recursal/Fanatic-Fandom huggingface dataset:
Calesor Nomuriel

Born in 2215, **Calesor Nomuriel** has been the head of the Haegen family for more than 60 years, a factor which makes him one of the oldest living members of the five Thadrakos families. "Grandfather Calesor" is also famous (or infamous) for his high number of offspring, including nearly eight grandsons and grandaughters.

Patient and shrewd, Calesor Nomuriel became heir of the Haegen family after catching the eye and favour of its previous leader, Imleroth Haegen. Childless and unwilling to give the reins of his empire to any of the members of his council, Imleroth groomed and trained Calesor to command the family after his death. A modest and quiet young Thadrakos, Calesor was barely noticed by his many competitors, who believed the young Thadrakos would not last a day on the seat of Imleroth after his death.

Calesor however, already had a plan to remain in power. Using his mentor's legion of contacts, he met with members of the other five families, made deals and promises. By the time Imleroth died and Calesor was proclaimed his successor, the heads of the other four families were present, as a way to show their support and protection of the heir. After that, only a few clumbsy assassination attempts were tried, each of them failing in quick succession, with those behind them meeting their own, mysterious ends.

As a leader, Calesor is still quiet and shrewd, never wearing elaborate clothing or driving around in expensive vehicles like other rich and important Thadrakos. Focused only on the growth of his family, Calesor spends most of the time either in his office working, or outside of it making deals.

Being the head of the Haegen family, Calesor also has control over a good part of the Thadrakos fleet, including quite a number of military vessels.
Biluan

"I will state this, and only this...the Mind knows not what it messed with. The mind is a calculated murderer whose only goal was the eat and grow and eat and grow until it would either starve itself or be erased. We as the Commonwealther peoples erased it, and we deserve respect for what we did." - Then General Lop Aspinaca, in a interview after avoiding demotion after the catastrophic loss at voice.

## Historical Information

### Present in:

Biluan Mind, Commonwealth (select individuals)

## Overview

The Biluans of the early eras of the Commonwealth, where a species of blue humanoids that stand between the average height of a human and Aramathi. The species itself was a hivemind of several hundred billion beings, which while individually no smarter then mere animals certain individuals where given advanced intelligence by the mind akin to that of the average human is.

(I am going to work on this tomorrow or mishaps later, this work needs a retrofit to go with our understanding of the race...)

Biluan Mind, and most drones that become separated from the Mind simply die off or revert to a feral state, a few drones have managed to escape the bonds of the Mind and exist independently. Once freed from the clutches of their hive mind, these individuals become capable of reasoning just like any other creature, and some have sought refuge from the pursuing Mind within the borders of other nearby nations, including the Commonwealth. However, such situations are extremely rare (around 1 in 5 billion drones will be able to break free of Mind's influence - mind you, this data is mostly speculation, since even freed drones themselves don't know too much about their mysterious overmind). And even when such breakaway happens, the Mind is usually able to find out those anomalous drones and eliminate them, so they won't pose a threat to Biluan ambitions - whatever they may be.

Biology wise, the species is by most regards a cruel parody of man in almost all regards. The species is entirely female, it has seven fingers and eight toes, and even a, ’brain’ described by my teacher Francis Johannesburg as, “A base mathematical computer, who’s mechanisms are foreign, but familiar to our own.”

Recent digs into the body of such creatures has born exceptional fruit, scholar Petril Gostvant discovered as of the recent wars that the species, while intelligent on mass, relies on simple calculative measures then even basic psycho (psychic) knowledge can uncover. Its likely their home world had a native species of psychically attuned creatures, yet, for reasons unknown, gave up their native independence for a rigid computational array that is the mind itself. Further proven by the innate resonense between psycho’s of the commonwealth who dared talk to the mind itself.

Of the multiple possibilities for Biluan evolution, theories abound. Mandrilhammer Van Ikes himself believes the creatures where at one point sentient and independent. While other theories state they were always the ravenous mind of a feasting delicateness. Recent studies state connections with a, “Heart of the Biliu’, which the species seems to call the leader of the hive mind.
Exhile Knights

*"We will not flee. Not again"*

During the Fall of Yadra, billions of Karthemas fled the hordes of the Biluan mind. To stand on its way was a death sentence, so many fled to the Western colonies or the nearby worlds of the Commonwealth to save themselves and their families. However, there were still some who flew North, bypassing the lands of the Udkavongo as they tried to put as many light years as they were able between them and the always-starving swarm.

Nearly 2 million reached the Favsim Dominion. Alone and starving, they offered their loyalty to the Tyrannus, his absolute power at least reminding them of the kings and queens who had once ruled upon them. After some deliberation, the supreme leader of the dominion finally accepted, but only on the condition that they all swore eternal loyalty to him and his position. Having no other choice, and unwilling to try to fall back across hostile space, nearly all Karthemas accepted.

Some generations later, these Karthemas have become part of the Imperial army of the Dominion. Despite their low numbers, they are completely loyal to the Tyrannus, with many serving as personal guards of the supreme leader. Fighting in their reinforced, knightly armor and carrying sharp, energy blades, small specialist squads of knights wait until the best moment to come forth and fall on their unsuspecting foe.

