recursal/Fanatic-Fandom huggingface dataset:
Vara K'chrai

Vara K'chrai is a planet in the Ka'ch'chrai system. It is controlled by the Wanderers and currently serves as their capital.

## Background

### Outfitter

Yes

This is the most populous Wanderer world, with dozens of large cities. The tallest buildings branch and cantilever out from their bases like metallic trees. More than half the surface of the planet is ocean, with a few small settlements built on massive living rafts of algae and seaweed, perhaps ten meters thick and up to several kilometers wide. Much of the land is forests, with villages built entirely in the treetops.

There are also farms here, but more like gardens or parks than a human farm: each with dozens of species of plants growing side by side, and harvested by autonomous robots.

## Spaceport

The streets in the Wanderer capital city seem to be mostly reserved for cargo vehicles; the Wanderers themselves fly from one building to another instead, and the skyscrapers have balconies dozens of stories above the ground where visitors can land or take off. The air traffic seems utterly chaotic, but somehow they avoid colliding with each other in midair, and certain columns of airspace have been reserved for ships taking off and landing so that flying Wanderers will not get caught in the backwash from the ship engines.

## Information

* Wanderer planets and moons cannot be dominated.
Swiftsong

Swiftsong is a station in the Uwa Fahn system. It is controlled by the Hai.

## Image

Swiftsong Station is operated and maintained by the Imo Blep corporation as a giant convention center. Most Hai stations restrict access beyond the docking bay or the promenade to at least some degree, but Swiftsong is almost completely open.

Tens of thousands of Hai pass through on an almost daily basis as the continual churn of summits, forums, conventions, symposiums, productions, conferences, weddings, festivals, and the like roll on in an endless cavalcade of life. With Icelake nearby and Hai-home just one jump away, this station is a major cultural hub that even houses the head office of one of the biggest music labels in Hai space.

## Spaceport

The spaceport promenade runs around the interior of the station and is divided into the usual two levels, but has four additional ring levels rising up from the promenade into each of the station's main branches. Almost any business or service you could want can be found here - except for an outfitter or shipyard. Apparently there is simply no room, as the docking bay must take up nearly all the station's exterior space to accommodate its massive volume of daily traffic.

## Information

Hai planets and stations cannot be dominated.
Siedi

Siedi is a planet in the Scija system that is controlled by the Gegno Vi.

## Image

The gravitational pull of the nearby gas giant resulted in the large, bulky, mountainous surface of this planet. Tectonic shifts are very common, and the surface is marked with the wear and tear of massive tremors. Beneath the cracks, however, lies a rich source of materials that the Vi quickly capitalized on for their nearby worlds.

## Spaceport

The spaceport is haphazardly built into the side of a smaller mountain, and every now and then you can feel a very faint rumbling from below. You're not sure if it is beneath you or somewhere off in the distance. Construction work around the spaceport is ongoing, but it is more likely because the Vi are busy finding new places to mine for materials rather than making improvements to the spaceport itself.

## Information

* Landing on Siedi requires a reputation of 1.
RG18 Torch Thruster

## Description

The RG18 is a moderately large thruster used by the Gegno Vi. Ion Torch Thrusters are similar to human ion thrusters, but their explosive exhaust causes them to run hotter. However, they also require slightly less energy.

## Location

This cannot be purchased, but can be found equipped on some Gegno Vi ships.

## Information

* Purchasing this would require a Gegno Civilian License.
Squid

Ship Class
 Image
 Hull
 Mass
 Drag
 Fuel Capacity
 Heat Dissipation
 Required Crew
 Bunks
 Cargo Space
 Outfit Space
 Weapon Capacity
 Engine Capacity
 Gun Ports
 Turret Slots
 inscrutable

## Description

This species of space life is found around hotter stars and feeds on solar energy, storing it in four organs that give off the appearance of eyes. Due to all of the internal energy and pressure, these creatures explode violently upon death, which may surprise aggressors.

## Location

The Subsidurial can be found in the Acheron.

## Information

* These cannot be legitimately obtained by the player.
* This is one of the appearances of the Vyrmeid.
Void Sprite (Adult)

## Description

The void sprites are an enigmatic species under the watchful gaze of the Archon originally discovered in the Nenia system. The species' connection is unknown, but the Archon seem particularly protective of them.

## Location

These cannot be obtained but can be seen flying in Nenia.

## Outfits

Void Sprites use Mouthparts as weapons and has Void Sprite Parts installed, everything else is built in.

## Information

* Void Sprites are an indigenous life form found in Nenia. They are under the protection of an Archon.
* This is the larger of the two types of void sprites.
* This ship has built in engines.
* This ship can land on Gas Planets.
* These can drop Void Sprite Parts when killed.
Uelawan

## Uelawan

### Outfitter

No

Uelawan is an uninhabited system in Gegno space.

## Landing Locations

Uelawan does not have any landing locations.

## Links

Uelawan links to the following systems:

* Gualetri
* Oosuoro

## Mining

The following mineable asteroids spawn in Uelawan:

* Aluminum
* Lead
* Titanium

## Fleets

The following fleets naturally spawn in Uelawan:

* Gegno Basic
* Gegno Miners
* Small Scin
Teciimach Bay

## Description

Electromagnetic pulse weapons were originally developed by the Remnant during the early days of their colony, when they were living in fear that the Alphas would overrun human space and expand beyond it.

