Astrographical information
Region Ur ring
Sector VoidSector (18.4)
System -
Planet Gamma Leonis III
Grid coordinates -
Distance from core -
Trade routes -
Rotation period 22.4 standard hours
Orbital period 6,716 standard days
Physical information
Class Terrestrial
Diameter 5,840 km
Atmosphere -
Climate Sub tropical
Primary terrain -
Surface water -
Points of interest -
Flora -
Fauna -
Societal information
Native species Sesheyan
Primary languages -
Government -
Population 57 million
Demonym -
Major cities -
Affiliation -

Sheya is the fourth and largest moon of the gas giant Gamma Leonis III. Although it orbits more than ten times the distance from its star than Adnas orbits its sun, GLIII puts out considerable heat, warming the surface of Sheya and making it quite habitable. The moon is cut with a network of deep valleys. While the higher altitudes are cold and arid, the valleys are warm and lush. Native plant-life grows riotously throughout the lowlands, forming a heavy jungle canopy that soaks up the heat and limited light that falls on the surface of Sheya, cloaking the ground below in perpetual twilight. Sheya’s ecosystem is filled with various lifeforms, of which the sesheyans are the top of the food chain. Sesheyan hunters stalk wild game in the jungles, from snake-like reptiles to large, sleek jungle predators and game animals.

From the stone age to the space age, they are savage hunters from a night-bound world, enslaved by a powerful stellar nation and thrust into the light of the 26th century. Fighting to sustain an ancient culture amid the scientific wonders of galactic civilization, the sesheyans are held by many as an example of humans’ unfair treatment of alien species. Primitive aboriginals living on the largest moon of Gamma Leonis III, sesheyans were discovered by VoidCorp explorers. The corporation took advantage of the sesheyans’ primitive nature and ar- ranged a contract placing them in service of VoidCorp in perpetuity. In effect, a stellar nation turned an entire alien race into its slaves. The sesheyans have learned a great deal about the galaxy since signing that fateful com- pact more than two hundred years ago, and many have be- gun to work in secret to free their people.

The largest satellite of Gamma Leonis III. Though its highlands are much like the tundra, its valleys are home to life. It is also the sesheyan homeworld.

Planetary features

Cities and regions

Points of interest

Land features and formations

Flora and Fauna


Sesheyans are perhaps the most “alien” species encountered thus far by humans. They average 1.7 meters tall with sleek, whipcord muscles. The sesheyan skeleton is composed of light, strong cartilage, so sesheyans weight only an average of 40 kilograms and have extraordinarily flexible joints and posture, allowing them to crouch and bend for ex- tended periods of time without discomfort. Sesheyans are hexipedal, having six limbs. The upper arms end in four fingers (including an opposable thumb), and the lower legs end in three splayed toes. Both of these sets of limbs have short claws, allowing sesheyans to climb trees and perch on branches in their native jungle. The two middle limbs are slim and end in six long slender “fingers” with flaps of leather skin stretched between them, forming a pair of wings with a span of six meters. The wings allow sesheyans to fly on their homeworld and other worlds with Earth-normal or lighter gravity and sufficient atmospheric pressure. The sesheyan head is wide and round, with four small eyes on each side and topped with a pair of elongated ears. Their eyes are highly sensitive to light, having adapted to the twilight environment of the jungles of Sheya. The blunt snout covers a wide mouth filled with sharp, bony ridges rather than teeth. Sesheyans have a voice box capable of producing a wide range of sounds, and they have no trouble learning and speaking human or other alien languages. Sesheyans have long, finned tails used for balance and flight control. The tail ends in a series of spines connected by leathery skin. The spines can flex to widen or narrow the “fan” at the end of the tail, providing steering while in flight. Sesheyans also open or close their tail fans to dis- play emotions: those in an excited mood open their tail fans, while those in a quiet, contemplative mood close their tail fans.


