recursal/Fanatic-Fandom huggingface dataset:
Republic Progressive Party

The Republic Progressive Party was the Republic's first political party. The party is anti-government corporatism, pro-political equality, and anti-interest group. The party supports government investment in industry and infrastructure for the benefit of private enterprise. The party is in favor of creating the Republic's own independent mega-station. In regard to foreign policy, the party prefers peaceful negotiation over direct confrontation. Outside contracts with foreign entities, especially for naval vessels, is generally not desirable. The Republic Progressive Party stands for political equality among citizens by providing infrastructure and ensuring the playing field is level with those who are rich and influential.

**Party History**

The party was founded on 4 August 2019 by Starfflame (Discord: Starfflame#0815).

**External Links**

Manifesto: https://drive.google.com/file/d/1QN73-Fliu5EJZ5x4CdgdrZnuLvOcaI8u/view

Discord:https://discord.gg/f8Beqh
Executive Branch

### **Overview**

The **Executive Branch** of Republic's government is responsible for executing the enforcement of laws passed by the Representative Branch, as well as perform the duties of government through Ministries that the legislature creates.

The Executive Branch is headed by the Grand Premier, to whom all of the Executive Branch (Agencies of State) answer to.

### **Agencies of State (Ministries) and Governing Bodies**

* Ministerial Council
* Ministry of Justice
* Ministry of Foreign Affairs
* Ministry of Commerce

### **Roles**

* Grand Premier
* Minister
* Commander (Military)
* Executive Advisor
Ministry of Commerce

**This page is a candidate for deletion for the following reason: *Stub not expanded for a long period of time*.**
If you disagree with this page's deletion, please explain why at Candidates for deletion or the page's talk page, or improve this page and remove the `{{delete}}` tag.
**Nominators:** remember to check for **subpages** and to mark the related ones for deletion including the documentation.
**Admins:** remember to check **what links here** and the **page history** before deleting.The Ministry of Commerce was established on the 10th of November 2019 with the passing of the Ministry of Commerce Business & Infrastructure Act of 2019. And is in charge of registering and investigating companies and managing public infrastructure projects

## Organization

### Departments

#### Department of Business

It has the responsibility of registering, managing, and upholding businesses to both standards of conduct and their legitimacy.

#### Department of Infrastructure

It has the responsibility of developing the infrastructure of the Republic to provide for the welfare of the public.
Character: Bertram

Below average magic: sound magic (avian). Formulaic magic: feathercraft.

Bertram is a young male raven. Clever and gregarious, he excels at office work. He serves as the personal assistant of Peric, a white mouse on the town council of Sheepshank. Bertram's strong organizational skills and clear memory mesh well with Peric's desire to keep everything orderly. Bertram takes care of the little everyday details and manages the office so that Peric has everything he needs to make good decisions. Together they make an excellent team.

In terms of innate talent, Bertram has average magic. He uses his sound magic mainly for eavesdropping or amplifying his voice. With it, he can shout loud enough to hurt people's ears, but not do actual damage; it's still very useful in altercations. Bertram has also developed skill in the formulaic magic of feathercraft, where he is quite a talented amateur. He makes writing quills and other useful items, like the one he gave to Peric.

Charming and a little vain, Bertram attracts attention wherever he goes. He loves decorating his feathers with sparkles, although he doesn't care for the bleaches and dyes that some other ravens like. He's black, and he's happy with that; he just enjoys adding a little extra flash. Like other ravens, he can only glide, not truly fly; but he's a skilled acrobat in the air. He routinely uses his gliding ability for aerial scouting.

Bertram cares a lot about what people think. He craves appreciation, whether as respect for his professional bearing (on duty) or as amusement and exasperation at his practical jokes (off duty). He can't stand being ignored; if he can't get positive attention, then negative will do. Peric is deeply grateful for Bertram's support and expresses this regularly. Because of this, and the way Peric sometimes forgets to take care of himself while working, Bertram is very protective of Peric.
Electoral Commission

## **Overview**

The Electoral Commission is the Judiciary body in charge of running elections for the Republic. They are also tasked with investigating wrongdoings by government officials.

## **Membership**

### Structure

The Electoral Commission is composed of three justices and two non-voting advisers. One of the three justices is elected as the Chairman of the Electoral Commission and is in charge of leading it.

### Selection

The three justices are chosen and appointed by the Supreme Court. One of the advisers, the constitutional adviser, is appointed from the Senate House of State whilst the other adviser is the Grand Premier. All five members of the Electoral Commission vote on which justice will be appointed to the position of Chairman.

## **Functions**

### Elections and Appointments

The Electoral Commission is in charge of overseeing both general elections and appointments to the government of the Republic.

