Blog Post: The Atlas of Leo — The Launch of the Z.S.F. Manticore
Title: The Year of the Snake Begins: The Birth of the Manticore & Her Crew Date: December 31, 2025 By: Captain Hedges
PROLOGUE: CAPTAIN’S LOG
Stardate: 122731.1 Location: Kings Port Shipyards, Zimrala One (The Back of the Lion) Status: Pre-Flight Checks Green. The Dragon is Awake.
Hedges Reporting: The universe is not as empty as we thought. For years, we looked up at the stars from the Tygerian Reach and saw only cold light. We were wrong. The stars are not just burning gas; they are the body of Osgood, the Celestial Lion. And like any living thing, Osgood has enemies.
The Ophidian Empire—the Cult of the Great Snake—has risen from the dark sectors of the Tail. They do not want to conquer us; they want to infect us. Their ships are not metal; they are biological horrors, breeding pods that unleash silicon-based vipers into our ecosystems. They are a poison moving through the galaxy, and Zimrala One is the next organ on their list to shut down.
I cannot fight this war alone. The specific tribes of the Archipelago—the Tygerians, the Moon Elves, the Dwarves, and the Curators—cannot fight this war in isolation. Tonight, we stand together. Tonight, the Zimralaian Space Fleet (Z.S.F.) launches its first true flagship.
She is a monster born of necessity. She is a hybrid of magic, steel, biology, and ancient logic. She is the Z.S.F. Manticore. And this is her story.
PART I: THE HISTORY OF THE FOUR POWERS
From Conflict to Cooperation
To understand the Manticore, you must understand the impossible alliance that built her. For a thousand years, the four Great Races of the Zimralan Archipelago kept to their own territories. We traded, we skirmished, but we never trusted. That changed when the sky turned green.
1. The Tygerian Realization (The Muscle) The Tygerians were the first to bleed. When the first Ophidian "Shadow-Scout" crashed into the jungles, the Tygerian Marines engaged it. Their claws could shred flesh, and their swords could cut steel, but they broke against the Ophidian void-shields. The Tygerian High Council realized that their warrior code, while honorable, was obsolete against an enemy that fought with orbital bombardments. They needed weapons that could reach the sky.
2. The Moon Elf Prophecy (The Magic) On the silvery peaks of Havishar Moon, the Elven Matriarchs saw the stars blinking out one by one. Their astronomers realized the "Snake" was actually a constellation of dark matter consuming the light. They possessed the Moon Crystals—sources of infinite energy—but they lacked the heavy engineering to turn that energy into propulsion. They needed builders.
3. The Gristlegrim Bargain (The Engineering) Deep in the roots of the Bluebonnet Volcanoes, the Gristlegrim Dwarves were mining a new ore: "Adamant-Scale." It was tough, regenerative, and nearly indestructible. But the Dwarves were ground-bound. They had no interest in the sky until an Ophidian mining drone drilled into their great hall. The Dwarf Kings realized that if they didn't go to space, space was coming to crush them.
4. The Curator Calculus (The Science) And then, there were the Curators. These tall, gray-green visitors from the Iron Moon had always been observers, treating Zimrala like a zoo. They collected specimens and watched us from their camouflage blinds. But the Curator Logic-Lords ran the numbers. They calculated a 99.9% probability of total planetary extinction if the Ophidians arrived. They realized that if Zimrala fell, the Iron Moon was next. The Curators did something unprecedented: They declassified their technology. They stepped out of the shadows and offered their blueprints to the alliance.
5. the cosmic gate keepers the Space Ether Krystall Dragons who own the knowledge of the ether portals and how to navigate them from any special cosmic place in any of the multiverse.
The Treaty of Kings Port On the neutral ground of the Inner Harbor, the four leaders met.
The Tygerian Warlord pledged the pilots and the marines.
The Moon Elf Matriarch pledged the crystals and the gunners.
The Dwarf King pledged the hull and the mechanics.
The Curator High-Logic pledged the nervous system and the command protocols.
Thus, the Z.S.F. was born.
PART II: THE CONSTRUCTION OF THE BEAST
Anatomy of the Manticore
The Z.S.F. Manticore is not a vehicle. It is a living entity. We took the blueprints of an ancient Urland Discovery Edison Class cruiser, stripped it to the frame, and rebuilt it using the combined genius of the Four Powers.
1. The Hull: Gristlegrim Bio-Forge The Gristlegrim Dwarves did not build the ship in a factory; they grew it in a pit. Deep in the magma chambers, the Dwarf Alchemists synthesized Adamant-Scale. This isn't dead metal. It is a semi-organic alloy that mimics the regenerative properties of a dragon's hide.
The Process: The Dwarves sang to the metal as it cooled, imbuing it with runes of durability.
The Result: The hull of the Manticore pulses. If you place your hand on the bulkhead, it feels warm. When the ship takes fire, the crew doesn't weld patches; they feed the ship mineral paste, and the "wounds" scab over and heal.
2. The Head: The Titan Bridge To pilot a living ship, you cannot use a keyboard. You need a neural interface. The Tygerians donated the most sacred relic in their possession: The Titan Head.
