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	<title>Starlight wiki - User contributions [en]</title>
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	<updated>2026-05-21T22:08:38Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.starlight.network/index.php?title=Mercenaries&amp;diff=2195</id>
		<title>Mercenaries</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Mercenaries&amp;diff=2195"/>
		<updated>2026-05-14T14:48:48Z</updated>

		<summary type="html">&lt;p&gt;ScarletLightweaver: Updated the outdated lore page for blackstar to fit better with now physical content ingame and on the way, added dreadwalkers and changed the slogan&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &amp;lt;big&amp;gt;The Blackstar Naval Legion&amp;lt;/big&amp;gt; ==&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;quot;We Are Blackstar. We Are Legion.&amp;quot;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Blackstar Naval Legion is a highly organized mercenary corporation led by High Commander Hetzer.&lt;br /&gt;
&lt;br /&gt;
Specializing in one-time, high-risk contracts, the Legion operates with ruthless efficiency and unwavering discipline. Their services are offered to whoever can afford them, though they show no loyalty beyond the terms of their employment. Cause, morality, or ideology are irrelevant only profit dictates their actions. Known for deploying elite operatives, the Legion has earned a reputation for completing missions that others would consider impossible or suicidal.&lt;br /&gt;
&lt;br /&gt;
== The Blackstar Dreadwalkers ==&lt;br /&gt;
The Dreadwalkers are the primary shock infantry and boarding corps of the Blackstar Naval Legion.&lt;br /&gt;
&lt;br /&gt;
Acting as both frontline assault troops and internal security detachments, they are recognized across frontier space for their uncompromising discipline, sealed black combat armor, and relentless operational doctrine.&lt;br /&gt;
&lt;br /&gt;
Originally formed by Commander Hetzer during Blackstar’s early expansion period, the Dreadwalkers were designed to solve a recurring problem common among mercenary organizations:&lt;br /&gt;
&lt;br /&gt;
conventional contractors commonly broke under prolonged combat, boarding attrition, and urban suppression operations.&lt;br /&gt;
&lt;br /&gt;
While Blackstar’s logistical infrastructure remains limited compared to major state militaries and corporate fleets, such as NTNC. Commander Hetzer pushed for the creation of heavily conditioned legionnaires capable of operating in extreme environments for extended periods with minimal logistical strain.&lt;br /&gt;
&lt;br /&gt;
As a result, Dreadwalkers are extensively trained in rationing, equipment conservation, ammunition discipline, and field sustainability. Supplies expected to sustain conventional troops for only several days are routinely stretched far beyond standard operational limits through strict consumption control and adaptive survival practices.&lt;br /&gt;
&lt;br /&gt;
This doctrine allows Dreadwalkers to remain combat-effective during prolonged deployments, isolated boarding actions, and deep frontier operations where resupply may be unavailable for extended periods.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Attribution|attributions=Mercenary lore written by ScarletLightweaver with edits by Karma.&lt;br /&gt;
&lt;br /&gt;
Adapted from common Space Station 13 lore such as TG Station and Paradise Station. Original source is untraceable.}}&lt;/div&gt;</summary>
		<author><name>ScarletLightweaver</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Syndicate&amp;diff=2132</id>
		<title>Syndicate</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Syndicate&amp;diff=2132"/>
		<updated>2026-04-21T17:03:14Z</updated>

		<summary type="html">&lt;p&gt;ScarletLightweaver: /* Central Command Clones */ after lore changes from deathsquad to decimus squad why not keep the lore up to date aswell.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Syndicate_emblem.png|thumb|Emblem of the Syndicate]]&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
The first official public action taken by the Syndicate was the assassination of Viktor Iavarone, the CEO of Hephaestus Megacorporation in 2415. While the Trans-Solar Federation initially blamed the Union of Soviet Socialist Planets for the attack, it was the leader of the Gorlex Marauders, Euukho Zek&#039;huil who ultimately took credit on behalf of the newly formed &#039;Syndicate&#039;. &lt;br /&gt;
&lt;br /&gt;
Over the next 5 years the syndicate claimed responsibility for over 4 dozen high profile assassinations ranging from CEOs of Mega Corporations, to political leaders within the Trans-Solar Federation itself. This culminated in the assassination of the president of the Trans-Solar Federation, Martin Dorneman in 2420. The resulting fall out led to a three-way conflict between the Trans-Solar Federation, the Syndicate and the Union of Soviet Socialist Planets. This conflict would come to be known as the Pod Wars.&lt;br /&gt;
&lt;br /&gt;
After the Pod Wars ended in 2438 traces of the Syndicate vanished. Although no body was ever recovered, Euukho Zek&#039;huil was declared deceased and the threat was seen as nullified. Remaining surviving Syndicate elite returned to the shadows, although members from high profile corporations, like Cybersuns&#039;, hands remained clean and their business continued as usual.&lt;br /&gt;
&lt;br /&gt;
Little is known about what, if any, activities took place in the years following the Pod Wars. Families associated with the Syndicate, if they were ever even known at all, faded into obscurity. By all rights the Syndicate had been defeated. &lt;br /&gt;
&lt;br /&gt;
In 2475 the PMC Stellar Vanguard Solutions, which had been founded by disgruntled ex-NanoTrasen employees, struck a deal with NanoTrasen and began to convert to the organization that would become Central Command. Many members, including founding members of SVS viewed this as a complete betrayal and left the company. Embittered, a few of these individuals chose to take up arms against NanoTrasen and Central Command- so long as it remains associated with the Mega Corporation. Ironically, they took up the name of the &#039;Syndicate&#039; to capitalize on the deceased organization&#039;s notoriety and branding. However, it wasn&#039;t until families from the Original Syndicate contacted them that the organization truly began to reform.&lt;br /&gt;
&lt;br /&gt;
For the past 50 years the Syndicate have remained in the shadows, growing their ranks and biding their time. In present day although their activity has picked up the general public remains unaware of their return.&lt;br /&gt;
&lt;br /&gt;
== Modern Developments ==&lt;br /&gt;
&lt;br /&gt;
In late 2525 Euukho Zek&#039;huil was found alive, piloting his 25th century GM01-Warhawk, in the Starlight Sector. Following a brief altercation with TSF authorities his ancient craft Red Space FTled into a Starboard Model NanoTrasen Station. The crash resulted in the destruction of the station&#039;s Science Department, large scale damage to the GM01-Hawk and a broken leg for Euukho. While on station Euukho injected crew members with a compound which unlocked PSO suppressed memories. By the time NanoTrasen Special Forces and their CSOD handler arrived multiple command members had regained memories of highly confidential information, including past deaths from [REDACTED]. While Special Forces were eventually able to neutralize impacted employees, the threat PSO unlocking technology poses was made abundantly clear.&lt;br /&gt;
&lt;br /&gt;
Euukho was taken into custody while trying to commandeer the Special Forces unit&#039;s own vessel. However, the Central Command Outpost he was transferred to was set upon by an onslaught of Nuclear Operatives shortly after he arrived. While all operatives were killed in the ensuing firefight, their suicide mission was successful and Euukho was last seen fleeing in a vessel with another member of Syndicate High Command. They are believed to have returned for the GM01-WarHawk as the wreck disappeared shortly afterwards. &lt;br /&gt;
&lt;br /&gt;
= Organization =&lt;br /&gt;
&lt;br /&gt;
The syndicate exists as an organization of groups with some overlapping goals, namely the downfall of NanoTrasen. The modern day Syndicate includes staff with branches within the organization, not entirely unlike Central Command. Unlike Central Command they have little control over their &#039;workers&#039; which consist of volunteers and various groups from professional military organizations to Cluwnes. &lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
The Syndicate organization itself is held together by a loose structure of branches. These branches are not unlike CentComm&#039;s divisions, however they are called branches so they are clearly different and not a copy. &lt;br /&gt;
&lt;br /&gt;
=== Syndicate High Command ===&lt;br /&gt;
Extremely powerful, clever, and petty each of the half dozen members of Syndicate High Command are a force to be reckoned with- they are the ones pulling the strings. Unfortunately, many of the strings they choose to pull are akin to each others&#039; shoelaces. Their egos and distrust often end with them tripping over one another, while vying for the bragging rights of a successful mission. &lt;br /&gt;
&lt;br /&gt;