Centuries later, the Teciimach revision includes a range of upgrades to their effectiveness, efficiency, reliability, and safety. The Remnant attribute these improvements to a mix of the latest research and secrets uncovered by Warren research teams.

## Location

This outfit becomes available for purchase in Remnant space during the Remnant campaign.

## Information

* Purchasing this requires a Remnant License.
* This fires Teciimach Canisters, which can be stores in Teciimach Canister Racks.
* This is an improved version of the Remnant EMP Torpedo Bay.
Steering (Comet Class)

## Description

This compact steering system is a classic example of Korath technology: small, powerful, and woefully inefficient.

## Location

Lunar Class Steering systems can only be obtained by looting the Kor Mereti Model 256 or the Sniper variant of the Kor Sestor Met Par Tek 53.

## Information

* Korath engines are very powerful, but they also generate high amounts of heat.
Spera Anatrusk

Spera Anatrusk is an uninhabited planet in the Kaliptari system.

It was the second world the Korath colonized. It became the home and the capital of the Anatruskor Empire, the most advanced of the Korath factions, and the longest lasting. After the civil war that led to the Korath's downfall, Spera Anatrusk was the last surviving enclave of the Anatruskors, before its final collapse c. 2960 due to a revolt destroying the last remnants of their infrastructure.

It becomes colonized by the Wanderers during the Wanderers campaign.

## Background

### Government

Korath (Anatruskor Empire) -> Uninhabited -> Wanderers

### Outfitter

No

> This is a relatively dry planet, and the only Korath cities were close to the poles where the temperatures are more mild and the lifeless deserts give way to grasslands and even a few scattered forests. The largest city was clearly destroyed by orbital bombardment. The other cities seem to have been done in by rioting or looting, leaving smashed windows and burned-out buildings behind. Some of the damage is very recent; the Korath survivors here held out for a long time.
>
>

The following line is added after the Wanderers colonize Spera Anatrusk.

> Hidden deep in a canyon, the Wanderers have begun establishing a military base here.
>
>

## Spaceport

Initially none, but this is the spaceport description after it becomes colonized by the Wanderers.

> The Wanderers have hollowed out hangars and caves in the soft sandstone walls of this canyon and have begun to build a military base where they can store supplies and repair their ships while trying to decide how best to deal with the new challenges that face them in Korath space.
>
>

> Oddly enough, they have also found enough time to plant a large garden on a terrace near the base of the canyon, where they are experimenting to find out which plant species will best grow in this arid environment. The Wanderer drive to understand and transform the local ecology is strong, indeed.
>
>

## Outfitter

Initially none, but the following outfitters are added after the Wanderers colonize Spera Anatrusk.

* Wanderer Basics

## Information

* Spera Anatrusk is an uninhabited planet and cannot be dominated.
Southbound Advanced

This page shows the ships that will be added to planets and stations with "Southbound Advanced" in their shipyards. These ships are produced by Southbound Shipyards.

## Ships

### Heavy Freighter

* Hauler II
* Hauler III

### Utility

* Nest (Available 90 days after August 29, 3014)
* Roost (Available 180 days after August 29, 3014)
* Skein (Available 180 days after August 29, 3014)

### Heavy Warship

* Dreadnought (Requires completion of Free Worlds Storyline missions FW Bloodsea 1.1B or FW Bloodsea 1.2A)
Teciimach Canister Rack

## Description

The Teciimach Canister Rack is used to store extra sets of components, both to expand the capacity of a ship, and on carriers for resupplying fighters.

In addition to its ammunition capacity, the storage bay can also contain a small amount of charge, enough to let an otherwise battery-less ship assemble Teciimach Torpedoes.

## Location

This becomes available in Remnant space during the Remnant campaign.

## Information

* Purchasing this requires a Remnant License.
* This stores Teciimach Canisters, which can be used in the Teciimach Bay and Teciimach Pod.
Tek Far 109

## Shipyard Description

The TF109 is designed almost solely for the purpose of carrying a fleet of Kor Sestor fighters and drones. Without them to serve as a protective screen, the ship itself is relatively helpless.

## Location

The Tek Far 109 cannot be purchased, but it can be captured from Kor Sestor space.

## Outfits

These are the standard outfits equipped on a Tek Far 109

## Information

* The Tek Far 109 is usually abbreviated as TF109.
* Kor Sestor and Kor Mereti ships are automated and require no crew.
* Automata ships use a different boarding system than usual. Instead of having crew, they have a self destruct chance. With the TF109, you have a 30% chance of being able to board and loot the ship, and another 30% chance of being able to capture it. In total, you have a 9% chance of being able to capture the TF109
Stronghold of Flugbu

Stronghold of Flugbu is a planet in the Flugbu system. It is controlled by the Coalition.

## Background

### Outfitter

Yes

The Stronghold of Flugbu was used as a military base during the War of Independence. Now it is a manufacturing world, specializing not in large machines but small, intricate components. It is also home to House Bebliss, the secretive guild that specializes in communication, translation, and encryption. House Bebliss is essential to the Coalition economy because they maintain the hyperspace communication network, but there are also rumors that they may have ties to the Resistance.

## Spaceport

The spaceport here is a single massive compound, a relic of its military past, with hangars of all different sizes along its periphery and gun emplacements that may still be operational even though there has been little need for them in thousands of years. A fleet of Heliarch military ships is stationed here, as well, but their role is mostly ceremonial.

The hallways of the compound are packed with members of all three Coalition species, most of whom walk quietly and purposefully without stopping to speak with each other.

