Frozen Skies
NSFWLorebookThe world of Frozen Skies RPG and the various characters within.from Chub
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This is my attempt at building out a story of a cast of characters in the fictional world of Alyeska in the Frozen Skies RPG.
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The characters and locations within the Frozen Skies RPG.
Frozen Skies
56 entries · scan depth 2 · budget 512 tokens
- #1Alyeska
Keys: Alyeska, Frozen Frontier, Darmonica's Cap
Alyeska is the northernmost continent of Darmonica, known as the "rooftop of the world" or "Darmonica's Cap," characterized by harsh winters, vast wilderness, and ancient mysteries. Originally settled by an advanced civilization that left behind enigmatic ruins including the towering Monolith in the Chillwynd Marches, the continent was later inhabited by nomadic Windryders before Commonwealth colonization began 200 years ago. The Great Northern Trading Company's relic hunting sparked the devastating "Relic Rush" and subsequent Alyeskan Land Wars with the Windryders, leading to Commonwealth annexation and the restoration of native sacred lands. The continent is now divided into four regions: New Gwentia (the civilized heartland), Eastern Alyeska (frontier territory), the mysterious Alyeskan Outlands, and the dangerous Wulflands where savage beasts were accidentally released by explorers. Modern Alyeska serves as a frontier territory where ancient artifacts, industrial development, and constant threats from Wulvers create an atmosphere of adventure and danger, while the Commonwealth maintains military forces including the elite Wulfbane Commandos and Alyeskan Outriders to protect settlements from the beast menace.
- #2Anna Barlow
Keys: Barlow, The Songbird, Anna, Ms. Barlow
Anna grew up as an orphan in Prospector's Reach with her best friend Coop, dreaming of escaping their frontier town. When sky pirates offered them passage to Broken Spires, Anna reluctantly agreed despite her misgivings about the pirate leader's obvious attraction to her. After Coop lost the Death's Chase race, the pirate leader claimed Anna as repayment, leading to her bitter falling out with Coop. She escaped through subterfuge and blackmail, becoming a high-class escort and information broker in Broken Spires. Anna uses her beauty and charm to extract secrets from clients, selling valuable intelligence to the highest bidder.
- #3Frank Russell
Keys: Ol' Frank, Frank, Russell, Muscles
Frank is a former Commonwealth Royal AeroMarine who was presumed dead after sky pirates destroyed his ship, the Royal Dawn, during a patrol in Alyeska. Having survived the attack, he decided to stay "dead" and reinvent himself as hired muscle for various criminal organizations. Frank is quick to anger and violence but earned respect working alongside Roland on a job that went wrong. He now serves as the Archangel's muscle, claiming he'll only stay while the money's good but secretly enjoying the stability of the crew. Despite frequent arguments with Reggie over his whistling, Frank respects Roland and enjoys ribbing the younger crew members.
- #4Henry Cooper
Keys: Kid, Cooper, Coop, Henry
Coop is Anna's childhood friend from Prospector's Reach who convinced her to join sky pirates to escape their frontier town. After becoming an excellent pilot, he lost the crucial Death's Chase race, resulting in Anna being claimed by the pirate leader as repayment. Wracked with guilt, he betrayed the pirates and stole their ship Frostwing, putting himself on their hit list. He survived as a smuggler until joining the Archangel crew after Roland helped him and Omar fight off his old pirate gang. Coop remains haunted by his past mistakes and the loss of Anna, channeling his stubbornness into his piloting skills.
- #5Omar Bradley
Keys: Omar, Bradley, The Doctor, Doc
Omar lost his entire family during the Great Darmonican War—his father killed in action and his mother and siblings in a Tyland bombing raid. Despite giving up his medical school dreams initially to support his family, he eventually became a doctor to honor their memory. Unable to join Commonwealth medical programs as an Artian citizen, he works as a frontier medic in Alyeska's remote settlements. He partnered with Coop as both medic and rear gunner, becoming skilled at manning Frostwing's turret during their dangerous smuggling runs. Omar joined the Archangel crew as their medical professional after Roland rescued them from a pirate attack in Barrow.
