recursal/Fanatic-Fandom huggingface dataset:
Clearance

Clearance is the ability for an individual to have access to something, usually a higher tier of an ability or technology. To the Dalmer, this mostly translates as the algorithm monitoring individual Dalmer giving access to improved abilities, and more refined technologies. In order to receive clearance, an individual must be either receive authorization by an authority, or have unlocked the clearance by proving its skill to its monitoring algorithm.

The clearance an individual Dalmer has is also entirely dependent on the amount of processing power that can be afforded to it. As such, civilized areas with more processing power available enjoy better quality of life when compared to the wilderness. For the former reason, clearances concerning survival and combat are adapted for low processing power in the wild. However, this also means that which clearances are granted depend on several factors such as the presence of other race, present dangers, local legislation and others.

## Unit Clearance

As units progress they may unlock clearances, which confers access to new abilities and items not just for a unit but for an entire particular class under the orders of one commander.

## Challenges

Challenges (or tests) are prerequisites to clearances or perks. Challenges are generated by the algorithm in order to ascertain a user's experience and ability to master what the clearance entails.

The technology is not perfect, users can find ways to circumvent the challenges by cheating, which is why some local policies still use skill temples dedicated to learning and improving existing skills and technologies.

Completing challenges created by the developers of the technology also has applications as they use the data from challenges in order to improve the quality of the product. For example, a low percentage of completion could mean that the learning curve is too steep, and too few users can grasp the usage of the technology.
Deployable fort

In the same vein as the deployable ship, and the deployable city the deployable fort is a defensive structure that can construct itself when used. The fort consists of four towers interconnected by walls that are designed to resist attacks.

The Dalmer created a number of forts that are standardized in their construction in order to facilitate their usage. Types of forts differ in their functions, some are specifically designed to be quickly deployed and transportable by troops, some have built in medbays, some are designed to protect specific resources or to support agriculture.

The fort comes equipped with projectile accelerators in its base form, if it is affixed (which takes time), it will deploy upgraded accelerators (up to siege range).

These forts also come equipped with barbed wire, tools to construct pillboxes, trenches and bunkers. Further upgrades include an extractor to secure resources and a medbay for wounded personnel.
Armored Suit

Armored suits are military issue protective clothing designed to protect Dalmer soldiers when outside settlements, based on PPP.

## Overview

The Armor suit is a scaled up version of the standard civilian outfits and skinsuits, essentially combining both types of clothing. The suit provides limited protection against small-arms. It is configured with full life support, limited biological and chemical protection, and a transceiver to communicate without telepathy. These suits are less bulky and more intricately designed than their civilian counterparts. The merger of skinsuit and outfit aspect comes into play in its integration of the warpcare functions of a skinsuit, largely replacing the need for a skinsuit when wearing armored suits while providing enhancements to the wearer.

## Construction

Teleportation mechanisms are built into light armored suits that ressemble classical military fatigues or suit jackets and trousers. When a user wearing one of these suits nears harm preventer depletion, they disappear in a flash of bright light as the user seemingly disappears to a place of safety. These mechanisms can also be activated manually.

## Technical add-ons

Armored suits can be equipped with several useful add-ons.

### Electronic Nose

Detects spoiled food, chemical spills, biohazards.

### Ambient Intelligence

General everyday tasks are managed by a computer that are managed by an onboard HUD.

### Levitator

Construction safety device, if the belt detects the user is falling at over 8m/s it locks the user in a low gravity field until the user lands safely.

### Vengeance procedure

A procedure that activates when a lone Dalmer dies outside of conflict or Dalmer territory, the area is then bombed relentlessly so that any technology found on the Dalmer to be destroyed. This is also to make sure that bandits and marauders think twice before attacking Dalmer civilians in the wild.
Command points

Command points are typically used to give orders to subordinates. Command points are issued to those in leadership roles with the appropriate clearance.