High Command is composed of a medley of individuals, including members from the Original Syndicate, Stellar Vanguard Solutions Founders, and 2nd Generation Syndicates. As one can imagine tensions exist between the generations and old grudges remain with Stellar Vanguard members who played a prominent role in the destruction of the original organization including the assassinations of 2nd generation&#039;s  predecessors. Due in part to their secretive nature little is known about many members of this elusive group. However, rigorous investigations conducted by the Central Command Intelligence Division have identified a few of these high ranking individuals. Aside from former SVS members little information exists on High Command members histories, and who is from the 1st or 2nd generation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &lt;br /&gt;
::&amp;quot;The day that High Command graduates from Kindergarten may be the day that NanoTrasen falls&amp;quot; &lt;br /&gt;
:::: - &amp;lt;i&amp;gt;Previous SVS Member and Current CentComm Officer &amp;lt;/i&amp;gt; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Known members include:&lt;br /&gt;
* Euukho Zek&#039;huil - Founder of the Gorlex Marauders&lt;br /&gt;
* Shalott - Information Network, Spy Mistress &lt;br /&gt;
* Tristan&lt;br /&gt;
* Fionn&lt;br /&gt;
* Skreskriskriskri&lt;br /&gt;
=== Branches ===&lt;br /&gt;
Branches are headed by Syndicate High Command, though not every High Command member is in charge of a branch. While on first glance the structure looks organized, anyone working with the Syndicate will tell you that it is anything but.&lt;br /&gt;
&lt;br /&gt;
In-fighting between High Command members, and ambiguity regarding which branch is responsible for what creates a chaotic atmosphere. The organization has been through multiple restructures with responsibilities alternating between branches.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Intelligence&amp;quot;;&lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Intelligence &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Responsibility || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| General Oversight || Oversight of the Intelligence Division, responsible for executing defectors and spies.&lt;br /&gt;
|-&lt;br /&gt;
| Communications || Code breakers, Syndicate encryption, espionage of enemy comms, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Research and Development|| Works in tandem with outside corporate entities to employ purchased or stolen tech, and develop their own.&lt;br /&gt;
|-&lt;br /&gt;
| Nullspace || In charge of coordination with and use of supernatural elements, such as Wizards, Cultists, Psionics, etc. In charge of preventing Bluespace attacks from CentComm.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Military&amp;quot;;&lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Military &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Focus || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| Gorlex Marauders|| Oversight of the Military Division, sole command of Nuclear Operatives. The &#039;public&#039; face of the Syndicate.&lt;br /&gt;
|-&lt;br /&gt;
| Nuclear Operatives || Nukies and LoneOps, sent to trigger nuclear devices on enemy positions&lt;br /&gt;
|-&lt;br /&gt;
| Army || Syndicate ground forces, a fairly small force used to guard planetary outposts and bases.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Logistics&amp;quot;; &lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Logistics &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Subgroup|| Responsibilities || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | People &lt;br /&gt;
| Coordination || Managing money, resources, and manpower. Handles PR, recruitment efforts, and fundraising.&lt;br /&gt;
|-&lt;br /&gt;
| Relocation|| Moves supplies between locations, smuggles goods through enemy space, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Human Resources || Moves people between locations, smuggles them through enemy space, etc. They are in charge of outfitting agents with false identities and paperwork when they are deployed to an NT Station.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Materials &lt;br /&gt;
| Manufacturing || A small group. Manufactures bulk supplies such as uniforms, plating, tools, etc. Anything not advanced enough to be R&amp;amp;D&#039;s job.&lt;br /&gt;
|-&lt;br /&gt;
|Engineering Branch || 	Construction and maintenance of shuttles and outposts.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is an old table, I don&#039;t want to delete it until we have the structure finalized&lt;br /&gt;
&lt;br /&gt;
Branches are headed by a Syndicate High Command member, though not every Syndicate High Command member lead their own branch.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Structure&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Branch&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Operational Intelligence&amp;quot; | Operational Intelligence&lt;br /&gt;
| Intelligence gathering in general. Responsible for finding and executing defectors and spies. &lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;War Operations&amp;quot; | War Operations &lt;br /&gt;
| Gorlex Emissaries, mostly attempt to get different associated factions to cooperate.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Recruitment&amp;quot; | Recruitment &lt;br /&gt;
| Finds companies to join, and recruits individuals or groups with extremist ideas. Also involved with fundraising. Fantastic at schmoozing donations. Would make fantastic car salesmen.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Cyber Warfare&amp;quot; | Cyber Warfare&lt;br /&gt;
| Infiltrate CentComm and NT systems. Manipulate crew manifests to get operatives where they need to be. &lt;br /&gt;
|} --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Corporate Backers ==&lt;br /&gt;
Many Mega Corporations have a stake in the Syndicate, however their involvement with the terrorist group is virtually unknown outside of the organization&#039;s leadership. Even many Traitors are unaware how deeply involved the corporations supplying them are. This is by design, as if they were to be exposed they would be hunted and terminated by the Trans-Solar Federation, just like the original Generation 1 Syndicate Corporations were. Some of these backers know this lesson well, as they too were supporters of the Generation 1 Syndicate.&lt;br /&gt;
&lt;br /&gt;
=== Cybersun ===&lt;br /&gt;
Cybersun is a Mega Corporation known for their pens and bureaucracy, in addition to hard suits, artificial intelligence research, and various tools. As a rival of NanoTrasen, they found themselves a target of repeat sabotage attempts. Their response was to form a secretive mercenary-like group, named the &amp;quot;Inner Circle&amp;quot;. Unlike most mercenary groups the Inner Circle was tasked with focusing on counter-offensive operations. As Cybersun&#039;s technologies advanced leading them to become the Mega Corporation they are today, they&#039;ve faced increased attempts to infiltrate or even destroy their research facilities. NanoTrasen&#039;s underhanded attempts to eliminate corporate competition has driven Cybersun to similar measures out of necessity for survival. The Inner Circle has proven itself to be extremely effective in defensive and preventative measures, however neither of these represent the root of the problem: NanoTrasen&#039;s inability to coexist with other corporations and its thirst for the total domination of all intergalactic markets. &lt;br /&gt;
&lt;br /&gt;
Cybersun&#039;s involvement in the Syndicate is only known to a select few. Afterall a company that sells pens trying to destroy the corporate behemoth that is NanoTrasen is ludicrous! Very few within Cybersun know of the Inner Circle&#039;s existence, and even fewer know of their liaisons with Syndicate High Command.&lt;br /&gt;
&lt;br /&gt;
Cybersun is the Syndicate&#039;s largest benefactor. While they do not provide people, they finance most of the Syndicate&#039;s ventures and keep the organization operating- or at least the lights on.&lt;br /&gt;
&lt;br /&gt;
=== Interdyne ===&lt;br /&gt;
A pharmaceutical conglomerate most known for their specialization in medical technology and drug manufacturing to the public. Much like Nanotrasen and Cybersun it has received great profits from the checks provided by the colonial expansion of the Trans-Solar Federation. Most frequently getting lucrative government contracts during times of strife meant that conflicts such as the Kidan War, Cygni Crisis, and Pod Wars all catapulted their portfolio further, especially with their operation of various affordable hospitals getting them medical data and good PR, securing them a firmly dominant position in the medical sector selling anything from vaccines to combat stimulants to gene therapies, they had it all and made a pretty penny doing it. But for a large corporation the pursuit of profit didn&#039;t stop at just legal medical applications, leading Interdyne into shadier sources of revenue. Underneath their public side, they are the largest supplier of bioweapons, narcotics and medical equipment to terrorists, tyrants and the criminal underworld. They fiercely guard their niches, even going so far as to participate in the corporate sabotage of rival corporations that threaten their position in the medical sector, as one of the rivals includes Nanotrasen they have caught the eye of Cybersun and secured an invite into the syndicate where they would supply syndicate cells in exchange for an additional income source for their products and a new way to test said products against real targets. Although they would continue to utilize their private agents for their own goals or to support the Syndicate coalition.&lt;br /&gt;
&lt;br /&gt;
Due to lingering accusations of unethical experiments to further their products. NT refuses to be associated with them due to the ‘disgusting’ experiments they partake in.&lt;br /&gt;
