recursal/Fanatic-Fandom huggingface dataset:
Nemesis-class Battlecruiser

### Armaments

Seismic cannons (4), Golan guns (8), base laser cannons (16), point-defense turrets (50)

### Software

Advanced software walls and barriers, targeting computers, life support systems, system scanner

### Crew

Officers (50), Security (70), military personnel (50-60), crew (130)

## Usage Information

### Affiliation

Dark Star Empire, Coalition, Xhorm Cartel

The face of the Dark Star Empire's Navy, the ***Nemesis*-class Battlecruiser** earned a reputation for destructive power and durability during the Great War. Used as a command ship for many engagements, the *Nemesis* is often depicted as the mainstay war vessel of the Dark Star Empire and is accurately portrayed as having seen the majority of action on the Coalition's behalf.

## Characteristics

Large and imposing, the *Nemesis* was a cluster of curved spikes enveloping the center-mounted bridge deck. These spikes were lined with point-defense turrets and base laser cannons and concealed two spacious hangar bays, capable of retracting to allow their fighter wings to disembark safely. The spiked cluster was thickly armored and allowed for devastating ramming attacks against other vessels without doing significant harm to the Heskra cruiser, spearing significantly larger or more armored war vessels and scattering the remains across its surface. Its Keplas reinforcement along the hull doubled to aid in dispersing sensor arrays, confusing enemies as to the number of the Heskra forces near the *Nemesis*. A tall FTL broadcast tower loomed over the aft of the ship, allowing for long range sensor sweeps and coordination for other strike craft.

The powerful Seismic cannons and Golan guns rest at the ship's bow, with the former aiming in a forward-facing manner and only being able to turn slowly and not in a full 360 degree arc. This meant that whenever the Seismic cannons were required for a target that was beyond their aim, the ship in its entirety would have to orient itself to compensate.
Jorkala

**Jorkala** are a cousin race to the Heskra and share their homeworld of Faska. While largely resembling the humanoid Heskra, Jorkala are generally taller, stockier, and have longer ears and thicker features than their cousins. Jorkala are considered subservient to the Heskra, used as laborers, warriors, and enforcers for the Magickally-gifted Witchlords. However, after the Great War that saw the Heskra largely lose their Magick to the Krand's Carnagia weapon, many Jorkala rebelled and branched away from their overlords to form communities of their own in the Reach. Thanks to their great strength and endurance to pain, many Jorkala work as mercenaries, bounty hunters, and combat trainers. Many others, however, continue to serve various Heskra warlords and covens that still retain influence in their respective territories.

## Appearance and Biology

Jorkala largely resemble Heskra in appearance but with more pronounced features - longer ears, taller statures, elongated canines, and thicker musculature. While Heskra are said to be resilient to pain, Jorkala take endurance to the next level, shrugging off bullet wounds and stabbed extremities and continuing to fight despite them. They are capable of seeing in both light and dark environments and can hear selectively similar to Vaan.

Jorkala skin colors range from a pale grey to charcoal black, while their hair can range from snowy white to dark grey to pitch black. Their eyes have slit pupils much like Heskra and are colored silver, blue, green, or yellow.
Qeswite & Yaslyx

## Qeswite

Qeswite In Game

When implemented, Qeswite and Yaslyx will either come after The Skull of Fury or Magvepice. There is currently no planned expert mode drop planned for either of them. Qeswite will function somewhat like the Golem, while Yaslyx will have its own unique AI.

## Other attributes

### Sixth

Yaslyx's appearance is not final.
The Core

The **Core** is the central sector of Aeos and the most unified and organized of the different sectors. Home to many sapient races and diverse worlds, the Core makes up the majority of galactic civilization in Aeos, with its neighboring sector, the Reach, being almost 75% of the Core's size.

## Civilizations

The Core is largely governed by the Alliance of Core Worlds, an alliance of various races and governments throughout the Core. However, there are several groups that reside in the Core that are not a part of the Alliance.

* Alliance of Core Worlds
	+ Republic of Elvala
		- Rithalaan States
		- Kingdom of Scaevaal
		- Kingdom of Nathaal
		- Aspiracy of Grajjd
		- Drovaan States of Karath, Nellath, Velikar, Zathir, and Drovaala
	+ United Republic of Nations
		- Qantra Confederacy
		- Tribes of Najarro
		- Kingdom of Hyron
		- Arron Unity
	+ Dakarr Confederacy
	+ Arlion Hierarchy

* Shiar Dominion
* Mongrel Horde
Arma

An Aaron colony, Arma serves as a planetary weapons depot, training world, and meeting center for the Unity's military cabinets. With wide, open plains and grasslands with a few foothills and mountains jutting up from the landscape, Arma is a quiet beauty of a planet made louder with the sounds of the human's war machine. Due to clearing land typically used for grazing by the local fauna, much of Arma's ecosystem has been imbalanced by the colonists. This has been downplayed in Terran media though this has been discovered by other Core News Outlets and is used as an excuse to lessen Terran colonial efforts.

## Society

The society of Arma is largely that of Arron military culture found on any of their other numbering colonies, with a tight knit loyalty between the troops and their non-combatant civilian families. In most outposts and fortress-cities, the troops and civilians know each other quite well and trust with offworlders is low.

