The Ashen Talons
A childhood drawing come to life. Now they are permanent fixtures in the Shattered Expanse setting
THE ASHEN TALONS
Mercenaries of the Fringe
Veterans of the Terraxian Wars
Current Base of Operations: The Cinderhouse, Varkesh, Vesperion III
Affiliation: Independent Mercenary Company
Members: Rhaak Vorr, Tarek Vaul, Ixik-of-the-Ninth-Shell
Operational Status: Active
Sarginian Classification: Unauthorized Extraterrestrial Military Presence
The following biography includes a separate Game Master’s section containing the true nature of the Ashen Talons’ presence on Vesperion III.
A Reputation Forged in Ash
There are countless mercenary companies operating along the Fringe of the Shattered Expanse. Some are little more than armed cargo crews willing to accept dangerous contracts. Others are private armies with corporate sponsorships, extensive military resources, and reputations stretching across dozens of systems.
The Ashen Talons are neither.
They are three individuals from three very different species, bound together by an understanding that has endured longer than most military alliances. They possess no fleet, no corporate backing, and no apparent political allegiance. What they do have is experience, a reputation for honoring their contracts, and an extraordinary capacity for surviving situations that have killed considerably larger mercenary companies.
Their name originated during an early Fringe engagement when the three emerged from the burning wreckage of a fortified compound, their armor blackened by smoke and their employer’s objective secured. A surviving soldier reportedly described them as three talons reaching out of the ashes. The name remained.
For years, the Ashen Talons moved between the Core and Fringe, accepting security contracts, escort assignments, bounty work, and occasional military operations. Their services were expensive, but they had one particular distinction – once they accepted a contract, they completed it or died attempting to do so.
They were never particularly interested in fame, although their unusual appearances made anonymity difficult. A towering four-armed avian warrior, a heavily armored Bengradi duelist, and an insectoid monk are not easily forgotten. Eventually, however, the three found themselves drawn toward a world that most reputable mercenary companies knew better than to approach. Vesperion III.
Three Talons, One Purpose
Rhaak Vorr
Veykari — Commander, Heavy Infantry & Tactical Specialist
“A contract is a promise. A promise is a debt. I do not leave debts unpaid.”
Rhaak Vorr is the de facto commander of the Ashen Talons, although he would be the first to point out that commanding two individuals who routinely ignore his suggestions is a questionable distinction.
A member of the four-armed Veykari species, Rhaak possesses a formidable physical presence. His wingless-avian features, predatory gaze, and imposing stature make him particularly intimidating to those unfamiliar with his people. His armor is a complex arrangement of articulated plate, chainmail, and modern ballistic protection, while his preferred weapons are a massive war poleaxe and a heavy energy rifle. The Veykari’s four arms allow him to manipulate both weapons with remarkable efficiency. His species cultivated a very specific martial art that allows them to use their four limbs very efficiently.
Despite his imposing appearance, Rhaak is thoughtful, patient, and considerably more observant than most opponents initially realize. He rarely raises his voice and seldom makes threats. His years of experience have taught him that an enemy who believes himself underestimated is often more dangerous than one who openly displays his strength.
Within the Ashen Talons, Rhaak handles tactical planning, military negotiations, and decisions that might place the company in conflict with its own principles. He is not necessarily the most intelligent of the three, nor does he pretend to be, but he possesses an instinctive understanding of battlefield conditions and the consequences of poor decisions.
His arrival on Vesperion III transformed him into something of a minor legend among Terraxian infantry. His effectiveness during fortress assaults, trench engagements, and urban fighting earned him the respect of soldiers who initially regarded him as little more than an exotic alien curiosity.
Over the years, sections of his original armor have been replaced with locally forged Terraxian plate. Rhaak has developed considerable respect for their craftsmanship, particularly their apparent belief that anything worth building should withstand being struck repeatedly with a siege hammer.
Of the three, Rhaak is the most conscious of the consequences of their continued presence on Vesperion III. He understands the political implications of their activities and the dangers of becoming too deeply involved in Terraxian affairs. He simply considers those problems to be secondary to completing the job.
Rhaak Vorr
Commander of the Ashen Talons
Wild Card ★
Veteran
Veykari
Heavy Infantry / Tactical Commander / Four-Armed Weapons Master
Rhaak Vorr is an imposing Veykari mercenary whose battlefield discipline and unusual four-armed fighting style have earned him considerable respect among the Terraxian military forces of Vesperion III. He combines a massive poleaxe with a heavy energy rifle, employing a traditional Veykari martial discipline that allows him to use all four arms in a coordinated fighting style.
