recursal/Fanatic-Fandom huggingface dataset:
Imoogi

Name: Imoogi

Homeworld: Yeouiju

Notes: Though naturally evolved to look mostly human externally, the Imoogi have a number of species distinguishing features. On average, the most common hair color is white, though two 'tendril' like bunches emerging from the of the head in line of their human-like ears are naturally blue on all members of the species. The most noticeable trait of the species is the tail: long, tapering, usually white, and with two blue fins just before the tip. This tail, a mix of smooth cetacean-like flesh, ribbed scales, and placoid scales, is used by the Imoogi as a powerful tool while swimming. Imoogi also have a nictitating membrane that act as swim googles that keep the eyes protected while swimming, thus allowing them to utilize sight underwater. Also, in addition, they have a potent organic sonar and other extra 'senses' to aid them in navigating underwater.

All in all, the Imoogi are a naturally amphibious species. Equally at home above the water as they are below it. On Yeouiju, they most often occupy the shoreline regions where they have equal access to land and water, though some have moved farther in-land and others moved in to live alongside members of fully aquatic species.

The original species to evolve and establish dominance on Yeouiju, they established control on the planet and both moons. Along the way, they watched the Azul evolving on the Class L moon Chintamani. Having begun development of transgenic and eugenic technologies, the Imoogi, using volunteers, established a Azul population on Yeouiju proper. Working from there, they used their ever advancing biotechnologies to 'uplift' the Azul to create several off-shoot species.

Though the original dominant species of their world, the Imoogi held no desire to use that fact to grind everyone else under their boot heels. As such, as more sentient species evolved, naturally or artificially, and others arrived from off-world, they developed and grew a informal representative democracy form of planetary government to oversee Yeouiju, Chintamani, and Druk's populations.

When the Delphine approached the world government with the suggestion Yeouiju apply for membership in the Zodiac Empire, the Imoogi were a voice of caution. In their opinion, though the Delphine spoke highly of it, the Zodiac Empire was an unknown and they were concerned membership might swamp the world, burying the population with off-worlders and their voices getting lost in the larger organization. This was placated when the Imoogi representative on the diplomatic team sent to discuss the idea with the Zodiac Empire's Council Of Leaders, Council Of Elders, and Imperial Senate as well as exploring with guided tours; in the end, the Imoogi saw how similar things were done to how Yeouiju had worked up, that no one's voice would be overshadowed by a bigger member, and how respectful they were of each member world's wishes in terms of visitors and immigration.
Fulme

An off-shoot evolved due to colonizing a heavily ionized world....like the one Geordi and that Romulan crashed on in that one TNG episode, only more inhabitable. Like some IRL animals, they have electric cells in their bodies and can discharge the energy at will, with some being able to control their discharges.
Custos

Homeworld: Espurna

A refined, older species, they can trace their lineage back to a large deer like species in their world's archeological record. Known for their accuracy, they developed a unique combination of energy/particle weapons with things like blades and bows. Hard to fluster, they do not take kindly to those who pose a threat to worlds and populations they see as under their control. They agreed to GC membership due to the ability the Commonwealth provides to increase their ability to protect their territory.
Member States

## Founders

1. Oni Empire
2. Imperial Union Of Planets
3. Draconian Empire
4. Fenghuang Alliance
5. Galactic Commonwealth
6. Elven Confederation
7. Trans-Oceanic States
8. Mulian Republic
9. Yggdrasil Alliance
10. Sra’xa’diin Unity
11. Confederated Soverign Planets of the Aethelwulf Nebula
12. Pan-Independence Union

## Members

* New Fenghuang Empire
* Fenghuang Empire
* Kharā Territorial Confederation
* New Human Empire
* Holy Terran Empire
* Terran Imperial Loyalists

* Empire Of The Rising Sun
Last Winter Virus

Name:  Last Winter Virus

Notes:  The Last Winter virus is a naturally occurring organism of unknown, potentially prehistoric, origins.  First encountered by humans working on an ice world, but later even showing up on Terra through no detectable vectors of transmission, Last Winter is a mysterious disease organism.

Though Last Winter itself hasn't been known to kill it's host victim, nor has method of infection or transmission been yet fully nailed down, few are able to survive an encounter.  Last Winter affects the brain, hyper stimulating the production of hormones for aggression, fear, depression, and other factors.  In the end, it works by degrading the subject's ability to think rationally and reason, forcing them to turn into mindless and hyper violent beasts.

A sign of early infection is hallucinations due to infection of the portions of the brain that deal with the senses.  Colored by the subconscious, these hallucinations have a tendency to touch upon the mythologies of the victim's own culture and history.  For example, during the incident on Terra, the common thread in the hallucinations was of killer wendigo.

Later on, the hallucinations overlap the senses.  This means victims of Last Winter see others around them as nightmare beings, thus lash out in what they think is self defense and tends to be at a lethal level.

As the next and final step displayed so far is that of a mindless killing machine, it is believed Last Winter is a de-evolutionary disease.  This is due to how it reverses modern, civilized beings back into feral, wild animals.
EZDAEMON Wiki

**Welcome to the EZDAEMON Wiki!**
We're a collaborative community website that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

*Community Founders*: Write a good and paragraph-length description here about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.