From the Stone Age to the Gravity Age

According to sesheyan fable, their race originated in what is known as enoshai, or the “Twilight Dream,” a timeless state of being connected with the vastness of space and the night sky. The first sesheyans were created by Vec’t’lir, the Brood Mother, whom the sesheyans associate with the second largest moon of Gamma Leonis III. Her twin sons are Tal, the Hunter, and Neshii’en, the Trickster, associated with the gas giant’s two smaller moons, which chase each other endlessly across the sky. Sesheyans were created to be the greatest hunters of Sheya, “the hunting land.” (The name sesheyan means “hunters of the land.”) In the days of the Twilight Dream, great heroes like Tal and Neshii’en lived among the sesheyans, teaching them. Over time, they became a part of the history and culture of the sesheyans, their names invoked by hunters and shamans. For millennia, life on Sheya was largely the same. The tribes hunted (and warred occasionally), shamans kept the wisdom of the past, families mated and grew, and the cycle of life went on. The sesheyans existed in the timeless realm of the Twilight Dream – until the arrival of VoidCorp.

Aikeita: The Day of Ghosts

On July 13, 2274, a VoidCorp exploratory vessel landed on the largest moon of Gamma Leonis III. There, project leader JT795 42IWQ (Erim Ollander) made contact with the sesheyans. To the primitive sesheyans, the arrival of the explorer ship was nothing less than the appearance of ghosts from the night sky, as in their ancient fables. The visitors displayed magical powers: Their weapons spat fire, blinding light spilled from their instruments, and their bodies were tall and strange. Sesheyan shamans called the arrival of these strangers aikeita, “the Day of Ghosts.” The VoidCorp crew had little difficulty making peaceful contact with the sesheyans, who considered them visitors from the Twilight Realm. Understanding the value of their discovery, JT795 42IWQ decided to remain on Sheya and conceal her discovery, even to the point of not sending transmissions to VoidCorp management, lest they be overheard by agents of another stellar nation. Immediately after translating their language enough to converse with the sesheyans, JT795 42IWQ negotiated the Sesheyan Compact with the leaders of the most powerful tribes. The Compact granted the sesheyans right of passage off their homeworld and access to advanced technology. In exchange, the sesheyans agreed to serve VoidCorp in perpetuity. In essence, every sesheyan became a VoidCorp employee, subject to VoidCorp rules and authority. VoidCorp now owned the sesheyan race.

At first, the sesheyans were delighted by the Compact, since it seemed to them a religious experience of unprecedented proportions – a chance to share in the power and wisdom of the ghosts and to serve them faithfully. As time passed, the sesheyans began to discover that their visitors were not all they appeared to be.

When news of the Sesheyan Compact arrived, VoidCorp management was supremely pleased. They immediately ordered the exploitation of this valuable new resource. VoidCorp ships arrived on Sheya and established bases to handle administration of the population for the maximum utility of the company. Sesheyans were displaced from their long-held territories without consideration. They company assumed supreme authority on Sheya, and any disagreements on the part of the sesheyans were handled swiftly and forcefully. Thousands of stone-age sesheyans were thrust into training programs designed to test their capabilities and make them useful employees. VoidCorp discovered that the sesheyans were remarkably intelligent and adaptable. They were able, even eager, to learn new languages and technologies, which the sesheyans considered magical. VoidCorp decided that the sesheyans would serve the company in several ways, especially in handling menial or difficult tasks. In a matter of years, sesheyans were being shipped off their homeworld by the thou- sands to serve their new employer. To those who remained on Sheya, the sesheyans taken by VoidCorp became aikaya, “Ghost Walkers.” From their point of view, Ghost Walkers had left the living world behind and entered the Twilight Realm. For all intents and purposes, they had died and moved on to a new life elsewhere. Sesheyans held funeral rites for family-members chosen to leave Sheya and travel with the ghosts; their lives as hunters of the land were over.