Unlike a typical heavy infantryman, Rhaak is equally dangerous at range and in close quarters. He favors deliberate, calculated action over reckless aggression, directing his companions while personally anchoring the most dangerous portion of an engagement.
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12, Vigor d10.
Pace 6. Parry 8. Toughness 13 (5). Size +1
Skills: Athletics d8, Battle d10, Common Knowledge d6, Fighting d12, Intimidation d8, Notice d10, Persuasion d6, Repair d6, Shooting d10, Stealth d6, Survival d8.
Edges: Ambidextrous, Block, Combat Reflexes, Command, Improved Two-Fisted, Soldier.
Hindrances: Code of Honor (Major), Loyal (Minor), Cautious (Minor).
Weapons & Equipment
| Weapon | Range | Damage | AP | RoF |
|---|---|---|---|---|
| Veykari War Poleaxe | Reach 1 | Str+d10 | 2 | — |
| Heavy Energy Rifle | 30/60/120 | 3d8 | 4 | 1 |
| Natural Talons | Melee | Str+d4 | — | — |
Armor: Reinforced articulated plate and chainmail (+5 Armor, covering torso, arms, and legs), incorporating Terraxian replacement components.
Additional Equipment: Military communications unit, ammunition and power cells, survival equipment, field repair kit, and Ashen Talons insignia.
Special Abilities
Four-Armed Physiology: Rhaak possesses four fully functional arms, allowing him to manipulate multiple weapons and objects simultaneously. He may carry and ready his poleaxe and heavy energy rifle at the same time without needing to stow either weapon when switching between attacks. His additional limbs also allow him to climb, manipulate equipment, and perform other physical activities while keeping his weapons available.
This ability does not inherently grant additional actions or eliminate Multi-Action Penalties.
Veykari Fourfold Discipline: Unique Martial Ability. Rhaak has mastered a traditional Veykari martial art developed specifically around the species’ four-armed anatomy. Its practitioners learn to coordinate their upper and lower limbs independently, combining defensive weapon positioning, ranged attacks, and devastating melee strikes into a continuous fighting sequence.
Mechanical Effect: When Rhaak performs two Fighting attacks or combines a Fighting attack with a Shooting attack in the same turn, he ignores 2 points of Multi-Action Penalties affecting those attacks.
This benefit cannot reduce a Multi-Action Penalty below zero and does not apply to actions unrelated to combat.
This is a proposed unique NPC ability rather than a published SWADE Edge. It reflects Rhaak’s specialized training in addition to his Improved Two-Fisted Edge.
Wingless Avian: Veykari possess powerful avian physiology but lack functional wings. Rhaak cannot fly. His clawed feet and strong gripping hands, however, provide exceptional stability. He gains +2 to Athletics rolls involving maintaining his footing or resisting being pushed, pulled, or knocked prone.
Tactical Commander: Rhaak’s experience directing small combat units makes him particularly effective when operating alongside the other Ashen Talons. His Command Edge provides allied Extras within Command Range +1 to recover from being Shaken. He generally coordinates the team’s movements while allowing Tarek and Ixik considerable independence in carrying out their respective assignments.
Combat Tactics: Rhaak rarely initiates combat without first evaluating the surrounding terrain, identifying potential escape routes, and determining which opponents present the greatest immediate threat.
He prefers to establish a defensible position from which he can support his companions with his heavy energy rifle. When enemies close the distance, he transitions seamlessly to his poleaxe, using his additional arms to maintain control of both weapons.
His preferred tactics include using his reach to prevent opponents from surrounding him, drawing enemy attention away from more vulnerable allies, and exploiting openings created by Tarek’s mobility or Ixik’s heavy weapons.
Rhaak is not reckless. He understands that surviving a battle is considerably more important than appearing heroic during one.
GM Roleplaying Notes
Rhaak should be portrayed as a thoughtful professional rather than a stereotypical intimidating brute. He speaks deliberately, seldom threatens anyone unnecessarily, and maintains an unwavering commitment to his contracts.
His greatest weakness is his sense of obligation. Once he considers someone under his protection, he is extraordinarily reluctant to abandon them, even when doing so would be tactically advisable.
He also takes the Ashen Talons’ secret Fourth Contract with the Sarginians very seriously. Of the three mercenaries, Rhaak is the most likely to question whether their increasingly personal connections to Varkesh and its people will eventually compromise their actual mission.
Encounter Design: Rhaak is intended to be a formidable Veteran-level Wild Card capable of challenging several opponents simultaneously. His greatest advantage is not raw damage, but his ability to maintain pressure in both melee and ranged combat while coordinating his companions.