## Important articles

*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!
Minotaurus

Name: Minotaurus

Notes: A naturally tall and large bodied species, Minotaurus are easily mistaken for a aggressive, bloodthirsty people based on rumors they don't exactly go out of their way to counter as they see such rumors as a defensive measure.

Similar to the artificial Ushi created by the old Holy Terran Empire, the Minotaurus are a natural combination of bovine and human-like features. To those not fully familiar with the distinctions between both, it is possible to mistake one for the other. However, the more human-like feet of the Ushi are clearly different from the double-toed hooves and more bovine lower leg structure, complete with fur, of a Minotaurus.

As a people, on average, the Minotaurus prefer their privacy, even going so far as to live in a labyrinthine city buried inside a gorge. A people who, by majority, are inventors and blacksmiths at heart, they have crafted intimidating, more bull like, disguises for their perimeter guards that have helped the spread of rumors about them being to dangerous to mess with. However, they are really a friendly people who are welcoming of the rare visitors they get, as the rumors are more about keeping their enemies away than anything else.

Known as master blacksmiths, forgers, and artisans, this is combined with their self disseminated rumors as a violent, bloodthirsty species to mean they aren't getting swamped with every other individual who wants them to make something for them. In a sense, they see it as part of a test of worthiness of those who do gather their courage to approach them.

Recently, when rogue remnants of the Old Holy Terran threatened them and others, a Zodiac Empire aligned human, with a pair of female Harpies at his side, they were convinced to use their technological prowess to help fight off the invaders. Recognizing the future risk of remaining as isolated as they had been, and that they could still screen potential visitors just as well, if not easier, they agreed to Zodiac Empire membership.

Since then, a number have migrated to Zi and found work building and repairing Zoids for the civilian tournaments. They have also spread across the Zodiac Empire where, those who are willing, have found careers as engineers in other military and civilian markets.
Earth Clan (Species)

Name:  Earth Clan

Notes:  The Earth Clan is an organization with one purpose that serves as its sole duty:  Serving the Tepes clan of the Dakhanavar species as its bodyguards and military force.

Originally, the Earth Clan started as a single bloodline of Lycanthropes that aligned with the Tepes bloodline.  Over countless generations, this Lycanthrope family evolved to be its own sub-species.  Unfortunately, some quirk of evolution caused the family line to only produce sons, thus mandating they find female spouses from genetically compatible species, though humans were the most common.  Over time, this addition of genetic material from other species furthered the evolution of the Earth Clan strain of Lycanthropes into a more and more unique sub-species.

Earth Clan Lycanthropes also were able to develop a unique technology.  Due to the dilution of their original Lycanthrope D.N.A. in each successive generation, they eventually grew to become human-like in external appearance, albeit it ones that were easily what normal humans would call superhumans.  Using a form of nanotech derived from technology acquired from the Bascillus, they hyper-stimulate their Lycanthrope genetics, forcing a rapid, painful morphing into a Lycanthrope form.  However, if not used for a long time, the Earth Clan member can become rusty in the use of this nanotech.  Usually, a morphed Earth Clan Lycanthrope again uses their nanotech to shift back to their human form, though most prefer the human form over their Lycan one.

Earth Clan Lycanthropes are quite dangerous combatants, their abilities and traits only amplified when shifted to their Lycanthrope form.  Stronger than normal Lycanthropes, the Earth Clan sub-species they are capable of demolishing 20th to 21st century style tanks with their bare hands even to the point of lifting it and throwing it when shifted, though in human form they can still disable the aforementioned tank.  Faster than normal Lycans, they are able to move faster than the human eye can perceive, appearing as a blur.  Though Lycans are known for their superhuman senses, the Earth Clan strain has evolve even farther to improve their senses, including vision down to the infrared spectrum.  Unlike normal Lycanthropes, however, the Earth Clan strain has a high enough level of agility to easily free climb up certain vertical surfaces that would be unpassable by members of other species, at a rate that could be considered running - though this feat differs based on what the surface is composed of, which affects things like if two or four limbs are needed, and requires training to make full use of.
Couer de Lion Class Multi-Environment Battleship

[img]https://static.wikia.nocookie.net/puranas-national-factbook/images/thumb/e/e4/0D3811E0-F187-4BF8-9FC2-9CFDC58FA0F8.png/640px-0D3811E0-F187-4BF8-9FC2-9CFDC58FA0F8.png[/img]

[img]https://static.wikia.nocookie.net/puranas-national-factbook/images/thumb/e/e2/23CE2711-6F5E-460B-AA76-AEA7CA883AF5.jpeg/640px-23CE2711-6F5E-460B-AA76-AEA7CA883AF5.jpeg[/img]

Class:  Couer de Lion

Type:  Multi-Environment Battleship

Faction:  Imperial Union Of Planets

Length:  333 meters

Offenses:

1x Spinal Spatial Warp Cannon

1x 200 centimeter Spinal Positron Lance Cannon

3x 48 centimeter Triple Barrel Positron Cannons

2x 20 centimeter Triple Barrel Positron Cannons

12x 12.7 centimeter Twin Barrel Positron Cannons

162x 2.5 centimeter Pulse Laser Cannons

4x 13.2 centimeter Pulse Laser Machine Cannons

2x 13.2 centimeter Twin Barrel Pulse Laser Machine Cannons

44x Multi-Role Launchers (6x forward, 6x aft, 8x port, 8x starboard, 8x dorsal, and 8x ventral)