The Relic: A massive, ancient bio-metallic skull from the First Age of Tygeria, unearthed from the ruins of the Hind Claws.
The Fusion: The Curators used their precision lasers to fuse the Head to the prow of the ship. They wired the optic nerves of the giant skull into the ship's sensors. When the crew sits on the bridge, they are literally sitting inside the skull of an ancient god.
3. The Heart: The Aazurn-Fae Protocol The ship had a body and a brain, but it lacked a soul. Standard fusion reactors were too heavy. To move the Manticore through the Ether-Portals, we needed an engine that understood magic.
The Volunteer: Aazurn-Fae was an Ether Dragon of the Old Breed, dying of old age. He volunteered to serve as the heart of the fleet.
The Transformation: The Curators built a massive Life-Support Sarcophagus in Engineering. Aazurn-Fae is connected to the drive. We don't burn fuel; we burn his Will. When the ship jumps, it is the Dragon dreaming of flight.
4. The Claws: The Havishar Array The Elves of Havishar Moon installed the Prism-Cores. Standard lasers overheat. But Moon Crystals, when properly cut, vibrate with infinite light. These crystals act as the ship's claws, capable of shifting frequency from a hard cutting beam to a soft tractor field.
PART III: OFFICIAL SHIP STATISTICS
(Compatible with Open D6 System)
Craft: Z.S.F. Manticore Type: Living Bio-Carrier / Heavy Cruiser Scale: Capital Ship Length: 850 Meters Crew: 450 (Skeleton: 50) + 100 Marines Cargo: 15,000 Metric Tons
Attributes:
Hull Code: 8D (Gristlegrim Adamant-Scale)
Special Rule: Bio-Regeneration. The ship is alive. It rolls 2D every hour to repair Hull damage automatically.
Shields: 6D (Oracle-Amplified Psionic Screens)
Maneuverability: 2D (Surprising agility for a Capital ship due to neural link)
Move: 12 (Space Units) / 400 (Atmosphere)
Hyperdrive: Class 0.0 (Instant Ether-Jump)
Requires: A Willpower Check from the Captain/Pilot to navigate the Ether.
Weapons:
The "Roar" Cannon (Mouth-Mounted Plasma Wave)
Fire Arc: Front
Damage: 12D (Capital Scale)
Effect: Fires from the mouth of the Titan Head. Ignores 2 pips of Shields.
2x Havishar Moon-Beam Projectors
Fire Arc: Turret (Front/Left/Right)
Damage: 8D (Phased Light) or Starship Scale Tractor Beam (Strength 6D).
6x Curator Pulse-Batteries (Point Defense)
Fire Arc: 360 Degrees
Damage: 5D (Rapid Fire vs Fighters)
PART IV: THE COMMANDING OFFICER
The Logic of War
A ship as complex as the Manticore cannot be piloted by instinct alone. It requires a mind capable of processing millions of calculations per second while simultaneously making the hard, gut-wrenching decisions of a soldier. There was only one candidate.
Name: Commander Xylar Race: Curator (High-Caste / Moon-Born) Profession: Soldier/Sailor Specialization: Technomancy Data Systems Mentor: Captain Hedges
THE PROFILE To the uninitiated crew member, Commander Xylar is an intimidating, silent presence.
Physiology: He stands nearly seven feet tall, rail-thin, and completely hairless. His skin is a pale gray-green, stretching tight over high cheekbones. His head is triangular, dominated by a massive brain case and a narrow chin.
The Eyes: He possesses large, black oval eyes that do not blink. They record everything. When he looks at you, he isn't just seeing you; he is scanning your vitals.
The Voice: Xylar cannot shout orders. His mouth is a small, circular orifice designed only for sustenance. Instead, he commands via the Black Gem embedded in the center of his forehead. This gem acts as a psionic-radio transmitter and universal translator.
Diet: The Commander does not join the crew for victory feasts. His biology cannot process solid food. He carries a bandolier of Nutrient Pills and Fluid Concentrates in the pockets of his jumpsuit.
THE UNIFORM & ARMOR Xylar wears the traditional garb of the Curators, modified for war.
The Adaptive Camouflage Jumpsuit: It looks like a utilitarian mechanic’s suit, covered in the signature Curator "many pockets" filled with tools and gadgets.
The Armor Mechanic: Do not mistake it for cloth. This is Smart-Fiber. Upon impact—whether from a bullet, a claw, or shrapnel—the suit instantaneously stiffens to a leathery toughness darker than steel.
Effect: While standard suits stop 6 Hits, Xylar’s Commander-Grade Weave bounces 10 Hits.
THE CURATOR WARRIOR (Stats & Combat) (Reflecting Curator Racial Modifiers: STR x 0.75, CON x 0.75, DEX x 1.25, SPD x 1.5, INT x 2, WIZ x 0.25)
Monster Rating (MR): 220
STR: 45 (x 0.75 - Physically light, he relies on leverage and mechanics)
DEX: 55 (x 1.25 - Hands steady enough to disarm a bomb)
SPD: 70 (x 1.5 - He moves faster than the eye can follow)
CON: 60 (x 0.75 - His one weakness; he is fragile)
INT: 150 (x 2 - A super-genius. He runs the ship’s math in his head)
WIZ: 15 (x 0.25 - The Curator flaw. He has almost no connection to magic. He relies on Technomancy—using INT to hack the universe rather than WIZ to cast spells.)