Due to their low numbers, squads of knights are often led by Favsim officers who try to keep them under control. Encouraged by their families to feel the shame of leaving their homeland and king, Karthemas Exhile knights feel the need to show their worth. Moving through storms of shot, they slice their way through enemy formations, their blades strong enough to slice even through the thick hide of medium tanks.

Despite the fact that only a very small percentage of those Karthemas fighting in the Imperial army are of noble descent, all of them are known as knights by Favsim officers. This title however does not grant them special privileges. For the Dominion, a knight is just another solder, a citizen who owes his life to the state and the Tyrannus. Many among the new generations of Karthemas living in the Dominion do not even care anymore about the past kings of the Kingdom of Yadra. The Tyrannus is their new king and they will fight for him, no matter the costs, until their last, dying breath.

They are loyal to their king after all, for no one would accept them now but them...
Intersolar Transway

"We ship all over only if you pay."

Everything form parts, goods, and money all have to be transported across vast distances facing a variety of threats.

**Intersolar Transway** is a Ahadi business that transports cargo across vast stellar nations and distances the more valuable the cargo the quicker and more secure the delivery.

They're not hesitant with taking all kinds of deals such as shipping components to the Kingdom of Yadra during their civil war to ventures in Favsim space.

They currently are one of the largest trade company's operating out of Ahadi space having multiple deals with many races regardless of politics.

## Intersolar Fleets

The mostly operate private bought or owned ships by the various captains appointed by intersolar.

To avoid attack the fleets travel in close formation often covering each other in the process.

Transport ships travel along the warship's all in the center.
Bubonias

*"You know why we recovered so few corpses from Fal'Kaboss? Why we always had to put a strong guard around our provisions? Well, those damned bastards are the answer"*

-Linarr, Kithri veteran of the Invasion of Fal'Kaboss-

   Native to the planet of Fal'Kaboss, the insectoids known as **Bubonias** are a common plague in this Karthemas  planet. With numbers which more than surpass those of the world's citizens, these always-hungry creatures are known to eat everything, from crops, to cattle and even their own dead while they move across fields and mountains, searching for more.

Just slightly smaller than the hand of a normal human, bubonias move in swarms of thousands. Biologists from the Kingdom of Yadra consider them both a plague and an alternative resource of food. Karthemas  of the Northern territories ofFal'Kaboss have learned to farm these insects, their flesh and blood often used as a condiment for many local dishes much beloved by Karthemas and Kithri , but not so much humans.

Despite being kept under control for decades, the chaos and destruction of the Invasion of Fal'Kaboss caused the bubonia population to skyrocket as they fed on the bodies of the fallen and hundreds of miles of unatended fields. It took great efforts from General Aspinaca and convoys of supply ships from the Commonwealth's fleet to feed the planet's population while dealing with the rampageing swarms (some even came to compare them to the combat drone swarms of the Biluan Mind).

Nowadays, the bubonia population is back under control and under closer observation by specialists from the Commonwealth. Rumors say several members of the BioSoc Division have also been sent to Fal'Kaboss to properly study these creatures and genetically modify them in order to turn the hungry swarms into another asset for the nation's armed forces. Able to reproduce with incredible speed and eat several times their own weight in a day, these swarms could not bring terror to the Commonwealth's foes, but also eat their food supplies in order to force them to surrender, thus saving the lives of many soldiers.

Of course, those rumors are just that: Rumors.
Entente Declaration on Sapient's Rights

The Entente Declaration of sapient rights is a law proposed by Alir delegates and passed into effect by the Entente council in 2239.

The Entente Declaration on Sapient rights outlines basic sapient rights that all member states within the Galactic Entente must abide by for participation, benefits, and entry.

## Overview

The articles within the declaration state that the basic rights of all sapient life are as follows:

* All must be granted the right to vote upon legal voting age without fear of repercussion or backlash.
* Rights to personal privacy.
* Right to personal property.
* Freedom of thought and speech.
* All shall be given due process before the eyes of the law, regardless of species, gender, or other considerations.
* All are innocent in the eyes of the law unless and until they can be proven guilty before an unbiased judge and/or jury in a court of law.
* Freedom from experimentation without consent.
* Freedom from slavery, serfdom, and mass killing.
* Freedom of religion.
* Freedom to choose one's own profession.
* Freedom from legal or corporate violations of sapient rights.
* Right to have access to "life essential" resources regardless of personal wealth or means.
Zracon war chaplain

*"Rejoice brethren, for you will be the ones to cast down the shadows and bring the Light to our galaxy"*

-Zracon war chaplain adresses her soldiers-

A **war chaplain** is a specialist officer in the armies of the Zracon Union, serving as the spiritual leader of those troops under his or her command. War chaplains are member of the Zracon priesthood and follow very closely the many teachings and laws of the Light. Theirs is the duty to inspire the common soldiers, dissipate their doubts and fulfill their spiritual needs. While it is not unheard of for a chaplain to lead a squad in battle, they mostly leave the management of war to the army's officer core.

