers or Engineering check.
The main lab contains nine translucent vats, six of which
have been broken open, spilling the fluid inside onto the floor.
They’re otherwise empty except for open cocoons of greenish
silk about 3 feet long. The other three vats remain sealed, with
one intact cocoon each. With a successful DC 16 Life Science
check, a PC recognizes these as akata cocoons, remembers that
they often incorporate noqual that the akata transmutes, and
recalls basic facts about akatas. If present, Petra busies herself
with recovering data from some of the computers while Kariz
guards the hallway. Even now, they dodge questions about their
research, merely noting that they’ll need to recover the cocoons.
Creatures: The three intact cocoons contain akatas ready
to hatch, and as the PCs explore, the akatas begin sensing
life and waking up. Thanks to the recent chaos, their vats
are cracked, and they’ll inevitably break free; however, the
nearby displays warn of the impending breach, giving the PCs
time to take positions and even try to sedate or damage the
akatas using the control panels. To do so, a PC must succeed
at a DC 18 Computers, Life Science, or Medicine check to enter
the commands, either flooding the tubes with saltwater
(dealing 2d6 damage to each akata) or sedatives (making
the akatas sickened for 1d2 rounds) before they break free.

183
JOB 3: THE DARKLING STACKS
This side job is suitable for 9th-level characters. It takes place shelves reconfigure themselves periodically, almost as if the
in a supernatural library at an unspecified location, so you can library is mulling over the ideas it stores. Though visitors often
easily place it anywhere in the galaxy. You can create your own feel they’re being watched, the sensation usually feels protective
map or use Starfinder Flip-Mat: Undercity to present some library rather than malicious. Restricted areas can be more dangerous,
areas. Finally, this adventure uses a svartalfar (Starfinder #11: The however. The scholars who manage the Ziralyan Archive forsake
Penumbra Protocol 60), whose statistics can also be found online their former identities, referring to themselves only by practical
for free at sfrd.info, but you can substitute statistics of a perigean titles. In a way, they seem to become an extension of the library,
lucandrianAA3 with the light blindness universal creature rule and navigating its idiosyncrasies with ease.
darkvision with a range of 60 feet for a similar experience. Recently, the Head Librarian ventured to the library’s deepest
level to retrieve some restricted texts but didn’t return. Since then,
BACKGROUND the archive’s supernatural elements have become dangerous and
The Ziralyan Archive boasts one of the greatest collections of especially unpredictable. Shelves shift with hazardous speed,
arcane lore; its digital and physical resources contain so much strange pocket dimensions displace patrons, and a bizarre
magic that the library itself has developed spontaneous magical repeating cipher has replaced some texts.
and extraplanar properties—possibly even intelligence. Its winding In fact, the Head Librarian was retrieving a Gap-era tome that
served as the prison for the bitter svartalfar Khaziv, who couldn’t
remember why he was trapped inside.
Despite the librarian’s precautions in
handling the book, Khaziv managed
to escape, trapping the Head Librarian
in his place. Khaziv now searches for some
way to return to his home, the Shadow Plane.

THE JOB OFFER


The PCs might be visiting the Ziralyan Archive for their
own research only to find it temporarily closed, or they might
be contacted due to their reputation as skilled adventurers.
Either way, the Second Librarian, a tiefling human, asks the
PCs to find the Head Librarian and figure out the cause of the
strange incidents; he suspects they’re related. He reports that
several librarians have attempted to investigate but all became
lost amidst the shifting corridors before managing to return. He
posits the library might be less prepared to outwit strangers,
making the PCs a promising rescue team.
The Second Librarian provides the PCs with a trio of magical
talismans that act as passkeys to the lowest three levels, though
he warns that the distressed library might not always recognize
the passkeys. Given the increased danger, he advises the PCs not
to tamper with the talismans. As payment, he offers 1,000 credits
for every floor they scout, 4,000 more for resolving whatever is
affecting the Ziralyan Archive, and another 4,000 for the safe
return of the Head Librarian (or 2,000 for returning with evidence
of his fate). Although Second Librarian doesn’t have many credits
to spare, a PC who succeeds at a DC 30 Diplomacy check can
convince him to include permanent access to the library as part
of their payment.