The Twilight Realm

When the other Stellar Nations discovered the Sesheyan Compact, there was an outcry against VoidCorp. Many denounced VoidCorp’s exploitation of the species. For their part, VoidCorp officials pointed at the primitive conditions on Sheya and all the humanitarian aid, education, and technology that VoidCorp had devoted to assisting the sesheyans in becoming galactic citizens. They also pointed out that the sesheyans were considered full VoidCorp employees, with the same rights and responsibilities as employees of any species. VoidCorp defended their actions and ignored protests from other Stellar Nations who called for them to renegotiate or suspend the Compact. As the years passed, sesheyans in the employ of VoidCorp learned to function in a technologi- cal society. Their children were born as employees of VoidCorp, often away from Sheya itself. Sesheyan breeding was originally limited by the delicate balance of their ecosystem and the relatively harsh living conditions on Sheya. Now, the sesheyans were limited only by the requirements of VoidCorp corporate breeding programs, which encouraged employees to produce even more employees. The sesheyan population exploded across numerous VoidCorp worlds as the sesheyan lifespan was greatly extended through modern medical technology. Billions of sesheyans have grown up never having touched the soil of their homeworld, hearing only legends of the hunting land where their people originated. Some of the new generations of sesheyans threw themselves into the corporate culture, serving to the best of their ability and seeking advancement where they could find it. Others, educated and raised by VoidCorp, began to see flaws in the Sesheyan Compact.

The Galactic Concord

In the more than two hundred years since the signing of the Sesheyan Compact, some sesheyans have turned against VoidCorp. The chaos of the first and second Galactic Wars allowed a few million sesheyans to escape from VoidCorp space to other stellar nations or unknown frontiers like the Verge. VoidCorp maintains that all sesheyans remain their employees, and it works to hunt down any “absentees” (as they are known). The discovery of the sesheyan colony on Grith in the Corrivale system of the Verge has led VoidCorp to lay a claim on the colonists before the Galactic Concord. The Grith colonists maintain they have been on Grith since long before the Sesheyan Compact, trans- ported there by a precursor race that once inhabited the planet. Thus far, the Concord has upheld the sesheyan claim. There have been occasional uprisings and rebellions of sesheyan employees on Void- Corp worlds. Rogue sesheyans who attempt to re- turn to their homeworld are detained by the VoidCorp authorities. Even if they manage to slip unnoticed into the sesheyan population, their former friends and families consider them dead or – if born off-world – complete non-entities. The majority of native sesheyans refuse to have any dealings with these Ghost Walkers and do not listen to what they have to say. Still, there is some discontent on Sheya about the Compact, and some native sesheyans have realized that VoidCorp does not have their best interests at heart. Perhaps the greatest opportunity for the sesheyans since the Day of Ghosts came when VoidCorp agreed to recruit half a billion sesheyan employees to join the Galactic Concord. Although they remain employees, these sesheyans have greater opportunities for interaction with people from other Stellar Nations and societies. Many sesheyans hope to plead their case to the Concord and gain assistance in overturning the Compact, but the Con- cord is far too new and still testing its authority in civilized space. It will be some time before the Concord can challenge VoidCorp’s claim.

Culture & Society

Before VoidCorp’s arrival, sesheyans maintained a simple, tribal culture based around the extended family unit. Even two hundred years after the Sesheyan Compact and their introduction into galactic civilization, some sesheyans maintain their old customs.

Families & Tribes

Sesheyan families tend to be quite large, mainly due to the sesheyan definition of “family.” They do not limit family ties to biological connections; sesheyan families include extended clans with many relationships. Sesheyans do not mate for life but instead have many mates and many children over a lifetime. A group of sesheyans involved in mating – along with their children, close friends, and other relations – make up the whole of a family. The sesheyan language includes many terms for relations that do not translate into human languages. A tribe is composed of a group of families. The structure of the sesheyan tribe is fluid, shifting according to the needs of its members. Tribes split when they’ve grown large enough, breaking into two or more tribes that go their separate ways. Likewise, sesheyan tribes encountering each other might exchange families as a sign of friendship, strengthening the ties between them before moving on. In this way, stories and history are spread among widely dispersed tribes. This practice also serves to maintain a healthy gene pool. Tribal and family loyalties are sup- pressed by VoidCorp, which emphasizes loyalty to the company above all else. Some tribes on Sheya are allowed to maintain their traditional structure, but they can be broken up by VoidCorp officials at any time to serve the company’s needs. Ghost Walker sesheyans do not maintain tribal ties.


