recursal/Fanatic-Fandom huggingface dataset:
Medissa (Politics)

This remote city is not one faction, but many competing groups. House Aleur is ascendant. The other houses who wish to take their place know that the first to move will fail, but the second is likely to succeed. So they spend their time goading their rivals into acting first. Take the time to learn what plots are in motion, because it is easy for newcomers like yourself to unwittingly get caught up in the moves and counter-moves without earning yourself any advantage.

### Agents

There are Medissan operatives up and down the Widlas Coast. It is common for the actual battles between houses to occur outside of the city limits. It is also common for the houses to send their younger members out into other cities to gather intelligence or gain resources to tip the scales of the struggle in their favor.

### Capabilities

All of Medissa’s agents are skilled in subterfuge and secrecy. Each house also has it’s own specialty. Aleur makes use of poison and alchemy. Paparni has contacts with thieves and the underworld throughout Myrnia. House Masclo deals in blackmail and extortion. House Thisqui has employed skilled wizards and sorcerers who lean toward the darker implementations of the art. There are other, smaller houses with different specialties, but outside of Medissa it is common for an agent to pretend to be part of one house when they really work for another.

### Agenda

Medissa is almost entirely focused inward in its conflict, and that can be explained by the difficulty in travelling to their city by land or sea. A conquering army or commercial operation would be expensive. However, so long as their competition is against one another it is a zero-sum game. Each house wishes to bring outside resources into their fight because this allows them to tilt the odds in surprising ways. This is the main purpose of the many agents and cells the houses deploy around Myrnia: to find an unexpected advantage which will give them an edge against the other houses.
Dragon Touched

For inscrutable reasons, some dragons have given a piece of their essence to people all over Myrnia. These people are left with a sense of the dragon whose soul they carry, such as a name and an idea of their preferences. They can sometimes speak to them through dreams.

### Capabilities

There is something draconic about these dragon-touched, with a tendency toward elemental magic. Many are sorcerers.

### Agents

The affected people are quite dedicated to the dragon they see as a parent. They are often confused about exactly what they are expected to do for the dragon, seeking the creature out to get clarity on their destiny.

### Agenda

No one is sure, least of all the dragon-touched themselves.
The Barrowberg of Myrne

The first great Halfling city was Myrne, and it left its name to this continent as its legacy. The city rose in the hills that brace the southern border of Demos. Hedge wizards and sorcerers were known before this time, but the lords of Myrne were the first to master the formal practice of magic. They built the high roads that run the breadth of our lands. When you see a cromlech—three standing stones engraved with runes and images supporting a long, smooth capstone—know that these are mystical structures created four millennia ago by the mages of Myrne. They embue the high roads with magic that even today speeds travelers on their way. The secret of their creation has been lost to us, but we keep and protect them so that four millennia from now the people of Myrnia may still use them.

Myrne was not selfless in building these roads. They controlled access, and the roads gave their armies longer reach, their merchants more goods, their outposts better supplies. They demanded tribute from other races and competing Halfling cities. It is said today that all roads lead to Demos, but a close look at a map reveals that this is not quite true: all high roads lead to the barrowberg of Myrne.

Even the fertile lands around Demos could not feed the enormous population of that great city forever. As the soil produced less grain, they relied more on tributes and trade, and eventually harsh taxes and even pillage.

War is stirring in stories, but exhausting in practice. The lords of Myrne tired of risking their sons and daughters in their now-constant wars. Their wizards gave them an option: through necromancy their fallen enemies could be raised to fight again, but this time under the banner of their conquerors.

Myrne was responsible for first joining together all the peoples of the continent, and it’s important to remember their greatness even as we remember their folly. Many of the features of Myrnian civilization comes from this first city: continent-wide trade, magical study, cosmopolitan cities. But we inherited the dark traits, too: war, greed, and oppression. The spiked seeds of Myrne’s doom would be sewn throughout our history alongside the good grain of their wisdom.

Stories are still told of the armies of corpses that would destroy villages, adding to their numbers with each victory. Such creatures are efficient at razing and killing, but worthless at collecting goods and, as Myrne soon discovered, quite fickle. The undead army was effective at suppressing resistance, but soon it turned itself back upon its masters.

The undead army of Myrne laid waste to the city that had created it, and they would have turned their hunger to every village and city on the continent if given a chance. The only reason the world was saved was the quick thinking of the Halfling wizards. They made the earth itself swallow the city, turning it into just another hill among many. The darkness of the earth, perhaps recalling a memory of the grave, made the undead creatures still and calm again.
Intro Story - Move a Crystal

You reach down to try to take a crystal from the summoning circle. As your fingers draw near there is a crackle of energy. The blue-white light scorches your hand, which you quickly withdraw.

“Oh dear,” says Alex, rubbing his chin in thought. “Did I forget that would happen? Sorry about the burns.”

He sniffs the air deeply. “Ah, I love that smell of ozone and burning, though. Almost worth it, though not nearly as much fun as spreading a plague of madness.”

