recursal/Fanatic-Fandom huggingface dataset:
Akistra Vanrir

Akistra VanrirCogent Sheet

## History

### Early Life

Akistra was raised in a remote village far in the mountains of the Persan homeworld of Malkuth, founded around a remote temple dedicated to a Persan dragon cult when Akistra demonstrated psionic sensitivity she was taken in by the cult and became a neophyte, training to master her psionic potential and become part of the priesthood.

## Characteristics

### Personality

In most circumstances Akistra is fairly cool and if often time distant and vaguely guarded around most people she meets, with a notable tendency for bluntness and a wry sense of humor. While around her friends Akistra is able to lighten up, goof around, and be more excitable but for the most part keeps and air of cool professionalism. In combat all this goes out the window and Akistra becomes a fiery berserker that revels in the bloodshed and destruction. While legitimately bloodthirsty Akistra does play up her savagery to unnerve her enemies and refuses to turn her aggression against those who are innocent or of no threat.

### Beliefs

Being raised as a warrior priestess Akistra is a deeply religious person though she could be readily described as an iconoclast in her beliefs, rejecting concepts like celibacy

### Capabilities

Akistra is highly intelligence though she less learn on more academic and intellectual knowledge but posses much practical knowledge and street smarts. She is a talent tracker and martial artist who use gloves tipped with wicked blades to enhance her grapples and tear into her foes. In combat Akistra is savage and unrestrained, revealing in the bloodshed she causes and always loving a good fight. Her favored weapon is her hardlight axe Trollslayer with Akistra preferring the simple brutality of the axe over more elegant weapons like swords.

Akistra is psionically sensitive and a powerful psion in her own right, she is radiant psion and uses raw fury, rage, and unrestrained aggression to power her psionic abilities transforming into a fearsome berserker when accessing her powers.

## Stats

* PROFILE
* RENOWN
* FINANCES

 Skathak Shadow Warrior

INCOME/EXPENSES

𝔛0 quintillion
Acephalon Beholder

### Abilities

**Psychic Immobilization** The officer directs their gaze towards you, and pulls your being of focus towards them; soon their mask is all encompassing in your vision. Immobilizes the target upon failing a ▢ 4 **Will Check**, and will keep them in place until they're able to surpass it; the target cannot use weapons as this happens.

## Other Stats

### **Perception**

▢ 10

**Acephalon Beholders** are a semi-common patrol unit belonging to the Order of Acephalon. Being considered a more senior position than the average Acephalon Officer, Beholders are beyond recognition, under their black masks having only a singular large bio-cybernetic eye in place of the usual two or three. However, as compensation for this transformation, not only do Beholders hold a higher station within the Order, they also forcefully gain the ability of psychic projection.

Empaths, they're able to ascertain the dispositions of those around them, which when on regular patrols makes them another notch in the Order's surveillance apparatus. However, against those with weaker wills, they're also able to effectively immobilize them with an overwhelming psychic presence, primarily for the purpose of suspect apprehension.

## Trivia

* Credit for the reference image goes to Minyi Design, from Artstation, at this following link.
S.

**S.,** also called **Everythingslayer,** is the creator of the Meropolis Series, and is the sole creator of this wiki.

She is a teen who first developed the idea over six years ago. All illustrations are hand-drawn by her and scanned by an HP printer.

## About

S. is a teen living "somewhere in Illinois's suburbs". She was partially inspired by three other book series to create Meropolis, and has nearly hundreds of other stories for other genres planned when "Meropolis becomes a success."

Meropolis first came into view as a random one-book story, but she quickly changed that as she got older.

## Trivia

* S. has Autism, ADHD and a non-verbal learning disorder.
* She works on the wiki and TSOK daily.
* S. has nearly hundreds of story ideas.
* S. has braces, and wears glasses.
* S. has an "original" copy of the first manuscript, which was written in a leather journal acquired at a book convention for $40. It will not be given away.
* S. is still in high school.
* S.'s birthday is January 16th, which is also Markahlihnni's birthday (Sun-Dark is equivalent to January in Meropolis.)
Kanoko Madobe

## Personality

Sakura is a very sweet, gentle and kind young woman who would do anything to keep her friends and family safe

## Physical description

### Eye color

Brown

 from The Macs, IPhones and MacOSes, and has a relationship with the other half of the Microsoft Faction, The Xboxes. They are in good terms.

## Appearance

Sakura is seen as a traditional lady from the early modern era of Japan. She has brown hair that glows orange in the moonlight with a hair ribbon showing the four Windows colors. Her clothing is a traditional kimono and a hakama of Japan, and she wears thick sandals, geta on her feet.
Army of Vigila (23 NE)

Monthly Cost | -𝔛37 quintillion

The **Army of Vigila** was a formation of the Vigilian Royal Army raised at Vigila in Priphos of 23 NE. Its purpose was to provide a permanent garrison to the Vigilian system and to train legions for forward deployment in the event of war. Originally, 37 legions were planned, mostly composed of planetary conscripts and drone units, for a total of 370,000 men, women, and units, organized into two field armies.
AoshType/AoshType-Userpage-test2

File:Cecilija Kovac.png
   Dgersdgesger

     @test2

I am a very interesting person with a very interesting life and very interesting hobbies and interests.

Dgersdgesger's Posts

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 Dgersdgesger     @test2

testtttt

Reply!