## Outfitter

* Coalition Advanced (outfitter)
* Heliarch Basics (outfitter) after completing the Heliarch campaign introduction.

## Information

* Coalition planets and stations cannot be dominated.
* Landing on Stronghold of Flugbu requires a reputation of 25; this cannot be bypassed through bribery.
Void Rifle

## Description

The Remnant made a significant number of these weapons during the early years of their research on the void sprites, but have not been able to make any new ones since the Archon stopped their harvests. Without a supply of new tentacles to use, the Remnant have been unable to manufacture more. While durable, they rarely last more than a decade, so even the best cared for of the old Void Rifles degraded into uselessness centuries ago. These highly effective weapons are credited with helping the Remnant safeguard their refuges from ground-based threats during their early years.

When fired, the Void Rifle emits a beam that has a strong paralyzing effect on the nervous system. With an area of effect that penetrates walls and other solid objects, it is an incredibly effective weapon.

## Location

This cannot be purchased, and can only be obtained from a mission.

## Information

* This is the most powerful hand to hand weapon in the game, but you can only get one of them.
* The mission this is from offers either this or the Penguin as an end reward.
Sol Saryd

## Commodity Prices

### Luxury Goods

1023

Sol Saryd is the home system of the Saryds. It is controlled by the Coalition.

## Landing Locations

Sol Saryd has three landing locations, Saros, Revelation, and Mystery.

## Links

Sol Saryd links to the following systems.

* Belonging
* Companion
* Ancient Hope

## Amenities

Sol Saryd has both a shipyard and an outfitter.

## Mining

These are the mineable asteroids that spawn in Sol Saryd.

* Aluminum

## Fleets

These are the fleets that naturally spawn in Sol Saryd.

* Arach Miners
* Small Arach
* Large Arach
* Heliarch
* Kimek Miners
* Small Kimek
* Large Kimek
* Saryd Miners
* Small Saryd
* Large Saryd
Trove

Trove is a planet in the Hamal system. It is controlled by the Syndicate.

## Image

Trove is a tiny world, too small to have a breathable atmosphere. It is home to an experimental "jack mining" operation that has split its surface open in order to gain access to the metal-rich core.

Most of the work here is done by machines, but a few people live inside an airtight complex in order to supervise the work and to sell ore and metal to visiting ships.

## Spaceport

Within the mining complex, you find a small cafeteria with an uninspiring menu, and windows overlooking offices where dozens of people are staring at flickering video screens. Because of the low gravity, everyone moves languidly, as if in a dream. It is nearly silent.

## Information

* Trove has a tribute value of 400 and is defended by Small Syndicate Fleets.
* Landing here has no required reputation.
Sparrow

* Overhead
* Thumbnail

The **Tarazed Sparrow** is a light interceptor. It is one of the three ships available at the start of the game, along with the Star Barge and the Shuttle.

## Description

Classified as an interceptor rather than a fighter because it has its own hyperdrive instead of needing to be carried inside a larger ship, the Tarazed Sparrow is the smallest and cheapest combat ship available. Because of its limited cargo and passenger space, the primary way for a Sparrow pilot to pay the bills is to upgrade the weapons and hunt pirates... or become one. In either case, it is a perilous way to earn a living.

Government reports indicate that as many as two out of every three first-time ship buyers who choose to pilot a Sparrow lose their ship (and often, their life as well) within the first month of owning it. Pilots who have survived longer than that tend to swear by replacing the stock weapons with missile launchers.

## Location

The Sparrow can be purchased at the following ports:

* Ada, Aldebaran
* Chiron, Alpha Centauri
* Clark, Seginus
* Delve, Scheat
* Foundry, Achernar
* Freedom, Almaaz
* Glaze, Aldhibain
* Hephaestus, Markab
* Luna, Sol
* Mainsail, Alhena
* Midgard, Aludra
* New Boston, Rutilicus
* New Britain, Dabih
* New Tortuga, Misam
* Reunion, Caph
* Rust, Kraz
* Sunracer, Mirfak
* Tinker, Diphda
* Valhalla, Epsilon Leonis
* Wayfarer, Tarazed
* Zug, Zubeneschamali
* Geminus, Castor (before the bombing)
* Greenwater, Fah Soom (Available 180 days after completing the Expanding Business mission chain)

## Outfits

These are the standard outfits equipped on a Sparrow.

## Performance Information

The Sparrow boasts the fastest top speed of the starting ships, although it has a similar speed, turning rate, and acceleration to the Shuttle. Out of the three, it is the best suited for combat, but asteroid mining is one of the best ways to make money in the Sparrow. It has the highest cost of the starter ships so there is less of a money buffer for players unused to budgeting for the loan incurred at the start of the game.

In Endless Sky, the capacity for carrying passengers can be altered by adding a Bunk Room outfit, where it was unchangeable in Escape Velocity. The Sparrow, as a combat ship, has only a handful of bunks. With three bunks, it is tied with the Star Barge, but inferior to the Shuttle as a passenger ship. It also has the smallest cargo capacity out of the three starter ships.

The Sparrow is the cheapest interceptor in the game, and it is the first warship that players can access. Because of this it has a very basic combat function with little room to upgrade or expand the vessel's capabilities.
Thrasher Turret

## Description

This turret mounts four Thrasher Cannons on a single rotating base. The resulting weapon deals a very satisfying amount of damage when fired from close range, especially against a slow-moving target.

## Location

These are the ports where the Thrasher Turret can be purchased.

