Very well. We'll add:
four days of searching the city, so you'll arrive at dock
seven nine days (after the additional time below) after your arrival in Aki rather than three.
I'll start off with recon rolls for everyone (including Void). Finding anything at all will require a 14+ Formidable roll. If anyone hits 22+ then they make a major discovery that I'll have to figure out.

I'll assume that you use your wafer jacks to get the best recon skill level possible.
Arkar
Garvin
Jaelah
Metz
Spicoli
Walt
William
Roscoe
Void
Looks like I should have set the target a little higher. Ah, well. You all found something, and Roscoe and Void found something really big.
Garvin finds a set of resplendent clothing (even made for a human!).
REGALIA
This clothing is extremely ornate, with multiple functions built in. Energy, disintegrator and kinetic shields, along with data storage gems (which can be made in your base once you figure that out). A grav harness, similar to a grav belt, is also fitted. It is unobtrusive and looks like part of the decoration. The harness has an additional function; it can be set to repel anyone coming close. This is not sufficient to deflect a bullet but will make anyone approaching the wearer feel slight resistance out to about five meters, increasing rapidly as the wearer gets closer. This can be used to push a crowd aside or to shove people out of the way and more subtly to make it difficult to approach such magnificence.
The field can be controlled telepathically and focused on one person in a group. It can deliver a blow doing 2D damage and/or a shove equivalent to STR 15 which may push someone off balance or pick them up off the ground. Avoiding being knocked about requires a Difficult (10+) DEX check. The grav effect will work on a psionically shielded person whereas telekinesis would have to overcome their resistance.
Walter finds a high-tech rifle.
PLASMA RIFLE
The plasma weapons issued to troops serving an Ancient are advanced by standards of the modern era and serve as both offensive and defensive weapons. Kinetic, energy and disintegrator shields are built into the weapon, providing the user with protection even if they are in the open.
The weapon is constructed as a single unit and is psionically triggered. Its internal reserve provides enough power for 200 discharges after which the rifle is recharged by placing it in a dedicated repair/recharge port at an installation or aboard a ship. Shield gems are also repaired or replaced at this time. Upon telepathic command, the tip of the weapon emits a plasma cutting arc which can be used as a bayonet. The user can determine the damage done by the weapon, setting it anywhere between 1D and 10D. The bayonet does 4D and is not variable.
The repair/recharge port is present with the weapon.
Jaelah finds a pendant with a gem in it.
Data Gathering and Storage: the embedded gem is intended to hold information. Much of this is in the form of an encyclopedia, telepathically accessed when needed. It will also record what is going on around it and can be set to automatically transfer that information to a central archive once within range. This means that the wearer will have a near-complete record of everything said and done in their presence. This information gathering function is the equivalent of a full-spectrum passive sensor array with a range out to about 20 meters per point of PSI (6) and a limited active sensor array with about half that range.
The pendant magnifies your perception adding a DM +2 to investigate and recon rolls.
Spicoli finds a shimmery suit.
SHIMMERSUIT
Shimmersuits are an all-body covering which get their name from the iridescent sheen of the fabric. They are made from an elastic material which stretches to accommodate a wide range of wearers. Each suit includes a transparent facemask and gloves that link into the suit to form a perfect seal. An oxygen regenerator in the belt provides up to eight hours of oxygen and the suit can resist pressure up to 1,000 atmospheres as well as extremes of radiation. As armor, shimmersuits completely absorb all laser attacks harmlessly, while all other attacks are reduced to ¼ normal damage, rounding down. The wearer of a shimmersuit gains STR +4 and DEX +4.
William finds body armor.
BODY ARMOUR
The body armor used by warriors of the Ancients is switchable between clothing and armor. Under normal circumstances the garment looks like clothing – which may be fabulously decorated of course – and provides a little protection. A psionic command causes the material to change its nature, becoming more resilient but less comfortable to wear. Combatants will receive a suit which provides Protection +6 normally and Protection +14 when deployed. In addition, it is common to build in kinetic, energy and disintegrator shields.
Personal Shield, Disintegrator: This personal protection device defends against disintegrator weapons. This is an all-or-nothing prospect; either the target is successfully protected, or they are completely vulnerable. The power of the protection field is based upon the PSI of the device (9). Protection Threshold: 5+. Failure Probability: 4-.
Personal Shield, Energy: An energy shield projects a field which absorbs and dissipates energy weapons fire. It has no effect on dangerous radiation or disintegrator weapons but will absorb and dissipate focused energy such as lasers and microwave beams. The shield has a maximum Protection Threshold equal to twice its PSI (9). Any energy weapon striking the shield which does equal to or less than the Protection Threshold is fully absorbed. A hit for a greater amount lets half of the remaining damage through and permanently reduces the device’s PSI by -1. When this reaches 0 it fails completely.