Tarek Vaul
Bengradi — Scout, Tracker, Duelist & Close-Assault Specialist
“You two keep looking dangerous. I’ll find out who actually wants to kill us.”
If Rhaak is the company’s discipline, Tarek Vaul is its personality.
The Bengradi warrior serves as the Ashen Talons’ scout, tracker, duelist, and primary point of contact with the people who employ them. He is considerably more approachable than his companions, possessing a natural talent for conversation, negotiation, and occasionally convincing complete strangers that trusting three heavily armed aliens is an excellent idea.
Tarek wears fitted articulated plate armor designed to accommodate his species’ powerful musculature and explosive movements. He favors a long sword for close combat and carries a compact, mechanically sophisticated crossbow integrated into his forearm armor.
While the crossbow might appear archaic beside modern energy weapons, Tarek appreciates its reliability, discretion, and ability to deliver specialized ammunition. He has heard every possible joke about bringing a crossbow to a firefight, and generally allows his performance to settle the argument.
On Vesperion III, Tarek found himself particularly suited to Terraxian warfare. The planet’s vast badlands, isolated settlements, fortified supply routes, and extensive use of mounted reconnaissance offered him opportunities to refine skills that had already made him an exceptional Fringe scout. He frequently accompanies Terraxian cavalry patrols, ranging ahead of military columns and identifying ambushes, concealed fortifications, and enemy movements.
Unlike Rhaak, Tarek has developed genuine friendships among the people of Vesperion III. He knows soldiers, merchants, armorers, tavern keepers, and more than a few individuals whose professions are best left unmentioned. His familiarity with Varkesh has made him the company’s principal negotiator within the city-state.
He is also the most likely of the three to accept a seemingly harmless side job that eventually places the entire company in mortal danger.
Rhaak has learned to ask considerably more questions whenever Tarek begins a conversation with, “I met someone interesting.”
Tarek Vaul
Scout & Duelist of the Ashen Talons
Wild Card ★
Veteran
Bengradi
Scout / Tracker / Duelist / Close-Assault Specialist
Tarek Vaul is the most approachable member of the Ashen Talons and arguably the most unpredictable. An experienced Bengradi mercenary, he combines exceptional mobility, keen predatory instincts, and an almost irritating talent for talking himself into—and occasionally out of—dangerous situations.
Where Rhaak Vorr dominates through strength and battlefield control, Tarek relies on speed, positioning, and precision. His sword and forearm-mounted crossbow make him particularly dangerous in close engagements, allowing him to alternate between melee and ranged attacks without sacrificing mobility.
He is also the team’s primary intelligence gatherer, a role that has become particularly important to their clandestine Sarginian assignment on Vesperion III.
SWADE NPC Statistics
Attributes: Agility d12, Smarts d8, Spirit d8, Strength d10, Vigor d8.
Pace 8. Parry 8. Toughness 10 (4). Size 0
Skills: Athletics d10, Common Knowledge d8, Fighting d12, Intimidation d6, Notice d10, Persuasion d10, Riding d8, Shooting d10, Stealth d10, Survival d10, Thievery d8, Battle d6.
Edges: Acrobat, Ambidextrous, Fleet-Footed, Quick, Two-Fisted, Extraction.
Hindrances: Curious (Major), Loyal (Minor), Overconfident (Minor).
Weapons & Equipment
| Weapon | Range | Damage | AP | RoF |
|---|---|---|---|---|
| Bengradi Long Sword | Melee | Str+d8 | 2 | — |
| Forearm Crossbow | 12/24/48 | 2d6 | 2 | 1 |
| Natural Claws | Melee | Str+d4 | — | — |
| Natural Bite | Melee | Str+d4 | — | — |
Armor: Fitted articulated combat plate (+4 Armor, covering torso, arms, and legs). The armor is designed to accommodate Tarek’s considerable agility and includes numerous locally manufactured Terraxian replacement components.
Additional Equipment: Specialized crossbow bolts, climbing gear, compact communications unit, survival kit, tracking equipment, concealed knife, and an assortment of personal contacts whose reliability varies considerably.
Special Abilities
Bengradi Predatory Instincts: Tarek possesses the heightened senses and physical coordination characteristic of his feline ancestry. He gains +2 to Notice rolls involving hearing or smell and ignores penalties for Dim and Dark illumination (but not Pitch Darkness).
Natural Agility: Bengradi possess exceptionally powerful leg musculature and an innate sense of balance. Tarek’s Pace is 8, and his Fleet-Footed Edge increases his running die to d10. He also gains +2 to Athletics rolls involving jumping or maintaining his balance.
Claws and Fangs: Tarek possesses retractable claws and prominent canine teeth. His natural weapons inflict Str+d4 damage and cannot be disarmed. He generally considers their use a last resort, preferring his sword whenever possible.