Sesheyans have as broad a range of emotions and expression as humans, if not more, but they do not change moods as quickly or as arbitrarily as humans do. To the sesheyans, every state of being is embodied in a mythic archetype from their fables, known as an aikai , meaning ghost or spirit. When a sesheyan needs or wants to experience a particular state of being, he or she calls up the appropriate aikai. A sesheyan on the hunt calls upon the ghost of the Hunter and, for him, nothing other than the pursuit and capture of the prey is important. On other occasions, a sesheyan might call upon the ghost of the Dreamer, the Dancer, the Traveler, or the Maker. Each basic archetype also has dozens, if not hundreds of variations associated with particular situations. So there is a Patient Hunter, a Feral Hunter, a Hunter Who Speak With Spirits, and so forth. Each of the hundreds of aikei is strongly rooted in sesheyan myth. Some are spirits or animal totems, while others are based on great heroes from legend. Instead of saying, “I am sad,” a sesheyan says, “the ghost of sadness is upon me” to express sorrow. The elaborate rituals and myths associated with various aikei makes it seem – from the human point of view – as if a sesheyan has many different personalities. A sesheyan embodying the Brood Mother can be tender and nurturing. The same sesheyan can call up the Feral Hunter and kill prey with savage abandon. VoidCorp officially bans the practice of aikei, but it is so strongly rooted in the sesheyan psyche that it is nearly impossible to eradicate. Mod- ern sesheyans continue to use aikei to express themselves, but the mythic elements have faded almost completely.

Clothing and Decoration

Sheya is a temperate world with little climatic variation. Sesheyans have little use for clothing, often wearing only simple loincloths. Belts and harnesses allow them to carry things. Even in galactic society, Sesheyans wear little, unless environmental conditions dictate otherwise. Sesheyans like to decorate them- selves and often wear different kinds of jewelry. Native sesheyans tend to wear jewelry made from natural materials, particularly carved animal bones and teeth, as well as carved and stained wood. Since the arrival of VoidCorp, sesheyans also wear metallic jewelry, including rings in their ears and pierced through the skin of their wings or tails. Sesheyans also use paints to decorate their bodies. Particular patterns of decoration are often associated with particular aikei, so sesheyans wanting to invoke the ghost of the Hunter paint their bodies accordingly. Sesheyans use tattooing to decorate themselves in a more permanent fashion, usually something related to a great accomplishment or a patron spirit. Sesheyan shamans are often tattooed in this manner. Patterns tattooed on the skin of their wings are the most common. Sesheyans living in galactic society tend to eschew many of the personal decorations worn on Sheya. This is mostly out of deference to VoidCorp policy, which prefers employees maintain an appropriately “businesslike” appearance. Sesheyans employed by VoidCorp as scouts and spies are given greater leeway and often wear more decorations.

Outside Influences

Sesheyan culture has been irrevocably changed by contact with galactic civilization. Al- though the old ways are still practiced by tribes on Sheya, sesheyans living away from their homeworld must adopt human mannerisms and abandon or hide their traditional customs and rituals to fit in. Many sesheyans fear that continual suppression of their culture by VoidCorp will cause them to lose their unique cultural identity entirely. Since the Compact, sesheyan society has split into three fairly distinct segments: the esosha (Free Hearts), the aikaya (Ghost Walkers), and the huraikai (Wind Spirits). Free Hearts are those sesheyans still living on Sheya. The Ghost Walkers are sesheyans in the employ of VoidCorp. Sesheyans who escape from VoidCorp become Wind Spirits. Wind Spirits are considered outlaws throughout the galactic arm, and even other stellar nations cannot always shelter a Wind Spirit from the vengeance of VoidCorp. The split between these three factions of sesheyan culture is even deeper than most people realize. After two hundred years as galactic citizens, the sesheyans cannot return home. The differences between the Free Hearts and the other of their race are substantial. Free Hearts cling to the ancient culture and traditions of Sheya, permitted to do so by VoidCorp. They have little comprehension of the vastness of galactic space or the true nature of VoidCorp. Many Free Hearts remain as primitive as their pre-compact ancestors. To sesheyans born away from their home world, Free Heart life seems either idyllic or hopelessly primitive. Having learned so much, the galactic sesheyans cannot return to a blissful state of ignorance. Despite the claims of the Wind Spirits, many Ghost Walkers are content with their lot as employees of VoidCorp. Raised since birth to honor and appreciate the company, these sesheyans are completely loyal to VoidCorp. They look with pity on the primitive Free Hearts, who are unaware of the wonders of life among the stars, and with disgust on the Wind Spirits, who betrayed their benefactors. A few Ghost Walkers harbor misgivings about Void- Corp and the Compact, but most are as loyal as VoidCorp’s human employees. The Wind Spirits have benefited from modern education and technology. They claim to understand the nature of interstellar politics in a way