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AoshType/AoshType-Userpage-test2/AoshType-Post-test2-20240129125934
3rd Imperium of Coriusian/Trade

## Commodities and Domestic Prices

### Class I

Class I materials are best produced on planets with lots of vegetation and natural life

* Textiles - 2

* Spices - 5
	+ Krizovia - 4
* Foods - 9
	+ Krizovia - 7
	+ Reachian Commonwealth - 7
* Hydrocarbons - 2
* Furs - 8
	+ Reachian Commonwealth - 7
* Woods - 5
	+ Krizovia - 3
	+ Trillic Territories - 3
* Drugs - 10
	+ Krizovia - 7
	+ Trillic Territories - 7
	+ Varadinia - 7
* Livestock - 8
	+ Krizovia - 6
	+ Varadinia - 6

### Class II

Class II commodities are best produced on planets with large amounts of urbanization

* Capital - 8
	+ The Holy Empire of Capitol - 6
	+ Reachian Commonwealth - 6
	+ Varadinia - 6
* Financial Services - 5
	+ Commonwealth of Greater Niraao - 3
	+ Reachian Commonwealth - 3
* Electronics - 3
* Cars - 9
	+ Krizovia - 5
	+ The Holy Empire of Capitol - 5
	+ Reachian Commonwealth - 5
	+ Varadinia - 5
* Building Materials - 5
	+ Krizovia - 4
* Artificial Intelligence - 3
* Radioactive Material - 7
	+ Krizovia - 6
* Literature - 7
	+ Commonwealth of Greater Niraao - 4
	+ Reachian Commonwealth - 4
	+ Varadinia - 4
* Video Games - 10
	+ Commonwealth of Greater Niraao - 9
	+ The Holy Empire of Capitol - 7
* Arts and Culture - 5
	+ Commonwealth of Greater Niraao - 3
	+ LISA - 3
* Talent - 5
	+ Commonwealth of Greater Niraao - 3
	+ LISA - 3

### Class III

Class III materials are best produced in space

* Antimatter - 8
	+ Reachian Commonwealth - 6
	+ Varadinia - 6
* Common Minerals - 9
	+ Krizovia - 7
	+ Reachian Commonwealth - 7
* Rare Elements - 6
	+ Reachian Commonwealth - 4
	+ Varadinia - 4
* Terrestrial Military Vehicles - 8
	+ The Holy Empire of Capitol - 6
	+ Reachian Commonwealth - 6
* Space-To-Ground Craft - 10
	+ The Holy Empire of Capitol - 7
	+ Krizovia - 7
	+ Reachian Commonwealth - 7
* Small Military Spacecraft - 1
* Surveys and Risk Assessments - 5
	+ Reachian Commonwealth - 4
* Large Military Spacecrafts - 9
	+ The Holy Empire of Capitol - 5
* Capital-Class Military Spacecrafts - 5
* Hydrogen - 4
* Consumer Appliances - 5
* Small Arms - 8
	+ Commonwealth of Greater Niraao - 6
	+ Reachian Commonwealth - 6
* Quantum Breach Drives - 8
	+ The Holy Empire of Capitol - 5
* Civilian Liners - 6
	+ Krizovia - 5
* Terraforming Services - 8
	+ Commonwealth of Greater Niraao - 5
	+ Krizovia - 5
	+ Varadinia - 5
* Megastructural Engineering - 8
	+ Krizovia - 5
	+ Reachian Commonwealth - 5
	+ Varadinia - 5

### Vice Commodities

In the 3rd Imperium, vice commodities are usually regulated, but rarely banned, however, there are a few which find themselves being declared illegal.

* Liquor - 4
* Pornography - 3
* Sex Trafficking - 3
* Slavery - 2
* Prostitution - 4
* Soft Recreational Drugs - 5
* Hard Recreational Drugs - 10
	+ Krizovia - 9
* Unethical Media - 2
* Organs - 6
* Weapons of Mass Destruction - 6

## Exports

### Commonwealth of Greater Niraao

* Hydrocarbons 2 ⟶ 7 (Profit 2)
* Small Military Spacecraft 1 ⟶ 7 (Profit 5)

### Marric Union

* Textiles 2⟶5 (Profit 1)
* Small Military Spacecraft 1⟶7 (Profit 4)
* Arts and Culture 3⟶6 (Profit 1)
Apulun League

Apulun League

## Governmental information

### Leader

**Consul:** Domnola Sphrantze

**Council:** Serene Senate

### Military

**Apulun Joint Fleet** (✒5/✑9)

 Apulun Classis (✒4)
 Apulun Merchant Guard (✑9)
 Xestaes Classis (✒1)

**Apulun Joint Army** (⚔2)

 Quorentum Legion (⚔1)
 Idalae Legion (⚔1)

## Societal information

### Members

 Apulun Republic County of Xestaes
 County of Quorentum
 County of Idalae

## Historical information

### Date established

22 NAC

**Overview**Characters
Acriva

**Acriva** is the largest city in Motzkera, also being its capital and economic center. It is located in the center of the country, deep in Motzkera's harsh and arid mountain ranges. The history of the city is murky and lost to time, in-part due to the ill documented and backwater nature of the mountains it inhabits, though it has been known that for well over a thousand years, Humans have inhabited the area in various shapes and forms-- Predating the country of Motzkera itself, only coming into existence about a thousand years ago.

The city is squashed between mountains all around, leading to a degree of verticality and a premium on space, despite the city's actual low population of only about a million. Adobe, easy to insulate, buildings of two to four stories tall dominate the skyline, interspersed with poorly zoned and relatively ancient industrial developments still in use from times long past. Streets are tight, and while paved are frequently in poor condition. While there is a public transit network of trams and busses, it is poorly ran, and so most resort to foot or the utilization of compact cars and motorcycles, leading to constant traffic jams.

* Felonies such as homicide are not tolerated and will be punished by the death penalty.

## Notable Locations

### Downtown

The downtown of Acriva, though far from glamoros and rather run down, is never the less one of the primary financial hubs of Motzkera. There are multiple businesses here, along with the rather large **Municipal Bazaar** which acts as one of the country's main stand-in for what could be a mall elsewhere. Brightly lit signs and other touches of modernity clash with the old buildings here.

