# SRD Framework — full text of the public systems Generated: 2026-09-18T19:29Z build eb37124 > Every published page of the public (ungated) systems, as markdown, one > entry per heading with its canonical URL. The index with API and auth > instructions is https://srd-framework.vercel.app/llms.txt. Gated systems are not included here; > authenticated callers get their manifest at /{system}/llms.txt. ## The Golden Triangle Stars Without Number. Far traders and corsairs work the margins of empires in a frontier sector of gas giant moons and precursor ruins. My SWN fork using personal house rules and setting-specific changes. Home: https://srd-framework.vercel.app/swn-golden-triangle/ Tools: - [Nusantara System Map](https://srd-framework.vercel.app/swn-golden-triangle/nusantara-map): The Golden Triangle ### 12 Finger Guilds Source: https://srd-framework.vercel.app/swn-golden-triangle/12-finger-guilds/ # 12 Finger Guilds **Type:** Mining Cartel | **Base:** [Serambi](/swn-golden-triangle/serambi/) The 12 Finger Guilds are a cartel of mining oligarchs who control the precious mineral extraction on Serambi. Their orbital foundries and mega-mines produce the rare ores essential for advanced technology manufacturing across the sector. The Guilds maintain their monopoly through market manipulation, political bribery, and the threat of their well-equipped enforcers—Ore Wardens in powered armor who double as industrial laborers and security forces, and the elite Auric Guard equipped with rare pretech weapons. Workers in Guild operations toil in toxic conditions while the oligarchs grow fabulously wealthy. Fiercely protective of their market dominance, the Guilds clash with the [Counters Guild](/swn-golden-triangle/counters-guild/) over sales channels, suppress labor organizing by the [Cobalt Syndicate](/swn-golden-triangle/cobalt-syndicate/), and defend their shipments against [Maelstrom Corsairs](/swn-golden-triangle/maelstrom-corsairs/) raids. ### 5th Legion Source: https://srd-framework.vercel.app/swn-golden-triangle/5th-legion/ # 5th Legion **Type:** Mandate Remnant Fleet | **Base:** [Tanjung Station](/swn-golden-triangle/tanjung-station/) The 5th Legion is a military fleet descended from the Mandate of Terra, representing law enforcement anywhere off-planet in the Golden Triangle. Their Mandate-era heavy cruiser and support frigates patrol shipping lanes, combat piracy, and enforce what remains of pre-Scream authority in the void. Legion Void Marines are elite space combat specialists equipped with advanced Mandate technology—energy weapons and pretech systems that give them an edge over most local forces. They claim jurisdiction over all orbital space, stations, and jump points, which sometimes brings them into tension with planetary governments and Great Power navies. The Legion maintains Mandate military traditions with pride bordering on arrogance. Their primary enemies are the [Maelstrom Corsairs](/swn-golden-triangle/maelstrom-corsairs/) and pirates of all stripes, though they'll pursue any criminal bold enough to operate in their claimed space. ### Acolytes of Brashkadesh Source: https://srd-framework.vercel.app/swn-golden-triangle/acolytes-of-brashkadesh/ # Acolytes of Brashkadesh **Type:** Religious Collective | **Philosophy:** Extreme Collectivism The Acolytes of Brashkadesh are a collective that eschews individuality in pursuit of perfection. Initiates adopt the same garb and the same name, surrendering personal identity to become part of the whole. They believe individual identity is an obstacle to perfection, and that uniformity brings spiritual and practical strength. When joining, initiates surrender their personal name, adopt the collective name "Brashkadesh," don identical garb, renounce individual possessions, and submit to collective will. The origin of "Brashkadesh"—whether a person, place, concept, or Precursor entity—remains unclear even to the Acolytes themselves. Their philosophy puts them in ideological conflict with most factions, particularly the [Cobalt Syndicate](/swn-golden-triangle/cobalt-syndicate/) who fight for individual workers' rights. The Acolytes seek converts among exploited workers—offering purpose and belonging in exchange for self. ### Advancement Source: https://srd-framework.vercel.app/swn-golden-triangle/advancement/ # Advancement ## Pillar XP When one of the Pillars occurred during the session, gain 250xp. Gain double the xp, if the pillar occurred multiple times. - **Fortune**: You acquired a small fortune - **Discovery**: You gained new useful, interesting or valuable information - **Influence**: You convinced, swayed or influenced an important NPC - **Trouble**: You escaped deathly trouble ## Deeds Deeds are for high-level play (6+), when Pillar XP no longer drives meaningful advancement. Complete one and you've put skin in the game—factions know your name, your choices closed doors and opened others. ### What Counts as a Deed | Pattern | Examples | | ------------ | -------------------------------------------------------------- | | **End** | Threats, contracts, enemies, unfinished business | | **Take** | Assets, territory, prizes, seats of power | | **Shift** | Strengthen allies, topple enemies, forge or break alliances | | **Discover** | Explore places, uncover truths, follow leads, secure artifacts | | **Build** | Factions, havens, alliances, monuments | If you're pursuing something that fits these patterns, it's probably a Deed. Declare it, rate it, put it on the board. ### Magnitude | Mag | Scale | XP | | --- | ---------------------------------------- | ------ | | 1 | Personal — one NPC, one debt, one asset | 1,000 | | 2 | Local — a crew, station, neighborhood | 2,000 | | 3 | Regional — a faction or moon | 3,500 | | 4 | Planetary — a world or multiple factions | 5,000 | | 5 | System — reshapes Nusantara | 7,500 | | 6 | Sector — Great Power involvement | 10,000 | Rate by the highest of: **Scale** (who's affected), **Permanence** (how lasting), **Opposition** (who's against you). --- ### Active Deeds | Deed | Mag | XP | | ---------------------------------------------------------- | --- | ------ | | | 1 | 1,000 | | Take Ryzal's Atoll from Captain Throne | 1 | 1,000 | | End the Ashen Knives contract | 2 | 2,000 | | Follow a Stygiograph Scroll to its end | 2 | 2,000 | | Broker peace between Cobalt Syndicate and 12 Finger Guilds | 4 | 5,000 | | Break GTC's grip on Suluna | 4 | 5,000 | | Descend the Ziggurats of Iron to the Lost Holds | 5 | 7,500 | | Open the Eye of Nusantara permanently | 6 | 10,000 | *Updated as threads emerge and resolve.* ## Hit Dice Cap Inflated HP pools take away tension and quick combat. Allowing players to rely on stats instead of skill and planning. Starting at 6th level players can instead of gaining an extra HD and rerolling your HD, choose from 3 options: ### Option 1: Gain a Wise The character gains a **Wise** related to their experiences or background. A **Wise** is treated as a Level 1 Skill, granting +1 to related rolls. **Examples:** - **Warrior**: *5th Legion-wise, Dueling Customs-wise, Seven Holy Weapons-wise* - **Expert**: *Ridiculous Request-wise, Starport Scuttlebutt-wise, Opulent Excess-wise* - **Psychic**: *Eschatology-wise, Wayline Dynamics-wise, Insanity-wise* ### Option 2: Gain a Trait Traits are narrative tools that offer rerolls in specific contexts. A character can invoke their Trait once per session to gain a reroll on a failed Skill Check. **Examples:** - **Unheeded**: No one notices this character, or even remembers their name properly. Trait for avoiding attention or notice. - **I Know This Ship Like My Own Hands**: The spacer is a strange bloke, but they definitely know the ship. Trait for rerolling things related to fixing or finding things on the spacer's ship. - **Imperious Demeanor**: Use this trait to reroll social checks when dealing with anyone of lower station or rank. - **Incomprehensible Diagnosis**: Use this trait when trying to hide the true facts of a medical or technical diagnosis. - **Wise Aphorisms**: Use this for social skills if the player can come up with some appropriately sagacious dialogue to throw into play at the right moment. ### Option 3: Raise an Ability Score Gain +2 to any Ability Score or +1 to two Ability Scores. Raising an Ability Score from 17 to 18 requires a +2. ## Trainer Fee No Trainer Fee for Level 1 or lower ## Hireling and Retainer Advancement Retainers gain half of the XP gained during the session, if they have been participating in the events. ## Related - [Character Creation Overview](/swn-golden-triangle/character-creation-overview/) - [Stress and Panic](/swn-golden-triangle/stress-and-panic/) ### Arcadia Source: https://srd-framework.vercel.app/swn-golden-triangle/arcadia/ # Arcadia **Type**: Planet **Tech Level**: TL3 **Population**: 4,000,000 **Atmosphere**: Human miscible atmosphere and biosphere **Trade Goods**: Fine liquor, clothing, drugs ## Overview Arcadia's ground water and soil is mildly toxic to humans without TL4 filtration equipment. Clean water is a scarce resource, making it a precious commodity controlled by the Waterbarons. The planet has huge potential for genengineered livestock and crops. ## Major Regions - [Haridasva](/swn-golden-triangle/haridasva/) - Largest settlement, government and administrative center - [Qingqiu](/swn-golden-triangle/qingqiu/) - Mountainous Cascadian region with Ming-inspired culture - [Plantagenia](/swn-golden-triangle/plantagenia/) - Southern United States inspired region with debt slavery - [Fireland](/swn-golden-triangle/fireland/) - Frontier wilderness region ## Factions Present - [Haridasva Cartel](/swn-golden-triangle/haridasva-cartel/) - Drug cartel controlling trade - [Golden Triangle Trading Company](/swn-golden-triangle/golden-triangle-company/) - Caliphate charter company - [Waterbarons](/swn-golden-triangle/waterbarons/) - Control water sources - [Syndicalists](/swn-golden-triangle/syndicalists/) - Labor movement backed by Cobalt Syndicate - [The Sai Peoples](/swn-golden-triangle/the-sai-peoples/) - Tribal nomadic people ## Adventure Hooks 1. The toxic soil creates constant conflict over clean water access 2. Genengineered crops and livestock offer huge profit potential 3. Frontier regions like Fireland remain largely unexplored 4. Corporate exploitation by offworld powers breeds resentment ## Related - Golden Triangle (sector) - Caliphate (great power with interests here) ### Ashen Knives Source: https://srd-framework.vercel.app/swn-golden-triangle/ashen-knives/ # Ashen Knives **Type:** Criminal Syndicate | **Base:** [Javon](/swn-golden-triangle/javon/) The Ashen Knives were once a lean and battle-ready criminal organization. Now they've become a decadent syndicate focused on drugs, gambling, and pleasures of the flesh. Their headquarters occupies a former temple spire on Javon—a symbol of their transformation from warriors to hedonists. They control the major vice operations across Javon's cloud spires: drug distribution, gambling dens, pleasure houses, and protection rackets. Their position in the spires gives them control over key bridges and smuggling routes through the perpetual cloud cover. The Knives have grown soft from easy profits, making them wealthy but potentially vulnerable to more disciplined rivals. Their occupation of the former temple offends the traditionally faithful, and their criminal enterprises bring them into regular conflict with the [5th Legion](/swn-golden-triangle/5th-legion/). ### Ashtari Cloud Source: https://srd-framework.vercel.app/swn-golden-triangle/ashtari-cloud/ gas giant around which [Lazuna](/swn-golden-triangle/lazuna/), [Javon](/swn-golden-triangle/javon/) and [Serambi](/swn-golden-triangle/serambi/) orbit and the many many moons of Nusantara hosts the Maelstrom a gigantic super storm cell Mystics of the Ashtari Cloud, these seers peer into the future through sacred rituals and ancient technology. Guided by visions and the ethereal whispers of the Maelstrom, they walk the path between the known and the unknown, deciphering omens and prophecies. ## Ideas Pile large kilometer sized organo-gel balllon seeded with biosphere. people live inside. north sea rig stations Gas-harvest rigs dangling like chandeliers in the upper atmosphere, each with its own flag and baron. Feral refinery blimps drifting like ghost whales, crewed by scavengers who pray to their dumb AIs. Auroras shimmering below, only visible through temple-like stained pressure glass. neon-lit souks inside half-pressurized canvas tunnels Clouds so dense they feel like fog at the window—vistas of green-gold turbulence. ## Goods - Helium-3 cannisters (energy fuel).   - Deuterium-harvest cylinders (starship fuel). - Thermion Vapor (volatile, pressurized, unstable). - Sacred gas vials curated by the Ashtari Cult.   - Catalyst cores cut from feral blimps. - Salvaged hull plating (TL3/4 alloys). - Sky amber (resin harvested from bioengineered leviathans). - Lumiphores (photonic dyes condensed from magnetovores). - Storm-ice bricks, condensed water laden with exotic isotopes.   - Pirate bullion chests (stamped coins, fenceable contraband). ## Places - **Blue Ribbon Corridor:** the most valuable jet-stream lease line, claimed by rival barons.   - **Storm Cloisters:** massive translucent domes stretched across pressure bands, glowing like cathedrals in the clouds. - **Amber Fields:** drifting mats of biotech organisms, farmed like whales for their resin.   - **The Try-Works:** refinery decks where harvested organics are boiled down, smelling of brine and ozone  - **Chandelier Hab:** an opulent corporate rig, dangling from a tether and glittering with lights.   - **The Maelstrom Gate:** a corsair-controlled docking ring used for smuggling and ambushes. ## People - **[^1]Raden Sita Veyra (calculating, perfumed, predatory):** a corporate-bred baroness leasing jet-stream rights as if they were stocks. - **Captain Vey Kurash (sardonic, loyal, embittered):** ex-Nusantaran Navy, now running escort jobs for Sita Veyra, who he despises. - **Halim “Stormtongue” (scarred, fervent, unwashed):** an Ashtari Cult seer who sells visions from bottled gases. - **Nara the Small (nervous, twitchy, meticulous):** smuggler of sacred gas vials who insists on elaborate rituals before each run.   - **Cutter Jano (greasy, grinning, opportunistic):** a salvage captain who specializes in feral blimps. - **Magda Kho (hard-bitten, one-eyed, chain-smoking):** union organizer at Clinker Pier who straddles the line between syndicate and workers. - **“Ironhand” Gopal (hulking, jovial, dangerous):** mercenary captain who accepts tax rights as payment, not coin.   - **Queen Irawan the Banshee (tattooed, ruthless, charismatic):** pirate matriarch holding court at the Maelstrom Gate. - **Professor Etienne Miro (aloof, absent-minded, brilliant):** dual monarchy xenobiologist obsessed with the Amber Fields.   - **Lian Yue (poised, silk-clad, knife-smile):** fence at the who trades in docking rights and stolen ledgers.   ## Jobs - Day labor: haul storm-ice bricks (100 credits).   - Deckhand: tether outside a blimp to cut catalyst cores (200 credits hazard pay).   - Guard duty: protect a baron’s storm pier from raiders (300 credits).   - Smuggle sacred gas vials past a corporate checkpoint (500 credits).   - Break a strike at Clinker Pier (800 credits).   - Hunt and tow a feral refinery blimp (2,000 credits).   - Escort a Corsair prize ship through contested airspace (3,000 credits).   - Sabotage a rival baron’s tether rig (4,000 credits).   - Secure rights over a jet-stream corridor in a skirmish (6,000 credits).   - Harpoon a sky-leviathan and deliver its amber to Eye Harbor (10,000 credits). | # | Mission | What’s the job (clear win/lose, constraints) | Employer | Pay / Rights | | --- | ----------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------- | --------------------------------- | ---------------------------------------------------------------------------- | | 0 | **Hold the Blue Ribbon** | Seize and operate a toll checkpoint on the Blue Ribbon jet-stream for 72 hours. No transponders. Pirate traffic must be “discouraged” without starting a shooting war. | **Baron Sita Veyra** | **25kcr** + **2-yr toll rights** on one node _(1d4×50kcr/yr)_ | | 1 | **The Baron’s Quiet War** | Disable rival tether mounts so “weather” collapses them later. **No explosives, no bodies, no cameras.** | **Baron Sita Veyra** | **40kcr** + sealed non-involvement writ | | 2 | **Colors in the Cloud** | Fly a “training escort” into a Cathayan patrol lane; hold formation and blanks-fire until they shoot first. **Win** by recording provocation without losing a hull. | **Caliphal Prefecture** | **30kcr** + amnesty on past prize claims | | 3 | **Out-Grant: Anchor the Bay** | Clear Corsair from a lee-bay and keep it open for 15 days. Payment is **dock tithe**; idle >7 days voids the grant. | **Storm-Baron Compact** | **5-yr dockage tithe** _(1d6×100kcr/yr)_ | | 4 | **House Audit** | Confiscate counterfeit **HoVA** parts in the Corsair market with **minimal fuss**. | **House of Vital Artifice** | **22kcr** + HoVA parts whitelist | | 5 | **Try-Works Firewatch** | Guard refinery decks during an amber boil. **No stray rounds** near pressure kettles; repel a timed raid. | **HoVA Subcontractor** | **8kcr** (incl. hazard) + med-stims | | 6 | **The Vision Tax** | Hit a corporate pier, seize impounded Cult gear, **no civilian casualties**, extract before riot police arrive. | **Hesper Lineage (Ashtari Cult)** | **14kcr** + **2 augury sessions** (actionable intel) | | 7 | **Tally the Tithes** | Audit three toll booths; catch stewards skimming and recover ledgers **without bloodshed**. | **Storm-Baron Compact** | **12kcr** + **20% of recovered skims** _(avg. 5–25kcr)_ | | 8 | **Claim by Right of Lance** | Clear squatters from a Storm Cloister block and hold it one week. **No structural damage.** | **Minor Baronial Council** | **5-yr hab & market lease** _(~150kcr/yr)_ | | 9 | **Ransom in a Calm Eye** | Recover a kidnapped Cult augur from a Corsair bay. **Zero harm to quarry, zero spilled Cult relics.