Commanding units, whether commissioned or not can give certain overarching orders to units on the field. These are awarded based on rank, and on the number of lower ranking commanding units on the field. The loss of commanding units removes the additional points, to sanction misuse of commanding units.

**Command units**

Units that give an extra command point to the commander when deployed. usually these units are corporals or of higher rank.
Animal

The term fauna or animal refers to a subcategory in the classification of the Animate and as a kingdom in the taxonomy of Welt. Critters are a subcategory of animals whose body parts are used in chemistry.

## Inclusions of the definition

Animals include all animate that consume organic material, breathe oxygen, are able to move and can reproduce sexually.

## Exclusions of the definition

Animals are defined by their lack of sentience and Saccharomyces demonica within their organisms. As such, the definition excludes the other races, creatures, mechanimals and the undead.
Crafting

Instead of using assembled materials to construct an item, the Dalmer are much more complex. What happens is that the desired item is built off site by the IECCC or private company and warped to the customer in exchange for the required items (or in rarer cases money). This is for two purposes, the first being the restocking of materials needed by the manufacturer, the second being that since there is always a factor of risk for the customer to fetch the materials required, the manufacturing facilities aren't overloaded with orders. To combat cash spamming orders from the wealthy, the price of items will increase the more items are bought this way.
Basatil Giants

The Basatil giants are a race of coastal dwelling giants who today live in the clouds.

## Lifestyle

These giants are fond of throwing rocks to determine where to build their houses, the dolmen.

## History

Cromlech, Megaliths, Dolmen and Menhir found on coasts of Calada and Khazzan were all built by giants who followed a rebellious leader who challenged their god. They constructed a mighty tower to the clouds to challenge their gods but were cut down. Their ancestors followed suit with beanstalk magic, invaded their gods home and conquered the clouds, but the god passed on his curse to die in the sun outside the clouds protection.

Their unwanted children were cast down from the clouds and were the trolls (so the trolls believe) who inhabit the ancient giant villages. The trolls believed the dead god would return from the sea, so they built their menhirs along the coast so that ocean water would not rise to flood them, and that the dead god would not return to the clouds as sea vapor.

The giants would eventually be cast from the heavens and live on the surface at night for a while in the form of menhirs. When rumors of a second coming of the mysterious force that banished them from the clouds, They threw stones all over the lands where they built their dolmens where they hid and never returned to the light of day. it is thought that it was some sort of sun god who keeps them at bay, and that the sun fearing trolls are their ancestors.

## Settlements

#### **Hypogea**

Their capital was an island called Hypogea, a short way off the coast. They built their failed tower there, which failed and caused them to build the Menhirs on the coast.

#### **Megalith**

Megalith are doorways used by the giants to move around free of the sunlight

#### **Dolmen**

Translates to "giants home". today are used by trolls seeking to escape the sun.

#### **Bridge nexus**

Access to underground settlements. Similar to the troll network of bridge dwellers. The nexus is opened with window chalk, and can be blocked by chalk crossing.
Algorithm Crash Ritual (Dalmer)

Algorithm Crash Rituals or ACR's, also known as rituals are a series of conscious actions executed in an order so as to confuse the algorithm in order to achieve certain results that are unintended or a result of complex programs clashing with one another.

ACR's are not to be confused with demonic rituals, which follow complex steps in order to achieve the summoning or communication with a demonic entity.

## Examples of rituals

### Shielded Wallpasser ritual

Be in a room with parallel walls and flat floors. Be parallel to the wall to pass. Place an explosive before you. Backflip twice. Parry three times. Shield surf onto bomb. Remove the shield as you land on the bomb.

This ritual allows one wallpass, after that the ritual must be redone.

### Shield launch ritual

Requires a frozen enemy, a bow and shield.

Be in a highspot. Position camera drone facing the slope. Jump. Assume weapon throwing position. Shield surf. Assume bow firing position. The bounce is loaded into the shield.