In battle, war chaplains are often seen at the forefront, as a way of showing their firm belief on what they say. Respected by the common Zracon soldier, and sometimes even feared, they are also known to "take care" of those warriors who dare to give up on their duty to purify the shadows from the galaxy. Nevertheless, this not something which happens often within the ranks of the Union's army. Instead, the mere presence of a war chaplain will encourage Zracon soldiers to fight even harder, careless of danger or exhaustion.

All Zracon military units, even the marine crews of their war ships, have at least one war chaplain within their ranks. These chaplains, without exceptions, must first have been accepted by the high priests of the Zracon Union, to be certain they have the convinction and strenght of will to spread the word in the far corners of the galaxy and fight those blinded by the Shadow.

## The Symbol of the chaplain

   All war chaplains have on their cloacks the symbol of their office: The dark sun. While Zracons usually have no qualms about going to war against other races, such conflicts are not happy events for them. War and chaos are the result of the Shadow's influence upon other races. Until every sentient being understands the value of following the Light, this force of Evil will always cloud the galaxy.

Thus, the black sun represents the shadows which hide the Light and the duty of the war chaplain to make sure these shadows dissapear so everyone can finally see the Truth and be one.
Energy Credit

In the days before the different territories and "realms" of Ortus  finally joined into the nation which would later be known as the Commonwealth, there was no single currency. As humanity left Earth, they brought with them a dozen different currencies, many of which were worth little as humanity tried to survive in this new, cold world. Bartering became the norm for decades and, even when money returned, not two territories seemed to share the same currency or give it a similar value. Problems ensue, including those which had tormented humanity for centuries back in their old homeworld.

   It was Sinon Industries, one of the fastest growing companies in the capital, which finally gave the solution to the problem of currency. Naming their new product the **Energy credit**, it provided all citizens of the nation with a truly valuable form of currency. Easy to produce and measure, it brought much needed stability to humanity's economy at that time.

Not only that, but the energy credit also opened the gates to markets outside the Commonwealth's borders. While an Ahadi  would never exchange his precious goods for rubles or yens (which he will see as nothing but paper), he will have no issue when it comes to exchangeing said products for a bunch of energy credits, something which he knows will always have value.
R.A.M.Co.

"The Robotic powerhouse of Curacao."

In the year 2211, the Founder of R.A.M.Co. (Robotic Arms Manufacturing Company) Marc Gärtner had a vision, a Company, which would redesign Robotics. During the Colonization of Curacao Marc Gärtner settled in a mining settlement on Curacao, with the intent to earning enough money to create his dream company. Then when the Energy Credit first appeared on the market he decided to invest, some of his constituents thought he was insane, but it paid of. In 2221 he finally created his company on the 27 of January. Marc continued to invest and sponsor into his company and government and organizations like BioSoc. He stayed the CEO of R.A.M.Co. until the Year 2302, where he retired and let his Adopted Son, a Kithri known as Ras Gärtner, take over the company.

### Operations

R.A.M.Co was founded and based on Curacao, with most of research and manufacturing facilitates all residing on the world.

Most off world offices for instance on Arvo are mostly Factories or Research Facilities, as the branch offices on more populated planets like Ortus are more Office and Economic focused.

### Employees

- R.A.M.Co. has approximately 1.1 billion Employees in operation, mostly made up of Human, and Kithri industrial workers on Curacao

### Products

- Invention and Creation of the Beta-D88 Droid tank, which was their first large profit invention outside of the Commonwealth. -Invention and creation of the HaP1 / Happy Droid companion, one of the most sold Robot's in commonwealth for private use.
New Jamestown

**New Jamestown** is a military-focused planet, founded and colonized by the Eternal Empire in the system of New Sol. It is a barren world, suffering minor terraforming processes throughout its history as an Imperial colony and production hub. It was first explored in the year 2183, by the famed explorer *Sir Sebastian Celil*, but due to its inhospitable nature to human biology, the planet was only truly established as a colony in 2268.

Serving as a major hub for the Imperial Royal Navy, New Jamestown lacks in population and resources, but makes up for it when it comes to its war production, military foundations & institutions and cutting-edge spaceports. The planet can be compared as a younger Curacao; A logistics centre for cargo and goods as well as a major rally point for the Imperial Armed Forces when hostile action is taken against the nation. Many key figures within the Imperial Court argued for the establishment of a '*Fortress Planet*' of sorts in the event that a foreign invader force could emerge in the system - And New Jamestown was the result of said necessity. Many key institutions rose to become renowned in the world, with the most famous being the *Royal Naval Military Academy of Hammersfield*, the best military institution for aspiring cadets in the Eternal Empire.

