Nov 24, 2025 7:25 pm
Return to Marinagua!
A Classic Traveller Adventure for 3–5 Players (Any Edition Welcome)
The Pitch
The Fifth Frontier War is finally over. Most veterans try to return home and settle into old routines — but some can’t.
Some wake up each morning with a restlessness they can’t explain. Maybe it’s habit, maybe it’s trauma, maybe it’s the quiet.
But eventually, each of you finds yourself staring up at the stars again, wondering what to do next.

Then an unexpected message drops into your inbox:
Routine protective services. Scout Service partnership.
Six-month deployment. Steady pay. Minimal combat exposure.
It sounds harmless enough — which should have been your first warning.
The Travellers will be a part of a contracted security team for a small Imperial Interstellar Scout Service (IISS) outpost in the Theta Borealis Sector, far to spinward of the 3rd Imperium. The Team is to provide site security and security for IISS personnel while they conduct their exploratory and survey missions. The IISS outpost is the only Imperial presence in the Theta Borealis Sector. Many come here from the 3rd Imperium to escape their past or seek fortune.
You came under a contract.
Your team’s first assignment is to investigate the disappearance of an IISS survey crew on the frontier world Marinagua,
a TL–9 planet inhabited by the proud, complex, and politically divided Alejia tribes. Tensions across the planet are rising. The Scouts want answers, and you are the only ones available who must find them — without triggering a diplomatic incident.
This is a mission of diplomacy, investigation, and cultural navigation… wrapped in a job contract you probably should’ve read more carefully.
The Setting: The Marinagua System
Marinagua (A675930-9) orbits a bright A-class star on the far edge of the Theta Borealis Sector.
It boasts advanced cities and global trade, but remains fractured — a patchwork of tribal cultures each competing for influence and offworld prosperity.
The native species, the Alejia, are tall, long-limbed sophonts with deep traditions, sophisticated languages, and 26 distinct rival nations. Their political landscape is ancient, volatile, and shaped by centuries of inter-tribal disputes.
The IISS sent a small survey team months ago to re-establish contact…
…and then all communication stopped.
Your Ironhand contract: escort, protect, provide security, and report. No heroics.
The reality: nothing is simple on Marinagua, and the locals will judge every word, gesture, and mistake.

What the Game Is About
🔍 Diplomacy & Cultural Interaction
Success depends on listening, learning, and navigating Alejia tribal politics.
Skills like Liaison, Admin, Persuade, Carouse, Survival, Recon, Steward matter far more than shooting. BUT some combatant skills may help at the end. Strong emphasis on building trust with the Alejia tribes.
🌍 Exploration & Investigation
Follow the trail of the missing IISS team, interview Alejia elders, navigate sacred territories, and unravel conflicting stories.
⚠️ Low Combat, High Consequence
Combat can happen — but even a small firefight could ignite a tribal conflict across half a continent.
The safest weapon is your mouth.
🎭 Character-Driven Play
This adventure supports personal arcs: veterans processing the war, redefining themselves, and deciding who they want to become after the Imperium puts down its rifle.
The will GM provides visuals/maps; players provide personality & choices
Think:
"Mercenary escort team walks into a First Contact situation."
If you like Deep Space Nine diplomacy mixed with low-key Firefly frontier energy, you'll feel right at home.
Posting Expectations
Content Warning:
This GAME is PG rated; that is there will surely be foul language, some violence, though that is not the main theme and it will be treated abstractly with minimal gore. ROMANCE is encouraged, but sex of whatever variety should be kept "off camera" and alluded to only in passing...
Safety Tools: I will use safety tools of Lines and Veils. Lines and Veils are a safety tool that makes sure people can list things they don't want included in the game for whatever reason.
A Line describes something you don't want mentioned as part of the game at all, not 'on screen' and not in the narrative background.
A Veil is something you don't want to see happen 'on-screen' but that you are fine with being included in the background.
Example: Torture - For example, if someone were to have a problem with torture, they can indicate that on the sheet.
Let's say I was planning on having a torture scene in the game. I might decide to have you witness someone actually be tortured for information and describe that.
If someone indicates torture as a Veil, I would instead have the torture happen off-screen and you might just hear someone mention how the information was obtained.
If someone indicates it as a Line, there will be no mention of or allusion to torture. Instead, you might simply be told that the person gave that information out in an interrogation, maybe they cut a deal instead.
AI: AI use is welcome. I am not opposed to the use of AI.
How to Apply
Please leave a comment in this post to tell me about your Traveller (character) concept. Len stated it the best: "A positive experience for all players is my number one priority, and I will strive to be sensitive to the needs of players from marginalized groups. Safety tools will be discussed from day one, and we will have a session zero to make sure we start on the same page in terms of playstyle and tone."