Before a general election, the Electoral Commission decides the number of seats for the Senate House of State and the Senate House of Commons. These numbers are announced to the public by the Chairman.

When a general election is called the Electoral Commission sets the cut-off dates for the registration of both voters and candidates. During elections, the Electoral Commission shall be tasked with implementing and counting the votes.and will confirm each appointment. They can also hire non-politically affiliated personnel to help with this process.

The Chairman of the Electoral Commission is in charge of declaring and enforcing the dissolvement of both Senate houses before their respective elections. They are also in charge of declaring and enforcing the subsequent elections.

The Electoral Commission must make sure that their is an election for the Senate House of State every six months using a preferential (alternative) voting system. They also must make sure that their is an election for the Senate House of Commons every four months using a proportional representation voting system.

### Investigating Wrongdoing

Any complaints of wrongdoing by an elected official will be investigated by the Electoral Commission. When a valid complaint is raised (deemed worthy by a majority of justices), the Electoral Commission appoints a prosecutor from the Ministry of Justice to be the Inspector General charged with investigating the complaint.

If a member of the government is found guilty, the Electoral Commission may issue a warrant for their removal. This power is limited to the Senate and Ministries only. Only the justices on the Electoral Commission may vote on this warrant and not the advisers. If a member of government is removed this way, they are banned from being in government for a period of one year.

## **Checks and Balances**

### Impeachment

The Electoral Commission can be impeached by the Supreme Court with a hard majority vote. This can be brought to the attention of the Supreme Court via petition.
WikiStaff:Arbitration Committee

**For current arbitration proceedings, see Requests. For archived arbitration proceedings, see Arbitration/Index.**

The **Arbitration Committee** is the panel of editors responsible for conducting the arbitration process. It has the authority to impose binding solutions to disputes between editors, primarily for serious conduct disputes the community has been unable to resolve. The arbitration policy describes the Committee's roles and responsibilities in greater detail.

Arbitrators are volunteer users—usually experienced editors and administrators—whom the community of editors at large elects to resolve the most complex or intractable disputes that may arise within the community, and to oversee the few areas where access to non-public information is a prerequisite.

## Members

Template:Seealso
These editors are the elected members of the Arbitration Committee (known as arbitrators). Votes of the committee are taken among the active members. Members are marked **Template:Xt is only for examples of style and formatting. Do not use it in actual articles.** or Template:!xt so that the majority for new votes can be calculated. Members on wikibreak, not participating in arbitration within the past week, or indicating they will be absent are marked Template:!xt.

Members moving back to active may remain inactive on some or all existing business. If you wish to know whether an arbitrator is active on a particular matter, please ask on their talk page (or check the proposed decision talk page, for cases). The list below is used to determine whether each arbitrator is active by default. Arbitrators who go on to participate in a vote will be counted as active for it even if they are listed as inactive below.

The following list is accurate as of 7 October 2021:

**Template:Xt is only for examples of style and formatting. Do not use it in actual articles.**
1. Krystool (talk⧼dot-separator⧽contribs)
2. JerryPlayz101 (talk⧼dot-separator⧽contribs)

## Clerks

The Committee's clerk team assists the Committee with procedural tasks, such as opening and closing cases, maintaining arbitration pages, and issuing notifications of decisions. Parties with questions about the arbitration process are encouraged to consult a clerk for assistance.

### Communications and privacy

Arbitrators usually seek to treat communications with the committee, including emails, as confidential. That said, we cannot guarantee against public disclosure for a number of reasons, including potential security limitations. Accordingly, you should not disclose sensitive personal information in your communications with us.

Once received, your communications may be shared with committee members and – in some limited cases – with third parties as deemed appropriate. Your communications may be archived indefinitely and made available to future members of the committee.

Your email address may contain personal information that could reveal your real-life identity. Many people create email accounts specifically for wiki use.
Starbase Republic Wiki

**Welcome to the Starbase Republic Wiki!**
*Liberate your future.*

    The **Republic** is a democratic nation, created in reaction to the dominance of totalitarian governments such as the Empire and the Kingdom. The Republic serves as a nation that commits itself to the values of liberty, and that the voice of every robot should be considered.
The Republic has a complex system of government, designed to provide a system of checks and balances in order to provide stability as well as to protect the citizens of the Republic from tyranny. The purpose of this wiki is to explain the provisions of the Constitution and other legislation that impacts how the Republican government is run, in an easy-to-follow format for laypersons.

### **Goals and Values of the Republic**

#### Goals

- To create a nation of progress

- To oppose evil and oppression

- To help others in need

#### Values

- Everyone is equal in value

- Everyone has a voice that should be heard

- Everyone can cause change within the Republic

## Important articles

Representative BranchExecutive BranchJudicial BranchGovernment OfficesSub-Factions and Political PartiesRepublic Code

*Need help building out this community?*

* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!
Incredulous Industries

Incredulous Industries is a multi-role technology development company. Abbreviated as II or I2, the company is nickname is pronounced "I-squared."