Throughout the early 24th. century, the planet served as a launch point for the Royal Armada on its quest to conquer the Commonwealth during the Ancestral War. It was not targeted by Task Force Manticore when the war had turned, but instead suffered serious damage during the Unbidden incursion throughout New Sol. Nevertheless, New Jamestown housed much of the remaining Imperial naval assets that took part in the relief effort headed for New Earth, proving decisive, despite the devastation inflicted by the Unbidden.
1st Mech Battalion

> ***"Branicki's fine men in white, that danced in suits of metal light, singing with their guns so bright that it took a planets death to deal them silence."***
>
>

> **-General Aspinaca, in his book "Remembrance"-**
>
>

### Speciality

Ground assault

The 1st mech battalion was the Commonwealth army unit that General Branicki led into combat. Branicki himself founded the group, though it was an oddity of sorts for the era due in part to the slow discovery the most military actions where going to be naval and not found-based affairs. Still, few groups could ever say the battalion wasn't famous, for its actions paved the way for Commonwealth expasion.

The battalion had fought in a number of wars from the Zracon,Yaanari, and Biluans earning them combat experience and fame back home.

Their end arrived at Voice, in 2289, whilst defending one of many drilling sites against the Biluan hordes. The battalion acted as standing vanguard for rookie units to gain momentum and reach their initial objectives, but then turned to a defence once the revigorated attack hordes violently swarmed the Commonwealth armies. General Braniciki, along with almost the entire deployed battalion, were lost with the aftermath of the engagement, fighting, as they were lastly reported, to the last breath, drop of blood and oil in their deadly combat suits.

**Noted members:**

**Hausman Yogovich:** The leader of six units of elite Commonwealth Guard Cavalry, a honor guard for major commonwealth assets throughout the first era of the nation. He was spared the fate of ninety percent of the 1st Mech Battalion's overall losses against Biluans due to familial issues on Curacao.

**Jenge Abermen:** A flame-troop of the first battalion, he was one of three people who actually survived the scouring of Voice on planet, and was saved primarily due to being on a mountaintop compound of destroyed tanks and military junk that was left over as the retreat was called.

**M.Q:** A unnamed member, who had almost all records removed. Likely someone who either was ghosted by the military police or had done some messed up things on Voice when the battle turned sour.
Vulcangoat

Vulcangoat as she appears in Poppytail 2 and 4.

**Vulcangoat** is one of the twelve antagonists from Poppytail 2. She is briefly a playable character in Poppytail 4's *Magma Exploder* minigame. In Poppytail 4: Special Edition, she is replaced by her counterpart Mountain Goat. She is set to return as an antagonist in the upcoming Pixeltail.

## Behaviour

PIXELTAIL

Her mechanic as described by NickamonPoppytail is:

"*She can tell whether you are above or below her, and she will move towards you vertically. However, she will never move horizontally until you hold down or release the left or right keys.*"
Nautilus

*"When I said Task Force Manticore needed a mascot, A jellyfish is not what I had in mind...."*

-Admiral Ibrahim after learning of the new addition to her fleet-

   Born from the genetic material recovered from the destroyed Wraith of Fulaz and genetically modified by Aadhira Tanwar herself, the **Nautilus**is a spectral wraith under control of the Commonwealth and a new member of Task Force Manticore. The first all-biological entity to fight alongside the corvettes and battleships of the fleet, it soon became Manticore's own mascot, its "birthday" celebrated every year both by officers, crews and the scientists tasked with taking care the creature continues to serve the nation's interests.

As the first of its kind to be created in the laboratories of BioSoc Division, Nautilus is still considered weak when compared to its "parent", the Wraith of Fulaz. Nevertheless, its natural firepower, regenerative faculties, and surprising speed make it a formidable opponent, so much so it could face the fleets of minor nations and still win.
Kshatriya gunship

*"I am telling you, there was one a line of fortifications right here. You saw a squad of Kshatriyas flying here? Ah, then I can guess what happened"*

-Captain Urens, 1st Assault army during the battle of Frishac-

   A welcomed sight on the skies above Commonwealth  armies, the **Kshatriya gunship** is able to unleash a wide range of firepower as it soars the skies at full speed, then retreats before what remains of the foe can even aim.

Speed, as it happens with the Scimitar MK3  mech, is a key factor when it comes to the gunship's chances of survival. Aside from small arms fire, the Kshatriya is quite vulnerable, its armor plate and shielding systems unable to handle concentrated anti-air fire or a lucky shot from a tank over the ground. When such a hit is scored, the days of the crew are often numbered, as the resultant range of the explosion that follows can burn to death the ship's crew even if they have just managed to leave the cabin.

Despite the risks, these gunships still are a common sight on battlefields in and out of Commonwealth space. Many an enemy counter attack has been stopped on its tracks or even destroyed after the arrival of a squad of these gunships.

## Tactical Role

While it is true that these gunships see action in fleet-to-feet engagements, the main role of the Kshatriya is still that of ground support, their weapons prepared to not only dead with infantry and tank columns, but fortifications as well. During the Battle of Frishac, many garrisons of Yaanari judges still trying to hold their ground were obliterated into oblivion after the arrival of a squad of Kshatriyas. The only issue is that, because of their firepower, those fortifications they attack can rarely be used again by the troops taking them.

