| NAR Burning Dawn |
|
| Class | Negh’Tev (Heavily modified) |
| Owner | The Furnace Skulls |
| Operator | Zurrak Vakaniz |
| Launched | 2405 (in original state) |
| Status | Active (2425) |
|
|
NAR Burning Dawn
Extremely Modified Negh’Tev (Dreadnought Class)
Originally known as the Heghqul, a Negh’Tev battleship. Now it is a mobile fortress and a true frankenstein’s monster of a ship, this titanic juggernaut has been known to leave radioactive husks in its wake.
The Burning Dawn has carved its own legend across the galaxy, and it is one of glory, battle, lawless adventures, destruction and pure utter chaos.
The concept of a Pakled Clumpship but refined and truly mastered. This immense technological hybrid of various technologies makes its presence known to all in its vicinity all while maintaining its original Klingon warship shape, but in a much more immense and terrifying form.
While the variety of technologies is immense and highly impressive, a startling 43% of this technology comes from Fek’ihri technology and thus is the majority of the technology present in the overall build of the Burning Dawn.
This particular ship and its crew has been the bane of several factions, including the Terran Empire and the Voth.
History
Maiden Voyage Gone Wrong
Back when it was called the Hegqul, the ship was commanded by a captain whose rise to power was always questionable at best. It was on the Hegqul that Zurrak, Lor’Zeon and Lilith found themselves at various high level positions with Zurrak being the Second Officer.
These 3 grew up together as childhood friends on Nimbus III and their inseparable bond had seen them succeed with flying colors at the Klingon Academy on Qo’Nos and had landed them stations on board the Hegqul.
But this maiden voyage would change their lives forever, but for the best. The maiden voyage would launch on June 12th, 2405 and its mission was to investigate strange readings in the Beta quadrant.
The captain would use this for a secret plan to trade the Hegqul to the Dominion. But neither side realized just how insane this mission would actually be.
Heading to the source of this signal, the Hegqul would arrive at a strange volcanic world. From there, the captain, his loyal troops and the trio from Nimbus III arrived on the planet to investigate the strange structures in place as per the mission parameters.
Inside the largest structure, a temple of some kind, they were met by the Dominion crew that was sent to solidify the deal the Captain had with the Dominion.
Among the Dominion crew was a Vorta Doctor by the name of Eileen Thora’Fel. She had an obsession with the Undine but also had various interests in studies that were against the beliefs of the Dominion. Despite this, she was an incredible doctor and it was very impressive on what she was capable of.
When Zurrak, Lilith and Lor’Zeon spoke up against the deal the Captain had struck with the Dominion. The Captain and the Dominion commander swiftly turned against them, and the commander also saw fit to use this as an opportunity to dispose of Eileen as well.
But before they were able to kill them, the very temple seemed to shift and caused Eileen, Zurrak, Lor’Zeon and Lilith to fall into an hidden lower section of the temple.
It is there that the four found out that their lives were saved by an ancient Fek’Ihri AI who called itself Zhak’Trel. This construct offered the same deal it had offered to many who it deemed worthy.
Bring it on board a ship, allow it to merge with the Ship, and not only will it serve them but they will gain all the Fek’Ihri technology, equipment, weapons and more that it had in a secret cache. It had longed to be free from its ancient tomb, long since abandoned, and it had gotten to the point that Zhak’Trel will happily serve whoever will set it free and of course…cause mass devastation to its enemies.
The four accepted and Zhak’Trel gave them fearsome weapons. Forged to their specifications, to take back the Hegqul and begin their saga in the stars.
Zurrak gained a fearsome Khopesh-like flaming sword, and given his size? It was a large fearsome blade.
Lilith gained a shotgun, forged and made in the style of the more classical combustion based, pump action shotguns.
Lor’Zeon gained a pair of brutal pistols, complete with bayonets made out of flame.
Eileen gained a muzzle loading coilgun in the shape of an archaic crossbow.
With these fearsome weapons, and with the help of Zhak’Trel, they beamed back on board the Hegqul. Eager to take the ship and get some revenge upon their enemies.
The Mutiny
It didn’t take long after their return to explain what had happened and gained a significant amount of the crew on their side. Zurrak had even ripped out a disruptor cannon from one of the shuttles and had it repurposed into a weapon for himself to use.
With Eileen on their side, they were able to cause even more of the crew to turn against the captain and his loyalists. Because Eileen can verify the truth of the Captain’s deal with the Dominion.
A miniature civil war broke out on the ship as Zurrak took command of the mutineers and they stormed the ship. Eventually this culminated in Zurrak, Lilith, Lor’Zeon and Eileen storming the bridge. Zurrak and the captain dueled in melee combat, with Zurrak using his new sword in addition to him being a more competent fighter, The captain was losing quickly.
