Monday, February 10, 2025

Flyover Country: Faction Turn 2 & News Roundup

Celistic Concept Art by Maxim Revin

The pace of the first faction turn, with only one day separating each action from the next, worked fine to kick off the campaign but was never going to be sustainable in the long run. It didn't make sense with the game mechanics—Capital Fleets conceivably could bounce around the map going six hexes in a few days—and it would've meant a flood of background news too fast for the players to keep up with. Plus, it was a little too rigid.

My solution: roll a d4 after each faction's move and have that many days pass before the next one. A full faction turn now takes at least 12 and as many as 30 days, with an average of 21. It seemed, when I decided on this, that big cycles of astro-political events lasting about three weeks would work well with the pace of play; the PCs could make a whole 10-day interstellar voyage and not arrive at their destination feeling that history had passed them by while they cruised (or hurtled, or howled) through metaspace. As it happened, BQ's superlative piloting skills ended up drastically shortening the PCs' travel times, but this pace has worked nicely nevertheless.

So what's been happening across the Sector while the PCs cut a swath of criminal mayhem and destruction rude behavior and disorderly conduct across the Commonwealth of Free Worlds? (Consult this handy-dandy map as an aide-memoire.)

* * *

I rolled for faction order and my d4-day gaps in between actions for the second turn. The dice decreed that the Morrovian Milieu would act first (followed by a one-day break), then the Commonwealth (plus three days), the New Terran Empire (plus one day), the Aureus Meridian (plus two days), the Kyran Directory (plus three days), and finally Seneschal Systems (plus a four-day break until the beginning of turn three). A 20-day turn, pretty close to the anticipated average.

The Milieu's starting goal was Inside Enemy Territory: “Have a number of stealthed assets on worlds with other planetary governments equal to your Cunning score.” (Their Secretive tag gives all of their assets stealth, so this seemed like a layup.) Accordingly, they choose to use their existing assets' abilities. Their new Harvesters gain them one extra FacCred (on top of their base income of three), and their Freighter Contract comes home to Morrow. They now have three stealthed assets in the Betharan system; when the Commonwealth accomplish their goal of annexing the planet, the Milieu will immediately be 75% of the way toward their own goal. If they buy a fourth asset next turn, they'll have all their ducks in a row—it seems like the leading families of the Milieu are unanimously betting on accommodating themselves to regime change rather than maneuvering to keep Morrow independent.

The Commonwealth draw their substantial income, including a little extra from Party Machines, and pay the burdensome maintenance on their mighty Capital Fleets. They too will use their assets, moving Capital Fleets and Tripwire Cells to Betharan (paying a FacCred for the latter with Extended Theater) and the slower Space Marines to Usil. At the end of the next turn, Morrow will join the Commonwealth, and the Commonwealth will have achieved their faction goal. The players witness these movements firsthand, as Commonwealth warships head toward Morrow and begin establishing a defensive perimeter and intelligence operations, but they get a short news bulletin too:

In regional news, IPBC reports that advance elements of the Commonwealth Militia Navy are on their way to Betharan alongside representatives from the Ministry of External Relations. The task force, led by the battlecruisers Justice and Unity, will assess the security situation in the system and establish a formal embassy with the Pan-Morrovian Government as the process of Morrow's accession to the Commonwealth begins.

Next door to Betharan, in Penrose, the NTE find themselves in a precarious situation. Their Blockade Fleets don't have enough strength to knock out the Meridian's Demagogues, and those Demagogues and the Lawyers working alongside them pose a serious threat to the Fleets. Discretion, the NTE commander decides, is the better part of valor; the Blockade Fleets pull back to Arktos (Postech Industry in Tovuz also delivers an extra FacCred to the faction). These developments are days old at this point in the campaign—the PCs are on Opis, preparing to loot Nana Malik's country house—but because they took place three systems distant, the news is still a couple days away:

The latest development in the Penrose Crisis indicates a temporary lull in the violence, but portends a serious escalation to come: NTE forces have withdrawn from the system, returning to their bases in Arktos. They cite an untenable security situation on Temenos and the hostility of the “puppet regime” on Delphi, claiming that agents of the Meridian have launched an “undeclared war” against the Empire and vowing to respond in kind. Munda and Juma will reportedly move to a war footing, with the Archon promising to bolster the fleet and “root out the terrorists and saboteurs who infest Penrose.”