Most Armans see themselves as more hardened and disciplined than other humans due to the regimented, military society that Arma has. Many civilians will wake up early due to the morning alarm sounding in the local barracks to awake the troops. Many military men and women will raise their families on Arma, and these families will grow to join the service themselves.

## Trivia

* Arma has been inspired by the planets Ord Mantell and Balmorra from the Star Wars universe.
Crimson Company

The **Crimson Company** is a mercenary company operating in the Core and the Reach, being numerous and well funded and equipped. They are often used as security and military personnel by the Syndicate though their blades and blasters have been hired by everyone from the Torvosi Emporium to the Dark Star Empire during the Great War. Identified by their bright red Rhodanium armor plating that they wear when on duty, the Crimson Company are respected in criminal circles for their professionalism and efficiency. However, many defeats have tarnished the once flawless reputation of the company, namely the disastrous Siege of Pakan where the mercenaries were routed and forced to flee after their lines had been flanked.

## Members

### Commanders

* Kregis Kross - Captain

* Kolgan Kross - Lieutenant
Syndicate

The **Syndicate** is an interstellar criminal organization functioning largely in the Core but has some influence in the Reach as well. Dealing in everything from Stip manufacturing, arms dealing, smuggling, slave trading, assassination, espionage, and racketeering, the Syndicate is one of the most influential and expansive criminal groups in all of Aeos. They are lead by a board of Directors, each governing a portion of the Syndicate's power and commanding territorial leaders known as Chairmen, who command several individual cells ranging from teams of three to hundreds. While Alliance Security and the Bounty Acquisition League work to combat the Syndicate at every opportunity, the arrest or destruction of any single cell barely harms the massive organism that is the Syndicate.

## Organization

The Syndicate is best defined as a business alliance between various criminal cells, each ultimately lead by Chairmen who answer to a board of Directors whose identities are concealed even from one another. The Chairmen are the active leaders among the Syndicate, organizing their cells and meeting with other Chairmen to ensure businesses do not clash and territorial disputes are resolved quickly and quietly. Under normal circumstances, most Syndicate cells barely interact with one another if at all.

### Rank Structure

* **Board of Directors** -
	+ **Kerrik Xirn** -

* + **Maxwell Galehart**

* + **Vixa Nathorian**

* + **Grigor Handral**

* + **Cobalt-53**

* + **Vargir the Vast**

* **Chairmen** -

* + **Qinu Shalin**

* + **Q'rey Raxos**

* + **Stella Kyldarin**

* + **Barig Feltan**

* + **Orsin Thrayn** - Known as the "Gemini Prince" along with his twin brother, Chairman of the Vaethros system

* + **Orsal Thrayn** - Known as the "Gemini Prince" along with his twin brother, Chairman of the Vaethros system

* **Bosses** -

* **Underbosses** -

* **Cell Networks** -

## Equipment and Resources

### Military

The Syndicate has no true military force of its own, relying on the use of mercenary companies and assassin guilds to accomplish its goals. Traditionally, the Syndicate has made use of the Crimson Company, the Borgan Brotherhood, the Tretaki Vipers, and Blackwatch as security for their various operations.

### Influence

*"The Syndicate exists where the Alliance does, Elfling. For every beast under the Blazing Star, there is a colony of fleas after it's share of blood."* -Yaron Nihlas to Arandar Sùrion

The Syndicate has influence in many systems within the Core, chiefly in ones where security against their efforts is more lax. Notably, the Syndicate's leadership tend to prefer to hide in plain sight within the Alliance itself, while the Underbosses and local Captains maintain their public operations on colony worlds and non-Alliance affiliated worlds within the Core, free from Alliance aid.

## Symbol

The Syndicate's symbol that has been in use over the centuries has been a pointed, black Trigram outlined in white. A black ring encircles it. In recent years, the symbol has been abandoned for secrecy purposes, with less focus on posturing from the Directors.
The Conclave

The **Conclave** is an unofficial Council of prominent defenders of Aeos and its people. Its members are powerful, wealthy, or otherwise well-connected individuals with a shared goal of defending their galaxy and opposing certain forces, such as that of the Daemonas and the Xao Imperius.

Members of the Conclave include:

* The Keeper
* Craz Ganon
* Aedas Hythuran
* The Warden
* Jin'torei Singh
Perma

**Perma** is a planet within the Nanthra system of the Core and an agricultural colony for the Terran Outreach Effort. With rolling grasslands, foothills, and mountainous regions, most of Perma's body is land mass with a few small oceans stretched wide apart. It has a rough population of 475,380,750 Terran colonists, including farmers, doctors, traders, engineers, pilots, architects, and more.

## Native Life

### Sapients

There is no sapient life originating on Perma, though scientists have theorized that the Piskrasa have the potential of evolving into a mildly intelligent species given a few millennia.

## Notable colonists

* Qisa Tryse
* Riko Tryse
* Amelia Arra Sans
* Arasko Sans
* Jim Henks
Grann

**Grann** are large, bulky humanoids standing at around 10-12' tall and are native to the turbulent world of Gramak. Similar to Orks in appearance, these lumbering giants are renown for their strength, low intellect, and hostile temperament. They are often enslaved by Orks and other races to serve as heavy lifters or enforcers.

