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Feri and the Reconciliation Summit

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Revision as of 22:31, 13 June 2026 by Mike (talk | contribs) (Early Clue)

Warbler Adventure: The Feri Reconciliation Summit

Overview

The crew arrives at Feri expecting a world engulfed in civil war.

Instead they find:

  • A prosperous highport
  • Heavy traffic
  • A charity gala
  • Peace negotiations
  • Famous socialites
  • Suspiciously active trade routes

The deeper they dig, the more they discover that many powerful interests profit from the war continuing.

The players are not expected to solve the entire conspiracy.

The goal is to expose one thread of it.

---

Act 1: Arrival at Feri

Opening Description

As the Warbler emerges from jump, Feri Orbital hangs ahead.

The highport is enormous by frontier standards: a wheel-and-spindle structure several kilometers across, ringed by docking arms, repair berths, fuel depots, and hundreds of running lights.

Traffic control sounds almost annoyed.

"Warbler, proceed to Holding Pattern Indigo Three. Delay approximately thirty-two minutes."

For a world supposedly consumed by war, traffic is remarkably heavy.

Sensor Contacts

Roughly 30–40 vessels visible.

Legitimate Traffic

  • Patrol cruiser Resolute Duty
  • Scout courier Lonesome Surveyor
  • Customs cutter
  • Three Oberlindes freighters
  • Tukera packet ship
  • Bulk grain carrier
  • Hospital transport
  • Relief freighter
  • Troop transport

Ships Worth Noticing

Reliable Venture

400-ton merchant.

Regular route:

  • Feri
  • Pixie

Manifest:

  • Pharmaceuticals
  • Machine parts
  • Environmental equipment

Too much cargo for a population of only a few thousand.

Dusky Mallow

Far Trader.

Legal.

Perfect paperwork.

Cargo hold suspiciously empty.

Red Harvest

Subsidized merchant.

Route:

  • Feri
  • Pixie
  • Boughene
  • Kinorb

Carries unusually sophisticated sensors.

Almost like somebody searches asteroid belts for a living.

Early Clues

Any experienced spacer notices:

"For a world at war, there are surprisingly few warships."

The Feri Pattern

At first glance:

Random merchant traffic.

After analysis:

Every ship involved has visited at least two of:

Feri Pixie Boughene Kinorb

Signals occur:

within 20 minutes of docking within 20 minutes of departure

Always.

Never violated.

The messages are tiny.

Sometimes only 12-15 bytes.

Too small for reports.

Too regular for personal traffic.

Perfect hacker bait.


---

Act 2: The Highport

Atmosphere

Nobody seems worried about the war.

People discuss:

  • Shipping contracts
  • Fashion
  • Celebrity gossip
  • Summit schedules

The war exists.

But somehow feels distant.

Upcoming Events

The port is buzzing about:

Feri Reconciliation Summit

Official peace conference.

Charity Gala

Attended by nobles, executives, celebrities.

Naval Commissioning Ceremony

Retired Admiral Sir Gurech of Pixie will appear.

Many local dignitaries attending.

---

Act 3: Charlie Gurech

Introduction

The crew first encounters Charlie in a lounge overlooking the docking bays.

Immediately obvious:

She is the center of attention.

Charlie "The Bather" Gurech

Age 26.

Daughter of Sir Gurech.

Became famous after accidental publication of footage showing her bathing in a scenic lagoon years ago.

Instead of becoming scandalized:

She became famous.

Now appears in:

  • Advertisements
  • Luxury travel promotions
  • Fashion campaigns
  • Charity functions

Profession:

None.

Officially a Dilettante.

Appearance

Charlie is not exotic.

Charlie is effortlessly beautiful.

Never overdone.

Never underdone.

Always exactly right.

If Mittensby is present:

Immediate rivalry.

Personality

Unexpectedly pleasant.

Remembers names.

Remembers details.

Remembers conversations.

Collects information without trying.

Secret

Charlie may be the best gossip collector in Regina Subsector.

Not intentionally.

People tell her things.

Charlie's Entourage

Bembry Quast

Social climber.

Claims to be:

  • Art dealer
  • Wine importer
  • Cultural consultant

Useful knowledge source.

Knows rumors.

Favorite phrase:

"Now, I shouldn't be saying this..."

Drusilla Pank

Stylist.

Bodyguard.

Media insider.

Can obtain:

  • Guest lists
  • Recordings
  • Photographs

Nunk Veder

Former naval steward.

Served under Sir Gurech.

Knows military gossip.