EXPLORING THE ARCHIVE


The library’s floor plans shift periodically, sealing off some
passages and opening others. Most of the facility is a
standard library with computer terminals, reading desks, and
innumerable books. The Second Librarian can guide the PCs
safely to the third-lowest floor’s entrance but leaves further
navigation to the PCs.

184
PORTS OF CALL 3
The deeper they go, the more crates and assorted oddities the A trapdoor obscured by leaf litter near the stumps leads to
PCs find along the shelves. They might encounter glowing runes, the lowest level, but it’s magically sealed and barely responds OVERVIEW
tomes that bleed when opened, or short-lived extraplanar tears to the keys the PCs have. A PC can reconfigure the key with a
that offer glimpses of alien realms. Some of these resulted from successful DC 28 Mysticism check, break down the trapdoor with TRAVELING
the Head Librarian’s imprisonment (see Bound and Determined a DC 24 Strength check, cleverly remove the door with a DC 30 THE GALAXY

below), which caused an unstable magical backlash, and others Engineering check, or some other idea. Given that it’s an umbral
are the Archive’s attempts to ward off the PCs. By the time the demiplane, using a powerful light effect on the area might reduce PORTS
PCs reach the lowest two levels, the ambient light is dim, and these DCs or even blast open the trapdoor entirely. Climbing
other light levels are reduced by one level. down, the PCs reach the lowest level.
TRAVELER’S
With concerning frequency, text found here rearranges itself TOOLBOX
to form repeating chains of symbols, which a PC can translate BOUND AND DETERMINED (CR 10)
with a successful DC 28 Computers, Culture, or Mysticism check: The lowest level is especially dark and foreboding. Tomes bound INDEX
“Ink-bound umbra, parchment prison, shadow seal me away.” in chains rattle hungrily at the PCs’ approach, mounted creatures
Navigation: Avoid mapping out the library. Navigation can cast shadows that seem to reach toward them, and the faint
be a narrative experience, interspersed with short scenes, skill sound of books being slammed shut echo through the stacks
checks to stay on course, and an occasional combat encounter. every so often. After the PCs succeed at one more check to
For each floor, have a navigating PC attempt a DC 28 skill check navigate the level (with a +2 circumstance bonus to the check
to stay on course; the appropriate skills might vary based on the if they translated the cipher earlier), they find an especially dark
level and its contents, but skills like Mysticism, Perception, and patch of seething shadows. These shadows obscure the tome that
Survival are good candidates. Succeeding helps the PCs travel now traps the Head Librarian. If the PCs met few delays reaching
quickly. Failing causes them to lose some time (see below) and the tome, they might have caught Khaziv off guard, giving them
perhaps encounter hazards. time to examine it, confirm that it contains a trapped being, and
Limited Time: The longer the PCs take to navigate, the possibly even correspond briefly with the librarian within.
tougher the job might become. This isn’t measured in a Creatures: Khaziv is nearby and moves to intervene. He does
specific amount of time, but instead in how many delays they what he can to discourage the PCs, first pretending to be one
experience; a delay might represent 15 minutes, an hour, or of the library’s guardians and warning them to stay away from
more (whatever works for your game). Likewise, the way delays the dangerous artifact. If that fails, he tries to lure away one or
impact the adventure can vary: a delay might trigger a random two PCs to eliminate them. If they call his bluff, he attacks, using
encounter, it might let Khaziv grow a little stronger, or repeated his control over the area to transmute two masses of books into
delays might mean the Head Librarian is harmed or even dead minions (use the statistics for Large earth elementals). To make
by the time the PCs arrive. the encounter more interesting, the numerous stacks of books can
Additional Encounters: Only two encounters necessarily provide partial cover, and with a move action and successful DC
comprise this side job, but you can add more to flesh out the 20 skill check (such as Sleight of Hand or Profession [librarian]) a
experience or create a longer adventure. The library might PC heaps the books higher to provide cover.
animate some of its contents, such as animated armor (Alien
Archive 3 7) or guardian robots (Alien Archive 3 86), believing SVARTALFAR CR 9
that the PCs are invaders who could cause more damage. The PCs XP 6,400
might encounter talking statues or friendly virtual intelligences HP 135 (Starfinder #11: The Penumbra Protocol 60)
designed to help visitors find what they need, though they’re
likely wary due to the ongoing chaos. With careful words and LARGE EARTH ELEMENTALS (2) CR 5
relevant skill checks, the PCs might calm these beings to learn XP 1,600 each
more of what happened and the threats ahead. HP 70 each (Alien Archive 46)