## Appearance

Grann are extremely tall and muscular, capable of lifting trees over their heads and throwing them with ease. Their skins range in color from a dark, swampy green to dark brown and gray. They appear very similar to Orks but are simply taller and bulkier, with noses ranging from flat to hooked. Their hair is usually dark, from black to dark brown and is usually unkept and wild, hanging down their shoulders.

Grann usually wear whatever they can scrounge together to make clothing. They often wear simple loincloths but have also been seen wearing ragged and torn trappings made from animal skins, fabrics, and other materials. They have even been known to fashion crude armors out of bone and scavenged metal.

## Culture

### Magick

The Grann have little to no knowledge of Magick and are equal parts feared and fascinated by it whenever they are brought into contact with it.
Vulcas

**Vulcas** is a Terran colony world in the Augusta system of the Core. Home to the Slayer Order, Vulcas stands as a symbol of Terran strength and unity against the URN's enemies.

## Geography

Vulcas is abundant in far-reaching forests, lakes, mountains, hills, and grasslands. Its skies are blue on a sunny day with white, billowy clouds. Many say it is like Terra before the industrial age reduced the capital world to a polluted state.

## Society

### Economy

As a Republic colony, much of Vulcas' population uses URN bills for money. However, Core credits are accepted between Slayers and alien traders. The Slayers' treasury is kept in a highly secure vault within the Keep. It is said to be full of not only URN bills, but also with gold bars, gems, and even precious relics and recovered artifacts plundered from Daemonic hands.

### Military

A Republic Marine center is stationed in the Slayer stronghold city of Stormguard to maintain security over the various colonial cities on the planet. In each city is stationed a garrison of Colonial security lead by a Sheriff who reports weekly to the marines in Stormguard.

The bulk of Vulcas' military is made up of Slayers, however, who are centered in Stormguard where they conduct investigations, trade, training, and more. While the URN presides over the planet itself, Stormguard is the Slayers' domain as they operate independently of the Republic itself. Nevertheless, a URN presence is permitted in the city as it acts as the hub of civilization on the world.
Season 2

**Season 2** of *Total Drama* consists of twenty-six episodes and one special.

The season premiered on January 11, 2009.

## Plot overview

The second season follows the cast of *Total Drama Action*, the sequel to *Total Drama Island*. This time, fourteen (later fifteen) of season one's contestants return, this time to an abandoned film lot, for the chance to win a million dollars. The season also sometimes shifts focus to *Total Drama Action Aftermath*, which features the eliminated contestants being interviewed on a talk show.

## Contestants placements

* **15th/14th** Bridgette/Geoff
* **13th** Trent
* **12th** Gwen
* **11th** DJ
* **10th** Izzy
* **9th** Heather
* **8th** Leshawna
* **7th** Justin
* **6th** Lindsay
* **5th** Harold McGrady
* **4th** Courtney
* **3rd** Owen
* **2nd** Duncan
* **1st** Beth

## Episodes

* Link to episode 1
* Link to episode 2
House of Skulk

Sarriahn-loyal resistance group in The Cragmoore Freestate, most active in Foxknoll/Vilturn. It operates as a loose confederation of resistors who do not communicate with each other often so as not to risk revealing their compatriots. Represented by resistance fighters wearing painted fox masks.

Helped Iron Company Adventures, Inc. to escape from Foxknoll/Vilturn.
Vaes Whrel

***Vaes Whrel*** is an *esthra*-caste Nirvaan House based on Wren-ra within the Pyvras system. Traditionally a family of Spymasters and slave traders, Vaes Whrel is one of the wealthiest and most powerful families in the Nirvas Imperium. Their sigil is that of a white Ikatan snakehawk over a dark green field. They command many lesser Houses that are still prominent and wealthy within the Imperium, such as Vaes Carinata and Vaes Phran. In recent years, however, one of Vaes Carinata's most prominent members took the title of Cypher within the a Consulate - a position traditionally reserved for members of Vaes Whrel. This has put the two families at odds and the future of the once proud House remains unclear.

Vaes Whrel is currently lead by Fausran Whrel, a gaunt, prickly man with a vengeful nature. He has aligned himself with the once hated Vaes Orosa in deposing Nyris Carinata from the Consulate, though his alliance with the rival family is one of pure convenience.

## Vassals

* Vaes Carinata
	+ Vaes Slade
* Vaes Phran
* Vaes Isora
* Vaes Scivion
Vetrigard

**Vetrigard** is a major Overcity on Arli and a cultural capital for the Arlion people. Home to Hierarch [[Klimra Vestelgast], the Order of the Emerald, Vestilon University, Trivigrad Bank, and many other famous Arlion institutions and individuals, Vetrigard is considered by many to be as significant to the Arlion people as Atrian and Vintra.
Xhorm Cartel

The **Xhorm Cartel**, often simply referred to as the Cartel, is a crime syndicate based in the Xhorm system of the Reach but having significant influence throughout the entire region of space. Their trades are the distribution and sale of Stips, slaves, weapons, and other contraband. They often deal in murder and assassination, competing heavily with the Xalrei, the Empire of Discrosa, and other groups for control over the Reach.