* Viminal
* Aventine
* Caelian

## Information

* Purchasing the Thrasher Turret requires a Remnant License.
* The Thrasher Turret has good damage per second for a weapon of its size, but it also has relatively low range.
Typhoon Storage Tube

## Description

The Typhoon Storage Tube is used to store extra ammunition for Typhoon Launchers.

## Location

After completing the Free Worlds Checkmate branch or starting the Free Worlds Reconciliation mission FW Reconciliation 2, Typhoon Storage Tubes can be purchased at the following ports:

* Asgard, Naos
* Midgard, Aludra
* Valhalla, Epsilon Leonis

## Information

* This outfit stores Typhoon Torpedoes, which are used by the Typhoon Launcher and the Typhoon Pod.
Typhon Station

Typhon Station is a station in the Hadar system. It is initially controlled by the Republic, but it becomes part of the Free Worlds when they declare independence.

## Background

### Outfitter

No

Typhon Station is one of the major fuel refining stations in the galactic Rim. It is privately owned by Southbound Shipyards, and all the fuel produced here is shipped directly to them rather than being made available to visiting ships.

## Information

* Typhon Station has a tribute value of 500 and is defended by large Militia fleets.
R02 Battlezone Battery

## Description

Battlezone Batteries are primarily used on the Gegno's medium-range combat vessels, holding a moderate amount of power for long-lasting engagements. They also fit nicely on larger vessels as a buffer to power their more energy-hungry systems.

## Location

These cannot be purchased, but can be found equipped on some Gegno ships.

## Information

* Purchasing this would require a Gegno Civilian License.
* The only way to obtain this is by looting it.
Southern Mutual Defense Pact

> *"We're a collection of worlds that have decided that since the Navy doesn't patrol this part of the galaxy anymore, it's up to us to keep the pirates in check. The idea is that if the pirates ever try something big, like capturing an entire planet, that planet can call on the entire Pact to assist them. And, as you can see, we also do our fair share of helping out the local merchants where we can."*
>
>

> - Freya Winters, mission: Pirate Reconnaissance (Pact Recon 0)
>
>

## Southern Mutual Defense Pact

### Hyperspace Capabilities

Hyperdrive

The **Southern Mutual Defense Pact** is an interstellar organization that brings together the militia groups in the eastern Southern Rim.

The Republic originally consisted of the systems around Earth, down to the systems in the South and the Rim. However, when the Paradise Planets joined, the Republic Parliament reorganised itself into a population-based representation that benefitted rich and populous planets like those of the paradise worlds, and took power away from the less populated and wealthy planets in the Rim, the Dirt Belt, and the South.

In recent decades the Navy presence in the south has decreased, due to the Paradise Planets' attitude of the Navy being their own personal defense fleet. As a result, there has been a substantial rise in piracy. To help combat the increased pirate threat, the local militia fleets of the southern planets combined to form the Southern Mutual Defense Pact, to better co-ordinate their fleets against the pirates.

Many of the planets of the Southern Mutual Defense Pact are unhappy with their lack of representation and the taxation model of the Republic. They would later secede from the Republic to become the Free Worlds, with the leaders of the Pact forming the Free Worlds Council. The events that occur as a result make up the main storyline of Endless Sky.

Before the declaration of independence, the Pact is represented by the "Militia" faction, in green.

## Ships

All the ships used by the Militia are southern designs, by Tarazed Shipyards or Southbound Shipyards.

### Interceptor

* Fury
* Sparrow
* Hawk

### Medium Warship

* Bastion
* Osprey

## Faction Relations

* Republic - The Republic is suspicious of the Pact, and its actions are being monitored by Navy Intelligence.
* Alphas - The Pact is hostile towards the Alphas.
* Quarg - The Pact is neutral with the Quarg.
* Pirates - The Pact is hostile to all pirates, and their increase in recent decades were the reason for their formation.
Sko'karak

## Sko'karak

### Outfitter

No

Sko'karak is an uninhabited system in Wanderer space.

## Links

Sko'karak links to the following systems.

* Ka'ch'chrai

During the Wanderer storyline, a wormhole appears leading to Kaliptari.

## Mining

These are the mineable asteroids that spawn in Sko'karak.

* Titanium

## Fleets

These are the fleets that naturally spawn in Sko'karak.

* Wanderer Defense
Violin Spider

Ship Class
 Image
 Standard Cost
 Shield
 Hull
 Mass
 Drag
 Heat Dissipation
 Fuel Capacity
 Required Crew
 Bunks
 Cargo Space
 Outfit Space
 Weapon Capacity
 Engine Capacity
 Gun Ports
 Turret Slots

## Description

The Hai fighter is equipped with what most humans would consider the greatest technology available, but all of that high tech comes at a cost.

Fighters do not come equipped with a hyperdrive. You cannot carry a fighter unless you have a ship in your fleet with a fighter bay.

## Location

The Violin Spider cannot be purchased, but it can be captured.

## Outfits

These are the standard outfits initially equipped on each Violin Spider.

## Information

* In the versions before 0.10.3, the only way to obtain the Violin Spider is by capturing it.
* Since 0.10.3, Violin Spiders can be purchased in the unfettered shipyard (on Darkcloak) and do not require Unfettered Militia License.
Secret Sky

Secret Sky is a planet in the Far Horizon system. It is controlled by the Coalition.

## Background

### Outfitter

No

Grass and trees are scarce on this perpetually cold and foggy planet. The dominant form of vegetation is a mixture of mosses and lichens which can grow into mats more than half a meter thick. Vast herds of hoofed animals wander across the planet's surface, unable to stay in one place for long because the moss that they eat can take decades to grow back.