Ammunition:

400x Variable load rounds

Defenses:

3 meters Polarized Hull Plating

6.5 meters Nanocrystalline Alloy Armor

Narcissus Defensive Composite

Trans-Spatial Shields

Space-Time Shields

Holographic Shrouding Grid

Tarnhelm class Cloaking Device

Point Defense Laser System

Nanite Repair Matrix

Notes:  Fifty years old, the Couer de Lion class multi-environment battleship was designed as a larger counterpart to the older Typhoon class now that the Union wasn’t as buried by attacks from aggressors after their territory or people.  Intended to eventually phase into replacing the Typhoon class, the two unintentionally synchronized:  at the time, Blank class ships were easier to produce so a Typhoon could act as part of the escorts for the newer Couer de Lion class.

Though carrying both a large model of cannons and a spinal weapon the Typhoon class lacked, ships of the Couer de Lion class were judged in the end to better serve the Union alongside the Typhoon class they were originally meant to replace.  As such, up to the present day, the class has received similar upgrades and enhancements as technologies and techniques improved over the decades.
Draconians

Name:
Common: Draconian
Binomial Nomenclature: Draconis sapian sapian

Homeworld: Draconia (Draconis III)

Notes: Draconains are smiliar to the Gorn in that they are Reptilian in nature. Although, Draconians could be considered more like what Terra's European dragons could have evolved into. The Draconians' still have the wings of their ancestors. They are a reclusive race. They tend to keep to themselves. The few that do involve themselves with other races tend to have personality quirks and are youngsters by Draconian standards.

Draconians are also a very technical people, though they prefer to have their technology not be sitting in plain sight.

Though not an agressive race, Draconians will defend themselves, their friends, what is theirs, and what they believe to be right with an almost demonic fury.

An ancient species, not even the Fenghuang know how long the Draconians have been in existance - they could be younger, older, or the same age as the Fenghuang. Prefering to keep things close to the vest, there are very few the Draconians trust enough to allow access to their collection of collected data, though the age of their species is one bit of data no one has been allowed access to so far.

The keepers of knowledge, Draconians are primarily a race of scholars and librarians. They have spent the entire existance of their species accumulating information. This is not to say, however, the species has no military power, but as private as they are few knew where they lived during the reign of the Holy Terran Empire without direct invitation. These days, as a member of the Zodiac Empire, albiet not a founding one as they joined later on due to having to be found to have the idea proposed to them, Draconians are less secretive as a people and are one of the pirmary caretakers of all of the Zodiac Empire's knowledge.
Baron Berger

1/4​​​​​​Name:  Baron Berger

Gender:  Male

Species:  Lycanthrope

Translation:  Commander
Equivalent:  Captain

Department/Division:  Praetorian

Notes:  A Captain in the elite Praetorian, Baron Berger is a Lycanthrope with well-spoken mannerisms and a quiet demeanor on the battlefield that hide his true skills.  A well respected commanding officer, he is not one of those leaders who leads from behind a desk, Baron is just as willing to get down and dirty in the trenches with the men and women under his command.

A man widely known for his sense of justice and honor, Baron, while not giving any prisoners under his supervision first class care, has been known to personally ensure the well being of any he's been tasked with escorting.  In fact, prior to his being trusted after the fall of the old Holy Terran Empire, Warmaster Lucifer was under the direct, personal supervision of Baron Berger.
Bolo Torpedo

Name: Bolo Torpedo

Notes: A further development of the Terran Imperial Loyalist's grappler torpedo, the bolo torpedo is basically the same thing except purely weaponized. However, instead of having one end of the line attached to the launching vessel for use in towing and other utilitarian means with minimal combat applications, the bolo torpedo is a self-contained unit. Once launched, the fore and aft sections separate, independently guided by on-board engines to separate targets, the number dependent on model.

Once latched on to its targets, the specially reinforced line connecting the end points is meant to hamper their maneuverability. In practice, the sudden, unexpected of starship grade mass can often cause targeted craft to lose control and ram each other.

Currently, experiments are underway to develop a next generation model of bolo torpedo that incorporates an on-board powerful sublight engine that, unlike the targeting engines mounted on the grappler ends, will take these from a passive piece of hardware to an active one that could potentially drag targets along with it against their will.
Kamex

Name:  Kamex

Binomial Nomenclature:  [i]Amnis crusta piscis piscis[/i] (Torrential Shell Fish)

Average Height:
Juvenile:  1 feet 8 inches/0.5 meters
'Teenager':  3 feet 3 inches/1 meter
Adult:  5 feet 3 inches/1.6 meters

Average Weight:
Juvenile:  19.8 pounds/9 kilograms
'Teenager':  49.6 pounds/22.5 kilograms
Adult:  188.5 pounds/85.5 kilograms

Average Length:
Adult:  10 feet

Notes:  A primitive relative of sea turtles, the Kamex is more capable of being semi-mobile on land as opposed to their flippered cousions, albiet at the cost of speed and agility losses in the water.  Highly territorial, adult Kamex will regularly chase away intruders into their space, especially if it is a parent protecting young.

Due to their being not as agile or swift while swimming, the primary diet of a Kamex is shellfish and crustaceans, though they are not opposed to other seafood if the opportunity presents itself.