Wrist-Mounted Crossbow: Tarek’s compact crossbow is integrated into his right forearm armor, leaving his hand free to manipulate other objects or wield his sword. He can fire the crossbow without drawing or readying a separate weapon. However, attacks made with the crossbow still use Shooting and are subject to normal Multi-Action Penalties. The weapon holds six bolts in an internal magazine before requiring reloading.
Hunter’s Mark: Unique NPC Ability. Tarek has developed an exceptional ability to study an opponent’s movements and identify weaknesses in their defensive technique. If Tarek successfully Tests an opponent using Athletics, Intimidation, or another appropriate skill, he gains +1 to his next Fighting or Shooting attack against that opponent, provided the attack occurs before the end of his next turn. This bonus is cumulative with the normal effects of a successful Test. This is an optional custom ability representing Tarek’s experience as a hunter and duelist rather than a standard published SWADE Edge.
Combat Tactics: Tarek is most effective when exploiting the battlefield rather than attempting to dominate it. He prefers to begin an engagement from concealment, identifying vulnerable targets before closing rapidly with his sword. His crossbow allows him to engage enemies at short range without interrupting his melee attacks, while his mobility makes him particularly difficult to pin down. When fighting alongside the Ashen Talons, Tarek frequently operates ahead of Rhaak, scouting enemy positions, eliminating isolated sentries, and identifying opportunities for Ixik to employ his heavy weapons.
In prolonged engagements, Tarek uses his Acrobat and Extraction Edges to maneuver through hostile positions, disengage from unfavorable fights, and reposition himself where his attacks will have the greatest effect. He is particularly dangerous against opponents who rely on remaining at range. Unlike Rhaak, Tarek enjoys the psychological aspect of combat. He frequently talks to his opponents, taunting them, distracting them, or encouraging them to make mistakes. He has occasionally been known to negotiate an enemy’s surrender while actively fighting them.
GM Roleplaying Notes
Tarek should be portrayed as charismatic, observant, and perpetually curious. He enjoys meeting new people and has an almost compulsive need to understand what motivates them.
His affable personality is genuine, but it also serves an important professional purpose. People frequently reveal information to Tarek that they would never willingly disclose to someone as intimidating as Rhaak or as difficult to interpret as Ixik.
His familiarity with Varkesh has made him invaluable to the Ashen Talons’ secret Fourth Contract. His extensive network of acquaintances provides the company with information about Terraxian military movements, political rivalries, unexplored territories, and unusual discoveries.
However, his greatest vulnerability is his growing attachment to the people of Vesperion III. While Rhaak remains conscious of the company’s eventual departure, Tarek has begun treating Varkesh as something considerably more permanent than a temporary base of operations.
He knows the city. He has friends there. He has enemies there.
And he is beginning to suspect that leaving might prove more difficult than arriving.
Encounter Design: Tarek is intended as a mobile Veteran-level Wild Card. He is less durable than Rhaak but compensates with superior Agility, mobility, stealth, and versatility. When the two fight together, Rhaak controls the center of an engagement while Tarek exploits exposed flanks and isolated opponents.
Ixik-of-the-Ninth-Shell
Urxian Variant — Heavy Support, Anti-Armor Specialist & Religious Ascetic
“All structures eventually return to dust. Some merely require assistance.”
Of the three Ashen Talons, Ixik-of-the-Ninth-Shell is perhaps the most difficult to understand.
An unusual Urxian variant whose precise ancestry is difficult for even other Urxians to identify, Ixik possesses an elongated insectoid body, large compound eyes, delicate antennae, and an appearance that gives little indication of his actual physical capabilities. He is also a monk.
Ixik follows the teachings of an obscure religious tradition whose origins appear to have been lost somewhere in Urxian history. He rarely discusses its doctrines, although his companions have gathered that it places considerable importance on impermanence, contemplation, and the inevitability of destruction.
This makes his preferred weapon particularly appropriate. Ixik carries an enormous shoulder-fired rocket launcher.
His proficiency with heavy ordnance is extraordinary. He possesses an almost instinctive understanding of armor weaknesses, structural stress, ammunition behavior, and the precise amount of explosive force required to render a target permanently inoperative.
Among Terraxian soldiers, Ixik has acquired the unofficial nickname The Penitent Thunder. His appearance as a quiet, robed insectoid carrying a weapon nearly as large as himself has become familiar to several Varkesh military units. Those who have witnessed him calmly dismantle a hostile Bastion-Class Battle Tank or cripple an advancing War Wheel are considerably less inclined to question his religious practices.