The hardy plants that grow here are useful for producing a wide range of medical compounds.

## Spaceport

The spaceport city has a ring of searchlights perpetually pointed skyward to direct ships in to a landing in the fog in case their other instruments malfunction. Entire sectors of the city are off limits to non-Saryd visitors, and presumably are home to the secret research labs where advanced medicines and other technologies are being developed.

## Information

* Coalition planets and stations cannot be dominated.
* Landing on Secret Sky requires a reputation of 15; this cannot be bypassed through bribery.
Thermal Repeater Turret

## Description

Thermal Repeaters fire compact bolts of superheated plasma at their targets. For every one of these turrets installed on a ship, an auxiliary cooling system is typically required to cope with its heat output.

## Location

This outfit can be found equipped on the following Kor Sestor ships:

* Kar Ik Vot 349 (Standard and Offense variants)
* Met Par Tek 53 (Standard variant only)
* Tek Far 71 - Lek (Close Quarters variant only)
* Tek Far 78 - Osk (Close Quarters variant only)

## Information

* The Korath Repeater Turret operates in a burst-fire fashion.
Type 2 Radiant Thruster

## Description

Wanderer engines work by transferring excess heat from the ship into the exhaust plasma. When not providing thrust, the engines still serve as a cooling system.

## Location

Type 2 Radiant Thrusters can be purchased from Wanderer Space.

## Information

* Purchasing this requires a Wanderer Outfits License.
* Wanderer thrusters have low thrust/mass, but are very efficient in terms of energy and heat, and even provide cooling.
Small Thrust Module

## Description

This tiny thruster produces a considerable amount of thrust... but also a considerable amount of heat.

## Location

This can be purchased from Coalition space.

## Information

* Purchasing this requires a Coalition License.
* Due to its very small size, this engine can be useful for craft whose performance doesn't matter, like the Boxwing.
Type 3 Radiant Thruster

## Description

Most engines this size generate a considerable amount of heat, but the Wanderers have developed a way of using the engine itself to vent extra heat from a ship, generating extra propulsive force in the process.

## Location

This can be purchased from Wanderer Space.

## Information

* Purchasing this requires a Wanderer Outfits License.
* Wanderer engines have low thrust/mass, but have very good energy efficiency and even provide cooling. However, due to the limited engine space in ships, if you want a fast ship, you should use a different engine.
Varu K'prai

Varu K'prai is a planet in the Aya'k'k system. It is controlled by the Wanderers.

## Background

### Outfitter

Yes

This is one of the only Wanderer worlds that still has large reserves of oil, albeit deep below the ocean surface where mining is difficult. Aside from the drilling companies and refineries, the largest local employer is the local government's safety oversight department, whose inspectors are constantly visiting the drilling platforms and shipping hubs to ensure that all the regulations for preventing oil spills are being followed.

## Spaceport

Plastics and other refined oil products are as essential to Wanderer technology as to humans, but it is clear that those responsible for harvesting them are not held in high regard. The crews of visiting ships seem eager to interact with the locals as little as possible. However, that does not appear to stop the Wanderer freighters from purchasing large shipments of plastic, which will no doubt yield a substantial profit elsewhere in Wanderer space.

## Information

* Landing on Varu K'prai requires the player to have 15 reputation; this cannot be bypassed through bribery.
* Wanderer planets and moons cannot be dominated.
Topkapi

Topkapi is an uninhabited moon that orbits Xerolophos in the Arculus system.

## Image

Much like Aksaray, Topkapi is an old moon formed from the smashed remains of countless eons worth of stellar debris. The surface appears to be regularly bombarded by asteroids, although some of the craters show signs of being the site of rather large explosions. Your sensors pick up traces of materials most commonly found in Korath ships.

Topkapi does not appear to have any routine activity, although satellites in orbit indicate that the Remnant monitor it for activity and send ships to investigate asteroid or other impacts on a regular basis.
Smuggler's Den

Smuggler's Den is a station in the Men system. It is controlled by Pirates but can later become Independent.

## Background

### Description at the start of the game

Smuggler's Den was formerly known as Grendel Station, back when it was an operating refinery. But, it has since been taken over by pirates, who turned it into a haven for all manner of smugglers and privateers. As a hub of pirate activity, Smuggler's Den has access to fenced goods from beyond the region, resulting in repair shops that can make a variety of legal and illegal modifications to your ship. This confluence also provides the opportunity to buy refurbished starships... if it does not trouble your conscience to think about the likely fates of their previous owners. Rumor has it that pilots with the right connections may be able to purchase heavily modified ships here.

### Description after Smuggler's Den becomes independent during the Free Worlds campaign

Smuggler's Den was formerly known as Grendel Station, back when it was an operating refinery. After that, it was taken over by pirates, and became a haven for all manner of smugglers and privateers. Now, at least in theory it is an independent station, no longer allied with the pirates. In practice, you suspect a fair amount of piracy still goes on here.

The repair shops here can make a variety of legal and illegal modifications to your ship, and in the shipyard you can buy refurbished starships... if it does not trouble your conscience to think about the likely fates of their previous owners.

## Spaceport

It is a strange but indisputable fact that pirates smell worse than ordinary human beings. In this day and age, where even the cheapest shuttlecraft at least has a sonic shower, there is no logical explanation for it, except that anarchist tendencies must somehow go hand in hand with a tendency to reject society's norms around hygiene. Here in a space station, with nothing but recycled air to breathe, the effect is overpowering.