## History

Many Xhara claim the Cartel has existed for as long as they have. It is uncertain when exactly the Cartel was formed but it has existed for many millennia, serving as the closest form to governance the chaotic and greedy Xhara have.

## Organization

The Xhorm Cartel is often mistaken by Core-worlders to be a single crime entity when, in fact, it is several. There are 12 families that each lead individual Cartels, gangs, and syndicates. Some are large and prosperous while others struggle and compete to survive.

The twelve families are each lead by a Dan (singular) or Dansa (plural), who make the major decisions for their organizations but relegate the actual running of day-to-day operations to Krato, or Lieutenants. These Krato tend to specialize in a certain field of management within the Cartel (Security, Supply, Espionage...) and employ Kasiri (Captains) to ensure their orders are met.

### Ranks

* **Dan/Dansa** - The leader or leaders of a cartel family, the Dan/Dansa have final say on all moves and business dealings and their subordinates follow their commands to the letter. Usually, these are the patriarchs (and in rare cases matriarchs) of the family, and their direct children of either sex typically inherits the position of Dansa though different Cartels can function differently. "Dan" serves as a title of respect and authority, with the Dan's name following after.

* **Krato** - Effectively the generals of a cartel, the Krato or "Underbosses" are the upper-tier leaders in a family. Typically members of that family such as the Dan's siblings, children, or nephews/nieces, the Krato command almost as much fear and authority as the Dan themselves for they act on the bosses authority. Some Dan keep their numbers of Krato low, ranging from only one or two or even up to five. Others with an especially large cartel keep more than ten at a time. Each Krato commands their own Kasiri to delegate work for them.

* **Kasiri**

* **Laroka**

* **Sonda**

* **Kips**

## Strongholds

A pair of orange rectangles with a red slant through it, the cartel's motto is outlined above and below it in golden-lettered Xha'ir.

## Notable Families and Members

* **Xhinkara Cartel:**

* **Xhokari Cartel:**

* **Xhakros Toro-Kai:**

* **Begran-Kai:**
Craz Ganon

Ik'rir'craz'ganonel, more commonly known as **Craz Ganon** is a Tumori-Heskra hybrid and Hedge-Wizard. A shapeshifter and long-lived Mage, Craz has made friends with numerous communities, groups, and peoples throughout his life and stands as a paragon for the otherwise war-mongering Heskra people.

## Appearance

As a shapeshifter, Craz takes many different forms, but the one most commonly used is that of a tall, pale human with messy, dark hair. His eyes are a mix of hazel and green and appear tired but with a bellied curiosity and childish playfulness.

His face is lean but considered handsome by most standards, despite his otherwise messy appearance. His jaw is flecked with facial scruff, and he is often seen adorned in a straw-based hat, a worn, dark green robe lined with blue runes on the collar and sleeves, dark blue pants with a similar sash, and dark brown foot coverings that go up to his knees along with sandals. He often can be seen smoking his Spellbark-made pipe.

## Personality

Generally depicted as laid back, friendly, and wise, Craz is a friend to many in Aeos and is a staunch defender of nature and wildfolk. With a respect for nature and affection for animals, Craz despises those who attempt to harm these things for benefit, such as poaching and forest clearing.

His love of nature extends so far to love for planets themselves, speaking of them as though they are friends or allies. Some worlds earn his pity and governments his contempt, however, such as the Nurunians Forosa Trade Guilds and Arlians for poisoning their worlds.
Naphula

*"The ultimate bird of prey, watchful for new meals and not lightly trifled with."* -author regarding Naphula

**Naphula** is a Daevora Baroness ruling over the lands of Gravala in Hell, located in the Sphere of Fel-Korm. Infamous as *Thalakk Rekar*, or the "Winged Reaper", Naphula is one of the few remaining Enphosi Daemons, resembling a tall half-human, half-bird hybrid. Capable of flying at speeds of over five-hundred miles per hour and producing sharp claws from the ends of her wings and from her talons, Naphula more than earns her name in battle, capable of shredding foes to bits before they even know she left the ground. She is regarded highly by the Dark Court, and is prized by Mammon as one of his top *Krosa*.

## Quotes by Naphula

* *"I thought nothing escaped your fledglings' notice?"*

*"Nothing escapes mine."* -Mammon and Naphula
Naxros

**Naxros** is the principle Imperium world of the Malrau system, residing in the contested regions of Imperium territory. Largely blanketed in year-long snows, Naxros is considered very unforgiving to those offworlders who attempt to settle it. To the Nirvaan lords who have managed it for centuries as well as their vassals and serfs, however, Naxros is a comfortable and quiet retreat from the cutthroat politics of the *aristocra*. Currently, it stands as the political capital of Dominus Arrad's fledgling empire, with Anra Nidras as its seat of power.

## Notable Inhabitants

* Vaenor Thraul II

* Katera Shentakor

* Seamus Corsolan
Dai'Jinn

*"Some forces of nature work towards order, to create a sort of... synergy with their surroundings. Then there are others, outside of the natural order, working against it. These imps destroy and molest the universe with sadistic glee."* -the Keeper regarding the Dai'Jinn.

The **Dai'Jinn** are an extraplanar group of beings devoted to causing disorder and destruction. The only known Dai'Jinn is Ziz'n'vrndr'qln, a Cosmic being who opposed the Qazzat openly and was imprisoned in the Delizethicon box until a time when his freedom could be earned through service.