* City Hall
* National Police Precinct
* Acriva Municipal Bazaar
* Transportation Broker
* Acriva Commodities Exchange
* Rockslide Tavern

### Airport Town

**Airport Town** houses the **Acriva Aerodrome** which is the primary way to reach Acriva from places such as Pyrrhos, Novo Rabeta, and Admentor. offering cheap airline services and slightly more expensive shuttle services. Being recently rebuilt, it is relatively modern compared to the rest of the city.

* Acriva Aerodrome

### Palace Town

The **Presidential Palace** is a large, sprawling palace belonging to the Presidency of Motzkera, having a small part of the city in the East dedicated to it. Despite being the official resident of the President, they rarely spend time here. Within the vicinity of the Presidential Palace are other buildings of government, such as the Ministry of Interior and Parliament.

## Real Estate

*Create your own! For prices and options, see: Properties*

## Travel

 Kukhuti | Car
 The Istheria Grounds | Car
 Vakor | Car
Aoshanti Concourse

The **Aoshanti Concourse** is a group of regions in the Central Concourse. It is the heart of modern Aoshanti civilization and contains an incredible density of city worlds, such as Lindinis, Naissus, Apulum, Luxros, among others. The Aoshanti Concourse includes parts of Missionaria, Naer'si, and Royalea. It includes Aengelia, Lindinium, Cibalea, Apolonia, and Concatis in their entirety.

The region dates back to before the Aoshanti Empire and previously contained Lessos, the homeworld of the Aoshanti. During the imperial period, the center of Aoshanti civilization moved south, to Abzu. Then, Abzu was scoured and depopulated and the center moved north again.

For much of post-imperial history, the regions of Karia, northern Missionaria, and Royalea were overrun by Tesar. Successive crusades reclaimed the territory, giving rise to such polities as Karstedt, Naissus, Distal, Royalum, and the Order of the Theophylact.

## Polities

Past
* Ascendancy of the Broken Ring
* Naissian Empire
* Reformed League

Current
* Patriarchate of Lessos
* Aoshanti Republic
* Lindinis
* Concatum
* Apulun League
* Pomarian Empire
* Vigila
* Order of the Theophylact

## Weapons

### Arsenals

* Hyperion
* Societas Armamentarius
* Ferraria
* Ars Militaria
* Adiutor
* Lyraeon
* Castra Armamentorum
* Novas
* Tribunus

### Pistols

* Hyperion D-3 Photon Pistol
* Ars Militaria D-3 Photon Pistol
* Ars Militaria D-58 Photon Pistol
* Ars Militaria D-3NV Photon Pistol

### Blades

* Lyraeon Longblade (P.474)
* Lyraeon Greatblade (P.65)
* Adiutor P.49 Shortblade
* Adiutor P.80 Shortblade
Aratacian Sapper Stick (AT)

A **Sapper Stick** is a half-section-- or *stick*-- of Aratacian infantrymen armed with fire support weaponry (referred to as *sappers* in Aratacian military parlance). These formations are typically somewhat *ad hoc*, armed from the company's stockpile of surplus fire support arms. The purpose of these Sapper Sticks are to provide additional specialist firepower to infantry formations above and beyond what is typically carried in normal line sections of Tevari.

A Sapper Stick (AT) costs **6** deployment points, with 1 point per individual.
A-105 Rifle

The **A-105 Rifle** is a family of gas-operated automatic rifles that originated early in Aratacia's industrialised and spacefaring history, and a highly updated version currently serves as the nation's service rifle. Extremely ancient, the rifles were originally made to satisfy a military contract for Aratacia's royal army-- a task for which they served well for several centuries before being partially replaced with directed-energy weapons in the early Solar Era. Nonetheless, the rifles would achieve a near eternal half-life as popular civilian weapons for sporting and self defence, and have never gone out of production since their inception.

## Modern A-105 Rifle

 Two HandedPrimary+ ▢ 10 when fully proficient▢  Empty Socket▢  Empty Socket
* *Uses the Automatic Weapons proficiency.*
* *Up to **+10 dice bonus** when fully proficient.*
* *Uses a secondary proficiency called Assault Weapons (Melee), with **+8 dice bonus** when fully proficient, which covers when the firearm is used as a melee weapon. This proficiency is leveled up at the same time as the main proficiency and does not require additional skill points.*
* *May be fired twice at long range with disadvantage.*
* *May be fired twice at medium range.*
* *May be fired twice at close range.*
* *May not be fired at reach range, melee range, or grappling range.*
* *May attack once in grappling range, using the rifle as an improvised bludgeoning weapon.*
* *This range may be increased to melee range by mounting a bayonet, which takes a turn.*A conventional select-fire rifle using both chemical propellant and a series of magnetised rails. Very commonly used both by government forces and by civilians in Aratacia and elsewhere.

## A-105 Mk.2

* MODERN
* THE LONGEST PATROL

 + ▢ 2 when fully proficient
* *May be used at range.*
* *May attack twice in one turn.*
* *Up to **+2 dice bonus** when fully proficient.*
* *May be used in melee.*
* *May not be used within grappling range.*"An ancient version of the A-105 rifle. It lacks the technological advances of more modern A-105 variants and is more at home in a museum than on a battlefield. Original articles in working condition are said to go for trillions at auction due to their rarity and historical value."