**Slogan**

*“You won’t believe your EYES”*

**Mission Statement**

1. To provide technological supremacy on the battlefield and the domestic frontier.
2. To sharpen cutting edge technology in service to freedom.

Link to the company discord channel: https://discord.gg/CZEdSm

**Company History**

Incredulous Industries was founded on 3 November 2019 by IncrediGuy (Discord: IncrediGuy#9464) and Rediculad (Discord: Rediculad#).
Judicial Branch

### **Overview**

The **Judicial Branch** of the Republic consists of the President of the Supreme Court, as well as an undefined number of Supreme Court justices. Justices are nominated for the Supreme Court by the Grand Premier and confirmed by the House of State.

The Supreme Court is the head of the Judicial Branch.

### **Ministries and Governing Bodies**

* Supreme Court
* Ministry of Justice
* Electoral Commission

### **Roles**

* President of the Supreme Court
* Justice (Supreme Court)
* Justice (Electoral Commission)
* Inspector General (Electoral Commission)
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Associates

Associates are business entities recognized by the Republic. A registered Associate will have the right to trade with the Republic government. The classification refers to both citizen-owned corporations and foreign businesses wishing to perform business.

Current Associates

* Olympus Industries
* Traxus Industries
* Zencon
* Incredulous Industries

Past Associates

*Our community needs more information on this page! Can you help out? Click here to add more.*
Magic: Aurora's World Magics

Magic in Aurora's world is complicated. The type of magic you'll be able to use will depend on several factors: the year you were born; the month you were born; the day you were born; and what time you were born. All mages have some form of elemental magic and each person will be able to use it differently. How this all works still isn't known by the mages properly, so they've been working on a book so that they can understand it all. Sometimes they despair of ever truly understanding the magics. Currently they know what powers you will get due to the month you were born, but not day, time, or year. They are slowly getting there with year magics. Day and time are more difficult.

Here is what they know so far, using Earth months.

March
Known magics: fire, telekinesis

April
Known magics: earth, healing

May
Known magics: air, precognition

June
Known magics: water, empathy

July
Known magics: fire, light

August
Known magics: earth, plant

September
Known magics: air, telepathy

October
Known magics: water, memory

November
Known magics: fire, flight

December
Known magics: earth, dark

January
Known magics: air, remembering

February
Known magics: water, invisibility

All magics are at their strongest in the month that they are connected to, which means that someone will be able to stay invisible for longest during February. They are at their weakest in the opposite month, which means they will have the most difficulty becoming invisible in August.
Poo in da Crapa! Wiki

**Welcome to the Poo in da Crapa! Wiki!**
We're not a collaborative community website that anyone, even you, can build and expand. I wouldn't say wikis like this one depend on readers getting involved and adding content. Please don't click the "ADD NEW PAGE" or "EDIT" button at the top of any page! (and check out this new wiki if you are over 18 ☀CLICK HERE https://elhornywikio.fandom.com/?wiki-welcome=1)

*Community Founder*: Me Ziggy (pass da dutchie!)

## Muchie farticles

NUn

*Need help building out this community?*

* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!
Rognar Slatefoot

Photo Credit: u/CME\_T (https://www.reddit.com/r/DnD/comments/b2xuor/ocart\_volkyr\_dwarf\_war\_domain\_cleric/)

## Character Information

### Status

Alive

Rognar Slatefoot is a hill dwarf war domain cleric.

## **Description**

### **Appearance**

Rognar is bald with a large beard. He is clad in full plate armor with warhammer and shield. His most notably physical feature is his metal prosthetic left arm.

### **Personality**

Rognar is known to be quite gruff and blunt, having no problem telling even complete strangers what he thinks. He is also action-oriented, and quick to jump into battle if he feels it is the only (or easiest) route to conflict resolution.

## **Biography**

### **Background**

Born in Mithral Hall, Rognar was trained by his father as a blacksmith. He later turned down the trade to become a warrior. After losing his left arm in a battle, he fashioned a metal prosthetic replacement. In light of this he would devote himself to the cloth, training as a cleric.