He looks up at you, so small and sad you almost feel sorry for him. “Maybe someday, eh?” he says, then breaks into another cackle.

A shiver crawls up your spine. This thing is very, very dangerous. What were you thinking trying to set it free?
Verdun Republic

The Republic’s steamships have a range and speed that gives them access to every port in Myrnia. Their cleverness with iron and coal have made them formidable economically, crafting many complex items much more cheaply than could be done by hand. The cost to them is the raw materials, and the labor to pull those raw materials from the earth. To that end they have colonized much of the Rock Sea and forced the people there to work on the extraction.

### Agents

Their agents are primarily gnome traders. When they can convince their trading partners to grant them an embassy you can find their staff do more than polish silver. Bribed officials are very common. For a time they tried to use slaves who were kept loyal through threats to family members, but they found them ineffective at infiltration of northern civilization.

### Capabilities

The pressure Verdun can apply is solely economic, but don’t underestimate their leverage. Goods and cash can be quite influential. The gnomes are also open to using their machines as a service, but they are not willing to part with the secrets of making them. You can use that to sew mistrust when trying to convert one of their assets to our cause.

### Agenda

They are very clear that they want to build bigger and better machines. It has long seemed to our organization that there must be some greater purpose at work in their designs, but over time I have come to believe that the machines are an end unto themselves. Iron, coal, and innovative designs are worth more to them than gold.
The Rise of Humanity

After the Fall was a time of lawlessness. The Sylvan armies had been largely made up of orcs, so there were few to resist the dismantling of the Empire. Those who did best stayed safe behind city walls. The problem was not primarily a military one—the elves had kept the empire secure through rule of law and belief in their nobility. The shattered tower cracked the second, and the first fell soon after.

During this time, though the orcs large kept to themselves around the ruined elven cities many gangs of thieves or plunderers began roaming the wilderness, and travel became very dangerous. Former trading partners were unable to send caravans to each other and each town and city had to become more self-sufficient.

Humans have always been adaptable, and over time some human cities prospered. They were able to send troops out to protect towns and villages around them, and in return these were able to trade with them. Prosperity and security began to propagate out from these cities. Most of the people near to a large city began to pledge themselves to its lord in exchange for protection. We now call these the city-states of Myrnia—each city controls some area around itself, but its core is a single city built in the time of the Sylvan Empire, but now ruled by humans who have named themselves kings.
Eris-class

## Eris-class Destroyer

The ***Eris*-class** is an older class of powerful medium-warp warships built and operated by the Trident Foundries on missions of defence. The class is rapidly becoming obsolete as new technologies develop and mature.

## Description

The 234-metre long *Eris*-class is a vaguely wedge-shaped class of advanced destroyers. They are designed solely for combat, and therefore lack many traditional amenities found on other ships of their size, including guest quarters and recreational facilities, and hangar space is cut down to the bare minimum needed for a single *Mersu*-class Shuttle, the smallest shuttle available to the Trident Foundries.

The *Eris*-class focuses primarily on weapon systems. Among the ships' numerous armaments are two massive first-generation plasma banks mounted on the ship's prongs. These massive prototype weapons gave the ship firepower well ahead of other comparable Trident designs at the time, but now are barely equal to the plasma weapons of newer designs. The vessels are also equipped with several plasma cannon turrets of the same type found on outpost stations and larger vessels.

Additionally the *Eris*-class has sixteen fusion missile batteries, with eight per side, double the emitters of the larger *Solaris*-class Explorers.

The class is rapidly becoming obsolete, with newer, smaller warships such as the *Mjölnir*-class frigate of GY 2419, and new technologies such as the cloaking device, rendering the vessel underpowered and in desperate need for refits to keep up with newer designs.
Krunkel II-class Shuttle

## Krunkel II-class

A Krunkel II with it's thrusters extended.

The ***Krunkel II*-class** is a class of small and light shuttlecraft built by the Infinite FleetWorks company for Trident Foundries.

## Description

*Krunkel II*-class shuttles are a more modern class of shuttles carried by many newer medium- and large-sized Trident Foundries vessels as a method of personnel transfer, most notably the Type-30 and *Independent*-class ships.

Like the older model *Krunkel*-class, this class of shuttle has extendable impulse thrusters that greatly improves manueverability and acceleration when deployed.

These shuttles are typically used for basic personnel transfer, and they are also smaller and lighter than the older model while retaining almost the same passenger capacity, so they are able to fit in to smaller vessels as well, such as the *Mjolnir*-class corvette. However, they are far less durable and do not have any hardpoints for weapons unlike the original *Krunkel*, so many vessels still retain the older model as well for hazardous missions.
Halfling Clans

There are two types of Halfling clans: those that are settled and those that move. The settled clans are farmers, miners, and crafters. The moving clans are actors, merchants, and herders.

### Capabilities

The clans value self-sufficiency. They are very close and protect their own. There is a reputation that they are thieves and swindlers but in my experience it is rare to encounter a dishonest Halfling.