Ixik rarely expresses enthusiasm for combat, nor does he appear particularly troubled by it. To him, destruction is neither an accomplishment nor a tragedy in itself. It is simply a transition.
Nevertheless, he is fiercely protective of his companions, and his willingness to place himself in danger for them suggests that his philosophy contains considerably more compassion than outsiders initially perceive.
His rocket launcher has undergone extensive modification since arriving on Vesperion III. Terraxian replacement components, reinforced firing mechanisms, and locally manufactured ammunition have gradually transformed the original weapon into something unique. Ixik refers to it simply as an instrument. Tarek calls it The Sermon.
Ixik-of-the-Ninth-Shell
Heavy Support Specialist of the Ashen Talons
Wild Card ★
Veteran
Urxian Variant
Anti-Armor Specialist / Heavy Weapons Expert / Religious Ascetic
Ixik-of-the-Ninth-Shell, known among Terraxian soldiers as The Penitent Thunder, is the Ashen Talons’ heavy weapons specialist and arguably their most enigmatic member. A practitioner of an obscure Urxian religious tradition, Ixik approaches combat with the same patience and contemplation that another monk might devote to prayer.
His extensive knowledge of engineering, explosives, and structural weaknesses makes him extraordinarily dangerous to armored opponents. His heavily modified rocket launcher, affectionately nicknamed The Sermon by Tarek, has ended the careers of more than a few Terraxian tank commanders.
Unlike Rhaak and Tarek, Ixik is not particularly interested in personal combat. He considers violence a regrettable necessity, preferring to end engagements through the precise application of overwhelming force.
SWADE NPC Statistics
Attributes: Agility d8, Smarts d10, Spirit d10, Strength d8, Vigor d8.
Pace 6. Parry 6. Toughness 9 (3). Size 0.
Skills: Athletics d6, Battle d8, Common Knowledge d6, Electronics d8, Fighting d8, Healing d6, Notice d10, Occult d8, Repair d10, Research d8, Science d8, Shooting d12, Stealth d6, Survival d8.
Edges: Alertness, Calculating, Combat Reflexes, Concentration, Rock and Roll!, Soldier.
Hindrances: Vow (Major — The Teachings of the Ninth Shell), Loyal (Minor), Quirk (Minor — Religious contemplation and philosophical observations, even during combat).
Weapons & Equipment
| Weapon | Range | Damage | AP | RoF |
|---|---|---|---|---|
| The Sermon (Rocket Launcher) | 40/80/160 | 5d10, HW, MBT | 15 | 1 |
| Fragmentation Rocket | 40/80/160 | 4d8, HW, LBT | 6 | 1 |
| Compact Energy Pistol | 12/24/48 | 2d6+1 | 2 | 1 |
| Urxian Fighting Staff | Reach 1 | Str+d4 | — | — |
| Natural Mandibles | Melee | Str+d4 | — | — |
Armor: Reinforced combat robes incorporating lightweight composite plates (+3 Armor, torso and limbs).
Additional Equipment: Rocket ammunition, portable targeting equipment, engineering tools, demolitions kit, religious artifacts, communications unit, and a compact field maintenance system.
The Sermon (Modified Heavy Rocket Launcher): Ixik’s primary weapon began life as a conventional military rocket launcher, although decades of modifications and extensive Terraxian replacement components have transformed it into something considerably more sophisticated.
Its reinforced firing assembly accommodates several ammunition types, while its integrated targeting system assists Ixik in identifying vulnerable sections of armored vehicles. The weapon is bulky and requires two hands to operate effectively. Ixik typically carries it across his shoulder when travelling.
Special: The Sermon requires one action to reload. Ixik may select between standard anti-armor rockets and fragmentation rockets when reloading.
Special Abilities
Compound Eyes: Ixik’s large compound eyes provide an exceptionally wide field of vision. He gains +2 to Notice rolls involving visual detection and +2 to resist Tests or attempts to distract him that rely on movement within his field of vision.
Four Arms: Ixik possesses four functional arms, allowing him to manipulate equipment, reload weapons, and perform technical tasks with remarkable efficiency. This does not grant additional actions or eliminate Multi-Action Penalties.
Natural Carapace: His insectoid exoskeleton provides +1 Armor, already incorporated into his Toughness.
The Ninth Shell: Unique NPC Ability. Ixik’s religious discipline emphasizes patience, contemplation, and the inevitability of change. Through years of meditation, he has developed extraordinary control over his emotions and reactions.
He gains +2 to Spirit rolls made to resist Fear and Tests involving intimidation, psychological manipulation, or emotional provocation.
Structural Insight: Unique NPC Ability. Ixik possesses an exceptional understanding of engineering, armor construction, and structural weaknesses.