A GASH IN THE DOOR (CR 10) Defeating Khaziv might be sufficient to trap him back in
The ongoing magical damage has affected the door to the lowest the tome, causing the Head Librarian to reappear nearby.
level. When activated by its key, it opens to a shadowy, forested Alternatively, the PCs might need to use the book’s contents to
demiplane. Intended as a temporary holding cell for unauthorized devise a short ritual to transpose the two.
entrants, the space has been warped by the Shadow Plane’s
growing influence due to Khaziv’s destabilization of the library. GETTING PAID
Creatures: Within lurk two shadowy beings (use the statistics After the PCs kill or seal away Khaziv, the Ziralyan Archive begins
for living holograms), each bound to a different twisted tree to stabilize, and they can return with the Head Librarian to the
stump (functioning as the projector) near the demiplane’s levels above. The Second Librarian is relieved and offers the
center. These beings stalk and ultimately attack the PCs. PCs their payment as promised. After conferring, the two might
mention that the name of the individual who initially requested
LIVING HOLOGRAMS (2) CR 8 Khaziv’s bound tome appears to be false. Someone intentionally
XP 4,800 each tried to destabilize the library... but discovering who and why
HP 115 each (Alien Archive 3 66) would require further investigation.

185
JOB 4: THE STARSHIP DILEMMA
This side job is suitable for 13th-level characters. Although GAELIN’S GARAGE
presented in the Diaspora, it can be set in any semi-remote The PCs need to reach the mechanics’ shop, located within the
location where the Veskarium wouldn’t want to provoke war. Diaspora. Most likely, the PCs have their own starship, but if
You can create your own map for the facility or use Starfinder not, Buri can transport them to a nearby Pact World and let
Flip-Mat: Space Port or Starfinder Flip-Mat: The Sunrise Maiden them arrange their own transit. Either way, she shadows them
Starship to present the underground facility. Finally, this in her cruiser, which is specially equipped with a basic cloaking
adventure uses some content from Starship Operations Manual, device (Near Space 114), which hides her starship entirely from
rules for which are available online for free at sfrd.info. budget and cut-rate sensors. She’s detectable by better sensors,
but only within the first increment of the sensors’ range—and
BACKGROUND the vessel stays considerably farther away than that as its crew
Lieutenant Buri Ruvelon (LE female vesk operative) is a rising star observes the PCs’ approach.
in the Veskarium; her exploits as a mercenary and arms procurer The garage is built directly into a medium-size asteroid. A
have earned her an honorary rank in the empire’s military. Intent steel sliding door hundreds of feet wide seals off the main
on outdoing her earlier achievements, she has hired several hangar, and several smaller doors nearby descend into living
off-grid groups to develop new starship components, hoping at quarters and offices. Two flickering neon signs read “Gaelin’s
least one will revolutionize warfare forever. However, she hasn’t Garage” and “Closed for Business” in 10-foot-tall letters.
been entirely honest with her contractors. A team of sarcesian The hangar door is virtually impenetrable, so the PCs likely
mechanics Buri hired initially enter through one of the smaller steel doors (hardness 20,
thought they were developing 90 HP, break DC 30). They’re locked, requiring a key card