He quickly tried to get others to fight for him, which proved as to how much of a coward he truly was. Zurrak then dealt the final blow and killed the captain.
After the successful mutiny, Zurrak and the crew then quickly struck at the dominion ship which had begun retreating from the system. Using the ship’s tractor beam, they unleashed hell and destroyed the ship.
After some recovery time, bringing the Fek’ihri technology on board and Zhak’Trel being integrated into the ship. Zurrak declared that they are going out on their own, that they will be called the Furnace Skulls…and their ship will no longer be called the Hegqul
But rather it will be called the Burning Dawn.
First Steps
The first handful of years of The Burning Dawn were involved with space piracy but also heavily involved with various mercenary contracts and operations.
During this time, they had scavenged and heavily modified the Burning Dawn. Taking the concept of a Pakled clumpship and refining it into an art.
These initial years saw the integration of more and more technology and armor and modifications, but it also saw the Burning Dawn grow in size.
There were always new things to acquire, new things to integrate and build upon what came before. Of course they didn’t have a truly revolutionary engineering team and as such progress was slow…but like everything in their lives, that would soon rapidly change.
The Borg Advance
During the events of the Episode “The Borg Advance”, The Burning Dawn was hired to combat Borg forces and escort civilian ships from invaded worlds.
It was extremely risky work, but the payment from these contracts was well worth it. But during these operations, they managed to capture a borg drone.
This particular drone was a young Klingon woman, a few background checks using connections had confirmed that this woman was known as Ulora Vrun and she was an impressive engineering prodigy. Though she was currently identifying herself as “One Of Nine”
As such the decision was made to liberate her, the operation was performed by Eileen and she was assisted by Zhak’Trel.
It was lengthy but they were successful in liberating One Of Nine. Though she still wished to be referred to as One of Nine, she has shown her gratitude by joining the crew as the Chief Engineer on the Burning Dawn
She has since become an invaluable friend to Zurrak, Eileen, Lor’Zeon and Lilith. She is also one of the main reasons why The Burning Dawn is such a successful hybridization of so many technologies.
The Solanae Dyson Sphere
The Burning Dawn’s lengthiest and most profitable contract was granted by Dyson Joint Command. As privateers, Zurrak and his friends would become the bane of the Voth. They began this contract in 2413
Much of their technology would also be added to the Burning Dawn along with salvaged technology from the Dyson Sphere. This includes the ship’s extremely powerful Ancient Obelisk Warp Core as well as its reactor.
During the 3 years they operated in the Dyson Sphere, they racked up a grand reputation as well as bountiful resources and weaponry. They also made themselves a formidable foe against the Voth forces present in the Dyson Sphere, but they also attracted a significant number of Voth Separatists to their crew which helped with the growth of the Burning Dawn.
Among these separatists was a Voth Scientist named Hargen Exil. He is a quick thinking and intelligent scientist, a jack-of-all-trades and an effective one at that. He quickly was accepted amongst the Burning Dawn’s senior officers and their circle of friends.
The acquisition and integration of the Reactor caused the Burning Dawn to grow in size as the Ancient Obelisk Reactor allowed for the ship to sustain a much larger size. It is also during their time at the Dyson Sphere that they began experimenting and utilizing radioactive weaponry.
Following the far more brutal style of disruptors known as “withering disruptors”, a variation of disruptors that deal radioactive damage to their targets, and utilizing radiation cleansing technology on themselves.
They had perfected a strategy that would make them infamous and an extremely dangerous foe to fight.
However one of their most brutal and harshest adventures happened when they had ended their contract with Dyson Joint Command and tried utilizing the Ancient Obelisk Warp Drive to transwarp out of the Dyson Sphere without using the gateway.
Trapped in Fluidic Space
The Transwarp attempt had gone terribly wrong and slingshotted them not into a different part of the galaxy but directly into fluidic space.
This realm truly tested them as the crew and the senior officers survived while stranded in the realm. As they needed a new transwarp coil to make it back home, such a thing was incredibly rare to come across.
The Burning Dawn delved deeply into space piracy and using other ships that had also been trapped in fluidic space to survive.
They spent a hellish year and a half inside fluidic space, their skills and talents were seriously pushed to the limit as they struggled to withstand the horrors of fluidic space until they could find that sacred transwarp core.
It is thanks to Eileen and her knowledge of the undine, as well as her previous journey into fluidic space before her time on the Burning Dawn, that they were able to survive with such minimal losses and were able to eventually escape out of Fluidic Space.
They wound up back in real space but not only that, due to some sort of anomaly regarding the transwarp coil they found, it is revealed that only a single day had passed in real space in comparison to their year and a half in Fluidic space.