Of unique note, as they grow into an adult, Kamex develop heavily muscular, flexible tubes that allow for hydrojetting like a squid, though their bulk makes it an odd evolutionary trait as these water jets don't do much for the animal's speed or agility.  However, on land, an adult Kamex can, provided the internal sacs have been filled with water, use their muscles to direct high-pressure jets of water out of these tubes offensively.

It is not known the details, though the Preservers might have had something to do with it, but wild Kamex have been found in numerous different star systems.
Alpollo

Name:  Alpollo

Binomial Nomenclature:  [i]Volatilis phasmatis[/i] (Flying Ghost)

Average Height:
Juvenile:  4 feet 3 inches/ 1.3 meters
'Teenager':  5 feet 3 inches/1.6 meters
Adult:  4 feet 11 inches/1.5 meters

Average Weight:
Juvenile:  0.2 pounds/0.1 kilograms
'Teenager':  0.2 pounds/0.1 kilograms
Adult:  89.3 pounds/40.5 kilograms

Notes:  Adult Alpollos are the only known example of a bat species capable of supporting its own weight when walking bipedally along the ground, though younger ones usually hover or hang upside down like regular bats.  Having venomous saliva, Alpollos spread this into their fur where it dries and can be dispersed as a toxic cloud when the animal shakes, though the juveniles are most commonly seen doing this.

Hyper carnivores, Alpollos prey on anything they can find, most commonly their relatives, other bats.  Like most bats, they are most often active at night.

Born with a helium bladder, they don't have much to do in order to fly and often sleep while just floating above the ground.

Due to suspected Preserver action, Alpollos are found on numerous planets in several star systems.
Kori

Evolved after colonizing an ice world, like Andorida and Hoth. Due to this, they can live in 'normal' temperature ranges with other species, but due to their native environment they are not comfortable. Generally, they have to either spend time in special 'cool rooms' or wear special thermal dampening hardware.
Isikulu

Name:  Isikulu

Alias:
Muravinoe
The Bone Snatcher

Type:  Insect

Notes:  A hive species, Isikulu, an ant-like organism, are similar to Nzumbe in they like to utilize a corpse to move the swarm around.  However, more general flesh eaters, Isikulu will strip a body, living or dead, of all tissue and only leave bones behind.  However, the Isikulu will come back to claim the bones later if they don't take them with them right off the back, which is likely if they are driven off before they can claim the bones after feasting.

Physiologically, Isikulu are considered a strain of ant-like insects.  While both Nzumbe worms and Isikulu ants utilize a form of distributed computing to increase intelligence of the swarm, the Isikulu 'hive mind' can be terminated if the Queen, the hive's 'brain bug', is killed.  As such, the Isikulu Queen is usually secreted away in a dark, cool, and most cave, mine shaft, or other safe location seperate from the swarm.  This renders a Isikulu swarm next to impossible to kill without killing the queen as the swarm can easily reform due to being comprised of countless Isikulu ants.

Isikulu earned the nickname of 'the Bone Collector' due to their absorption of the bones of their victims into the swarm's body with the individual ants acting as muscles and tendons.  When first encountered, Isikulu were thought to be individual creatures and not colony beings.  As such, encounters generated high levels of terror even among trained soldiers as they watched those around them fall one by one and their bones be absorbed.  The reason for collecting bones is unknown as, while the colony uses them to form a vaguely humanoid form, they don't limit themselves to only one set of bones and are more than willing to add more bones from additional individuals to their collection.
Kofewalt

Name: Kofewalt

Notes: Distantly related to species like Lycanthropes and others, the Kofewalt are a humanoid canine species. There are also genetic ties to the Ratatoskr species, evident in the Kofewalt tendency to always prefer staying in motion when awake. However, this is toned down in modern generations and primarily expressed in a love for exercise and staying in shape.

Fully furred like their Lycanthrope and Ratatoskr relatives, Kofewalt coats come in a variety of colors and hues. Similar to Ratatoskr, Kofewalt have a head of human-like hair instead of a Lycanthrope-like mane. Usually, the color of their tail fur matches the hue of the hair on their head and fur on their ears.

Kofewalt ears emerge out of their hair on the top of their heads and are quite expressive. Four times more sensitive then a human's, they move about in conjunction with facial expressions to display emotion. Unlike the similar ears of other similar species, to date no Kofewalt has been able to consciously suppress the emotional 'dialogue' their ears give out. Their tail is similar to their ears in how expressive it is of the emotional state of the Kofewalt and inability to consciously 'moderate' it's movements.

Kofewalt have hands that are, on average, twice the relative size of average human hands. Their palms, as well as the soles of their feet, have soft padding that evolved to allow both better traction as well as an improved grip. On top of this, their nails are naturally razor sharp, though modern Kofewalt prefer to file these down as, outside of barehanded combat and use in hunting they evolved for, they tend to get in the way of daily life.

Though flatter and not as pronounced as that of a human, a Kofewalt's nose is still equipped with a sense of smell that is thousands, if not tens of thousands, of times stronger. Due to their cultural obsession with fitness, it is not uncommon for modern Kofewalt to learn how to tell, from the smell of someone else's sweat, if they have properly exercised or not.