 + ▢ 4 when fully proficient
* *May be used at range.*
* *May attack twice in one turn.*
* *Up to **+4 dice bonus** when fully proficient.*
* *May be used in melee.*
* *May not be used within grappling range.*"You know these are made by the lowest bidder, right?"
Advenae Enclave/Characters

## The Central Intelligence (16)

* PROFILE
* STATS

» Superintelligence» Self-improving» Extensive computational power» Dedicated» Direct» Patient» Ancient
 Offices
 Advenae Executive AI

* +10 Admin Efficiency
* Cannot lead forces
* +80 diplomatic power
* Provides +8 to rolls in duels for friendly characters on the same side in a diplomatic event
* +𝔛320,000,000 income per year

**NON-COMBAT DUEL STATS**
Automatic duel loss
Cannot lead forces

* This superintelligent AI core is housed in an enormous computing facility and cannot be moved.
* Administrative efficiency gains from Leadership increased by x2.
* If the AI core is moved, the admin efficiency bonus is lost.
* May use Leadership as an espionage stat, and their espionage bonus goes up to +10.
* Can only encrypt messages leaving the system they are embedded in.
* Can only use espionage to intercept, encrypt, and decrypt messages.
* Cannot engage in duels/automatic duel loss
* If not moved, can be destroyed or captured and used by an opposing faction.
* Cannot lead armies.
* Cannot use Psionics
* Cannot directly participate in the market/lead trade ships

## Social Shards

### Purveyor of Secrets (0)

* PROFILE
* STATS

» ⚇ **General AI** allows adaptation and self-improvement» Β **Beta Architecture** permits limited insight into organic behavior
 Offices
 Advenae Spymaster

1d20

**NON-COMBAT DUEL STATS**
1 ❤
1d20
0 Military Power

## Other

### Champion of One (0)

* PROFILE
* STATS
* DESCRIPTION

» ⚇ **General AI** allows adaptation and self-improvement» Β **Beta Architecture** allows limited engagement with organics, and insight into organic behaviors
 Offices
 Advenae Champion at the Vigilan Games

1d20

**NON-COMBAT DUEL STATS**
1 ❤
1d20
0 Military Power

* Gains one level for every duel fought, regardless of whether they won or lost it.
* May be killed when defeated.
* May be taken prisoner.
* May be killed by an opposing faction.

**Champion of One** is an Advenae droid built to serve as a contestant in the Vigilian Games of 23 NAC. Built approximately in the image of the Aoshanti, Champion of One stands at 2.2 meters tall, with a wide frame. Beyond this overall form, however, Champion of One is very clearly a mechanical machine built to fight. It is coated in thin, feather-shaped scaled plating, and an equally artificial feather crest on the head, all colored a dark gunmetal with orange accents, including orange false eyes that conceal it's primary sensor packages. Champion of One is programmed in a plethora of combat scenarios, ranging from the use of fist and blade, to firearms. Additionally, it contains numerous social and behavioral routines designed to integrate with the expectations and conduct of the Games.
Lucky

Template:New

## Example

For her older and more "Tsundere" version, go *Lucky (Kahogona 3 Imouto)*

**Lucky** is the protagonist of *妹3!*. Despite being a little childish, naive and ditzy, she cares for her friends greatly. Her best friends are Stacey and Boxy, and has a crush on her other friend, Wasu. (According to fanservice, Lucky may have a incestous relationship with Nin, her older brother.

## Trivia

* Her name is "Lucky" referencing to the fact Nintendo is very child friendly and targets its games and consoles at kids.
* She is a stereotypical Imouto loli girl: She always greets Nin and Blanc (Her older siblings) with a smile, she gets stalked by older men (Especially Toshiaki Futaba) and she is childlike and enthusiastic. Though she does have an older version, the link is in the start of the page.
* Lucky is incredibly shy around Nin and Wasu which is shown in the fanservice episode *The ocean of my dreams!*
* When Nin and her were talking in *The ocean of my dreams!* she mentions she was born as a funny, cute little girl who is too childish, also referencing to Nintendo targeting kids, and referring to being a loli.
Embodied or Grounded Cognition

Overly wordy placeholder for Holly, who will flesh this out herself asap:

Three of the big names in cognitive psychology are associated with the theory that cognition is embodied, or based in physical experience. **Eleanor Rosch** (Thing #35) and collaborators published a book titled *The Embodied Mind*(1991). They wrote, "By using the term *embodied* we mean to highlight two points: first that cognition depends upon the kinds of experience that come from having a body with various sensorimotor capacities, and second, that these individual sensorimotor capacities are themselves embedded in a more encompassing biological, psychological and cultural context."

**George Lakoff** has written extensively on the topic, arguing that all cognition is grounded in bodily experience and action. Most influential, his research on people's understanding and use of *metaphors*reveals that people use physical knowledge to understand abstract concepts (e.g., think for a moment of your knowledge about what *concepts*are, and you'll realize that our knowledge about concepts and categories is anchored in our physical experience with containers and territories, with some things *in the category* and other things *near the boundary* and so forth). I strongly recommend his books *The Metaphors We Live By* (1980) and *Women, Fire and Dangerous Things* (1987).

Perhaps the best-known advocate of the embodied-cognition view is **Larry Barsalou**,who prefers the broader term "grounded cognition" to convey that knowledge is grounded in physical experience rather than being amodal and purely symbolic. For an overview, see http://matt.colorado.edu/teaching/highcog/readings/b8.pdf
Vert

Vert is a video game obsessed character who first took part in the video game series *Hyperdimension Neptunia*. She is a very mature goddess who protects Leanbox and was rumored to be once a Human.

## Vert

Vert fighting Xbox 360 Out of fear of being replaced.

## After School Life

### Hobbies

Playing video games with her friends and with Boxy, reading Yaoi (Especially Pretty Guardian Sailor.....IGN!

## Personality

She acts very mature around her friends and even her placement bloother Haruko Souma, and gets very competitive at war. And she has a fear of being replaced a lot, and even threatened to destroy Xbox 360.

## Appearance

Vert is a busty goddess who wears a green dress and a frilly skirt. She has blond hair that turns green as Green Heart and blue eyes that turn purple.

