Dawnworld is an unregarded, almost
forgotten world lying on the border of the Third Imperium in District 268 of
the Spinward Marches. Over the centuries, its Eden-like nature has made it an attractive
world for potential colonisation, but all of the numerous attempts to settle it
have failed because of the sterility of any male born on the planet. However,
the world is not uninhabited. It is home to some fifty or so monks at the Monastery
of the New Sun, devout members of a monastic all male sect that is part of the Church
of the Stellar Divinity. Its adherents believe that all stars are gods, conscious
beings of transcendental power, whilst the monks also believe that the Dawnworld
system once had only the single, but the ancient Saint Phranz was so beloved by
the sun Sagree who longed for a companion that the Saint achieved apotheosis in
this system and became the New Sun. There is a legend too that Saint Phranz
entrusted the monastery with a great treasure, but since the monks live humble
lives of worship, work, and austerity, there can be no truth to the legend. However,
such a legend is cause enough to attract the attention of the worst that Charted
Space has to offer. The modest and unassuming monks of Monastery of the New Sun
are about to suffer the most wretched day of their lives as space pirates descend on Dawnworld
and demand that the monks hand over the treasure—and they are not going to take
no for an answer!
This is the set-up for In the Name of the Dawn, a scenario for
In the Name of the Dawn is divided into three acts. In the first act, the scenario opens with the Player Characters going about their daily lives when they realise that a ship is in orbit and a shuttle is about to land. That this is not the regular supply shuttle come several months early is confirmed when its doors open and out rush a seeming horde of Vargr all shouting and shoot guns in the air. The monks, including the Player Characters, are rounded up and questioned about the treasure that is held at the monastery. In the second act, the Player Characters have an opportunity to escape and begin to search for clues as to what is really going on at the monastery because it becomes clear that the abbot was hiding something. In the last act, the Player Characters will make an amazing discovery and need to work exactly what they want to do with it and who they tell, if anyone. This discovery is the big secret behind In the Name of the Dawn, and given the stellar theming of the scenario, the dedicated Traveller fan probably has a good chance of guessing what it might be.
Bar its opening scenes, In the Name of the Dawn does not have set scenes and is entirely character driven. The scenario is entirely driven by the decisions of the players and their monks, the pirates mostly acting in surprised reaction to their actions. What is interesting about the scenario is that the players and their characters are faced with a moral dilemma from start to finish, followed by a very big one. The main moral quandary they face concerns how much violence they use in either escaping from or dealing with the pirates. Their choices will be limited since the Monastery of the New Sun is a house of peace, but as the scenario progresses, the monks will lay their hands on some weapons. However, too much violence and certainly killing, will likely lead to a crisis of faith. As will the last moral quandary and the revelation as to the big secret at the monastery
The Game Master is supported with solid advice, a full description and maps of the Monastery of the New Sun, and write-ups of the NPCs. There is also plenty of Library Data which provides even more background detail to the scenario.
Physically, In the Name of the Dawn is tidily, if plainly organised. If the scenario is missing anything, it is a map of the secret (though the Game Master could create something using Starship Geomorphs 2.0), and given the nature of that secret, a map of the Dawnworld might have been useful too.
Imagine being a monk in a ninth century monastery on the coast of Ireland and discovering that the only means of defending yourself and the monastery beyond faith is actually a battery of nuclear missiles? That revelation lies at the heart of the In the Name of the Dawn. This is a terrific scenario that presents the players and their characters with challenge and a dilemma, forces them to rely on ingenuity rather than gear, and reveals to them secrets upon secrets, including one that the Traveller fan will relish.

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