Little is known of Dai'Jinn apart from their strange and inquisitive nature as well as their rampant sadism. The Keeper regards them as a tremendous threat to Aeos and is terrified of the notion of Ziz's return.
Fàthal

**Fàthal** is the wintery homeworld of the Shiar Dominion made up of Drovaan followers of the Faelak'tar. Located in the Varathas system, Fàthal serves as the harsh capital of the Dominion and the source of their ideology - that of a cold and unforgiving world where only the strong and close-knit groups survive. Fàthal has no moons and is far from its local star, Zarvha, leaving it in a perpetual state of frozen night. Little is known about Fàthal outside of the Dominion aside from its existence.

## Notable Drovaan

* Shiala Zugor

* Anyara xarHelthas
Vaes Carinata

***Vaes Carinata*** is a *tressa*-class Nirvaan noble House subservient to Vaes Whrel though their current standing with their overlords has been shaken due to the appointment of Nyris Carinata to the position of Cypher. Taking the hissing arachnid Sorcha as their sigil over a violet background, Vaes Carinata has traditionally been the foremost researchers in chemical compounds and mixtures to manufacture stimulants and poisons for the Imperium. Their family has had an equal standing between its men and women over the years, which is considered controversial for a Vaesra. Nevertheless, they are skilled manipulators and know the machinations of the *aristocra* well. They hail from the frigid moons of Kopola, rich in Iraketh.

## Culture

Born in the freezing wastes of Kopola’s moons, Carinata are instilled with a survivalist mentality from a young age, forced to learn adaptability if they hope to continue on. However, as a ‘’tressa’’-class Vaes, Carinata are not without privilege, carving out a sizeable estate into the chalky stone mountains of their home. Carinata learn to make full advantage of their strengths and to assess the weaknesses of others, learning the games of court intrigue well. They hold loyalty to their own above all else, but even then a spider’s kin are only valued if its full. Devoid of scruples and ruled by private agendas, the members of Vaes Carinata are not above sacrificing those they call friends and lovers for their own gains if there proves to be no other way to advance. While some hold family loyalty or public image in high value, Vaes Carinata only seeks to climb the social ladder, even if it means stepping on the rungs of loved ones to do so.

### Traits and Characteristics

Carinata are considered beautiful and exotic by most Nirvaan, with black hair and fair skin ranging in shades of reds to violets. They tend to be slender of body but with a cool and collected demeanor. They adorn themselves in long robes of dark purple and black, with rings and piercings of different valuable metals decorating their bodies. Considered aloof yet attractive by Nirvaan standards, Vaes Carinata has had little difficulty in aligning with other families through marriage over the years.

## History

Little is known of Vaes Carinata's origin as they sprung up early in the reign of Vaes Septus under mysterious circumstances. Accounts differ as to their formation. The members of the family themselves claim origin from the Shadow-Weaver Aranàs the Black who, according to legend, smelled a faint trace of poison in the air of the royal palace during a banquet and managed to save the Imperator's life at the time and was awarded a Vaesra. The Inquisition records trace the Carinata bloodline back to a Nirvaan who was the last of a family that had been eradicated by a Kagora. No matter their origin, Vaes Carinata has been pledged to Vaes Whrel for many centuries and has gained notoriety for their mixtures of poisons and stimulants as well as for developing stealth technology for assassination work.
Lambert Greaves

**Lambert Ronald Greaves** is a Terran bio-weapon's researcher and scientist who specializes in human-Daemon research, having mastered the Slayer's arts of "Christening". He leads his Division in the Bureau with cold and ruthless precision, not allowing human morals to get in the way of his research.

## Appearance

In his youth, Greaves was regarded as handsome, with dark, wavy hair he kept in a loose ponytail that hung down his back. He was often seen in his laboratory coat and relied on reading glasses. His skin was milky pale and he had a cold but relaxed set of jade green eyes. His voice was equally smooth but stern, betraying little emotion to those who heard it.

The loss of his family and years of stress and depression took their toll on the man, as he began to visibly display signs of wear. Dark bags formed beneath his eyes, his once-smooth voice became more raspy from smoking, and his posture became more hunched and lazy.

At age 67, his dark hair has turned completely silver and is worn neatly groomed short. Wrinkles line his face and body, but his posture and regard has improved. He is still viewed as a cold and intimidating man, with whom few wish to make their enemy. He has been described as having a chilling, analyzing gaze that seemed to study people as if they were rats in a maze rather than people.
Iraketh

**Iraketh** is a smooth, durable metal found on the planet Orsalon where it is mined extensively for use in the Imperium's war effort. It is noteworthy for being able to deflect Magick-based attacks and being significantly resistant to many forms of heat and pressure, making it vital for Legionnaires on the battlefield.

## Appearance and Properties

Iraketh, in its base form, appears as a shiny, gold-like mineral that is smooth and reflects light that touches it. It can be painted and does not easily deteriorate from water. Its melting point is around the same as steel.