When attacking a vehicle, fortification, or other mechanical structure with a Heavy Weapon, Ixik may spend an action studying the target and make a Notice roll. On a success, he gains +2 to his next Shooting roll against that target. On a raise, he also increases the attack’s AP by 2. This benefit must be used before the end of his next turn. This is a proposed custom NPC ability representing Ixik’s specialization rather than a standard published SWADE Edge.
Combat Tactics: Ixik prefers to remain behind the main engagement, identifying high-value targets while Rhaak and Tarek occupy enemy forces.
His first priority is usually hostile armor, artillery, fortified weapons emplacements, or anything capable of threatening his companions from a distance.
He rarely wastes ammunition on targets that can be neutralized through less destructive means.
When operating alongside the Ashen Talons, Ixik typically allows Rhaak to establish the engagement while Tarek scouts enemy positions and identifies suitable firing locations.
Once a target is selected, Ixik is methodical. He studies its movement, armor distribution, and structural vulnerabilities before firing.
He is particularly effective against Terraxian Bastion-Class Battle Tanks and War Wheels, whose exposed mechanical components offer numerous opportunities for a knowledgeable anti-armor specialist.
Should an opponent close into melee range, Ixik relies on his fighting staff and natural mandibles to defend himself while attempting to withdraw to a more advantageous position.
He is not cowardly, merely practical. There is little spiritual enlightenment to be gained by striking an armored soldier with a rocket launcher.
GM Roleplaying Notes
Ixik should be portrayed as quiet, thoughtful, and occasionally unsettling in his complete acceptance of destruction as a natural process.
His religious beliefs are sincere, although even his companions have difficulty understanding the full extent of his philosophy.
He rarely offers unsolicited advice, but when he does speak, his observations often carry unexpected insight. He has an unusual habit of examining damaged machinery, ruined buildings, and battlefield wreckage with the same reverence another individual might reserve for ancient religious monuments.
His loyalty to Rhaak and Tarek is absolute.
Of the three Ashen Talons, Ixik may also be the most intellectually curious about their secret Sarginian assignment. His interest in ancient ruins, forgotten structures, and lost civilizations provides an excellent cover for investigating locations connected to the Fourth Contract.
Whether his religious teachings have any connection to what the Sarginians are searching for remains an interesting possibility for future development.
Encounter Design: Ixik is intended as a Veteran-level Wild Card specializing in anti-armor warfare and heavy support. He is considerably less effective in direct melee combat than his companions but represents an immediate threat to vehicles, fortifications, and heavily armored opponents. His greatest advantage is his ability to identify and exploit structural vulnerabilities while remaining composed under pressure.
The Quarantine Runners
The Sarginian quarantine surrounding Vesperion III is not an arbitrary restriction. The Terraxians have spent generations fighting wars so deeply embedded in their society that military conflict has become one of its principal organizing institutions.
The introduction of outside military expertise, advanced weaponry, or foreign combatants risks further destabilizing an already fractured civilization. The Ashen Talons understood this. They violated the quarantine anyway.
Their initial arrival was facilitated through unofficial Fringe contacts and a smuggling arrangement that delivered them to Vesperion III under the guise of industrial contractors. Once planetside, they abandoned any pretense of legitimate commercial activity and entered the mercenary market.
Their first contracts were modest – convoy protection, reconnaissance, recovery of captured personnel, and the defense of isolated settlements. Their reputation grew quickly.
Terraxian commanders discovered that three experienced outsiders could accomplish objectives that might otherwise require entire specialist detachments. More importantly, the Talons demonstrated a willingness to fight alongside ordinary soldiers rather than remain safely behind the lines.
They subsequently served several competing city-states, although Rhaak established one inviolable company rule – The Ashen Talons never accept a contract against a former employer until every obligation of their previous agreement has been fulfilled.
This distinction has preserved their reputation among a population accustomed to shifting alliances, political betrayals, and mercenary companies whose loyalty lasts precisely as long as their latest payment. Their activities have not gone unnoticed by the Sarginians.
Officially, the Ashen Talons are wanted for violating the quarantine. Their participation in the Terraxian wars constitutes a serious offense, and the Sarginians have publicly condemned their activities. Should the three attempt to return to normal Expanse space, they face detention, imprisonment, and prosecution.
The Talons make little effort to dispute these accusations. Indeed, their apparent disregard for the quarantine has become part of their reputation. For now, they remain on Vesperion III and, rather inconveniently, they have become very good at making a living there.
Varkesh: A Place to Call Home
The Ashen Talons currently operate from Varkesh, the Sovereign City-State of the Southern Sea, the largest and most powerful Terraxian settlement on Vesperion III.