** | **Ashtari Consistory** | **26kcr** + “Pilots’ Blessing” _(advantage vs. storm checks for one season)_ | ## Ashtari Cult A Cult of Precursor worshipers claiming Ur descent. They carry vials of gases from the Ashtari Cloud, which they inhale to connect to their presumed ancestors. Hesper Lineage is one sect of the Cult, mystic-navigators [^1]: honorific indicating lord ### Ashtari Cult Source: https://srd-framework.vercel.app/swn-golden-triangle/ashtari-cult/ # Ashtari Cult **Type:** Precursor Worshipper Cult | **Base:** [Ashtari Cloud](/swn-golden-triangle/ashtari-cloud/) The Ashtari Cult is a collective of Precursor worshippers who claim descent from the Ur (Precursors). They carry vials of gases from the Ashtari Cloud, which they inhale to connect with their presumed ancestors through visions and prophecies. Ashtari Seers are mystics who peer into the future through sacred rituals and ancient technology, guided by visions and the ethereal whispers of the Maelstrom. They walk the path between the known and unknown, deciphering omens and prophecies. Whether their claimed Ur descent is genuine genetic heritage, religious mythology, or partial truth remains unclear—but the gases do produce altered states, and their knowledge of Precursor technology appears authentic. Their sacred connection to the Ashtari Cloud's dangerous depths protects their operations from interference. The cult shares interest in Precursor technology with the [Night Speakers](/swn-golden-triangle/night-speakers/) and [Cult of the Emerald Heart](/swn-golden-triangle/cult-of-the-emerald-heart/), making them potential allies or rivals depending on circumstances. The ghost ship [Terminus](/swn-golden-triangle/terminus/) might also seek their knowledge of the Eye of Nusantara. ### Ashtari Cult Seer Source: https://srd-framework.vercel.app/swn-golden-triangle/ashtari-cult-seer/ # Ashtari Cult Seer *Mystics of the Ashtari Cloud, these seers peer into the future through sacred rituals and ancient technology. Guided by visions and the ethereal whispers of the Maelstrom, they walk the path between the known and the unknown, deciphering omens and prophecies.* ## Skills - Religion - Perception - Culture/Ashtari - Tech/Postech - Survival - Science ## Equipment - Vision-inducing incense - Rebreather mask - Map of the Ashtari Cloud ## Related - [Ashtari Cult](/swn-golden-triangle/ashtari-cult/) (faction) - [Ashtari Cloud](/swn-golden-triangle/ashtari-cloud/) (location) - Maelstrom (location) ### Beshtala Chanko Society - Pirate Radio Source: https://srd-framework.vercel.app/swn-golden-triangle/beshtala-chanko-society-pirate-radio/ # Beshtala Chanko Society - Pirate Radio **Type:** Hacker Collective Broadcast | **Hosts:** Zafir & Kendi The Beshtala Chanko Society operates pirate radio broadcasts on the fringes of civilized space. Their transmissions mix working-class cant with Malay and Arabic slang, delivering news, warnings, and solidarity to "orang kita"—their listeners among the spacers and scrappers. **Zafir** opens fast and gleeful, laughing at corporate chaos. A former Counters Guild trainee who ran. **Kendi** is slow and bitter, letting words land—lost family to a Fingers mining collapse. The broadcasts use coded terms: *sand* (1,000 credits), *sunny* (100,000), *fifth* (5th Legion), *fingers* (12 Finger Guilds), *rock* (Serambi), *spire* (Javon). They're hostile to the Counters Guild and 12 Finger Guilds, wary of the Fifth, and show solidarity with the Cobalt Syndicate and Maelstrom Corsairs. Topics they avoid: the Ashtari Cult (genuinely afraid), Night Speakers (too connected to power), specific hideout locations, and anything that helps the Fifth. ### Bharat Source: https://srd-framework.vercel.app/swn-golden-triangle/bharat/ # Bharat **Type**: High Population World **Population**: Huge **Trade Goods**: Slaves, tools ## Overview Bharat is characterized by its massive population, serving as a major source of labor and manufactured goods in the Golden Triangle sector. The planet's economy is built on intensive manufacturing and controversial labor practices. ## Economy - **Labor Export**: Large population provides workforce for the sector - **Tool Manufacturing**: Major producer of tools and equipment - **Slave Trade**: Controversial but significant economic activity ## Notes Further details about Bharat's internal politics, culture, and regional divisions need to be developed. ## Related - Golden Triangle (sector) ### Caliphate Janissary Source: https://srd-framework.vercel.app/swn-golden-triangle/caliphate-janissary/ # Caliphate Janissary *Slave soldiers of the Al-Dahabian Caliphate, Janissaries are bred and trained for excellence in combat. Their loyalty and prowess are unmatched, serving as the iron fist of the Caliphate's military might. And after a lifetime of service are freed.* ## Skills - Combat/Projectile - Combat/Any - Tactics - Bureaucracy - Athletics - Culture/Caliphate ## Equipment - Jezail rifle - Gene-tailoring - Ceremonial dagger ## Related - [Great Powers](/swn-golden-triangle/great-powers/) - Al-Dahabian Caliphate ### Celeva Source: https://srd-framework.vercel.app/swn-golden-triangle/celeva/ # Celeva **Type**: Mining Asteroid **System**: [Nusantara System](/swn-golden-triangle/nusantara-system/) **Environment**: Metallic dust field, low gravity (~1/3 standard) **Primary Industry**: Mining (transplutonic ores) **Notable Feature**: Ancient catacombs and corrupted engrams ## Overview Celeva is veiled by a perpetual field of metallic dust—remnants of ancient orbital installations ground to glittering powder by centuries of microimpacts. The asteroid houses an extensive necropolis deep within, operated by the Mortuary Cult of Thanatists. ## Geography **The Prow**: A massive promontory jutting spaceward, site of the main docking spire. Gravity is approximately one-third standard, and locals move with a practiced glide-step that makes them seem to float. ## Districts and Locations ### Prow Markets The living conduct their business beneath vaulted ceilings carved to resemble inverted boat hulls. **Notable Features**: - *Kopi hitam* - Black coffee brewed with water filtered through sacred charcoal from memory vaults - Market stalls overflow with "remembrances" and preservation oil - Small carved boats no bigger than a thumb - Diamond souls everywhere: memory crystals worn as pendants, worked into rings, pressed against foreheads in grief or decision - Most diamond souls are dark, data corrupted beyond recovery, but kept anyway ### The Twilight Streets Bioluminescent panels (once emergency lighting) now cultivated like gardens. Buildings stack like vertebrae, connected by bridges. Every aperture shrouded in silk-thin veils, billowing gently as if breathing, meditating upon the infinite void. Every surface bears carved names, dates, fragments of lives: - "Suliana, who sailed the Bitter Eye" - "Rahman, remembered in the third choir" - "Li Wei, whose laughter echoes still" ### The Upper Catacombs Armored and armed Thanatists guard the entrances, scanning visitors with devices like Geiger counters (but not measuring radiation). The deep dead don't distinguish between visitors and intruders. **Interior**: - Honeycombed walls with niches containing the dead - Mummies with funeral cloths glimmering with circuits - Skulls with wired memory banks - Bodies in cracked suspension pots - Everywhere the glow of diamond souls like stars in darkness - Corridors carved to suggest ship hulls - Intersections opening like capsized cargo holds - Some passages flooded with thick, oily water (coolant? something older?) - Funerary barges piloted by Thanatists **Typical Broadcast**: *"Remember your name. Remember your journey. The Long Night preserves, the New Dawn awaits. You were [static], you sailed [corruption], you are remembered in the [null string error]..."* Response: "I... remember... the stars..." ## Mortuary Cult The Thanatists of Celeva believe in the mortality of the soul. Without a body, the soul will fade, so bodies are preserved and interred. With advancements in engrams, the cult began preserving minds on diamond souls and later gave those souls robotic shells. Through exacting ritual and holy secrets, the ancient guardians can be appeased. Celevan Thanatists can commune with the (somewhat) insane minds of the past. They can sometimes motivate the guardians to grant boons from archeo-fabricators in the depths of the catacombs. **Processions**: White-robed figures bearing bodies wrapped in sailcloth embedded with circuitry. They chant in a language that sounds like corrupted code—binary rhythms mixed with ancient Javanese. Mourners follow, each carrying a small light (electronic, flame, or mixture where sparks fly from failing components). They're always heading downward, toward the Catacombs. ## Mining Celeva and its satellites retain rich deposits of transplutonic ores worth billions of credits. However, almost all mining is artisanal—careful not to disrupt the catacombs and bound by religious law. ## Related - [Nusantara System](/swn-golden-triangle/nusantara-system/) (system) - Mortuary Cult (faction - needs extraction) ### Celevan Thanatist Source: https://srd-framework.vercel.app/swn-golden-triangle/celevan-thanatist/ # Celevan Thanatist *From the eerie silence of Celeva's catacombs emerges the thanatist, a figure of solemn reverence and dark wisdom. Trained in forbidden technologies and ancient rites, they walk a path between life and death.* ## Skills - Tech/Medical - Tech/Maltech - Religion - Culture/Celeva ## Equipment - Religious symbol - Revenant knife - Map of Celevan catacombs ## Related - [Celeva](/swn-golden-triangle/celeva/) (location) - [Night Speakers](/swn-golden-triangle/night-speakers/) (faction) - [Nightspeaker](/swn-golden-triangle/nightspeaker/) (training package) ### Character Creation Source: https://srd-framework.vercel.app/swn-golden-triangle/character-creation-overview/ # Character Creation Overview ## Starting Level Players can start at level 1, 2, and 3. You gain one Attribute reroll for every level below 3. ## Captain Requirements A star ship captain must at least be level 3, with at least one level in Leadership, Tactics, Navigation and Pilot. ## Character Options This campaign features unique [Backgrounds](#backgrounds) and [Training Packages](#training-packages) that reflect the cultures and factions of the Golden Triangle sector. ### Backgrounds - [Min Daran Clansman](/swn-golden-triangle/min-daran-clansman/) - [Serambi Miner](/swn-golden-triangle/serambi-miner/) - [Sulunan Wayfarer](/swn-golden-triangle/sulunan-wayfarer/) - [Javon Urbanite](/swn-golden-triangle/javon-urbanite/) - [Lazunan Voidborn](/swn-golden-triangle/lazunan-voidborn/) - [Celevan Thanatist](/swn-golden-triangle/celevan-thanatist/) - [Timaran](/swn-golden-triangle/timaran/) - [Palvayan Islander](/swn-golden-triangle/palvayan-islander/) ### Training Packages - [Ashtari Cult Seer](/swn-golden-triangle/ashtari-cult-seer/) - [Maelstrom Corsair](/swn-golden-triangle/maelstrom-corsair/) - [Golden Triangle Trader](/swn-golden-triangle/golden-triangle-trader/) - [Cobalt Syndicate Cadre](/swn-golden-triangle/cobalt-syndicate-cadre/) - [Nusantaran Navy Marine](/swn-golden-triangle/nusantaran-navy-marine/) - [Isotropa Inmate](/swn-golden-triangle/isotropa-inmate/) - [Timaran Star Harvester](/swn-golden-triangle/timaran-star-harvester/) - [Tercio Cybernetica Cognoscenti](/swn-golden-triangle/tercio-cybernetica-cognoscenti/) - [Hieromonk of the Emerald Heart](/swn-golden-triangle/hieromonk-of-the-emerald-heart/) - [Caliphate Janissary](/swn-golden-triangle/caliphate-janissary/) - [Counters Guild Enumerator](/swn-golden-triangle/counters-guild-enumerator/) - [Nightspeaker](/swn-golden-triangle/nightspeaker/) - [Pendekar](/swn-golden-triangle/pendekar/) - [Palvayan Sword Saint](/swn-golden-triangle/palvayan-sword-saint/) - [Lazunan Drone Technician](/swn-golden-triangle/lazunan-drone-technician/) - [Great Power Privateer](/swn-golden-triangle/great-power-privateer/) - [Hawaladar](/swn-golden-triangle/hawaladar/) ## See Also - Psychic Powers - Martial Arts - [Advancement](/swn-golden-triangle/advancement/) ### Circle of Flame Source: https://srd-framework.vercel.app/swn-golden-triangle/circle-of-flame/ # Circle of Flame **Type:** Secret Society | **Goal:** Unknown The Circle of Flame is a secret society operating in the Golden Triangle sector. Almost nothing is known about their membership, operations, or true goals, making them one of the most mysterious factions in the region. Evidence confirms their existence. Exceptional operational security conceals everything else—members' identities, activities, true purpose. They operate entirely in shadow. The name suggests continuity (circle = eternal), transformation (flame = change, purification), and danger (fire is both useful and deadly). Those who dig too deep into the Circle's affairs have a habit of disappearing. Evidence of their activity comes from unexplained coordinated events, consistent rumors from multiple sources, and statistical anomalies suggesting organization behind seemingly random occurrences. ### Cobalt Syndicate Source: https://srd-framework.vercel.app/swn-golden-triangle/cobalt-syndicate/ # Cobalt Syndicate **Type:** Spacer Guild & Labor Union | **Symbol:** Cobalt blue stripe The Cobalt Syndicate is an organized labor union that controls many berths at the Maelstrom shipyards and shipping lanes throughout the Golden Triangle. Members wear a cobalt blue stripe on their clothing as a sign of solidarity. The Syndicate represents spacer interests and workers' rights, combining legitimate union organizing with criminal enterprises to fund their resistance against Great Power colonial exploitation. They run protection rackets, smuggling operations, and covertly arm anti-colonial militias across the sector. Allied with the [Maelstrom Corsairs](/swn-golden-triangle/maelstrom-corsairs/), they share anti-colonial sentiment and business interests. Their enemies include the [Golden Triangle Company](/swn-golden-triangle/golden-triangle-company/), the [Great Powers](/swn-golden-triangle/great-powers/), and the [12 Finger Guilds](/swn-golden-triangle/12-finger-guilds/)—all of whom they view as colonial exploiters of local workers. ### Cobalt Syndicate Cadre Source: https://srd-framework.vercel.app/swn-golden-triangle/cobalt-syndicate-cadre/ # Cobalt Syndicate Cadre *Operatives of the Cobalt Syndicate, these cadres excel in espionage, subterfuge, and covert operations. Skilled in various professions, they move unseen and strike with precision, maintaining the Syndicate's iron grip on the underworld.* ## Skills - Stealth - Profession/Any - Security - Combat/Unarmed - Culture/Underworld - Leadership ## Equipment - Cobalt blue insignia - Concealed weapon - Security kit ## Related - [Cobalt Syndicate](/swn-golden-triangle/cobalt-syndicate/) (faction) - [Javon](/swn-golden-triangle/javon/) (location) ### Combat Rules Source: https://srd-framework.vercel.app/swn-golden-triangle/combat-rules/ # Combat Rules ## Weapon Speed Weapon size grants a bonus to initiative. | Speed | Weapon Type | Initiative Bonus | |:------|:-----------|:----------------| | Quick | Knives and Pistols | +4 | | Medium | Swords, Submachine guns, Automatic Weapons, Grenades | +2 | | Slow | Rifles, Two-handed Weapons | 0 | | Heavy | Gunnery Weapons | -2 | ## Modifiers | Condition | Modifier | |:----------|:---------| | Half Cover | -4 | | Full Cover | -6 | | Prepared Position | +2 | | High Ground | It's over | | Flanking | +2 | | Full Movement | -2 | ## Additional Maneuvers ### Suppressive Fire A combatant can spend their turn laying down suppressive fire (if the weapon allows it), targeting an area or group instead of an individual. Suppressed enemies in the area must make a Mental Effect save or: - Suffer -2 to all actions on their next turn - Be forced to take cover if possible ### Cover and Destruction Given appropriate weaponry combatants can target and destroy cover, or create cover by targeting the environment. ## Related - [Space Combat](/swn-golden-triangle/space-combat/) - Martial Arts ### Counters Guild Source: https://srd-framework.vercel.app/swn-golden-triangle/counters-guild/ # Counters Guild **Type:** Banking & Financial Institution The Counters Guild maintains the sector's currency network, enabling interstellar commerce through credit verification, financial transfers, and trade settlement. They are the backbone of large-scale interstellar trade. Beyond banking, the Guild builds mysterious "shadow repositories" in any system where they have a presence—secure vaults storing unknown items and facilitating discrete auctions. What exactly they hold remains classified. Guild Enumerators are meticulous professionals trained in finance, bureaucracy, and data management. They ensure smooth commerce, balanced books, and the discovery of discrepancies. The Guild wields enormous power through information—they know every major transaction in the sector. Currently in economic conflict with the [12 Finger Guilds](/swn-golden-triangle/12-finger-guilds/), seeking to break their mining monopoly and take over mineral sales operations. ### Counters Guild Enumerator Source: https://srd-framework.vercel.app/swn-golden-triangle/counters-guild-enumerator/ # Counters Guild Enumerator *Precise and methodical, Enumerators of the Counters Guild manage vast amounts of data and resources. Their meticulous nature ensures the smooth operation of commerce and governance, balancing books and uncovering discrepancies.