## Technical Specifications

Designed in: 2276

Designed by: Ortus naval yards

Manufacturer: Ortus naval yards

Number constructed: 400,000

Weight: 5,5 tonnes

Lenght: 20m

Height: 5m

Width: 4m

Crew: 2

Armour: 4cm Durantium Plate

Shielding: Okhotnic-Class shield generator

Armaments: 25mm Laser turret, 20mm rapid firing railgun, AT plasma thrower

Speed (in space): 150km/s

Speed (in atmosphere): 6km/s

Main role: Ground support
Commonwealth Honor Guard

*"The elite of the old Commonwealth and the new one as well"*

Back before humanity's exodus to the planet of Ortus, the old Commonwealth of the 18th century found itself surrounded by a high number of enemies. Armies were created and regiments founded, one of which was the "Honor Guard of the Republic", an elite cavalry force charged with defending the nation's president and face the nation's best in the battlefield.

More than 400 years later, the new Commonwealth still keeps a force of soldier-guards who protect the republic's Chancellor from harm and fight the nation's enemies in and outside its frontiers. Well-trained and disciplined, the Honor Guard still consider themselves to be the elite of the elite, a view which other forces might not be to willing to share. While it is true that members of this force have seen battle in a number of conflicts, their small numbers and duty of protecting the Commonwealth's generals and commanders gives them very few chances of leaving their mark.

## History

### The Old Guard

   Many years before the birth of tanks and aerial warfare, cavalry was an important body of troops in most armies. Thanks to its plains and fields, the Commonwealth of that time had a high number and a long tradition of deploying highly-effective horsemen, their lancers being considered to be amongst the best in the world.

The Honor Guard of that time was made of such lancers, skilled horsemen who could cut through enemy formations with a single charge and best enemy riders with ease. Due to their high status (and excellent pay) many citizens who wished to join the army tried first to get a spot in the Honor Guard. Veteran soldiers were always welcomed, as did those who had shown courage in battle or high skill during training.

Sadly, as more veteran soldiers and promising recruits joined the ranks of the Honor Guard, other regiments of horse and even infantry began to suffer as they gradually lost the best members of their own units. As the decades went by and the role of the guard began to change, new rules were made so the veterans of other regiments and promising soldiers would remain in their squads and platoons. Tasking now with the protection of the Commonwealth's government and generals, the Honor Guard was no longer needed on the front lines, their duties now more focused on security and keeping order whenever trouble arose within the army.

### The New Guard

While they no longer ride horses or wield lances in charges across the field of battle, the Honor Guard carries on with their duty of protecting the leaders and generals of the Commonwealth. This is a duty their perform not only in times of war, but peace as well. Wearing civilian clothing, some of their members blend with the crowd during important events as they search for possible assassins.

Psionic  users have very recently been accepted into the ranks of the Honor Guard. Their mind powers and ability to read minds makes them a valuable asset indeed, in and out of a battlezone.
Type 2.9 SMG

***-Despite The previous model‘s successes the Type 2.3 was undoubtably outdated and although it’s true the damage the weapon produced was praised by the pilots the army needed their mechs to have lasers as in official documents and regulations so a compromise was needed the answer came in the from of the Type 2.9-***

*preview of the type 2 line of weapons from the commonwealth museum of weaponry-*

The **Type 2.9** was the replacement for the Type 2.3 75mm bullpup rifle used by the type 3 shiranui and later after the Last Light event the type 4, it utilized a hybrid system of particles and laser lenses to create a “blaster“ a weapon that combines laser heat and the kinetic impact damage of caliber weapons to great effect.

## Origins

Developed in 2302 as the galaxy was on the verge of a new war that while most knew not where, so commonwealth military officials wanted their ace in the hole, the shiranui class mec suits, to have the best weapons possible. However there where three problems, many Manufacturers were sill not keen on providing weapons to a still untested mech which while did well in the Battle of Thrus-Sanguur never faced the enemy alone enough to (in their eyes) distinguish themselves from other mechs, two the shiranui pilots were to fond of the 2.3 thought of lasers as “disasters waiting to happen“ and had some tactics that revolve around the type.3 use in combat proceedure, and three the weapon Military commanders had in mind needed move flexibility then the type 2.3 and can be updated with better tech.

With all that in mind Aasha industries the creators of the type 2 and shiranui thought long and hard about the design until they came up with the hybrid universal system that combines elements of lasers and kinetics together and in a way that allows additional improvements down the line.

They created the type 2.9 SMG, a form a hybridization between the standard issue 'lance rifle' laser wepons used during the Battle of Thrus-Sanguur and more conventional rail-gun designs used previously. It is, quite simply, a hybrid weapon, in almost every design.