### Agents

Halflings are quite open about their clan and their goals. If you find a solitary Halfling, it won’t take much to get them to open up. They value companionship and, if you can befriend them, their loyalty is unmatched.

### Agenda

They do everything for the improvement of their clan. They follow the precepts laid down by the Returned that started the clan, and most have these instructions written down.
Nyx-class

## Nyx-class Stealth Corvette

The ***Nyx*-class** is a class of small stealth corvettes manufactured under license by the Trident Foundries corporation for their elite Intelligence division.

## Description

Sporting an oversized plasma coilgun and incredibly powerful engines for its size, the *Nyx*-class is called on when stealth and firepower are needed in equal measure. Using the same stealth technologies as the larger *Dagger*-class, a *Nyx*-class vessel is able to slip in and out of combat zones while unleashing shield-piercing plasma bolts at targets of opportunity.

It is operationally limited by its small size and lack of space for cargo and provisions, and therefore tends not to be used in longer missions.
Intro Story - Talk to the Creature

“Is this your place?” you ask the creature.

“If you’re asking if this is my prison, then the answer is yes,” it says. “The sorceress Chirra’tse lured me here many years ago with the promise of souls, and like a fool I was charmed by her magic and pretty smile.”

“Are you a demon?” you ask.

“Oh yes,” it says. “My name is Haleximeshipodius, the Terror of the Trembling Gate and Lord of the Lightless Depths, but Chirra’tse usually just calls me Alex.”

Alex tilts his head. “If you’re here to seek help from the Senators, I’m afraid you’re going to be waiting a while. They’re gone, and I’m not sure if or when they’ll return.”

You shake your head. “No, I… there was a song…”

Alex cackles and rubs his hands together. “Oh, you heard the beacon. Excellent! Chirra’tse gave me a fair amount of latitude in how I summoned the heroes to become the new Senators. That madness was only a trace of my power that leaks through this barrier. Imagine the wonderful chaos I could cause if you just moved one of these crystals. We could have people punching each other to a pulp, leaping from great heights… what do you say? Shall we have some fun?”
Demos (Politics)

Queen Meg rules with a firm hand. After the lawless times that succeeded the fall of the Sylvan Empire, many appreciate the order she has brought. I have had the opportunity to speak to the Queen several times. If the yoke of justice is heavy on her people, I believe it is not from a tendency toward absolutism so much as a deep passion for fair dealings. She is offended by crime and dishonesty, not because of the slight against her word, but because it is a slight against law and society.

### Agents

She has a strong guard who are well-armed and patrol regularly in force. Her magistrates are travelling justices who give judgement and sentences where the offense occurred. All her agents wear her livery and announce themselves as serving the queen.

### Capabilities

Within the area of her influence, her laws are clear and enforced. Do not break them if you can. You will find that it is possible to do our work while committing no crimes. I advise you to practice this and you will receive no trouble from Queen Meg’s forces.

### Agenda

It is the queen’s desire to extend the influence of Demos because her laws let people live more safely and prosperously. To that end she builds her guard force, the goodwill of the countryside, and gives clear warnings to those who would meddle in what she sees as the affairs of Demos.
Karm Lema

The dwarves keep mostly to themselves in their cities and villages around Gatakenak. Working in this region can be difficult, but it is not impossible. There are other races in the main trading areas bringing goods to and from this area, which is a good cover for operations here.

### Agents

There are two types of agents of Karm Lema who venture into the world outside their hills. The first is the trader who is seeking resources for the city. These are generally men. The second type is the priests, all women, who seek demons and those they influence. They work to banish this evil before it has time to organize against them.

### Capabilities

Dwarves are known to be hardy. The men are trained to be quick-witted and adaptable. The women are more focused on formal training: martial, academic, or often both. They do not maintain much of a network of contacts, but are generally coming into other lands with a purpose in mind. Once that purpose is done, they return.

### Agenda

The support and protection of Karm Lema is the first priority of the dwarven nation. Resources that cannot be obtained in their mines or hills are needed to build their grand monuments and feed their population. However, they take the threat of demonic infiltration very seriously. It’s not theoretical or theological for them, as many of their ancestors died in the previous demon invasion. For dwarves there is no dealing with demons, only their death or banishment.
Cloaking Device

The cloaking bulge on a Trident vessel.

**Cloaking Device** is a blanket term used to describe various factions' stealth technologies that either completely or partially hides a starship or station.

## Description

Most cloaking devices rely on using gravitons to bend light and other radiation around a ship, which can fool the naked eye and most sensors.

Others may instead cause the electrons in every atom of matter on the ship to vibrate in unison, which also renders the object invisible to the naked eye but not to sensors.

Still other forms of cloaking rely on jamming specific frequencies of various EM waves, which does not actually render the ship invisible to the naked eye, but instead hides the vessel from sensors.
Intro Story - Investigate the Bookshelf

The shelf has many books, but only four are written in common.

There is a large book bound in red leather. It is the newest of the books, and it is named A History of Myrnia by Ambrose of Zandria.