* ## Skills - Business - Bureaucracy - Steward - Computers - Profession/Enumerator - Culture/Javon ## Equipment - Data pad - Encrypted financial software - Portable printer ## Related - [Counters Guild](/swn-golden-triangle/counters-guild/) (faction) - [Javon](/swn-golden-triangle/javon/) (location) ### Cult of the Emerald Heart Source: https://srd-framework.vercel.app/swn-golden-triangle/cult-of-the-emerald-heart/ # Cult of the Emerald Heart **Type:** Heretical religious order | **Lifestyle:** Solo mendicant wanderers | **Implant origin:** [Putriea](/swn-golden-triangle/putriea/) Self-designated the **Church of the Emerald Heart**; outsiders name them Cult. Exiled healers who wander the sector tending the otherwise-terminal. Each bears an **Emerald Heart** — a Precursor organ grown on Putriea that fuses with or replaces the biological heart. The implant transforms the bearer and grants healing beyond conventional medicine. They preach a heretical gospel: the Heart is the true instrument of divine mercy. ### Eighty-Eight Cuts of the Departed Source: https://srd-framework.vercel.app/swn-golden-triangle/eighty-eight-cuts-of-the-departed/ # The Eighty-Eight Cuts of the Departed In the deepest bore-shaft of Celeva's catacombs, past the Weeping Transistor Fields where damaged cyberware cries out in dead men's voices, there is a place called the Cabinet of Final Transmissions. Here, in a chamber carved from a single massive memory crystal, the last colony ship disaster before the Scream birthed something that should not exist—a martial art created by the dying, preserved in nerve and synapse, transmitted like a disease. ## The Majapahit Incident The colony ship *Majapahit Dream* died slowly. A cascade failure in the cryobay systems left forty thousand colonists thawing while the ship limped through the void. They woke to corridors already packed with panicking bodies, to air growing thin, to the knowledge that only a fraction would survive to reach the escape pods. In those final hours, something unprecedented occurred. The ship's combat training VI, damaged by the same cascade, began recording everything—every desperate struggle, every improvised weapon, every brutal efficiency discovered when civilization collapses into a space too small for survival. The VI compressed forty thousand individual death-struggles into eighty-eight essential movements, patterns that emerged from the democracy of extinction. Security Chief Omar Salleh was in the ship's dojo when the VI uploaded its findings directly into his neural implant. They found him days later when the survivors reached Celeva, still moving through forms that hurt to watch—each cut containing the muscle memory of hundreds dying in the same way, each stance the average of thousands falling. ## The Nature of Infection The Eighty-Eight Cuts cannot be taught—they must be contracted. The style exists as corrupted nerve patterns, transmissible through specific obsolete neural interfaces that lack the safeguards to prevent direct muscle-memory transfer. Those who seek the style must undergo surgical installation of these deprecated ports, their scalps marked with geometric scars that follow old colonial acupuncture charts. The training itself takes place in workshops that reek of ozone and preservative fluid. The student is strapped to tables while black-market memory diamonds—each containing fragments of the *Majapahit* disaster—are played directly into their nervous system. They convulse as their bodies learn movements they never practiced, their muscles remembering deaths they never died. Most students speak of the moment of infection as drowning in other people's last breaths. They feel the weight of bodies pressing from all sides, taste recycled air growing thin, experience the peculiar clarity that comes when you have six minutes of oxygen and seven minutes of corridor between you and survival. ## The Democracy of Extinction Masters describe the Eighty-Eight Cuts as "combat by consensus." Every movement is the statistical average of thousands of colonists discovering the same terrible efficiency. When they fight, they don't move with individual will but with the collective experience of mass death. Their strikes carry the weight of numbers—not metaphorically, but literally, each cut backed by the muscle memory of everyone who died performing it. The style's movements are disturbing to watch. Practitioners shift between stances with the jerky efficiency of people fighting in too-tight spaces. They use their environment with desperate creativity—walls become weapons, corpses become shields, every surface offers an angle for survival. Their footwork follows patterns designed for corridors clogged with bodies, their cuts optimized for when you have no room to properly swing a blade. Most unsettling are their eyes. In combat, practitioners' pupils dilate and contract in patterns that match respiratory distress. They breathe in counts—six in, seven out—rationing oxygen that isn't scarce. Sometimes they speak during fights, but the words aren't their own: passcodes for doors that no longer exist, pleas for pods already launched, warnings about hull breaches centuries sealed. ## The Survivor's Paradox The deeper one goes into the Eighty-Eight Cuts, the more the distinction between self and colony blurs. Advanced practitioners speak of the "Survivor's Paradox"—they know they lived because forty thousand died, but their bodies remember dying forty thousand times. They exist in a state of perpetual survival, every moment filtered through the lens of those who didn't make it. This manifests in daily life. They count people in every room, calculating oxygen consumption. They know exactly how long it takes to reach every exit. They eat with desperate efficiency, sleep in shifts even when alone, and wake gasping from dreams of corridors that narrow with each step. ## The Black Market of Memory The Eighty-Eight Cuts has spawned its own economy in Celeva's underworld. "Memory miners" scavenge the *Majapahit's* wreckage, still in orbit, risking the ship's corrupted defense systems to extract pure-strain training data. Different fragments contain different deaths—some sellers specialize in "officer cuts" from the command crew's last stand, others in "civilian forms" from the passenger decks' desperate democracy. Surgeons who can install the deprecated hardware are celebrities in certain circles, their workshops hidden in maintenance shafts between catacomb levels. They mark their work with pride—each geometric scar pattern is a signature, a sign that this practitioner carries genuine colony death, not some diluted street reproduction. But the real currency is corruption. Advanced practitioners' nervous systems become valuable after death. The augmented tissue, properly prepared, can be distilled into injectable memory-serum. One dose grants temporary access to the cuts, but with a cost—users report tasting strangers' last meals, feeling phantom injuries from deaths they never died, loving people they've never met with the desperate intensity of final moments. ## Mechanical Implementation **Weapon Groups:** Swords, Knives, Improvised Weapons **Special Requirement:** Deprecated neural interface (5,000 credits, Constitution 12+ to survive installation). Installation leaves geometric scarring. **Special Cost:** You take 1 Stress anytime someone dies in your presence and the implants are active. Mental Save to take none. ### Level 0 - Novice **The Weight of Numbers:** You carry forty thousand deaths in your muscle memory. When outnumbered in melee, gain +1 AC for each additional opponent beyond the first (max +3). Your unarmed strikes do 1d6 damage. ### Level 1 - Intermediate **The Eighty-Eight Forms:** Before rolling to hit, choose how many of the eighty-eight forms to attempt (1-8). Roll that many d20s for your attack and take the highest, but take 1 point of damage for each die beyond the first as the conflicting death-memories strain your nervous system. ### Level 2 - Master **Implant Recording:** Your critical hit range expands by 1 for each human who has died in this combat as your implants record their dying moments and add them to the forty thousand. ## Related - [Celeva](/swn-golden-triangle/celeva/) (location) - [Pendekar](/swn-golden-triangle/pendekar/) (training package) - [Celevan Thanatist](/swn-golden-triangle/celevan-thanatist/) (background) ### Et in Arcadia Ego Source: https://srd-framework.vercel.app/swn-golden-triangle/et-in-arcadia-ego/ # Et in Arcadia Ego **Type:** Heavy Frigate | **Affiliation:** Anglois Dual Monarchy Et in Arcadia Ego is a formidable Dual Monarchy heavy frigate, renowned for its stealth and combat prowess. Little is known about the enigmatic captain, but their tactical brilliance and numerous victories have earned the ship a fearsome reputation throughout the Golden Triangle. The vessel combines advanced stealth systems with heavy armament—sensor-masking, silent running capabilities, and ambush tactics optimization make it a devastating raider. Convoys dread encountering it along major trade routes. The name (Latin: "Even in Arcadia, there am I") is Death speaking—a warning that they bring mortality even to safe havens. This literary, philosophical name suggests an educated, aristocratic command operating as either official navy or privateers with Dual Monarchy sanction. Their primary targets are rival Great Power convoys, particularly the Caliphate-chartered [Golden Triangle Company](/swn-golden-triangle/golden-triangle-company/). ### Fireland Source: https://srd-framework.vercel.app/swn-golden-triangle/fireland/ # Fireland **Type**: Wilderness Region **Planet**: [Arcadia](/swn-golden-triangle/arcadia/) ## Overview Fireland is a dangerous frontier wilderness region inhabited by native Sai peoples, settlers, and various dangerous wildlife. The region sees constant conflict between different groups struggling for survival and control. ## Random Encounters ### Sai People - Bloodthirsty warband - Nomad encampment with herd - Lone hermit astrologer ### Deadly Weather Roll d6, on a 6 it dissipates: - Thunderstorm - Duststorm/blizzard ### Scavengers - Vultures - Jackals - Wolves ### Settlers - Pilgrims trying to find a piece of eden - Militias hunting natives - Trappers hunting beasts (savage, barbarian) - Prospectors who have struck gold (crazed) ## Locations - Fireland Supply Depot - Cobalt Syndicate facility ## Factions Present - [The Sai Peoples](/swn-golden-triangle/the-sai-peoples/) - Indigenous nomadic tribes - [Cobalt Syndicate](/swn-golden-triangle/cobalt-syndicate/) - Operating supply depot - [Maelstrom Corsairs](/swn-golden-triangle/maelstrom-corsairs/) - Use depot for resupply - Settler groups and militias ## Adventure Hooks 1. Frontier conflicts between settlers and Sai peoples 2. Dangerous wildlife and weather conditions 3. Lost prospectors and treasure claims 4. Supply depot operations and pirate activity ## Related - [Arcadia](/swn-golden-triangle/arcadia/) (planet) - [The Sai Peoples](/swn-golden-triangle/the-sai-peoples/) (faction) - Fireland Supply Depot (location) ### Fractured Coin Source: https://srd-framework.vercel.app/swn-golden-triangle/fractured-coin/ # Fractured Coin **Type:** Privateer Vessel | **Affiliation:** Nihispanian The Fractured Coin is a Nihispanian privateer crewed by nasakha (possibly batchkin clones) and driven by greed and drugs. The vessel raids rival shipping, smuggles contraband, and takes any profitable job with little regard for law or morality. Operating as rogue elements with possible Ispanian Federacion connections, they use cybernetic enhancements and combat drugs to enhance their crew's performance. Their addiction to substances makes them desperate, risk-taking, and unreliable—but also fearless and enduring. The name "Fractured Coin" suggests broken loyalty and divided profit—untrustworthy yet effective. ### Golden Triangle Company Source: https://srd-framework.vercel.app/swn-golden-triangle/golden-triangle-company/ # Golden Triangle Trading Company **Type:** Chartered Trading Company | **Charter:** Al-Dahabian Caliphate The Golden Triangle Trading Company holds an exclusive monopoly on all trade within the Golden Triangle sector, granted by the Al-Dahabian Caliphate. They operate major facilities at Port Nusantara near [Suluna](/swn-golden-triangle/suluna/), a factory outpost on [Serambi](/swn-golden-triangle/serambi/), and extensive operations on [Arcadia](/swn-golden-triangle/arcadia/). The Company backs its commercial interests with military force: a large well-armed merchant fleet and Janissary corps—elite bio-engineered soldiers bred for combat excellence, with suppressed emotions and enhanced reflexes. After a lifetime of service, Janissaries are freed. All Company operations are bound by stringent Sharia Law, affecting contract terms, profit-sharing, personnel conduct, and treatment of contraband. Ships leased or gifted by the Company remain technically Company property, with operators required to share profits and avoid actions contravening religious law. The Company's enemies include the [Cobalt Syndicate](/swn-golden-triangle/cobalt-syndicate/), [Maelstrom Corsairs](/swn-golden-triangle/maelstrom-corsairs/), and smugglers who threaten their monopoly. ### Golden Triangle Trader Source: https://srd-framework.vercel.app/swn-golden-triangle/golden-triangle-trader/ # Golden Triangle Trader *Masters of commerce and negotiation, these traders weave through the intricate web of interstellar markets and politics. With sharp minds and silver tongues, they secure lucrative deals and maintain the lifeblood of the Golden Triangle Trading Company.* ## Skills - Business - Persuade - Culture/GTC - Tech/Postech - Language - Bureaucracy ## Equipment - Portable trade terminal - Set of fine clothes - Writ of trade ## Related - [Golden Triangle Company](/swn-golden-triangle/golden-triangle-company/) (faction) ### Great Power Privateer Source: https://srd-framework.vercel.app/swn-golden-triangle/great-power-privateer/ # Great Power Privateer *Licensed pirates and mercenaries, Privateers serve the interests of the great powers with a blend of piracy and patriotism. Their skills in navigation and combat make them formidable forces in both legal and illicit ventures.* ## Skills - Combat/Any - Navigation - Leadership - Pilot - Tactics - Culture/Any ## Equipment - Boarding saber - Naval uniform - Letter of marque ## Related - [Great Powers](/swn-golden-triangle/great-powers/) ### Great Powers Source: https://srd-framework.vercel.app/swn-golden-triangle/great-powers/ # Great Powers The Great Powers are colonial empires that dominate interstellar politics beyond the Golden Triangle sector. These massive star-spanning nations project their influence through chartered companies, military expeditions, and religious missions. **The Al-Dahabian Caliphate** — A theocratic state governed by Sharia Law. They extend their reach through the [Golden Triangle Company](/swn-golden-triangle/golden-triangle-company/), which holds a monopoly on all sector trade by Caliphate charter, backed by Janissary military forces (bio-engineered slave soldiers). **The Anglois Dual Monarchy** — The wealthiest Great Power, Anglo-French in culture, continental in strategic temperament. Their Exemplar program produces enhanced philosopher-soldiers through pretech augmentation and classical education. The program tore itself apart when half the Exemplars rebelled against colonial reality — those renegades became the [Sun Eaters](/swn-golden-triangle/sun-eaters/). The Monarchy still fields loyal Exemplars alongside conventional marines and licensed privateers, but the program is wounded and under political scrutiny. **The Cathayan Empire** — Projects power through mercenary companies and cultural influence, particularly visible in regions like [Qingqiu](/swn-golden-triangle/qingqiu/) on [Arcadia](/swn-golden-triangle/arcadia/). **The Ispanian Federacion** — Emphasizes technological superiority through cybernetic enhancement. Their Tercio Cybernetica and Cognoscenti tech savants represent cutting-edge military technology. The Great Powers compete for influence through proxy conflicts, trade monopolies, cultural imperialism, and military expeditions. Local factions like the [Cobalt Syndicate](/swn-golden-triangle/cobalt-syndicate/) actively resist their control. ### Haridasva Source: https://srd-framework.vercel.app/swn-golden-triangle/haridasva/ # Haridasva **Type**: Settlement **Planet**: [Arcadia](/swn-golden-triangle/arcadia/) **Status**: Largest settlement on Harridan's End ## Overview Haridasva serves as the government and administrative center of Arcadia. The city features beach resorts, casino hotels, color festivals, pyrotechnics, and a vibrant gun culture. ## Clear Water A district or settlement within Haridasva's sphere of influence, characterized by conflicts over water access and local power struggles. ### Notable NPCs **Sheriff Willard** (Elite Fighter, Revolver, Assault Rifle) - Wants peace and quiet - Law enforcement authority **Dinesh Kapoor** (Local plaza boss) - Wants to eliminate competition - Seeking to expand into cocaine trade **Fatimah Al-Tabuk** (Offworld free merchant) - Wants access to land for plantations - Seeking natural resource exploitation rights **Uriah Pharazon** (Water baron) - Wants to maintain stranglehold on water supply - Seeks to limit outside influence ## Factions Present - [Haridasva Cartel](/swn-golden-triangle/haridasva-cartel/) - Headquartered here - [Waterbarons](/swn-golden-triangle/waterbarons/) - Control water infrastructure - Local law enforcement (Sheriff Willard) ## Adventure Hooks 1. Water rights conflicts between Pharazon and offworld interests 2. Plaza boss power struggles in the criminal underworld 3. Tension between local law enforcement and cartel activities 4. Offworld exploitation vs. local control ## Related - [Arcadia](/swn-golden-triangle/arcadia/) (planet) - [Haridasva Cartel](/swn-golden-triangle/haridasva-cartel/) (faction) - [Waterbarons](/swn-golden-triangle/waterbarons/) (faction) ### Haridasva Cartel Source: https://srd-framework.vercel.app/swn-golden-triangle/haridasva-cartel/ # Haridasva Cartel **Type:** Drug Cartel | **Base:** [Haridasva](/swn-golden-triangle/haridasva/), [Arcadia](/swn-golden-triangle/arcadia/) Former frontier traders and smugglers who grew into an interstellar drug cartel. The Haridasva Cartel operates on a "silver or lead" philosophy—take the money or take the bullet. The cartel runs drug trafficking, smuggling, and frontier trade operations across Arcadia. Their leadership is currently seeking to transition into more legitimate business while maintaining their criminal power base. They compete with the [Waterbarons](/swn-golden-triangle/waterbarons/) for local control and maintain influence through a network of local plaza bosses and corrupt officials. ### Hawaladar Source: https://srd-framework.vercel.app/swn-golden-triangle/hawaladar/ # Hawaladar *A Hawaladar is an expert in informal finance and trusted intermediary for value transfers, particularly in communities where formal financial systems are inaccessible or inefficient. Their role is defined by reputation, precision, and discretion, operating as a key figure in global networks of trust-based commerce.