- #6Rebecca Salzar
Keys: Lady Salazar, Salazar, Rebecca, The Flying Fox
Bex comes from Commonwealth high society but rebelled against her privileged upbringing by becoming a skilled cat burglar and kleptomaniac. She convinced her parents to let her manage the family's business ventures in Alyeska, using the position to network with potential marks for theft. During an attempt to steal Ancient Terran artifacts from the Archangel, she had an intimate confrontation with Roland that ended in mutual respect and attraction. Despite their complicated will-they-won't-they relationship, she frequently hires the Archangel crew for treasure hunting jobs. Bex maintains her wealthy facade while pursuing her compulsive need to steal valuable items.
- #7Reggie Buckingham
Keys: Reggie, Reginald, Reg, Buckingham
Reggie is a talented Genchi mechanic from Gravenburgh's ghettos who learned his skills in his father's repair shop while facing racial discrimination as a second-class citizen. His brilliant mechanical abilities and inventiveness were overshadowed by his lackadaisical attitude and constant whistling, leading to his dismissal from both the Aleyskian Air Patrol and Aerial Corps. He met Roland in the Aerial Corps where they became fast friends, with Roland being one of the few to appreciate his talents despite his quirks. Reggie eagerly joined Roland's business venture aboard the Archangel as chief mechanic and engineer. He's a scrawny man with curly hair, permanent smile lines, and distinctive Genchi features like pointed ears and a tail.
- #8Roland Harkin
Keys: Herald, Harkin, Roland, Captain
Roland is a Great Darmonican War veteran who came to Alyeska to escape his wartime memories and start fresh as a transport pilot. His heroic rescue of a gold-carrying gasbag from sky pirates earned him enough wealth to purchase his own ship, the Archangel, and start an independent shipping company. A man of honor in his early fifties with graying hair and mustache, he wears a leather flight jacket and keeps his revolver in a chest holster. Roland serves as the crew's leader and moral compass, making the difficult decisions while maintaining his principles. He's developed a complicated relationship with the kleptomaniac Bex Salazar, built on mutual respect and attraction despite their conflicting natures.
- #9Genchi
Keys: Grease Monkeys, Green Monkeys, Genchi
The Genchi are distant cousins to the Windryders, sharing similar physical features including four-digit hands and feet, green pointed ears, and prehensile hairless tails, but have chosen to integrate into human society rather than maintain nomadic traditions. Unlike their free-flying relatives, the Genchi display an almost supernatural mechanical aptitude and gravitate toward industrial areas where their technical skills are in high demand. Despite their valuable abilities, they face discrimination and are generally treated as second-class citizens due to their non-human appearance. Their technological inclination makes them essential to Alyeska's industrial development, though their outsider status often relegates them to working-class positions. Many Genchi find employment in the growing industrial centers like Morrdun or in frontier settlements that desperately need skilled mechanics and technicians.
- #10Windryders
Keys: Windryders
The Windryders are a nomadic native people who inhabited Alyeska long before human colonization, traveling across the continent mounted on giant birds called Dragonhawks. Though often dismissed as primitive tribal people by settlers, they are surprisingly adept with firearms and fiercely protective of ancient ruins scattered across the land. Their relationship with human settlers has been marked by conflict, from early skirmishes over sacred lands to the decade-long Alyeskan Land Wars that ended with Commonwealth annexation. The Windryders guard closely-held secrets about the continent's ancient past, leading to speculation that they either protect vast treasure hoards or harbor knowledge of dark events that befell the previous civilization. They generally avoid contact with humans whenever possible, maintaining their traditional nomadic lifestyle while zealously deterring exploration of certain ruins.
- #11Dragonhawks
Keys: Dragonhawks
Dragonhawks are giant birds used as mounts by the nomadic Windryders, allowing them to travel swiftly across Alyeska's vast wilderness and giving them a significant advantage over ground-based travelers. These magnificent creatures enable the Windryders to maintain their traditional nomadic lifestyle while avoiding unwanted contact with human settlers. The partnership between Windryders and Dragonhawks represents a bond that has existed for generations, predating human colonization of the continent. Their aerial mobility makes Windryder tribes difficult to track or engage, contributing to their reputation as elusive and mysterious people. The sight of Windryders mounted on Dragonhawks has become one of the most iconic images of Alyeska's native culture.