### **Campaign**

Traveling to Waterdeep some time after the death of his father, he joined a group of adventurer's working for the Blackstaff and Force Grey. He is part owner of a bar in Waterdeep, the Troll's Soul Tavern.
Race: The Alati Felis

A race of winged cats, the Alati Felis were known on their planet as sky cats, even though their wings are useless. They are the size of an average domestic cat on Earth, with short hair that can be almost any colour and any pattern (tabby, tortoiseshell, pointed, or plain), except white. None of the Alati Felis have any white on them at all, due to the way their race evolved. Before the magic of their planet faded, naturally, the Alati Felis could use their wings, but none of them can remember that time. Unfortunately, myths about them are still told about the time they could fly, which is why they are hunted by every other race on their home planet. One of the best known myths is about a giant sky cat wreaking havoc for many years, much like a dragon, causing a time of great hardship, which has been used as an excuse to rid the world of all sky cats.

On their home world they are loners, except during breeding times, but this changes when the Alati Felis arrive on Taithmarin. For the first time they have a chance to get to know each other and often live together in large groups. Some are family groups, and the large litters that were once needed for the survival of the race stay connected instead of splitting, while others are simply groups of cats who wish to stay together. They are, once they get used to Taithmarin, a very friendly race, who much enjoy company. Many become friends with the Nox Gadael, as they have shared experiences.

The abilites they once had return. Almost all the Alati Felis can fly after living on Taithmarin for a few years, but some never regain their wings. If this happens there are often cats who are happy to give their fellows a ride if they need it, although many prefer to use the tram. However they still don't know everything about the magic they were once able to use, which leads to a lot of experimentation with the help of the other magical races.
Poop Emoji

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Supreme spirit

Supreme spirit are super being have some what like a demi-god with great powers. Supreme spirit use powers either duty and role or desire and pleasure

how be supreme spirit there 3 but all connect to life pasting away

1. When about to die is rare time back to live with be supreme spirit usually Deeds bring back does the matter of the purpose
2. Supreme spirit have thing call excess spirit in blood is naked to eye when supr spirit blood mix nun spirit blood and die with it have chance that person be supreme spirit.
3. When supreme spirit die and have offsping may have chance have supreme spirit power

Only have hands full of heros/character is a supreme spirit

* (khaimera the Beast spirit) beast spirit keep predators in wild hunt and feed and for his power have all strength of predator and instinct
* (The Fey the life and nature spirit) The fey powers can grow plants and give people new life and if Forest get so bad get the fey can replant it back regrow is again
* (Revenant the vengeful spirit) hunt down people make pain to others and do lot pain to person if revenant in rage
* (The Countess the blood spirit) every blood Countess consume she use blood deady to enemy and suck blood will get mind control
* (Sevarog the Terror Soul spirit) every spirit take by sevarog make him stronger each time and men fear him not just there soul in fear

* (Morgiesh the spirit decay) Morgiesh use bugs to eat every live thing plant,animal and spirit all that will feed her
Race: Baboons

Diurnal, originally from Fasach (Africa). A prevailing race. They have average magic including summoning. About 60% of them have magic. Of those, about 10% have low power, 20% have below average, 40% have average, 20% have above average, 10% have high. They have high anthropomorphism and are mostly humanoid. They have sensitive skin and cannot tolerate tattoo ink, perfumes, or cosmetics.
Creature: The Pegasi

The third of the five creatures created for Siaral were the pegasi, the mythological flying horses. Creating the pegasi was an afterthought, a creature the fae remembered only after they began studying to create the unicorns, and chose to make them as well, because it gave the Yellow family a chance to experiment with wings.

Much less thought and work went into creating the pegasi. Most had already been done for the unicorns, so they took the information they already had and used it to create several different breeds of pegasi. Again they worked on creating a miniature form, because it was a good way testing their abilities.

Once they were on Siaral the Breeders cared as much for the pegasi as they did for the unicorns, realising that the two forms of horse were actually very different. The pegasi had much more freedom than the unicorns, because they could fly, and often explored the web alone, although they always returned home to Siaral. The merchants also appreciated the pegasi, as they were a useful form of transport around the web, and brought in good money.
Race: Wolves

Nocturnal, originally from Larnach (Europe). Uncommon. They have above average magic including banishing and summoning. About 65% of wolves have magic. About 20% have below average, 30% have average, 40% have above average, and about 10% have high. They have below average anthropomorphism and are mostly quadrupedal with clumsy hands. They come in several colors. They have slightly tougher skin than other canids, but tattoo ink, perfumes, and cosmetics are risky. They are still quite fond of stinky perfumes, and there are plenty of these designed for lupine tastes.
Race: Cats

Metaturnal, originally from Larnach (Europe). Uncommon. They have above average magic. About 70% of cats have magic. Of those, about 20% have average power, 70% have above average, and 10% high. They have above average anthropomorphism, and are mostly bipedal. They come in many colors, like housecats. They have sensitive skin and cannot tolerate tattoo ink, perfumes, or cosmetics.
Magic: Magics of the Web

This is still a work in progress as there are magics that I'm still working on, but here's the basic list.

