The ship’s deck hums beneath your feet even before your eyes fully open.
Sterile white light spills across rows of recovery pods arranged in neat, regimented lines. One by one, the pods cycle open with a hydraulic sigh and a sharp hiss of coolant vapor.
The air tastes faintly of antiseptic, coolant, and machine oil—
the universal scent of low-berth revival across a thousand worlds.
Low–Berth Revival
Ironhand medics move briskly from pod to pod.
A human woman with a clipped Glisten accent steadies your arm:
"Easy now. You’re awake. Try not to stand too fast."
A Vargr orderly hands you a hydration pack, offering a sympathetic snout-wrinkle.
"Most folk feel like they were folded wrong. The soreness fades."
You are groggy, sore, and disoriented. Twenty-seven weeks in low berth leaves its mark.
If anyone asks about the voyage, the medics give the same answer, almost rehearsed: "Uneventful. Which we like very much."
And finally: "We’re deep in Jump. Roughly one hundred sixty hours left until emergence."
Jump space prickles underneath your skin—static, silent, ever-present.
The Jump Transit
Over the next days, the crew encourages you to stretch, hydrate, walk, and reacclimate.
Ironhand security personnel run mild drills in the cargo deck, shaking off low-berth stiffness. With each day you progress physically better than the last day.
The hum of the engines never changes.
The days pass quietly.
Jump space remains kind enough not to interfere.
It is, as promised, an uneventful final week.
Jump Emergence: The Pautho System
The familiar thump and stomach churn of re-entry to realspace rolls through the ship.
Outside the forward viewport, a lone amber-white star burns against a clean black sky.

Navigation beacons ping in Riftian Anglic.
Traffic lanes illuminate.
A deckhand leans on a railing and tells you: "Pautho. Final stop. Eight hours ‘til downport."
Approach to Pautho Highport
The orbital terminal grows larger in the viewport:
A skeletal network of cargo arms and docking rings.
Weathered plating.
Peeling paint.
Stressed trusses and old weld scars.
Functional. Reliable. Tired.
Comms chatter swirls around the deck—freighters, scout couriers, local shuttles.
Pautho may not be glamorous, but it is active.
A Class A facility keeps the system alive.
Descent to Pautho Downport
Atmospheric entry rattles the hull as winds buffet the ship.
The sky outside is a dull orange, thin with dust.
Landing is steady.
The downport spreads out below:
• Warehouses with patchy roofing
• Cargo trucks gliding on lift-cushions
• Workers in drab orange coveralls
• Occasional Imperial Scouts crossing the tarmac
• A compact capital city beyond—housing nearly half the world’s 30,000 inhabitants
Pautho is temperate, comfortable, and dependent on imports for nearly all higher technology.
Its starport is its lifeline—and it shows.
Continental Lines freighters arrive and depart with machine regularity.
You’ve reached a quiet yet connected Imperial client state at the edge of the sector.
Arrival & Introduction: Tsoukfaeks (Vargr, Ironhand Security Solutions)

Waiting at the base of the ramp stands a lean Vargr female with short black-and-rust fur, cut close in the Ironhand field-operative style. Her matte-grey duty jacket gleams with embedded comm pads. A comm-link wristband flashes soft data pulses.
Her eyes track everything—exits, personnel, your posture. She offers a dry half-grin.
"You’re on the clock now, team. Keep it clean, keep it quiet, and we’ll all get paid."
Her voice is direct, firm, devoid of the theatrical lilt many Vargr prefer. She gestures for you to follow.
"Ironhand Corporate wants you processed planetside. That's me, and I’m your handler until further notice."
Even as she walks, she evaluates.
Professionals get respect.
Slackers get notes forwarded up the chain to Pautho Command and Ironhand HQ.
Pautho Starport (Player Overview)
Once through security, you enter a bustling concourse filled with:
• Warm, breathable air (slightly dusty)
• Riftian Anglic signage
• Stacked displays advertising cargo brokers & fuel contracts
• Continental Lines banners (Apparently the big shipping corporation here as Tsoukfaeks points out)
• Tech import kiosks
It is quite evident that Pautho relies heavily on this starport:
• Almost all high tech must be imported
• Prices reflect scarcity
• Commercial traffic is steady and loud
• Scout Service couriers ensure Imperial order
• Private beacons constantly flicker across comm channels
Despite its modest population, Pautho feels like a crossroads—small, but undeniably part of the wider Imperial web.
