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Sparks from the Past - Traveller RPG Live Play
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Sparks from the Past - Traveller RPG Live Play

Author: Avorial Productions

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Sparks from the Past is an actual-play Traveller podcast set in the far future, where survival often comes at the expense of freedom.


The Solomani Confederation claims to be the last true guardian of Humanity. Loyalty is mandatory. Citizens are watched constantly, political reliability determines every opportunity, and questioning the state is enough to make someone disappear.


When a group of strangers are accused of crimes against the Confederation, they awaken together inside a government detention facility. Some are innocent. Some are guilty. All have already been judged. Faced with execution, labor camps, or political disappearance, escape becomes their only hope.


Their flight carries them far beyond the borders of the Confederation into the fractured politics of the Third Imperium, where forgotten wars, ancient technology, and long-buried conspiracies begin to surface. As the truth unfolds, they discover that their imprisonment was only the first spark in a story that reaches across the stars.


Sparks of the Past is a cinematic science fiction campaign about survival, exile, loyalty, and the search for freedom in a galaxy that is vast, indifferent, and dangerous.


Sometimes the past refuses to stay buried. Sometimes the smallest spark can change the course of history.


9 Episodes
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The Doctor’s Bargain

The Doctor’s Bargain

2026-11-0302:40:29

Leaving their Transstar jobs behind, the crew answers a distress call with a daring bluff before slipping into a secret research facility beneath Free Arden’s moon. Stolen identities and a robot disguise carry them past the first barriers, but the laboratories conceal disposable copies, engineered psychics, and a scientist who knows how the conspiracy alters its victims. She offers the evidence they need in exchange for escape and amnesty, forcing the Travellers to bargain with someone deeply involved in the crimes they hope to expose. When containment opens and the facility erupts into violence, getting their witness home becomes a race against bullets, dwindling air, and something that can walk through walls.
Price of Clearing Your Name

Price of Clearing Your Name

2026-11-0202:51:59

With three days of leave and a battered ship-boat, the crew heads to Providence in search of the truth behind Mercier’s murder. A tense meeting with a threatened SolSec director exposes a psychic conspiracy within the government and offers a dangerous path to clearing their names, until a targeting beam turns breakfast into an assassination attempt. Escaping with a million credits, military credentials, and a key to a heavily guarded vault, the Travellers bluff their way into North Meridian’s secrets. But when the chance comes to take more information than they were sent for, the crew discovers that agreeing on how much truth they want may be harder than getting past the guards.
Back aboard the TSS Profondeur, the crew must prove their worth to Transstar by hunting suspected terrorists in the Crushed Trench. A perilous descent and a near-fatal pressure emergency lead them to a hidden community of clones, where familiar faces reveal unsettling truths about the price of a second life. As they uncover dwindling resources and a conspiracy to exploit stolen memories, the Travellers must decide whom to protect and whom to deceive. With explosives in hand and corporate scrutiny looming, they gamble on a cover story that could preserve both the settlement and their own freedom.
Family Ties

Family Ties

2026-09-0802:28:40

In Session 6 of Sparks of the Past, the crew starts with a prize that barely deserves the word: the newly raised shipboat, the Volante, dragged up from more than a century underwater and now technically breathable, mostly functional, and absolutely disgusting. After selling salvage to make it orbit-worthy, they catalogue its many quirks: damaged thrusters, unreliable startup power, a hacked ghost transponder, mismatched repairs, and a smell that may outlive them all. The crew then unlocks Senator Mercer’s datapad and uncovers the larger conspiracy behind his assassination. Mercer had discovered that key political families were being genetically altered over time, likely as blackmail or control. His research points toward a faction within Social Solidarity using psychic clone research to manipulate bloodlines and eventually compromise the highest levels of Jardin society. Following the trail to Mercer’s penthouse, part of the crew finds Home Guard officers already searching the place. A brutal firefight erupts in the elevator and apartment, leaving Victor badly wounded before emergency first aid keeps him alive. Saichi and the team put the attackers down, uncover Mercer’s hidden cache of genetic samples, research notes, suspect photos, a hidden communicator, a laser pistol, and 200,000 credits. By the end, the crew has the proof Mercer died trying to protect, a fragile dead-man switch plan involving trusted contacts and a crusading journalist, and a dangerous choice ahead: keep using Transtar’s protection as cover, hide Mercer from whoever still wants him dead, and prepare for the next lead on Providence.
Dead Men and Sunken Ships

Dead Men and Sunken Ships

2026-08-2502:24:20

Alan Mercer is alive, sort of. The crew learns that the man they were accused of murdering has returned through a pre-grown clone, and Mercer offers them access to his old evidence if they can get him safely off Jardin. With political violence spreading on the surface, the group turns to a forty-year-old wreck on the ocean floor, salvaging a smuggler ship packed with secrets, contraband, and some very useful surprises.
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