Athare: fae magic, see the Magics of the Thirteen Families; then each of the three created races have their own magics. Tattoo magic.

Kankirin: creation magic, dream magic, potions

Janoch: each of the six bonded races have their own magic.

Gaelom: creation magic

Kniroch: travel to other worlds

Labyrinth: crystal magic

Oracle: magic art, divination

Siaral: wish magic, knot magic, scroll magic

Aerith: time travel

Raenarin: witch magic, sorcery

Saethera: guardian magic

Taithmarin:

Beshaki: day magic, twilight magic, night magic
Race: Vultures

Diurnal, originally from Larnach (Europe). Uncommon. They have above average magic. About 60% of vultures have magic. Of those, about 15% have average power, 70% have above average, and 15% have high. They have above average anthropomorphism and are bipeds. The bright red head and neck are naked, with a small beak, but the body has a fine coat of feathers with vestigial pinions along the arms. They have tough skin and can tolerate tattoo ink, perfumes, or cosmetics. They are quite fond of perfume, but the fragrances they like most tend to reek in most other people's opinion. They have projectile vomiting as a defense. They often serve as chaplains, counselors, physicians, guards, supervisors, and undertakers. They refuse to serve as executioners.
Race: The Lumen

One of the three races of Beshaki, the Lumen live in the third that is permanently day. They have what is called day magic, abilities that only the Lumen are born with on this world, although they may also be abilities other magic users have on other worlds. Due to the knowledge the walkers have they know exactly what abilities the Lumen have but apart from them no one else quite understands what day magic is, not even the Umbra and the Arctus, the two other magical races on Beshaki.

For centuries the Lumen have kept their side of the river dividing the day section and the twilight section, but things weren't always that way. There was a time when the Lumen attempted to destroy the Umbra, and planned on moving onto the Arctus when that was done, believing that they had the right to rule over the entirety of Beshaki, and that was when the Lumen Knights came into existence. Now they work to keep peace between the Umbra and the Lumen in an attempt to make amends for what the first Knights attempted.
Race: Fireflies

Crepuscular (vespertine), originally from Larnach (Europe). Uncommon. They have above average magic. About 70% of fireflies have magic. Of those, about 35% have average power, 55% have above average, and 10% have high. They glow, and have light magic. They have low anthropomorphism, just a larger head with a face, and the front legs slightly modified to clumsy hands. They have sensitive skin and cannot tolerate tattoo ink, perfumes, or cosmetics.
Race: Ostriches

Diurnal, originally from Fasach (Africa). Uncommon. They have average magic. About 40% of ostriches have magic. Of those, about 10% have low power, 20% have below average, 40% have average, 20% have above average, and 10% have high. They have below average anthropomorphism with a thicker neck and larger head, and little hands on their wings. Although their skin is sensitive, they sometimes dye just the outer parts of the white feathers, taking care to keep the dye off their skin.
Race: Elephants

Metaturnal, originally from Fasach (Africa). Rare. They have average magic. About 55% of elephants have magic. Of those, about 25% have below average power, 65% have average, 9% have above average, and 1% have high. They have low anthropomorphism and are quadrupedal. Although their skin is very thick, it is also sensitive; they cannot tolerate tattoo ink, perfumes, or body paint.
Race: Cornsnakes

Crepuscular, originally from Larnach (Europe). Uncommon. They have average magic. About 20% of cornsnakes have magic. Of those, about 15% have below average, 50% have average, 30% have above average, and 5% have high. They are halfway anthropomorphic, with humanoid upper body (including arms and hands) and serpentine lower body.
Race: Black Widows

Nocturnal, originally from Larnach (Europe). Rare. They have above average magic including banishing. About 80% of female black widows have magic. Of those, about 20% have average power, 65% have above average, and 15% have high. About 60% of male black widows have magic. Of those, about 15% have low power, 20% have below average, 20% have average, 40% have above average, and 5% have high. They have extreme sexual dimorphism. Males have below average anthropomorphism. They look basically spiderlike with a face, four legs, a pair of handfeet, and a pair of arms with hands. Females are about halfway anthropomorphic. They are centauroid and spiderlike in the bottom half, but almost humanoid (including nonfunctional breasts without nipples) with four arms on the upper half. They rarely use cosmetics, but love jewelry.
Simple Republican Party

The Simple Republican Party was founded on the idea that simple government is efficient government. Simple Republicans are more focused on clarifying or leaning down legislation rather than a particular ideological platform. As a general rule, Simple Republicans support simple, straightforward legislation.

**Party History**

The Simple Republican Party was founded by Nova (discord: Supernova333#7072) on 11 August 2019. Nova is an oddball pikachu sporting a yellow necktie.