As part of their vast reserves of energy, the Kofewalt wondered far and wide from their homeworld. The group that wandered into Ookami territory had been roaming the stars for so long that they had long forgotten the way home. Though some kept going, a sizable population, tired of the repetitive boredom of the proverbial open road, agreed to settle alongside the Ookami as a protectorate group. Eventually, when the Ookami's homeworld of Yoitsu joined the Zodiac Empire as a member state, the Kofewalt and their other protectorates came along as well.

Currently, Kofewalt are commonly seen working as professional trainers in gyms and other fitness centers across the Zodiac Empire. Those that joined the armed forces regularly find work as physical trainers. However, as with any species, their are exceptions to the rules.
Банкир

Красноречивый финансист. Не любит тратить деньги.

### Особенности

Получает проценты с бюджета. (Бюджет растёт экспоненциально: чем больше у вас денег сейчас, тем больше их будет в будущем). Рост инфляции увеличен на 15%/30%(на мегасуровом)

### Открывается после

Генерал, Южные пески

***"Банкир получает дополнительный процент со средств, имеющихся у вас в наличии. Вы начинаете с меньшим бюджетом*** ***из-за*** ***её непомерно высокой зарплаты."***

Банкир - это четвёртый губернатор в Rebel Inc.

## Инициативы

**Печать денег (+12$) -** даёт 12$, но снижает уровень поддержки на 10% и увеличивает на 10% враждебность населения. Увеличивает инфляцию на 12%.

**Привлечение лоббистов (9$) -** даёт 7 репутации. Увеличивает инфляцию на 1%.

**Бизнес-консультанты (4$) -** солдаты увеличивают уровень поддержки на 30% и снижают враждебность на 20%. Увеличивает инфляцию на 1%.

## Механика

### Достоинства:

Банкир не была бы банкиром, если не давала бы в займы средства операции: каждый ход она получает дополнительно 0.5% от своего бюджета (в месяц 3%). Тут стоит пояснить, что игра считает десятичные числа, однако она их не округляет, а откладывает на потом, чтобы получить целое число и добавить в бюджет: скажем, в этом месяце вы получили 0.6$, а в следующем получите ещё 0.6$ - итого 1.2$, однако игра покажет вам 1$.

Самой эффективной стратегией будет держать при себе 20$, а все излишки тратить на нужды операции. Копить больше 40$ ради дополнительных 2$ в месяц имеет смысл только тогда, когда у операции нет проблем, влияющих на репутацию и стабилизацию.

Другие достоинства банкира - это полезные инициативы. Привлечение лоббистов позволяет максимально выгодно получить репутацию за деньги (в отличии от событий), а Бизнес-консультанты увеличивают уровень поддержки, который оказывают солдаты. Гражданская помощь и интеграция также увеличивают уровень поддержки (А также ускоряют внедрение инициатив!), но Бизнес-консультанты не увеличивают коррупцию, слабее влияют на инфляцию и их цена не сильно к ней чувствительна. Также Банкир может напечатать 12$, но это сильно скажется на инфляции. Впрочем, печатать деньги нужно только в том случае, если рост инфляции будет небольшой (а это будет где то в середине игры), на счету оказалось меньше 20$ или если эти средства пойдут на международные (голубые) инициативы, ведь они не зависят от инфляции.

### Недостатки:

У Банкира увеличен рост инфляции на 15% на суровом уровне сложности и ниже (или 30% на мегасуровом), что может помешать если у вас довольно много денег, которые нужно куда то вложить. Ещё больнее бьёт начальный бюджет банкира: он снижен с 42$ до 32$, хотя он сполна компенсируется дополнительными процентами: просто не опускайте свой бюджет ниже 20$.

## Прочее

* Не спрашивайте, откуда у неё смартфон в 2002 году.
* Экономист и Банкир очень похожи тем, что вынуждают игрока не тратить деньги, а держать их про запас.
Bugle Class Communication Ship

Class:  Bugle

Type:  Communication Ship

Length:  702 meters

* 10x
* 58x

Defenses:

Notes:  Following several disruptive attacks by hostile forces on subspace relay stations the Imperial Senate authorized the construction of the Bugle class communications ship.  The introduction of these ships made attacks on relay stations pointless and such attacks now occur only very infrequently. These vessels serve mostly in the less populated areas of the Zodiac Empire and with expeditionary units venturing out into previously uncharted regions of the universe.
Dux

Homeworld: T’iwati

A mysterious people, these guys evolved alongside the prior deer people. While those are more interested in leading, this species prefers to guide. A long time ago, the two clashed over their principles, but after both saw the devastation and destruction their conflict was causing, agreed to work together instead.
Gorlsom

Name:  Gorlsom

Homeworld:  Namkhang

Average Lifespan:  400 to 800 years

Average Length:  2 to 3 meters

Reproduction Method:

* Hermaphroditic
* Budding
* Fragmentation

Notes:  Born on the world of Namkhang, a world most others consider primordial, the annelid ancestors of the Gorlsom quickly evolved over a short number of generations to massive proportions due to the higher concentration of oxygen in their homeworld's atmosphere.
H.M.I.S. Decimation

Name: H.M.I.S. Decimation

Class: Decimation

Type: Super Star Destroyer/Star Dreadnought/Dreadnought/Star Destroyer/Supercapital Ship/Command Ship

Length: 19,000 meters (19 kilometers)