Located near the planet’s southern pole, Varkesh controls access to the only major permanent body of open water on the planet. Its immense population, agricultural territories, naval facilities, manufacturing districts, and fortified hinterlands give it economic and military advantages that few rival city-states can match.
The great High Citadel dominates its skyline, standing as both the administrative center of Varkesh and a monument to its rulers’ conviction that their city represents the rightful center of Terraxian civilization.
For the Ashen Talons, Varkesh offers several practical advantages. Its military establishment maintains a steady demand for experienced specialists, its extensive commercial districts provide access to equipment and supplies, and its status as a major population center makes it easier for three unusual aliens to disappear into the bustle of everyday life.
The company maintains a modest headquarters in the city’s Old Arsenal District, a sprawling neighborhood of military workshops, warehouses, barracks, and former industrial facilities. Their base, locally known as The Cinderhouse, occupies a converted military supply depot near one of the older defensive walls.
The building contains a small communal living area, an equipment workshop, a reinforced ammunition store, and a surprisingly extensive collection of maps, military reports, and records of past Terraxian campaigns.
Rhaak insists on keeping these records organized. Tarek insists that the building requires a proper drinking room. Ixik has converted a small storage chamber into a place of meditation, although its proximity to several crates of anti-armor rockets has led Tarek to suggest that his companion has developed an unusually intimate relationship with his chosen instrument.
Their relationship with the authorities of Varkesh remains deliberately informal. The Talons are not sworn soldiers of the Sovereign City-State, nor have they accepted permanent commissions within its military. They are independent contractors whose services are periodically retained for particularly difficult assignments.
Varkesh provides them with a relatively secure home, access to its military markets, and a degree of official tolerance. In return, the city-state enjoys access to three exceptionally capable mercenaries whose experience extends far beyond the quarantined world. Neither party is particularly interested in examining the legality of this arrangement too closely.
Brothers in Everything but Blood
Despite their differences, the Ashen Talons have developed a relationship that transcends their professional obligations. Rhaak provides stability and discipline, Tarek maintains their connections to the wider world, and Ixik offers an unusual perspective that frequently forces his companions to reconsider their assumptions.
They argue, disagree, and occasionally threaten to abandon one another in the nearest hostile wilderness. None has ever seriously considered doing so. Their combat doctrine reflects this mutual understanding. Tarek identifies and isolates threats, Rhaak establishes the engagement and controls the battlefield, and Ixik eliminates targets that cannot be overcome through conventional means.
Years of fighting together have reduced their need for verbal communication. A glance, gesture, or subtle change in positioning is frequently sufficient to coordinate their actions.
They have also changed considerably since arriving on Vesperion III. Their armor bears the unmistakable influence of Terraxian craftsmanship. Their weapons incorporate locally manufactured components. Their understanding of warfare has adapted to a world where sophisticated energy weapons exist alongside cavalry charges, armored siege engines, and fortress walls.
They are no longer simply Fringe mercenaries working on Vesperion III. In many respects, they have become part of the planet. And that realization troubles Rhaak more than he is willing to admit.
The Price of Staying
There is an uncomfortable truth underlying the Ashen Talons’ success. The longer they remain on Vesperion III, the more deeply they become involved in the very conflicts the Sarginian quarantine was intended to contain.
They have fought for city-states, protected military convoys, destroyed armored vehicles, and participated in campaigns that have inevitably contributed to the planet’s continuing cycle of warfare. To some, they are exceptional mercenaries who have earned their reputation through courage, professionalism, and loyalty. To others, they are opportunistic outsiders profiting from a civilization that has already suffered enough. Within Varkesh, both opinions can be found.
Rhaak understands the contradiction. Tarek prefers not to dwell on it, while Ixik maintains that all actions produce consequences, whether their participants acknowledge them or not. For now, the three continue to accept contracts, maintain their equipment, and enjoy the relative security of their headquarters beneath the shadow of the High Citadel.
Yet the question of their eventual departure remains unresolved. Leaving Vesperion III would mean crossing the quarantine a second time, potentially exposing them to the consequences of their original violation. Remaining means continuing to participate in a war that may never truly end.
One evening, while the three watched the distant lights of the Southern Sea from a terrace overlooking Varkesh, Tarek reportedly asked Rhaak how much longer they intended to remain. Rhaak considered the question for some time before answering.
“We crossed the quarantine once. Getting back across it will be the difficult part.”
Ixik, who had been quietly examining a damaged rocket guidance assembly, looked up.
“There is always another path.”
Tarek grinned.
“Excellent. Find us one that doesn’t involve getting arrested.”