Some elements that I suggest to you to tell me about your Traveller are:
1. Character Overview
Name, career(s), species, a couple personality adjectives, and a portrait if you like.
Example:
Rae Arlen – Human Ex-Scout, quiet, perceptive, dry sense of humor.
2. Short Narrative Scene
A moment that shows who your Traveller is after the war (examples)
• A difficult memory
• A quiet moment of doubt
• A reason they answered Ironhand’s offer
• A relationship that matters to them
3. Why They Joined Ironhand
One or two sentences are fine: money (why do they need the credits), boredom (at home), loyalty (to battle buddies or Friends), desperation (ah you see there was this guys who has a very imposing Mother that thinks we should...), etc.
Character Creation Guidelines
System: This is a Classic Traveller game, but Any Traveller edition is fine (Classic Traveller or Mongoose 2E preferred).
Background Guidelines
Your Traveller must be a Veteran of the Fifth frontier War in the following career/background:
It is encouraged to have a past connection with another player character. It can be something as simple an event during character creation or you share the same home world or served in the same unit. This can be determined in the zero session.
Skill Expectations
At least one of the following skills at level 0 or higher:
APPLY HERE
ClosingIf you’ve ever wanted to play a Traveller game where the biggest danger isn’t gunfire but saying the wrong thing to the wrong person, or where every clue feels like peeling back a layer of an alien culture that doesn’t want to be misunderstood again… then this game is for you.
If you're interested, reply with a character and let’s get your contract signed. Ironhand Security welcomes you aboard.
"Strength with Integrity — Ironhand Delivers."
Questions?
Ask away in this thread, or feel free to private message me.
A Classic Traveller Adventure for 3–5 Players (Any Edition Welcome)
The Pitch
The Fifth Frontier War is finally over. Most veterans try to return home and settle into old routines — but some can’t.
Some wake up each morning with a restlessness they can’t explain. Maybe it’s habit, maybe it’s trauma, maybe it’s the quiet.
But eventually, each of you finds yourself staring up at the stars again, wondering what to do next.

Then an unexpected message drops into your inbox:
Incoming Message says:
IRONHAND SECURITY SOLUTIONS – NOW HIRINGRoutine protective services. Scout Service partnership.
Six-month deployment. Steady pay. Minimal combat exposure.
The Travellers will be a part of a contracted security team for a small Imperial Interstellar Scout Service (IISS) outpost in the Theta Borealis Sector, far to spinward of the 3rd Imperium. The Team is to provide site security and security for IISS personnel while they conduct their exploratory and survey missions. The IISS outpost is the only Imperial presence in the Theta Borealis Sector. Many come here from the 3rd Imperium to escape their past or seek fortune.
You came under a contract.
Your team’s first assignment is to investigate the disappearance of an IISS survey crew on the frontier world Marinagua,
a TL–9 planet inhabited by the proud, complex, and politically divided Alejia tribes. Tensions across the planet are rising. The Scouts want answers, and you are the only ones available who must find them — without triggering a diplomatic incident.
This is a mission of diplomacy, investigation, and cultural navigation… wrapped in a job contract you probably should’ve read more carefully.
The Setting: The Marinagua System
Marinagua (A675930-9) orbits a bright A-class star on the far edge of the Theta Borealis Sector.
It boasts advanced cities and global trade, but remains fractured — a patchwork of tribal cultures each competing for influence and offworld prosperity.
The native species, the Alejia, are tall, long-limbed sophonts with deep traditions, sophisticated languages, and 26 distinct rival nations. Their political landscape is ancient, volatile, and shaped by centuries of inter-tribal disputes.
The IISS sent a small survey team months ago to re-establish contact…
…and then all communication stopped.
Your Ironhand contract: escort, protect, provide security, and report. No heroics.
The reality: nothing is simple on Marinagua, and the locals will judge every word, gesture, and mistake.

What the Game Is About
🔍 Diplomacy & Cultural Interaction
Success depends on listening, learning, and navigating Alejia tribal politics.
Skills like Liaison, Admin, Persuade, Carouse, Survival, Recon, Steward matter far more than shooting. BUT some combatant skills may help at the end. Strong emphasis on building trust with the Alejia tribes.
🌍 Exploration & Investigation
Follow the trail of the missing IISS team, interview Alejia elders, navigate sacred territories, and unravel conflicting stories.
⚠️ Low Combat, High Consequence
Combat can happen — but even a small firefight could ignite a tribal conflict across half a continent.
The safest weapon is your mouth.
🎭 Character-Driven Play
This adventure supports personal arcs: veterans processing the war, redefining themselves, and deciding who they want to become after the Imperium puts down its rifle.