Crew: 17,000

Passengers: 38,000

Complement: 144 starfighters

Offenses:
2x Super Heavy Spinal "Nova" Plasma Cannons
4x Heavy Spinal "Nova" Plasma Cannons
550x Heavy Enhanced Ma'Tak Staff Cannon Batteries
550x Enhanced Ma'Tak Staff Cannon Turrets
600x Ion Cannons
448x Particle Beam/Pulse Cannon Emitters
448x Beam/Pulse Disruptor Cannons
250x Multi-Purpose Torpedo/Missile/Mine/Bomb/Probe/Rocket Launchers

Payload: Variable, based on what is loaded

Defenses:
Durasteel Armor Plating
Heavy Capital Ship Grade "Ancile" Defense System
Regenerative Shields
Structural Integrity Field
Tractor Beam Emitters
Modifed Alterran Point-Defense Pulse Weapons
Flak Grid

Notes: Following the Imperial Union Of Planets acquisition of the H.M.S. Iron Fist, H.M.S. Razor's Kiss, and other Executor class star dreadnoughts, not all that were fully constructed or repairable when they were found, the then hidden elements following Nagendra's hidden regime took notice of the potential of such massive ships. Though unable to acquire anything outside of some scraps and barely recognizable wrecks, they were able to get pretty detailed copies of the blueprints and technical schematics.

Prior to their public secession, the Empire Of The Rising Sun began construction of their own hull derived from the Executor design. However, wanting to 'personalize' the design, the vessel, named the H.M.I.S. Decimation, though clearly derived from the Executor, is also clearly its own design. The vessel's hull is different from the base design, with the middle-front section removed. A second hangar bay, containing one half of the ship’s starfighter complement, can be found at the innermost part of this opening, where the opening stops.

Of note, on the inside edge of each 'mandible', the Decimation has two spinal heavy "Nova" plasma cannons mounted on each side. These are able to either fire in any sequence or arrangement and are meant to both help clear the forward arc of hostile fighters, giving those the ship launches an easier go at things, as well as provide artillery support for its fighter complement. Flanked by each pair of cannons, both mandibles also have a larger, more powerful super heavy spinal mount "Nova" plasma cannon built into the hull.

As a representative of Rising Sun's current heaviest ships, the Decimation is listed as their temporary flagship. That is, at least until their planned true flagship is completed.
Artax

Name: Artax

Homeworld: Yeouiju

Notes: A second hybrid off-shoot species from the Hwin, the first Artax were of mixed Shokanshi-Hwin parentage. By this time, the Imoongi had already established as standard procedure the techniques that allowed for the birth of viable off-spring. With the support of the other species on Yeouiju, Chintamani, and Druk, the Artax were nurtured until their population grew to a self-sustaining level.

Like their Hwin ancestors, the genetic coding of their original Azul ancestors for wings are dormant as, unlike the Miramis, they didn't have the introduction of Fenghuang genetics to awaken it. Instead, the Shokanshi ancestry of the Artax has allowed the species to inherit their energy manipulation abilities which usually manifests as some form of telekinesis to one degree or other.

With how spread out modern Artax populations are, only their reverence for keeping Shokanshi reverence for nature into each successive generation links the various Artax sub-cultures together. This species tends to be one of the more vocal about living in harmony with the natural world as apposed to exploiting it. As it happens, though, this is in sync with the others who call Yeouiju, Chintamani, and Druk home.

Like the Hwin, the Artax have to make sure the wear clothing designed to accommodate their tails. Luckily, unlike the wings of a Miramis, an Artax's horn only causes issues when they want to wear a hat.
Cynanthrope

Name: Cynanthrope

Notes: The Cynanthrope, or Kynanthropes depending on dialect, species is an early off-shoot of the Earth Clan strain of Lycanthropes. Unlike members of the Earth Clan, Cynanthropes are lacking in the natural aggressive instincts required by the Earth Clan. This means they are unsuitable for service as the protectors of the Tepes family.

However, though continuing to evolve separately, Cynanthropes are capable of great feats of strength, speed, agility, regeneration, endurance, and resiliency. Though this is superior to that of normal Lycanthropes, is surpassed by that of modern Earth Clan strain members.

Modern Cynanthropes prove to be, provided you can get one to consider you as such, quite loyal friends. Though lacking the aggression and powers of those of the Earth Clan strain, they are capable fighters to their own degree and have shown themselves more than willing to use their abilities to defend their friends.

As Cynanthropes split from the Earth Clan strain after the introduction of their form shifting nanotech, the species carries a version that evolved with them. However, unlike that used by the Earth Clan strain, known Cynanthrope nanotech doesn't cause an ability to shift between two different forms, instead it combines traits of any non-Cynanthrope parent into the off-spring, though it seems to always keep certain Cynanthrope traits as dominant.
Imanity

Name:  Imanity

Faction:  Imperial Union Of Planets

Notes:  Perhaps the most numerical of the human Ixseeds descended from Zetan experiments, Imanity are externally almost indistinguishable from most other strains of humankind.  The most obvious distinction is that Imanity are known to express a greater number of natural phenotypes - hair and eyes coming in colors and combinations of colors that others would need dyes to obtain otherwise.