Personal Shield, Kinetic: A kinetic shield protects against impacts including projectiles, falls and hand weapons. Its Protection Threshold is twice its PSI (9). Hits for this amount of damage or less are fully absorbed. Greater damage penetrates the shield completely. The shield’s PSI is permanently reduced by -1 every time any damage is absorbed by it.
Stealth, Psionic: Psionic stealth devices attempt to make the user invisible to anyone without a mental shield and also to nullify detection using psionics. For every three points of PSI (9) the psionic stealth device provides DM-1 on attempts to detect, track or target the user by psionic means. This also applies against attack rolls from psionically targeted weapons. The psionic invisibility feature is combined with an energy control capability, rendering the user invisible to thermal and movement-based sensor systems but drains the device’s power quickly; PSI drops -1 point per round. At 0 the device becomes inert for 2D minutes, regaining its full PSI at the end of that time.
Arkar finds a disintegrator charge.
DISINTEGRATOR CHARGE
A disintegrator charge resembles a gorgeously decorated short tube. It can be placed as a trap and detonated psionically or primed and thrown. Detonation can be triggered by the user or set to occur after a suitable delay, creating a disintegration field one to six meters in radius, which will completely destroy anything within it. Detonation radius can be controlled by the user.
Metz finds a staff.
STAFF OF OFFICE
A staff of office is typically long enough to reach the intended user’s shoulder. Most are slim for much of their length, with asymmetric bulges at intervals. A typical staff of office projects a disintegrator shield and an energy shield, and acts as a psionic focus device. This can either reduce the cost of performing a psionic action by 25% or increase the strength of an attack by 25% – for every four points of PSI used in an offensive action, one more is added by the focus device. It also mounts a plasma cutter at one end. This is not really for use as a melee weapon, although it could be used as such. The cutter does 4D damage if used as a weapon.
Now to the two larger finds.
Roscoe finds what looks like a small, high-tech manufacturing center. The remains of several were found by others but little was left to recover. This one is different in two ways. It is fully intact and it looks like it was made to create teleportals based on the half dozen unused pairs in crates. There is a lot of equipment and it will take
two additional days to strip it bare. It'll take a lot longer to understand how it works, but one day you might be able to make more teleportal pairs.
The place is powered by a teleportal setup like on your ship, but this one has a human sized teleportal attached to it. Sending drones inside reveal the pocket universe it taps into. There is a lot of storage space for hydrogen, but it is empty now. There is also what looks like an antimatter powerplant, but it is not functioning. The rest of the area is workshops and storage for the manufactory. The whole thing can be removed. There is a second portal like this one in the pocket universe, but it doesn't seem active. It looks like it is still crated and unused.
In addition, there is a large machine that is about the size of two humans facing one another while squatting. Its purpose is unknown, but it has a place of honor in the workshop. That gets taken, too.
Void didn't find an object. Well, he did drag back a strange pistol,
but the big thing is that he found a place to lead you to. It is a partially collapsed shrine or temple or something. There is a lot of swirling artwork and designs in a single vast chamber that lost its roof. When you all start wandering through the rubble covered room, you feel as if you are getting information from the patterns on the walls and the art. It has a story to tell. A long, incredible story. You are almost sleepwalking as you begin to dream.
The dream begins at the outer edge of a star system which is gradually coalescing into what will become a system with planets. One in particular is the focus. The surface cools, life appears and within instants the first proto-Droyne are making primitive spears to hunt with. They change over time, becoming recognizably Droyne and developing new technologies. Wars are rare but highly destructive when they do occur. Gradually the Droyne spread out across the surface of their world, sailing graceful ships using the winds of the dense atmosphere. You feel as if you would know it if you ever saw it again.
As wooden cities give way to steel and concrete, Droyne technology diverges from the usual progression. Once steam power is possible a specialist group of psionic workers emerges to support it. These possess the pyrokinesis ability, enabling them to heat ceramic bricks in an instant and make steam without the need to burn fuels. Ever greater cooperation is required as psionic specialists become essential to most aspects of society. Cities are heated and powered by pyrokinesis; communications rely on telepathy and clairvoyance.
As the Droyne begin exploring their solar system, their cities and rural groups are connected by instant communication at the highest levels, with the general populace not needing such things. There is no rampant consumerism, no voracious use of resources for the sake of making money. There is no money, for that matter. Grav-assisted construction techniques allow buildings to be graceful as well as functional. Everything seems calm, orderly and peaceful.