The Meridian's position in Penrose, by contrast, looks strong; they decide to press their advantage against the NTE, using their Covert Transit Net to move Psychic Assassins from Mondrian to Arktos in pursuit of the retreating Blockade Fleets. The NTE's Pirates faction tag imposes a one-FacCred tax on this movement; presumably, the Meridian's special operatives have arrived incognito via “smugglers and gray-market freighter captains,” but the latter still had to pay the usual fees and duties on whatever their registered cargo was. This, of course, would not seem to be newsworthy.

The Directory are nearly unassailable on their own territory (at least so long as the Commonwealth's Capital Fleets don't get involved), now have overwhelming superiority over Seneschal in Istanu, and even have a pretext for taking action against them—however thin a pretext “their Commodities Brokers tried to get our Lobbyists pushed out of Penrose” might be. They have everything to gain by attacking, and very little to lose…so they attack, and we finally have some real action on this turn. Kyran Venture Capital drops the Seneschal Base of Influence to three hit points, and the Directory's Strike Fleets easily finish it off, destroying the BoI and dealing a punishing 15 points of damage to the Seneschal faction (this brings the Directory one-sixth of the way to their goal).

What does an attack by Venture Capital and Strike Fleets on an undefended BoI look like? There are probably a few different ways to explain it, or at least a few different ways to order the events, but I think what makes the most sense is an all-out economic, legal, and administrative attack on Seneschal's operations and local subsidiaries—a wave of hostile takeovers, essentially—followed by an “anti-terror” campaign to knock out whatever actual (minor) military assets Seneschal had in the system and any locals sympathetic to Seneschal or hostile to their new Kyran overlords. As with events in Penrose, this has already happened by the time the PCs roll out into the hills beyond Sokhna, but the news is a few days away from Usil:

Conflicting stories are emerging from the Istanu system.

Per AKN, a number of Salafaian enterprises heretofore controlled by Khabaran corporations were recently acquired, in a routine and legal manner, by a Magonian venture-capital outfit; upon taking possession of these companies' operations, however, the new owners were reportedly subjected to a campaign of sabotage, intimidation, and terror by Khabaran mercenaries and stay-behind elements of Seneschal's security division. Local forces of the Kyran Armada had no choice but to intervene and disperse these hostile operatives in order to safeguard the life and property of the civilian population. The Directory's highest local authority, Lord Proprietor Ibrahim Smith of Seven Miracles Station, issued a statement condemning the violence. “Cloak-and-dagger operations carried out by private security contractors may be business as usual on Khabara,” he said, “but they will not be tolerated within the Directory's sphere of influence.”

In contrast, Durian News+ reports that the contested acquisitions—a coordinated wave of hostile takeovers—were illegal under Khabaran law; the Magonian “corporate raiders” acted surreptitiously via straw buyers who were not properly registered as agents of a foreign power. In accordance with the law and the directives of their supervisors, the staff of the enterprises in question refused to turn over their assets and operations. Far from being directed at criminals or saboteurs, the intervention by the Kyran Armada was to force the hands of these employees, who were merely fulfilling their duties to their rightful parent companies. The Khabaran Corporate Council decries the “brazen treachery” of the Armada and “repudiates any attempt by the Kyran Directory to extend its so-called sphere of influence into Istanu.”

Seneschal are in a tricky position. The wolves are suddenly at the door, right next to their home system, but their outlying Bases of Influence represent a major liability. Losing either the BoI on Mosylon or the one in Penrose would be fatal, causing the entire faction to collapse. There's nothing to do about Mosylon other than remain on the Commonwealth's good side; it seems improbable that the Directory or any other hostile faction would be able to march all the way across Commonwealth space without meeting lethal resistance. Penrose, though, is a real hornet's nest. If Seneschal pull their Commodities Brokers back to Khabara to shore up the homeworld's defenses, its Penrose BoI is at the mercy of the other factions. The Directory's Lobbyists can't damage it, but what if the Meridian pivot from their skirmish with the NTE to kick Seneschal while they're down?