## Corruption

### During the corruption

Vert becomes a self-obsessed freak. Vert starts taunting Lucky, Boxy and Blanc for having a small chest and always brags about her breasts. Then, she sees that Toshiaki Futaba is hanging out with 360 more than the other people he hangs out with, including Vert. Then, she decides to literally destroy 360. She becomes the Soul of Selfishness.
Acatalepsy

**Acatalepsy** is a ruined Aoshanti fortress-world located in the null-sec space east of the Phero Ecumene. Formerly the site of an archaeological expedition, the 13 NE Natalite raid and subsequent disaster saw all Ecumene assets pulled from the world and surrounding system.

An Etherspace waystation between Itterbeck and Caishiwa currently rests at Acatelpsy's approximate location.

## Trivia

* "**Acatalepsy**" is a concept in philosophy relating to the incomprehensibility of something.
Ajirai the Vile

AjiraiCogentMilitary
**Ternaculan A'Ajirai**, known to outsiders as **Ajirai the Vile**, sometimes confused or conflated with the presumed deceased Magnai A'Ternaculan, his father, is a powerful Tesari warlord, general, and mystic from the A' house of the Imperium of Ur-Tesar.

In a time where the Tesar have been handed defeat after defeat, Ajirai appears to stand apart, made exceptional by the fact that he holds himself as if Aoshtai were still in a time where Tesari armies were rampant and scoured entire kingdoms. He projects a casual and dismissive contempt for other races, cultures, and civilizations, valuing only strength, cunning, control, and the ability to use deadly violence—of which he has plenty. He appears to enjoy engaging in sadistic acts of violence simply for the satisfaction of proving that he can, seductive for many Tesari at a time when the race is trapped in a condition of vassalage to the Aoshanti Empire.

He is the current wielder of [Dominion] and the master of Mulugatan.

## Stats

* PROFILE
* PERSONAL FINANCES

 Warlord

INCOME/EXPENSES

**3.23 NE** +𝔛20,833,333 from holdings
**3.23 NE** +𝔛24,166,666 from earnings at the arena

𝔛44,999,999
Angelbane the Magnificent

> "*That's Grand Admiral Sir Mr. Angelbane to you, sir!*"
>
> **- Angelbane**
>
>

**Angelbane the Magnificent**, born **Lyran Itesh Pipebus the Third**, is the nibling entrepreneur, entertainer, and warlord behind the Angelbane Syndicate, the traveling Angelbane Hall of Wonders, and the Angelbane Arena. A self-declared "ultra-genius," Angelbane emerged from the lawless Ankat region some decades ago at the head of a traveling circus with a menagerie of exotic creatures. Aside from entertaining large crowds, the circus also engaged in all sorts of nefarious activities.

Over decades, he refined the Greatest Show Ever's offerings into a business model: in every system his fleet visited, he acted as an enabler for all sorts of vices, from drugs, to sex, to gambling, to blood sports. Wherever he went, the customers kept coming, which means the cubits flowed into his coffers faster than he could spend them, on more shows, more stock, more animals, more enforcers, more slaves, more ships.

A libertarian at heart, and ideologically opposed to the very idea of government (unless he's the one running it), Angelbane returned to Ankat and established himself there, in total freedom. His organization became known as the Angelbane Consortium, with its internationally-renowned tourist attractions supported by slave pits, primitive manufactories, and armies of robots. In the modern day, he is fighting on multiple fronts to establish his total sovereignty over Greater Ankat, though he is only one of many warlords to be attempting to do so. Angelbane's network of contacts and black market agents throughout the Cluster is known as the Angelbane Syndicate.

## Stats

* PROFILE
* RENOWN
* FINANCES

 Syndicate Boss

INCOME/EXPENSES

𝔛0 quintillion
Archon

Archon

Among the founding worlds of the Naer'si Republic, Archon is a city-world of some 10 billion known best for its remarkably extensive orbital infrastructure. Since the early periods preceding the republic's founding, Archon has remained closely tied to the other founding systems of Neocraea and Genoh. Originally bearing only a modest baseline Human population, mass dissemination of Liranans across the region centuries ago and the close proximity ever since has seen the population of Archon become highly intermingled between the groups.

Archon was among the worlds once inhabited by the Aoshanti Empire of antiquity, but was similarly razed outright like many other worlds to the deep south of the modern Aoshanti Concourse. Consequently, numerous ruins and marks of devastation remain to the modern day. Some two millennia ago, Archon would be resettled by displaced human populations arriving across the region, but as with its sister worlds said small population struggled with the still-damaged climate of their new home, technologically regressing for a time.

The Archon system is host to Naer'si's primary shipbuilding centers, integrated into the particularly vast array of stations interconnected above the planet's equator. Though this narrow array pales in comparison to any true megastructural ringworlds known to the galaxy, it nonetheless serves as a great accomplishment and mark of prestige.

It's capitol and most populous city is the metropolis of Nehmet.

## Characteristics

Archon is dominated by one primary megacontinent, which hosts the majority of its population. This landmass is widely urbanized, and bears a range climates strongly influenced by latitude along the large continent. Various smaller, more oceanic archipelagos and subcontinents are present, but were not extensively populated until an influx of Lirana immigrants came to live there, leveraging their extensive experience in oceanic-adjacent habitation.

## Related Bodies

The wider star system is not habitable, but contains four rocky planets in a wide range of sizes in addition to several gas giant systems. Archon's star is smaller than average, shining in a orange-dominated hue.
Aldrean Empire

This page is under construction. Author considers this article to be unfinished or in need of an update or a revamp.