To this day, the Undine and Fluidic Space are a subject of terror to them. To celebrate their return to real space, The Burning Dawn went to Nimbus III and partied for a full 2 months. Spending much of the gold plated latinum they had been saving up from previous adventures.
The War With The Terrans
After some much needed recuperation and then many odd jobs to also build back up their resources, The Terran Empire breached into Real Space through the Badlands outside of the Bajoran system.
The Burning Dawn wasn’t friends of the Federation, so when they were given contracts from various factions (most notably the Terran Task Force) to hunt down Terran forces and destroy them they were more than happy to do so.
It was the closest thing to destroying vast swathes of starfleet without causing immense trouble in trying to find work or just in terms of consequences in general.
The Burning Dawn’s personal war with the Terran Empire had gained them a significant amount of infamy and had even gained them the title of “Scourge of the Terran Empire.”
As one can also imagine, The Burning Dawn had also gathered and integrated a vast amount of terran empire technology into the Burning Dawn. Due to such extensive encounters, Terran Empire technology has become a significant amount of the Burning Dawn’s technological DNA.
It is also around the first year or so of constant combat that the Burning Dawn had reached its final shape and size. A true juggernaut of a ship.
Present Day
As of 2425. The Burning Dawn has continued its adventures with no sign of slowing down or stopping. Always eager for the next big contract and battle, the Burning Dawn isn’t going anywhere and they are ready for battle, loot and adventure!
They are also open for being hired, for the right price!
Technical Data
| Specifications |
Length
Beam
Draft
Mass
|
1600 meters
1090 meters
318 meters
45,325,915 mt
|
| Decks | 56 |
| Standard Crew | 8,800 |
| Emergency Capacity | 9,200 |
|
Armaments
|
10 Withering Disruptor Beam Arrays
12 Withering Disruptor Cannon Arrays (Dual, Single and Quad variants)
4 Radioactive Torpedo Launcher systems
4 Radioactive Mass-Produced Missile Launcher Systems
3 Spatial Charge launchers
1 Interphasic Stability Device
1 Heavy Graviton Beam Cannon
1 Molecular Cohesion Nullifier
2 Harpoon Launchers (Front mounted, based on Chains of Fire )
Nuclear Torpedos (fired from torpedo launcher systems)
|
|
Defenses
|
Neutronium Alloy Hull (5 layers thick)
Trellium-D Plating (4 layers thick)
Dyson Regenerative Shield Array
Pax Field Generator
Reiterative Structural Capacitator
Solanae Hybrid Technology Deflector Array
Multiple radiation cleansing systems
Stealth Technology
|
|
Auxiliary Craft
|
4 Voth Heavy Fighter (Modified) Squadrons (4 per squadron)
4 DujHod Chariots
|
Command and Control Systems
The command and control systems of the Burning Dawn are extremely bizarre, a hybridization of various technologies that have been merged together with careful and extra precision. For instance, a Xindi-Insectoid Hatchery Master Controller is installed and integrated into the system to allow for Biotechnological technologies to be installed but also allow for Lesser AIs and other AIs to be fully merged with the Burning Dawn’s master AI.
In addition, some Terran Empire control systems (and even a few holodecks) have been also installed and integrated. These command systems are often utilized
However the most terrifying aspects of the Burning Dawn come from the integration of Fek’ihri technologies. Including a Torment Engine but also its Master AI which serves as the Ship’s master computer.
This Master AI’s full nature seems to be only known to the Zurrak and his friends, Lilith and Lor’Zeon and is loyal only to them, they were the onez who discovered it in the first place along with the cache of Fek’ihri technology that had been recovered during the mission that saw Zurrak overthrow the original captain of the Burning Dawn. Regardless, its loyalty has ensured that the Burning Dawn and her crew are loyal to Zurrak and his friends as well as being an effective warship and a home for all who live on board.
Physical Arrangement & Crew Support
Physical Arrangement and Crew support still follows standard Klingon procedures but with some slight modifications to allow more living space as the ship is a permanent home for the crew and trips onto planets or other stations is a rare event.
It is to note that the Burning Dawn has several brewing stations where they manufacture their own alcoholic drink, it’s dubbed “Trench Water” and it has the properties of a carbonated mead. Extremely potent.
Propulsion and Power Generation
One of the most impressive aspects of the Burning Dawn comes from its integration of ancient obelisk technology, specifically its Reactor and warp core, this allows the ship the power to even run in the first place. Very few pieces of technology could allow such an immense ship the power it needs to operate smoothly and effectively, and luckily the ancient obelisk technology has allowed that to be given to the ship in full and with plenty to spare.
The ancient obelisk subspace rift warp core has potent Slipstream technology, creating and utilizing rifts in subspace for rapid travel with a higher degree of maneuverability than standard Slipstream drives can offer.