Seneschal don't have a lot of firepower at home—only the Counterintel Units are even capable of attacking or counterattacking—but they do have a lot of hit points the Kyrans would have to chew through to get at the main BoI, giving Seneschal time to raise more combat units. The company decides to hold its ground in Penrose; rather than launching a preemptive attack on the Meridian, the Commodities Brokers will try again to knock out the Kyran Lobbyists. This time, they succeed handily (this brings Seneschal one-fifth of the way to their goal). This news will arrive several days behind the previous two reports (it actually hasn't even happened yet while the PCs are in Sohkna):

The violence in Penrose has abated, at least for the time being, but the war of words continues. Reversing a position it had defended in official statements just two weeks ago, the Delphean regime abruptly expelled all lobbyists representing Kyran corporations, including representatives of AKHI itself, from Mosa City. Shortly thereafter, Mariam Demir, the Armorers' Company delegate to the Temenoan Guild Council, voted to break the Council's weeks-long deadlock on the same matter: Kyran representatives will no longer be welcome at Council chambers. Spokespersons for Seneschal Systems and the New Terran Empire welcomed this development; the Kyran Directory lodged a protest regarding the “unfair and unequal” treatment of its representatives in comparison to those of Khabaran enterprises, while Eparch Yun Saeed, the Aureus Meridian's highest-ranking cleric on Delphi, blasted the “naked graft” they claim has set these developments in motion.

And that does it for the second faction turn. The third will kick off on the 24th, but the PCs have a bunch of adventuring to do (or I have a bunch to recap, anyway) before we get there.

* * *

Amid all the faction news, I also dropped in some other items. Some were related to the PCs' backstories, some were related to the crew's jobs (or potential future work), and others were just a little set dressing. This one, for instance, which I actually shared while the PCs were still on Morrow, was mostly establishing info to set the scene on Opis, but it also related to events on Morrow and introduced the Commonwealth's legislature to the players (which might soon be relevant, given that they're about to loot an MPA's house):

Opis: PMG has received word that, following the successful evacuation of Faraskur earlier this week, debate in the Popular Assembly has turned once again to the matter of emigration. MPAs from the New Workers' Party and the Opisian Brotherhood have jointly proposed a fixed timetable for evacuating settlements in Red and Orange zones, arguing that a proactive strategy will be safer and ultimately more economical than waiting to respond to catastrophes like the Faraskur ashfall. Representatives from all four independent Rustamese parties and Jewel of Kazina spoke in opposition. Unity Party MPAs have yet not indicated their position. Other topics up for debate in the CPA in recent days have included the annexation of Morrow, in favor of which a consensus seems to be forming, and a formal end to the century-old State of Emergency, with MPAs from various minority parties still bitterly divided about whether the post-Emergency Militia should be reconstituted as a standing military, reduced in size, disbanded entirely, or otherwise.

This one, delivered around the same time, was basically pure fluff:

On Khabara, the Trilune Journal reports that public-relations agencies Zephyr and OSG have released dramatically divergent statements regarding the recent violence in Rio Claro. Zephyr claims that an accident at a Vaalbara Chemicals laboratory led to the release of an experimental gaseous psychoactive agent, driving several hundred Vaalbara employees and otherwise uninvolved civilians temporarily violently insane. OSG counters that the damage to the Vaalbara lab was the result of an attack by operatives from an unidentified PMC, and that most or all of the subsequent civilian casualties in the district were incurred by these mercenaries as they effected their escape from Vaalbara security by laying down a “reckless” volume of suppressive fire. A spokesperson for the KWC Bureau of Investigation promised a swift, unbiased investigation into these claims.

Amid the faction news above came some “Hey, remember that stuff you did a few sessions ago? It's still important!” reminders, plus a reference to an NPC from Mustang's past who might become important to the PCs way, way in the future:

In a public broadcast from their capital, Narawad, the Sylvan government calls on Prince Armand of Konyr to lay down arms. “The recognition of the People's Republic of Konyr by the Provisional Pan-Morrovian Government, and the recent invitation from the Commonwealth for the PPMG to form a permanent federal state and ratify the Commonwealth Charter,” says Narawad, “make it clear that the so-called Principality of Konyr is an illegitimate government, and furthermore that the continuance of the royalist insurrection threatens the stability and long-term prosperity of the entire planet.” The Sylvans invite Armand to abdicate, offer assurances of full amnesty for him and his enlisted troops, and guarantee fair trials to those of his officers accused of crimes and atrocities during the recent fighting. If he does not surrender, they warn, “it may be incumbent on the Republic of Sylva to conduct a police action to disperse the insurrectionists” in advance of the anticipated Pan-Morrovian Constitutional Convention.