**External Links**

Manifesto:https://docs.google.com/document/d/1vL50Zip9aT2lWdFgZyDvwn37Gx9c1HNj0T5ds-jWRDg/edit

Discord:https://discord.gg/JaTAMY
Race: Pup Birds

Diurnal, originally from Theas (Australia). Common. There are around 500,000 to 600,000 of them. They have average magic. About 75% of pup birds have magic. About 10% have low power, 30% have below average, 40% have average, and 20% have above average. Their racial field includes water magic, levitation, finding things, bardic magic, and illusion.

Pup birds are unique to Quiar, similar to fairy penguins, although with a rounder ducklike bill. They are ovoviviparous, retaining the eggs until they are ready to hatch and thus giving birth to live young, which are called pups. The male then carries the pup in a fold of skin just above his feet, and feeds it regurgitated food, until it is old enough to walk and eat solid food. Pup birds are not respected, and neither marsupials nor birds really want them around. Despite being biologically birds, they are more often counted among marsupials because they do not lay eggs and the males have a pouch. They are tight allies with platypi.

They stand between 2 and 3 feet high, with low anthropomorphism. They have three fingers at the tip of each flipper. They are bipedal and walk comfortably on land. They are excellent swimmers, often working as coast guards, lifeguards, swimming instructors, fishermen, or beachcombers. Their gregarious and playful personality also suits them well to entertainment including comedy, acting, and storytelling. Although not counted as "fine culture" they are quite popular among the lower-class races such as platypi, seagulls, and lions.
Race: Lions

Metaturnal, originally from Fasach (Africa). Uncommon. They have below average magic. About 40% of lions have magic. Of those, about 40% have low power and 60% have below average. They are low status, considered laborers. They have high anthropomorphism, humanoid with mildly feline features. Their skin is not quite as sensitive as other cats, but it's still risky for them to use tattoo ink, perfumes, or cosmetics.
Dekker

Real name Dr. Harue Dekker

Shinbi (friendly)

Crunch (enemy)

Kallari (friendly to enemy)

Lt.belica (enemy to friendly)

Murdock (enemy to friendly)

Revenant (enemy)

Wraith (enemy)

Khaimera (friendly)

**Dekker** is a ranged Support who uses her abilities to disrupt enemy movement.

Backstory

her and colleague built device go other worlds a portal take years research and money to build it but whan first test is live being her colleague jump in portal first when robe and tube cut otherside Dekker try in to save him but portal just shotdown at her naver turn on agian technology lab spend high amount of money on portal not completely finish no other lab allow give lot money tech lab no more in dr.dekker grief cannot save him no way all

Appearance

Black short hair

Wearing blue bodysuit with teach gear and she using staff

Physical strength/ skill/ power

She don't have great physical but she intelligent she handle machine and computer and staff built for stan,block and repeal

personality

Smart woman wants help world with technology

relationship to phase

Dekker once capture phase almost give Authority take her back lab but change heart lie laws she Escape and let her live abandoned building

Trivia

* Dekker thought worlds past and portal is a time machine
Race: Chimney Swifts

Crepuscular, originally from Larnach (Europe). Uncommon. They have above average magic. About 65% of chimney swifts have magic. Of those, about 20% have average power, 60% have above average, 10% have high. They have luck, shadow magic, fire magic. They have below average anthropomorphism, with tiny hands on their wings, and they can fly. They have sensitive skin and cannot tolerate tattoo ink, perfumes, or cosmetics.
Magic: The World Walkers

It wasn't long after the first worlds were created by the world council that the first world walker was born. To begin with no one had any idea that a child who could walk through the doors created by the fae had been born, not even the child's parents. At that time no one apart from the fae even knew the doors existed, because it was something the fae were hoping to keep to themselves. Just after her tenth birthday she accidentally walked through a door and found herself on a different world.

After a few months the fae realised they needed to do something about the children and their decision, which was come to after months of arguments, that they should be used in a way that was advantageous to the fae. There were those who disagreed, but their voices weren't loud enough, and soon the World Walker's school was created. During their time on the newly created worlds the fae looked specifically for the children born with the ability to walk through the doors. Almost all were found and ended up in the school, after the fae had talked to their parents about their children's abilities.

For a time the fae's teachings worked. The children learnt about the worlds, how to watch from the outside and not get involved, and started keeping records on all the worlds. However, it didn't keep working and, due to the abilities of the children, who had become teenagers, the fae couldn't keep their eye on every walker, so when they made decisions the fae didn't like they could disappear. Once this happened the fae changed their mind. The original walkers became known as demons and the fae created their own walkers through the use of magical tattoos. The demons were executed by the fae, but protected by the people they came from, so they often weren't found unless they made a mistake.