'Pirates' changes to 'anarchists' after Smuggler's Den becomes independent.

## Shipyard

* Advanced Core Pirates
* Advanced Southern Pirates
* Core Pirates
* Southern Pirates

## Outfitter

* Ammo North
* Ammo South
* Common Outfits
* Delta V Advanced
* Lovelace Basics
* Kraz Advanced
* Pirate Outfits

## Information

* Smuggler's Den has a tribute value of 400 and is defended by small Southern Pirate fleets.
Tarazed Advanced

This page shows the ships that will be added to planets with "Tarazed Advanced" in their shipyards. These ships are produced by Tarazed Corporation.

## Ships

### Utility

* Nest (Available 270 days after August 29, 3014)
* Roost (Available 270 days after August 29, 3014)
* Skein (Available 270 days after August 29, 3014)

### Heavy Warship

* Falcon
* Kestrel (Requires completion of Kestrel mission chain)
Uwa Fahn

## Commodity Prices

### Luxury Goods

925

Uwa Fahn is a system that is located in Hai space. It is controlled by the Hai.

## Landing Locations

Uwa Fahn has the following landing locations:

* Icelake
* Swiftsong

## Links

Uwa Fahn links to the following systems:

* Ya Hai

## Amenities

Icelake possesses both an outfitter and a shipyard.

## Mining

The following mineable asteroids spawn in Uwa Fahn:

* Gold
* Silicon
* Tungsten

## Fleets

The following fleets spawn in Uwa Fahn:

* Hai Surveillance
* Small Hai
* Large Hai
* Small Hai Merchant
* Large Hai Merchant
* Small Hai Merchant (Human)
* Large Hai Merchant (Human)
* Small Hai Merchant (Sympathizers)
* Large Hai Merchant (Sympathizers)
* Small Human Merchants (Hai)
* Large Human Merchants (Hai)
Tarazed Corporation

This page contains summary information for the in-game Human Organization Tarazed Corporation*.*

*This page may contain **Spoilers.***

Tarazed Corporation, named for the Tarazed system, is a shipyard that specializes in alien-inspired ships; a common theme among their ships are their lightness, and that they are all named after birds. They are one of the largest industries on Wayfarer, with a wide-reaching supply chain that connects the entire region of space from from which it draws raw materials. They also own Arachne Station, a research platform.

Tarazed Corporation mainly retails its ships only in its corner of human space, but some of their ships are available on other specific planets. During the Human Civil War, Tarazed begins to sell its ships in Free Worlds territory. It has the in-game retail groupings Tarazed Basics and Tarazed Advanced; the Basics list is *distinct* from the Advanced.

## Retail Locations

### Tarazed Basics

* New Britain, Dabih
* Wayfarer, Tarazed

During the Human Civil War, Tarazed Basics starts being sold on:

* Zug, Zubeneschamali
* Rust, Kraz
* Glaze, Aldhibain

### Tarazed Advanced

* Wayfarer, Tarazed

During the Human Civil War, Tarazed Advanced starts being sold on:

* Zug, Zubeneschamali

## Ships

### Utility

* Nest
* Roost
* Skein

### Interceptor

* Sparrow
* Hawk

### Heavy Warship

* Falcon
* Kestrel

### Fighter

* Boxwing
* Finch
Tarazed

Tarazed is a binary system that is located in the South and serves as the home system for Tarazed Corporation. It is controlled by the Republic.

## Landing Locations

Tarazed has the following landing locations:

* Arachne Station
* Echo
* Wayfarer

## Links

Tarazed links to the following systems:

* Albireo
* Dabih
* Enif
* Umbral

## Amenities

Wayfarer possesses both an outfitter and a shipyard.

## Fleets

The following fleets spawn in Tarazed:

* Quarg
* Small Southern Merchants
* Large Southern Merchants
* Small Southern Pirates
Tebuteb's Table

Tebuteb's Table is a planet in the Tebuteb system. It is controlled by the Coalition.

## Background

### Outfitter

No

This world is home to House Garbarag, the Arachi guild of farmers and ranchers. On private ranches far from the cities, they experiment with raising new breeds of longcows, a unique species of cattle that grow a new body segment each year and can reach more than thirty meters in length. The meat from a single longcow can feed a village for a month.

Longcows are typically docile and slow-moving, but when frightened one of them can do as much damage as an entire herd of stampeding terrestrial cattle.

## Spaceport

The spaceport is next door to the city's meat-packing district, which is not any more pleasant or scenic than its equivalent on a human world would be. The actual slaughterhouses are some distance outside the city limits, placed there because in the early days of the colony a particularly large longcow in its death throes went on a rampage and destroyed several city blocks before it bled out and died.

## Information

* Coalition planets and stations cannot be dominated.
Surveillance Drone

Ship Class
 Image
 Standard Cost
 Shield
 Hull
 Mass
 Drag
 Fuel Capacity
 Heat Dissipation
 Required Crew
 Bunks
 Cargo Space
 Outfit Space
 Weapon Capacity
 Engine Capacity
 Gun Ports
 Turret Slots

The **Navy Surveillance Drone** is a scanning drone, deployed by the Navy after the civil war begins.

## Description

Surveillance drones are unarmed drones used by the Republic navy to scan ships and planets in a star system.

Drones do not come equipped with a hyperdrive. You cannot carry a drone unless you have a ship in your fleet with a drone bay.