In lighter news, from Alzuhr: Mere weeks after the conclusion of their grueling five-planet Avalanche of Annihilation tour, Kingsley is back in the studio working on the follow-up to Interred in Hyperborean Permafrost. Industry watchers hint at conflict in Kingsley's camp, however, with their producers pushing for them to double down on the melodic sound of smash hit “Crypts of Eternal Winter,” whereas the legendarily temperamental artist is reportedly determined to return to the grittier, more challenging sound of earlier albums like Banners on the Horizon and Cimmerian Desolation.

This was all probably a little too much, a little too fast, but I do think the players got a few things out of it, and it's all fun to write (reading these bulletins aloud in an old-timey newscaster voice helps on both counts). Slowing the pace of news alerts in sessions past this point in the campaign has helped them absorb a bit more of the worldbuilding and factional-conflict stuff, I think.

Saturday, February 8, 2025

Run River

"Alien Construct Interior" by Alan Dickinson
 

I didn't really stick with the whole Lore 24 thing last year, but the meta-setting I was fleshing out there continues to rattle around in my head. The basic idea, again, is a distant future where an Orange Catholic sort of taboo against “thinking machines” and other wickedness precludes transhumanism, artificial general intelligence, and advanced computer technology in general. No artificial gravity or FTL travel either—or at least none that humans can control. As long as we're willing to stick to one solar system (or can have fun with years-long time jumps as characters blast their way from star to star at high subluminal speeds), we've got the makings of some old-fashioned (and obviously very Dune-flavored) space adventures.

If we need to break those rules and do a little FTL travel, though, it ought to be strange and to obey inscrutable rules that the humans in the setting can't understand. To meet this need, I came up with “barises,” ancient or alien vehicles that superluminally follow a semi-mappable set of routes called “the River.” Inspo for what the vessels, and the journeys, might be like comes from Indrapramit Das, Dan Simmons, Alastair Reynolds, and above all Gene Wolfe—the ship from The Urth of the New Sun is the main referent here. You want to climb aboard a freaky, possibly demonic, contraption that uses paracausal space magic to violate the laws of physics? Have some tables to roll on!

* * *

What is the exterior form of this baris?

  1. A tower of some impervious material that stands at the center of a great stone circle on a windswept plain.
  2. An orb of ancient metal, its pitted surface carved or stamped with obscure symbols.
  3. A gleaming doorway that stands shimmering in the open, with no visible means of support.
  4. A cylinder or oblong peppered with blisters and antennae, looking rather like a conventional starship.
  5. A sinuous nautiloid shell seemingly carved from opalescent stone.
  6. A tree-like organic form with gnarled roots and wide-reaching branches.
  7. A fractal concatenation of luminous crystals in myriad bright colors.
  8. Something like a bird or a seed pod or a primitive oceangoing ship: a graceful body amid a fluttering storm of sails.

What is the nature of its coming and going?

  1. Imperceptible. From one moment to the next, it is simply there, out of nowhere. Just as suddenly, it is gone again.
  2. It seems to condense from an infinitely diffuse cloud of particles, then dissolve again into dust when it departs.
  3. It appears as a single minute point, unfurls itself to its full size, then retracts again into a minuscule singularity.
  4. It warps in from an infinite distance and compresses itself into a comprehensible size, then stretches away again to infinity.
  5. It arrives with a tremendous flash of light and heat and, if in an atmosphere, a deafening roar. It leaves with similar spectacle.
  6. As the hour of its coming approaches, it begins to be visible from the corner of one's eye. After its going, its echo fades away.
  7. It crashes in and out of our reality like a wave, its facets spilling together and breaking apart until they resolve into stillness.
  8. Light warps and bends around the space where it will soon appear or has just departed. A void awaits it, or remembers it.

What is the interior structure made of?

  1. Rough stone. Some pocked and porous, some ridged and folded, some hard and glossy as glass.
  2. Naked metal. Ribs, struts, columns, beams, decking. Uniform or variegated. Riveted or welded or seamless.
  3. Raw concrete. Monolithic, soaring. Surfaces polished smooth, ridged, or dimpled.
  4. Conventional space-age polymers and ceramics. Stark white or cheerily colorful. Smooth curved planes or tessellated tiles and panels.
  5. Wood. Forced into molds or planed into lumber or gnarled, tangled, and free. Living or dead, bleached or stained.
  6. Other, stranger organic compounds. Chitin, bone, flesh. Oozing, pulsing, trembling, respiring.
  7. It's unclear. Parts of the structure seem to be invisible or are not connected to one another.
  8. Roll 2d6 and combine them.