While it's lightweight and durable, Iraketh's most noteworthy trait is it repulses Magickal discharges, making it invaluable in warfare against Magick users. While it can bounce Magick blasts off its' surface, it doesn't hinder anyone wearing it from using Magick themselves.
Arli

**Arli** is a planet in the Kelta system of the Core, being the homeworld of the Arlion people. A lush and vibrant world rich with forests, rolling hills, and mountainous regions, Arli has several major centers and cities with which the native Arlion people conduct trade and diplomacy.

## Geography

Arli has a total of five continents - Kithrad, Nuvira, Aenora, Arkad, and Vakar.

## Notable Arlions

* Scourge

* Yaron Nihlas
Vendryn Taesigar

### Occupation

Security Consultant for Law Offices of Yathel-Vori, Squad leader of Zythar squad (former), Lieutenant of Thàdalan company (former), Vynasarung operative (former)

### Affiliation

Yathel-Vori Law and Consult, Vynatharas (former)

### Relatives

Unnamed father, unnamed mother, two unnamed older brothers

### Eye color

yellow

*"A man who has mastered himself in the fires of war, whose loyalty is as hard and unyielding as steel."* -Author regarding Vendryn Taesigar.

**Vendryn Taesigar** is a former Vynasarung (VSG) Lieutenant during the Great War and currently works as a security consultant for Yathel-Vori Law, an attorney group based on Kegam-VI. During the war, Vendryn served as squad leader of Zythar squad during the Siege of Selgoth. His squad all earned platinum citations during the war and he personally was awarded the Heart of Mara twice for acts of singular valor and courage - once for turning the tide of battle on Philos V and then again for aiding in the assassination of Harbinger-General Umbris Morosir later into the war. Pragmatic, cordial, and never one to back down from his convictions, Vendryn is regarded by many as equal parts loyal friend and bullheaded fighter.

## Appearance

Vendryn is a well-built Elvaan man with short, dark bluish purple hair, blue-green skin, and yellow eyes. The ends of his shoulder spikes and head ridges are tinted with yellow while white *kuvi* markings line his body.

## Personality

Vendryn is a reserved and quiet man but resourceful, decisive, loyal, and courageous. His formative years shaped the man he would one day become as a humble but hard-working individual who prioritized his family and unit over himself. Vendryn claims much of his value system had been passed to him by his father, a skeggle farmer and former soldier himself. Vendryn is described as a hothead by some and a "glutton for punishment", never backing down from a fight even when the odds are significantly stacked against him. He is not without restraint, however, and never gets his unit into conflicts he believes would put them at too much risk.

## Weapons and Equipment

* **Arcthel V2 Carbine** -

* **Twin Vestar .42 Pistols** -

* **Ronin Mk. V Armor** -
Rynalda Vispar

*"A viper, striking as fast as lightning.*

**Rynalda "Ryn" Vispar**, professionally known as "Daggerfang", is a mercenary in the employ of Hexa Jurusa. Extremely skilled and lethal with a wide variety of firearms and blades, Ryn stands as one of the most deadly gunfighters in the entirety of the Reach, having never lost a duel and, supposedly, never missing a shot. With cold precision, she protects her employer's interests while earning a hefty sum of credits that go toward her family living in remote safety outside of her mercenary life.

## Appearance

Rynalda is a Skillian with green scales, amber eyes, and dark green hair worn in a dreadlock ponytail.
Kerrik Xirn

### Occupation

Owner and Chairman of XirCorp., XirXae Biomedical, and Tarasa Colonial; Shareholder in Orion Energy, Unikain Pharmaceutical, and other leading human companies; Chairman within the Syndicate.

### Affiliation

XirCorp, the Syndicate, Tarasa Colonial, Orion Energy, Unikain Pharmaceutical, other major human corporations.

### Relatives

Kagan Xirn (Father, deceased), Maria Xirn (Mother, deceased)

### Eye color

Amber

*"A tiger that watches, waits, and times his strike perfectly. He is a refined, new age predator."* -Author regarding Kerrik Xirn.

**Kerrik Xirn** is a Human corporate leader and, secretly, a crimelord within the Syndicate. With near limitless wealth and influence within the URN, Kerrik works in secret to form an empire of his own within the Core and establish his name as one that will never be forgotten. Most see him as cold and detached from the day-to-day running of his megacorporation, XirCorp, and its affiliate industries though Kerrik maintains a tight hold over his holdings through fearfully loyal employees and carefully planted informants.

## Appearance

Kerrik has light brown skin, amber eyes, and dark brown hair that is coiled into thin cornrows that hang down the back of his neck. He has a light stubble on his jaw and a gold earring on his left ear.
Azure Spire

The **Azure Spire** is a fabled tower and repository of Magickal knowledge and arcane artifacts, supposedly including the Book of Life, Book of Secrets, the secrets to manipulating Aether, the Eternias manuals, the Sword of Dusk, and many other relics thought to only exist in legends.