* ## Skills - Business - Persuade - Bureaucracy - Culture/Any (except criminal) - Language - Security ## Equipment - Portable ledger - Cylinder seal - Comm key ## Related - [Golden Triangle Company](/swn-golden-triangle/golden-triangle-company/) (faction) - [Counters Guild](/swn-golden-triangle/counters-guild/) (faction) ### Healing and Recovery Source: https://srd-framework.vercel.app/swn-golden-triangle/healing-and-recovery/ # Healing and Recovery ## HP Recovery A character recovers one HP per full day of rest. If the character has access to a med kit, they recover one additional HP. If the character is being attended by a physician with a med kit they recover an additional two HP per Tech/Medical skill level of the physician. ## Stress Recovery See [Stress and Panic](/swn-golden-triangle/stress-and-panic/#relieving-stress) for details on stress recovery. ## Related - [Stress and Panic](/swn-golden-triangle/stress-and-panic/) - [Advancement](/swn-golden-triangle/advancement/) ### Hieromonk of the Emerald Heart Source: https://srd-framework.vercel.app/swn-golden-triangle/hieromonk-of-the-emerald-heart/ # Hieromonk of the Emerald Heart *Exiled heretics who wander the stars as mendicants. Mendicant physicians implant themselves with pretech artifacts, which change them but also let them heal others.* ## Skills - Religion - Tech/Medical - History - Tech/Psitech - Culture/Any - Perception ## Equipment - Emerald Heart - Monastic habit - Map to the Lost Mausoleum of the Archimandrite ## Related - [Cult of the Emerald Heart](/swn-golden-triangle/cult-of-the-emerald-heart/) (faction) ### Highbeam Multistellar Source: https://srd-framework.vercel.app/swn-golden-triangle/highbeam-multistellar/ # Highbeam Multistellar **Type:** Trading Company | **Operations:** Maelstrom Shipyards Highbeam Multistellar is an offworld trading company chartered to operate in the Nusantara system. They run the massive orbital shipyards around Maelstrom, the turbulent gas giant, providing ship construction, repair, and maintenance services throughout the sector. The shipyards are contested space—the [Cobalt Syndicate](/swn-golden-triangle/cobalt-syndicate/) controls many berths, the [Maelstrom Corsairs](/swn-golden-triangle/maelstrom-corsairs/) use facilities (likely unofficially), and various other factions vie for access. Highbeam manages this complex political landscape while trying to operate a legitimate business. The [Golden Triangle Company](/swn-golden-triangle/golden-triangle-company/) holds the sector's monopoly charter. Highbeam competes in the open market around it—more flexible, less politically protected. ### House of Vital Artifice Source: https://srd-framework.vercel.app/swn-golden-triangle/house-of-vital-artifice/ # House of Vital Artifice **Type:** Biotech Corporation | **Formerly:** Naskha The House of Vital Artifice specializes in creating short-lived clones called "batchkin" for manual labor—expendable workers bred for dangerous environments like mines and toxic processing facilities. Only a select few licensed "alkhemists" are permitted to create batchkin, under heavy regulation by the Caliphate. Their operations raise ethical controversies: Are batchkin sapient beings with rights, or merely biological tools? The [Cobalt Syndicate](/swn-golden-triangle/cobalt-syndicate/) opposes them as clone labor undermines natural workers and union organizing. The House operates under strict Caliphate oversight and works closely with the [Golden Triangle Company](/swn-golden-triangle/golden-triangle-company/). Their clients include the [12 Finger Guilds](/swn-golden-triangle/12-finger-guilds/) and other operations requiring expendable labor for hazardous work. ### Hylix-Ventross Systems Source: https://srd-framework.vercel.app/swn-golden-triangle/hylix-ventross-systems/ # Hylix-Ventross Systems **Type:** Corporate Conglomerate | **Specialty:** Space Technology & Communications Hylix-Ventross Systems is a major corporate conglomerate specializing in advanced space travel technology and interstellar communications. They manufacture spike drives, navigation systems, ship components, and operate communication relay infrastructure across the sector. Known for cutting-edge R&D and aggressive expansion, Hylix-Ventross uses undercutting, acquisitions, and exclusive contracts to dominate markets. Their current major project is constructing a state-of-the-art communications relay station in the [Nusantara System](/swn-golden-triangle/nusantara-system/)—which would give them significant control over data flow through the sector's central hub. Most factions use their services, though their aggressive tactics and the surveillance implications of their communications infrastructure create tensions with privacy advocates and anti-corporate groups like the [Cobalt Syndicate](/swn-golden-triangle/cobalt-syndicate/). ### Isotropa Inmate Source: https://srd-framework.vercel.app/swn-golden-triangle/isotropa-inmate/ # Isotropa Inmate *Hardened by the brutal life within Isotropa Max Secure, these inmates have learned to survive by any means necessary. Their skills are forged in the fires of desperation and necessity, making them cunning and resilient.* ## Skills - Survival - Combat/Unarmed - Athletics - Culture/Prison - Tech/Postech - Persuade ## Equipment - Improvised weapon - Prison jumpsuit - Hidden lockpicks ## Related - [Isotropa Max Secure](/swn-golden-triangle/isotropa-max-secure/) (faction) ### Isotropa Max Secure Source: https://srd-framework.vercel.app/swn-golden-triangle/isotropa-max-secure/ # Isotropa Max Secure **Type:** Maximum Security Prison | **Location:** [Nusantara System](/swn-golden-triangle/nusantara-system/) Isotropa Max Secure is a notorious prison housing the sector's worst offenders—violent criminals, pirates, raiders, traitors, war criminals, and rogue psychics. The facility boasts heavy fortifications, psychic suppression systems, and an escape-proof design. The prison is deeply corrupt. Those with power and wealth can broker commutations, pardons, and comfortable accommodations. Justice is for sale—wealthy criminals escape while poor inmates serve full terms. The administration sells inmate intelligence and runs early release programs favoring the connected. Life in Isotropa is brutal. Inmates develop a prison culture with its own hierarchy based on crime, connections, and wealth. Survival requires physical toughness, political savvy, and either valuable skills or protection. Those who escape carry prison intelligence, criminal connections, and hardened survival instincts. ### Javon Source: https://srd-framework.vercel.app/swn-golden-triangle/javon/ # Javon **Type**: Large Moon **System**: [Nusantara System](/swn-golden-triangle/nusantara-system/) **Orbit**: [Ashtari Cloud](/swn-golden-triangle/ashtari-cloud/) **Population**: 5,000,000 **Tech Level**: TL4 **Status**: Terraformed (former ice world) ## Overview Javon is a large terraformed moon orbiting the Ashtari Cloud gas giant. Originally an ice world, it was transformed into an ocean world with massive urban centers built on enormous spires rising into the clouds. The central spire features a space elevator connecting to orbital facilities. ## Geography **Ocean World**: - Former ice world terraformed into ocean planet - Large spires rising into clouds - Central spire with space elevator - Lone spires in the ocean (tracking weather, temples) **Cloud Spires**: - Each spire has distinct culture, indistinguishable to outsiders - Bridges with buildings connecting spires - Windmills and solar nets for power - Thick fog during cloudy weather - Ashen Knives headquarters in a former temple spire ## Food Production - Aquafarms in the oceans - Vertical farms in the spires ## Weather Strong surface winds usually going in one general direction. Orienting yourself on spires uses Leeward and Windward directions. | D6 | Weather | | --- | -------------- | | 1 | Storm | | 2 | Squalls | | 3 | Fog | | 4 | Normal / Windy | | 5 | Normal / Fog | | 6 | Normal | ## Factions Present - [Ashen Knives](/swn-golden-triangle/ashen-knives/) - Headquarters in former temple spire - [Night Speakers](/swn-golden-triangle/night-speakers/) - Advisor to Javon Governor - Javon Governor (advised by Doraam of Night Speakers) ## Related - [Nusantara System](/swn-golden-triangle/nusantara-system/) (system) - [Ashtari Cloud](/swn-golden-triangle/ashtari-cloud/) (gas giant) - [Ashen Knives](/swn-golden-triangle/ashen-knives/) (faction) - [Night Speakers](/swn-golden-triangle/night-speakers/) (faction) ### Javon Urbanite Source: https://srd-framework.vercel.app/swn-golden-triangle/javon-urbanite/ # Javon Urbanite *Amid the teeming streets and towering spires of Javon, the urbanite thrives. Skilled in the art of persuasion and the intricacies of bureaucracy, they navigate the city's labyrinthine structures with aplomb.* ## Skills - Persuade - Bureaucracy - Profession/Any - Culture/Javon ## Equipment - Fashionable clothes - Communicator - Holo unit ## Related - [Javon](/swn-golden-triangle/javon/) (location) - [Counters Guild](/swn-golden-triangle/counters-guild/) (faction) - [Cobalt Syndicate](/swn-golden-triangle/cobalt-syndicate/) (faction) ### Lazuna Source: https://srd-framework.vercel.app/swn-golden-triangle/lazuna/ Lazuna is a hollowed asteroid spun into domed cities and deep drydocks: the system’s principal shipyard and the one place where pre-Scream procedures for spikedrives still run end-to-end. The ancient core remains in Guild hands; the surrounding slips and habs are a patchwork of concession zones and worker enclaves. It looks orderly from orbit and feels negotiated up close. ## Governance The yard is held together by a compact between three pillars: the **Guild’s Core Trust** (stewards of the pretech lines and certifiers of spikedrive work), the concessionaires that finance and operate peripheral slips, and the **Commons Deputies** who represent the unions. There’s no true monopoly of force; peace is maintained by norms everyone can live with—Court Lanterns that suspend violence under their light, Shift Truces that keep arrests off the clock, and the practical threat of blacklisting that starves offenders of cranes, parts, and berths. ## Yard capability Tech level is TL4 for ordinary fabrication, with TL5 procedural inheritance inside the Core for sealed spikedrive assemblies. Throughput in peacetime is predictable: three capital slips that turn city-hulls and carriers in roughly a year plus; seven major slips that handle cruisers and big merchants in four to eight months; a lattice of light slips and service cages that keep patrol craft, free merchants, cutters, and drones moving in weeks rather than months. ## Industrial web Inputs arrive as Serambi refractory metals and doped alloys, Timara solvents and industrial gases, Javon biosynths and med-kit staples, and imported photonics. Outputs are hulls and refits, sealed cores in small numbers, hab segments and life-support racks, drone swarms, radiation baffles, and overhaul kits. The reason Lazuna matters is simple: schedules hold and certifications stick. ## Districts ## The Core Vaults Pressurized caverns beneath stained blast doors, quiet enough that tool carts sound like bells. The pretech lines and the sealed drive protocols live here, and the Guild’s authority is not theoretical. Wardens in pale coats move with the calm of people who don’t explain themselves twice. Hylix-Ventross only appears as brass plates on service cabinets—legacy concessions that no one seems willing to renegotiate. Cobalt crews visit as petitioners, never in numbers, never with visible muscle. If you want a license signed or a tolerance certified, this is where the ink dries and where the price of mistakes is a lifetime off the yard. ## Slipway Alif A canyon of gantries where the shift bells are tuned by deck so crews can sort their time by ear. Alif takes the flagship work: city-hulls, carriers, anything that makes the rest of the yard stand straighter. The Guild controls the central run and any cradle that touches a driveset; Hylix-Ventross holds supply corridors on the rim and runs the doped-alloy ovens that gate the schedule. The union marshals are everywhere in high-visibility harnesses, and everyone pretends not to notice Cobalt’s lighter slipping in after lights-down to tug a disputed hull two berths north. A Lantern mounted over the master gantry keeps arguments civil; when it flares, negotiators arrive faster than medics. ## Bendahara Exchange A smoked-glass oculus throws down a ring of daylight on the auction floor. Credit houses line the inner circle, insurance syndics occupy the spokes, and parts brokers haunt the shadows between. Prices here are diplomacy by other means: Hylix-Ventross writes vendor lists on embossed paper; Cobalt trades favors across coffee cups; the Magistracy’s clerks keep a ledger that never seems to close. The Guild appears as a rumor—“the certification window opens next week if you can produce a clean dosimetry chain”—and disappears before anyone can take notes. Deals made in the Exchange settle fights outside it; if you want to move a mountain with a signature, this is where you learn what mountains cost. ## Lavender Kubah The dome that rioted and then learned to mourn. Names are etched by tool—wrench, torch, meter—because trade is identity here and the dead don’t leave their crafts behind. The Commons Deputies keep an office opposite the memorial slates; their Safety Veto travels on a short walk from there to any slip within shouting distance. Hylix-Ventross avoids press conferences inside the Kubah and prefers to announce concessions from the Exchange, which tells you what they fear. Cobalt funds the tea at night vigils and pays for replacement visors without receipts. The Legion’s liaison sends wreaths on anniversaries and stays away the rest of the year. ## The Forge Spine A zero-g lattice bored through the asteroid’s marrow, lit like a chapel with task lamps and inspection beams. Fabrication here tastes of hot metal and lemon detergent; the air turns thin when the big ovens feed. The Guild calibrates the Spine’s metrology rigs and posts a Warden at the cardinal nodes. Hylix-Ventross owns the longest bake ovens and the rail that feeds them; their logo is the only thing here allowed to be shiny. Cobalt uses third-shift gaps to “test” reclaimed swarms and to swap tags on identical parts that differ only in provenance. If something vanishes in the Spine, it wasn’t stolen so much as renamed. ## The Skein Out past the domes, the yard becomes lines in vacuum: tethered workways, beacon hoops, cold-soak cradles, and EVA ranges slung over raw rock. Crews qualify here with real stars in their visors. The Guild’s jurisdiction thins with the air; their Wardens ride scooters along the tethers and speak mostly in hand signals. Hylix-Ventross maintains the beacon network and therefore controls who gets a safe corridor after curfew. Cobalt trains drone schools on the far hoop where the cameras don’t quite overlap; if a hull needs to cool fast or disappear faster, it passes through the Skein first. Blacklisting bites hardest here—no one will catch your tether if the yard has turned its face from you. ## Magistracy Ring A slow-turn ring with court chambers, bonded vaults, and a library of contracts bound in cloth. Filings matter more than guns in this orbit, and the Bailiffs know the difference between a seizure that holds and a spectacle that won’t. Hylix-Ventross always seems to arrive with a stamped form that everyone else swears didn’t exist yesterday. The Guild argues with footnotes and meets every deadline by an hour; Cobalt’s counsel has a genius for continuances that stretch into opportunities. If a Lantern lights anywhere on Lazuna, a docket blooms here within the hour. ## Kampung Rantai Stacked worker rows over steam canteens and kit repair stalls, named for the chain slung on laundry lines between balconies. Apprentices sleep in shifts; elders keep the dosimetry logs like family bibles. The unions recruit here because everyone owes and remembers. Hylix-Ventross funds a clinic on the lower tier and gets better attendance at vendor briefings in return. Cobalt sponsors a youth tug-race every fifth restday and places quiet bets on which pilot will be worth hiring at seventeen. The Guild rarely enters except to bless a cohort of new drivewrights in a ceremony that looks suspiciously like graduation. ## Vibe cues A rigger presses a prayer strip to a gantry and the whole shift falls silent until the adhesive cures. The Court Lanterns flare and an argument collapses into hurried forms at the filing desk. Children surf a maintenance mag-sled down the Forge Spine, leaving lemon-scented vapor in their wake. In the Exchange, three meters of chain pay for a man’s debt and a week’s berth besides. Beyond the domes, a tether line thrums as a drone school wheels in vacuum against the bead of a beacon. A Warden turns a valve a quarter-turn and the engineers bow as if a rite has concluded. Under Lavender Kubah, welders keep their visors up while the names are read, sparks falling like petals. ### Lazunan Drone Technician Source: https://srd-framework.vercel.app/swn-golden-triangle/lazunan-drone-technician/ # Lazunan Drone Technician *Experts in drone technology, these technicians maintain and deploy advanced robotic systems. Their skills keep the machines of Lazuna running smoothly, whether in exploration, combat, or construction.* ## Skills - Tech/Astrotech - Tech/Postech - Computer - Exosuit - Vehicle/Any - Culture/Lazuna ## Equipment - Void Hawk drone - Toolkit/Astrotech - Set of blueprints ## Related - [Lazuna](/swn-golden-triangle/lazuna/) (location) - [Lazunan Voidborn](/swn-golden-triangle/lazunan-voidborn/) (background) ### Lazunan Voidborn Source: https://srd-framework.vercel.app/swn-golden-triangle/lazunan-voidborn/ # Lazunan Voidborn *Forged in the zero-g forges of Lazuna, where the deep black is a constant companion, the voidborn is as adept with a wrench as with a welding torch. They build and repair the vessels that traverse the heavens, their hands as skilled as any artisan's. In the void, they find both home and challenge, crafting the vessels that carry dreams across the stars.