How is the interior decorated?

  1. It's inlaid with gold and other precious metals and stones.
  2. Heavy fabric is draped everywhere: curtains, banners, tented ceilings.
  3. There are windows—or other portals—everywhere you look.
  4. Lamps and lanterns gleam from every corner and hang from every ceiling.
  5. Murals or graffiti cover every plausible surface.
  6. Holographic displays blink and glow throughout the space.
  7. Greenery sprouts from planters, fountains, wall hangings, or the structure itself.
  8. Art and handicrafts—pottery, weavings, paintings, carvings—are displayed throughout.
  9. It's not. The corridors and public spaces are starkly unadorned.
  10. Roll 2d8 and combine them.

How is the interior organized?

  1. A rigid, easy-to-follow grid system.
  2. A haphazard maze of twisting, turning corridors.
  3. A living tangle of passages and chambers that regularly restructure and reorganize themselves.
  4. Impossible topology. You can never come to the same place by the same route. Retracing your steps only gets you more lost.
  5. A vast hollow space containing a number of substructures (roll d4 for each if you want them to have different styles).
  6. One giant chamber or seemingly boundless plain. Functional spaces are tents, dugouts, towers.

What sounds do you hear inside?

  1. Constant dripping. Water—or some other liquid—condenses everywhere or flows through the walls.
  2. Howling wind. Violent air currents run through pipes, ventilation shafts, or the corridors themselves.
  3. Beeping, blooping, humming, crackling. Noisy electronic machinery is all around you.
  4. Chimes, bells, gongs. Slow, ringing musical tones, resonating from nearby instruments or arriving from a great distance.
  5. Voices. The cheerful hubbub of a busy throng or the eerie whispers of mysterious persons forever out of sight.
  6. Creaking, groaning, rumbling. The entire structure strains under unfathomable pressures or bends to reshape itself.
  7. None. It's eerily silent apart from you, or something seems to muffle even the sounds you make.
  8. Roll 2d6 and combine them.

What odors do you smell inside?

  1. Blood, sweat, and piss. The stuff of animal life.
  2. Fragrant smoke. Incense, burning wood, well-cooked food.
  3. Bright vegetal scents. Perfume or cut grass, citrus or pine.
  4. Damp and rot. Wet earth, wet stone.
  5. Rust, dust, and dry decay. Stale old air.
  6. Acrid vapors. Electrical fires, chemical burns.
  7. Something cloying, artificially sweet, unsettling.
  8. Oil, grease, ink, paint, solvent. The factory floor.
  9. None. It's strangely sterile.
  10. Roll 2d8 and combine them. Maybe a whiff of one amid the constant presence of the other.

What is your berth like?

  1. Small but cozy. You wake unusually refreshed after each “night's” sleep.
  2. Spacious but uncomfortable. A bare warehouse for you and your luggage.
  3. Unimpeachably luxurious. Like staying in a fine hotel.
  4. Awkwardly repurposed. Clearly used to be a kitchen, a bathroom, a lounge, a morgue, or something alien.
  5. Pleasant but peculiar. Perhaps not meant for somebody of your size or general anatomy.
  6. Uncanny. You never feel entirely comfortable or completely alone. Strange dreams disturb your rest.
  7. A tiny slot for your body, not much bigger than a casket.
  8. A common lodging, shared with several other passengers. Roll 1d6 for the general vibe.

How easy is it to find your way around?

  1. No matter how complicated the layout may be, you somehow always know where you are and how to get where you're going.
  2. It can be confusing, but there is excellent signage always within sight to help you reorient yourself.
  3. You need some kind of tool or mnemonic device to keep track of your movements. A map, a compass, a skein of thread.
  4. Whether you can manage on your own or not, crew members are always available and willing to assist you.
  5. It's practically impossible, even with assistance, and you get hopelessly lost if you stray far from your berth.
  6. Variable. Some routes are easy to learn; others elude simple understanding.

What is the nature of the crew?