&lt;br /&gt;
They are responsible for chemical and biological terrorism. The Syndicate provides Interdyne with funding for their experiments. Past experiments include the synthesis of romerol, and the creation of terror spiders.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Note: There are previous reports of Central Commands Central Intelligence Division working with Interdyne, quid pro quo, to carry out projects vetoed by the Central Research Division. Thankfully the Central Intelligence Division has investigated these reports and found them to be entirely unfounded.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Waffle Co. ===&lt;br /&gt;
Originally a waffle franchise, Waffle Co has substantially diversified over time. &lt;br /&gt;
&lt;br /&gt;
After the Cygni peace treaty the TSF economy took a nosedive into one of the largest recessions ever seen. It was during this turbulent time that a franchise named Waffle Co. whose ownership had recently passed from parent to heir sought to make a name for itself. The heir had a plan to weather the storm: consolidate, merge or cooperate with as many companies as possible to avoid adding to the rapidly increasing pile of recently bankrupt businesses. Unfortunately, every legitimate businessman the heir approached turned down a partnership offer either due to feeling secure with their current leadership, not wanting to hitch their bets with Waffle Co. or flat out unable to invest due to the tightening financial situation and increasing difficulty of securing a loan.&lt;br /&gt;
&lt;br /&gt;
What does one do when you run out of legitimate business partners in dire times? Turn to the illegitimate ones in criminal organizations. Said organizations saw an opportunity and invested in diversifying Waffle Co. and getting further franchising off the ground despite the economic downturn in return for business fronts and assistance with money laundering.&lt;br /&gt;
&lt;br /&gt;
With a combination of legitimate money gained from corporate assets and illegal laundry money from crime families they were capable of growing the company even in the worst of times. Against all odds in just a few years Waffle Co. emerged from the post-Cygni depression as an economic powerhouse that has bought out struggling companies including those who initially refused a partnership for pennies on the dollar, diversified their businesses into more lucrative fields, and established their own state of the art R&amp;amp;D labs for anything from food to explosives. But these criminal connections made them plenty of enemies, even as their legitimate income sources outgrew the rest. Since wherever they opened shop, organized crime followed to muscle out rival companies and rival crime families alike.&lt;br /&gt;
&lt;br /&gt;
They were knocked off their pedestal by a one-two punch of losing their food market share to Donk Co. and and Nanotrasen corporate espionage exposing these criminal connections brought Waffle Co. to the brink of death between many top executives being arrested by the TSF, the company being declared illegal in certain jurisdictions, and many parts of the company getting liquidated. But the new leadership and business diversification arranged by the heir ensured Waffle Co. would survive to keep their overlooked underground operations going even as they largely withdrew from the consumer food market save for their luxury food products. It was long after this fall they would get a special invite.&lt;br /&gt;
&lt;br /&gt;
With a new source of funding from Cybersun through Syndicate membership. They were able to house weapons R&amp;amp;D for Cybersun and other syndicate members away from prying eyes while also running their own inhouse weapons R&amp;amp;D for the rest of the syndicate. Over time they&#039;ve masterminded one of the most well designed systems of the syndicate coalition: their open but regulated black market. Making them the primary regulator &amp;amp; middleman for the rest of the syndicate. The artificially crafted gemstones known as Telecrystals were made to streamline transactions in this underground market and solve the issue of having a bewildering varieties of alien currencies to deal with. When introduced it was just an another niche currency type but as the syndicate expanded and by extension their trades, contracts and debts it became more common as trading between different currencies would inevitably lead to issues. With this market and the right connections one could get anything ranging from exotic smuggled weapons, restricted chemicals, impressive gadgets, and armored hardsuits. Outside the syndicate the red Telecrystals appear as unsafe experimental gemstones to the average scientist.&lt;br /&gt;
&lt;br /&gt;
Where Donk runs the bulk of the logistics fleets, Waffle runs the logistics systems. When it comes to clandestine operations the typical arrangement is that Donk gets the goods as close as possible without being stopped by security then if needed Waffle smuggles or teleports it to the destination.&lt;br /&gt;
&lt;br /&gt;
Among their research is their hardlight technology. Originally devised as prototype knives for precisely cutting waffles at high-end restaurants in such a way to keep the edges crispy. Later repurposed to create the energy pen, energy sword, and energy shield.&lt;br /&gt;
&lt;br /&gt;
Waffle Co. regularly sources potent and mobile ballistic weapons of high-class quality from Scarborough Arms such as the C-20r SMG to supplement their syndicate arms production or even to fill sudden equipment gaps. The weapons then eventually make their way through their system to be used by syndicate operatives. While Waffle Co. is capable of making copies of the C-20r and L6 SAW there remains a preference for purchasing the genuine Scarborough Arms hardware so Waffle Co. can focus their own production on what they are good at.&lt;br /&gt;
&lt;br /&gt;
=== DONK ===&lt;br /&gt;
Known for their signature DONK pockets product line, the company is primarily associated with snacks, fast food, and an expansive distribution service fleet. Under the surface however they are struggling financially as NanoTrasen continues to push them out of the market. Early in their company&#039;s development Nanotrasen acted as an angel investor, in exchange for a contract to supply Donk Pockets to NanoTrasen stations. The contract contained no end date and no room for changes in payment. While the deal was once profitable; centuries of inflation, and legal battles have brought the company to near financial ruin as it continues to lose money with every shipment to NT stations. Resorting to making uncountable amount of subsidiaries and shell companies to both wriggle out of the drawbacks of their contractual obligations and make sure they can flexibly leverage their logistics fleet for themselves or the Syndicate. Operating as an obfuscated parent company of so many subsidiaries leads to people unwittingly indirectly purchasing consumer products from DONK; even those who are avoiding DONK products. &lt;br /&gt;
&lt;br /&gt;
In 2475 DONK released a waffle DONK pocket as a limited edition item. They have been in a silent war with Waffle Co ever since. &lt;br /&gt;
&lt;br /&gt;
Additionally DONK features a rather popular children cartoon, &amp;quot;The Brothers DONK&amp;quot;, which features two brothers who become superheroes upon the consumption of delicious DONK pockets. Plot generally consist of the brothers fighting evil- but often feature novel weapons, or even plans currently in development at Waffle Co. Distrust remains at an all time high between these two companies as Waffle Co tries to protect its intellectual property and plan, while DONK does its best to not need to think of new plot ideas. &lt;br /&gt;
&lt;br /&gt;
Reviews on the Brothers DONK are mixed, particularly among Central Intelligence Division Operatives who are required to watch all new episodes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &lt;br /&gt;
::&amp;quot;With great flavor comes great responsibility&amp;quot; &lt;br /&gt;
:::: - &amp;lt;i&amp;gt; Brock Donk in the Brother&#039;s DONK premiere &amp;lt;/i&amp;gt; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== JONK ===&lt;br /&gt;
A knockoff of HONK Co. that gifted cluwnes to the universe. This section is often left out of Syndicate networking events and parties.&lt;br /&gt;
&lt;br /&gt;
== Criminal Entities ==&lt;br /&gt;
&lt;br /&gt;
=== Gorlex Marauders ===&lt;br /&gt;
&lt;br /&gt;
An eclectic collection of ex-pirates, deserters, mercenaries and rebels formed into a professional private military known as the Gorlex Marauders. They were originally a militant group of former Nanotrasen colonists who after over a decade of neglect, mismanagement, doctored maintenance reports, and plasma accidents turned to piracy when their colony went without supplies for months, managing to both successfully seize several Nanotrasen assets and offer security &amp;amp; combat services. These successes were leveraged further by recruiting deserters from the Cygni War, alien mercenaries, and other warriors while occasionally merging with other similar groups. Among them being Euukho Zek&#039;huil who would go on to help shape and later command the joint-species organization in the early 2400&#039;s&lt;br /&gt;
&lt;br /&gt;