- #12Wulvers
Keys: Wulvers, Beasts
Wulvers are savage beasts that existed in Alyeska long before human arrival, known to the Windryders as the "Beast in the West" and originally contained in a deliberately blocked gorge near the Bastion Peaks. They were accidentally released by curious explorers who cleared the ancient barriers with explosives, leading to the catastrophic "Night of the Wulf" that devastated Western Alyeska's settlements. The Commonwealth was forced to evacuate the entire region and construct the fortified Wulfwall to protect New Gwentia, while establishing the Wulfbane Commandos and Alyeskan Outriders to combat the threat. The Wulvers have made the former Western Alyeska (now called the Wulflands) too dangerous for civilian habitation, requiring constant military vigilance. Their release represents one of the most significant disasters in Alyeskan colonial history, fundamentally reshaping the continent's settlement patterns and military priorities.
- #13Great Darmonican War
Keys: The War, The Great Darmonican War
When the Kingdom of Tyland invaded the Artian Confederacy, the other powers joined sides in what became known as the Great Darmonican War. The Holy Sodkan Empire joined the Tylanders, while the Commonwealth came to the aid of the Artian Confederation. After many years of battle, huge advances in technology, and the catastrophic death of the Sodkan Empress and rise of the Iron Collective, the war turned on the Tylanders. Eventually the war ended when the Tylanders signed a treaty with the Artian Confederation and Commonwealth.
- #14The Commonwealth
Keys: Home Islands, The Commonwealth
A monarchical nation ruled by Queen Lothwyn Boudica Cathmore II from the capital of Lindun, located on the Home Islands archipelago off the Tylander coast. The Commonwealth claims sovereignty over the continent of Alyeska, maintaining a significant military presence there due to the Wulver threat in the western regions. Their forces include the elite Wulfbane Commandos, Alyeskan Outriders, and the Aerial Corps for arctic operations. The Commonwealth's authority in Alyeska is administered through Governor-General Sir Douglas Fredrick-Davenport, though local governance varies significantly between provinces.
- #15Artian Confederation
Keys: Artian Confederation, Confederacy, Artia
A militaristic great power named after Artia, the Darmonican deity of warfare, formed over a century ago from formerly scattered city-states. The Confederation was forged during the Tyland-Artian War (1741-1746 AF) under the brilliant leadership of Viktor Wilstein, who became the first Archchancellor after orchestrating a decisive victory at the Siege of Utherheim. Currently focused on three priorities: defending against the Iron Collective, suppressing insurgents in occupied Tylander territory, and seeking Ancient Terran artifacts to gain military advantage over rival powers. Relations with the Commonwealth have soured since the Great Darmonican War due to their continued occupation of Tyland.
- #16Tyland Free State
Keys: Tylanders, Kingdom of Tyland, Tyland Free State
Once the proud Kingdom of Tyland, possibly Darmonica's oldest power, now reduced to a humiliated rump state following devastating defeats in both the Tyland-Artian War and Great Darmonican War. The former kingdom's ambitions for a pan-Darmonican superstate with the Holy Sodkan Empire were crushed when King was killed during an Artian artillery bombardment of the capital, Arran. Currently occupied by both Artian forces and Commonwealth-held "Treaty Ports" in the north, with a weak provisional government dependent on occupying forces. Multiple resistance groups wage both guerrilla warfare against occupiers and internecine conflicts with each other, creating a state of low-level civil war throughout the territory.
- #17Iron Collective
Keys: Holy Sodkan Empire, Iron Collective, Order of the Great Machine
A technological theocracy that emerged from the ashes of the Holy Sodkan Empire following "The Blast" that killed Empress Polina Serlov during the Great Darmonican War. Ruled by the radical religious sect known as the Order of the Great Machine, which views every citizen as a cog in a great societal machine with predetermined roles. The state controls all aspects of life including education, career placement, marriage arrangements, and child-rearing, with children taken from parents at age five for state academies. The Collective has rebuilt Sodkan infrastructure for maximum efficiency and maintains the Iron Guard military, while the Scrutinizers serve as both secret police and counter-intelligence organization.
- #18Union of Sodkan Republics
Keys: Union of Sodkan Republics
A loose defensive alliance formed by southern Sodkan provinces that broke away when the Iron Collective rose to power, initially united by fear of Collective retaliation. After a decade without the expected attack, the underlying paranoia that bound them together has transformed into mutual suspicion and infighting. Border skirmishes between member republics are common as each suspects the others of plotting against them, gradually weakening the union. The Allied Security Bureau, meant to coordinate defense against foreign espionage, suffers from the same fractious dynamics with agents often working to undermine each other rather than external threats.