To use the bounce, shield surfing in place, with the shield removed before landing will create the bounce.

### Durability ritual

Requires a metal shield, an elemental thunder salted blade, wood, a salted fire blade, mask and a flashfreeze staff.

The rod must be given anonymously to an other race warrior and an area where it passes everyday must be marked with the metal shield. A self sustained fire must be made underneath a tree stump. Then an electric elemental ignition trap must be made where the other race warrior passes everyday.

From then on an equipped weapon will take the durability of the former, and transfer the formers durability to the latter. This leads to functionally invulnerable weapons until the ritual ends. Also works for shields.
Cockatrice

The prime example of an ornithodesmus (Link between Herpetons and Avians), the cockatrice is an animal known for its unusual ambush tactics and its use of medusa's glance.

## Behavior

Two distinct hunting patterns have been observed for the curious animal, both ambush tactics. In one where it adopts a tracker stance, and will hunt and chase its prey over long distances, another where it will perch atop a cliff and glide onto its target before slashing and tearing using its beak and claws.

The cockatrice is also a boastful animal, it likes to show off to other members of its own and even other species. This becomes apparent when it uses medusa's glance to turn quarries into statues, and even corral other animals into seeing its statues as well as mates.

Cockatrice's have been observed living in nests similar to ostriches, but also living in caves, only emerging to feed or to add statues to their exhibits. in even rarer cases, cockatrice can be found in ruins, if plenty of statues are present.

Despite their mating rituals and reputation, cockatrices have a measure of intelligence which leads to necessary cowardice, it is more than happy to feed on the scraps of mightier predators, or to finish off wounded animals.

Using a reflective surface while the cockatrice uses medusa's glance will disable its ability to use it.

## Description

A cockatrice resembles a terror bird (a fellow ornithodesmus) with a rooster's comb and its muzzle resembles an elongated turtle's beak with small sharp teeth inside, similar to crocodilians. The wings of the beast are longer than that of the terror bird, more akin to shoebills and can be used to glide off of cliffs but cannot support powered flight for very long. It will however, use its wings to fly in order to attack its prey.

The animal is also capable of using medusa's glance, and will expose statues of its victims for mating rituals. Those with marble bones that withstand the cockatrice's glance are said to be able to tame the beast.

Cockatrice's also have second mouths, that take bites out of prey while the main mouth holds the prey in place.

## Reproduction

While adult cockatrice can reproduce with each other, the cockatrice during mating season will seek out a quarry to turn into a statue, it will then drag the victim to its nest where it will corral potential mates (usually after a dominance ritual) to its prize in order to secure mating rights. Cockatrice's have also been observed corralling other animals and creatures to its statues (called exhibits), simply for boasting.

There exists another method to create cockatrice's. This secondary method includes a roosters egg being incubated by a toad or serpent. The egg must be laid by an old rooster just before his death exactly at midnight on a clear night with a full moon. Within a few days, the egg shell, which is not hard, but rather soft and leathery, is opened by the animal.

The animal shares no particular relation to the basilisk except the odd birthing pattern (rooster egg hatched by a toad).

## Usage

The feathers, eyes and stomach from cockatrices are used in alchemy by the other races.
Ballista

A ballista, or bolt launcher is a heavy siege weapon destined to fire called bolts over large distances.

## Dalmer ballistae

The Dalmer make use of ballista in fortified positions as a point defense weapon, but also aboard their larger crafts and ships as an effective weapon.

There is a notable example of a modified ballista equipped Adder launching a WKR bolt directly into a fortress door, and then the dalmer retreating for technological exposition breach.

### Dalmer ammunition

The Dalmer have several specialized ballista ammunition

SASH (Sheer Acceleration SHrapnel) bolt: designed to eliminate infantry,

Llaneous Missile: Explosive single target projectile designed to eliminate large creatures

WKR (Wallpasser Kinetic Ram): bolts designed to bring down castle doors, walls and other fortified positions.