a device for decontaminating or passcode entered into a numerical keypad to open; a
derelict starships but have slowly realized PC can bypass either system with a successful DC 30
they’ve been working on a potent weapon Computers or Engineering check.
that could vaporize an enemy starship’s The door’s keypad also has a vidscreen, which
crew while leaving the vessel intact. Hoping can be used to contact the sarcesians inside. Gaelin
to deny this technology to their suspicious answers any call and demands
employer, they’ve contacted friends among the to know who the PCs are
Veskarium’s pahtra rebels, hoping the pahtras before telling them the shop is
might repurpose the weapon (and the closed and to come back later. If the
starship it’s mounted on) to protect PCs refuse to leave, Gaelin threatens
their home. to send his mechanics out to remove
the trespassers from his property. If
THE JOB OFFER they mention Lieutenant Ruvelon or her
Lieutenant Ruvelon contacts the PCs, either ship, Gaelin asks the PCs if they’re part of the Veskarium
through a personal contact or because of their military, barely waiting for an answer before repeating his
sterling reputations, and invites them aboard threats and hanging up.
her cruiser the Twilight Starhunter. She explains If the PCs inform Gaelin that they were hired to retrieve
that the Steel Aurora, another one of her the Steel Aurora, he asks what the lieutenant told them
starships, was undergoing routine maintenance about the ship. Once he knows they’re ignorant of the
with a mechanic she’d been recommended starship’s weapon, he laughs bitterly and tells the
named Gaelin Xilra. Work was supposed to PCs that they only got half the story and wouldn’t
be done two months ago, but Gaelin has have taken the job if they knew the other half.
been stalling and is now ignoring all her Gaelin doesn’t want meddlers, so a PC must
subsequent attempts to make contact. improve his attitude with a successful DC 35
Understandably, she wants her starship Diplomacy check to convince him to let them
back. However, Buri recognizes the terrible inside and talk; doing so potentially bypasses
optics involved if she uses force against Pact the combat in the hangar bay.
Worlds citizens. Thus, she wants to hire the PCs Hazard: The owners have installed a concealed
to infiltrate the facility and retrieve the starship. machine gun, which they’ve armed to deploy and fire at
If asked, she can provide genuine proof that she thermal signatures near the door for at least 30 seconds
owns the starship and has digital contracts for before successfully entering the passcode. They aren’t
the work commissioned. In addition to paying the normally so defensive, but they expect Buri or her ruffians
PCs 100,000 credits for retrieving the starship, to show up. Gaelin delays the trap while speaking to the
she implies that success could also lead to future PCs through the vidscreen, activating it manually if he
lucrative opportunities throughout the Veskarium. tires of them.

186
PORTS OF CALL 3
MACHINE GUN TRAP CR 11 even hours. Gaelin is telling the truth, and he has records to
XP 12,800 substantiate his story. OVERVIEW
Type technological; Perception DC 36; Disable Engineering DC
31 (deactivate the weapon) ESCAPING THE ASTEROID TRAVELING
Trigger proximity (thermal, 60 feet); Init +17; Reset 1 round; Bypass What follows depends on what the PCs decide to do next, though THE GALAXY