## Specs

Using particles to accelerate a small slug of titanium though the barrel of the weapon, a set of heat emitters placed through out the barrel power the beam of energy like a laser and upon impact to the target creates both burn and kinetic damage, the type 2.9 also has a built in computer that links with the main OS of the shiranui to maximize target locks and battery to the enemy. Unlike the Type 2.3 the type 2.9 has a grenade launcher afixed weapon under the main barrel that can fire incendiary, smoke, C-HESH, shrapnel and fragmentation rounds as well as act as a flamethrower able to spit its localized G-class napalm up to nineteen feet ahead of the vehicle.
Castaways

*"Only once you master your true nature will you reach the ideal you strive for"*

The Thadrakos  as a whole are a race obsessed with reaching what they call the "peerless ideal ", an idealized version of themselves without any faults or wants. While many in the Thadrakos families admit this is more a dream than an actual, possible objective, they still try to achieve it. A few, more desperate than others, go so far as to abandon the families they belong to and travel across the galaxy in search for their ideal selves.

Very few who begin this journey return and even those who do an rejoin Thadrakos society are never the same. Known as **Castaways**these Thadrakos have chosen to go back to their roots as hunters and survivors and so now have trouble mixing with "civilized" society. Loners who can spend months and even years without support, they are seen with suspicion by the peoplethe Five Thadrakos Families.

   Even so, the castaway's way of life and lonely nature have actually their uses for the Thadrakos. Whenever a dangerous planet needs to be colonized or an enemy world conquered by the armies of the families, the castaways are always first to go. Even before the first shell lands on the planet's surface, these individuals will mix with the wilderness, feeding information to high command while at the same time surviving from the land. When the true invasion begins, the castaways will continue to provide information and reconnaissance for the regular army, sometimes even working side-by-side with Thadrakosi assassins to slay a particularly important lord or general.

Even if the invasion is a failure, a castaway will fare quite well if left behind. Sometimes, they even rescue other stranded troops to begin a guerrilla war against the planet's garrison. So used are castaways to fighting in wild and dangerous terrain, they sometimes know the land better than the world's natives themselves, a factor which makes them quite dangerous in the eyes of the enemies of the Thadrakos families.

Since they are not part of the regular Thadrakos army, nor they wish to wear their uniforms, not two castaways look, behave or are armed in the same way. For the most part, aside from special cloacks tailored with a material that allows them to mix with the environment, and equipment to provide information to high command, most castaways carry long-range rifles. Used to having to hunt their next meal, castaways are quite adept at shooting and preparing ambushes with whatever materials they have nearby. Indeed, castaways are often hated by enemy garrison, who sometimes spend weeks, if not months hunting done a lone Thadrakos through the wilderness.
Galadanan Hadkan

As famous for her beauty as she is for her cold, calculating mind, **Galadanan Hadkan** rules the Hadkan family with an iron fist, wielding a power unmatched by any of the other heads of the other, Five Thadrakos Families.

Born as many other important nobles in the capital world of the Thadrakos territory, Galadanan was shown from an early age the importance of making sure "her fields would always be safe from danger, so the crops could field her and her own". While she understands the importance of the other families, Galadanan is fully aware that it is only thanks to her that they all still live and breathe, as she just needs to say one word to cut their supplies and watch them starve to the last Thadrakos.

Of course, as a follower of the teachings of the first leader of her family (the famous "Uniter" who stopped the wars that had been draining the blood and resources of the Thadrakos) Galadanan does not enjoy slaughter or appreciates it if there is no point to it. While she will not kill a slave for working down at a slower rate than the rest, at the same time, she will have no doubts about killing hundreds of useless, chained sick and wounded to feed the rest and so keep her fields running.

As the menace in the North grows stronger, Galadanan Hadkan has begun to search for new alliances and try to stop the slave raids which prevent the Thadrakos alliance from earning the good will of the nations of the East, like the Commonwealth or the Galactic Entente. As little as she cares for their traditions, Galadanan cannot allow the work of her great ancestor to be lost. If keeping alive the families demands her making allies with the devil, that is a sacrifice she would gladly do.
Galactic Refugee Crisis

Also called the "great exodus", the **galaxy's refugee crisis**refers to the massive population displacements happening in the galaxy due to the increasing amount of wars, government coups, persecutions, natural disasters and general chaos in several realms. The Udkavongo  and Karthemas are examples of two races which have migrated massively away from their home territories to escape from destruction at the hands of the Biluan Mind .

The Commonwealth currently houses in its planets the largest numbers of refugees and displaced populations, its government providing a home and a new life to all of those willing to become citizens of this expanding, multi-species realm. It has reached a point where realms like the Kingdom of Yadra or the Udkavongo Confederation have more members of their species living in the Commonwealth than they do in their own, native realms. This surplus of population has made the Commonwealth one of the most populus realms in the galaxy, with a workforce large enough to take part in projects previously only dreamed of.

Of course, not every nation welcomes these refugees in the same way. The Yaanari league for instance, has been known to hunt down refugee fleets as a way to increase their slave labour. Others close their frontiers or shoot down any transport which dares to enter their territory.
Marshal frontier patrol

*"Hard men, used to a life of danger and privations. Not fun at parties, yet quite handy when bullets start flying"*

Neither fully marshals, nor members of the Commonwealth's military forces, the **Marshal frontier patrol** is a specialist force often found in worlds or territories where banditry, crime or piracy have grown to such levels, a well-armed force is needed to keep things under control. Found all over the Commonwealth, these patrols are made of marshals who have received extra combat training to deal with foes more dangerous than those commonly faced by normal marshals.