Great PowerAldaran ConfederationMinor PowerAldrean Empire

## Historical information

### Date established

13,211 PR
1373 BNAC

*Main article: The Divide*

## Diplomatic Relations

*See Also: The Divide#Outlined: Policies of the Confederation*
While officially a neutral power like others in the Confederation, the Aldrean Empire maintains a number of relationships and agreements dating back to its reign over the Divide. Most prominent is the Empire's millennia-old alliance with the Kingdom of Astan. Aldrea is also on good terms with the kingdoms partitioned from it after the Peace of Iubar, and there are many within the nobility who seek to restore the Ehcatl Pact with the Caishiwara Despotate. Attempts to encourage cooperation between the Confederation and its neighbours in Aoshtai have been met with mixed success, and have lately been the cause of much frustration within the Talven Sanctums.

### Alliances & Commitments

**Aldaran Confederation**
   **~** Aereithel
   **~** Sanctum of Aldar
   ▲ High Assemblage
   ▲ Council of Iridia
   ▲ Bonds of Kallos
   **~** Three Rings Republic
   ▲ Kingdom of Visrea
   ▲ Sanctum of Votum
**Other alliances**
   ▲ Kingdom of Astan
   ▲ Kingdom of Astan
   **~** Kingdom of Iphea
   ▲ Kingdom of Visrea

### Trade & Support Relations

None
None

### Rivals & Enemies

   **!** Kingdom of Dreiggan

None

None
None

### Embassies & Diplomatic Missions

  Karstedt
WEST CONCOURSE
  Aereithel
  Sanctum of Aldar
  Kingdom of Astan
  Republic of Chaykorom
  High Assemblage
  Ibi's Hollow
  Kingdom of Iphea
  Council of Iridia
  Bonds of Kallos
  Kingdom of Stallas
  Three Rings Republic
  Kingdom of Visrea
  Kingdom of Vistallas
  Sanctum of Votum
  Caishiwara Despotate
  Karstedt
WEST CONCOURSE
  Sanctum of Aldar
  Kingdom of Astan
  Republic of Chaykorom
  Ibi's Hollow
  Kingdom of Iphea
  Council of Iridia
  Bonds of Kallos
  Three Rings Republic
  Kingdom of Visrea
  Sanctum of Votum
  Caishiwara Despotate
  High Assemblage
Armiyne vad Braunech

Armiyne vad BraunechCogent Sheet

> "*Welcome to the Adresaas, former Queen of Anaxos. Cause no trouble.*"
>
> **- Immigration Inspector**
>
>

**Armiyne Phidias Damaux vad Braunech** is the current Marquise of Vallbrok-Horket, former leader of Anaxos and violent war criminal in exile from her homeworld. A woman of low cunning, harsh leadership, and a sense of superiority and xenophobia to those not of Agatropian blood.

## Characteristics

In her various positions, Armiyne was a capricious, autocratic, and personalistic leader. She actively chose favorites, pitted subordinates, allies, and enemies against each other, employed bribes, threats, blackmail, and all other manner of inducements, and weaponized her choleric and unstable personality to build and maintain her power. Her several rules were as follows: don't be against me; don't be weak; don't be caught without a weapon.

In this way, she climbed to the highest position among the clans of Anaxos and held her sway for many years. For much of that duration, she used many methods to prevent the Kleitian elite from implementing policies which she and her Adresaan patrons objected to. The most effective among these methods was to threaten that the agatropian community would riot in the streets, which occurred on several occasions. Through her sway over the provinces of Anaxos, she was able to use the provinces' economic heft to punish enemies and reward allies, and several assassinations were linked to her.

In public, Armiyne employed various rhetorical tactics. She frequently stressed agatropian victimhood and blamed many of her people's behavior, including sapient rights abuses in Anaxos, unlawful conduct, and war crimes, as the legacy of racism and abuse. She frequently exploited for political purposes the legacy of the agatropian defeat during the Great Seltinian War and subsequent treatment of agatrops in subsequent centuries, claiming that it was Kleitos which needed to capitulate to all her demands in order to redress that history. She would use anything short of total capitulation to her demands as evidence of racism against agatrops, enflaming racial tensions on Kleitos to the point of civil war.

## Stats

* PROFILE
* RENOWN
* FINANCES

INCOME/EXPENSES

𝔛0 quintillion
(Challenge) Kaikyo Minato Mining

Kaikyo Minato is one of the most resource rich systems in the Arrival, and even though mining operations have taken place here for over three thousand years, there are still countless unclaimed asteroids within the asteriod belt and the outer bands of the system. These bodies, with no legal owner, are free pickings just as long as the material proceeds are provided to a Kaikiri company (and thus the Kaikiri state). You have elected to try and extract these proceeds.

Setting out from the Miteshina Materials Exchange and Refinery, either with your own mining shuttle, a newly bought one, or a rented one-- The solar system awaits.

## Base Rules

* You can make excursions back out **four times a month**. If you have to leave an asteroid because your carrying capacity is maxed out, you can make your way back to it, but you will have to roll for a possible encounter again.
* A mining shuttle with one cargo bay can hold 10 , a mining shuttle with two cargo bays can hold 20 .

## Stage 1: Computers Check

Mining shuttles are equipped with highly advanced sensors that scan the solar system, and find asteroids that ping back high material deposits. Space is big, though, and it requires a skilled hand to actually make sense of such a wide dirth of data and point the sensors towards the proper place.

Roll a 1d20+**Computers**, and then refer to the table down below.

 A little poor.
 Average.
 We're rich!

## Stage 2: Clearing it Out

Space is large, but it isn't empty, in-matter of fact there's all kinds of life out there taking refuge in whatever bits of solid mass there is. Normally, if this were a company operation, a prospective asteroid would be cleared out by a designated security team or hired mercenaries if it had anything living inside it. But since you're hoofing it on your own, you'll have to do the hard work yourself if you want to get to the riches held within.