Often the 'demons' want to change the world, but almost all the walkers are against changing anything that has evolved naturally, no matter how bad it is. It is in part due to their training and in part because the children of walkers often follow a family member into the profession, so have grown up with the belief that no one apart from the races that live there should change the worlds.
Race: Mambas

Diurnal, originally from Fasach (Africa). Rare. They have average magic. About 40% of mambas have magic. Of those, about 1% have low power, 24% have below average, 50% have average, 20% have above average, and 5% have high. They have below average anthropomorphism with four tiny limbs ending in weak hands. Some mambas pick off individual scales to create a unique sort of white-on-black tattoo effect, which can convey certain magical properties but doesn't include traveling between worlds.
Race: Hermit Crabs

Nocturnal, originally from Larnach (Europe). Uncommon. They have below average magic including banishing. About 20% of hermit crabs have magic. Of those, about 20% have low power, 40% have below average, 20% have average, 15% have above average, and 5% have high. They have low anthropomorphism. They have four walking legs, two delicate arms with hands, and two large heavy claws. Some of them are hysterically afraid of leaving their shells. Some are fussy and constantly try on new shells, or other containers made more or less to suit; and a few crabs wear really freaky things as "shells." Hermit crabs tend to be reclusive. They do not use tattoo ink or cosmetics on their bodies, but sometimes decorate their shells -- most often with "no trespassing" signs.
Race: Llamas

Diurnal, originally from Mothar (South America). There are about 7 million in Mothar, another 20,000 in Larnach (Europe), and small scattered groups elsewhere. They have average magic. About 50% of llamas have magic. About 15% have low power, 20% have below average, 30% have average, 20% have above average, and 15% have high. Their racial field includes telekinesis, defensive magic, weather magic, and navigation.

They stand about 7-8 feet tall (upright) or 6 feet (horizontal). They are ambipedal and about halfway anthropomorphic. They can stand and walk either on two legs or four. The forelegs end in hands with two tough outer digits for walking, two delicate inner digits for manipulating things, and an opposable thumb which does not touch the ground. They come in various colors and patterns.

As a prevailing race, llamas form a large part of Motharan society, being both common and social. They have strong bonds within family and herd. They are also more accepting of other races than typical outside of Larnach (Europe). Llamas often work as farmers, crafters, laborers, merchants, and other ordinary jobs.
Race: Hissing Cockroaches

Nocturnal, originally from Inish (Madagascar). There are about 10,000 of them in Inish, and they rarely appear elsewhere. They are among the races with the weakest magic, and are not known to manifest multiple talents. About .01% of them have magic. Of those, about 95% have low power and 5% have below average. Their racial talents include entropic magic, earth magic, sound magic, and shadow magic.

They stand about 2 feet high (vertical) or about 8 inches high (horizontal). They have below average anthropomorphism, in that they can walk upright and have enlarged heads, but still basically look like big bugs. The rear pair of legs are struts to prop themselves upright when standing still. The middle legs are for walking, and the front legs have hands. They can scuttle horizontally as well as walking upright. They have sensitive skin and cannot tolerate tattoo ink, perfumes, or cosmetics.

Hissing cockroaches tend to take jobs that keep them out of public view: janitor, garbage collector, gardener, undertaker, night watchman, etc. The few with a taste for espionage make competent and subtle spies. Many hissing cockroaches dislike being stared at. However, they are quite good at telling creepy stories, as they have a refined sense of what scares other people. Some of the best horror/thriller writers come from this race.
Race: Lovebirds

Diurnal, originally from Inish (Madagascar). Rare. They have below average magic. About 2% of lovebirds have magic. Of those, about 40% have low power and 60% have below average. They have below average anthropomorphism, with tiny hands on their wings, and they can fly. They have sensitive skin and cannot tolerate tattoo ink, perfumes, or cosmetics. There are Motharan legends about a lovebird wizard, who may or may not have existed historically, and may or may not have been a quetzal crossbreed; the descriptions conflict.
Race: Sheep

Diurnal, originally from Larnach (Europe). A prevailing race. They have average magic. About 50% of sheep have magic, almost all at average power with a few rumored exceptions. They have high anthropomorphism, are nearly humanoid and bipedal. They come in several colors, and light-colored sheep sometimes dye their wool.
Race: The Stormkin

The Stormkin are a race of magic users connected, as their name suggests, to storms. When a baby is born to this race everyone knows because there is a storm and on Taithmarin they are beautiful. Often many babies are born at the same time, as the storm calls them if they're ready to live in the world, so expectant mothers are always wary during any storm. Stormkin babies can be born after two months in the womb, although the normal gestation period is between five and seven months, depending on how many children the mother has already had and how the baby feels.