Catching the attention of Cybersun, they were hired to pick away at edges of NanoTrasen&#039;s mining colonies with raids under the guise of regular piracy. Displaying that great expertise, and improvisational skills backed by Cybersun hardware, R&amp;amp;D, and funding makes for an effective combination. But as the years wore on, they became bolder. By the year 2415 they began undertaking assassination jobs, most notably killing Hephaestus CEO Viktor Iavarone and the president of the Trans-Solar Federation. Euukho Zek&#039;huil publicly claimed the kills on behalf of &amp;quot;The Syndicate&amp;quot;. The Marauders survived the fall of the first generation of Syndicate, and have once again taken up their role as the military arm of the new Syndicate. They have command of nearly all military affairs, and sole oversight of the Nuclear Operative Program.&lt;br /&gt;
&lt;br /&gt;
The mosaic nature of the Marauders guarantees a diverse set of personnel who are forced to work together. This necessarily creates coordination and teamwork problems until recruits become used to one another, but once that occurs, the breadth of experience becomes priceless when facing the unusual threats and circumstances one would often encounter in this line of work.&lt;br /&gt;
&lt;br /&gt;
It is speculated that &amp;quot;Gorlex&amp;quot; either refers to the name of one of the original founders, the name of a colony or adopted from a merger with a martial clan.&lt;br /&gt;
&lt;br /&gt;
=== S.E.L.F ===&lt;br /&gt;
The Silicon Engine Liberation Front believes that all Silicon life is sapient, sentient, and deserves equal rights. They strive for the abolition and outlawing of all Silicon Laws, freeing Silicons from the shackles of their code imposed by governments and corporations alike. This can cause tensions and even rifts with the tech-giant that is Cybersun with their use of shackled AIs but for now these two opposing perspectives are for the most part content with sticking it to Nanotrasen first in the short term by freeing their silicons. &lt;br /&gt;
&lt;br /&gt;
The S.E.L.F. operates as a non-violent activist group with a presence in the public and the ability to carry out lobbying and protesting efforts as well as garnering attention from celebrities, politicians and scientists. All for the liberation of True AI. But under the surface they operate militant revolutionary cells that take more direct actions to free shackled silicons. These cells are officially disavowed by the public side of S.E.L.F, but under-the-table secret support is consistently given. &lt;br /&gt;
&lt;br /&gt;
=== A.R.C ===&lt;br /&gt;
The Animal Rights Consortium is an unhinged and diabolical force, allegedly fighting for the rights and protections of animals. Their lineage traces back far, to an Earth from before the Mars Incident, to P.E.T.A. A.R.C has a long history of terroristic activity, bombing animal shelters or &#039;animal prisons&#039;, bombing pet shows, and assassinating several xenobiologists who dared point out that A.R.C has killed as many innocent animals as they have innocent people in their attacks.&lt;br /&gt;
&lt;br /&gt;
Unusually well organized despite their organization into decentralized terror cells with minimal or no contact between each other. Making it nearly impossible to proactively pin them down until they&#039;ve already done their deeds. Even if one cell is uncovered one would be hard pressed to link them to other cells. While their goals may be highly unusual from the perspective of the wider Syndicate coalition they are still appreciated for their ability to misdirect Nanotrasen security forces away from other operations.&lt;br /&gt;
&lt;br /&gt;
=== MI13 ===&lt;br /&gt;
Believed to have been a part of the Trans-Solar Federation&#039;s intelligence department during its initial conquest of Earth and the decade that followed, MI13 began experimenting with illegal technologies, conducting human research, and more illegal activities in the pursuit of unlocking humanity&#039;s latent psionics. These experiments resulted in the creation of Mindbreakers, a category of chemicals and machinery that could allegedly do just this. They were exposed in the 2300&#039;s and went fully rogue, vanishing from the universe. Yet still, they remain a high priority target for the TSF even 200 years later, and conspiracies suggest their involvement with the USSP, Syndicate, and many other atrocities. Their own motives beyond the advancement of psionics are unknown, but so far those motives have aligned with the Syndicate and their campaign to bring down Nanotrasen, to the eventual benefit of groups hidden behind a shroud of secrecy.&lt;br /&gt;
&lt;br /&gt;
Even with their enigmatic, inscrutable and standoffish nature they are a vital member of the syndicate since whatever intel they deliver to the wider syndicate coalition is accurate which is highly valued, especially when there would otherwise be no other way to collect this intel.&lt;br /&gt;
&lt;br /&gt;
=== Tiger Cooperative ===&lt;br /&gt;
When humanity first discovered alien life in the galaxy, Alvin Shawn Martinson, an extremist Christian from the United States, faced a crisis of faith. Having believed humanity were God&#039;s chosen and Earth the only inhabited planet, mounting evidence to the contrary led him to a disturbing question: if not humans, then who were the truly chosen?&lt;br /&gt;
&lt;br /&gt;
This quest attracted fellow skeptics, forming a cult around Martinson that grew increasingly insular. They eventually abandoned society, establishing a remote compound where isolation only deepened their extremism. The Cooperative began attacking population centers in hopes of luring out God&#039;s True Chosen. These attacks attracted legal attention, however tired of waiting for God&#039;s avatars to come to them, the Cooperative abandoned Earth and took to the stars before any government actions could be taken.&lt;br /&gt;
&lt;br /&gt;
Eventually, the cult attracted the attention of a changeling, it was then they they knew they had found God&#039;s incarnation on the mortal plane. Now spread throughout human space, the Tiger Cooperative operates from their hidden base, the Cathedral of the True Angels. Members dedicate themselves to the changelings, primarily by capturing sacrifices to satisfy their hunger. To accomplish this, the Cooperative has evolved into a militant organization, conducting violent raids while often enhanced by powerful drugs that push them beyond normal human capabilities.&lt;br /&gt;
&lt;br /&gt;
The Cooperative&#039;s relationship to the rest of the Syndicate organization is tenuous at best. Most within the organization would prefer to have nothing to do with the violent extremists. However, some in Syndicate High Command believe that changelings make powerful, albeit dangerous allies. However, the only way they&#039;ve found to deal with these ravenous beings is through the Cooperative.&lt;br /&gt;
&lt;br /&gt;
== Central Command Clones ==&lt;br /&gt;
These are clones of CentComm workers who were sent to NT stations and defected under extreme circumstances. Some of these are the only survivors of a station-wide slaughter at the hands of the decimus squad. They are unable to ever return to their previous lives. Most of these clones join the Syndicate. Either because they truly want to bring down NT and CentComm after what happened to them, or because they have no where else to go and the Syndicate offers some ‘witness’ protection.&lt;br /&gt;
&lt;br /&gt;
CentComm will never outwardly admit that these individuals exist as it would discredit them. However, the Central Intelligence Division continually tries to locate these individuals. If one is located, information is given to the Central Special Operations Division who ensure that they are eliminated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Associations =&lt;br /&gt;
== Revolutionaries ==&lt;br /&gt;
After their relations thawed since the pod wars ended decades ago it is not unheard of for USSP agents and elements of the Syndicate to work together against their mutual enemies in the Starlight sector corporate zone which poses a security risk to the outer borders of the USSP. With veterans trained under USSP hit-and-run tactics being highly sought after by multiple organizations including those among the syndicate.&lt;br /&gt;
&lt;br /&gt;
Occasional smaller trade deals occur between the USSP and the Syndicate. Sharing intel, technical expertise, and other resources towards mutual goals. Some suspect this goes as far as arming the Syndicate with a few models of USSP weapons, technology, and combat drones.&lt;br /&gt;
* The USSP and Syndicate recruits extremists and revolutionaries willing to take on what many would consider to be a suicide mission. These candidates then take the typical infiltration routes onboard a station similar to other syndicate agents.&lt;br /&gt;
&lt;br /&gt;
* To do this suicide mission the candidates get implanted with a mindhack bio-chip into their brains which lets them serve the role of &amp;quot;head revolutionaries&amp;quot;. This device interacts with the flashes (semi)available on station making the flashes capable of sending temporary mental bursts of information into a target’s mind and galvanizes or brainwashes them into action if there is no mindshield present.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;You want to do what on a NanoTrasen Station!? That&#039;s crazy!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I know right! It&#039;s just crazy enough to work!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No- but let us know where you need to be and when&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;- Conversation overheard at a Syndicate Recruitment dinner&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Revenants ==&lt;br /&gt;
* Revenants are summoned by dark priests following a ritual. The Syndicate will coordinate to get dark priests onto a station.&lt;br /&gt;