Another book is small, only slightly larger than your palm. It’s cover is very firm and quickly riffling through the book you can see the pages have been inscribed in tiny letters crowded in the middle of the pages. It is called The Geography of Myrnia by Alice Webster.

The third book is more of a pamphlet, bound not in leather but in parchment. It’s title is The Great History by Pun’wa of Zandria.

The fourth is a folded bundle of papers titled "Political Factions of Modern Myrnia" in a careful script.
Vergesso

## Planet Vergesso

The planet **Vergesso** is home to the Trident civilization, a small human civilization with approximately 2 billion inhabitants.

## Description

An arid, mostly featureless planet, Vergesso is dominated by Mount Arai to the north, and multiple impact craters to the south.

The planet is rather arid, lacking any forms of large jungles and forests. Instead the planet has a large oasis-like desert with pockets of life dotted over its dusty landscape.

Most of the human inhabitants on the planet live in large sheltered cities near the coastal regions of Vergesso's oceans, with very little in the way of settlement in the desert save for some pockets of bandits and vagabonds.

## History

### Pre-Trident

Before the Trident civilization came along, Vergesso was uninhabited and severely more arid than it is at present. No sentient life had evolved, leaving only a few insect species, some marine life and large, burrowing sand worms to eke out a meager living. Photosynthesizing algae floating on the surface of the oceans provided oxygen for these creatures to breathe, and plenty of fish provided ample food.
Resurgent-class

## Resurgent-class Frigate

TRV Resurgent XV-111 on trials, still equipped with plasma cannon weaponry in place of the plasma beam bank in-development at the time

## Basic Stats

### Fleet Role

* Assault
* Escort

### Affiliation

* Trident Foundries
	+ Trident Star Navy
* Boris Tusk's Loyalists
* Lancia's rebels
	+ Vergesso Revolutionaries
	+ Other rebel groups
* New Trident State

## Advanced Stats

### Warp Propulsion

* Single linear Phase Coil
* Tokamak fusion reactor

### Cargo capacity

20k MU

The ***Resurgent*-class** is a class of fairly small, medium-warp warships designed by the PlazWorks company and operated by the military of the Trident Foundries.

## Description

The *Resurgent*-class is a general purpose warship, capable of both short-range combat, with a forward twin plasma beam bank and small plasma beam turrets, and long-range combat, with multiple fusion missile launchers, though excelling at neither. They are the backbone of the Trident navy, and are used in an offensive as well as a defensive role.

The *Resurgent*-class warship is a replacement for the late *Brawler*-class warship, which has been officially decommissioned as the *Resurgent* takes its place. The *Resurgent* is a more standardised vessel overall than the late *Brawler*-class warship. Offering a powerful array of weaponry, the ship is designed as a mainline light combat unit fast enough to evade incoming fire and strong enough to tackle foes with ease.

### Exterior

The *Resurgent*-class has a similar external appearance to other PlazWorks-designed Trident ships such as the *Solaris*-class and *Independent*-class ships, and also uses a smaller version of the company's *V-Plate* cooling system.

### Systems

The *Resurgent* has seen many new improvements over its refit period, including a refresh in the shield pylon array mechanism, now allowing the traditional Ommi charge array for the shielding system to boost more power into the shielding system all the time offering a larger shield capacity than its predecessor.

It also has a vastly superior thruster array that has been retrofitted to require much less power for better thrust output, allowing the ship to have a 2.5 thrust-mass ratio, while needing a significantly smaller amount of power to operate, even on the ships heavy-duty hull frame. In times of emergency, the power output from the thrusters can be cut to enhance the defensive systems to assist with a last stand scenario, though ship crews have been known to swap this around to save the ship in times of emergency.

The crew requirements on the ship have been drastically reduced from the late *Brawler*-class which required a crew of 10 to operate at full functionality at its end days; the *Resurgent*-class is part of the Phoenix AI program which has allowed the *Resurgent*-class as well as many other ships and newer drone models to have drastically less crew, so the *Resurgent*-class has a total permanent crew of 5. The move was questionable by some in the higher ranks, but it was deemed necessary to improve deployment of ships and pave the way for larger fleets with smaller crews.
Sterling-class

## Sterling-class Utility Craft

A generic Sterling-class in flight.

...and more

The ***Sterling*-class** is a modular class of small utility vessel, manufactured by PlazWorks Shipyard and Construction Company and Starcore Mining-Co for the Trident Foundries military and civilian contractors.

## Description

The *Sterling*-class is a modern light utility craft, able to be adapted to fill almost any role thanks to it's incredible modularity combined with a simple, clean design.

In general, the *Sterling*-class utilises a range of military grade components from PlazWorks combined with a light frame, to create a good all-round cargo ship.

### Exterior

The *Sterling*-class has a simple, boxy design for rapid manufacture, with the two engines placed at the rear for easy maintenance.

### Interior

The vast majority of the interior of *Sterling*-class vessels is taken up by a huge cargo/hangar bay which can hold a large assortment of cargo crates, starship parts or shuttles. A small 4-man crew room is located behind this, with the control deck above the crew room.