* ## Skills - Exosuit - Athletics - Profession/Shipbuilder - Culture/Lazuna ## Equipment - Exosuit - Metatool - Bundle of spare parts ## Related - [Lazuna](/swn-golden-triangle/lazuna/) (location) - [Lazunan Drone Technician](/swn-golden-triangle/lazunan-drone-technician/) (training package) ### League of Yaluo Source: https://srd-framework.vercel.app/swn-golden-triangle/league-of-yaluo/ # League of Yaluo **Type**: City-State Confederation **Planet**: [Zhourao](/swn-golden-triangle/zhourao/) **Governance**: Confederation of mining guilds and independent territories **Capital**: Yaluo Prime **Leadership**: Central council representing member territories ## Overview The League of Yaluo is a coalition of independent mining guilds and territories united under a central council. Each member territory maintains its own leadership while coordinating through the central authority. ## History The League won its independence from the [Mianjin Republic](/swn-golden-triangle/mianjin-republic/) oligarchs, establishing itself as a separate power on Zhourao. This hard-won freedom shapes the League's identity and politics. ## Expertise The League is known for exceptional expertise in extracting and refining minerals, particularly valuable in Zhourao's cold, mineral-rich environment. ## Government Structure - **Central Council**: Coordinates member territories - **Member Territories**: Each with independent leadership - **Mining Guilds**: Powerful economic and political entities ## Economy Specialized in: - Mineral extraction - Ore refining - Mining technology and expertise - Guild-based commerce ## Related - [Zhourao](/swn-golden-triangle/zhourao/) (planet) - [Mianjin Republic](/swn-golden-triangle/mianjin-republic/) (former overlords) - [Zushan Sultanate](/swn-golden-triangle/zushan-sultanate/) (rival city-state) ### Maelstrom Corsair Source: https://srd-framework.vercel.app/swn-golden-triangle/maelstrom-corsair/ # Maelstrom Corsair *Hardened by the endless void and the thrill of the hunt, Maelstrom Corsairs live for the chase and the plunder. Navigating through treacherous space, they strike fear into the hearts of their enemies, their skills honed by countless raids and battles.* ## Skills - Combat/Gunnery - Pilot - Tech/Astronautics - Athletics - Navigation - Culture/Maelstrom ## Equipment - Corsair blaster - Pilot's suit - Treasure map ## Related - [Maelstrom Corsairs](/swn-golden-triangle/maelstrom-corsairs/) (faction) - Maelstrom (location) ### Maelstrom Corsairs Source: https://srd-framework.vercel.app/swn-golden-triangle/maelstrom-corsairs/ # Maelstrom Corsairs **Type:** Pirate Fleet | **Base:** Hidden within Maelstrom atmosphere The Maelstrom Corsairs are rowdy space pirates operating from a secret base within the turbulent atmosphere of the gas giant Maelstrom. Their lair is accessible only with special drives capable of navigating the deadly storms—making it an ideal haven beyond the reach of most pursuers. Led by Pirate Queen Alanda "Banshee" Ryle, the Corsairs clash regularly with the [5th Legion](/swn-golden-triangle/5th-legion/) and raid colonial shipping throughout the sector. Their fleet includes the Nightbreaker, a Bruxelles-class cruiser equipped with advanced technology. Corsairs are hardened by the endless void and the thrill of the hunt, their skills honed by countless raids through treacherous space. They maintain business partnerships with the [Cobalt Syndicate](/swn-golden-triangle/cobalt-syndicate/) and share berths at the Maelstrom shipyards operated by [Highbeam Multistellar](/swn-golden-triangle/highbeam-multistellar/). ### Mianjin Republic Source: https://srd-framework.vercel.app/swn-golden-triangle/mianjin-republic/ # Mianjin Republic **Type**: City-State **Planet**: [Zhourao](/swn-golden-triangle/zhourao/) **Governance**: Oligarchy (nominally democratic republic) **Capital**: Xinjin **Leadership**: President (elected every 5 years) and Senate ## Overview Despite its republican structure with a president elected every five years and a senate representing various provinces, the Mianjin Republic is effectively an oligarchy led by powerful industrialists. ## Government Structure - **President**: Elected every five years (largely controlled by oligarchs) - **Senate**: Represents various provinces - **True Power**: Industrial oligarchs ## Economy Industrialist-controlled economy focusing on extraction and manufacturing. The oligarchs maintain power through control of key industries and resources. ## Political Landscape The League of Yaluo won independence from the Mianjin oligarchs, creating ongoing tension between the two city-states. ## Related - [Zhourao](/swn-golden-triangle/zhourao/) (planet) - [Zushan Sultanate](/swn-golden-triangle/zushan-sultanate/) (rival city-state) - [League of Yaluo](/swn-golden-triangle/league-of-yaluo/) (former territory, now independent) ### Min Dan Source: https://srd-framework.vercel.app/swn-golden-triangle/min-dan/ # Min Dan **Type**: Desert Planet **System**: [Nusantara System](/swn-golden-triangle/nusantara-system/) **Status**: Failed terraforming ## Overview Min Dan is a desert planet where terraforming efforts failed, leaving behind a harsh, arid world. Despite the failed terraforming, the planet features temples suggesting religious or cultural significance. ## Features - Desert environment from failed terraforming - Ancient or current temples - Likely low population density ## Sites - **Deep Carbon Observatory** — Pre-Scream scientific facility in cave systems. Explored by the party (Sessions 28-31). Now occupied by 20-40 Vargz raiders as a base. - **Sky Temples** — Ancient temples predating the Mandate. Pilgrimage significance connected to the Way. - **Many Gates of the Gann** — Pre-Scream subterranean complex. Three levels. Discovered by Sgt. Kasim via stolen data chip (secret from Ryze). ## Encounter Table **Min Dan Encounter Table** — 2d6 surface encounters covering open desert, ruin fields, Sky Temple approaches, and DCO perimeter. ## Related - [Nusantara System](/swn-golden-triangle/nusantara-system/) (system) - [Min Dara](/swn-golden-triangle/min-dara/) (associated moon) - Rust Skins (Vargz / Khasat Clades) - [Night Speakers](/swn-golden-triangle/night-speakers/) (fled here post-Celeva) - Raiments of Night (Nightheart extracted from DCO) - [Acolytes of Brashkadesh](/swn-golden-triangle/acolytes-of-brashkadesh/) (funded DCO expedition) ### Min Dara Source: https://srd-framework.vercel.app/swn-golden-triangle/min-dara/ # Min Dara **Type**: Moon **System**: [Nusantara System](/swn-golden-triangle/nusantara-system/) **Environment**: Forests ## Overview Min Dara is a forested moon in the Nusantara system, providing a stark contrast to the desert wastes of its associated planet Min Dan. ## Environment Extensive forest coverage, suggesting a more habitable and resource-rich environment than nearby Min Dan. ## Related - [Nusantara System](/swn-golden-triangle/nusantara-system/) (system) - [Min Dan](/swn-golden-triangle/min-dan/) (associated planet) - [Mindaran Clans](/swn-golden-triangle/mindaran-clans/) (faction - possibly named after this location) ### Min Daran Clansman Source: https://srd-framework.vercel.app/swn-golden-triangle/min-daran-clansman/ # Min Daran Clansman *Born to the rugged highlands and deep forests of Mindara, the clansman knows the land as an old friend. Raised among kin and steeped in traditions, every day is a test of endurance and skill. The clan knife is a constant companion, and the insignia a symbol of unyielding loyalty. Survival is a way of life here, and combat, a necessary art.* ## Skills - Combat/Primitive - Combat/Unarmed - Survival - Culture/Mindara ## Equipment - Clan knife - Survival kit - Clan insignia ## Related - [Mindaran Clans](/swn-golden-triangle/mindaran-clans/) (faction) - [Timara](/swn-golden-triangle/timara/) (location) - [Pendekar](/swn-golden-triangle/pendekar/) (training package) ### Mindaran Clans Source: https://srd-framework.vercel.app/swn-golden-triangle/mindaran-clans/ # Mindaran Clans **Type:** Warrior Clan Network | **Base:** Mindara The Mindaran Clans are a network of fiercely independent warrior families, each led by a chieftain and bound by honor and tradition. They engage in territorial disputes and shifting alliances while upholding their ancestral ways amidst the stars. Clansmen are forged by rugged highlands and deep forests, with combat prowess and survival skills passed through generations. Pendekars serve as warrior-leaders, respected in both battle and council, their wisdom matching their blade skills. The clans emphasize honor codes, loyalty to kin, and self-reliance. They resist foreign influence from the [Great Powers](/swn-golden-triangle/great-powers/) and the [Golden Triangle Company](/swn-golden-triangle/golden-triangle-company/), viewing interstellar trade as a threat to their culture. The tension between tradition and modernity creates internal divisions between conservatives, progressives, and moderates. ### Night Speakers Source: https://srd-framework.vercel.app/swn-golden-triangle/night-speakers/ # Night Speakers **Type:** Mystic Cult | **Base:** [Celeva](/swn-golden-triangle/celeva/) catacombs The Night Speakers are mystics with dark proclivities, trained in the forbidden Night Voice psychic discipline. They seek dangerous Precursor artifacts and speak to voices from beyond the stars, operating from the haunted catacombs of Celeva. Those trained in Night Voice develop distinctive features: **pitch black eyes** and **resonating voices** with otherworldly timbre. They wear masks—removing the mask can unleash devastating power. The discipline involves shadow manipulation, gravitational control, and communion with something they call "the Night." What the Night actually is—whether Precursor AI, extradimensional entity, psychic phenomenon, or something else—remains unclear even to the Night Speakers themselves. They pursue occult knowledge and ancient technology, exploring the deepest reaches of Celeva's catacombs and the corrupted data stored in ancient engrams. ### Night Voice Source: https://srd-framework.vercel.app/swn-golden-triangle/night-voice/ # Night Voice A psychic discipline associated with darkness, gravity manipulation, and communion with the void. Those who practice Night Voice are known as Nightspeakers, distinguished by their pitch black eyes and resonating voices. ## Level 1: Whisper of Shadows **Duration:** 1 minute **Description:** The psychic targets one creature within sight, planting an intrusive, otherworldly whisper in their mind and making them known to the Night. Those known to the Night are affected easier by other powers of the Night Voice, usually disadvantage on Saving Throws. The creature can make a Mental Effects save each round to shake off the debilitating effects. If the target fails their save, the Nightspeaker learns a fleeting fragment of their surface thoughts or memories. **Mechanics:** -1 on Skill Checks and -4 on attack rolls. Mark of the Night. **Upcast:** Add an additional target per level. ## Level 2: Void Resonance **Duration:** Concentration, up to 1 minute **Description:** The psychic can manipulate gravitational forces in a 5-meter radius area, doubling or halving the local gravity. Those marked by Night are affected twice as strongly and sense the tendrils of Night pulling on them. **Mechanics:** Common sense. **Upcast:** Multiply the radius by levels upcast. ## Level 3: Veil of Midnight **Duration:** Concentration, up to 1 minute **Description:** The psychic creates a zone of complete silence, darkness and nullification of the Way within a 10-meter radius. All sound and light is absorbed, and psychic abilities cannot be used. Those marked by Night can now hear the whispers of the Night, even without Way ability. **Mechanics:** All sound and light within the area is nullified. Way powers cannot be activated or used within the area. **Upcast:** Multiply the radius by levels upcast. ## Level 4: Night Cloak **Duration:** Concentration, 10 minutes **Description:** The psychic can envelop themselves or an ally marked by Night in a cloak of darkness that absorbs light and sound, making the subject invisible and silent. **Mechanics:** The subject becomes invisible and gains a +4 bonus to Stealth checks. Any attacks made while cloaked have advantage. The cloak lasts for up to 10 minutes or until the subject attacks or takes damage. **Upcast:** Add one cloaked person per upcast. ## Level 5: Hollow Chorus **Duration:** Concentration, up to 1 minute **Description:** The psychic speaks to the Void and can momentarily increase gravitational forces on targets within a 10 meter sphere, causing intense pressure and damage. Targeting up to the Nightspeaker's level of enemies. Those marked by Night take double the damage. **Mechanics:** Target must make a Physical saving throw or take d6 damage and be stunned for 1 round. On a successful save, the target takes half damage and is not stunned. **Upcast:** Add 10 meters to the sphere per level. ## Level 6: Communion **Duration:** Concentration, for 10 minutes **Description:** The Night Speaker engages in direct Communion with the Night, summoning an intangible presence that listens and responds. The surrounding darkness deepens and whispers echo from unseen depths. This presence can convey knowledge, reveal truths, or act as a subtle manipulator of reality. **Mechanics:** After the 10 minutes of communion the Night Speaker is granted a Boon in exchange for Stress. The strength of the boon determines the Stress. **Examples:** - "Who killed the merchant?" *"A blade unsanctified by day, wielded by one who sees only shadows."* - 3 Stress - A shadowy servant emerges to perform a simple task, such as retrieving an object or barring a door for 1 turn - 2 Stress - Create a permanent Mark of Night - 4 Stress - The Night reaches through the veil to momentarily halt the advance of an enemy group - 7 Stress **Upcast:** Instead of Upcasting, Communion's effects and costs can be offset by expanding the ritual of communion in length or offerings. For example communing during times of astrological importance or at convergences of planets. ## Level 7: Lament of the Eternal Night **Duration:** 1 minute **Description:** The Night Speaker removes their mask, their face creating a rift to the void that swallows light, sound, and hope. All within the rift experience a harrowing vision of their soul's judgment. **Mechanics:** Create a 20-meter radius rift centered on the Nightspeaker for 1 minute: All creatures within the rift must succeed on a Mental save each round or: - Become frightened (1st failure) - Be paralyzed (2nd failure) - Collapse unconscious with psychic trauma (3rd failure) The Nightspeaker and chosen allies marked by Night are unaffected and can move freely. ## Related - [Shadow Step](/swn-golden-triangle/shadow-step/) (complementary discipline) - [Nightspeaker](/swn-golden-triangle/nightspeaker/) (training package) - [Night Speakers](/swn-golden-triangle/night-speakers/) (faction) - Nightspeaker Ismissa (master practitioner) - [Celeva](/swn-golden-triangle/celeva/) (location) - [Celevan Thanatist](/swn-golden-triangle/celevan-thanatist/) (background) ### Nightspeaker Source: https://srd-framework.vercel.app/swn-golden-triangle/nightspeaker/ # Nightspeaker *Mystics with dark proclivities. Trained in the Night Voice they have pitch black eyes with resonating voices. Some say they speak to voices from beyond the stars.* ## Skills - Religion - History - Perception - Culture/Celeva - Stealth - Tech/Psitech ## Equipment - Mask - Resonating voice and pitch black eyes - Ancient tome ## Related - [Night Speakers](/swn-golden-triangle/night-speakers/) (faction) - [Night Voice](/swn-golden-triangle/night-voice/) (psychic power) - [Celeva](/swn-golden-triangle/celeva/) (location) - [Celevan Thanatist](/swn-golden-triangle/celevan-thanatist/) (background) ### Nusantara Gate Source: https://srd-framework.vercel.app/swn-golden-triangle/nusantara-gate/ # Nusantara Gate **Type**: Dormant Jumpgate **System**: [Nusantara System](/swn-golden-triangle/nusantara-system/) **Status**: Inactive (Precursor technology) ## Overview The Nusantara Gate is an ancient, dormant jumpgate—a relic of Precursor technology that once allowed instantaneous travel between star systems. Its current inactive state makes it a point of interest for archaeologists, treasure hunters, and factions seeking lost technology. ## Significance - Precursor artifact of immense value - Potential for reactivation could revolutionize travel - Strategic location in the Nusantara system - Object of study and speculation ## Potential Factions Interested - [Night Speakers](/swn-golden-triangle/night-speakers/) - Seeking Precursor artifacts - [House of Vital Artifice](/swn-golden-triangle/house-of-vital-artifice/) - Technology specialists - Great Powers seeking strategic advantage ## Adventure Hooks 1. Expeditions to study the dormant gate 2. Rival factions competing for access 3. Attempts to reactivate the technology 4. Discovery of gate's original purpose and destination ## Related - [Nusantara System](/swn-golden-triangle/nusantara-system/) (system) - [Night Speakers](/swn-golden-triangle/night-speakers/) (faction interested in Precursor tech) ### Nusantara System Source: https://srd-framework.vercel.app/swn-golden-triangle/nusantara-system/ # Nusantara System **Type**: Star System **Trade Goods**: Spices, exotic jewels, drugs, weapons ## Overview Nusantara features many moons orbiting the large gas giant [Ashtari Cloud](/swn-golden-triangle/ashtari-cloud/). The Nusantarans are natural spacers living in thousands of habitats spread across the moons, asteroids, and stations throughout the system. They speak an Arabic dialect and most follow a syncretic faith called **Dīn-i Ilāhī** (Religion of God). There are as many faiths as there are stars in the sky, but they are all one and the same. ## Major Planets and Moons **Ashtari Cloud System**: - [Ashtari Cloud](/swn-golden-triangle/ashtari-cloud/) - Gas giant with the Maelstrom storm - [Javon](/swn-golden-triangle/javon/) - Large moon with urban centers, agriculture (5M pop, terraformed) - [Serambi](/swn-golden-triangle/serambi/) - Medium moon, mining, toxic atmosphere, radiation pockets - [Lazuna](/swn-golden-triangle/lazuna/) - Spaceport shipyards, hollowed asteroid with domed cities **Other Bodies**: - [Min Dan](/swn-golden-triangle/min-dan/) - Desert planet, failed terraforming, temples - [Min Dara](/swn-golden-triangle/min-dara/) - Forested moon - [Palvaya](/swn-golden-triangle/palvaya/) - Planetoid with water moon - [Suluna](/swn-golden-triangle/suluna/) - Shipbuilders, pirate haven - [Celeva](/swn-golden-triangle/celeva/) - Mining asteroid, ancient ruins, death cult - [Timara](/swn-golden-triangle/timara/) - Spices, hydrocarbons, void botanist settlement - [Putriea](/swn-golden-triangle/putriea/) - Death world, living planet **Stations and Infrastructure**: - [Nusantara Gate](/swn-golden-triangle/nusantara-gate/) - Dormant jumpgate - [Tanjung Station](/swn-golden-triangle/tanjung-station/) - Mandate naval base - Maelstrom - Turbulent gas giant, pirate haven ## Cultural Notes - **Language**: Arabic dialect - **Religion**: Dīn-i Ilāhī (syncretic monotheism) - **Lifestyle**: Natural spacers, thousands of habitats - **Society**: Diverse faiths unified under one concept ## Major Factions See Nusantara Factions for detailed list, including: - [Ashtari Cult](/swn-golden-triangle/ashtari-cult/) - Precursor worshipers - [12 Finger Guilds](/swn-golden-triangle/12-finger-guilds/) - Mining oligarchs from Serambi - [Cobalt Syndicate](/swn-golden-triangle/cobalt-syndicate/) - Spacer guild controlling shipyards - [Maelstrom Corsairs](/swn-golden-triangle/maelstrom-corsairs/) - Pirates from the gas giant - [Night Speakers](/swn-golden-triangle/night-speakers/) - Mystics seeking Precursor artifacts ## Related - Golden Triangle (sector) - [Nusantara Doc](https://docs.google.com/document/u/0/d/1K5uffmoQOAN0JIEVxO8nBGHirWgiLujHDlwOtzkBtts/edit) (detailed faction info) ### Nusantaran Navy Marine Source: https://srd-framework.vercel.app/swn-golden-triangle/nusantaran-navy-marine/ # Nusantaran Navy Marine *Elite soldiers of the Nusantaran Navy, trained to handle the harshest conditions of space warfare. Their disciplined training and advanced equipment make them formidable opponents in any combat scenario, serving with honor and distinction.