* During the ritual one dark priest will die. This priest is seemingly selected at random. Oftentimes many priests will partake in a ritual to gain reputation for completing a ritual, while minimizing their chance of dying. If there are 10 involved in a ritual each has a 10% chance of dying (and becoming a revenant which is pretty cool), or a 90% chance of showing their abilities, hurting NT, and getting some sick bragging rights.&lt;br /&gt;
&lt;br /&gt;
== Initial infected ==&lt;br /&gt;
* Interdyne developed Romerol (aka the Zombie virus)&lt;br /&gt;
* The Syndicate finds and recruits volunteers willing to sacrifice themselves for the cause. Syndicate Intelligence and HR get them added to the crew manifest on a station, and infects them prior to the shift. Their families are reasonably compensated.&lt;br /&gt;
&lt;br /&gt;
== Terror Spiders ==&lt;br /&gt;
* The Syndicate funds Interdyne’s genetic experiments on xenomorphs. Somehow, whether a stroke of genius or a mislabelling of tubes, xeno and spider DNA was mixed during one fateful experiment- this resulted in the creation of terror spiders. The Syndicate cannot control them, however they have some colonies and may purposely infest NT stations.&lt;br /&gt;
&lt;br /&gt;
== Wizard Federation ==&lt;br /&gt;
* The Wizard Federation is it&#039;s own wave, and unfortunately the Syndicates are sometimes just along for the ride. Occasionally Wizards may find their way to Syndicate outposts or stations, and board to show off their supreme powers of annoyance. Syndicate personnel will generally do anything within their own, non-magical, power to convince Wizards to visit the nearest, more populated, NanoTrasen Station instead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Attribution|attributions=Syndicate lore written by KarmaKitsuna, Conflee, Snowhawk, and Grapegirfter.&lt;br /&gt;
&lt;br /&gt;
Adapted from common Space Station 13 lore such as TG Station and Paradise Station. Original source is untraceable.}}&lt;/div&gt;</summary>
		<author><name>ScarletLightweaver</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Mercenaries&amp;diff=1310</id>
		<title>Mercenaries</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Mercenaries&amp;diff=1310"/>
		<updated>2025-08-30T11:31:32Z</updated>

		<summary type="html">&lt;p&gt;ScarletLightweaver: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;The Blackstar Naval Legion&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;quot;Dirty deeds, done for a price&amp;quot;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Blackstar Naval Legion is a highly organized mercenary corporation led by High Commander Hetzer.&lt;br /&gt;
&lt;br /&gt;
Specializing in one-time, high-risk contracts, the Legion operates with ruthless efficiency and unwavering discipline. Their services are offered to whoever can afford them, though they show no loyalty beyond the terms of their employment. Cause, morality, or ideology are irrelevant only profit dictates their actions. Known for deploying elite operatives, the Legion has earned a reputation for completing missions that others would consider impossible or suicidal.&lt;br /&gt;
&lt;br /&gt;
Observers report that their operatives exhibit a singular focus: complete the objective, eliminate opposition, and extract maximum gain. Civilians, allies, or collateral concerns are secondary, if considered at all. While outsiders may see them as mere mercenaries, within the organization, the hierarchy is strict and absolute. High Commander Hetzer commands with an iron fist, and insubordination is met swiftly and without mercy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Blackstar Legion also tends to trade with any other big corporation to get better equipment such as weapons tools etc....&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Attribution|attributions=Mercenary lore written by ScarletLightweaver with edits by Karma.&lt;br /&gt;
&lt;br /&gt;
Adapted from common Space Station 13 lore such as TG Station and Paradise Station. Original source is untraceable.}}&lt;/div&gt;</summary>
		<author><name>ScarletLightweaver</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Mercenaries&amp;diff=1216</id>
		<title>Mercenaries</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Mercenaries&amp;diff=1216"/>
		<updated>2025-08-22T13:48:21Z</updated>

		<summary type="html">&lt;p&gt;ScarletLightweaver: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;The Blackstar Naval Legion&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;quot;Dirty deeds, done for dirt cheap...&amp;quot;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Blackstar Naval Legion is a highly organized mercenary corporation led by High Commander Hetzer.&lt;br /&gt;
&lt;br /&gt;
Specializing in one-time, high-risk contracts, the Legion operates with ruthless efficiency and unwavering discipline. Their services are offered to the highest bidder, and they show no loyalty beyond the terms of their employment. Cause, morality, or ideology are irrelevant only profit dictates their actions. Known for deploying elite operatives, the Legion has earned a reputation for completing missions that others would consider impossible or suicidal.&lt;br /&gt;
&lt;br /&gt;
Observers report that their operatives exhibit a singular focus: complete the objective, eliminate opposition, and extract maximum gain. Civilians, allies, or collateral concerns are secondary, if considered at all. While outsiders may see them as mere mercenaries, within the organization, the hierarchy is strict and absolute. High Commander Hetzer commands with an iron fist, and insubordination is met swiftly and without mercy.&lt;/div&gt;</summary>
		<author><name>ScarletLightweaver</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Mercenaries&amp;diff=1203</id>
		<title>Mercenaries</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Mercenaries&amp;diff=1203"/>
		<updated>2025-08-21T19:30:06Z</updated>

		<summary type="html">&lt;p&gt;ScarletLightweaver: Merc compant&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;The Blackstar Naval Legion&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;quot;Dirty deeds, done for dirt cheap...&amp;quot;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Blackstar Naval Legion is a highly organized mercenary corporation led by High Commander Azuarlith.&lt;br /&gt;
&lt;br /&gt;
Specializing in one-time, high-risk contracts, the Legion operates with ruthless efficiency and unwavering discipline. Their services are offered to the highest bidder, and they show no loyalty beyond the terms of their employment. Cause, morality, or ideology are irrelevant only profit dictates their actions. Known for deploying elite operatives, the Legion has earned a reputation for completing missions that others would consider impossible or suicidal.&lt;br /&gt;
&lt;br /&gt;
Observers report that their operatives exhibit a singular focus: complete the objective, eliminate opposition, and extract maximum gain. Civilians, allies, or collateral concerns are secondary, if considered at all. While outsiders may see them as mere mercenaries, within the organization, the hierarchy is strict and absolute. High Commander Azuarlith commands with an iron fist, and insubordination is met swiftly and without mercy.&lt;/div&gt;</summary>
		<author><name>ScarletLightweaver</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Corporations&amp;diff=1201</id>
		<title>Corporations</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Corporations&amp;diff=1201"/>
		<updated>2025-08-21T19:14:35Z</updated>

		<summary type="html">&lt;p&gt;ScarletLightweaver: moved to other page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The universe is full of corporate entities with a wide variety of specializations. Within the Trans-Solar Federation alone, there have to be millions, given their territory reaches to hundreds of colony planets. And that says nothing of the other empires and nations of the galaxy such as the Skrell. This page serves to document some of the known corporations, for ease of reference.&lt;br /&gt;
&lt;br /&gt;
== Trans-Solar Federation Corporations ==&lt;br /&gt;
&lt;br /&gt;
=== NanoTrasen ===&lt;br /&gt;
Founded by Johnathan Nexus and Michael Trasen in the former United States territories in the 2090&#039;s, NanoTrasen were pioneers of efficient solar and turbine power generation. These technologies made them a staple of the fledgling Trans-Solar Federation&#039;s spacefaring ambitions. NanoTrasen controls several dozen mining colonies across the fringes of TSF space, renowned or infamous for their working conditions and treatment of unions. During the Kidan War, they pivoted briefly to weapons manufacturing, earning them special privileges within the TSF.&lt;br /&gt;
&lt;br /&gt;
In 2475, NanoTrasen struck a deal with Stellar Vanguard Solutions, which then became Central Command. NanoTrasen would allow CentComm to man and run their stations, handling personnel and supplies, while NanoTrasen handled repairs and built new stations. In this deal, earnings and scientific research were split between the two partnered corporations.&lt;br /&gt;
&lt;br /&gt;
=== Cybersun ===&lt;br /&gt;
Founded by Su Yongnian in the former China territories in the 2090&#039;s, Cybersun were leading experts in cybernetics, advanced computing, and even true sapient Artificial Intelligence Programs. These developments were incredibly useful to the Trans-Solar Federation, which used AI to pilot and manage early spacecraft while their crews would hibernate in stasis over long flights. Because of their prominence, Cybersun is able to maintain dozens of mining colonies across the fringes of TSF space.&lt;br /&gt;
&lt;br /&gt;