### Systems

The rear section is dominated by 2 Hunter-type plasma engines, which is a modernised corvette engine first used on the *Hyperion-*class, allowing the transport to keep surprisingly good speed and efficiency. Combined with its dual drive core, and medium pulse phase drive, the ship can effectively haul a large quantity of cargo with only a small 4 man crew.

## History

The original design was proposed by retired transport and mining contractor Patrick Sterling, who had survived the Union conflicts of GY 2416-18; though not a part of the fighting, he did help with performing several key smuggling runs and a large portion of food ration smuggling past blockades and fleets that greatly helped contribute to the Union's survival during that period. He had noticed and actively partitioned that the ageing civilian fleet designs utilized by Trident's trade commission were obsolete and too complex to maintain. His solution finally came after having built up a significant reputation during the war, he managed to secure an audience to show his design to. His design being a compact, simple ship which can be quickly adapted for various multitask operations.

Amazingly, Patrick Sterling managed to convince the majority of the construction companies with the rather simple design, even PlazWorks was interested in securing the contract for the ship, who are more known for producing the majority of Trident's warships rather than civilian vessels. Patrick Sterling would eventually accept contracts with PlazWorks and Starcore Mining-Co, who refined the existing design.

The design was so effective and compact that PlazWorks directly modified one into a landing craft for the *Independent*-class flagship project, which was nicknamed the “Skiff” by the crew as it made a good boarding or landing craft.
Formidan Colonial Mandate

The **Formidan Colonial Mandate** is a fairly large, yet isolated, faction that operates from the planet Formido.

They have an empire that spans several hundred star systems on the eastern edge of the Orion Galaxy.

## Description

The Formidans are an aggressive faction, relying on their strong military might to enforce order and defend its borders from opposing forces such as the Odium Empire. Their allegiances are very quick to switch, as demonstrated with their brief failed alliance with the Odium Empire in GY 2410.

The Formidans tend to stay neutral in many matters, unless they directly threaten Formidan interests or if they are hired to take a side.
Trident Orbital Defence Torpedo Platform

## Orbital Defence Torpedo Platform (ODTP)

The **Orbital Defence Torpedo Platform (ODTP)** is one of Trident Foundries' oldest defence constructs used by the company to defend key installations and planets in their territory.

## Description

Armed with four large fusion torpedo launchers and featuring it's own anti-missile weaponry, a battery of these satellites can defend a facility from almost any attack.

### Exterior

Both models of the ODTP are dominated by it's four forward fusion torpedo launchers, with a small control section placed between them. Behind the launchers are four large heat exhaust vents.

Mk.2 ODTPs have a plate of white coloured Sirius Shipyards *S-Plate* armour plates installed, covering roughly half of each launcher, along with one PlazWorks PD-3 "Ripper" point-defence turret on each side, mounted on raised platforms.

### Interior

Only the small forward control room is accessible to people. It seats a weapon operator (an AI system takes over if not present), and two technicians to monitor the turret's systems.

### Systems

Four huge fusion torpedo launchers provide the bulk of the ODTP's firepower, with enough explosive power to outright destroy a corvette, and deal significant damage to larger vessels.

Four independent fusion reactors power the turret's systems; four heat exhausts directly behind these radiate the considerable amount of heat the weapons produce backwards and away from the weapons.

## History

E

After the end of the UIS-Odium war these turrets were retrofitted with PDC systems and modernised armour systems to bring them into modern standard with the rest of the rebuilding fleets.
Intro Story - Start

You watch from the shadows of black stone buttresses. The pointed arches and stained glass windows of the masons’ guildhall loom above you, imperiously monitoring the traffic through the city gates. The street between you and your target is full of people striding purposefully through the snowy morning to start their day in stores and workshops. The noise and movement almost distracts you from the song that echoes in your mind.

*Come to the Forum…*

With concentration, the voice fades and you focus on your target. The building is low, long, and silent. Like the rest of the central district, it is built of black granite flecked with mica. The guildhall in whose shadow you wait is made of the same material, but in the monumental form of a commercial cathedral. It draws the attention of passersby, distracting their eyes from its boxy neighbor. It would be easy to mistake the simple, utilitarian shape for a protrusion of the city wall it lays against.

But it’s clearly meant to be entered. The proof is the pine door and its hand-painted sign: The Forum.

You’ve been watching since sunrise and no one has come in or out. Traffic flows unnecessarily far from the door. Everyone has silently agreed to disregard it, like the bad habit of a beloved relative. Or the song you keep hearing on the breeze.

*… in Soros. Come to…*

No. Back to the morning, the snow, the pine door. You must move. Eventually a town guard will notice you lingering against the guildhall, and ask questions you can’t answer.

“Why are you here?”

“Are you meeting someone?”

“Are you ok?”

*…the Forum in Soros. Come…*

The question is whether you move through the door or leave.