Tsoukfaeks stops at the end of the concourse and looks back at the team, tail giving a single measured flick.
"Welcome to Pautho."
A beat.
"Let’s see what kind of professionals you really are."
Transfer to the Ironhand Contractor Facility
Tsoukfaeks leads you across the tarmac with a brisk, ground-eating stride, weaving through cargo pallets, refuel rigs, and low-slung gravloaders that never quite bother to slow down for pedestrians. The air is warmer here, tinged with the ozone scent of active grav modules and the metallic tang of freight-handling equipment.
As you cross into the IISS Scout Base logistics perimeter, something immediately stands out:
There are fewer people here than there should be.
A Class-A starport with an attached Scout base would normally be humming—uniformed couriers, tech crews, data clerks, traffic officers, and the ever-present mustering of young scouts moving between assignments.
But here?
You see only a handful of IISS personnel. Two techs working quietly on a support crawler. A lone Scout driving a Grav speeder moving out into the starport tarmac. A single courier team boarding a utility cutter.
Also there are no other Ironhand security personnel nowhere near the staffing level a contractor should maintain.
Tsoukfaeks doesn’t explain the emptiness. She simply notes your glances and says over her shoulder: "Short staffing. Long-term rotations. Don’t worry about it."
The Ironhand Facility
She brings you to what looks like a cluster of standard 40-foot shipping containers—five of them lashed together and reinforced with external struts. The exterior is painted matte grey with stenciled Ironhand markings. Power cables run into the structure from a Scout Service distribution node.
Tsoukfaeks taps a wrist code into the door panel.
"Welcome to the ready room."
The door slides open with a hydraulic shunk.
Inside is a surprisingly spacious common room—modular, practical, and very clearly assembled from whatever could be bolted together on short notice.
Interior Layout
Left Side – Tables & Seating
Six standard shipboard mess tables (5’ by 8’) occupy the left half of the room.
Each has three chairs on each long side—eighteen seats total.
The metal surfaces are clean but worn, the kind of furniture that has seen use on a dozen ships before ending up here.
Right Side – Planning Zone
Two more tables sit on the right, each with six chairs only on one side—facing the wall.
Mounted around the them are four electronic whiteboards, TL12 mission-planning displays capable of:
• layered data overlays
• hand-drawn inputs
• topographic integration
• 3D projection of tactical graphics
They are active but blank, quietly humming.
Rear Wall – ‘Last Chance Grill’
Double doors at the back carry a large overhead sign: LAST CHANCE GRILL
Beneath it, in faded paint, is a second stenciled word: Galley
A warm food-synth smell leaks faintly from behind the doors—something approximating eggs, oil, and kaffe (or is that real coffee?).
Right of Main Entrance – Armory
A locked door marked simply: ARMORY
Security indicators blink amber-green. Whatever is inside is sealed under Ironhand protocols.
Left Wall – Offices & Dormitory
Three evenly spaced doors line the left wall:
1. Tsoukfaeks’ Office Label: "Tsoukfaeks"
The Vargr snorts softly as she passes.
"Knock before entering. Or don’t. I bite either way."
2. Team Lead Office Label: "Team Lead", currently dark inside.
3. Dormitory Label: "Dormitory"
Opening it reveals a narrow hallway constructed from additional shipping containers retrofitted into eight private living bays:
• Bed with integrated storage
• Gear locker
• Clothing wardrobe
• Compact desk with dataport
• Sink, shower, and small toilet cubicle
• Basic climate control
• A single small viewport (or screen simulating one)
The accommodations are simple but far better than a troop barracks—more akin to a scout ship crew-cabin built from groundside materials.
Tsoukfaeks’ Instructions
After a quick sweep of the room, Tsoukfaeks turns to the group, claws tapping lightly on her datapad.
"You have twenty minutes. Store your personal gear, claim a bay, wash your face if you need to."
Her ears angle forward.
"Meet back in the ready room for briefs. We start on the clock."
Without waiting for a reply, she steps into her office and the door hisses shut.