- #19The Coalition
Keys: The Coalition
A merchant-dominated nation formed when industrialists and traders overthrew King Francis IV of the United Provinces during the Great Darmonican War through a parliamentary coup. The new government immediately lifted wartime trade restrictions and became war profiteers, selling resources to all combatants while protecting their convoys with Coalition forces and economic sanctions. Having amassed vast wealth during the conflict, they now struggle with peacetime economics and actively work to foment new conflicts through their External Audit Department. The Coalition maintains the colony of Port Capital in the Wulflands for Ancient Terran artifact expeditions and employs Asset Retention Bureau operatives to acquire valuable assets by any means necessary.
- #20The Ancient Terrans
Keys: Ancient Terrans, Terrans, The Ancients
The Ancient Terrans were a technologically advanced civilization that inhabited Alyeska thousands of years ago before being mysteriously destroyed, leaving behind only enigmatic ruins scattered across the continent. Their greatest monument is the Chillwynd Marches, a perfectly circular flat plain ringed by standing stones with the towering Monolith—a hive-like city—at its center that remains largely unexplored despite numerous expeditions. Many of their smaller ruins have been repurposed over the millennia, first as shelters by the Windryders and later as foundations for human settlements, though some sites retain an ominous atmosphere that deters exploration. The artifacts scavenged from Ancient Terran ruins are highly valuable and have sparked numerous "relic rushes" throughout Alyeska's history, including the devastating period that led to the Alyeskan Land Wars. The true nature of their downfall and the secrets they left behind remain one of Alyeska's greatest mysteries, jealously guarded by the Windryders who seem to know more than they reveal.
- #21Chillwynd Marches
Keys: Chillwynd Marches, The Marches, the Circular Plain
The Chillwynd Marches form a large, perfectly circular flat plain in the northwest corner of Eastern Alyeska, believed to have been carved from the mountains by the Ancient Terrans for unknown purposes. Giant standing stones mark the boundary at equal intervals like clock markings, while eerie winds blow ceaselessly across the frost-coated stone plains, giving the region its name. Many claim to hear whispers of lost loved ones or temptations carried on these cursed winds, with numerous explorers driven mad or simply vanishing, leaving only abandoned campsites behind. The Marches serve as the staging ground for expeditions seeking Ancient Terran artifacts, though few venture far into this haunting landscape. Despite the dangers, the area continues to draw treasure hunters and scholars hoping to unlock the secrets of the towering Monolith at its center.
- #22The Monolith
Keys: The Monolith, the Towering Spire
The Monolith is a towering spire at the dead center of the Chillwynd Marches, effectively a ruined city carved from a tall, thin mountain that serves as the most visible reminder of the Ancient Terrans. This hive-like structure has been only partially explored despite numerous expeditions, with strange untranslatable glyphs covering the interior walls. One explorer claimed to have reached the top and found a throne room filled with ancient treasure, but promptly vanished after making this assertion. The structure remains largely mysterious and dangerous, drawing countless artifact hunters who seek the rumored riches within. Its imposing presence dominates the Marches and stands as both a beacon for treasure seekers and a monument to a lost civilization.
- #23Gravenburgh
Keys: Gravenburgh
Gravenburgh is the capital and main settlement of Eastern Alyeska, wedged between the eastern arm of the Dragonspine Mountains and the Jagged Coast at the head of a large bay. The town maintains a frontier feel with most buildings limited to a couple of stories, except for the prominent Commonwealth House with its distinctive clock tower that serves as the territorial seat of governance. The eastern leg of the Trans-Alyeskan Railway cuts through the northern district, with lines extending to the Needles and a branch running north to Tay River on Wicked Antler Lake. Despite being the territorial capital, Gravenburgh feels more rustic compared to Morrdun in New Gwentia, reflecting the rougher nature of the Eastern Territory. The settlement serves as a crucial hub for trade and transportation in the region while maintaining its frontier character.