*…to the Forum in Soros…*

The song is getting worse, but it gets quieter when you move. Time to… what?
Type-31 (Ship)

## Type-31/Khopesh-class

A Khopesh-class, painted in the Trident colours of the 2430s

The engine array of a Khopesh-class.

The **Type-31**, better known as the ***Khopesh*-class**, is a highly advanced small gunship constructed by Sirius Shipyards for Trident Foundries' Expeditionary Force.

## Description

Attaching to the rear of the Type-30 *Spectre*-class and also capable of full independent operation, the Type-31 gives crews of the *Spectre*-class vessels valuable protection and reconaissance capabilities without putting the main ship at risk.

### Exterior

The entire outer hull is composed of two shallow sloped armour sections forming the ships' "wings" and protecting key areas.

Behind the docking clamps, a small cockpit pokes out of the center of the ship, and behind that, two vents for the engines.

### Interior

A small two-man cockpit interior and a bunk below make up the only inhabitable space inside a *Khopesh*.

### Systems

Five comparatively large PlazWorks-derived thrust units give the *Khopesh*-class incredible acceleration, while advanced RCS and redirection units give it superior manueverability to most of the PlazWorks-designed corvettes in service with the Trident navy.

Armed with twin-linked rapidfire plasma cannons and several fusion missile launchers, a *Khopesh* is capable of dishing out a lot of damage for it's size.

## History

E

A fully-independent version of the Type-31 known as the Type-31a *Elite*-class was also produced by Sirius Shipyards starting in GY 2432. It is unable to use the *Spectre*'s gunship dock but is a more capable craft overall.
Mako-class

## Mako-class Escort

TRV Independent-02/2 detached from the mothership.

The ***Mako*-class** is a class of small, fast escorts and patrol craft built and operated by the military of the Trident Foundries.

## Description

The *Mako*-class was originally built as a sloop to be attached to *Independent*-class Battleships, however Naval Command saw the potential of the vessel and authorised it to be built standalone.

Smaller and faster than the *Strider*-class corvette, but larger than the typical fighter or bomber craft, the *Mako*-class fills a gap in the Trident Star Navy's capabilities, as it is able to go almost anywhere a fighter craft can, while having the added bonuses of a marginally larger crew and bigger cargo space.

### Exterior

The *Mako*-class strongly resembles the civilian *Sterling*-class Utility vessel and Type-2 police sloop from a side view, but many differences exist between the three vessels. Most notably the *Mako*-class has the typical PlazWorks *V-Plate* cooling system of military vessels, which was omitted on the *Sterling*-class but kept for the police Type-2.

The *Mako* also has a similar external shield generator assembly to the *Hawker*-class droneship.

### Interior

The *Mako*-class has a sparse interior for two crew, a pilot and weapons officer/navigator. Crew accomodations are spartan, and are not recommended for use for over a week at a time.

### Systems

The *Mako*-class lacks shields compared to its closest military contemporary, the *Strider*-class, as the *Mako* focuses on speed and manuverability to the detriment of traditional defensive measures. Three comparably massive sublight engines propel the *Mako* to speeds comparable to a *Swift*-class light fighter.

A powerful thrust redirection system allows *Mako*-class vessels to rapidly change direction, and to dodge incoming fire effectively.

#### Defensive systems

The *Mako*-class has heavy armament for its size; all of which is spinal. Two plasma cannons jut out of the forward tip of the craft; these cannons are barely weaker than the plasma beams of a standard *Strider*-class. Two forward mounted fusion missile launchers are available to give the *Mako*-class even greater firepower and range.

The *Mako* was the first (manned) class of Trident vessel to be fitted with co-axis shield generator equipment. Previous starships relied on a combination of a frontal shield pylon and a single cylindrical conformal shield generator, usually at the midsection. The *Mako*'s co-axis shield generators dominate the sides of the vessel and allow it far stronger shielding capacity than a vessel of its size usually would have, and they set the standard for Trident shield generation tech for the next three decades.
Xyphos-class

## Xyphos-class Frigate

TRV Xyphos during trials, GY 2433

The ***Xyphos*-class** is a class of light frigates and skirmishers, manufactured by the Sirius Shipyards corporation for the Trident Foundries military.

## Description

The *Xyphos*-class is the smallest frigate by tonnage and dimensions in the Trident Star Navy, at only 152 metres long; only barely longer than a *Falx*-class or *Cobra*-class corvette. This has led to some confusion over what type of ship it is, with some commanders calling it a corvette, others a frigate.

Despite the small size, it packs considerable alpha-strike potential with a fixed forward plasma coilgun, a powerful array of engines, advanced sensor equipment, and a comparatively large cargo bay allowing it to serve as a raider or a blockade runner. It is not originally designed as a line ship however, and the class falters in long engagements.

The *Xyphos*-class is based partially on plans drawn up for a frigate around GY 2390 which never progressed beyond a single prototype.