keypad on the inside of the door (DC 35 to wirelessly hack) they’ll likely anger someone operating a heavily armed starship,
Effect machine gun +24 ranged (3d10+11 piercing damage); multiple regardless of their choice. They might decide to help Gaelin, in PORTS
targets (up to three targets within 15 feet of each other) which case he thanks them and works to reassemble the last
pieces of the starship alongside any surviving mechanics and the
TRAVELER’S
Treasure: The medium machine gun can be looted from the PCs. As they finish, Gaelin’s rebel contact Cisu (CN agender pahtra) TOOLBOX
trap if disabled. arranges a pickup—all while the Twilight Starhunter lurks nearby.
If the PCs decide against Gaelin, he and his surviving companions INDEX
HANGAR BAY (CR 13) fight to the death to stop them. The starship still requires some
This large hangar has room for two Huge starships, though only time to repair, at which point Cisu contacts the shop.
one of the bays is occupied. The starship has several detached Supporting Lieutenant Ruvelon: If Cisu believes the PCs intend
components, and the workstations around it look as though to return the ship to Buri, the pahtra agent attempts to destroy
they were recently used but abandoned in a hurry. With a the Steel Aurora from their own commandeered starship. Whether
successful DC 20 Culture check, a PC can identify this starship the PCs scan the giant starship or witness the warning shots,
as being of Veskarium make; one of the detached panels bears they should realize that Cisu’s starship is a deadly but relatively
the name Steel Aurora. Because the sarcesian inhabitants don’t slow threat. Running away is the best option; this functions as
need a breathable atmosphere, the site doesn’t have active life a starship chase (Starship Operations Manual 44). If the PCs are
support systems. piloting the Steel Aurora, the starship has the Sabotaged Engine
Creatures: If aware of the PCs’ approach, the mechanics condition. The obstacles, in order, are false alarm, misdirection,
take cover away from the doors, activate their energy shields, narrow pass, debris cloud, rogue meteoroid, and stall. During the
and activate their assassin robots to prepare an ambush. If not chase, the PCs move far enough away that they can escape into
previously aware, the mechanics signal the assassin robots, the Drift.
which arrive 1d2 rounds later. If one of the sarcesians is slain, Defying Lieutenant Ruvelon: If the PCs work with Cisu to steal
the others attempt to flee to Gaelin’s office. the Steel Aurora, they’re able to exit the garage and preparing for
departure when the Twilight Starhunter deactivates its cloaking
SARCESIAN CYBERCOMMANDOS (3) CR 8 device. Buri hails the PCs and demands to know why they’re
XP 4,800 each cooperating with known criminals. Once it’s clear that she’s being
HP 110 each (Alien Archive 98) robbed, she opens a weapons salvo at Cisu’s starship, momentarily
disabling it before attempting to lock onto the PCs. Cisu urges the
ASSASSIN ROBOTS (2) CR 9 PCs to escape with the Steel Aurora, and Buri attempts carefully
XP 6,400 each targeted shots to disable, not destroy, her own stolen property.
HP 135 each (Alien Archive 2 108) This follows the same chase mechanic as above, though by the
end, not only do the PCs escape, but Cisu’s crew restore power to
Development: Gaelin watches the encounter from his office their own starship and vanish into the Drift.
while attempting to upload copies of important files in case he Starship Combat: The PCs might not want to escape but instead
must flee. If one of the sarcesians is slain, or more than half destroy their foe, which is a very difficult challenge. The PCs
of the PCs are defeated, he leaves and arrives in the hangar might use their own starship to fight off their foe, or they might
bay two rounds later. As he arrives, he shouts for everybody to use the Steel Aurora. The opponent operates a BMC Devastator
lower their weapons so he can speak with the PCs; the remaining (Starship Operations Manual 111), and you can approximate the
sarcesians and robots comply with this order immediately. If the Steel Aurora’s statistics using an Inheritorworks Javelin (Starship
PCs choose to attack Gaelin, he surrenders after one round of Operations Manual 106) and by giving its persistent particle
combat, begging for the PCs to talk to him. beam the irradiate (heavy) property and allowing the PCs to
Gaelin conveys that if the PCs deliver the Steel Aurora to Buri, ignore the minimum crew required for operation. The PCs are
they could be unleashing a terrible weapon on unsuspecting likely at a disadvantage, and you can transition the fight into a
innocents—including the Pact Worlds. The lieutenant contracted chase at any time.
Gaelin to install the experimental technology under false
pretenses, claiming that it was for decontaminating derelict GETTING PAID
starships for safe retrieval. However, the weapon’s projected If the PCs escape, the pahtra resistance will pay them the same
intensity exceeded those specifications, and the longer Gaelin has price Buri agreed to and promises to make the ship and Gaelin’s
delayed, the more vicious the vesk patron’s threats have become. crew “disappear.” If the PCs turn the ship over to the Veskarium,
Rather than destroy it, he offered it to the Veskarium’s pahtra the PCs receive a handsome payment as well as offers for future
rebels, hoping it could help them defy Veskarium rule. The work with the Veskarium—perhaps even testing out the super
contact hasn’t yet arrived but should be here within a day or weapon they helped to liberate.