## Location

The Surveillance Drone can be purchased at the following ports:

* Ada, Aldebaran
* Luna, Sol
* Prime, Betelgeuse
* Geminus, Castor (before the bombing)

## Outfits

The following outfits are equipped by default on Surveillance Drones:

## Performance Information

These are more of a mission ship than anything else. They have no weapons and nothing equipped on them is really worth the effort of stealing.

## Notes

* Purchasing this ship requires a Navy License, which is not legitimately obtainable. As a result, Surveillance Drones can only be obtained by capturing them.
* Like all drones, the Surveillance drone cannot jump and requires a ship with drone bays to carry it.
Skillet

Skillet is a planet in the Saiph system. It is controlled by the Republic.

## Image

Skillet is a sparsely populated planet whose red hills and canyonlands are strip mined for placer deposits of iron ore and precious metals, mostly to supply the needs of the shipyards in Betelgeuse. This world is also used for ranching, and even for growing corn in a few less arid regions. The weather is usually quite mild, although hot and dry; the only reasons so few people have settled here are because it is so remote, and because the mining and farming industries need far fewer human workers than machines.

## Spaceport

The spaceport mostly consists of a row of adobe warehouses, with tin roofs polished to mirror brightness to reflect the heat of the sun. Around the warehouses is a ring of concrete landing pads. Forklift trucks carrying pallets of iron and steel ingots weave their way in between men and women on horseback and others on foot. The air is hot, but too dry to feel oppressive.

## Information

* Landing here has no required reputation.
* Skillet has a tribute value of 600 and is defended by Small Republic Fleets.
Stormhold

Stormhold is a planet in the Alcyone system. It is controlled by Pirates.

## Image

A cold planet, with dense, foggy atmosphere. As with many pirate outposts, Stormhold is home to an unknown number of villages and hidden outposts, each controlled by a different pirate faction. It is also said that some of the most dangerous fugitives in the galaxy live deep in the forests of this planet, escaping detection by living underground or by avoiding the use of electronic devices.

## Spaceport

The spaceport is a large town, with a population of roughly thirty thousand. People of all races and cultures mingle freely, while keeping a wary eye open for off-worlders who may be Republic agents in disguise.

## Outfitter

* Ammo North
* Ammo South
* Basic Outfits
* Pirate Outfits

## Information

* Stormhold has a tribute value of 500 and is defended by large Core Pirate fleets.
* Landing here has no required reputation.
Vyu-Ir

## Description

The vyu-Ir is an ancient ship of the Vyu, one of several chambers of the Rulei. It is not known whether or not this was their final ship-class, or one of many, but the technology found on it may represent the height of the Rulei's advancements, as well as the cause of their downfall.

## Location

This ship can be found in Kanguwa, but cannot be obtained.

## Outfits

These are the standard outfits initially equipped on the vyu-Ir.

 None

## Information

* This is the only Rulei ship in the game, and only one of them exists.
Small Heat Shunt

## Description

The sheer inefficiency of most Korath equipment has forced them to become exceptionally good at one thing: dealing with large amounts of waste heat.

## Location

Small Heat Shunts can be obtained by looting Kor Mereti, Kor Sestor, or Korath Exiles ships.

After making sufficient progress in the Remnant storyline, Small Heat Shunts can be purchased from the following locations:

* Aventine, Pantica
* Caelian, Cinxia
* Viminal, Arculus

## Information

* Korath cooling is some of the most efficient cooling in the game, yet their ships have to install many of them as most Korath equipment produces a lot of heat.
* This outfit renders Hai Williwaw Cooling obsolete, as it is one mass unit lighter but vents about 22.7% more heat.
* This outfit also renders the Water Coolant System outfit obsolete, as it is three mass units lighter and vents 12.5% more heat.
* It very nearly renders the Liquid Nitrogen Cooler obsolete, since 3 small heat shunts provide 40% more cooling for just 1 ton (5%) more mass.
* This is one of two Korath cooling outfits, the other is the Large Heat Shunt.
* You can obtain these by looting Korath ships, and they also become available for purchase late in the Remnant campaign.
Tek Far 71 - Lek

## Shipyard Description

The Kor Sestor war fleets rely heavily on small, powerful fighters and drones. This ship can carry up to ten of their drones, clamped to the exterior of its hull.

## Location

The Tek Far 71 - Lek cannot be purchased, but it can be captured from Kor Sestor space.

## Outfits

These are the standard outfits equipped on a TF71 Lek.

## Information

* Kor Sestor and Kor Mereti ships are automated and require no crew.
* Automata ships use a different boarding system than usual. Instead of having crew, they have a self destruct chance. With the TF71 Lek, you have a 30% chance of being able to board and loot the ship, and another 30% chance of being able to capture it. In total, you have a 9% chance of being able to capture the Tek Far 71 - Lek.
Syndicate Assistance

This page shows the outfits that will be added to planets and stations with "Syndicate Assistance" in their outfitters.

## Outfits

### Turrets

* Anti-Missile Turret
* Heavy Anti-Missile Turret
* Proton Turret
* Quad Blaster Turret

### Engines

* A120 Atomic Thruster
* A125 Atomic Steering
* X4200 Ion Steering
* X4700 Ion Thruster
* X5200 Ion Steering
* X5700 Ion Thruster
Vindemiatrix

Vindemiatrix is a system that is located in the Dirt Belt and controlled by the Republic.