THE RISE OF YASKOYDRAY
Things begin to change with the rise of Yaskoydray (whom you instinctively recognize from the images that Bilis showed you). He is a regal and mystical but rather frightening figure in the dream. None of you can say when you became aware of him but at some point it is as if he had always been there. Society begins to change, with cities specializing in one aspect or another of Yaskoydray’s works. Not all Leaders of the cities agree with this change in the nature of their society. Yaskoydray is annoyed, as lack of cooperation could slow down his vital research projects and plans for the development of the Droyne. At one point, you catch a glimpse of Bilis in one of his workrooms.
Yaskoydray commanded the Droyne to obey and most did. Those that did not were punished with early versions of the Ancients’ war machines. These were primitive by later standards but more than a match for the forces of a TL10 Droyne city. A short but incredibly violent campaign suppressed resistance and convinced the Droyne to remain docile for generations to come.
THE ANCIENTS ERA
With the world unified – one way or another – and the Droyne firmly established as loyal servitors, Yaskoydray begins his great works. Technology advances at an incredible rate, starting with the development of the jump drive. Soon ships crewed by Droyne are plying the spaceways, bringing information and samples of everything from soil and rocks to wines made by primitive species, back to the Droyne world. Among the worlds visited by the Ancients is an unremarkable garden world now known as Terra. Yaskoydray sees great potential in some of the species of this world.
Humans from Terra are co-opted and transplanted, along with a race uplifted from wolves. Yaskoydray chooses to settle these, the Vargr, in a region of space to coreward of his usual area of operations. He transplants humans to many worlds and instructs his servitors to direct the development of one group towards psionic powers and another to become longer lived than others of their kind. The Terran population is
left to develop on its own as the baseline to compare other groups of humans to.
Yaskoydray creates 20 clones of himself and 20 more from each of them, teaching some of his skills and knowledge to each. Most are indoctrinated with a particular mindset and way of operating, creating a group of specialists – some cautious, some bold and some downright reckless – to assist with his projects.
They are allowed to take servitors of their own but forbidden to interfere with the humans of Terra. One of the offspring defies Yaskoydray’s injunction and attempts to steal a population of humans after his recklessness destroyed most of his own servitors. Grandfather’s response is swift and direct; the offspring is imprisoned in a pocket universe and his captured human population are eliminated.
THE FINAL WAR
Yaskoydray has built a civilization spanning all of Charted Space and beyond. His offspring are mostly working in pocket universes created to suit their requirements. There is little direct contact between the Ancients now, other than when some of the most-minor Ancients visit a pocket universe to pass on instructions from Yaskoydray or collect results of a project.
Content with the progress being made in Charted Space, Yaskoydray voyages far afield. He visits the core of the galaxy and far distant sections of other spiral arms. He encounters strange beings and learns ever deeper secrets. Then, suddenly, he returns to Charted Space and summons all his offspring. To his disappointment and annoyance, only a handful heed the call.
Yaskoydray repeats his summons. His emissaries are politely ignored, so he resolves to command through fear. Using the weakest of his progeny to place a means of assassination in the pocket universes of as many of his offspring as he can, he sets out to make war on the most flagrantly disobedient. Yaskoydray hopes to frighten the others into obeying him but instead they turn against their sire. The war escalates.
The truth about the Ancients is that the offspring of Yaskoydray were the leading minds but they needed a powerbase of technologically advanced servitors to function. Many of the Ancients were slain or imprisoned, decapitating that faction, but in most cases it was the erosion of the powerbase that rendered individual Ancients impotent. Those who were willing to devastate worlds and kill billions of people could inflict more damage on their enemies than an Ancient who tried to keep casualties to a minimum.
How the war ended is unknown to the creators of this place, as you return to wakefulness without finding out what happened. As you exit the visons, you have a final one that doesn't seem to be part of the others. It is more intense and personal.
You suffer a debilitating wave of nausea and disorientation lasting several hours, during which you see dream-like visions of a starship
crewed by Droyne. It is falling, out of control, towards a small planet or large moon shrouded in methane fog. You have a chance to grab one person and pull them to safety through a teleportal just before impact.
There are six; a Droyne from each caste. Each of you must choose any one of them but only one. Don't be afraid of repeating someone else. Just do what feels right to you.
The Leader: The Leader stands proudly in his regalia, remaining in his command platform to the last. He continues to give orders despite there being no point in anyone obeying them.
The Drone: The Drone is tending to a fallen Droyne, performing ritualistic gestures.
The Sport: The Sport is dashing from one part of the command chamber to another, passing equipment to others and briefly assisting in their tasks before moving on.
The Technician: The Technician is at the controls, attempting to mitigate the crash or even save the ship. Holographic diagrams of the damaged vessel glimmer in the air around him.
The Warrior: The Warrior stands beside the command podium, unmoving and waiting for orders.
The Worker: The Worker is tearing damaged components out of the pilot’s console, unheeding of the sparks. A box of spares lies at his feet.
Metz will save the technician while Roscoe will save the drone.
Which Dryone will you save?