Descending from a customized strain of humanity created by the Zetans for the expressed purpose of use as disposable organic plugins to boost their computers, modern day Imanity are known for their mental capabilities.  Overshadowed by others, like the Terrans, in terms of muscular potential, Imanity was forced to develop and rely on their ingenuity and creativity in order to survive in the chaos following the fall of the Zetan state.  A higher than average reproductive capacity and sheer volume created by the Zetans meant they were spread all over the various factions vying for power;  Imanity based factions either hid underground to avoid the fighting or worked behind the scenes to manipulate others.  Imanity was able to maneuver other players into places that would benefit them.  Though technically not officially active in this era of war, they were only able to survive as the bigger players fought around them through this game of chess and diplomacy.

Ironically, thanks to Zetan meddling, the Imanity race lacks certain components of their nervous system.  Though not necessary for life, the lack of these nerves render them an average of psionically neutral as a people;  though the introduction of genetics from other strains of humans and other compatible species has resulted in rare Imanity births in modern times that are regaining these nerves.  It is theorized that future generations might see a return of this part of the nervous system if continued trends continue.  Though the lack of this section of the nervous system renders Imanity incapable of psionic capabilities, it also can cause them to be immune to most other psionic uses against them.

Staying neutral up until the foundation of the Imperial Union Of Planets, Imanity's leadership was hesitant at first about membership.  In the end, they agreed to a ten year trial period where their citizens would intermingle and try to blend.  Thankfully, the Union's population at large proved more than welcoming to the weary survivors of Imanity.
Machine Client Race (ViA)

1/10An artificially created people, <Blank> were created in the unknown distant past by an unknown creator in order to help answer questions.  While the current status of the creator is in doubt, but <Blank> has always maintained a defensive stance throughout their history.  First contact by the Oni occurred during the Maneater Wars when a rogue clan found a hidden base full of them in a dormant state;  awakening them with the intent to use them as weapons, <Blank> instead killed all hostiles in the facility in self-defense and peaceful contact was made later by friendly Oni forces.  Though maintaining a neutal stance for the duration of the conflict, the unknown status of their creator resulted in their decision to align under the Oni as a client race for mutual survival.

Currently, <Blank> serve in the role of 'brain' in the small alliance.  While Draconians and Watamashi collect and store knowledge, <Blank> helps utilize all that information to advanced their shared technology base.
Earth Clan (Organization)

Name: Earth Clan

Notes: The Earth Clan is an organization with one purpose that serves as its sole duty: Serving the Tepes clan of the Dakhanavar species as its bodyguards and military force.

Originally an organization founded by Lycanthropes, who later evolved into the Earth Clan strain, the modern organization has opened its doors to members of other species both they, and the Tepes family, approves of, provided they pass the tests for consideration.

Once approved, potential members of the organization undergo extensive training. Drop out rate is high as, due to their role of protecting the Tepes family, the organization only accepts the most elite of the elites that try to join.
Hazard Team

Name: Hazard Team

Notes:  The hazard team was a type of military unit, an elite force of tactical officers, medics, marksmen, and pilots that were utilized to take control of extreme situations and high-risk away team missions from Zodiac Empire Galae, or Imperial Starfleet, vessels.

[b]Concept[/b]

The team was the brainchild of Lieutenant Commander Tuvok while aboard the [i]I.W.B. Voyager[/i] in the Delta Quadrant. For [i]Voyager[/i]'s unique situation, he felt that a team of advanced strike personnel were very necessary in the vastly unexplored region of the Delta Quadrant. To that end, he held a tryout on the ship open to any personnel, excluding senior staff officers, for the Alpha and Beta squads of the newly-christened [i]I.W.B. Voyager[/i] Hazard Team. The team was to be the answer to many dangerous situations, including high-risk away missions, defense of the ship, or even assistance within the ship's own high-risk areas.

Tuvok ended up assembling quite possibly the finest team he could have hoped for, although its genesis hardly reflects that.

[b]Equipment[/b]

[u]Hazard Suit[/u]

The hazard suit was standard equipment for all members of an Imperial Starfleet hazard team. Designed by Lieutenant Commander Tuvok, it was devised for maximum maneuverability and ease of movement. The suit was accepted as a regulation duty uniform aboard [i]I.W.B. Voyager[/i] and became the standard for all [i]I.W.B. Voyager[/i] Hazard Team members, and later for hazard team personnel across the Imperial Starfleet.

[u]Weapons[/u]

The team's standard equipment includes a regulation type-2 hand phaser, a compression phaser rifle, and field tricorder. Other weapons included the infinity modulator (simply known as I-MOD), as an effective countermeasure to Borg weapon adaptation. Other Zodiac Empire weapons in the hazard team's complement include the enhanced compression rifle, the Empire's assault rifle, the compound grenade launcher, as well as miniature photon burst and quantum burst launchers. Other weapons the team has encountered include tetryon pulse disruptors, tetryon Gatling guns, Etherian stasis weapons, Scavenger rifles, Rihannsu radiation disruptors, Dreadnought arc welders, and other forms of heavy weaponry.
Knakrack

Name:  Knakrack

Binomial Nomenclature:  [i]Extraho partis[/i] (Dragon Shark)

Average Height:
Juvenile:  2 feet 4 inches/0.7 meters
'Teenager':  4 feet 7 inches/1.4 meters
Adult:  6 feet 3 inches/1.9 meters

Average Weight:
Juvenile:  45.2 pounds/20.5 kilograms
'Teenager':  123.5 pounds/56 kilograms
Adult:  209.4 pounds/95 kilograms

Notes:  After hatching, juvenile Knakrack show the beginnings of what they would look like as an adult.  Surprisingly fast for their bulk, this is due to the shark-like body design of these land dwelling reptiles.  Their preference for dry, large, and flat areas, Knakrack leave massive dust trails behind them when chasing down prey.  They are also capable swimmers, though they prefer rivers and lakes.