Equiped in the same fashion as a light infantry regiment, marshals seldom work in units larger than fifty or a hundred men, prefering instead to move and fight in smaller squads to cover more ground and find their target before it can flee. Pirates, especially the Yaanari, are known to often clash with members of the frontier patrol. These battles are short yet bloody, the raiders eager to get out before the planet's garrison can come to the aid of the patrol.

Due to constant danger and combat, marshals from the frontier patrols often get paid more than those serving in cities or the capital itself, Ortus. Despite this, only those of strong will ever dare to try their luck in this force, the number of those who manage to retire small when compared with that of other forces.
Aramathi

*"The road to rebuilding is a long one, but we will still walk it. Together"*

-declaration of the Aramathi people after the liberation of New Sajar-

The Aramathi are a species which, like the humans, are not native to the galaxy they currently inhabit. Tall and hairy, with long necks and an impressive voice range matched by few others, the Aramathi appeared to have been once far more advanced than they are now, all their technology and power lost after an unknown cataclysm of catastrophic consequences.

Previous to their incorporation to the Commonwealth, the Aramathi suffered a series of crusades at the hands of the Zracon Union, with many of their planets and millions of their people being captured by this fanatic realm in the galaxy. Forced conversions and massacres nearly brought the extinction of their race, a fate which was only prevented thanks to the efforts of the Commonwealth's forces during the Aramathi liberation war.

Nearly wiped out and without the resources to stand alone against the Zracon Union, the Aramathi became part of the Commonwealth and thus were given full citizen rights. Decades of recovery efforts have brought the Aramathi's numbers beyond those they had before the Zracon invasion, to the point where Aramathi now can be seen all across the Commonwealth's territories, doing all manner of tasks, from engineers and scientists, to soldiers and farmers.
Industrious Council

## General Summary

The Industrious Council was founded by Roman Poniewski and would push for equal education, regulated business, and Free Movement. The faction mainly gained support from the working class being as "The Working People's Party" and was the first major faction formed after the launch of CSV Tesla.

## Political Relations

Commonwealth - The Industrious Council was overall approving of the government's decisions and policies. Some of their members were against the Aramathi Liberation War since it was gradually doing damage to the economy and the quality of life was temporarily downgraded for the funding of the war. Their disposition to the wars of the Commonwealth grew weaker due to the fact that the industrial and economical growth of the Commonwealth were ever increasingly capable of sustaining itself.

Sinon Industries - Sinon himself was an influential member of the party and its forefront representative Roman Poniewski due to being a ruthless capitalist. Sinon was very involved with the party even more than Roman Poniewski and even was remarked as the real leader of the Industrial Council by Chancellor Tesar.

Roman Poniewski - Roman Poniewski is their forefront representative and has aided in the recognition of their party.
New Beginning

> ***"The home of a new alliance, a new beginning."***
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> ***-*Queptilian public saying-**
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New beginning is the home world of the Queptilium and formal capital world of the Alliance of New Beginning. It was annexed by the Commonwealth around the late 2250s, during the Great Southeastern War.

A vast savanna world bracing year round blazing temperatures. New Beginning employs a vast workforce and industrial base that over the decade. When the world became a autonomous republic in the Commonwealth the planet received vast loans from Ortus and delvers to build up the planets infrastructure bringing in mass wealth and materiel for the world.
Commonwealth (Earth nation)

Centuries before the Ortus Council of Nations was transformed into the current Commonwealth, a nation with a similar name was created in the continent of Europe, back in humanity's old homeworld.

Documents preserved by the Last Exile during the exodus show how this new Commonwealth was born in the former kingdom of Poland after a revolution which saw the king fleeing from the country and the instauration of a republic. Years of war against neighbour countries followed, their names being all which remains of these once-powerful nations: Prussia, Sweden, Russia, Austria are just a few of the names of those nations the Commonwealth fought and defeated over the decades.

Like its future counterpart, the Commonwealth on Earth also focused much of its wealth in discovering new technological advances. Its manufactories were nearly unmatched during the eighteenth and nineteenth centuries, with many nations around the world being soon dependant on their products.

As it happened with the rest of the world, the Commonwealth's life span came to an end during the arrival the planetoid. Still, most of the people who managed to go through the portal and survive Earth's end were Commonwealth citizens, thus ensuring the survival of its history, traditions and way of life.
Ahadi

Inhabiting mostly the territory known as the Ahadi Conglomerate , the **Ahadi**are a race of molluscoids of the same height as human beings and a multitude of tentacles and eyes, known for their eagerness to earn as much wealth as possible.

The Commonwealth  first met the Ahadi in 2235, during the Aramathi liberation war. More than eager to trade with their human neighbours, Ahadi trade ships soon became a common sight in the republic's space stations.