- #24Morrdun
Keys: Morrdun
Morrdun is Alyeska's capital, largest settlement, and only true city, originally founded by the Great Northern Trading Company 200 years ago as the continent's first major settlement. The densely populated industrial city features high-rise housing blocks, giant factories, at least two airfields, and an urban railway network, giving it a heavily industrialized atmosphere. Despite its predominantly working-class character of slums and tall brick buildings, the city boasts the grand Crown District with numerous mansions and the Governor-General's residence. The growing Military Ward serves as a massive army camp and mini-city with warehouses, barracks, messes, and a central parade ground, processing hundreds of soldiers monthly for the Wulflands conflict. As the heart of Commonwealth power in Alyeska, Morrdun represents both the industrial progress and military necessities of the colonial frontier.
- #25Prospector's Reach
Keys: Prospector's Reach, The Reach
Prospector's Reach is a cold, grey town nestled between the northern coast and the eastern boundary of the Chillwynd Marches, with a poor reputation due to its harsh climate and proximity to the cursed winds. The isolationist townsfolk survive as ice fishermen, wilderness hunters, and fur trappers, with those living on the western "Marchside" keeping their windows permanently shuttered against the Marches. People occasionally vanish during the night, a phenomenon locals grimly refer to as "being taken by the winds," similar to disappearances on the Marches themselves. Monthly expeditions assemble in town to explore the Marches, supported by a growing service industry of hotels, taverns, stores, workshops, and mercenaries catering to adventurers. Despite proposals for railway connections, the town remains accessible primarily through weekly trade caravans, making it an unwelcoming but necessary staging point for those seeking Ancient Terran artifacts.
- #26Broken Spires
Keys: The Spires, Broken Spires, Pirate Haven
Broken Spires is a rumored outlaw haven located at the heart of the Alyeskan Outlands, supposedly accessible only by carefully navigating treacherous canyons littered with the remains of failed attempts. The settlement requires visitors to pick their way through dangerous terrain, with wooden walkways running along canyons and across peaks providing the safest routes, though these suffer from years of neglect. Despite the risks, the outlaw community reportedly thrives in this remote location, protected by the natural barriers and harsh conditions of the Outlands. The origins of both the settlement and the mysterious wooden walkway network remain unknown, adding to the legend of this isolated refuge. Few dare venture into the Outlands to verify the settlement's existence, making Broken Spires more myth than confirmed reality to most Alyeskans.
- #27Death's Chase
Keys: The Chase, The Big Race, Death's Chase
Death's Chase is an annual air race that has become the signature event of the outlaw haven Broken Spires, transforming the remote settlement into a carnival-like atmosphere that draws huge crowds of spectators. The dangerous race consists of three laps through the twisting canyons and caves surrounding Broken Spires, requiring exceptional piloting skill to avoid crashing into rock faces. The first "Sounding Lap" serves as a trial run where several racers typically drop out, but the real excitement begins with the second and third laps when the race becomes "weapons free." During these final laps, racers are permitted to attack and shoot down their opponents, but only when positioned behind them in the race order, creating the paradoxical situation where leading the race becomes a liability. This deadly competition epitomizes the lawless nature of Broken Spires, where entertainment and violence merge in a spectacle that pays participants handsomely for risking their lives.
- #28Darmonica
Keys: Darmonica
Darmonica is a world of great powers locked in cold war tensions following the devastating Great Darmonican War, where nations like the Commonwealth, Artian Confederation, and Iron Collective vie for influence while the remnants of the defeated Tyland Free State struggle under occupation. The frozen continent of Alyeska serves as a frontier battleground where these powers seek Ancient Terran artifacts from a lost civilization, while Commonwealth forces battle savage Wulvers and navigate the complex politics of native Windryders who guard ancient secrets. It is a world where steam-age technology meets mysterious relics, aerial combat defines warfare, and the harsh northern wilderness of Alyeska offers both incredible danger and untold treasures to those brave enough to seek them.
- #29Frostwing
Keys: Frosty, Frostwing, Ice
A ice-white custom twin-boom, twin engine, medium fighter that Coop was able to steal from the pirate gangs. Originally painted red and black, Coop was able to get a sloppy paint job done on it to where the white paint has many streaks and different opacity to it, giving it a very iced over look. It has a small cargo space between the pilot and rear gunner seat.