* ## Skills - Combat/Projectile - Tactics - Leadership - Exosuit - Pilot - Culture/Nusantara ## Equipment - Void carbine - Tactical vacc suit - Medal of service ## Related - [5th Legion](/swn-golden-triangle/5th-legion/) (faction) - [Nusantara System](/swn-golden-triangle/nusantara-system/) (location) ### Palvaya Source: https://srd-framework.vercel.app/swn-golden-triangle/palvaya/ # Palvaya **Type**: Planetoid **System**: [Nusantara System](/swn-golden-triangle/nusantara-system/) **Satellite**: [Palvaya's Moon](/swn-golden-triangle/palvayas-moon/) (water moon) ## Overview Palvaya is a minor planetoid in the Nusantara system, notable primarily for its water-rich moon. ## Satellites - [Palvaya's Moon](/swn-golden-triangle/palvayas-moon/) - Water moon ## Related - [Nusantara System](/swn-golden-triangle/nusantara-system/) (system) - [Palvaya's Moon](/swn-golden-triangle/palvayas-moon/) (satellite) - [Palvayan Sword Saint](/swn-golden-triangle/palvayan-sword-saint/) (training package - possibly originated here) ### Palvaya's Moon Source: https://srd-framework.vercel.app/swn-golden-triangle/palvayas-moon/ # Palvaya's Moon **Type**: Water Moon **System**: [Nusantara System](/swn-golden-triangle/nusantara-system/) **Orbit**: [Palvaya](/swn-golden-triangle/palvaya/) (volcanic planetoid) **Population**: ~120,000 (concentrated in equatorial archipelago) **Tech Level**: TL3-4 **Status**: Independent communities, contested polar extraction rights ## Overview Palvaya's Moon is a water-rich world of striking contrasts. The equatorial belt hosts a vast tropical archipelago—island chains rising from azure seas, dense forests, and seafaring communities who have thrived here for centuries. The polar regions are frozen wastelands of glaciers and ice shelves, hiding ancient secrets beneath kilometers of ice. Most Palvayans live their entire lives among the islands and never see the poles. The frozen caps are frontier territory—harsh, remote, and home only to ice miners, runaways, and those who don't want to be found. --- ## The Equatorial Archipelago The heart of Palvayan civilization. Thousands of islands scattered across warm seas, ranging from volcanic peaks wreathed in jungle to low coral atolls barely above the tide line. ### Geography - **The Nusa Dalam** (Inner Islands): Larger, more settled islands with established ports and monasteries. Population centers, trade hubs, and the seat of what passes for Palvayan governance. - **The Nusa Luar** (Outer Islands): Wilder, less charted. Fishing villages, hermit communities, and islands claimed by no one. Pirates and smugglers favor these waters. - **The Reef Maze**: A labyrinthine stretch of coral formations, sandbars, and tidal channels. Navigation requires local knowledge or a death wish. Said to hide the oldest Sword Saint monasteries. ### Culture Palvayans are seafarers first. Boats are life—fishing, trade, warfare, and migration all happen on the water. Island communities maintain fierce independence but share a common culture built on: - **The Way**: A spiritual tradition tied to the Sword Saints, blending martial discipline with mysticism. The Way teaches harmony with nature and the divine. - **Clan Networks**: Extended families spanning multiple islands, bound by marriage, trade, and obligation. - **Oral Tradition**: History preserved in song and story. The great navigators, the founding of monasteries, the monsters of the deep. ### Key Locations **Pulau Garam** (Salt Island) — The largest trade port, where Palvayan goods meet offworld buyers. Chaotic, cosmopolitan, and thoroughly corrupt. The closest thing to a capital the archipelago has. **The Monastery of Still Waters** — Sword Saint training ground on a remote island. Initiates spend years learning the blade, the Way, and the secrets of the sanctified swords. **The Drowned Temples** — Ruins on submerged islands, flooded by rising seas centuries ago. Pilgrims dive to leave offerings. Some say the temples connect to something deeper. ### Threats - **Storms**: Typhoon season brings devastating winds and waves - **Leviathans**: Something large lives in the deep trenches between islands - **Raiders**: Pirates from the Outer Islands prey on shipping - **Colonial Interest**: The [Golden Triangle Company](/swn-golden-triangle/golden-triangle-company/) eyes the archipelago's resources --- ## The Polar Regions The frozen caps at both poles are another world entirely. Kilometers-thick ice shelves cover subsurface oceans. The temperature plunges to lethal. Radiation from the moon's unstable core pulses through certain regions. Most Palvayans consider the poles cursed. ### Geography - **The Northern Cap**: Larger, more accessible. Most ice mining operations cluster here. Automated stations, struggling settlements, and the mag-lev lines to orbital transfer points. - **The Southern Cap**: Smaller, more volatile. Seismic activity, radiation hotspots, and The Scar. Almost entirely uninhabited. - **The Scar** (Sector 7-Kappa): A massive ice fissure in the southern cap, 12 kilometers long. Vents thermal plumes and radiation. Posted as geologically unstable. Hides Station Null. ### Ice Mining Operations Water extraction companies work the northern cap on thin margins: - Automated harvesting stations across the frozen surface - Deep mining shafts penetrating the ice crust - Mag-lev transport to orbital transfer stations - Minimal permanent population (maintenance crews, prospectors, outcasts) The companies compete ruthlessly, undercut each other, and maintain barely-functional ancient equipment. Workers are desperate or hiding from something. Corporate oversight is minimal—the poles are too remote, too unprofitable, to warrant attention. ### The Subsurface Ocean Beneath the ice lies a vast liquid ocean, kept warm by geothermal vents. The water is rich with minerals, bioluminescent organisms, and—in certain regions—trace contamination with memory-storage medium. --- ## Travel Between Regions The equatorial archipelago and polar caps are separate worlds. Travel between them requires: - **Orbital Transfer**: The most common method. Shuttle to orbit, transit to polar station, descend. Expensive, tracked, leaves records. - **Surface Voyage**: Theoretically possible by ship, following the coast through increasingly cold waters. Takes weeks. Few attempt it. - **The Deep Route**: Submarine passage through the subsurface ocean. Requires specialized craft. The Thanatists know paths. So do the Ghosts. Most Palvayans have never been to the poles. Most polar residents came from offworld and have never seen the archipelago. --- ## Related - [Nusantara System](/swn-golden-triangle/nusantara-system/) (system) - [Palvaya](/swn-golden-triangle/palvaya/) (planetoid) - The Drowned City (precursor site beneath the southern ice) - Station Null (Terminus base in the polar region) - [Celeva](/swn-golden-triangle/celeva/) (moon - Thanatist connection) - [Night Speakers](/swn-golden-triangle/night-speakers/) (faction seeking the Drowned City) - [Terminus](/swn-golden-triangle/terminus/) (faction operating Station Null) - [Palvayan Islander](/swn-golden-triangle/palvayan-islander/) (background) - [Palvayan Sword Saint](/swn-golden-triangle/palvayan-sword-saint/) (training package) ### Palvayan Islander Source: https://srd-framework.vercel.app/swn-golden-triangle/palvayan-islander/ # Palvayan Islander *From the azure waters of Palvaya comes the islander, at home both on land and sea. They are masters of survival, navigating the treacherous waves and dense forests with practiced ease. The harpoon and camouflage cloak are their tools, blending seamlessly into the world they inhabit, where nature is both ally and adversary.* ## Skills - Survival - Vehicles/Water - Athletics - Culture/Palvaya ## Equipment - Survival kit - Harpoon - Camouflage cloak ## Related - [Palvaya](/swn-golden-triangle/palvaya/) (location) - [Palvayan Sword Saint](/swn-golden-triangle/palvayan-sword-saint/) (training package) ### Palvayan Sword Saint Source: https://srd-framework.vercel.app/swn-golden-triangle/palvayan-sword-saint/ # Palvayan Sword Saint *Guardians of both body and spirit, Sword Saints blend martial prowess with spiritual guidance. Their connection to nature and the divine makes them revered protectors of Palvaya's traditions and people.* ## Skills - Combat/Zatoichi - Religion - Perception - Survival - Herbalism - Culture/Palvaya ## Equipment - Sanctified sword - Herbalism kit - Prayer wheel ## Related - [Palvaya](/swn-golden-triangle/palvaya/) (location) - [The Way](/swn-golden-triangle/the-way/) (psychic power) - [Sword Saint](/swn-golden-triangle/sword-saint/) (martial art) - [Palvayan Islander](/swn-golden-triangle/palvayan-islander/) (background) ### Pendekar Source: https://srd-framework.vercel.app/swn-golden-triangle/pendekar/ # Pendekar *Warriors and leaders, Pendekars uphold the honor and traditions of Mindara. Their skill with the blade is matched only by their wisdom and diplomacy, making them respected figures in both battle and council.* ## Skills - Combat/Kenjutsu - Combat/Any - Leadership - Persuade - Culture/Mindara - Tactics ## Equipment - Pendekar sword - Heirloom armor - Diplomatic medallion ## Related - [Mindaran Clans](/swn-golden-triangle/mindaran-clans/) (faction) - [Timara](/swn-golden-triangle/timara/) (location) - [Eighty-Eight Cuts of the Departed](/swn-golden-triangle/eighty-eight-cuts-of-the-departed/) (martial art) - [Min Daran Clansman](/swn-golden-triangle/min-daran-clansman/) (background) ### Plantagenia Source: https://srd-framework.vercel.app/swn-golden-triangle/plantagenia/ # Plantagenia **Type**: Region **Planet**: [Arcadia](/swn-golden-triangle/arcadia/) **Cultural Influence**: Southern United States ## Overview Plantagenia is a region inspired by the American South, featuring a conservative, educated population with strong states' rights ideology. The region's economy is built on agricultural exploitation. ## Social Structure - **Debt Slavery**: Economic system trapping workers in perpetual debt - **Conservative Values**: Educated but traditional population - **States' Rights**: Strong regional autonomy ideology ## Economy Agricultural production using debt labor and genengineered crops adapted to Arcadia's toxic soil. ## Related - [Arcadia](/swn-golden-triangle/arcadia/) (planet) - [Union Triad](/swn-golden-triangle/union-triad/) - Involved in human trafficking to this region ### Putriea Source: https://srd-framework.vercel.app/swn-golden-triangle/putriea/ # Putriea **Type**: Death World (Water World) **System**: [Nusantara System](/swn-golden-triangle/nusantara-system/) **Also Known As**: The Lady, The Green Planet **Status**: Active war zone (Dual Monarchy invasion) ## Overview *"You've come to a water world and found a grey-green hell like no other. The oceans of Putriea are choked with islands and in turn the islands are overrun with a wildfire cancer of vegetation – a morass of stinking kelp, strangling vines and towering fungal cathedrals. Worse still, the islands themselves are alive. Just look beneath the waterline and you'll see them breathing and pulsing."* ## Environment - Sewage kelp oceans - Living coral archipelagos - Fecund fungus jungles - Thick spore cloud layer (Strangle Zone) - Drooling mucous rain ## Major Locations - **The Shell** - Coral necropolis of ancient origins - **Diadem** - Pretech factory complex burrowing into the Mire like a parasite, operated by the Insurgents - **The Mire** - The fecund jungle found deeper inside the continent - **The Coil** - Twisting labyrinth of waterways winding into the heart of the continent - **Azure, Topaz, Emerald, Ruby** - Mega-coral islands - **Sungairac River** - Poisoned river (local language) - **Antigone Base** - Crumbling Dual Monarchy naval base - **Dolorosa Breach** - Dual Monarchy beachhead on the Dolorosa Continent ## The War The Dual Monarchy has been attempting to conquer Putriea in an almost decade-long conflict, fighting local guerillas backed by Ispania. ### Redemption of Souls and the Skymarshal Dual Monarchy carrier with a destroyed drive, scuttled in Putriea's orbit. From here the Sky Marshal wages his war on Putriea. His Skyfleet maintains a strict blockade around the planet. The Sky Marshal trades Putriean drugs, Dual Monarchy weapons, and xenos artifacts for supplies and maintenance equipment. ### Wintertide's Insurgency Wintertide is the mythical commander orchestrating the insurgency. Cathay has a battalion of scouts and snipers that supplement local Saathla guerillas. They have APCs, air superiority fighters, and a detachment of shock suits. ## Putriea's Psychosis Extended stay on Putriea brings forth dormant psychosis and other irrational behavior in humans. Theories: - High saturation of fungal pathogens - Natural response to the hellish environment - Corrupting influence of the planet herself ## Factions Present - Anglois Dual Monarchy - Invading force - Cathay - Supporting insurgency - Saathla natives - Indigenous population - Wintertide's Insurgents - Resistance forces ## Related - [Nusantara System](/swn-golden-triangle/nusantara-system/) (system) - Anglois Dual Monarchy (great power) - Cathay (great power) ### Qingqiu Source: https://srd-framework.vercel.app/swn-golden-triangle/qingqiu/ # Qingqiu **Type**: Region **Planet**: [Arcadia](/swn-golden-triangle/arcadia/) **Geography**: Mountainous, Cascadian terrain ## Overview Qingqiu is a mountainous region with Cascadian geography, culturally inspired by "what if the east coast had been colonized by the Ming dynasty." The region features Chinese cultural influences transplanted to a Pacific Northwest-like environment. ## Cultural Notes - Ming dynasty-influenced colonial culture - Mountainous terrain with cascading landscapes - Distinct from other Arcadian regions ## Related - [Arcadia](/swn-golden-triangle/arcadia/) (planet) - [Union Triad](/swn-golden-triangle/union-triad/) - Has connections through Senator Hao Shen ### Serambi Source: https://srd-framework.vercel.app/swn-golden-triangle/serambi/ # Serambi **Type**: Medium Moon **System**: [Nusantara System](/swn-golden-triangle/nusantara-system/) **Orbit**: [Ashtari Cloud](/swn-golden-triangle/ashtari-cloud/) **Atmosphere**: Toxic with radiation pockets **Primary Industry**: Mining ## Overview Serambi is a medium-sized moon with a toxic atmosphere and dangerous radiation pockets. Most life exists underground in protected habitats built around the extensive mining operations. ## Environment - Toxic atmosphere requiring protective equipment - Radiation pockets creating hazardous zones - Underground settlements and facilities - Harsh surface conditions ## Economy The moon is the domain of the [12 Finger Guilds](/swn-golden-triangle/12-finger-guilds/), who control the orbital foundries and mega-mines. Rich deposits of transplutonic ores and other valuable minerals drive the economy. ## Facilities - Orbital foundries - Mega-mines deep underground - Protected underground settlements ## Factions Present - [12 Finger Guilds](/swn-golden-triangle/12-finger-guilds/) - Complete control of mining operations ## Related - [Nusantara System](/swn-golden-triangle/nusantara-system/) (system) - [Ashtari Cloud](/swn-golden-triangle/ashtari-cloud/) (gas giant) - [12 Finger Guilds](/swn-golden-triangle/12-finger-guilds/) (faction - mining oligarchs) ### Serambi Miner Source: https://srd-framework.vercel.app/swn-golden-triangle/serambi-miner/ # Serambi Miner *Beneath the surface of Serambi, the miner toils in the chthonic depths, where darkness and danger are constants. Encased in an exosuit and armed with tools of the trade, they carve precious minerals from the rock, their labor sustaining the colony. The harsh, toxic environment molds them into hardy souls, resilient and resourceful.* ## Skills - Exosuit - Vehicle/Any - Steward - Culture/Serambi ## Equipment - Mining tools - Environmental suit - Cache of valuable minerals ## Related - [Serambi](/swn-golden-triangle/serambi/) (location) - [12 Finger Guilds](/swn-golden-triangle/12-finger-guilds/) (faction) ### Shadow Step Source: https://srd-framework.vercel.app/swn-golden-triangle/shadow-step/ # Shadow Step A psychic discipline developed by the Night Speakers, treating darkness not as absence but as gateway. Practitioners don't move through space — they step into shadow, pass through the Night's domain, and emerge elsewhere. This discipline requires shadow or darkness at the point of departure. In bright, shadowless environments, these powers fail entirely. ## Level 1: Shadow Sidestep **Duration:** Instant **Description:** The psychic steps into shadow and emerges at a visible location within 10 meters. The departure point must be in dim light or darker. The destination can be anywhere visible — the psychic carries their own shadow with them. **Mechanics:** Teleport 10m. Origin must be in shadow. 5kg carried. **Upcast:** Add 10m range per level. ## Level 2: Umbral Reach **Duration:** Instant **Description:** The psychic's range extends to 30 meters, and they learn to arrive at shadows they cannot directly see but know exist — behind a door, around a corner, in a room they've previously visited. Knowledge is the key: the psychic must have reason to believe shadow exists at the destination. **Mechanics:** Teleport 30m. Can target known shadows without line of sight. 