their ancestors could not have imagined when they agreed to the Sesheyan Compact. Wind Spirits range from pirates and renegades to political activists who claim VoidCorp illegally and immorally enslaved their race. Either way, VoidCorp considers them criminals to be hunted down.


Before the arrival of VoidCorp, sesheyan tribes were governed by a council of the eldest members, usually including their greatest hunters and the tribe’s shaman. Matters were decided by simple vote, usually involving various rituals to call upon helpful ghosts and a divination by the shaman to read any omens. The Sesheyan Compact officially dissolved all political and social organizations on Sheya and replaced them with VoidCorp institutions. Teaching and practicing sesheyan traditions is banned by VoidCorp, except in certain areas of Sheya where company scientists study the sesheyans’ native culture. Since the Compact, all sesheyans are considered citizens (employees) of VoidCorp from the moment of birth, just like all other sentients in VoidCorp space. The sesheyans are governed by the same set of rules and regulations as any other Void- Corp employee. They are assigned Employee Identification Numbers at birth and may apply for positions with VoidCorp. VoidCorp holds the dozen or so sesheyan Vice Presidents in the company as examples of what the sesheyans can achieve, as well as showing their equal treatment. In practice, it is often difficult for sesheyans to advance within VoidCorp. Some sesheyans manage to overcome the limitations of their culture and background to rise in the ranks, but they do so at the cost of their cultural heritage and traditions.


Religion and ritual have been central to sesheyan life throughout their history, but they are vanishing due to the influence of VoidCorp. The tribes on Sheya still follow the old ways and keep their traditions alive, mostly as a “living laboratory” for VoidCorp scientists to study. Elsewhere in VoidCorp space, however, the practice of any religion is banned. Possession of religious icons or artifacts is subject to heavy fines and other penalties. Still, the practice of sesheyan religion continues in secret among some, particularly the Wind Spirits. Sesheyan religion is based around stories told by their shamans. The fables revolve around important figures from myth and history, and they provide the framework for the many different ghosts the sesheyans believe in. The practice of fable animism involves telling the various stories at the correct times, often in conjunction with certain rituals to honor the ghosts of the tale, particularly reenactments of legendary events and rituals intended to maintain things like the movement of the celestial bodies and the continued prosperity of the hunt. “And so Neshii’en found himself trapped in the heart of the Ska Mother’s lair when she returned. Thinking quickly, Neshii’en covered himself with the scent of the cubs, knowing the Ska Mother’s sight was weak. He rolled on the ground and imitated the mewling noises of the other cubs as the great Ska Mother came closer. She nuzzled the cubs with her head, and Neshii’en lay still, calling on the ghost of the Great Ska to be with him, making him like a ska cub. The Ska Mother did not notice him among her children and so dropped the prey she captured for them and lay down to sleep. While the Ska Mother slept, Neshii’en spirited away one of the cubs to be- come his friend and companion. He named the cub Nura the Brave, and she became Neshii’en’s good friend.”

– from “The Tale of Neshii’en the Trickster and the Great Ska Mother,” a traditional sesheyan fable

“Neshii’en found himself in great trouble when the Manager returned to her office unexpectedly. Thinking quickly, Neshii’en wrapped a cord from his pouch around his neck, folded his wings, and bowed his head, his eyes cast down as the Manager entered. Neshii’en called for the ghost of the Humble Servant to be upon him as the Manager asked him what he was doing in her office. “’A thousand pardons, SZ472 556XX,’ he said, ‘I come on an errand for Vice-President KG228 712ZA. He requests an immediate update on the status of…your project.’ The Manager regarded Neshii’en for a long moment, but she saw nothing but the Humble Servant, eager to do his employer’s bid- ding. She told Neshii’en to return to Vice-President KG228 712ZA and tell him an update would be immediately forthcoming. Dipping his head in obedience, Neshii’en backed out of the room, his folded wings concealing the information chips taken from the Manager’s safe. The manager’s anger was great when she discovered what Neshii’en had done, but the Trickster had already vanished like a shadow among the trees.”