187
INDEX
accelerated metabolism (biohacker theorem) 53 DOWNTIME ACTIVITIES 24–27
adaptable augmentations (nanocyte knack) 103
adaptive metabolism (biohacker theorem) 53 Drifter’s End 54
agricultural suite (expansion bay) 28 Dumeray 136
albitta’s paint sprayer (tech item) 63 expedition chronicler (archetype) 93
antimagic (starship weapon special property) 31 exploratory form (nanocyte knack) 103
Anduwar 34 extreme hoverskates (tech item) 63
aquatic propulsion (nanocyte knack) 103 Farrabarium 138

ARCHETYPES 93, 113 FEATS 43


arena (expansion bay) 28 flurrying fog (nanocyte knack) 103
atmospheric bubble (expansion bay) 28 garage (expansion bay) 28
Atuity 44 Gaskari 140
botanical booster (biohacker theorem) 53 Geb grape (serum) 73
Bullying Brute (feat) 43 germination serum 53
Bulwark 134 giant (playable species) 20
cacophonous (starship weapon special property) 133 gluttonous nanites (nanocyte knack) 103
capricious cats (spell) 123 Golarion World 64
hampering nanites (nanocyte knack) 103
CARGO SYSTEM 166 identity storm (spell) 123
Impressive Flex (feat) 43
invest (downtime activity) 25
Izadamar 74
Jhavom 84
junk grenade (spell) 83
Knock Heads (feat) 43
Lastwall lemon (serum) 73
lido (expansion bay) 28
Locus-1 142
luxury ship framework (starship system) 30

MAGIC ITEMS 53, 73

catalog creature (downtime activity) 24


cavatina squeezebox (tech item) 63
Certain Strength (feat) 43 magic power core (starship system) 30
channel divinity (downtime activity) 24 magic sensors (starship system) 30
Cheliax cherry (serum) 73 magic thrusters (starship system) 30
chlorophyll infusion serum 53 marathon entertainment (downtime activity) 25
C-I baffle (starship system) 30 mass simulator (starship system) 30
companion care (downtime activity) 24 massive garage (expansion bay) 28
conjure grenade (spell) 83 master cavatina squeezebox (tech item) 63
cook feast (downtime activity) 25 mech bay (expansion bay) 28
Counter Grapple (feat) 43 mech system diagnostics (downtime activity) 26
menagerie (expansion bay) 28
CREATURE COMPANION 73
Midios 144
cushioning sheath (nanocyte knack) 103 minibot messenger (spell) 83
debrief (downtime activity) 25 modular service robots (starship system) 31
decomposing inhibitor (biohacker theorem) 53 Muscular Retort (feat) 43
deep delver (archetype) 113 Mwangi mint (serum) 73
display room (expansion bay) 28 mystical (starship weapon special property) 133
Distance Hurler (feat) 43 Osirion orange (serum) 73
distill serums (downtime activity) 25 Outpost Zed 94