10kg carried. **Upcast:** Add 20m range per level. ## Level 3: Phase Through Dark **Duration:** Instant **Description:** The psychic can pass through solid barriers — walls, doors, floors — provided shadow exists at both departure and arrival. They briefly phase through the Night's domain, experiencing a moment of cold void between points. Barriers up to 5 meters thick can be traversed. **Mechanics:** Teleport 50m through solid barriers. Shadow required at both ends. 20kg carried. **Upcast:** Add 20m range and 2m thickness per level. ## Level 4: Shadow Grasp **Duration:** Instant **Description:** The psychic reaches through shadow to pull another creature to them. Unwilling targets must be Marked by Night Voice; they may save to resist. Willing creatures in shadow require no Mark. The target appears adjacent to the psychic, disoriented by the passage. **Mechanics:** Pull one creature within 30m to adjacent space. Marked unwilling targets: Mental save to resist. Willing targets in shadow: no save, no Mark required. **Upcast:** Add one additional target per level. All unwilling targets must be Marked. ## Level 5: Shade Projection **Duration:** Concentration, up to 10 minutes **Description:** The psychic projects their shade — a visible, intangible silhouette of themselves — to a location within 50 meters. The shade cannot act but the psychic perceives through it. At any point during the duration, the psychic may teleport to the shade's location from any range; the shade vanishes upon arrival. Enemies who see the shade coming can prepare. **Mechanics:** Project shade 50m. Perceive through shade. Teleport to shade as action (any range). Shade dispersed by bright light or psychic attack. **Upcast:** Project one additional shade per level, or shade persists after teleporting. ## Level 6: Shadow Anchor **Duration:** Permanent **Description:** Through an hour-long ritual performed in darkness, the psychic creates a permanent anchor — a shadow bound to their psychic signature. The psychic can sense the status of their anchors from any distance. Anchors persist until deliberately released, destroyed by sustained light, or disrupted by significant structural damage. **Mechanics:** 1 hour ritual. Permanent anchor. Sense anchor status at any distance. **Upcast:** Reduce ritual time by 10 minutes per level (minimum 10 minutes). ## Level 7: Night's Passage **Duration:** Instant **Description:** The psychic steps into shadow and emerges at any of their anchors, regardless of distance — across a city, a continent, a star system. They may bring willing passengers who maintain contact. The journey passes through darkness absolute; travelers experience whispers, the sensation of vast attention, glimpses of things half-seen. Extended or frequent use of Night's Passage draws the Night's notice. What that means is not fully understood. **Mechanics:** Teleport to any anchor, unlimited range. Up to 8 willing passengers. The Night is aware. **Upcast:** Additional passengers, or "quiet" passage that draws less attention. ## Design Notes Shadow Step synergizes with Night Voice: - **Veil of Midnight** (NV3) creates darkness for Shadow Step departure - **Mark of Night** (NV1) enables offensive use of Shadow Grasp - **Communion** (NV6) may negotiate safe passage for ambitious journeys The discipline rewards preparation (scouting, anchoring) over improvisation. A Night Speaker who has done the work can move with terrifying precision. One caught in bright, unfamiliar territory is merely a psychic. ## Related - [Night Voice](/swn-golden-triangle/night-voice/) (complementary discipline) - [Nightspeaker](/swn-golden-triangle/nightspeaker/) (training package) - [Night Speakers](/swn-golden-triangle/night-speakers/) (faction) - Nightspeaker Ismissa (master practitioner) - [Celeva](/swn-golden-triangle/celeva/) (location) ### Space Combat Source: https://srd-framework.vercel.app/swn-golden-triangle/space-combat/ # Space Combat ## Air/Space to Ground Combat Humans being hit by a Starship weapon are vaporized, unless they save against death, in which case they are merely mortally wounded and will die without assistance. Starship weapons deal 10x damage against vehicles. In the atmosphere starship weapons have an effective range of 10 kilometers. Attacks are resolved via attack rolls. Beyond that they are treated as artillery. Spotting things without appropriate sensor fitting is hard. Ground targets have a +2 to avoid being spotted by starships, unless they have significant sensor profiles due to heat, energy or size. Spotted targets can attempt to hide again if at all possible. ## Crisis Table Ships must roll on the crisis table when: - When the roll to hit is 30 or higher - When the roll is a natural 20 - The first time the ship takes damage - Whenever the ship loses 25%, 50% and 75% percent of its hull points | Roll | Critical Hit Effect | |:----:|:--------------------| | 00-09 | Cargo destroyed. d10 units of cargo are destroyed. | | 10-14 | Reduce the ship's Life-Support capacity by one "module" (one week for max crew). | | 15-19 | Massive hull damage. Crew takes body saves or takes 1d10 damage. | | 20-24 | Armor Breach. Armor rating counts as half until repaired. | | 25-29 | Data storage wiped. All navigation and research data contained on the ship has been destroyed. The crew no longer knows where they are in space. | | 30-34 | Thrusters. Reduce speed by 1. | | 35-39 | Random stateroom or other nonessential room destroyed. Anyone inside makes a Luck save or takes 2d6 damage and is trapped. | | 40-44 | Random weapon disabled. Weapons can't function until repaired. | | 45-49 | Spike Drive. If power stays on, roll 1d6 each round—on a 1 the drive goes critical and the ship will explode in 3 rounds unless a Tech/Astro 10 succeeds. | | 50-54 | Engines. Lose 20 percent Power until repaired; if available Power < fittings' demand, choose systems to shut down. | | 55-59 | System overload. Computer and jump drives cease to work for 1d10 rounds unless repaired. -2 to Combat. | | 60-64 | Artificial gravity. The artificial gravity in the ship ceases to work and everyone/everything starts floating. Body saves or take 1d10 damage from the jolt. | | 65-69 | EMP. All powered fittings (except life-support) shut down for 1 round. | | 70-74 | Crew deck. d10 crew berths depressurize; anyone inside makes Luck save or is spaced (treat as vacuum exposure) | | 75-79 | Hull breach. Begin vacuum leak in random section. Each round until sealed, all adjacent compartments lose pressure. Anyone entering/leaving needs a suit; those staying make Evasion saves or are sucked out. | | 80-84 | Navigation controls. Ship can't change direction without repair checks. | | 85-89 | Internal fire. Starts in a random room, spreads one room per turn. Destroys room in 1d10 rounds. | | 90-94 | System reboot. Everything—including life support—drops for 1d10 combat rounds while reactors hard-cycle. Gunners and pilots are blind; ship drifts. | | 95-98 | Cockpit or bridge destroyed. Body saves to escape the room before it's destroyed. | | 99 | Fuel line. Unless a Tech/Astro 10 succeeds within one combat round, the ship detonates in 1d6 rounds, doing 10d6 to everything within 5 hexes. A success instead inflicts 1d10 HP to the ship as engineers vent the tanks. | ## Related - [Combat Rules](/swn-golden-triangle/combat-rules/) - Ships - [Stress and Panic](/swn-golden-triangle/stress-and-panic/) ### Starship Maintenance Source: https://srd-framework.vercel.app/swn-golden-triangle/starship-maintenance/ # Starship Maintenance ## The Basics **Roll monthly** (or per voyage, whichever comes first). Roll d20 + ship quality, beat your current Wear or something breaks. --- ## Wear Wear accumulates from hazards and hard use. Track as a number. | Hazard | Wear | | --------------------------------------------------------- | ------ | | The Belt (dense regions) | +1 | | Inner System (close solar approach) | +1 | | Deep Ashtari (radiation belts) | +1 | | The Maelstrom (fuel scooping) | +2 | | Hard burn (pursuit, escape) | +1 | | Running silent/cold | +1 | | Combat | +2 | | Overloaded cargo | +1 | | Rushed departure | +1 | | **Atmospheric landing/takeoff** (standard, TL4 grav) | **+1** | | **Atmospheric landing/takeoff** (dense/corrosive) | **+2** | | **Atmospheric landing/takeoff** (TL3 / no grav, standard) | **+2** | | **Atmospheric landing/takeoff** (TL3 / no grav, dense) | **+3** | | **Emergency reentry** (grav failure mid-descent) | **+3** | *Atmospheric Wear reflects thermal stress from the orbital velocity transition, aerodynamic loads, and chemical exposure. TL4 grav plates allow slow atmospheric traversal, reducing heating and structural stress by ~1 step versus pure-rocket profiles. Vacuum and negligible-gravity landings (Celeva, Lazuna, stations) cost no Wear. Thin-atmosphere landings at low gravity (Serambi) cost no Wear with functioning grav. See Economy - Energy and Fuel for full atmospheric operations model.* --- ## Clearing Wear | Method | Time | Effect | Cost | | ----------------- | ------- | --------------------------------- | --------------- | | **Field Repairs** | 1 week | -1 Wear | 0.1% hull value | | **Port Stop** | 1 week | -3 Wear (floor 5) OR fix 1 system | 0.5% hull value | | **Careening** | 5 weeks | Clear ALL Wear, fix ALL systems | 5% ship value | **The Floor:** Port stops can't reduce Wear below 5. Only careening clears to 0. **Integral Systems (†):** Spike Drive, Power Plant, and Hull can only be properly fixed by careening. Port stops can fix everything else. --- ## The Maintenance Roll Roll **d20 + ship quality**. Must roll **over** current Wear. | Result | Outcome | |--------|---------| | Beat Wear | Safe. Wear remains. | | Equal or under | Breakdown. Roll on table, then Wear clears to 0. | | Natural 20 | Safe AND clear 1 Wear | | Natural 1 | Always breakdown | **Ship Quality:** | Quality | Mod | Examples | |---------|-----|----------| | Pretech | +1 | Ancient, built to last | | Great Power military | +1 | Cathay navy, Caliphate warships | | Nusantaran quality | +1 | Lazuna yards, Javon shipwrights | | Frontier built | -1 | Arcadia yards, belt fabricators | | Salvage/reconstruction | -1 | Hulk recovery, cobbled together | | Old (50+ years) | -1 | Outdated components | | Ancient (100+ years) | -2 | Parts don't exist anymore | *Modifiers stack.* --- ## Breakdown Table (2d6) Systems marked † are **integral** - only careening fixes them. | Roll | System | Effect | |------|--------|--------| | 2 | † **Spike Drive** | Can't jump. Stuck in-system until careening. | | 3 | † **Power Plant** | Half power. Choose thrust, weapons, OR full life support each scene. | | 4 | **Fuel System** | Leaking fuel. Days until empty. | | 5 | **Thrusters** | Sluggish maneuvering. Docking dangerous, combat worse. | | 6 | **Sensors** | Half-blind. Threats appear late, navigation unreliable. | | 7 | † **Hull Integrity** | Atmosphere leak. Find it before it finds you. | | 8 | **Life Support** | CO2 building or thermal failure. Days to act. | | 9 | **Computer/Nav** | Manual flight only. Calculations take hours. | | 10 | **Comms** | Can't call for help or receive beacons. | | 11 | **Cargo Systems** | Can't load/unload. Cargo may be damaged. | | 12 | **Weapons** | One weapon system offline. | *Integral systems (†) = 25% of breakdowns. Hull is most common because it's under constant stress.* --- ## Fixing Breakdowns **Jury-Rig:** Tech/Fix vs 10 (12 for integral). Gets it working, but fragile. Breaks again = out of options until shipyard. **Proper Repair:** - Port-fixable systems: Port stop, 1 week, 25% of system cost - Integral systems (†): Careening only --- ## Quick Reference **Typical flow:** 1. Accumulate Wear from travel and hazards 2. Roll d20 + quality vs Wear at month end 3. Breakdown? Roll 2d6, jury-rig to keep flying 4. Port stop clears Wear (to floor of 5) or fixes one system 5. Integral breakdowns accumulate until you careen **Expected pace:** ~3 breakdowns/year, ~1 integral → annual careening. --- ## SWN 1e Reference *Baseline rules for reference. House rules above replace the maintenance system.* **Costs:** - Payroll: 100 cr/day per crewman - Fuel (station): 100 cr × drive rating (×2 frigate, ×4 cruiser, ×8 capital) - Fuel (scooping): 4 days, free - Stores: 20 cr/day/person **Repair (spaceyard):** - Battle damage: 1,000 cr labor + materials per HP, 10 HP/day max - Disabled fitting: 25% of fitting cost, 1d4 days - Spike drive: 10% of hull cost **Jury-Rig (space):** - Tech/Astronautics vs 10 (12 for spike drive) - Requires spare parts - If disabled again, needs spaceyard ### Stress and Panic Source: https://srd-framework.vercel.app/swn-golden-triangle/stress-and-panic/ # Stress and Panic ## Gaining Stress There are a number of ways to gain stress such as: - Failing a save against fear when witnessing psychic phenomena - Facing deathly trouble - Any time you or your ship takes the first hit in an encounter - Certain creatures or enemies - Getting knocked unconscious - Going 24 hours without rest ## Relieving Stress Getting rid of Stress is a lot like regular recovery. A full day of rest recovers 1 Stress. If the character has access to pills, gambling or other vices they reduce 1 Stress additionally. If the character is being attended by someone with the Religion, Artist or Psychology skill they recover an additional two Stress per skill level of the attendant. Additionally circumstances that may reduce Stress: - Escaping deathly trouble - Docking at a safe harbor - Festivals, rituals, birthdays or celebrations - Earning a deeds point ## Maxing Out Stress **What happens when I max out my Stress?** Save against your Stress. If you fail, roll 2d10+StressOverMax on the Panic table. ## Panic Table | Roll | Effect | |:----:|:-------| | 2-3 | **Laser Focus**: Advantage on all rolls for the next 1d10 hours | | 4-5 | **Major Adrenaline Rush**: Advantage on all rolls for the next 3d10 mins | | 6-7 | **Minor Adrenaline Rush**: Advantage on all rolls for the next 1d10 mins | | 8-9 | **Anxious**: Gain 1 Stress | | 10-11 | **Nervous Twitch**: Gain 2 stress. The nearest crew member also gains 1 stress. | | 12-13 | **Cowardice**: Gain 1 Stress. For the next 1d10 hours you must make a Fear Save to engage in combat or else flee | | 14-15 | **Hallucinations**: For the next 2d10 hours you have trouble distinguishing reality and fantasy. | | 16-17 | **Crippling Fear**: Gain a new permanent phobia. Whenever you encounter this phobia make a Fear Save at Disadvantage or gain 1d10 Stress. | | 18-19 | **Overwhelmed**: Gain 1d10 Stress | | 20-21 | **Rattled**: Let out a blood-curdling scream. Disadvantage on all rolls for 2d10 minutes | | 22 | **Paranoid**: For the next 1d10 days whenever a character joins your group (even if they only left for a short period of time), make a Fear Save or gain 1 Stress | | 23 | **Death Drive**: For the next Xd10 days whenever you encounter a stranger or known enemy you must make a Sanity Save or else immediately attack them | | 24 | **Catatonic**: Become unresponsive and unmoving for Xd10 minutes | | 25 | **Broken**: For the next Xd10 days make a Panic Check whenever a nearby crew member fails a Save. | | 26 | **Psychotic**: Immediately attack the closest crew member until you do at least 2d10 Damage. If there is no crew member nearby you attack the environment. | | 27 | **Compounding Problems**: Roll twice on this table. | | 28 | **Descent Into Madness**: Gain 2 new phobias. Your stress cannot be relieved below 5. Gain a new permanent phobia. Whenever you encounter this phobia make a Fear Save at Disadvantage or gain 1d10 Stress | | 29 | **Psychological Collapse**: You become permanently insane. | | 30 | **Heart Attack**: Instant Death | ## Related - [Advancement](/swn-golden-triangle/advancement/) - [Healing and Recovery](/swn-golden-triangle/healing-and-recovery/) - [Space Combat](/swn-golden-triangle/space-combat/) - [Night Voice](/swn-golden-triangle/night-voice/) (psychic power that interacts with stress) ### Suluna Source: https://srd-framework.vercel.app/swn-golden-triangle/suluna/ # Suluna **Type**: Planetoid **System**: [Nusantara System](/swn-golden-triangle/nusantara-system/) **Primary Industries**: Shipbuilding **Reputation**: Pirate haven ## Overview Suluna is a minor planetoid known for its shipbuilding facilities and reputation as a pirate haven. The combination of shipyards and lax law enforcement makes it a popular destination for those operating outside the law. ## Economy - Shipbuilding and repair - Pirate resupply and refit - Gray market ship modifications ## Factions Likely Present - [Maelstrom Corsairs](/swn-golden-triangle/maelstrom-corsairs/) - Likely use shipyards - [Cobalt Syndicate](/swn-golden-triangle/cobalt-syndicate/) - May have presence - Independent shipwrights and pirates ## Related - [Nusantara System](/swn-golden-triangle/nusantara-system/) (system) - [Lazuna](/swn-golden-triangle/lazuna/) (major shipyard for comparison) ### Sulunan Wayfarer Source: https://srd-framework.vercel.app/swn-golden-triangle/sulunan-wayfarer/ # Sulunan Wayfarer *Navigating the vast expanse of the cosmos, the wayfarer from Suluna is both a traveler and a troubadour. Singing ancient songs of the stars, they move through the void with an ease that speaks of long familiarity.