A Mk.II refit completed in late GY 2434, dubbed the "Super-Xyphos", added two forward fusion torpedo launchers, racks for 500 "Meteor" warheads, cooling system overhauls, and a significant upgrade to the forward fixed plasma cannons and the four turreted plasma weapons. These upgrades allow it to serve as a capable line frigate as well as the alpha-damage raider role it was designed for.

### Exterior

The shaping of the vessel follows a primary wedge shape, with additional height added with large vertical armoured hull extensions above and below the wedge housing the primary and secondary weapon systems respectively. The wedge inverts about 2/3rds of the way along the ship, narrowing to house the engine array. Between the two wedge armour sections sit the docking ports and turret mounts. A thick armour plate covers the vulnerable topside of the top central engine.

Its overall shape has been compared to the Nova Fleet *Argos*-class destroyer.

### Systems

*Xyphos*-class vessels are armed with a single centreline plasma coilgun, which takes up a large majority of the space in the forward hull; it was originally designed to mount a single capital-grade fusion torpedo launcher using the "Meteor XL" anti-capital torpedoes. Additionally, they have two fixed standard plasma cannons in a hull notch on the bottom front of the vessel, and four PlazWorks plasma turrets positioned above and below the docking ports. All four plasma turrets are able to fire directly forwards, to concentrate the ship's firepower on a single target.

The Mk. II "Super-Xyphos" refit adds two fusion torpedo launchers to the ship's forward trenches, augmenting its anti-capital firepower. In addition, the plasma weaponry received upgrades, putting the weapons on par with those equipped on the much larger refitted *Brawler*-class frigates, allowing the class to serve as line frigates in addition to skirmishers.
H-type

## Aesthetica Fleetworks H-type Utility Vessel

A combat-fitted H-type.

The four massive thrusters of a H-type.

The **Aesthetica Fleetworks H-type Utility Vessel** is a modular small capital ship, designed and produced by the small Aesthetica Fleetworks corporation. Ships of the class can fill almost any role in a fleet.

## Description

The H-type is a highly modular small ship that provides a relatively cheap option for planetary defence forces or minor powers to expand their fleets. Being capable of both combat and logistical roles makes the ship particularly appealing to cash-strapped PDFs and minor powers who wish to standardise on one ship type for various roles.

### Exterior

All H-type vessels are highly industrial in appearance, with pipes and conduits snaking all over the hull and systems.

The H-type has a distinctive vertical hammerhead frontal section, with the bridge located on the top half of the hammerhead while any spinal weapon outputs are on the lower half. A thin neck connects this to the main hull, which widens out for four massive thrusters.

### Interior

The interior layout differs between variants of the H-type.

### Systems

All H-type vessels share the same four-engine layout.

Combat variants of the H-type have four forward fixed plasma cannons on the lower half of the hammer head, along with two rapid-fire plasma turrets either side of the head, a small plasma turret on the bottom of the head, and many more turrets on the main hull.
Dagger-class

## Dagger-class Intel Corvette

The **Sirius Shipyards CRV-2433/02** ***Dagger*-class** is a class of corvettes specially commissioned and operated by Trident Foundries' elite Intelligence division.

## Description

Often operating alongside the smaller *Nyx*-class corvettes, *Daggers* are tasked with such missions as raiding supply lines, covertly dropping operatives off at planets or stations, and discreetly eliminating high-value targets. The *Dagger*-class is highly suited to these covert missions, as ships of the class come standard with a complex suite of stealth technologies that allow the vessels to cloak themselves, rendering them invisible to all but the most sensitive of scanning technologies.

While the *Nyx*-class has more direct firepower than the *Dagger* as well as more powerful engines, the *Dagger* has the advantage of a larger cargo bay, bigger power reserves for the engines and cloaking field, and being a physically larger vessel that can linger in combat zones longer than the small and fragile *Nyx*.
Cobra-class

## Cobra-class Corvette

The ***Cobra*-class** is a class of small, agile light corvettes manufactured by Sirius Shipyards for the Trident Foundries military.

## Description

One of the products offered by the revitalized Sirius Shipyards from GY 2432, the *Cobra*-class offers a vastly different take on the corvette role than an equivalent PlazWorks ship.

With a long, narrow and mostly-uninterrupted rectangular design influenced by past Infinite FleetWorks ships, the *Cobra*-class stands out amongst the primarily PlazWorks-dominated Trident fleet.

The *Cobra*-class was designed to fit into a large hangar onboard *Exodus*-class vessels, but it is also a capable vessel on its own.

*Cobra*-class Mk. IIIs are equipped with four point-defence turrets of their own, and pack a significant punch against small vessels. Such equipped *Cobra*-class vessels are the standard blueprint loaded on the shipyards of the titanic *Sovereign*-class carrier.

### Exterior

The majority of a *Cobra*-class is covered in Sirius Shipyards' own bright white armour system, informally dubbed *S-Plate Armour*, that makes the vessels stand out from darker and more common PlazWorks ships.

The forward end houses two plasma beam emitters, and a fusion missile launcher is placed below these, in a small recess, for longer-ranged combat.