– from “The Tale of Neshii’en and the Foolish Manager,” a modern sesheyan fable Shamanism

The central figure in sesheyan religion is the shaman, known as the losaika , or “keeper of ghosts.” VoidCorp xenologists have noted remarkable similarities between sesheyan shamanism and that practiced by primitive human cultures. In essence, a shaman is “called” to the profession by a sign from the spirits, often an omen or an illness in which the shaman has visions. Many neophyte shamans spend lengthy periods alone in the jungle seeking such visions. The student is apprenticed to an experienced shaman, who teaches the various stories, leg- ends, and rituals the new shaman needs to know. The process takes several standard years, at which time the new shaman is presented to the tribe in a special ritual. Sesheyan shamans have considerable authority in their tribes, since they are believed to be in closest contact with the ghosts and their wisdom. Scientists have discovered that some sesheyan sha- mans possess psionic abilities, which they often use to aid their rituals and perform their duties. They speculate that the emergence of psionic abilities, especially telepathy and clairsentience, may induce the “visions” required to become a shaman. These abilities most likely account for sesheyan tales of the fantastic powers of their shamans. Psionically-gifted sesheyans are high on VoidCorp’s recruitment list.

Sesheyans have a long traditional belief in Mysticism and the Spirit world, over the millennia
some have learned to develop the art of speaking to and calling forth the spirits of the
ethereal plane, into the real world. Through these spirits they learn secrets long thought lost,
have supernatural defenders to fight off their foes, and learn new lore..

The Sesheyan Shamanic tradition is one which is closely guarded by the race, they never
share the knowledge of it’s workings with those not of their species. And few if any in the
Dragon Empire have ever seen the Shamans power in use, though those who do are never
quite the same, having witnessed something beyond their ken.

Tradition of summoning spirits, speaking with the dead to divine information and dreamwalking. The most powerful are said to be able to physically entering the spirit realm.

The peoples who follow living shamanic faiths exist in close
interdependence with the land and its indwelling spiritual forces.
Through a lifetime of teachings and initiations, every adult draws upon
lore and rituals to guide them in everyday life.

Thus, most of the Supporting Cast described here follow the four
standard professions of Combat Spec, Diplomat, Free Agent and Tech
Op. They live as valued and important members of their community
rather than distant ritualists.

Those societies that need a more complex organization to support
their way of life – typically those that live by sustained agriculture in a
more or less fixed location – may support enclaves of dedicated religious
figures who can devote all of their time to prepare complex, impressive
ceremonies for greater magical force. These rare and specialized people
are Adepts.

To adapt the Songkeeper, Healer, Rainmaker, Witch or Witch-
Fighter template to describe an Adept, reduce any skill of 2 ranks or
higher that is not an FX, Lore or language skill by 1 rank, increase each
skill that the character gains in FX and Lore specialty skills by 1 rank and
add the Shamanism FX skill to the Ordinary skill set.
These Adepts most often have the same secondary profession as the
profession of the non-Adept version, but any other secondary profession
except Mindwalker can be substituted without change.

Respectful Hunter

This hunter has been brought up and initiated into the proper rituals
of the shamanic faith to gain good fortune on the hunt and to maintain
the proper relations of goodwill and respect between humankind and the
spirits of animals. As a result he or she is well suited to supply the
community with game without inviting supernatural disaster by improper

A Respectful Hunter is a Free Agent. Other members of shamanic
faiths call on the favours of the spirits in battle with human foes,
combining a similar set of abilities with the Combat Spec profession.


This Diplomat plays a central role in a functioning community based
on a shamanic faith, as a properly trained and authorized leader of rituals
that are necessary to daily life, from Marginal trainees to greatly
respected Amazing shamans who hold knowledge of the rarest and most
potent of ancient ceremonies.


