Traveller - Return to Marinagua! [ EDIT ]
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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.
🌍 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.
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.
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.
🌍 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.
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.
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Character Generation
This adventure is written with Classic Traveller (CT) in mind, but Mongoose Traveller 2nd Edition (MgT2e) characters are fully welcome.
Both systems produce grounded, post-war Travellers who fit the tone of an Ironhand Security contract on the frontier.
Your Traveller should be someone shaped by the Fifth Frontier War, capable of diplomacy, investigation, and fieldcraft—this is a low-combat, high-consequence mission.
1. Choose Your System
Classic Traveller (Preferred)
• Fast, archetype-driven character creation
• Narrow but spotlighted skill sets
• Fits the tone of this module perfectly
Mongoose Traveller 2e (Allowed)
• Broader skill lists and more detail
• Use these analogs to keep characters consistent:
– Liaison → Diplomacy
– Electronics → Electronics (any specialty)
– Sensors → Electronics (Sensors)
• Skill-0 still means basic competence
• Keep characters gritty—avoid cinematic edges or overly optimized builds
2. Background Requirements
Your Traveller must meet at least one of the following:
• Veteran of the Fifth Frontier War
• Former Scout, Marine, Navy, Merchant, or Agent with ties to the group
• Civilian professional traveling with a veteran friend
• Anyone who could plausibly sign up for an Ironhand Security Solutions contract
All Travellers should have a reason they couldn’t simply return home after the war.
Recommended:
Have a past connection with at least one other PC—shared unit, homeworld, or event during character creation.
This will be finalized during Session Zero.
3. Skill Expectations
Each Traveller must have at least one of the following at level 0 or higher:
• Liaison (CT) / Diplomacy (MgT2e)
• Carouse
• Survival
(You are not limited to only these skills, and you may take more than one if it fits your concept.)
Weapons skills are welcome but not central to this campaign.
4. Recommended Party Roles
A well-rounded Ironhand team generally includes 5-8 Players of the following skill sets:
• 1 Liaison / Administrative Officer
(CT: Liaison/Admin | MgT2e: Diplomacy/Admin/Leadership)
• 2–4 Security Specialists
(Skills may include Recon, Gun Combat, Security, Tactics)
• 1 Technical Analyst (Survey / Data Recovery)
(CT: Electronics/Admin/Survey | MgT2e: Electronics (Sensors), Recon, Science)
• 1 Medical or Xenobiological Advisor
(CT: Medical | MgT2e: Medical + Science (Archaeology, Psychology, Sophontology, or Xenology))
5. What to Submit
When applying, please include the following:
1. Character Overview
Name, career(s), species, 2–3 personality terms, and an optional portrait.
Example: Rae Arlen – Human Ex-Scout, quiet, perceptive, dry humor.
2. Short Narrative Scene
A brief moment showing who your Traveller became after the war. Possible prompts:
• A difficult wartime memory
• A quiet moment of doubt
• Why they accepted the Ironhand job or better said, why did they not find it fulfilling returning back home and still look for something else
• A relationship that still matters to them
3. Why They Joined Ironhand
One or two sentences.
Examples: money and why they need it, loyalty, desperation, boredom, seeking purpose.
This adventure uses your backstory.
Your motivation and personal arc will matter. Whether you’re a tired veteran looking for meaning or a professional seeking stability, Marinagua will challenge who you think you are.
This adventure is written with Classic Traveller (CT) in mind, but Mongoose Traveller 2nd Edition (MgT2e) characters are fully welcome.
Both systems produce grounded, post-war Travellers who fit the tone of an Ironhand Security contract on the frontier.
Your Traveller should be someone shaped by the Fifth Frontier War, capable of diplomacy, investigation, and fieldcraft—this is a low-combat, high-consequence mission.
1. Choose Your System
Classic Traveller (Preferred)
• Fast, archetype-driven character creation
• Narrow but spotlighted skill sets
• Fits the tone of this module perfectly
Mongoose Traveller 2e (Allowed)
• Broader skill lists and more detail
• Use these analogs to keep characters consistent:
– Liaison → Diplomacy
– Electronics → Electronics (any specialty)
– Sensors → Electronics (Sensors)
• Skill-0 still means basic competence
• Keep characters gritty—avoid cinematic edges or overly optimized builds
2. Background Requirements
Your Traveller must meet at least one of the following:
• Veteran of the Fifth Frontier War
• Former Scout, Marine, Navy, Merchant, or Agent with ties to the group
• Civilian professional traveling with a veteran friend
• Anyone who could plausibly sign up for an Ironhand Security Solutions contract
All Travellers should have a reason they couldn’t simply return home after the war.
Recommended:
Have a past connection with at least one other PC—shared unit, homeworld, or event during character creation.
This will be finalized during Session Zero.
3. Skill Expectations
Each Traveller must have at least one of the following at level 0 or higher:
• Liaison (CT) / Diplomacy (MgT2e)
• Carouse
• Survival
(You are not limited to only these skills, and you may take more than one if it fits your concept.)
Weapons skills are welcome but not central to this campaign.
4. Recommended Party Roles
A well-rounded Ironhand team generally includes 5-8 Players of the following skill sets:
• 1 Liaison / Administrative Officer
(CT: Liaison/Admin | MgT2e: Diplomacy/Admin/Leadership)
• 2–4 Security Specialists
(Skills may include Recon, Gun Combat, Security, Tactics)
• 1 Technical Analyst (Survey / Data Recovery)
(CT: Electronics/Admin/Survey | MgT2e: Electronics (Sensors), Recon, Science)
• 1 Medical or Xenobiological Advisor
(CT: Medical | MgT2e: Medical + Science (Archaeology, Psychology, Sophontology, or Xenology))
5. What to Submit
When applying, please include the following:
1. Character Overview
Name, career(s), species, 2–3 personality terms, and an optional portrait.
Example: Rae Arlen – Human Ex-Scout, quiet, perceptive, dry humor.
2. Short Narrative Scene
A brief moment showing who your Traveller became after the war. Possible prompts:
• A difficult wartime memory
• A quiet moment of doubt
• Why they accepted the Ironhand job or better said, why did they not find it fulfilling returning back home and still look for something else
• A relationship that still matters to them
3. Why They Joined Ironhand
One or two sentences.
Examples: money and why they need it, loyalty, desperation, boredom, seeking purpose.
This adventure uses your backstory.
Your motivation and personal arc will matter. Whether you’re a tired veteran looking for meaning or a professional seeking stability, Marinagua will challenge who you think you are.
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