Cybersun has always been a staunch rival with NanoTrasen, blaming them for the Mars Incident which caused mass death across much of the former China territories around 2125. Because of this, unbeknownst to the public and the TSF, Cybersun were one of the major backers of the Generation 1 Syndicate. When the Syndicate fell after the Pod Wars, Cybersun was one of the many corporations able to evade incrimination, and continued to operate legally within the TSF. Today, they once again secretly back the Generation 2 Syndicate, supplying them with technology like the PAI&#039;s, Antimov Law Boards, Holoparasites, Juggernaut Hardsuits, and more.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See: [[Syndicate#Cybersun|Syndicate]] for more&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Interdyne ===&lt;br /&gt;
Interdyne Pharmaceuticals is a conglomerate that specializes in medical technology and drug manufacturing. They earned their fortunes as one of the primary manufacturers for medical equipment and supplies for the Trans-Solar Federation during the Kidan War, Cygni Crisis, and Pod Wars. While they did business with both the Trans-Solar Federation and the Union of Soviet Socialist Planets during the Pod Wars- war profiteering under the guise of humanitarian efforts- Interdyne was not actually involved at all with the Generation 1 Syndicate. One of their primary rivals at the time, MedTek, was the provider of medicine and medical equipment to the Syndicate. When their involvement was discovered after the war, with help from Interdyne paid private investigators, MedTek was eliminated by the TSF and their assets were seized and auctioned, with much of it being purchased by Interdyne. Interdyne today plays all sides equally, continuing their war profiteering as always, now between the Trans-Solar Federation and the Generation 2 Syndicate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See: [[Syndicate#Interdyne|Syndicate]] for more&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Waffle Co. ===&lt;br /&gt;
Starting in the 2350&#039;s, Waffle Co. was originally a food chain running waffle and breakfast restaurants and selling frozen waffles. Financial problems following the Cygni Rebellion lead to a series of unfortunate, and often criminal, decisions from the new heir CEO that saw them diversifying their income greatly. This inevitably lead to conflict with the Trans-Solar Federation when these dealing were exposed by NanoTrasen. To add insult to injury, DONK released a line of waffle flavored Donk Pockets, sealing Waffle Co&#039;s fate. Or so it seemed.&lt;br /&gt;
&lt;br /&gt;
Despite the major setbacks they faced, Waffle Co weathered the storm and came out on the other side. While still on paper a food manufacturer and distributor, their R&amp;amp;D department has developed a number of products and technologies, legal or otherwise, that have kept them afloat. Most famously is their hardlight projections, which began as a series of energy knives for cooking foods as you sliced but covertly saw expansion into other products like Energy Swords and Energy Shields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See: [[Syndicate#Interdyne|Syndicate]] for more&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== DONK ===&lt;br /&gt;
DONK is a galaxy-renowned food manufacturer, with their signature Donk Pockets. Serving as an easy and fast meal, Donk Pockets exploded on the galactic scale for their sheer convenience. The addition of special flavors that catered to the dietary needs and restrictions of the other species of the rapidly expanding Trans-Solar Federation ensured their growth was rapid and consistent. Despite this growth however, the product has rarely been more than barely profitable, and the company has come dangerously close to financial ruin on multiple occasions. Because of this, they have turned their wide distribution network into a business of it&#039;s own, handling logistics and shipping for several dozen other companies to help get their products across the galaxy. These business partners include many more well known brands, but also in secret the Generation 2 Syndicate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See: [[Syndicate#Interdyne|Syndicate]] for more&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== HONK ===&lt;br /&gt;
HONK began as a subsidiary of DONK, catering to the growing Clown market in the early 2300&#039;s before the Clown-Mime Intergalactic War. HONK was accused of aiding the extremists under Giggles-at-Crimes, but were found to be innocent of this charge. Due to the poor publicity, and the marketing difficulties they faced selling clown-themed products so shortly after the horrific war, the brand and it&#039;s assets were sold by DONK to a private investor who was able to take the product line and turn their image around. Today it is rare to find a city in the galaxy without at least a couple Happy Honk fast food diners, and many stations find themselves home to the Happy Honk vending machine, ready to dispense a slightly warm and vaguely delicious meal with a toy to anyone who is desperate.&lt;br /&gt;
&lt;br /&gt;
=== JONK ===&lt;br /&gt;
JONK is a mysterious &#039;company&#039; that functions more like a social club or cult for the Cluwnes. Rumored to have ties to Giggles-at-Crimes, or to be trying to start their own sect of Honkology, very little is known about the &#039;company&#039; itself. Their only products are all Cluwne themed, manufacturing costumes, bags, wigs and masks, as well as Cluwne themed Honk Meal knockoffs. They have a vicious rivalry with HONK because of this.&lt;br /&gt;
&lt;br /&gt;
=== Vulcan Industries ===&lt;br /&gt;
Vulcan Industries was never one of the top players on the galactic scale, but they have always maintained a consistent, fairly healthy even, work ethic and culture- something rare amongst the other corporations within the Trans-Solar Federation. Over the last 200 years, they have slowly risen in renown and earn more and more lucrative contracts as a result. Their focus was initially on infrastructure, creating vast steel highways, spacedocks, building factories. However, following the assassination of their CEO, Viktor Iavarone, in 2415 by the Syndicate, they began to pivot into military production as well.&lt;br /&gt;
&lt;br /&gt;
The most famous of their weapons is the Crusher line. Using extremely high-frequency vibrations, their plastitanium blades are capable of withstanding even the heat of the Plasma Sword, which they were designed to counter. Crusher technology saw extensive use in the Pod Wars, with Crusher Swords, Daggers, and Glaives being a favored weapon of the soldiers of the Trans-Solar Federation when breaching an enemy ship&#039;s hull.&lt;br /&gt;
&lt;br /&gt;
While their military use has fallen to the wayside in the modern day somewhat, Crusher weapons are still heavily employed by Salvagers, Scrappers, and other contractors who regularly use them to deconstruct wrecked shuttles and fight whatever monstrosities are lurking within. Crusher Swords specifically can also still be found at the hip of most Central Command and Trans-Solar Federation officials, partially for practical self defense and partially for ceremony.&lt;br /&gt;
&lt;br /&gt;
=== Terraquad Logistics Solutions ===&lt;br /&gt;
A shipping company that moves products and materials in bulk, primarily within the core of the Trans-Solar Federation. Widely renowned for their cheap prices and lax manifest record keeping, they have been embroiled in millions of scandals and lawsuits over improperly filled cargo manifests and accused of smuggling weapons and other contraband countless times.&lt;br /&gt;
&lt;br /&gt;
=== Akhter Company Frontier Equipment ===&lt;br /&gt;
Manufactures a large variety of survival equipment for setting up civilization on remote or uninhabited planets, such as generators, heaters, water condensers and purifiers, ration packs, etc. CentComm purchases their cheap MRE kits in bulk to supply their personnel with a bare minimum amount of sustenance to keep them working. Their manufacturer&#039;s mark can be found on much of the equipment used by Salvage.&lt;br /&gt;
&lt;br /&gt;
=== DeForest Medical Corp ===&lt;br /&gt;
An advanced medical chemicals manufacturer located on Earth, DeForest produces easy to use medical injectors, which they package in their prepared medical kits. While not the only company to produce these kits, their injectors make them the premier in the market.&lt;br /&gt;
&lt;br /&gt;
=== Jarnsmiour Blacksteel Foundation ===&lt;br /&gt;
Operates a number of steel mills and forges on Mars, where they produce a wide selection of knives and bladed weapons. The bulk of their line are rather mundane, such as kitchen knives, survival knives, and combat knives, all focused on utility over aesthetics, but these products sell with a very slim profit margin. The real big earners are their more exotic collector&#039;s knives, often with elaborate engravings and painted blades.&lt;br /&gt;
&lt;br /&gt;
=== Kahraman Heavy Industries ===&lt;br /&gt;
One of the largest exporters of plasteel, KHI is one of the most prolific mining colony operators that do not focus primarily on plasma, putting their colony count just short of NanoTrasen, CyberSun, and Vulcan Industries. They produce a large amount of their own processing machinery, such as their ore processors and recyclers, which they also sell to other companies. Their recyclers have proven especially prolific, though the safety features leave much to be desired.&lt;br /&gt;
&lt;br /&gt;
=== Microstar Energy Weapon Coalition ===&lt;br /&gt;