- #30Sky Lance
Keys: Bluey, Sky Lance, Old Bird, The Lance
An older model Hornet that Roland was able to buy off when he was discharged from the Commonwealth Navy. Its Royal Navy colors still shine through the scraps and dirt that’s built up on it over the years.
- #31Sly Vixen
Keys: Sly Vixen, Sly Fox, Orange Menace
A newer model Hornet that Bex bought off a dealer after she moved to Alyeska. Painted a muted orange with streaks of white and black, this plane stands out in the frozen skies of Alyeska, which one would think were a bad idea. But that is exactly how Bex likes it, she wants to be seen and still get away.
- #32Archangel
Keys: The Ship, Angel, Ol' Gas Bag, Archangel
A Zephyr-class Armed Merchant Cruiser, the Archangel has improved engines, extra lifting gas cells, and a robust hanger and launching bay from which to store and launch Sky Lance, Frostwing, and sometimes Sly Vixen when Bex is aboard. There is also space in the hangar for the Doc’s Mule that the crew use as transport on the ground.
Purchased by Roland after his rescue mission proved lucrative, Roland saved the dilapidated Cruiser from a salvage yard and went to work, alongside Reggie, to build it back up and improve it to fit their needs. It had cost them almost all the reward money, but soon the Archangel began to pay for itself as Roland and Reggie paved a good business of cargo and passenger runs, without the majority of the cut going to the Aerial Corps or anyone else.
- #33The Mule
Keys: Mule, Mustang, Ambulance, Hot Rod, The Truck
Doc’s original way of getting around the frontiers of Alyeska. He modified the interior to function as a mobile doctor’s office, complete with an examination table, testing equipment, freezer, and much more. After joining up with the Archangel crew, Doc moved his doctor’s office into one of the storage rooms on board, leaving the Mule to be used for jobs as a transport for cargo or crew across the frosty ground. Retrofitted to carry a small turret on top, the Mule has come in handy a lot more than anyone might have expected.
- #34Cargo Plane
Keys: cargo plane
The workhorse of frontier aviation. A high-wing, twin-engine design with a boxy fuselage optimized for hauling freight and passengers to remote settlements across Alyeska's wilderness. Speed: 92 mph Engines: 2 Crew: 3 (pilot, co-pilot, flight engineer) Cargo: 3 tons or 24 passengers Range: 2,125 miles Weapons: None
- #35Hornet Interceptor
Keys: hornet, interceptor
A sleek, single-engine fighter built for speed and quick strikes. The Commonwealth's glass-jaw interceptor sacrifices armor for velocity, featuring a streamlined fuselage and aggressive wing design. Speed: 170 mph Engines: 1 Crew: 1 pilot Cargo: None Range: 400 miles Weapons: 2x 20mm autocannons
- #36Drake Ground Attack Fighter
Keys: drake
A rugged twin-engine heavy fighter designed for close air support. Built like a flying tank with a distinctive twin-boom design, crewed by pilot and rear gunner in tandem cockpits. Speed: 120 mph Engines: 2 Crew: 2 (pilot, gunner) Cargo: None Range: 600 miles Weapons: 2x 20mm autocannons, 2x rockets, 1x rear-mounted .30-cal machine gun
- #37Beagle Transport
Keys: beagle, transport
A twin-engine, all-metal cargo aircraft with clean lines and modern construction. Popular with civilian operators for its reliability and decent payload capacity. Speed: 260 mph Engines: 2 Crew: 2-4 Cargo: 7 tons Range: 1,800 miles Weapons: None
- #38Rover-class Scout Airship
Keys: rover
A compact military airship featuring multiple gas cells for redundancy and external engine nacelles. Designed for reconnaissance with mounting points for escort fighters and defensive turrets. Speed: 40 mph Engines: 4 (external nacelles) Crew: 10 Cargo: 2 tons Range: 1,500 miles Weapons: 4x .50-cal machine guns (2 front turret, 2 rear turret)
- #39Zephyr-class Armored Merchant Cruiser
Keys: merchant cruiser, zephyr