Into those foreboding caves you go... Roll a 1d5 on the following table.

 Wiggle time!
 More than a couple Ionomorphs.
 A couple of Ionomorphs.
 All clear!

## Stage 3: Get the drill going!

With nothing standing in your way, the asteroid is yours to extract from. The mining shuttle will do most of the work, you just have to supervise on-board to make sure everything is handled. It will automatically extract the asteroids' ore into its cargo hold.
Amestrian-Basur Trade Conflict

After an Amestrian trade convoy to Persa was attacked by the Basur Pirates, with the Confederation of the Basur Pirates declaring war, the Karstag of the Dominion of Amestria voted to declare a War of Reprisal against the Basur for carrying an attack on Amestrian ships, committing crimes against Amestrian civilians, as well as publicly insulting Amestria.

With this declaration of war, Amestria vowed that the Basur would be hunted down and brought to justice.
Adelpha Ahyra-Lylel/Cogent

Adelpha Ahyra-LylelCogent Sheet

 If behind cover or a shield, give up your movement and action to be invulnerable to frontal ranged attacks for that turn.

#### Charge

 If you are within medium range of a target and no closer, you expend your action and a considerable amount of energy to rush over the distance separating you, building up momentum to strike. There must be open ground between you. They cannot evade you so long as they are on the ground. You spend your turn closing the distance, and on your next turn you can attack them if you so wish. Your momentum gives you a +2 to your next attack roll. This ability allows the character to overcome the effects of suppression, though the -2 malnus from it still applies.

#### Shove

 Force the target back 5 feet. Interrupts spellcasting. Requires a weapon the same length or longer than that of your opponent, or a shield.

#### Brace

 You expend your movement, your action, and a considerable amount of energy to brace yourself for an oncoming charge. You subtract 2 from their charge bonus. If you have a weapon which is the same length or longer than your charging opponent, you attack first when they close with you, regardless of your Reflex.

#### Flurry

 As your action, make your normal number of attacks plus one. These do not have to be the same target. Make all of these rolls with -2 to your attack dice.

#### Cleave

 As your action, you cleave with your melee weapon through two enemies, making a regular melee attack against both. You may spend energy to increase the number of enemies which you attack, spending 1 Energy per additional enemy.
Aratacian Sapper (AT)

**Sappers** are weapons specialists attached to sections of Tevari. They carry the group's fire support, and in this case the Sapper is equipped with the A154 SMHR; a breechloading recoilless rifle. His primary purpose is to act as the section's defence against armoured vehicles; for this purpose the A154 is extremely effective against lightly-armoured combat vehicles such as personnel carriers or war-drones, but less effective against main battle tanks except from the side or at very close range.
Agatropia

The capital of the planet of Adrealis is the city of **Agatropia**, a giant continental region spanning metropolis founded on one side of a large chasm leading to a great deal of fortification benefits. Adrealian architecture is a blend of advanced concrete construction mixed with the old brutalist statement of the ancient **Medracovan peoples**, with giant towering skyscrapers, complex labyrinths of motorways, and large commerce and recreational districts for visitors to satiate their vices. The city is unique for its monuments to the past glories of its empire, large parks dedicated to the preservation of Adrealian wildlife, and a number of ancient buildings that once housed the government of the Adresaas Republic. Two large statues of the Sisters loom over the Gulf district in a proud display of culture, one with a book and staff, and the other a jagged sword and whip to symbolize chaos and order.

Like many Agatropian city, Agatropia incorporates vast areas of construct in its design. The streets are large and always clogged with automobile traffic, the skyline usually blocked out by enormous buildings that almost block out the sun from ground-view, and the sidewalk usually taken up by large amounts of people walking the commute to their jobs if they cannot make it with the traffic. This makes most of the city, outside of the noble district, fairly incomprehensibly clustered for those not used to the urban sprawl. To combat this, most buildings are accompanied by **skywalks** large complexes of balcony-bridges that give a bit of fresh air from the crowds down below. Common people typically are found making their commutes to jobs and simple recreational spots of fun along the vast highway systems, or take the metro if they have extra cash to spend. Wealthier citizens may take a Luernschaffer to their jobs which usually sit at the top of skyscrapers or other farther away places from their residential district.

## Notable Locations

### Public Buildings

* Vechtenstag
* Ladeatrix Elysium

## Districts

* Upper North Valwern
* Slachten Heights
* Lower South Piswein
* Old Medracova
* Bulwargh Gulf
* Ladeitrix Valley
* Middle Town
* Harbor
* Slums
* Outer Limits
ARA-5 Basilisk

The **ARA-5 Basilisk** and its descendant rotary-wing craft comprise an essential part of Aratacia's aggressive land doctrine, helping provide the infantry and cavalry the firepower from the air required to close the gap. The Basilisk in particular acquired a terrifying reputation during the Ascendency War for rapidly swooping in, causing mass amounts of destruction with a carefully-selected mission specific loadout, and sweeping away.

It was this reputation for inspiring terror and raising havoc in an instant that has allowed it to stay in service for roughly half a century despite high losses during the war (that haven't been fully replaced) and mounting maintenance costs for the aging fleet. Now, Aratacia is looking to sell its fleet of Basilisks along with their spare parts and technical knowledge for a new gunship.

