The wayfarers were met with opposition at first. No one wanted the impulsive youth poking about the galaxy. As time passed and their efforts in subpar vessels proved rewarding, the wayfarers were given a single dry dock in Caydie's Cradle to produce vessels that would suit their needs.
I,
The Archivist of Safeharbor discovered plans for a ship in
The Archives. With careful modifications, most focused on efficiency, they began construction on a new class of frigate: The Persephone class. Persephone class frigates are caught between a
corvette and a destroyer. They are well armed, but also highly maneuverable. Those in charge on Safeharbor gave the wayfarers free rein. Any tech they find, they use, especially if it's better than what they have.
The wayfarers effectively travel to hell and back on their long journeys. This is the inspiration behind the name of the ship class. When an elder on Safeharbor equated it to the myth of Persephone, the name was officially recognized. To the elders, it was an ill omen, but to the wayfarers, it was a promise. In the myth, Persephone always returned in the spring, even if only for a short time.
Wayfarer Archetypes
Wayfarers are divided into one of four archetypes. These archetypes emerged as the profession grew. Some wayfarers valued different aspects of their mission. Some valued the knowledge while other valued the experience. Others still simply wished to keep their allies alive, and had the skills to do so. These archetypes are the easiest way of creating teams, as one of each archetype makes a well-rounded crew. These four Archetypes have little to do with their expertise in certain fields or their abilities. It merely highlights their advantages, their ideals, and what they excel in.

by Adobe Stock
Ragtags
Ragtags are veterans. To call them soldiers isn't quite right. They have the skills, and have the knowledge, but there's a reason they left the military. Maybe they disliked authority, maybe they just wanted the truth, or maybe they really didn't like fighting. Regardless, They've seen action, and know how things work in practice. Pragmatism goes a long way in keeping one alive. They often find themselves being the voice of reason, a logical tactician who sees the big picture. Their name comes from their background. The fleet of safe-harbor is lovingly referred to as the ragtag fleet, which carried over when they joined the wayfarers.
Wanderers
The wanderer is there for discovery. They excel in improvisation and survival. They are curious by nature, and often join on the grounds of wanderlust, alone. They always have a plan, and are more than capable of working under pressure. They think quickly, and act just as fast. Wanderers can keep you alive when trapped on a hostile planet. Of course, they are the ones who likely got you trapped on that planet in the first place. It's only fair.

by Adobe Stock

by Adobe Stock
Augurs
Augurs are those who took particularly well to the genetic modification of humanity. The still suffer the downsides, but they are the few who can truly benefit from these changes. The best example is their eyes. Human eyes see more the longer they stare, able to pick up some of the slightest things and take in light normally not visible to the naked eye. Most humans avoid staring too long. Augurs refuse to look away, no matter what the cost may be. They can pick up on subtle expressions, making them good at detecting deception. With time and experience, they can even learn how to do it among other species.
Prodigies
The prodigies are gifted with photographic memory. They are driven by a need to know. They must learn. They are skilled with language, science, and other paths of the intellectual. They offer this knowledge to their teams, a walking encyclopedia that is rarely wrong. They spent several extra years in the educational programs offered on Safeharbor. They likely have numerous implants designed to make their tasks easier, and have a keen eye for how things work.

by Adobe Stock
Factions
Since the wayfarers began, the organization has seen numerous factions rise from both their success and their failures. The most prominent would be The Reclaimers, who solely seek to find earth, believing the wayfarers have lost their original goal in the excitement of discovering new worlds.
The four Archetypes also count as factions, as they each tend to learn differently and often stick close to social circles formed during their education until assigned to a team. These teams are chosen by de facto leaders of the organization, usually members with prestige and tremendous amounts of experience.
Other minor factions spring up, usually created to focus on goals related to current events or group efforts to explore large sectors of space. Some are gaining traction, however, such as Homebound. They are a faction that isolates its search to Safeharbor and neighboring systems.
I find oracles rather interesting. Natural senses that can surpass digital sensors in accuracy and range is a fascinating concept. I also like the concept of going down to a barren planet, letting your eyes adjust, and suddenly discovering that it's a lush world full of creatures and plant life that exists just beyond normal human perception. I think the prodigy of your team could be kind of like the King in a chess game. Maybe not especially useful, but you need to protect them at all costs so they can bring everything they learn back to Haven. I'm not entirely sure what the huge difference between Ragtags and Wanderer's skill sets are... would Worf versus Spock be an apt comparison? Fighter versus Ranger? So, if a giant moster is enveloping the sun, wouldn't they have, like, eight minutes minimum before it reaches them? more if it doesn't move at relativistic speeds? Or maybe beings like that don't exist in normal space-time... Oh, and I suppose what the guy is currently seeing actually would have happened eight minutes ago, so that puts a wrench in things... Is it the same creature depicted in the Ragtag and Prodigy sections?
R. Dylon Elder
Oooo yes. So as far as RPGs classes go, you kind of hit it well. Prodigies (Argos) tend to be tech savvy. They are similar to kings in chess but they also offer alot in the way of drones and tech. They are definitely supports. Think bards lol. The augurs (Oracle) are kind of the closest to a magic user you can find but it takes time. It doesn't say here, but oracle has done this on every planet. He had to train it like a muscle. Eventually he learned to distinguished shades of color and the like. Same with deception. With humans it's natural but you need time with another species to learn their tells. Ragtags (roadrunner) are very much fighters. Plain and simple, and wanderers are very close to rangers with a bit of druid and alot of rogue thrown in. I hope that makes sense Lol, in the rpg, there wouldn't be classes. These would function more like race does than class. You also clearly see the problem with the space beastie. That's a bad day right there. The creatures in the art were just fun to include. I definitely like to imagine that's what it looks like but those were just awesome stock art I got. Lol thanks again my friend.