The Spire is a subject of academic debate among colleges and schools of Magick and many question its' existence entirely. However, this has not discouraged many hopeful scholars and Sorcerers from seeking it out. The few that venture far enough out into the Dark Regions and return find nothing to conclude the tower's existence or location, and are too discouraged by the dangers posed by the hazardous areas of space to make any second attempts.
Whargon

**Whargon** are large, carnivorous marine mammals native to Ileos. Preying on seals, carba, and the native Shiraxians and Vilor, the Whargon are feared for their large size and willingness to eat just about anything they can. While preferring fatty seals, they will eat most anything they can get their teeth on with the exception of the crustoid Qrayk, finding their shell-covered bodies difficult to consume. They usually are solitary hunters, gathering only in groups during mating season. The females are far larger and have to take care to protect their young from the adult males.
Cyndra Kaldrassi

### Relatives

Destra Kaldrassi (mother, deceased), Ashra Kaldrassi (sister, elder), Vira Kaldrassi (sister, younger)

### Eye color

Jade

*"A fish that has swam with the current of the stream, never daring to cross into unfamiliar waters."*

**Cyndra Kaldrassi** is a Heskra Witch Acolyte and member of the Ashfall Coven. A learned student of the Felarn arts of Daemon Summoning before losing her Magick in the Krand War, Cyndra is a native to the barren deserts and rocky mountains of Drosa along with the other members of her family and coven. Cyndra harbors bitter resentment toward the Krand for their part in robbing her people of Magick and for killing her mother. She also has a trained hatred of all Core world peoples for being the enemy of the late Dark Star Empire. Young and naive in the ways of the galaxy, Cyndra has dreams of avenging her mother's death.
Albion-class star cruiser

### Armaments

Arc-cannons (20), base laser batteries (25), Proton torpedoes tubes (14), point defense turrets (40)

### Shielding

Advanced Targa regenerating shield arrays

### Software

Advanced tactical analysis interface (TAI), Advanced software walls and barriers, targeting computers, life support systems, system scanner

### Escape Craft

Escape pods (250), life support boats (50), Minwa-class shuttles (5)

### Passengers

Space for 1,700 additional troops and staff

## Usage Information

### Role(s)

Carrier, battle cruiser, transport, mobile base

### Affiliation

Core Alliance of Systems, Republic of Elvala

A sturdy and reliable addition to the Alliance Defense Fleet, the S1 *Albion*-class star cruiser is the brain child of renowned Elvaan strategists Elrìn Gaeron and Bardendàl Sùrion with additions added by human ship mechanic Arasko Sans. Designed under the image of a cruise liner and transport vessel, the *Albion* was designed to be an exploration and scouting vessel with significant combat-superiority technologies added to the mix. Introduced as a first-of-its-kind ship following the appointment of Commander Arandar Sùrion as head of the battle group Pioneer One, the *Albion* is expected to introduce a new consideration when it comes to Alliance ship manufacturing and warfare.
The Great-Thane

The Great-Thane of the Allied Clans is the leader of the allied dwarven clans of the Southern Thundersummits. The current ruler of the Allied Clans is Great-Thane Mandel, formerly of the Oakmount Clan. He is known to be opposed to the Truce of Wheelaris.

Upon election at The Summit at Snowtower, the Great-Thane ceases to have a Clan-name, instead being considered part of every clan and the individual leader of none.
Braja Rachniss

### Relatives

Ozia'la'Voria (artificial daughter), Kregis (artificial son), Philos Uniron (artificial daughter), several experimental "children"

### Eye color

Garnet

*"A bloated spider spinning an endless web. She lives for her work, and she works for her life."* -Author regarding Braja Rachniss.

**Braja Rachniss** is a Heskra Witchlord and the former Sovereignt General of the 4th Fleet of the Dark Star Empire during the Great War. Renown for her brilliant intellect and eccentricity, even among Heskra, Rachniss was placed in charge of the Empire's secretive Darkweb projects where she received considerable funding and prisoners to use as test subjects for various weapons and war machines of her own design. Working closely with her fellow generals, Umbris Morosir and Sylvar Tryvas, Rachniss became a part of the former's inner circle to further the aims of the Cardinals - agents of the Dark Court. After being spirited away from her base on Vastra, Rachniss has retreated from the galactic scene to work in secret for her master's ends.
Tyvín

*"Íliva's gift to all Vaan: Tyvín. Clear as truth and twice as sharp."* -Arandar Sùrion

**Tyvín** (Pro. Tuh-eye-vuh-een), also known as "Clearsteel" and "Shadow-Glass", is a glass-like mineral found on Thyràsal's second moon, Íliva. Tyvín has the strange attribute of camouflaging animal tissue in reflected light from its' smooth and clear surfaces, offering those who fashion armor from it a deceptive advantage. It is also notably very durable and, when made into sharp weapons like swords and polearms, has been said to be exceptionally sharp.
Anra Nidras

**Anra Nidras** is the oldest fortress on Naxros and serves as both the family home of Vaes Thraul and the capital of the Empire of Malrau. Situated on the southern face of the Alkari mountains, Anra Nidras is snowbound for much of the year on Naxros and is difficult to reach during winter storms. Built by a previous lord of Vaes Thraul to serve as a private retreat, it has since been transformed by its current owner, Vaenor Thraul II, into a fortified and defensible stronghold that is able to repel most forms of attack and withstand a siege for three years.

## Geography

The castle stands only a slope, built into the mountain itself with carved stone stairs leading down a winding path to the foot of the twin mountains of Alkari. Resting nearby is a small lake that freezes on and off during the winter and summer months. Across from it, the port town of Cascora sits beside the lake and deals heavily in trade for the Malrau Empire, helping Vaes Thraul financially with its food and fuel supplies as well as the plentiful timber.