### Interior

The *Cobra*-class has only a small accessible interior section.

From the two side airlocks, there is a central corridor with a computer core access panel, followed by a ladder to the bridge and living section. This section has two bunk beds for the two-man crew, a small table with a built-in replicator, and the two control consoles at the forward end of the room.

### Systems

*Cobra*-class vessels are modestly armed, with twin forward plasma beam emitters and a single fusion missile launcher. Mk. III models are also armed with four PlazWorks "Stinger" point-defence turrets, giving them additional firepower against small ships and projectile weaponry.

These vessels feature powerful sublight thrusters and an extensive array of RCS thrusters that give the ship exceptional speed and manueverability.

## History

In late GY 2431, the design teams at the restored Sirius Shipyards began designing a number of new vessels, including the *Cobra*-class and the substantially larger *Exodus*-class. The *Cobra* prototype was tested on December 2431, and was commissioned into the fleet in February 2432, while many further vessels of the class have followed since.
Type-4 (Ship)

## Type-4/Phantom-class

An unpainted Type-4 fresh from the factory

A Type-4 Phantom in Trident Expeditionary Force colours.

The **Type-4 Pursuit Vessel**, officially called the ***Phantom*-class** in Trident service, is an agile gunship and light corvette built by PlazWorks and is in service with the Trident Foundries military, as well as other powers and private citizens.

## Description

A massive update to the older Type-3 Pursuit Vessel, the Type-4 is essensially a brand new ship compared to the older vessels.

### Exterior

The exterior of the Type-4 has been given a complete overhaul, originally to conform to the stringent Expeditionary Force standards. An entirely new midsection gives the vessel a lot more interior space than before, and a rebalanced aft end ensures the vessel's proportions are sound.

The bottom rear fins have been reinforced and flattened to serve as fixed landing points, while a landing gear that also doubles as a docking point door has been installed in the lower midsection, just behind the cockpit section.

### Interior

The large cockpit has been rebuilt as well, and it now has seating for three; pilot/captain, weapons officer, and a third seat for general duties. The section also features two beds, which allows for longer-term operations and shift work, and a small medical area. Two small windows were installed on the sides of the cockpit section to give the crew an alternative view of space.

### Systems

The Type-4 features an advanced ramscoop system in the forward ends of the thruster pods, using technology first pioneered in the *Mjolnir*-class frigate. This allows the vessel to be vastly more self sufficient than many older Trident vessels. The ramscoops also double as a particle filtration system, allowing the Type-4 to gather particle samples for study by larger ships.

Type-4s are armed with a single plasma beam emitter below the cockpit, replacing the Type-3's rapid plasma cannon. It is also armed with four fusion missile launchers firing "Meteor" missiles.
Elves of the Zerif Forest

These rustic elves, known colloquially as “wood elves,” are very loosely affiliated. Like the orcs, they rarely band together or make use of operatives outside of their home territory. Within their forest, however, they are aware of almost everything that happens. You may not see them, but they have likely seen you coming from some distance away.

### Agents

These elves eschew large gatherings and instead have a set of hermitages and family dwellings. They share stories when they meet, and their immediate area is well-known to them as most have lived in this place for centuries. The changed course of a stream after a flood is more interesting to them than the politics of the human city-states.

### Capabilities

There are a number of skilled wizards and sorcerers in their ranks, as well as rangers and monks. They lived for years under threat of suppression by the Sylvan Empire, so they are prepared to defend their forest, though that particular threat has passed. If another faction tried to make the Zerif Forest a new base they would find a quick and focused opposition.

### Agenda

They wish to be left alone to their contemplative lifestyle. The only reason their people might venture out as an agent of their people is to protect themselves from threats to that peace.
Nova Fleet

## The Nova Fleet

The **Nova Fleet** is a nomadic flotilla of ships that travels from system to system, never settling in any one place.

## Description

The Nova Fleet is a breakaway fleet from a highly advanced Human colony fleet that was stranded in the Orion Galaxies. With all attempts at establishing communications unsuccessful, the ships turned to floating the cosmos, and over hundreds of years suppressed details of their origins.

Over the hundreds of years, they have travelled to almost every corner of the Orion Galaxy.

Despite being nomadic, they are almost entirely self sufficient, having a greenhouse for food on every ship, being able to manufacture various warships on the fly thanks to huge foundry ships, and the various mining vessels in their fleet to gather any resources they cannot produce onboard their ships.

Their military arm is known as Nova Fleet Defence (NFD).

Nova Fleet maintains diplomatic relations with Trident Foundries and the Trident civilization, as well as the rest of the members of the Union of Interstellar States.

## History

The Nova Fleet's origins are suppressed, so not much information is available about their creation. All that is known, is that the Nova Fleet was a breakaway from a colony fleet that turned to a nomadic lifestyle.

In around GY 2400, they surfaced in the region of the Orion Galaxies that contained the Trident civilization, and immediately made trading agreements, as the Trident merchants had valuable (to the Nova Fleet) raw materials for reasonable prices.

E