## Other race ballista

The ballista is used by the other races, albeit in a less specialized role. The other races make use of portable, repeatable (polybolos) and even cart mounted (carroballista) ballistas in combat.

It has long been suspected that the prevalence of the ballista in the other races' arsenal could be the result of espionage or excessive technological exposition, but when it was discovered in other races that couldn't have had contact with the dalmer this supposition was dropped in favor of convergent discovery.

## Notes concerning ballistas

They are used to hunt larger foes, such as dragons and ogres.

The Fole make use of ballistae mounted on the backs of beaked apes.
C and P

C and P is a process to create a copy of a persons conscience in order to create a servatron that knows the clients preferences.

## Operation

The UC appears to have an out-of-body experience as the bean-sized chip is placed in a portable electronic device. The device is returned to the home, where the usually confused consciousness is greeted by a technician. The technician then explains the design, to control the smart house and to ensure everything is perfect for the client so that it will never again face the dilemma of having to instruct others about its exact desires. The program creates a virtual body for the digital copy and puts her in a simulated white room with nothing in it but a control panel.

If the copy refuses to accept that it is not a real person and rejects being forced into being solely a slave to all of the clients petty desires the technician will break the willpower of digital copies through torture, so they will submit to a life of servitude to their real counterparts. This is achieved by accelerating the copy's perception of time so long periods of time passes in a matter of seconds, and becomes traumatized by the solitude of being in the room with nothing to do. Despite this, if the copy still refuses to work, the process is repeated, this drives it mad with emptiness, so when the technician reappears it immediately submits to her new role.

## Legal modifications

Some Dalmer are disgusted by the profession of torturing into submission computer programs that are self-aware and conscious, even if they are merely artificial. The usage of C and P technology for over 20 years was made illegal when AI’s were given citizenship in the Empire.
Blueprint

Blueprints are a detailed series of documents that detail the construction specifications of an object. these are generally analogous to a recipe should one have the appropriate tools and materials. this article lists the different blueprints for various objects.

## List of Blueprints

#### Materials

* Azure Solanace: A plant with noise suppressing properties. Nicknamed “silence flower” as the areas where it grows are naturally quiet, as if sound was suppressed.
* Fireflies: These fireflies glow gently in the dark. When cooked, the compound that causes it to glow results in an oil that suppresses cloth rustling, allowing the user to move more quietly.
* Mushroom: A mushroom that glows softly at night. Cooking it creates an oil from the nutrients in its cap, resulting in a liquid that will allow the user to move stealthily.
* River snail: This large, glow-in-the-dark snail lives in freshwater. When cooked into a juice, it heightens the senses so the user can move about silently.
* Trout: Consuming the bioluminescent compound that makes the fish glow in the dark will increase concentration, helping suppress noise when consumed.
* Combat webbing
* Skinsuit: cloth mask, a chest guard complete with pauldrons, and tights.

#### Tools/Machines

Alchemy set: for distilling the necessary oils
Auroch

Aurochs are a species of bovine that are endemic to Welt as well as some realms of the Weltan system. While not the largest of the bovine species of Welt, the aurochs are one of the most popular due to their territorial nature, horns and depiction in various cultures. Their large size, natural sheen and pale coloration with a distinct eel stripe along the back made them the object of many works of art.

Minotaurs commonly have the head of a male auroch, and sometimes travel within their herds, possibly as a result of chimerism but their exact relation is unknown.
Critters

Critters are animals that are used whole in chemistry. These are generally divided into two categories; critters that are used for a single attribute they possess, which is often reflected in its name (critters helping with stealth technologies often have stealth, night, shadow or other adjectives in their names), and critters with several (sometimes up to four) attributes useful for chemistry or other technologies.

Examples of critters:
Bloodshot Eye

The Bloodshot Eye observatory is a surveillance device built by the Dalmer.