  1. Humans or epihumans who look more or less like you.
  2. Humans or epihumans who have some novel aspect: green skin, three eyes, tails.
  3. Machines with familiar forms: humanoid robots, hovering drones, and the like.
  4. Humanoid beings, whether parahuman or alien or machine, with demonic aspects.
  5. A hodgepodge of humans, epihumans, aliens, and machines.
  6. Beings of unclear form and uncertain nature. Glowing points of light, flickering shadows, ghostly voices.

How restricted are your movements?

  1. You have the run of the ship. You could go meet the Captain…if you could find the bridge.
  2. Many areas are passively closed off, but they are not impossible to enter.
  3. Many areas are forbidden to you, and firmly sealed or actively guarded by the crew.
  4. You cannot go anywhere outside your quarters without an escort from the crew.

What areas might you find if you go exploring?

  1. An area so cold you cannot explore it without a suit. The crew either guard it zealously or superstitiously avoid it.
  2. A bay full of strange instruments or weapons which seem to protrude out through the hull. You do not recognize them.
  3. A garden of surpassing beauty and tranquility, full of pleasant sights, sounds, and smells.
  4. An abattoir of some kind, where unfamiliar animals are being drained of unfamiliar ichor.
  5. A shrine or temple, scattered or piled high with offerings. If you wait long enough, you might meet a votary.
  6. Some kind of barracks or storage area or gathering place for the crew. You may be unwelcome here.
  7. An arena or theater of some sort—risers encircling a platform. Perhaps a fight takes place, or a dance, or a lecture.
  8. An ossuary or crypt. Honored remains tucked into niches or stacked in great mountains of urns.
  9. A titanic cargo hold, crisscrossed by catwalks and piled high with exotic wares.
  10. A map room or observatory crowded with charts, projectors, armillary spheres, or holographic displays.
  11. A dark alley or ravine or cul-de-sac, abandoned and overgrown, a dump for detritus. One being's trash…
  12. An area so hot you cannot explore it without a suit. Enormous machines pump lambent molten metal.

What notable persons are among the passengers?

  1. An imperial noble, traveling incognito with the smallest of retinues.
  2. An arrogant arms merchant, gloating over the size and value of the cache he's brought aboard.
  3. A jittery courier, never more than a few steps away from their coterie of heavily armed guards.
  4. A troika of Continuum commissars in pursuit of a dangerous renegade, uncomfortable about being on a baris.
  5. A troupe of performers, happy to entertain their fellow travelers with their arts.
  6. A murderer, perhaps. Bodies keep appearing; passengers keep disappearing. A serial killer? An assassin?
  7. An individual sealed up in a bulky, archaic space suit. They seem to be human, but refuse to shed the suit.
  8. Itinerants of the Condolent Inquiry, eager to teach the Litany of Solace to those fellow travelers who do not know it.
  9. A whole community of refugees or other migrants with all their worldly belongings, including livestock.
  10. An esteemed scholar, assistants in tow, determined to study the vessel and its crew.
  11. A surpassingly beautiful person clothed in elaborate finery who claims, discreetly, to be the true Emperor.
  12. A flock of mystery cultists or other sectarians, their number diminishing day by day as the voyage goes on.
  13. An old hand who claims to have sailed this route a dozen times or more tips and to know all the ship's secrets.
  14. A band of hijackers or mutineers, plotting somehow to take control of the baris.
  15. A group of travelers gone native, now permanent residents of the baris, offering services to newcomers.
  16. Acolytes of the Benthic Lance, investigating some tenuous rumor or ambiguous prophecy.
  17. A hunted android, desperately hoping the River will carry them to safe harbor among the Recusant Worlds.
  18. An inconspicuous hooded figure whose features remain forever obscure. An Outsider traveling the Pale? An Arbiter?
  19. A haughty individual who clatters about the baris mounted on a horse or other riding animal.
  20. Who knows? You hardly meet any other passengers in all your days aboard.

How do you pay your way?

  1. It's all arranged with a broker beforehand. You use the local currency at your point of departure.
  2. A terminal aboard the baris accepts a dizzyingly wide range of currencies and in-kind payments.
  3. You must bring a certain quantity of (extra) trade goods along, to be left behind in the hold.
  4. A crew member comes to your berth and presents a personalized receipt; the demands vary widely.
  5. You are expected to provide some service or perform some labor for the Captain or crew during the voyage.
  6. You don't. You don't seem to, anyway, at least before or during the voyage.