## Stats

* **Country of Origin:**
* **Type:** Helicopter Gunship
* **Role:** Close air support; anti-tank warfare; anti-personnel warfare, SEAD
* **Tech Level:**  **Hi-Tech**
* **Base Armament:**
	+ Telder Concern BRT-11 30mm remote-control autocannon
	+ 2x Tekar-7 8.1mm GPMG/United Arms "Popper" 40mm automatic grenade launcher (door-guns)
* **Mission-Specific Armament:**
	+ 4x Araki Motors ABSFQM-78 "Wrath" rapid-fire flechette/HE/Frag/Incendiary missile-pod
	+ 8x Tekar "Zephyr" FnF heavy ATGM
	+ 4x Nostratis AUJ antiradar missile
* **Armour:** High-grade steel; chaff; radar-absorbent paint; radar-reducing shape
Agatropian Sector

The **Agatropian Sector** is the term used to describe the part of the Selten Galaxy with a very large presence of Agatropian polities within its sphere. Located within the central region of Selten, the Agatropian Sector is a complex, militarily powerful, and politically immense part of the galaxy. Comprised primarily of the two leading Agatropian powers; the New Adresaas Empire, and the Kingdom of Chark.

Historically an ancient place of power, the Agatropian sector has been a constantly expanding and contrasting region as nationalism and cultural pride spreads like wildfire in the minds of the gullible and inconvenienced, only for the powers it represents to bloat and fall into a condensed area of spite, diminishing return, and a hunger for new conquest.
5040C

**5040C** is a phrase associated with a theorized operations network that exists within the confines of the Kingdom of Neodorum, the goals and motivations of which are completely unknown. Publicly, whether this theorized group even exists or is a fabricated reactionary threat by the Neodoric authorities, is impossible to determine for a casual outside observer.
Aoshanti Empire (Pomaria)/Espionage

Overview Population Military Espionage
The **intelligence services of the Aoshanti Empire** include the many organizations which work together and separately to conduct the intelligence activities of the Aoshanti Empire. As a heterogeneous empire composed of many vassal states, these agencies are many and varied in their resources, styles, methods, and reporting relationships.

## Operative Sources

The Aoshanti Empire receives operatives from the following sources:

* Aoshanti Empire: +3
* Kingdom of Vigila: +3
* Kingdom of Neodorum: +2
* Arboros: +2
* Dominion of Cormeum: +2
* **Total:** 12

### Aoshanti Empire

* FIDES
* ARAS
* ASPECT
* REFORMED CHURCH
* REFORMED INQUISITION

1. Viper I - Phero  ***Cypher***
2. Viper II - Asten  ***Cypher***
3. Viper III - Herrath  ***Cypher***
4. Viper IV - New Aratacia  ***Cypher***

1. Neda Stefanovi  ***Sleuth***

1. Vigila  ***Cypher***
2. Army Group Fulminata  ***Cypher***

1. Mother Antonia  ***Sleuth***

### Kingdom of Vigila

* ISEC
* ORDER OF UNIMANUS

1. Vigila  ***Cypher***

1. Grandmaster Almericus Volso - Vigila  ***Assassin***

## Shuttles and small ships

* *Alaris Stellae V*-class technical research vessel
* Luna Navetta XI Utility Shuttle
* Astralis Intruso
* Astralis Levator
* Ventus Pathfinder
* Via Galactica Consular Vessel

## Character Creation

* INFILTRATOR
* FIDES OPERATOR
* CI OPERATIVE
* EMINENCE
Arboros/Characters

Overview Population Military organization

  **Chancellor of Arboros** | Lirana

  **Consul, Rhyan Cooperative****Leader of the Opposition** | Orbitritan Aoshanti

**Ayas Callinicus** is the leader of the Rhyan Cooperative party in the Arborosi Parliament, holding the title of Consul. As head of the largest opposition party, he also holds the office of Leader of the Opposition, and heads the informal shadow cabinet.

As the nephew of the infamous Ascendancy-era King Alcander Callinicus, Ayas has inherited controversy and mistrust among many non-Reformists of Arboros. However, he has worked tirelessly to repair his family's public image and hold onto what political power they were left with, using opportunistic populism and anti-interventionist sentiment to bolster his party's political viability.

INCOME/EXPENSES

**1.23 -** +𝔛0

𝔛0

### Jeroemi Paloka

* PROFILE

 **National Security Party Chair** | Prishtian Human | Activist

## Astronavy

### Grand Admiral S'vrell Aravura

* PROFILE

 **★★★★★ Grand Admiral** | Arborosi Lirana

### Admiral Eetafor Tuua

* PROFILE

 **★★★★ Admiral2nd Fleet** | Lirana

### Captain Adelphia Priscus

* PROFILE

 **★★★ Captain1st Fleet** | Lamedhite Aoshanti | Battleship Captain

### Captain Keler Metarapi

* PROFILE

 **★★★ Captain1st Fleet** | Prishtian Human | Battleship Captain

### Captain Yverell Thurran

* PROFILE

 **★★★ Captain1st Fleet** | Arborosi Lirana | Battleship Captain

## Army

### Field Marshal Velsa Kiuprili

* PROFILE

 **★★★★★ Field Marshal** | Prishtian Human | Resistance Fighter

## Intelligence

### Director Mirtona Cela

* PROFILE

 **Director of Arborosi Intelligence Service** | Prishtian Human | Corporate Cybersecurity
DRM paradigm

The Deese-Roediger-McDermott paradigm is used to study false memory in humans, for which details, words, or events that were never experienced are falsely remembered as having occurred. Roediger and McDermott (1995) found that false memories can be induced during list learning, resulting in participants “remembering” words that were never presented to them. In the DRM paradigm participants are presented with lists of words to be studied. Each list is made of several words closely associated to a critical, non-presented word (e.g., “sleep” was a critical non-presented word for a list that included “bed,” “rest,” and “awake”). During the following free recall and recognition memory tests, the non-presented word is frequently falsely included as having been on the list, and often was reported with high confidence.

Roediger, H. L., III, & McDermott, K. B. (1995). Creating false memories: Remembering words not presented in lists. Journal of Experimental Psychology: Learning, Memory, and Cognition, 21, 803-814.