Table of Contents
Hunting an Unknown Hunter
CASE RESOLUTION AND DISCOVERABLE BACKSTORY
Purpose of This Page
It reveals the complete underlying truth of the case: who J.W. is, who the Nameless Man was, the horrifying reality of the “Assimilation Project,” and why the violence around Morningstar is not chaotic — but curated. Players are not meant to receive all of this information in play. Instead, fragments are uncovered through investigation, interrogation, escape, extraction, or failure. Use this page to:
- Answer player questions consistently
- Decide what J.W. will reveal (and what he will not)
- Resolve moral, political, and cultural consequences after the Realm
- Understand why no ending is clean
The Core Truth (DM Summary)
Jareth Wyrick — “J.W.” — is a Blue. He is not a sadist, not a madman, and not a hunter in the traditional sense. He is a pioneer who chose control over exposure. He successfully stole a human identity, and his ultimate, secret goal is to systematically manufacture that same privilege for his people. Everything that happens in this adventure is the consequence of that terrifying ambition.
The Blues and the Origin of the Pattern
The Blues were unregistered stowaways who lived hidden inside the maintenance strata of the Last Frontier for over 200 years. They survived through secrecy, silence, and adaptive invisibility. They had:
- no legal identity
- no education
- no concept of rights
- no future beyond survival
Their culture taught one absolute truth: Visibility equals death. J.W. was born into this culture as “7.” A number, not a name.
Day Zero and the Theft of a Life
On Day Zero (2625), the Last Frontier crash-landed on VOI 700 D. In the chaos:
- thousands died
- authority collapsed
- records fractured
Two days after the crash, while scouting the Tropical Forest near what would later become New Kourou, he found a couple. A man and a woman. Two victims of the crash. The woman was pregnant and already dead. The man was seriously injured and desperately held her hand. When their eyes met, 7 instinctively knew what had to be done and killed the man with a heavy stone.
Then he searched him. The man was his age. His name: Jareth Wyrick. His status: legal passenger. Registered. Alive — on paper.
7 took the body’s documents and buried the dead bodies. To erase any trace of his original face, he burned himself — deliberately and brutally — destroying features that could ever betray him. To erase his voice, he chose silence. From that day forward, he communicated only through writing. With burned skin and stolen papers, he registered himself as a survivor. From that moment on:
- 7 ceased to exist
- Jareth Wyrick survived
Silence became his shield. Writing became his voice. Control became his religion.
The Nameless Man (Blue 14)
The Nameless Man was Blue 14.
He was not just another stowaway — he was 7’s kin by necessity, a protector, guardian, and parent-figure shaped by the harsh logic of life in the maintenance strata. To J.W., 14 was the one who kept him alive, the closest thing to family he ever had, and a living link to a past he was trying to erase.
As years passed, 14 developed progressive dementia. He wandered. He forgot. He fled. J.W. hid him. Then confined him. Then imprisoned him — “for his own good.” But 14 escaped. He was found disoriented and freezing in the Ralar Region and detained by Guarding Troopers for his own safety.
For J.W., this was catastrophe. Exposure was no longer hypothetical.
The Central Crime
J.W. decided that 14 had to die. Not out of hatred. Out of fear. He orchestrated the following:
- A forged operation via a hidden Hand
- An OfSO mandate to extract the Nameless Man
- A contingency to erase everyone involved
The PCs were never meant to return. The erasure was meant to be clean. Procedural. Final.
The Realm and the "Assimilation Project"
J.W.’s fenced property is not just a fur farm or a containment system. It is an assimilation factory. Having lived successfully as “Jareth Wyrick” for years, J.W. realized the Blues did not have to hide forever. By combining their industrial tannery skills with scavenged ship-grade thermal resin, J.W. developed hyper-realistic facial prosthetics to mask their pale, light-sensitive features.
He instituted a “Trust Score.” Blues who prove absolute obedience and usefulness are rewarded with “The Light” — they are given normal clothes, a resin face, and the chance to walk among the “Others” as normal Exohumans.
J.W. justifies his murders as necessity: trespassers provide the Beta Age tech, clothing, and IDs needed to fuel this infiltration. In trying to save his people from the dark, he has built an assembly line of stolen lives.
What J.W. Will Admit
If interrogated successfully (especially while bound or held at gunpoint), J.W. may coldly confirm:
- that the Nameless Man's dementia was a threat to the collective that had to be “erased.”
- that the “Others” (surface dwellers) are obsolete and ignorant.
- that his people are preparing to step into “The Light.”
He will never:
- ask forgiveness
- express regret
- justify himself morally — he views his actions as pure evolutionary survival.
J.W.’s System of Control
Jareth Wyrick does not operate alone. His system is designed to separate visibility from truth.
The Hands (Outer Layer): Former human settlers, ex-convicts, and outlaws who act as J.W.'s visible enforcers beyond the walls. They know nothing of the Blues. They swear allegiance for money and protection. They are the errand runners, the public hunters, and the assassins who attacked the OfSO.
The Blues (Inner Layer): The stowaways. They live in identical huts, process the fur, and dispose of the bodies in the ash pits. They are kept isolated, sustained by “Life” and “Luck” rations, entirely dependent on J.W. for survival.
The Resin-Masked Elites (The Vanguard): The terrifying bridge between the two worlds. These are the most loyal Blues, awarded flawless resin faces and human clothing. They act as J.W.'s personal bodyguards and are the first wave of his planned infiltration of Morningstar and beyond.
Resolution Paths
Because of Ezrah's strict mandate (“Bring him back alive”), the case can end in multiple, highly complex ways:
- Execution of the PCs: The truth dies with them. The assimilation project continues, and masked Blues slowly infiltrate Morningstar.
- Escape without proof or captive: J.W. accelerates his plans. The PCs must face Ezrah empty-handed.
- Killing J.W. (Failing the Mandate): The system fractures. Without their leader, the Blues may starve, panic, or lash out. Ezrah is denied her justice, and the PCs lose their reward.
- Extracting J.W. Alive (The Golden Path): A logistical nightmare. The PCs must drag a hostile mastermind through the wilderness. If successful, Ezrah gets her tribunal. The assimilation project is exposed, but the political fallout of discovering an entire undocumented sub-species (the Blues) will shake the Beta Age to its core.
- Surrendering J.W. to the Honga: Balance is restored via native ritual. However, this directly violates Ezrah's mandate, forcing the PCs to choose between legal authority and cultural obligation.
None of these are clean victories.
DM Guidance
This is not a mystery about what happened. It is a story about: - how fear creates systems - the terrifying logistics of infiltration and assimilation - the physical and moral burden of dragging a monster back to civilization
J.W. is not a mindless beast. He is a pragmatic architect.
And the question the players must answer is not just: “How do we catch him?” But: “What do we do with the truth—and the people he leaves behind—once we drag him into the light?”
Related Pages and Further Information
- ★ Overview: All Scenes of Hunting An Unknown Hunter