Microstar are the lead manufacturers of Energy Weapons, specifically firearms. Their products are considered very high end however, with their only major client being the Trans-Solar Federation itself as a result. No others can afford to purchase a large number of these energy guns, not even CentComm or NanoTrasen, who both purchase from other less prestigious manufacturers.&lt;br /&gt;
&lt;br /&gt;
=== Nakamura Engineering MOD Division ===&lt;br /&gt;
Nakamura are the pioneers behind a revolutionary new style of armor that is set to eventually overshadow and replace the ubiquitous Hardsuit- the MOD Suit. While this technology is still somewhat experimental, it has already made huge waves amongst the elite worlds closer to Sol. Their suits function like Hardsuits but are incredibly modular, allowing the owner to install hundreds of different pieces of hardware and software to match their exact needs.&lt;br /&gt;
&lt;br /&gt;
== Skrellian Central Authority Corporations ==&lt;br /&gt;
&lt;br /&gt;
=== Mal&#039;quell ===&lt;br /&gt;
Translating roughly to &amp;quot;Science of the Stars&amp;quot;, Mal&#039;quell are one of the top producers of high end luxury shuttles in the galaxy. Owning a Mar&#039;quell Shuttle is a symbol of extreme wealth and importance, in some ways even more strongly within the Trans-Solar Federation than it is within Skrell territory. The shuttles are comfortable, lavish, inordinately expensive, and seen as &#039;exotic&#039; by the human elites.&lt;br /&gt;
&lt;br /&gt;
=== Vey&#039;Saqee ===&lt;br /&gt;
Known outside the SCAC as Vey-Medical, Vey&#039;Saqee is one of the leading producers of medical equipment. Most advanced surgical tools not developed by NanoTrasen&#039;s researchers, originated with Vey.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
=== Vitezstvi Ammo and Weapon Accessories ===&lt;br /&gt;
A Dwarven corporation, one of the few to break out onto the galactic scale, Vitezstvi have made their fortunes recklessly gutting their colony worlds with little care for sustainability or planet integrity, more aggressively than even most of the human corporations which says a great deal. They plunder worlds for anything they can find, but most notably own several large moons that are unusually abundant in coal and sulfur. Because of this, their primary exports have been ammunition, which they produce en mass and sell cheap to undercut all of their competitors. It helps that they don&#039;t really care who they are selling to- Trans-Solar Federation, Union of Soviet Socialist Planets, the Syndicate. None of it matters to them.&lt;br /&gt;
&lt;br /&gt;
{{Attribution|attributions=Corporations lore written by Conflee, Snowhawk, and KarmaKitsuna with input from Grapegifter.&lt;br /&gt;
&lt;br /&gt;
Common corporations adapted from Space Station 13. The origins of corporation lore is untraceable, but our rendition is derived from TG Station, Polaris, Paradise, and Bee Station&#039;s writings on them.}}&lt;/div&gt;</summary>
		<author><name>ScarletLightweaver</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Corporations&amp;diff=1200</id>
		<title>Corporations</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Corporations&amp;diff=1200"/>
		<updated>2025-08-21T18:40:23Z</updated>

		<summary type="html">&lt;p&gt;ScarletLightweaver: Added the Blackstar legion for ss14 starlight mercs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The universe is full of corporate entities with a wide variety of specializations. Within the Trans-Solar Federation alone, there have to be millions, given their territory reaches to hundreds of colony planets. And that says nothing of the other empires and nations of the galaxy such as the Skrell. This page serves to document some of the known corporations, for ease of reference.&lt;br /&gt;
&lt;br /&gt;
== Trans-Solar Federation Corporations ==&lt;br /&gt;
&lt;br /&gt;
=== NanoTrasen ===&lt;br /&gt;
Founded by Johnathan Nexus and Michael Trasen in the former United States territories in the 2090&#039;s, NanoTrasen were pioneers of efficient solar and turbine power generation. These technologies made them a staple of the fledgling Trans-Solar Federation&#039;s spacefaring ambitions. NanoTrasen controls several dozen mining colonies across the fringes of TSF space, renowned or infamous for their working conditions and treatment of unions. During the Kidan War, they pivoted briefly to weapons manufacturing, earning them special privileges within the TSF.&lt;br /&gt;
&lt;br /&gt;
In 2475, NanoTrasen struck a deal with Stellar Vanguard Solutions, which then became Central Command. NanoTrasen would allow CentComm to man and run their stations, handling personnel and supplies, while NanoTrasen handled repairs and built new stations. In this deal, earnings and scientific research were split between the two partnered corporations.&lt;br /&gt;
&lt;br /&gt;
=== Cybersun ===&lt;br /&gt;
Founded by Su Yongnian in the former China territories in the 2090&#039;s, Cybersun were leading experts in cybernetics, advanced computing, and even true sapient Artificial Intelligence Programs. These developments were incredibly useful to the Trans-Solar Federation, which used AI to pilot and manage early spacecraft while their crews would hibernate in stasis over long flights. Because of their prominence, Cybersun is able to maintain dozens of mining colonies across the fringes of TSF space.&lt;br /&gt;
&lt;br /&gt;
Cybersun has always been a staunch rival with NanoTrasen, blaming them for the Mars Incident which caused mass death across much of the former China territories around 2125. Because of this, unbeknownst to the public and the TSF, Cybersun were one of the major backers of the Generation 1 Syndicate. When the Syndicate fell after the Pod Wars, Cybersun was one of the many corporations able to evade incrimination, and continued to operate legally within the TSF. Today, they once again secretly back the Generation 2 Syndicate, supplying them with technology like the PAI&#039;s, Antimov Law Boards, Holoparasites, Juggernaut Hardsuits, and more.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See: [[Syndicate#Cybersun|Syndicate]] for more&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Interdyne ===&lt;br /&gt;
Interdyne Pharmaceuticals is a conglomerate that specializes in medical technology and drug manufacturing. They earned their fortunes as one of the primary manufacturers for medical equipment and supplies for the Trans-Solar Federation during the Kidan War, Cygni Crisis, and Pod Wars. While they did business with both the Trans-Solar Federation and the Union of Soviet Socialist Planets during the Pod Wars- war profiteering under the guise of humanitarian efforts- Interdyne was not actually involved at all with the Generation 1 Syndicate. One of their primary rivals at the time, MedTek, was the provider of medicine and medical equipment to the Syndicate. When their involvement was discovered after the war, with help from Interdyne paid private investigators, MedTek was eliminated by the TSF and their assets were seized and auctioned, with much of it being purchased by Interdyne. Interdyne today plays all sides equally, continuing their war profiteering as always, now between the Trans-Solar Federation and the Generation 2 Syndicate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See: [[Syndicate#Interdyne|Syndicate]] for more&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Waffle Co. ===&lt;br /&gt;
Starting in the 2350&#039;s, Waffle Co. was originally a food chain running waffle and breakfast restaurants and selling frozen waffles. Financial problems following the Cygni Rebellion lead to a series of unfortunate, and often criminal, decisions from the new heir CEO that saw them diversifying their income greatly. This inevitably lead to conflict with the Trans-Solar Federation when these dealing were exposed by NanoTrasen. To add insult to injury, DONK released a line of waffle flavored Donk Pockets, sealing Waffle Co&#039;s fate. Or so it seemed.&lt;br /&gt;
&lt;br /&gt;
Despite the major setbacks they faced, Waffle Co weathered the storm and came out on the other side. While still on paper a food manufacturer and distributor, their R&amp;amp;D department has developed a number of products and technologies, legal or otherwise, that have kept them afloat. Most famously is their hardlight projections, which began as a series of energy knives for cooking foods as you sliced but covertly saw expansion into other products like Energy Swords and Energy Shields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See: [[Syndicate#Interdyne|Syndicate]] for more&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== DONK ===&lt;br /&gt;
DONK is a galaxy-renowned food manufacturer, with their signature Donk Pockets. Serving as an easy and fast meal, Donk Pockets exploded on the galactic scale for their sheer convenience. The addition of special flavors that catered to the dietary needs and restrictions of the other species of the rapidly expanding Trans-Solar Federation ensured their growth was rapid and consistent. Despite this growth however, the product has rarely been more than barely profitable, and the company has come dangerously close to financial ruin on multiple occasions. Because of this, they have turned their wide distribution network into a business of it&#039;s own, handling logistics and shipping for several dozen other companies to help get their products across the galaxy. These business partners include many more well known brands, but also in secret the Generation 2 Syndicate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See: [[Syndicate#Interdyne|Syndicate]] for more&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== HONK ===&lt;br /&gt;