The will GM provides visuals/maps; players provide personality & choices
Think:
"Mercenary escort team walks into a First Contact situation."
If you like Deep Space Nine diplomacy mixed with low-key Firefly frontier energy, you'll feel right at home.
Posting Expectations
- 2–3 Main posts by the GM per week, players need to respond to those posts
- RL comes up and I understand, just simply let me know. PM me is the best way.
- It is encouraged that Players collaborate on backstory connections in this game. It is one feature form Mongoose that is great.
- Maps, visuals, and handouts will be provided
Content Warning:
This GAME is PG rated; that is there will surely be foul language, some violence, though that is not the main theme and it will be treated abstractly with minimal gore. ROMANCE is encouraged, but sex of whatever variety should be kept "off camera" and alluded to only in passing...
Safety Tools: I will use safety tools of Lines and Veils. Lines and Veils are a safety tool that makes sure people can list things they don't want included in the game for whatever reason.
[ +- ] Lines
A Line describes something you don't want mentioned as part of the game at all, not 'on screen' and not in the narrative background.
[ +- ] A Veil
A Veil is something you don't want to see happen 'on-screen' but that you are fine with being included in the background.
[ +- ] Example
Example: Torture - For example, if someone were to have a problem with torture, they can indicate that on the sheet.
Let's say I was planning on having a torture scene in the game. I might decide to have you witness someone actually be tortured for information and describe that.
If someone indicates torture as a Veil, I would instead have the torture happen off-screen and you might just hear someone mention how the information was obtained.
If someone indicates it as a Line, there will be no mention of or allusion to torture. Instead, you might simply be told that the person gave that information out in an interrogation, maybe they cut a deal instead.
How to Apply
Please leave a comment in this post to tell me about your Traveller (character) concept. Len stated it the best: "A positive experience for all players is my number one priority, and I will strive to be sensitive to the needs of players from marginalized groups. Safety tools will be discussed from day one, and we will have a session zero to make sure we start on the same page in terms of playstyle and tone."
Some elements that I suggest to you to tell me about your Traveller are:
1. Character Overview
Name, career(s), species, a couple personality adjectives, and a portrait if you like.
Example:
Rae Arlen – Human Ex-Scout, quiet, perceptive, dry sense of humor.
2. Short Narrative Scene
A moment that shows who your Traveller is after the war (examples)
• A difficult memory
• A quiet moment of doubt
• A reason they answered Ironhand’s offer
• A relationship that matters to them
3. Why They Joined Ironhand
One or two sentences are fine: money (why do they need the credits), boredom (at home), loyalty (to battle buddies or Friends), desperation (ah you see there was this guys who has a very imposing Mother that thinks we should...), etc.
Character Creation Guidelines
System: This is a Classic Traveller game, but Any Traveller edition is fine (Classic Traveller or Mongoose 2E preferred).
Background Guidelines
Your Traveller must be a Veteran of the Fifth frontier War in the following career/background:
- Veteran of the Fifth Frontier War.
- Scout, Marine, Navy, Merchant, Diplomat, Rouge or Agent with past connections to the group. (multiple careers is okay)
- Civilian professional who tagged along with a former service buddy.
- Anyone who plausibly signed up for an Ironhand Security contract.
It is encouraged to have a past connection with another player character. It can be something as simple an event during character creation or you share the same home world or served in the same unit. This can be determined in the zero session.
Skill Expectations
At least one of the following skills at level 0 or higher:
- Liaison (or Diplomacy if the Traveller is built using Mongoose)
- Carouse
- Survival (Or multiple if it fits.)
- Weapons skills are suggested, but not the focus.
- 1 Liaison/Administrative Officer (skill of Liaison, Admin, Diplomacy, or leadership)
- 2-4 Security Specialists (former IISS or private contractors) (skills can consist of Recon, gun Cbt, Security, or Tactics)
- 1 Technical Analyst (Survey/Data Recovery) (skill of Recon, Admin, electronics, [MgT2E – add Sensors to this list])
- 1 Medical or Xenobiological Advisor. (skill of Medical, (MgT2E – add Science specialties: Archaeology, Philosophy, Psychology, Sophontology, or Xenology to this list)).
APPLY HERE
ClosingIf you’ve ever wanted to play a Traveller game where the biggest danger isn’t gunfire but saying the wrong thing to the wrong person, or where every clue feels like peeling back a layer of an alien culture that doesn’t want to be misunderstood again… then this game is for you.
If you're interested, reply with a character and let’s get your contract signed. Ironhand Security welcomes you aboard.
"Strength with Integrity — Ironhand Delivers."
Questions?
Ask away in this thread, or feel free to private message me.
Last edited November 24, 2025 7:42 pm