Spread out in several star systems, possibly due to Preserver actions, this is not a species it is encouraged for people to go out and encounter in the wilds due to just how dangerous Knakracks are, especially to those unprepared.
Holo-Mine

Name: Holo-mine

Notes: A holo-mine is a dangerous offensive system used by the Empire Of The Rising Sun. Though they are able to use variable warheads, in general they are a powerful explosive device. These mines utilize a combination of holographic projections and sensor spoofing to disguise their true explosive nature as otherwise innocent and harmless objects to avoid detection. This, at least at first, allows for enemies to lower their guard. However, even after Rising Sun's enemies know of the existence of such devices, with how hard they are to detect until it is to late adds elements of psychological warfare to their use.
Agent Fishel

Name: Fishel

Gender: Male

Species: Human

Type:
Cyborg
Augment

Notes: An orphan 'found' and raised by Mutal's Maggots, Fishel grew tired of the unfocused structure of the all but pirate group that was the Maggots. Using the liason officers serving between the Maggots and the Empire Of The Rising Sun, he changed over to serving in their official armed forces while still a young teenager. Though it proved to be taking some time to find his place even there.

Eventually, Fishel's knack for getting into locked supply rooms for 'snacks' got the attention of Rising Sun's intelligence service. Though, normally, such actions would have seen him potentially brigged for the infractions, his finesse at picking the lock instead of merely breaking in made him look like a good candidate in their eyes. As such, using a staged court marshal, they tested him. Interestingly enough, they were caught by surprise when he instead plead guilty to the charges and accepted his temporary confinement.

Curious, they approached him while confined in his brig cell. Fishel was intrigued by their offer of membership in the intelligence training program as he hadn't felt like he fit in anywhere else previously. Though, for at least the sake of appearances, he insisted on serving out the rest of his sentence of confinement first, which they begrudgingly accepted.

Once freed of the brig, Fishel transferred to the intelligence equivalent of an academy. There, his knack of being an independent spirit was encouraged as they pit the 'cadets' against each other in not only testing but in daily life. Fishel and the others were challenged to showcase not only their abilities in stealth but in gathering what they needed without drawing attention. Though the young man didn't prove at the top here, though some thing he just didn't feel like trying for that, he easily slipped into a loose alliance of other cadets where he used his skills to ensure he was an important asset for the others to keep around. As this meant he blended into the background instead of trying to stand at the top, the instructors were highly impressed.

While those who stood at the top eventually graduated to more 'public' positions in Rising Sun's intelligence service, Fishel was promoted into an Agent. He was now one of those individuals who went around in secret, gathering intel on others, planting evidence, 'acquiring' items, and other high stealth operations where someone who stood out wouldn't be a proper fit.
Faraday

1/5​​​​​Name:  Faraday

Type:  Nanomorph

Homeworld:  Kavis Alpha IV

Notes:  In 2366, an experiment with medical nanotechnology accidentally brought about the creation of a nano-swarm with a collective intelligence.  After several mishaps and misunderstandings between the fledgling nanites and the crew of the [i]U.S.S. Enterprise-D[/i], Captain Picard was eventually able to resolve everything peacefully, including settling the new civilization on an uninhabited world, Kavis Alpha IV.

After the official report, the developing civilization became an official protectorate of the United Federation Of Planets.  Every now and then, they would send a ship to make sure things were kosher, but otherwise allowed the new species to do what they wished, as long as it didn't threaten the greater Federation.  As a result, it was hard to miss that the nanites had constructed subspace communications hardware on the surface of their world and were using it to negotiate trades of raw resources for various technologies and information.

In 2374, rogue Exo androids engaged in the final battle of their conflict with the galaxy in orbit of Kavis Alpha IV.  Though ship-to-ship battles centered around the [i]U.S.S. Enterprise-E[/i], the Federation officers were forced to lure the remaining hostile vessels into the planet's atmosphere.  Sensing Data's presence, someone the nanite collective memory recognized as a friend and advocate, they acted to absorb the Exo androids and their ships, accidentally consuming Data's shuttle as well - though he and his companion were returned to the [i]Enterprise[/i].

Now, in 2509, while the Galactic Commonwealth continued treating their homeworld as a protectorate, the nanites themselves reached out to request official, full membership.  In their time on the planet, they had absorbed countless technologies and information, including the digital consciousnesses of the Exo androids, and this combined with their exponential evolution rate and potential had led to a quantum leap in their civilization.

Now going by the nom de plum of Faraday, using it for both singular and plural, they had learned to separate into individual 'swarms' with each using a macroscopic holotronic 'brain' to retain each collective's unique personality on the off-chance their nanomachine bodies were somehow rendered inert.   Capable of assuming almost any physical form as long as its capable of containing their core, they have grown bored with the status quo and wish to explore and learn outside of their homeworld.