And somewhere beyond the great walls of Varkesh, another Terraxian army was preparing for war. The Ashen Talons would undoubtedly be receiving another contract soon.
GAME MASTER’S INFORMATION
The Fourth Contract – Eyes of the Sarginians
There is one detail concerning the Ashen Talons’ arrival on Vesperion III that is absent from every official record, military report, and Sarginian quarantine violation notice. They were invited.
Long before Rhaak Vorr, Tarek Vaul, and Ixik-of-the-Ninth-Shell crossed the quarantine, they were approached by a Sarginian representative offering an unusual contract. The assignment required them to travel to Vesperion III, establish themselves as independent mercenaries, and operate among the Terraxian city-states without attracting attention to their actual purpose.
Their public violation of the quarantine was deliberate. It provided a believable explanation for their presence while distancing them from the very authorities who had secretly authorized their mission. Even within the Sarginian administration, knowledge of this arrangement is restricted to a select few. The Ashen Talons are not merely mercenaries. They are agents of the Sarginians.
Their presence on Vesperion III was authorized through a clandestine arrangement known only to a select few within the Sarginian hierarchy. Their apparent disregard for quarantine regulations provides the perfect cover for an intelligence operation that the Sarginians cannot—or will not – conduct openly.
Operating from Varkesh, the three have spent years infiltrating Terraxian military and political circles under the guise of independent mercenaries. Their legitimate contracts provide them with access to remote territories, military installations, ancient ruins, and individuals who would otherwise be inaccessible to an official Sarginian representative. But intelligence gathering is secondary to their actual mission. They are searching for something.
Something known only to the three Talons and their Sarginian handlers. Whatever it is, its significance is sufficient for the Sarginians to secretly violate the very quarantine they publicly enforce.
The Sarginians have provided the Talons with information concerning something on Vesperion III—something sufficiently important that they are willing to circumvent their own quarantine rather than risk exposing their interest through an official investigation.
Only the three mercenaries and their Sarginian handlers know the true objective. Whether their search concerns an object, an ancient installation, a lost civilization, or something considerably more dangerous is a mystery to everyone else. Their employers have also made one condition abundantly clear – whatever the Talons discover must never fall into Terraxian hands.
A Useful Deception
The greatest strength of the Ashen Talons’ cover is that almost everything people know about them is true. They genuinely accept mercenary contracts. They genuinely fight in Terraxian wars. They have formed friendships, made enemies, and established a reputation that has become valuable in its own right.
Rhaak maintains the company’s military discipline, Tarek cultivates relationships and gathers information through his extensive contacts, while Ixik’s unusual religious interests provide a convenient explanation for his fascination with ancient ruins, forgotten structures, and obscure historical records.
Their battered equipment, Terraxian modifications, and years of campaigning reinforce the illusion that they have simply become another fixture of Vesperion III’s endless wars. Even their occasional expressions of concern about eventually leaving the planet are genuine.
After all, their Sarginian authorization is secret. Should they be apprehended by an uninformed quarantine patrol, their imprisonment would be entirely believable. Indeed, most quarantine enforcement personnel genuinely consider them criminals. Only those possessing the appropriate authorization would know otherwise.
Even their eventual release, should it become necessary, would need to be engineered without exposing their true allegiance. And should their true purpose ever become public, the Sarginians may find it more convenient to deny knowing them altogether.
For Rhaak, Tarek, and Ixik, this arrangement presents an unusual contradiction. They have been granted the Sarginians’ blessing to conduct activities for which the Sarginians themselves might publicly condemn them. And after years of fighting alongside the Terraxians, the distinction between their professional obligations, personal loyalties, and secret mission has become increasingly complicated.
The Fourth Contract
The three refer to their clandestine assignment simply as the Fourth Contract. It is the one agreement that supersedes every other obligation they have undertaken, regardless of the employer, the payment, or the consequences.
It is also the one contract they cannot discuss, renegotiate, or abandon without potentially exposing themselves to the wrath of the very authorities who secretly employ them.
For now, the Ashen Talons continue to operate from Varkesh, accepting military assignments, gathering information, and following whatever fragments of evidence their Sarginian handlers have provided.
Their true objective remains undisclosed. And perhaps the most dangerous question facing them is no longer whether they will find what they are searching for. It is what they will do when they finally find it. Because after years of fighting alongside the Terraxians, the Ashen Talons have developed genuine attachments to Varkesh and its people. Completing their secret assignment may eventually threaten the very civilization they have come to regard as home.
The Ashen Talons have spent years learning how to survive Vesperion III. Their greatest challenge may eventually be finding a reason to leave it.