Weapons & Tech:
The Shock-Lance: A heavy, telescoping staff that delivers a 10,000-volt paralytic charge.
The Gate Key: Hanging from his belt is a hand-sized metallic device. Xylar can deploy a Dimensional Gate for rapid transit. If the Manticore is boarded, he doesn't run; he opens a micro-wormhole and steps out directly behind the enemy.
PART V: THE BRIDGE CREW
The Soul of the Ship
The Pilot: The Tygerian Oracle Rank: Flight Master / Spirit Guide Sitting in the "Third Eye" throne of the Titan Head is the Oracle. You cannot fly a living ship with a joystick; you need a soul. She is blind, but she uses ESP to "feel" the stars.
Stats (Monsters! Monsters! 2.7):
MR: 343 (God-Touched)
Combat Dice: 35d6 + 172
Special Damage: 7/Dem (Psychic Feedback)
Abilities:
ESP (Void Sight): Can read minds and see through the void without eyes.
Shield Me: Can raise the ship’s Psionic Shields instantly (counts as a spell).
Poor Baby: Can heal 1 CON point per round to crew or ship.
Bones Gonna Rise: Summons MR 70 Skeletons/Spirits if the bridge is breached.
Tygerian Shapeshift: She mentally shifts to become the ship during FTL jumps.
PART VI: SECURITY & THE MARINES
The Claws of the Manticore
Security Chief: Commander Thrane Rank: Z.S.F. Marine Commander Thrane is the heart of the ship's defense. A massive Tygerian veteran, he is rarely seen without a lit cigar in his mouth (the smoke of which helps him see invisible enemies). He wears Dragon Leather Armor and views the crew as his "Cubs."
Stats (Monsters! Monsters! 2.7):
MR: 170
Attributes: STR 100, DEX 26, SPD 32, CON 75, INT 29, CHR 31.
Combat Adds: +136
Weapons: Magical Long Sword (5D6+7, hits ghosts), Plasma Rifle, and Natural Claws (4D).
Gear: 6 Sekhmet Scarab Stones (Boom Bombs & Magic Negation).
Ability: Battle Fury (Doubles STR for 1d6 rounds if crew is threatened).
The Squad: The Z.S.F. Space Marines ("Void-Claws") Thrane leads the Elite Task Force. These warriors are trained for Zero-G Combat, magnetizing their boots to the hull to fight enemies in the vacuum of space.
Unit MR: 150 (Each)
Combat Dice: 16d6 + 47
Armor: Tygerian Void-Plate (Stops 12 Hits).
Loadout: Pulse Rifles and Void-Cutter Scimitars.
The Vehicles: Tygerian Claw Starfighters
Hull: 4D
Weapons: Twin Pulse-Claws (5D) + Moon-Missiles (6D).
Role: Boarding Actions. These fighters clamp onto enemy ships, cut through the hull, and deposit the Marines inside.
PART VII: SUPPORT CREW (SCIENCE & ENGINEERING)
Science Officers: The Curators These are the Logic-Lords from the Iron Moon. They manage the ship's nervous system.
Role: They ensure the Tygerian Head talks to the Dragon Heart without driving the ship insane. They utilize their high INT and adaptive jumpsuits to maintain the computer core.
Engineering: The Gristlegrim Dwarves
Role: The "Scale-Smiths." They do not repair the ship; they heal it. They feed Moon Crystals to the Dragon Heart to keep the engines purring. They are armed with heavy wrenches and magma-pistols.
Gunnery: The Moon Elves
Role: The "Light-Weavers." They operate the Havishar Moon-Beam stations. They use their innate magic to "tune" the crystals, switching the main guns from Thermal Mode (Damage) to Tractor Mode (Grapple) instantly.
Captain’s Final Entry: The stats are logged. The crew is at stations. Commander Xylar has taken the chair. The Dragon is awake. The Ophidian Empire believes they own the dark. We are about to show them the light.
Z.S.F. Manticore, launching in 3... 2... 1...
Happy New Year, Travelers. Welcome to the Year of the Snake.
Product Identity & Legal
The following items are designated Product Identity of Arthur Earl C. Hedges Jr. / The Adventures of Captain Hedges: The Nocturnis Campaign Setting, The Leo Galaxy, The Z.S.F. Manticore, Commander Xylar (Curator Soldier/Sailor), The Tygerian Oracle Pilot, Commander Thrane, The Tygerian Space Marines, and the Z.S.F. (Zimralaian Space Fleet). Starfaring, Monsters! Monsters! and Tunnels & Trolls are trademarks of Ken St. Andre. The Open D6 System is utilized under the Open Game License (OGL). The statistics and game mechanics provided herein are designated as unofficial playtest material. © 2025 Arthur Earl C. Hedges Jr. All rights reserved.
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