Healers have the Tech Op profession and exhibit skills in diagnosis,
bonesetting, natural remedies and helpful advice on the avoidance of
disease, as well as more spiritual methods of aid.
Note: When converting this template to the Adept profession, don’t
reduce the Healer’s Medical Science skills.


The profession of witch-fighter overlaps to some degree with the
place of a healer, but these Diplomat characters work specifically to
combat the dire effects of evil or hostile spirits, spells cast by wicked
shamans or curses brought upon the sufferer by wrongful actions. Some
of the cases before a witch-fighter have no supernatural element but arise
from the common malice and secret sins of human beings, which the
shaman must mediate to resolve the bitterness and discord in the
community, perhaps covering his efforts with the trappings of ritual to
avoid recriminations.


This Tech Op serves the tribe with specialized lore in choosing or
magically invoking fruitful times to plant, tend and harvest those staple
crops on which the welfare of the community depends. Fish-bringers
have similar skills.


A Witch follows an aberrant shamanic tradition of ancient
derivation that calls upon the dreaded dark spirits of chaos and insanity,
inimical to human purposes, in order to increase the worshippers’
personal power through intimidation and dire physical gifts. Some revel
in the fear of others, dwelling in shunned places and adopting a bizarre
and frightening appearance. Others hide within communities as secret
murderous cults. Many are Diplomats, but a Witch can arise from any
walk of life.

A Witch may not use or benefit from the ghost dance miracle but
adds shapechanging, black warding, command, rend the weave and
summoning to the skills available to him under the Shamanism broad

Many Witches are marked physically by their dark masters with a
sign on some hidden part of their bodies, as well

Respectful Fisherman

This Free Agent’s skills help him to obtain food from seas, lakes or rivers
rather than the land.

Weapons & Technology

Before the arrival of VoidCorp, sesheyan technology was limited to bone knives and simple snares woven from jungle vines. The sesheyans had not even discovered the use of fire, due to damp conditions in the jungles and their efficient night-vision which precluded the need for artificial lighting. All advanced technology on Sheya is imported by Void- Corp to supply their own operations and is kept strictly under control, out of the hands of any possible sesheyan rebels. Sesheyan employees of VoidCorp have access to all of the company’s advanced technology, the same as any other employee. The pre-existing sesheyan technology is still effective. Many people who have scoffed at the image of sesheyans wielding bone knives and simple spears have discovered just how effective, to their own regret.


The standard sesheyan tool and weapon is the jaeja (dagger). Sesheyan daggers are typically carved out of bone and curved, with a point and a single cutting edge, about 20-30 cm in length. Some sesheyans also make use of straight, double-edged daggers chipped out of stone. Since the arrival of VoidCorp, nearly every sesheyan hunter carries a metal dagger on a leather belt around the waist. The short spear is another common sesheyan weapon. Originally tipped with bone or stone, modern spearheads are made of metal. Sesheyan hunters can hurl spears with deadly accuracy from the air, and spears are a preferred weapon for occasions when tribes go to war with each other. While hunting, sesheyans also use various types of darts, made of wood or bone. Small darts are fired from a blowgun made of hollowed out wood, while heavier darts are thrown. A native sesheyan weapon is the hureja, or wind claw, a melee/throwing weapon that consists of a short wooden shaft ending in two blades of bone (metal for modern versions) that curve in opposite directions. The wind claw is grasped and wielded from the middle of the shaft. It can be thrown a considerable distance by a skilled hunter. Sesheyan hunters also use a weapon similar to an Earth bola: three or four round stones tied together by tough cords. The bola can be thrown a considerable distance by a capable hunter and can entangle the limbs or wings of small prey animals. In addition to their various native weapons, sesheyans have proven adept with modern 26th - century weapons. Their sharp eyesight makes them capable marksmen, once they become accustomed to the feel of a modern gun. An airborne sesheyan with a laser pistol is a formidable opponent. Sesheyans normally wear little or no armor, since it tends to interfere with their wings and weighs them down. They can wear light, modern body armor specially tailored to accommodate their body structure and wings, however. This armor is generally limited to softsuits and similar light, flexible materials. Cerametal armor and bodytanks modified to fit sesheyans are extremely rare, and sesheyans don’t generally like wearing them. A deflection harness is perhaps the ultimate armor for a sesheyan: light, unencumbering, and capable of being built into a pair of bracelets, a belt, or an amulet.