188
PORTS OF CALL

paint remover (tech item) 63 OVERVIEW

PLAYABLE SPECIES 20–24


TRAVELING
THE GALAXY
Plow Through (feat) 43
poisonbreath serum 53
pot-bellied bulette (creature companion) 73 PORTS
Precipice 104
Ravel Station 146 TRAVELER’S
schmooze (downtime activity) 26 TOOLBOX
selamid (playable species) 21
Shackles sour (serum) 73 INDEX
shock-absorbing helmet (tech item) 63
shock-absorbing pads (tech item) 63
Shoulder Burden (feat) 43
Shulgi Station 114
sky crane (expansion bay) 29
Skydock 148
smoke screen (starship security) 30
social media curation (downtime activity) 26
Spectacular Smash (feat) 43
spellcraft (downtime activity) 26

SPELLS 83, 123


split cloud (nanocyte knack) 103
starlit span (spell) 123

STARSHIP OPTIONS 28–31, 133


starship system diagnostics 26
(downtime activity)
Taldor toffee (serum) 73
talk therapy (downtime activity) 27

TECH ITEMS 63
teleportation interstellar drive (starship system) 31
temple (expansion bay) 29
Ternia 150
thought ripple (spell) 123
thyr (playable species) 22
tug (starship base frame) 31
tutor (downtime activity) 27
unerring (starship weapon special property) 31
Uzodia 124
Vault of Vorlath 152
vehicular array (nanocyte knack) 103
weapon hatch (starship security) 30
xulgath (playable species) 23
zero-g hold (expansion bay) 29

189
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9. Updating the License: Wizards or its designated Agents may publish updated Printed in China.

190
PORTS OF CALL

OVERVIEW

TRAVELING

SHAKE HANDS
THE GALAXY

PORTS

“WITH YOUR NEW TRAVELER’S


TOOLBOX

BEST FRIEND INDEX

I nterstellar Species spotlights 25 of Starfinder’s most popular playable species. Embrace


change with the Evolutionist class that self-enhances with magic or technology. Learn more
than ever before about Starfinder’s most compelling aliens and create your own character: from
tiny raxilite plant people, to mighty dragonkin, to powerful uplifted bears, and many more.

INTERSTELLAR
SPECIES
© 2023, Paizo Inc. Paizo, the Paizo golem logo, Starfinder, and the Starfinder logo are registered trademarks of Paizo Inc.;
paizo.com/starfinder
Starfinder Flip-Mat, Starfinder Pawns, and Starfinder Roleplaying Game are trademarks of Paizo Inc.
191
COSMIC
CATASTROPHE!

DRIFT CRISIS
Hyperspace is broken! Faster-than-light travel, made possible by the Drift, fails in a
catastrophic instant. Travelers vanish midflight, communications scramble, and the
Drift’s progenitor-god, Triune, falls mysteriously silent. In the aftermath, empires cling to
far-flung holdings, opportunists exploit the chaos, and everyone demands to know
how this crisis can be resolved. With Starfinder Drift Crisis, you can dive right into this
galaxy-spanning emergency and determine what happens next!

AVAILABLE NOW!
MSRP
© 2023, Paizo Inc. Paizo, the Paizo golem logo, Starfinder, and the Starfinder logo are registered trademarks of Paizo Inc.;
Starfinder Flip-Mat, Starfinder Pawns, and Starfinder Roleplaying Game are trademarks of Paizo Inc.
paizo.com/starfinder $44.99
AT HOME IN THE STARS
E very galactic adventurer needs a place to call home—
even if only until their starship is fueled for the next
journey. Explore 10 major port cities full of adventure
and intrigue, from Drifter’s End on Absalom Station, to
the chasm city of Precipice on distant Apostae, to the
theme park planet of Golarion World. Learn about smaller
ports as well, like the collection of warships known as
Bastion that protects against the Swarm or the starship
port of Skydock on Verces. Along with all this, Ports of
Call also features:
D A map of Desna’s Path, the Starfinder Galaxy.
D Loads of player options, including four new species!
D Expanded downtime rules, new starship options, a
cargo subsystem, new NPCs, side job adventures, and
much more!

paizo.com/starfinder
Printed in China. PZO7121

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