Only person Charlie obeys.

---

Act 4: The Gala

Purpose

Give the players freedom to mingle.

Introduce every major faction.

Nobody appears villainous.

Oberlindes Representatives

Harlowe Brint

Regional cargo coordinator.

Profits from wartime logistics.

Velma Pottick

Insurance executive.

Has noticed strange cargo patterns.

Growing concerned.

Tobin Gragg

Retired merchant captain.

Talkative when drinking.

Knows far more than he should.

Feri Political Delegates

President Olwen Drax

Needs war to continue economically.

Chancellor Merrick Bole

Still convinced victory is possible.

Has believed this for twelve years.

Minister Yselle Vint

Actually wants peace.

Therefore everyone distrusts her.

Imperial Representatives

Percy Smeed

Trade Commissioner.

Signs exemptions.

Accepts gifts.

Never cash.

Always gifts.

Dame Audra Kettleby

Possibly corrupt.

Possibly investigating corruption.

Nobody knows which.

Ganton Peel

Port Inspection Director.

Suddenly wealthy.

Gets nervous whenever Pixie is mentioned.

Vargr Intermediaries

Lucky Claws Vaerr

Broker.

Fixer.

Smuggler.

Always smiling.

Throekh Firetail

40th Squadron commercial representative.

Knows Jockitz Wolfram.

Vekhra Two-Tickets

Transport fixer.

Surprisingly competent.

Possible Meamone Cutouts

Albin Rusk

Antiquities investor.

Pays too much.

Sister Perdita Vale

Funds archaeological projects.

Has an uncanny interest in Ancients technology.

Orlo Fenwick

Quiet accountant.

Tracks shell companies.

Extremely dangerous.

---

Act 5: The Auction

Purpose

Get artifacts into player hands.

Lot 17

Black stone sphere.

Described as:

"Pre-Imperial ceremonial object."

Starting bid:

500 credits.

Potentially priceless.

Lot 22

Metallic navigation plaque.

Covered in strange geometric symbols.

Pixie researchers would recognize them.

Lot 31

Crystal prism.

Recovered from a battlefield.

Possibly.

Clues

Streetwise

"Funny thing. Nobody can identify which battlefield supposedly produced these artifacts."

Broker

Prices make no sense.

Social

Bembry casually mentions:

"Lady Kettleby purchased six of those spheres last season."

Nobody buys six decorative stones.

---

Act 6: Frorn Whelper

Frorn Whelper

Vargr archaeologist.

Works the Pixie ruins.

Nervous.

Sleep deprived.

Obsessed.

What He Knows

Artifacts are being removed from:

  • Pixie
  • Nearby sites
  • Restricted digs

and entering normal commercial traffic.

His Discovery

He has evidence linking:

  • Pixie excavations
  • Wartime shipping exemptions
  • Specific merchant vessels
  • Politically connected buyers

---

Act 7: Something Goes Wrong

Choose one:

Option A

Frorn disappears.

Option B

Frorn is publicly discredited.

Option C

Frorn suffers an "accident."

Option D

Evidence vanishes.

---

Act 8: The Revelation

The players gradually discover:

The war itself may be helping facilitate:

  • Artifact smuggling
  • Shipping exemptions
  • Restricted access zones
  • Movement of contraband

Beneficiaries

Part of Oberlindes

Not the company.

Specific individuals.

Several Feri Governments

War justifies budgets.

Certain Imperial Officials

War reduces scrutiny.

Vargr Middlemen

Profitable cross-border trade.

Unknown Buyers

Possibly connected to Meamone.

Possibly not.

---

Act 9: Endgame

The crew must decide:

Expose the Scheme

Creates enemies.

Sell Information

Creates different enemies.

Keep an Artifact

Creates long-term adventure hooks.

Walk Away

The conspiracy continues.

---

Future Hooks

Charlie

Remains a recurring celebrity contact.

Jockitz Wolfram

Can trace the Vargr side.

40th Squadron

Artifacts may be reaching Uthith.

Potential connection to Mittensby's father.

Prison Station 17

Someone imprisoned there knows more.

Meamone

May eventually emerge as a buyer several layers removed from the thefts.

---

GM Notes

The conspiracy should never feel monolithic.

No single villain controls everything.

The war persists because multiple groups benefit:

  • Politicians
  • Smugglers
  • Shipping interests
  • Corrupt officials
  • Artifact collectors
  • Intelligence services

The players are not expected to end the war.

Success is exposing one piece of the machinery and deciding what to do with that knowledge.