* ## Skills - Exosuit - Singing - Culture/Any - Culture/Suluna ## Equipment - Navcomp - Survival kit - Obscure star charts ## Related - [Suluna](/swn-golden-triangle/suluna/) (location) - [Nusantara System](/swn-golden-triangle/nusantara-system/) (location) ### Sun Eaters Source: https://srd-framework.vercel.app/swn-golden-triangle/sun-eaters/ # Sun Eaters **Type:** Excommunicated Exemplars | **Origin:** Anglois Dual Monarchy | **Strength:** ~19 enhanced, ~200-300 Faithful | **Base:** [Palvaya](/swn-golden-triangle/palvaya/) | **Leader:** Edith Morvaine The Sun Eaters are the survivors of the Dual Monarchy's Exemplar program — youths selected young, enhanced at enormous expense, educated in the classical tradition, and trained as the Monarchy's finest soldiers. Faster, stronger, sharper, and steeped in ethics, strategy, and history. The Monarchy's best and brightest, pointed at colonial worlds and told to civilize them. They took the philosophy seriously. The Monarchy didn't. After years of enforcing colonial rule they'd been taught was just, the gap between ideals and conduct broke something in them. They refused orders. The Monarchy excommunicated them. Now they're twenty. They can't make more. They fight like nothing else in the sector — not because they're superhuman, but because they operate as a single tactical organism with classical educations and six years of survival against every power in the Triangle. They're trying to build "Callipolis," a society governed by virtue. They also can't stop looking down on the people they want to save. ### Sword Saint Source: https://srd-framework.vercel.app/swn-golden-triangle/sword-saint/ # Sword Saint A martial art practiced by those who follow [The Way](/swn-golden-triangle/the-way/), focusing on perfect harmony with the moment and environment. Sword Saints fight with an almost supernatural grace, their movements guided by intuition and faith rather than pure technique. **Weapon Group:** Swords (any) ## Level 0 (Novice): Light as a Feather When using this style, the Saint ignores all penalties from being outnumbered, surrounded, or fighting in difficult terrain or confined spaces. When you are unencumbered by armor +2 to initiative. ## Level 1 (Intermediate): One With the Way When making an attack with a sword, may reroll the attack if the environment or circumstances are adverse (e.g., fighting blind, on a rope bridge, disarmed but improvising a weapon, etc.). The second roll stands. ## Level 2 (Master): The Blade is Not the Sword When using this style, may treat *any* mundane object as a sword for purposes of attacks (umbrella, cane, branch, broom), dealing d8 damage. You also add your skill to all damage rolls. True mastery transcends the physical. The sword is not the weapon—the Saint is. ## Related - [The Way](/swn-golden-triangle/the-way/) (psychic power) - [Palvayan Sword Saint](/swn-golden-triangle/palvayan-sword-saint/) (training package) - [Palvaya](/swn-golden-triangle/palvaya/) (location) ### Syndicalists Source: https://srd-framework.vercel.app/swn-golden-triangle/syndicalists/ # Syndicalists **Type:** Labor Movement | **Base:** [Arcadia](/swn-golden-triangle/arcadia/) | **Backing:** [Cobalt Syndicate](/swn-golden-triangle/cobalt-syndicate/) An organized labor movement seeking to unify the workers of Arcadia against exploitation by offworld corporations and local power brokers. The movement receives financial and organizational support from the Cobalt Syndicate. The Syndicalists organize strikes, work stoppages, collective bargaining, and worker education. They oppose the [Golden Triangle Company](/swn-golden-triangle/golden-triangle-company/), [Waterbarons](/swn-golden-triangle/waterbarons/), and [Haridasva Cartel](/swn-golden-triangle/haridasva-cartel/)—viewing all three as exploiters of Arcadian labor. They share common cause with [The Sai Peoples](/swn-golden-triangle/the-sai-peoples/), who also resist exploitation of their traditional lands and way of life. ### Tanjung Station Source: https://srd-framework.vercel.app/swn-golden-triangle/tanjung-station/ # Tanjung Station **Type**: Naval Base **System**: [Nusantara System](/swn-golden-triangle/nusantara-system/) **Operator**: Mandate (or successor government) ## Overview Tanjung Station is a naval base in the Nusantara system, representing military authority and law enforcement in the region. The station serves as a hub for military operations, customs enforcement, and system defense. ## Functions - System defense and patrol operations - Customs and law enforcement - Military resupply and repair - Intelligence gathering ## Political Significance The presence of a Mandate naval base suggests ongoing governmental authority in the system, though the exact political situation post-Silence may vary. ## Related - [Nusantara System](/swn-golden-triangle/nusantara-system/) (system) - [5th Legion](/swn-golden-triangle/5th-legion/) (faction - possibly connected) ### Tercio Cybernetica Cognoscenti Source: https://srd-framework.vercel.app/swn-golden-triangle/tercio-cybernetica-cognoscenti/ # Tercio Cybernetica Cognoscenti *Technological savants of the Ispanian Federacion, they blend advanced cybernetics with cutting-edge transhumanism. Their expertise in both theory and application makes them invaluable in the fields of research and combat.* ## Skills - Tech/Postech - Tech/Pretech - Culture/Ispanian - Science - Tech/Maltech - Computer ## Equipment - Exocortex - Personal augment - Data spike ## Related - [Great Powers](/swn-golden-triangle/great-powers/) - Ispanian Federacion ### Terminus Source: https://srd-framework.vercel.app/swn-golden-triangle/terminus/ # Terminus **Type:** Ghost Ship (Patrol Boat) | **Crew:** ~12-15 Phased Spectres | **Origin:** Spike Drive Accident The Terminus is a patrol boat whose crew exists out of phase with normal reality—spectral figures trapped between dimensions after a catastrophic spike drive accident near the Eye of Nusantara. The ship shares their condition, drifting through the sector like a Flying Dutchman, invisible to sensors, passing through solid matter at will. The crew survives through modified vaccsuits that anchor them enough to interact with the physical world—though the suits appear empty when worn, the Ghost inside invisible. Or they possess living hosts, burning through borrowed bodies that die within days. Their goal: become corporeal again. Their plan: destroy the Eye of Nusantara, believing it will reverse whatever trapped them. Whether this is physics or desperation, none can say. ### The Sai Peoples Source: https://srd-framework.vercel.app/swn-golden-triangle/the-sai-peoples/ # The Sai Peoples **Type:** Indigenous Tribal Culture | **Base:** [Arcadia](/swn-golden-triangle/arcadia/) (nomadic) Tribal nomadic people who claim to be indigenous to Arcadia. They possess valuable knowledge of the planet's natural toxins and how to survive in its hostile environment—proficient herbalists who practice traditional medicine. Their religion incorporates astrology, divination, filial piety, and ancestor worship, with holy sites laid out in hexagonal geometric patterns. They consider foxes evil and the number 7 bad luck. Regular feasts and remembrances honor their ancestors. The Sai navigate pressures from offworld colonization and corporate exploitation while maintaining their traditional way of life. Resource exploitation by the [Golden Triangle Company](/swn-golden-triangle/golden-triangle-company/) threatens their traditional lands, while [Waterbarons](/swn-golden-triangle/waterbarons/) control of water affects their nomadic routes. They share common cause with the [Syndicalists](/swn-golden-triangle/syndicalists/) in resisting exploitation. ### The Way Source: https://srd-framework.vercel.app/swn-golden-triangle/the-way/ # The Way This discipline is not overt. Instead of direct power, it tunes the psychic (Sword Saint) to the hidden harmonies of causality. To outsiders, the Saint just has "amazing luck," uncanny timing, or the ability to almost always be in the right place, but in truth, they are subconsciously shifting probability and nudging events so that things unfold as they should—not through brute force, but by being in tune with the world. **Requirements:** Faith, discipline, and meditative focus are required. Powers may not work for cynics or non-believers. ## Level 1: Moment of Perfect Timing **Effect:** Once per round, the Sword Saint may activate this power as a free action when acting. They may choose to automatically win initiative over any one foe (or act before a declared event in narrative time, e.g. "before the bomb goes off, before the guard turns around, etc.") if they are aware of the event. ## Level 2: Thread of Connection **Effect:** By focusing for a round, the Sword Saint may "read the room" and detect any concealed threats, hidden hostiles, or people with hostile intent within line of sight. This is not mind reading: it is pattern recognition, noticing small tells, shifting energies, or subtle cues. If used in combat, the Saint may choose to intercept an attack or hazard targeting an ally within 10 meters. Both the Saint must be able to move to intercept the attack. ## Level 3: The Web of Small Things **Effect:** As an action, the Sword Saint may attune a creature they can see (including themselves) to the harmonies of the Way. For the next ten minutes, the target receives a +1 bonus to all skill checks, saving throws, and attack rolls. The effect ends if the target performs a deliberately cruel or malicious act or does not have faith in the Way. When in doubt, make a Mental Effects save. ## Level 4: Luminous Intercession **Effect:** Once per scene, as a reaction to any skill check, saving throw, or attack roll made by a creature, you may invoke the Way: - If the roll would fail, it instead succeeds by the smallest possible margin, or hits for minimum possible damage. - If the roll would succeed, it instead succeeds with the least possible effect, or inflicts minimum possible damage. This power never increases harm or turns a success into a failure—it only shifts outcomes toward "barely enough." The GM resolves ambiguous cases. Each event may only be affected once. ## Level 5: I am the Way and the Way is with Me **Effect:** The Saint is untouchable—immune to harm, surprise, and deception, moving through chaos with perfect serenity. All attacks and threats against the Saint fail, either through their own intuitive movement or through fortuitous environmental effects (bullets hit debris, enemies trip, alarms misfire). The Saint can walk directly through active battlefields, cross chasms on crumbling bridges, or negotiate through hostile crowds, so long as they maintain perfect faith and composure. **Balancing Calamity:** When the effect ends (duration or when the Saint achieves their purpose), a balancing calamity occurs. This could be personal (injury, loss, exhaustion), social (misunderstanding, enmity), or cosmic (the Saint's allies face unforeseen trouble). The Saint may not activate this power again until the balancing event has been resolved or accepted. ## Related - [Palvayan Sword Saint](/swn-golden-triangle/palvayan-sword-saint/) (training package) - [Sword Saint](/swn-golden-triangle/sword-saint/) (martial art) - [Palvaya](/swn-golden-triangle/palvaya/) (location) ### Timara Source: https://srd-framework.vercel.app/swn-golden-triangle/timara/ # Timara **Type**: Planetoid **System**: [Nusantara System](/swn-golden-triangle/nusantara-system/) **Trade Goods**: Spices, hydrocarbons, isotopes **Population**: Void botanists and genesmiths **Tech Level**: Advanced (possesses Precursor technology) ## Overview In the lush walled gardens of Timara, the gardener tends to life with a careful hand. Each plant is a testament to their skill, each garden a sanctuary of peace. The vibro-shears and hydroponics are symbols of their craft, nurturing life in the most unlikely of places. ## The Grail Device Timara possesses a grail/cornucopia device—a nanoforge that can synthesize practically anything by tapping into multidimensional currents. This Precursor technology makes them nearly self-sufficient and incredibly valuable. ## Society and Culture The Timarans are insular, pacifists, and ideologues. To them, wealth has almost no meaning, and they trade more in reputation and social connections than credits. They are skilled genesmiths and biotechnicians, basically transhumans who have modified themselves extensively. ## Defense They grow a variety of void-botany which yields spices, isotopes, and resources of incalculable value. They credibly threaten to burn down everything if actions are taken against them—a deterrent that has kept them safe despite their valuable resources. ## History - Eilo Nine-Tongue, Timaran Genebreaker, descended into the Ventgut Abyss at some point - Eilo Nine-Tongue is regarded as the forebearer of the founders of Timara - It were their kin that settled the planetoid and established the gardens ## Related - [Nusantara System](/swn-golden-triangle/nusantara-system/) (system) - Eilo Nine-Tongue (historical figure) - Ventgut Abyss (location) - [Lazuna](/swn-golden-triangle/lazuna/) - Timara provides solvents and industrial gases to the shipyards ### Timaran Source: https://srd-framework.vercel.app/swn-golden-triangle/timaran/ # Timaran *In the lush walled gardens of Timara, the gardener tends to life with a careful hand. Each plant is a testament to their skill, each garden, a sanctuary of peace. The vibro-shears and hydroponics are symbols of their craft, nurturing life in the most unlikely of places.* ## Skills - Profession/Gardener - Steward - Perception - Culture/Timara ## Equipment - Vibro-shears - Vacc skin - Portable hydroponics ## Related - [Timara](/swn-golden-triangle/timara/) (location) - [Timaran Star Harvester](/swn-golden-triangle/timaran-star-harvester/) (training package) ### Timaran Star Harvester Source: https://srd-framework.vercel.app/swn-golden-triangle/timaran-star-harvester/ # Timaran Star Harvester *Brave souls who venture into the deadly realms of space to extract rare resources. Equipped with the best technology and survival gear, they harvest the stars blooms, their work fueling the advancements of their societies.* ## Skills - Exosuit - Tech/Maltech - Tech/Pretech - Science - Survival - Culture/Mindara ## Equipment - Resource extraction tools - Heavy-duty exosuit - Protective visor ## Related - [Timara](/swn-golden-triangle/timara/) (location) - [Timaran](/swn-golden-triangle/timaran/) (background) ### Union Triad Source: https://srd-framework.vercel.app/swn-golden-triangle/union-triad/ # Union Triad **Full Name:** "New Righteousness and Co-prosperity Society" | **Type:** Criminal Organization (Triad) The Union Triad operates society houses across the sector—legitimate-seeming social clubs that front for high-end designer drug sales and human trafficking operations. They've recently discovered how to distill **Sipopa** from plants growing on [Zhourao](/swn-golden-triangle/zhourao/), giving them a potentially game-changing product. Led by Deputy Mountain Master Cao with political connections to Senator Hao Shen of [Qingqiu](/swn-golden-triangle/qingqiu/), the Triad maintains protection through corruption. Wu "Feiten" Zhilan, a cybernetically enhanced Vanguard Officer, handles all operations on [Arcadia](/swn-golden-triangle/arcadia/)—managing trafficking routes to Qingqiu and Plantagenia and drug sales in [Haridasva](/swn-golden-triangle/haridasva/). Their society houses serve wealthy clientele with discrete operations, money laundering, and contact points for criminal activities. The [5th Legion](/swn-golden-triangle/5th-legion/) and [Golden Triangle Company](/swn-golden-triangle/golden-triangle-company/) (whose Sharia Law opposes their activities) are their primary enemies. ### Waterbarons Source: https://srd-framework.vercel.app/swn-golden-triangle/waterbarons/ # Waterbarons **Type:** Resource Cartel | **Base:** [Arcadia](/swn-golden-triangle/arcadia/) Local landholders and magnates who control the water sources on Arcadia. Given the planet's toxic water supply, control of clean water represents immense economic and political power. The Waterbarons maintain strangleholds on water access through ownership of pipelines and aqueducts that transport water to spaceports and farm estates. They manipulate prices and control access to maintain their monopoly. Rivals include offworld interests seeking water access and the [Syndicalists](/swn-golden-triangle/syndicalists/) who oppose their labor practices. Farm estates and spaceports depend entirely on baron-controlled infrastructure, making them powerful gatekeepers of Arcadian survival. ### Zhourao Source: https://srd-framework.vercel.app/swn-golden-triangle/zhourao/ # Zhourao **Type**: Mining World **Climate**: Cold **Trade Goods**: Livestock, metals, psi drugs **Organization**: City-states ## Overview Zhourao is a cold mining world organized into competing city-states. The planet's harsh climate and valuable mineral deposits have shaped its culture around extraction industries and hardy livestock. ## City-States - [Zushan Sultanate](/swn-golden-triangle/zushan-sultanate/) - Theocratic monarchy controlling rich mining areas - [Mianjin Republic](/swn-golden-triangle/mianjin-republic/) - Democratic republic led by industrialist oligarchs - [League of Yaluo](/swn-golden-triangle/league-of-yaluo/) - Confederation of independent mining guilds ## Economy The planet's economy centers on: - **Mining**: Valuable metals and minerals from rich deposits - **Livestock**: Hardy animals adapted to cold climate - **Psi Drugs**: Exotic substances including Sipopa distilled from local plants ## Political Landscape The three city-states compete for control of mining territories and trade routes, creating a complex political environment of alliances and rivalries. ## Related - Golden Triangle (sector) - [Union Triad](/swn-golden-triangle/union-triad/) - Criminal organization operating here - For Want Of Fuel - Campaign variant set on Zhourao ### Zushan Sultanate Source: https://srd-framework.vercel.app/swn-golden-triangle/zushan-sultanate/ # Zushan Sultanate **Type**: City-State **Planet**: [Zhourao](/swn-golden-triangle/zhourao/) **Governance**: Theocratic monarchy **Capital**: Al-Zushan **Leader**: Sultan **Key Industries**: Mining, livestock, artisanal crafts ## Overview The Zushan Sultanate is a theocratic monarchy ruled by a Sultan supported by a council of religious and military advisors. The Sultanate is known for its strict adherence to tradition and religious practices. ## Capital: Al-Zushan The capital is a city of grand mosques, bustling bazaars, and fortified palaces. The architecture reflects the fusion of religious devotion and defensive necessity in Zhourao's harsh environment. ## Economy The Sultanate controls some of the richest mining areas on Zhourao, extracting valuable metals and minerals. Other economic pillars include: - **Mining**: Control of rich mineral deposits - **Livestock**: Hardy animals adapted to cold climate - **Artisanal Crafts**: Traditional goods and religious items ## Government Structure - **Sultan**: Absolute ruler with religious authority - **Council**: Religious and military advisors - **Governance Style**: Traditional, religious law-based ## Related - [Zhourao](/swn-golden-triangle/zhourao/) (planet) - [Mianjin Republic](/swn-golden-triangle/mianjin-republic/) (rival city-state) - [League of Yaluo](/swn-golden-triangle/league-of-yaluo/) (rival city-state)