Always eager to find new trade partners and resources to sell for a profit, Ahadi are mostly cordial and friendly towards newcomers, as making enemies is rarely a good thing for business. However, should a nation deny them access to precious goods or raid their trade vessels, these merchants will quickly turn into warriors, ready to destroy those who get in the way of their business.
Harvwire Heavy MG

***-Nothing can fire lasers faster then the Harvwire-***

*—a common saying about the HHMG-*

Developed in the Yaanari-Entente war The Harvwire heavy machine gun is most famed HMG in the southern end of the galaxy mainly the Commonwealth and the Galactic Entente.

## Origins

During the war, Entente scientists and engineers were thinking of ways to counteract the Yaanari’s massive advantage in numbers some thought to use gas but that idea was shut down immediately and although explosives were durable, was not advised. It wasn’t until the Commonwealth came into the war did they got an answer, a new type of machine gun made by Human engineer Gilves Harvwire, who with the help of both nations was able to complete his design; although it wouldn’t come into production by the commonwealth until after the war. The Galactic Entente made great use of the weapon, and in late 2301 both commonwealth and Entente armies were both using the HMG.

## Specs

As it was designed by both Commonwealth and Entente, the Harvwire HMG was able to be used by a variety of alien races, the small wheel in the main body heats the particles in the magazine and shoots them down the barrel, with a great thrust to mass ratio the gun has a vastly low recoil, it also has a good targeting system to help the welder lock on to the target.
Battle of the Grey Cliffs

*"May we never seen a battle like this one again"*

-General Telaviin after the battle of the Grey Cliffs-

The largest land battle in the Aramathi liberation war, the **Battle of the Grey Cliffs** took place on the Northern hemisphere of New Sajar from 2238/06/09 to 2238/06/23 between the Commonwealth's liberation forces and the occupation legions of the Zracon Union. The battle ended in victory for the attacking forces, breaking the Zracon defense lines and turning the tide in favor of the Commonwealth.

## Belligerents

### Attacker

Commonwealth's liberation army, Aramathi freedom fighters

### Defender

Zracon legions, Aramathi slave levies

Aside from soldiers from the Commonwealth and Zracon Union, the Battle of the Grey Cliffs saw heavy use of Aramathi local troops in both sides. Aramathi freedom fighters, the largest resistance group to stand against Zracon occupation, deployed many of their operatives as guides and skirmishers for the Commonwealth's forces. In the meantime, the Zracon priesthood organized small armies of brainwashed Aramathi soldiers as expendable, front line units to stop Commonwealth assaults.

Several mercenary companies also took part in the battle, fighting for the Commonwealth. The 10.000 and the Scarlet Banner are known to have performed quite well during the fighting. On the other hand, the Golden Rifles nearly lost all of their men during the early stages of the fight, to the point where they were later forced to fill their ranks with a mixture of deserts and ex criminals (one of their reasons for their eventual fall).

While credit of the victory is obviously given to general Branicki, the offensive which changed the tide of the battle was led by one of his junior commanders, a Kithri by the name of Telaviin. He would later rise to the rank of general after the recomendation of Branicki himself.

## The Grey Cliffs

While not known for its great oceans or seas, New Sajar still has a number of rivers, some of them long enough to almost surround the whole planet. The "Blue Scar" is the largest of these, narrow in some places and several miles wide on others, its current so strong that few of the local Aramathi have tried to swim across unaided.

Standing like a wall on the Northern side of the river are the Grey Cliffs, the largest standing nearly one mall high over the borders of the Blue Scar. Aside from a few roads build by the Aramathi, the only way to get over the cliffs is flying or climbing over them, a long process which can be deadly on those areas where the rocks are more treacherous.

General Shabangeel, the commander in chief of all Zracon forces in the planet, made sure to reinforce the cliffs, turning them into a fortress and the nightmare of those Commonwealth forces who would need to go over them to get to their Zracon foes.
Nidira

"The sunny paradise of the Coalition"

2 Billion: Human

One of the Shalani coaltion's oldest and most developed colonies, Nidira was prided as model colony for other Shalani worlds to take note from.

Nidira was remarkable for its tourism, with many flocking to the world's tropical green zones along the coast, along with being a bustling trade hub for Shalani and Entente business venture's to do business in the Commonwealth's eastern Aramathi worlds.

Boasting ties to the Commonwealth, the world had a small population of humans who immigrated to Nidira in the 2250's bringing their culture with them.

The world unfortunately would meet its end with The Scorching of Nidira, in 2310.
Western Human

Found all across the Galactic West and the borders of the Eternal Empire, the **Western Humans** are common humans adapted to life in the humid conditions of New Earth and the overall conditions found within the Eternal Empire. These humans have a mixture of minute characteristics, ranging from the ancestral North America, South American, African and European ethnicities, which are oftentimes dominated by the cultural dominance of old British customs. Overall, the species has adapted to life in New Earth, and it shares some resemblances with the Eastern Humans more commonly found in the Commonwealth, although their biological studies have completely synthesised their past characteristics.