HONK began as a subsidiary of DONK, catering to the growing Clown market in the early 2300&#039;s before the Clown-Mime Intergalactic War. HONK was accused of aiding the extremists under Giggles-at-Crimes, but were found to be innocent of this charge. Due to the poor publicity, and the marketing difficulties they faced selling clown-themed products so shortly after the horrific war, the brand and it&#039;s assets were sold by DONK to a private investor who was able to take the product line and turn their image around. Today it is rare to find a city in the galaxy without at least a couple Happy Honk fast food diners, and many stations find themselves home to the Happy Honk vending machine, ready to dispense a slightly warm and vaguely delicious meal with a toy to anyone who is desperate.&lt;br /&gt;
&lt;br /&gt;
=== JONK ===&lt;br /&gt;
JONK is a mysterious &#039;company&#039; that functions more like a social club or cult for the Cluwnes. Rumored to have ties to Giggles-at-Crimes, or to be trying to start their own sect of Honkology, very little is known about the &#039;company&#039; itself. Their only products are all Cluwne themed, manufacturing costumes, bags, wigs and masks, as well as Cluwne themed Honk Meal knockoffs. They have a vicious rivalry with HONK because of this.&lt;br /&gt;
&lt;br /&gt;
=== Vulcan Industries ===&lt;br /&gt;
Vulcan Industries was never one of the top players on the galactic scale, but they have always maintained a consistent, fairly healthy even, work ethic and culture- something rare amongst the other corporations within the Trans-Solar Federation. Over the last 200 years, they have slowly risen in renown and earn more and more lucrative contracts as a result. Their focus was initially on infrastructure, creating vast steel highways, spacedocks, building factories. However, following the assassination of their CEO, Viktor Iavarone, in 2415 by the Syndicate, they began to pivot into military production as well.&lt;br /&gt;
&lt;br /&gt;
The most famous of their weapons is the Crusher line. Using extremely high-frequency vibrations, their plastitanium blades are capable of withstanding even the heat of the Plasma Sword, which they were designed to counter. Crusher technology saw extensive use in the Pod Wars, with Crusher Swords, Daggers, and Glaives being a favored weapon of the soldiers of the Trans-Solar Federation when breaching an enemy ship&#039;s hull.&lt;br /&gt;
&lt;br /&gt;
While their military use has fallen to the wayside in the modern day somewhat, Crusher weapons are still heavily employed by Salvagers, Scrappers, and other contractors who regularly use them to deconstruct wrecked shuttles and fight whatever monstrosities are lurking within. Crusher Swords specifically can also still be found at the hip of most Central Command and Trans-Solar Federation officials, partially for practical self defense and partially for ceremony.&lt;br /&gt;
&lt;br /&gt;
=== Terraquad Logistics Solutions ===&lt;br /&gt;
A shipping company that moves products and materials in bulk, primarily within the core of the Trans-Solar Federation. Widely renowned for their cheap prices and lax manifest record keeping, they have been embroiled in millions of scandals and lawsuits over improperly filled cargo manifests and accused of smuggling weapons and other contraband countless times.&lt;br /&gt;
&lt;br /&gt;
=== Akhter Company Frontier Equipment ===&lt;br /&gt;
Manufactures a large variety of survival equipment for setting up civilization on remote or uninhabited planets, such as generators, heaters, water condensers and purifiers, ration packs, etc. CentComm purchases their cheap MRE kits in bulk to supply their personnel with a bare minimum amount of sustenance to keep them working. Their manufacturer&#039;s mark can be found on much of the equipment used by Salvage.&lt;br /&gt;
&lt;br /&gt;
=== DeForest Medical Corp ===&lt;br /&gt;
An advanced medical chemicals manufacturer located on Earth, DeForest produces easy to use medical injectors, which they package in their prepared medical kits. While not the only company to produce these kits, their injectors make them the premier in the market.&lt;br /&gt;
&lt;br /&gt;
=== Jarnsmiour Blacksteel Foundation ===&lt;br /&gt;
Operates a number of steel mills and forges on Mars, where they produce a wide selection of knives and bladed weapons. The bulk of their line are rather mundane, such as kitchen knives, survival knives, and combat knives, all focused on utility over aesthetics, but these products sell with a very slim profit margin. The real big earners are their more exotic collector&#039;s knives, often with elaborate engravings and painted blades.&lt;br /&gt;
&lt;br /&gt;
=== Kahraman Heavy Industries ===&lt;br /&gt;
One of the largest exporters of plasteel, KHI is one of the most prolific mining colony operators that do not focus primarily on plasma, putting their colony count just short of NanoTrasen, CyberSun, and Vulcan Industries. They produce a large amount of their own processing machinery, such as their ore processors and recyclers, which they also sell to other companies. Their recyclers have proven especially prolific, though the safety features leave much to be desired.&lt;br /&gt;
&lt;br /&gt;
=== Microstar Energy Weapon Coalition ===&lt;br /&gt;
Microstar are the lead manufacturers of Energy Weapons, specifically firearms. Their products are considered very high end however, with their only major client being the Trans-Solar Federation itself as a result. No others can afford to purchase a large number of these energy guns, not even CentComm or NanoTrasen, who both purchase from other less prestigious manufacturers.&lt;br /&gt;
&lt;br /&gt;
=== Nakamura Engineering MOD Division ===&lt;br /&gt;
Nakamura are the pioneers behind a revolutionary new style of armor that is set to eventually overshadow and replace the ubiquitous Hardsuit- the MOD Suit. While this technology is still somewhat experimental, it has already made huge waves amongst the elite worlds closer to Sol. Their suits function like Hardsuits but are incredibly modular, allowing the owner to install hundreds of different pieces of hardware and software to match their exact needs.&lt;br /&gt;
&lt;br /&gt;
== Skrellian Central Authority Corporations ==&lt;br /&gt;
&lt;br /&gt;
=== Mal&#039;quell ===&lt;br /&gt;
Translating roughly to &amp;quot;Science of the Stars&amp;quot;, Mal&#039;quell are one of the top producers of high end luxury shuttles in the galaxy. Owning a Mar&#039;quell Shuttle is a symbol of extreme wealth and importance, in some ways even more strongly within the Trans-Solar Federation than it is within Skrell territory. The shuttles are comfortable, lavish, inordinately expensive, and seen as &#039;exotic&#039; by the human elites.&lt;br /&gt;
&lt;br /&gt;
=== Vey&#039;Saqee ===&lt;br /&gt;
Known outside the SCAC as Vey-Medical, Vey&#039;Saqee is one of the leading producers of medical equipment. Most advanced surgical tools not developed by NanoTrasen&#039;s researchers, originated with Vey.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
=== Vitezstvi Ammo and Weapon Accessories ===&lt;br /&gt;
A Dwarven corporation, one of the few to break out onto the galactic scale, Vitezstvi have made their fortunes recklessly gutting their colony worlds with little care for sustainability or planet integrity, more aggressively than even most of the human corporations which says a great deal. They plunder worlds for anything they can find, but most notably own several large moons that are unusually abundant in coal and sulfur. Because of this, their primary exports have been ammunition, which they produce en mass and sell cheap to undercut all of their competitors. It helps that they don&#039;t really care who they are selling to- Trans-Solar Federation, Union of Soviet Socialist Planets, the Syndicate. None of it matters to them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;The Blackstar Naval Legion&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;quot;Dirty deeds, done for dirt cheap...&amp;quot;&amp;lt;/big&amp;gt; &lt;br /&gt;
&lt;br /&gt;
The Blackstar Naval Legion is a highly organized mercenary corporation led by High Commander Azuarlith.&lt;br /&gt;
&lt;br /&gt;
Specializing in one-time, high-risk contracts, the Legion operates with ruthless efficiency and unwavering discipline. Their services are offered to the highest bidder, and they show no loyalty beyond the terms of their employment. Cause, morality, or ideology are irrelevant only profit dictates their actions. Known for deploying elite operatives, the Legion has earned a reputation for completing missions that others would consider impossible or suicidal.&lt;br /&gt;
&lt;br /&gt;
Observers report that their operatives exhibit a singular focus: complete the objective, eliminate opposition, and extract maximum gain. Civilians, allies, or collateral concerns are secondary, if considered at all. While outsiders may see them as mere mercenaries, within the organization, the hierarchy is strict and absolute. High Commander Azuarlith commands with an iron fist, and insubordination is met swiftly and without mercy.&lt;br /&gt;
&lt;br /&gt;
{{Attribution|attributions=Corporations lore written by Conflee, Snowhawk, and KarmaKitsuna with input from Grapegifter.&lt;br /&gt;
&lt;br /&gt;
Common corporations adapted from Space Station 13. The origins of corporation lore is untraceable, but our rendition is derived from TG Station, Polaris, Paradise, and Bee Station&#039;s writings on them.}}&lt;/div&gt;</summary>
		<author><name>ScarletLightweaver</name></author>
	</entry>
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