Sesheyan Weapons

Weapon Skill Acc Md Range Type Damage (O/G/A) Actions Hide Cost
Bone Dagger Melee- blade 0 - Personal LI/O d4s/d4w/d4+1w 4 +3 10
Metal Dagger Melee- blade 0 - Personal LI/O d4w/d4+1w/d4+2w 4 +3 20
Spear Melee- blade 0 - Personal LI/O d4w/d4+2w/d4m 3 - 15
Blowgun Ranged- blowgun 0 F per STR LI/O 1s/d4s/d4w, plus poison 1 +1 10 Dart Athletics- throw 0 F per STR LI/O d4s/d4w/d4+1w, plus poison 2 +4 5
Wind Claw Athletics- throw 0 F per STR LI/O d4w/d4+2w/d4m 4 +2 15
Bola Athletics- throw 0 F per STR LI/O 1s/d4s/d4+1s, plus entangle* 1 +3 20 Special Effect – Entangle: The weapon entraps the target, restricting movement. Each level of success applies a +1 modifier to the target’s actions, so an Amazing success imposes a +3 penalty. Bolas affect only actions involving use of the entangled limb(s). Getting out of the entanglement requires a Strength or Dexterity feat (including the en- tanglement penalty).

New Careers

VoidCorp Assassin One of the many areas in which VoidCorp employs sesheyans is in a contemporary model of their role as hunters. Skilled and patient hunters able to fly silently and stalk prey in the dead of night, sesheyans make superlative assassins. Once given an assignment, the archetypical sesheyan assassin never gives up until either successful or dead. The activities of such assassins outside of VoidCorp space has not helped to endear the sesheyans to other stellar nations, which suits VoidCorp (and many sesheyans) just fine.

Signature Equipment: laser rifle, CF softsuit

Free Agent Core Skills (25 points): Ranged Weapons, Mod- rifle , Security- security devices , Stealth- hide .

In the Verge: VoidCorp assassins go wher- ever they are ordered by the company. VoidCorp’s strong interest in many systems of the Verge (particularly Corrivale) is enough to warrant the atten- tion of a trained assassin when a precise strike is needed.
Sesheyan Shaman

Sesheyan shamans are the spiritual leaders of their people, keepers of sacred lore and history. While most shamans do not leave Sheya, some have found their way to the stars as employees of VoidCorp, especially shamans who possess skills useful to the company, or those potential rebels VoidCorp prefers to have off Sheya. Sesheyans continue to pass on the traditions and teachings of shamanism, even though such things are banned by VoidCorp.

Signature Equipment: dagger, bone necklace, talismans, and sacred items

Diplomat Core Skills (20 points): Knowledge-first aid 2; Deception-bluff; Entertainment; Leadership inspire.

In the Verge: Sesheyan shamans can often be found in the jungles or Girth, helping guide the tribes while working to maintain the traditions and rituals of their people.

Using Aikei sing Aikei sing Aikei sing Aikei The best means of simulating the sesheyan use of aikei is through the Faith perk ( Player’s Handbook , page 104). The perk allows a sesheyan hero a greater chance of success when invoking the appropriate ghost in a situation. Not all sesheyans have this perk, only those with consider- able faith and skill with the old ways (particularly sha- mans). The use of the perk is limited to actions suit- able to primitive sesheyans, not for actions involving modern technology or ideas. A sesheyan might use aikei to improve a use of Melee Weapons- blade , but not Melee Weapons- powered or Computer Science. Example: Example: Example: Example: Edolan, a sesheyan hunter, is try- ing to sneak past a Hatire guard on Grith. She calls upon the ghost of the Silent Stalker, focusing entirely on making her movements as quiet as a jungle stalker. Edolan has the Faith perk and rolls a Good success on her perk check. This gives her an im- provement of two degrees of success on her sneak check result.

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