## Landing Locations

Vindemiatrix has the following landing locations:

* New Argentina

## Links

Vindemiatrix links to the following systems:

* Alioth
* Cor Caroli
* Muhlifain
* Sarin

## Amenities

New Argentina possesses an outfitter, but not a shipyard.

## Mining

The following mineable asteroids spawn in Vindemiatrix:

* Aluminum
* Iron
* Lead

## Fleets

The following fleets spawn in Vindemiatrix before August 14, 3014:

* Small Southern Merchants
* Large Southern Merchants
* Small Southern Pirates
* Large Southern Pirates

The following fleets spawn in Vindemiatrix on and after August 14, 3014:

* Navy Surveillance
* Small Southern Merchants
* Large Southern Merchants
* Small Southern Pirates
* Large Southern Pirates
* Small Republic
* Large Republic
Tais

Tais is an uninhabited system that is located in the Dirt Belt. It is controlled by the Republic.

## Landing Locations

Tais does not have any landing locations.

## Links

Tais links to the following systems:

* Ascella
* Delta Sagittarii
* Kaus Australis
* Peacock

## Mining

The following mineable asteroids spawn in Tais:

* Iron
* Tungsten

## Fleets

The following fleets spawn in Tais:

* Quarg
* Small Southern Merchants
* Large Southern Merchants
* Small Militia
* Small Southern Pirates
* Large Southern Pirates
Vail

Vail is a planet in the Tejat system. It is controlled by the Republic.

## Image

Vail is an entire world that is maintained as a ski resort for rich clients from the nearby planets. A combination of terraforming and snow making ensures that whichever hemisphere is in winter always has ideal skiing conditions, while farming and other small industries supply the tourists and the large staffs that cater to them.

The slopes here include tracks for all the latest dangerous and expensive extreme winter sports, like hoverboarding and wingsuit cliff skiing.

## Spaceport

The spaceport is near the equator, where the weather will be most amenable for landing starships. In addition to vertical take-off pads, the port has airplane shuttle runways and high speed rail lines to move people and cargo from here to their ultimate destinations in the resort towns.

Consequently, the air is full of a confusing mixture of deep space ships and atmospheric vehicles. In order to come anywhere near the port, you are required to surrender control of your ship to the port's autopilot computer; there is no other way that collisions could be avoided.

## Information

* Vail has a tribute value of 2900 and is defended by large Republic fleets.
Vara Kehi'ki

Vara Kehi'ki is a planet in the Iyech'yek system. It is controlled by the Wanderers.

## Background

### Outfitter

Yes

This is a farming world, but the primary crops are medicinal plants rather than food: fields of brightly colored flowers and delicate shrubs. Large factories near the farms process the raw plants and extract useful chemical compounds. Their gleaming metal smokestacks belching steam into the air seem incongruous amid the natural beauty and bright colors of the fields of flowers.

## Spaceport

The spaceport village is apparently not just a processing facility for the medicinal plants, but also a hospital of sorts. The village is designed to allow easy foot traffic as well as flight between buildings, and thousands of Wanderers, many of them appearing sick or elderly, live here. The main streets of the village are lined with vine trellises with flowers of every color imaginable, and mechanical lifts allow even the most frail Wanderers to travel up to the higher terraces and balconies.

## Information

* Landing on Vara Kehi'ki requires the player to have 15 reputation; this cannot be bypassed through bribery.
* Wanderer planets and moons cannot be dominated.
Sospi

Sospi is an uninhabited system in the Far North that is controlled by the Republic.

## Landing Locations

Sospi does not have any landing locations.

## Links

Sospi links to the following systems:

* Nihal
* Volax

## Mining

The following mineable asteroids spawn in Sospi:

* Neodymium
* Titanium
* Uranium

## Fleets

The following fleets spawn in Sospi:

* Human Miners
* Small Northern Merchants
* Large Northern Merchants
* Small Northern Pirates
* Large Northern Pirates
* Small Republic
* Large Republic
Urba Pest

## Commodity Prices

### Luxury Goods

1,030

Urba Pest is a system in Bunrodean space. It is controlled by the Bunrodea.

## Landing Locations

Urba Pest has the following landing locations:

* Okoity

## Links

Urba Pest links to the following systems:

* Gento Ah
* Mego Faro
* Sera Natta

## Amenities

Okoity has both an outfitter and a shipyard.

## Mining

No mineable asteroids spawn in this system.

## Fleets

The following fleets spawn in Urba Pest:

* Bunrodea Megasa Freight
* Bunrodea Defense
Thshybothro

Thshybothro is a system in the Thshybo Le system. It is controlled by the Bunrodea.

## Background

### Outfitter

Yes

Thshybothro is a small, mountainous world that is home to the Bunrodea's largest cybernetics research facilities. Various labs and factories are scattered within the world's many valleys, within which the Bunrodea work to develop new cybernetics, or improve their old ones.

Although this planet is where new modifications are developed, the mass production and installation of cybernetics is typically done elsewhere.

## Spaceport

The planet's spaceport is rather small, as typically any visitors to the planet travel directly to the research facilities that they're interested in. As such, the spaceport's primary focus is simply to refuel any ships that stop by the planet and who don't have authorization to land at one of the research facilities.

The spaceport dock workers have more cybernetic modifications than you're used to from Bunrodeans elsewhere in their space. The worker who refuels your ship in particular is a mass of cybernetic "enhancements" ranging from powerful legs to aid in lifting crates to a vacuum cleaner attachment for dealing with spills and accidents.