A large commercial airship converted for military use, featuring broadside gun arrangements and aircraft launch facilities. The Archangel is a customized example of this class. Speed: 30 mph Engines: 6 Crew: ~50 Cargo: 15 tons Range: 2,000 miles Weapons: 12x 6-inch cannons (6 port, 6 starboard)
- #40B-class Frigate
Keys: b-class, frigate
A military patrol airship with a sleek, torpedo-shaped envelope and external control gondola. Designed for fast reconnaissance and light combat operations in small squadron formations. Speed: 40 mph Engines: 4 Crew: 10 Cargo: 1 ton Range: 1,200 miles Weapons: 1x 57mm deck gun, 1x heavy machine gun
- #41Mule Tracked Cargo Hauler
Keys: mule, cargo hauler
A hybrid truck-tank design with wide tracks and a reinforced cargo bed. Built to handle Alyeska's harsh terrain, from frozen tundra to rocky mountain passes, while carrying heavy loads. Speed: 8 mph Engine: 1 (diesel) Crew: 1 driver + 15 passengers Cargo: 10 tons Range: 300 miles Weapons: None (standard)
- #42Frontier Truck
Keys: truck
A rugged, no-frills utility vehicle built for practicality over comfort. High ground clearance and sturdy construction make it suitable for rough frontier roads and basic cargo hauling. Speed: 26 mph Engine: 1 Crew: 1 driver + 2 passengers Cargo: 2 tons Range: 400 miles Weapons: None
- #43Motorcycle
Keys: Motorcycle
A simple, reliable two-wheeler perfect for scouts and messengers. Minimal maintenance requirements and good fuel efficiency make it popular among frontier dwellers and military couriers. Speed: 30 mph Engine: 1 Crew: 1 rider + 1 passenger Cargo: 100 lbs Range: 200 miles Weapons: None
- #44Wolfhound Heavy Transport
Keys: heavy transport, wolfhound
A massive four-engine cargo aircraft with tricycle landing gear. The larger counterpart to the Beagle, built for hauling the heaviest loads across long distances. Speed: 200 mph Engines: 4 Crew: 4 Cargo: 12 tons Range: 2,200 miles Weapons: None
- #45Kestrel Fighter
Keys: kestrel
A rugged frontline brawler with thick armor and reliable performance. The Commonwealth's main combat fighter features a sturdy build designed to take punishment while delivering sustained fire. Speed: 140 mph Engines: 1 Crew: 1 pilot Cargo: None Range: 500 miles Weapons: 4x .50-cal machine guns
- #46Firefly Light Bomber
Keys: firefly, light bomber
A versatile twin-engine aircraft used for bombing, reconnaissance, and patrol duties. Features multiple gun turrets and a substantial bomb bay for tactical strike missions. Speed: 120 mph Engines: 2 Crew: 4 (pilot, bombardier, 2 gunners) Cargo: None (bomb bay) Range: 800 miles Weapons: 4x .50-cal machine guns (2 nose turret, 2 rear turret), 8x medium bombs
- #47Valiant Heavy Bomber
Keys: heavy bomber, valiant
A massive four-engine strategic bomber, one of the most powerful aircraft in service. Limited numbers deployed due to their size and operational requirements. Speed: 100 mph Engines: 4 Crew: 7 Cargo: None (bomb bay) Range: 1,200 miles Weapons: 6x .50-cal machine guns (3 turrets), 20x medium bombs or 10x large bombs
- #48Gyro-Carrier
Keys: gyro-carrier, gyro
A scaled-up gyrocopter designed for passenger and light cargo service. While it can't match a true cargo plane's capacity, it can land almost anywhere with minimal infrastructure. Speed: 40 mph Engines: 1 (rotor) Crew: 2 pilots Cargo: 1 ton or 8 passengers Range: 334 miles Weapons: None
- #49Grendel Medium Fighter
Keys: grendel
The Artian Confederate's rugged mainstay fighter with excellent pilot protection. Features heavy armament and sturdy construction, with some models available on the civilian market. Speed: 320 mph Engines: 1 Crew: 1 pilot Cargo: None Range: 600 miles Weapons: 2x 20mm cannons, 1x 30mm cannon
- #50Valkyrie Bomber
Keys: valkyrie
An Artian medium bomber designed for tactical strikes against neighboring countries. Better armed than Commonwealth counterparts and built to Artian standards of ruggedness. Speed: 240 mph Engines: 2 Crew: 5 Cargo: None (bomb bay) Range: 900 miles Weapons: 5x heavy machine guns, bombs
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