Deepnight Revelation Core Set
A grand 20 year campaign into deep space, commanding the exploration cruiser Deepnight Revelation.
The Deepnight Entity
It was alive when the stars were young. It saw the birth of galaxies, and it will see the death of the universe. It is growth and destruction; menace and saviour. It retreated into a prison of its own making, and there it waits. An exploration ship found the clues, and was destroyed. A researcher touched its mind, and was driven insane. What is it? We must know.
Deepnight Revelation, a former navy cruiser. Outfitted for the most stupendous mission in human history; a one-ship expedition along the Great Rift to the edge of the Spiral Arm. Deepnight Revelation will explore the uncharted systems along its path; contact unknown species and weather unpredictable dangers. At last we will stand before the gates to the Entity’s prison and demand entry. We will confront the Deepnight Entity and seek answers.
One Ship, Many Stories
There is a place for any Traveller aboard Deepnight Revelation; scientists and explorers, pilots and engineers, diplomats and rogues. There are mysteries to be unravelled, enemies to battle, and situations that require… unconventional… talents. The Travellers can take on any role they please, from humble research assistants to the mission’s commanders. The decisions they make will shape the course of the expedition – and perhaps the history of entire species.
Deepnight Revelation. A voyage beyond everything we know.
Book 1: Deepnight Legacy, the introductory adventure that sets the scene.
Book 2: Campaign Guide, outlining the entire voyage and regions of space travelled.
Book 3: Referee’s Handbook, containing all the rules you need to know to run this epic campaign.
Book 4: Terminus Point, the incredible grand finale that will take your Travellers where no Traveller has gone before…
Deepnight Revelation 1: Riftsedge Transit
The first expansion of the epic Deepnight Revelation campaign.
The expedition begins with a transit along the edge of the Great Rift, taking the Travellers beyond Charted Space. This is the last chance to turn back, the final shakedown before the years of travel begin to unfold. Problems with the ship or her crew could scrub the whole mission, and problems certainly exist! How the Travellers deal with these issues will have repercussions throughout the voyage.
Wonders and Terrors
Rampant life on a garden world. The blaze of energy from a coalescing star. Space-dwelling creatures sporting in the rings of a gas giant. There are wonders to be witnessed, and dangers too. The Travellers will delve into the wreckage of a dead civilisation, and find the legacy of another mission with the same goal.
The Alikaia are a spacefaring race completely unknown in Charted Space. The Travellers have a chance to rescue survivors from one of their vessels – under highly unusual circumstances. They must then negotiate a complex first-contact situation where nothing is quite what it seems.
The Riftsedge Transit. Wonders and terrors on the fringe of the Great Rift.
Deepnight Revelation 2: The Near Side of Yonder
Expansion 2 of the epic Deepnight Revelation campaign.
Far beyond Charted Space, the expedition seeks a way to cross the Great Rift. Failure will add years to the voyage. Deepnight Revelation enters a region populated by three starfaring powers. They might have information useful to the expedition, but each has an agenda. Deepnight Revelation is a technological wonder to these cultures, and is sufficient to tip the balance of power.
Forging An Alliance
The people of the Near Side of Yonder face annihilation by an enemy of their own making. They cannot survive alone, but their history of rivalry and conflict makes concerted action impossible. The Travellers could forge an alliance and lead the three societies in a battle for survival… or they could abandon them to their fate.
The Near Side of Yonder. Gunboat diplomacy among distant stars.
Deepnight Revelation 3: The Crossing
The third expansion of the epic Deepnight Revelation campaign.
The Great Rift
Deepnight Revelation must find a way across the Great Rift, or backtrack hundreds of parsecs. There is a way; a chain of isolated star systems and deep space refuelling points, but it is hazardous in the extreme. The Travellers have good reason to believe the crossing is possible – another expedition passed this way before them.
Those Who Went Before
As the Travellers make their crossing they come upon an extremely rare phenomenon – a frozen star, its temperature so low that it has a solid crust of exotic materials. On the surface is an obviously artificial object – someone landed here and built a structure! If the Travellers dare to follow they will learn more about the expedition that preceded them.
Weary and dispirited, the crew are beginning to doubt they can complete the mission. With disaffection rife and factions forming among the crew, the Travellers must decide whether to abort the crossing – perhaps even the whole mission – or rally their crew for a leap into the unknown.
The Crossing. Reaching the point of no return.
Deepnight Revelation 4: The Far Side of Nowhere
The fourth expansion of the epic Deepnight Revelation campaign.
The Far Side of Nowhere
Far to spinward of any known system the Travellers encounter an enclave of humans and Droyne. They speak familiar languages and have similar customs to the Travellers, but know nothing of the Imperium or its neighbours.
A freeport on the edge of explored space, Tradeport has a dockyard of sorts – and Deepnight Revelation needs one. Tradeport is a dangerous place but with the jump drive on the verge of breakdown the Travellers have little choice but to plunge into its turbulent politics.
The Travellers encounter a mysterious race of what appear to be intelligent plants. Their biological starships are pushing into human-dominated space and conflict seems inevitable. An encounter with the wreck of a human battlecruiser suggests that great danger lies ahead.
The Far Side of Nowhere. Human and Droyne empires thousands of parsecs from Charted Space.
Deepnight Revelation: Voidshore
The fifth expansion of the epic Deepnight Revelation campaign.
The final leg of the voyage takes Deepnight Revelation into the Voidshore, a region of space between the Great Rift and the edge of the Spiral Arm.
The book begins with a transit from the Far Side of Nowhere but focuses on exploration of the very fringe of the spiral arm. As the Travellers explore the region they become aware of another expedition in the area, leading to a tense encounter with other explorers. Whether these rivals become allies or enemies depends very much on the Travellers’ attitude to them.
The overall theme in Voidshore returns to one of exploration and discovery, with the Travellers piecing together clues to find the route of a Droyne expedition. Finally, all preparations made, the Travellers stand on the edge of the spiral arm and plot a jump out into the unknown. Ahead lies Terminus Point and the final destination of their mission.”
Deepnight Revelation: Expeditions
The fifth expansion of the epic Deepnight Revelation campaign.
Expeditions is a collection of additional resources for the Deepnight Revelation campaign. It presents encounters and points of interest that can be inserted into the exploration of any star system and short incidents that may expand into larger adventures, along with three new spacefaring species.
Expeditions also contains four full adventures. In Hillforts of Entrata the Travellers make contact with a primitive race and assist a tribal chief to deal with rebellious subjects. Disputed Birthright is an encounter with a race who apparently evolved from the Droyne. Revelations in Kenvab is an opportunity to learn more about the preceding expedition; a collector has somehow obtained relics once used by its leaders. Dreaming in Real Time confronts the Travellers with a derelict starship still partly in jumpspace, and the waking nightmare of the survivors aboard.