## Occupants

* Vaenor Thraul II

* Katera Shentakor
Aeos Wiki

## Aeos

Aeos is a galaxy of mysticism and adventure, with threats lurking on every world. A rich and vibrant universe with many different races and worlds, Aeos is full of intricate cultures and factions. Wars are waged, alliances forged, and societies shaped. This is a science-fantasy paracosm created by CrazGanon, with help of his ever-supportive life partner, Zexeos.
Asmodeus

**Asmodeus** is the Daevora Prince of Lust and Lord Paramount of the realm of Ijura. A manipulative and sex-addicted man, Asmodeus longs to feel the experience of love, citing that it is the one thrill he has yet to enjoy. He makes a game of enslaving others to his will and has true attachment to little, reflected by his luxurious castle in his otherwise bleak land.

## Appearance

An androgynous man in his human form, Asmodeus has long, flowing blonde hair and slitted, sea blue eyes with pale skin and a body with an "enticing scent". He often wears fine, stylish outfits accented with vibrant colors and rich furs.

His Daemonic form is similar albeit with black sclera around his eyes, sharp canines, and dark grey fur covering his body. His fingernails grow out into claws and his feet turn more wolf like, with a bushy tail emerging from his lower back. His ears become more pointed and tipped with fur and his features become more notably beast-like.
Vaes Vong

***Vaes Vong*** is an *esthra*-tier Nirvaan noble House lead by the current Archon, Valderious Vong. They are based on the planet Capal V in the Capal system of the Crownlands. Wealthy, influential, and in command of some of the oldest living Nirvaan families in the entire Imperium, Vaes Vong has spent its existence collecting and hoarding mystical knowledge, ranging from ancient Atlian texts and relics to Magickal artifacts of alien origin. Known for their insatiable hunger for knowledge and their traditionally treacherous and manipulative nature, many rumors surround the dark halls of Crasa Vong and the inhumane experiments performed within.

While their *prima* is Valderious, they are lead mostly by his sister, Manara Vong, who works diligently to weave a solid series of alliances with other powerful Vaesra to help protect the family. Their family crest is that of a black Capalian basilisk coiling around a Seeing Star with a green background.

## Culture

Vaes Vong is one of the most ancient and influential of the old Nirvaan families, dating back to the time of Arcturus Vong, the first Archon of the very first royal lineage in the Imperium. Vaes Vong is one of scholarly and theological study, having funded and constructed many academies, colleges, and *basilicas* throughout the realm. Vongs are a proud family, treasuring their valued bloodlines that they can trace back farther than most. They believe firmly in the notion that knowledge is power, and hoard that power for themselves whenever possible.

Many outsiders see Vongs as treacherous and power-hungry. While not untrue of some, Vaes Vong has often been the keepers of mystical lore in the Imperium and have helped teach several generations of Nirvaan the arts of Magick.

### Traits and Characteristics

Generally, Vongs have orange or red skin and dark hair. Their eyes are almost always a deep silver or lavender, said to be considered beautiful amongst Nirvaan and making members of the prestigious family contested suitors.
Felisian

**Felisians** are a feline-humanoid race native to the planet Tsunir in the Felon system of the Core. Proud and loyal with an adventurous spirit, Felisians are seen as exotic and wealthy in life and virtue. With a shorter life span than most races, most Felisians live to be about 70 in human years thus giving them their want for adventurous and noteworthy lives.

## Appearance and Biology

Resembling anthropomorphic cats, Felisians stand on two legs but retain features found in domesticated cats. They have feline eyes and while their hands have finger-like digits, their feet end in paws. From the bottom of their spinal column rests a sensitive tail used for keeping balance and thin whiskers line their cheeks and brows. Their entire bodies are covered in varying colors and amounts of fur.

Depending on the region of origin, Felisians take on a variety of different colors and appearances, with some having long, thin tails and spots and others being bushy and more flat-faced.

## Culture

Generally, Felisians are a proud and diverse people with a strong curiosity and an adventurous spirit. Arandar describes them taking to space flight as being like they were born to do so, with Felisian pilots being second to none.

### Language

Felisians speak both Universal and Tsurrir, the common tongue among all Felisians. Different nations on Tsunir speak different languages, with the Daatrosi speaking the Kaparu language of their ancestors developed over many generations. The Qwapu tribes speak a blend of Tsurrir and Qwopola, their ancestor's language that has been bastardized over many years. The mountain-dwelling Ashari tribes strictly speak Dondwam, a rough dialect that even modern day Felisians struggle with.

## Military

The Felisian Republic has the largest fleet of all registered Core governments, with over 20,000 cruisers and around 120,000 starships. Known to Felisians as the Kangobi Armada, named after the famous Admiral Fadrus Kangobi, the Felisian fleet makes up the bulk of the Core Naval Reserve.

## Notable Felisians

* Neif
* Tryska Arassi
Ruin-class bomber

The independently-crafted ***Ruin***-class bomber is an old but reliable bomber craft utilized by independent groups throughout the Reach and even the Core. Its' stocky frame and cheap cost made it the staple bomber for the Dark Star Empire during the Great War, wreaking devastation on both cruisers and ground targets alike. It is often employed by the Xhorm Cartel and pirate groups for disabling ships before boarding.