Along with a reactor, this makes the Burning Dawn able to travel faster than it has any reason to, even though there are still plenty of ships that are faster than it and can also out maneuver it, it still is surprisingly quick for something of its size and mass which also allows it to deliver brutal charges, including ramming into ships, and breaking into battlegroups and causing a huge degree of chaos and disorder amongst its enemies.
If it wasn’t for the ultra-adaptive Master AI, however, these parts of the system would have been completely irreparable and would have to have been replaced. But thankfully, The Burning Dawn’s Master AI and its Engineering crew has managed to find out how to maintain it. Although it is without a doubt the most expensive systems to repair and maintain given the materials needed to do so, the trade off being that the Reactor and Warp Core allow the Burning Dawn to function is well worth the price.
Tactical and Defensive Systems
The tactical and defensive systems of the Burning Dawn are by far the most infamous. All of their energy weapons are a Disruptor variant known as “Withering Disruptor”, a particularly sinister variation of disruptors that can heavily irradiate targets. The damage of the radiation is further empowered by the integrated Fek’ihri technology, which makes these weapons extremely deadly to enemy crews.
Furthermore, the Torpedos also carry radioactive warheads in addition to the mass-produced missile launchers and its Spatial Charge launchers. In addition to these missile, spatial charge and radioactive torpedoes, there are also nuclear warhead torpedoes. These armaments ensure that the enemy will drown in radiation, as is also expected, The Burning Dawn and its crew carries technology and techniques that can quickly and rapidly disperse radiation, ensuring that they can immediately scavenge their fallen foes and also prevent themselves from succumbing to radiation.
In addition to these fearsome weapons, The Burning Dawn is equipped with large front mounted harpoon guns, based on Fek’ihri technology, that rips into enemy hulls and holds them in place. This leaves them open for weapon barrages but also to a far more sinister tactic where they warp in an armed warhead with a timed detonator, leaving behind a parting gift that explodes from within the enemy ship and causes severe damage or even outright annihilating the target.
An interphasic instability device, scavenged from Terran Empire targets, allows for large bursts and fields of radiation. These have been used offensively as well as defensively as leaving behind radiation clouds has proven to be an effective means of isolating a target from the rest.
The ship’s penultimate weapon is a gargantuan Heavy Graviton Beam cannon, this titanic weapon can only be fired when the ship is not moving and consumes a massive amount of energy as well as requiring the ship’s shields to be dropped. But the result is a terrifyingly brutal blast that is nothing short of awe-inspiring. “Unleash the Sun” is the codeword for firing this weapon and it can only be fired by the direct order of Zurrak.
Finally, a molecular cohesion nullifier is part of the ship’s arsenal and one of the few remaining pieces of technology remaining from the original ship. It adds more to the brutal tactics and shows of force that the Burning Dawn is capable of.
In terms of defensive capabilities, the Burning Dawn is built like a mobile fortress. At the cost of speed, which still is impressive thanks to the ship’s propulsion system but many ships could still out maneuver it, the Burning Dawn has packed on layers of neutronium armor with Treillum-D plating placed between the layers of neutronium armor.
With a hull so heavily armored and thick, it unsurprisingly gives the ship immense weight but also makes it heavily armored, coupled with a shield array that regenerates quickly, it makes this ship extremely hard to take down.
Though this comes at the cost of slow repairs and that can be detrimental during mid-battle when repairs can be very hard to do. Which means that it can take a long while for the ship to be repaired if it has gone through a significantly brutal fight. Rapid repairs are done by the Ship’s Reiterative Structural Capacitator, which allows it to repair itself from brutal assaults but this only recovers so much and it has a limit before the repair rate of the Capacitator has diminishing returns.
Auxiliary Spacecraft
Given the immense size of the Burning Dawn, it is unsurprising that such a ship would have its own fighter squadrons to deploy. These take the form of Voth Heavy Fighters, these have been collected from battles in the Solonae Dyson Sphere, completely modified and strapped with the same violent disruptor weaponry that the Burning Dawn is equipped with. Furthermore they are equipped with torpedo launchers to function as rudimentary bombers.
In addition, the Burning Dawn has 4 DujHod Chariots. These serve as the ship’s runabouts and for largely the same role as well, though these too have been heavily modified with armaments to ensure that they can be combat effective.
Senior Officers
| Commanding Officer | Executive Officer |

Zurrak Vakaniz |

Lor’Zeon Azraghan |
| Chief Science Officer | Chief Engineer | Chief Medical Officer | Chief of Security/Second Officer |

Hargen Exil |

One of Nine |

Eileen Tora’Thel |

Lilith Stolas |