Fathers of Stormkin babies have an important job during the first month of their life: introducing their child, whether male or female, to the main deity of their race. When they first arrived on Taithmarin the Stormkin were unsure whether they would still be able to connect with their deities, but where they are doesn't matter. Their deities are important to the Stormkin, but their religion is entirely unconnected to their magic.

One of the magics of the Stormkin is empathy, which is why they are used by all the guides as a form of security. They can affect other people's emotions, so they can take angry new arrivals to a safe place, and work on helping them deal with what has happened to them. Occasionally even the Stormkin can't make them accept that they will never return home. When this happens another race is called upon.
Race: Guineas

Diurnal, originally from Fasach (Africa). Common. They have average magic. About 55% of guineas have magic. Of those, about 19% have low power, 20% have below average, 50% have average, 10% have above average, and 1% have high. They are about halfway anthropomorphic. They come in various colors and patterns. They have sensitive skin and cannot tolerate tattoo ink, perfumes, or cosmetics.
Race: Spitfires

Diurnal, originally from Theas (Australia). Uncommon. They have average magic. About 50% of spitfires have magic. Of those, half have below average power and half have above average. They have low anthropomorphism. They produce a smelly, caustic substance when disturbed. Females have a sharp, serrated ovipositor that makes a daunting weapon.
Character: Zoe

Name: Zoe Morrison
Gender: Female
Birth date: 15th July 1990 (Earth)/unknown (Taithmarin)
Race: Human
Home world: Earth
Live-on world: Taithmarin
Occupation: university student and coffee shop worker (Earth)/unknown (Taithamarin)

Appearance

Eyes: brown
Personal

Relations

Family: Zoe's family is all on Earth and she does her best not to think about them, because she knows that the magic that brought her to Taithmarin will have wiped their memories. It isn't easy, as she had a close relationship with both her sisters, but it feels like the best thing to do.

Relationships: Zoe arrives on Taithmarin with her then-boyfriend, Adam. Even before they found themselves on another world they'd been having troubles in their relationship and Adam blames Zoe for what's happened. He gets taken away by the Stormkin, who work as security for the new arrivals, and Zoe knows then that their relationship is over.

Friends/Other: Joel is Zoe's guide during her first two weeks on Taithmarin.

Possessions

Stories
Magic: Life Clay

Life clay is only found on Athare, created by the world in an attempt to gather up ambient magic. On the day the fae stumbled across it they believed it was just normal clay, until they started trying to make things from it, and a newly made pot attempted to walk across the room. When this happened they started using life clay purely for making statues and statuettes, but not very often because they had no understanding of exactly what happened when they used it.

This changed when the other races discovered it existed. At first it was used purely to make little animal statuettes that could be used as companions, but then someone worked out that the little creatures could be taught to use different magical powers. Once this happened some of them were used to play large magic games that didn't have any victims, apart from the little clay creatures, and those that were damaged were usually discarded.

Many of the discarded creatures banded together and attempted to look after each other. They couldn't die, because they were made of clay, they didn't feel pain, but missing limbs did make life difficult for them. Some had lost little things, like ears, while other had lost legs and arms. A lot of them still had their magical abilities, but they were almost all battle magics so not much use when it came to making a life for themselves.
Race: The Arctus

The Arctus, the race of night, are the third race of Beshaki and live in the final section, where it is permanently night. When they were created they were given night magic, the opposite of the Lumen day magic, which the Arctus keep secret in the same way the other two races do, although they know that the Walkers, whose knowledge covers the whole web, have a basic understanding of what night magic can do.

Unlike the Lumen the Arctus' war on the Umbra started due to fear of what the race could do, because twilight magic, the magic between night and day, was seen as better than either and much more dangerous. The war ended when a new barrier was created between the Arctus and the Umbra, but no one knows who exactly created it. Most of the walkers believe it was a demon, getting involved in things they shouldn't, while both the Umbra and the Arctus believed it was created by the other race.
History

The Republic has had a long and complicated journey starting from it's founding the 4th of July 2019.

### The Birth

The story starts with Kmank, the founder of the Republic. He first discovered the game the 25th of June 2019. The day after he started toying around with creating different factions, mainly creating posters and adds and only reaching the point of creating a server once.

After a few days of actively participating in the Starbase discord is when he first gets the idea of a Republic asking "Why are both factions monarchies? No space Republic?". Three days after this on the 4th of July Kmank crates the Republic discord and posts 3 documents before releasing it to the public; a constitution, a overview of the parliament and an overview of the military.

1. ↑ File:04082019 Republic Constitution.pdf
2. ↑ File:04082019 Parliament.pdf
3. ↑ File:04082019 Republic Military.pdf