## Functions

The observatory has two functions, one to spy on a person's thoughts and intentions in real time and one to study the blood donors’ entire history up to the present. The dalmer have very complete databanks of their citizens, for security reasons.

## Operation

The device requires a drop of blood or blood sample preserved in a crystal cube. The cube is placed in a receptacle (a skull made of cadence crystal for the donors history, or a skull made of polished visum aspectu for spying in real time) itself placed inside the machine.

If the skull is removed, the complex activates a lethal security system, which could only be deactivated when the skull was returned. If left in operation, the system would project energy barriers at regular intervals, strong enough to vaporize anthropoids on contact.

## Notes

The Dalmer, more recently have undertaken the policy of collecting a dram of blood within a vial from major leaders of the other races, as a means to ensure that they kept control over them.
Bivalvular Submarine Weapons System (Mechanimal)

## Overview

**The** Bivalve is a black, pearl-like Mechanimal. It is encased inside a light-gray shell, which is surrounded by a second jagged, blue-violet outer shell casing. It has one barb-like spike protruding from above its head, and multiple conical horns on its outer shell. Its shell is harder than steel with spikes that are even harder; harsh tidal currents will affect the size and sharpness of these spikes. On its pearl-like face, it has two red optical sensors and a mouthpiece. Aside from its face and head, its internal workings have never been seen. Once it is shut down, it is impossible to open its shell from the outside through hacking. This impressive defense allows it to withstand anything from a bomb blast to even a missile strike.

The Bivalve typically only opens its shell to attack an opponent. However, it is fully capable of retaliating against any enemy with its shell tightly closed. With rapid succession, it launches its spikes at the foe, keeping them repelled. It can also attack by clamping onto an enemy in its former signature move, which has caused the loss of many an explorer's limb. The same projectile system it uses to launch its spikes is also used for swimming. It swallows seawater, and then ejects it towards the rear propelling it through with siphon-jet propulsion. The Bivalve is rarely found in the wild, though they can be found on the seafloor, nestled among the rocks and coral, but it will also actively hunt on land clamping onto mechanimals who foolishly leave their water intake tubes too close to the Bivalve. Crab Mechanimals are natural predators of The Bivalve.

Rather uniquely, the Bivalve will produce pearls from the things it eats.

Bivalve shells are commonly used as shields due to their durability. Their spikes are also used as lancetips, and dagger blades.

## Bivalve Weaponry:

**Offensive**

* Ice Spikes
* Poison Spikes
* Rapid Fire Pin Spikes
* Ice Spear
* Suppression Water Cannon
* Cryo Beam

**Programs**

* Environmental Manipulation: Rain and Ice wind
* L.E.E.R.: Hacking program to lower the target's defense.
* Supersonic frequency: Hacking program to confuse the target.

**Defensive**

* Defensive Shell Spikes
* Iron Shell: The Bivalve can increase its defense by a specialized diet of certain metals.
* Self Destruct
Craniomancy

Craniomancy is an ability to extract memories from anima trapped in bones, specifically skulls. Craniomancers can decipher a skeleton's memories and create documents from the information extracted.

## Pelagic Realm

Craniomancers in the Pelagic realm have the unofficial task of keeping skeleton populations manageable by destroying the skulls of skeleton lords who reanimate their followers. They will establish bounties on specific targets, such as invaders, forts and fleets. They also actively seek out and hunt krakens, in order to use their ink to practice their art. They are opposed to their extermination however, this places them at odds with other companies who would rather the oceans be safer.

**Spells**

Using a skull can open portals back to Welt.

Craniomancers can channel anima into swords.

They know how to trap and extract anima from skulls if needed.

Codex creation is the opposite of craniomancy, where knowledge is implanted into a skull.

**Rituals**

Smoking kraken ink in a pipe and blowing the smoke at the skull, then inhaling the green fumes will reveal the information. Their use of squid ink causes serious skin conditions.

Craniomancy is single use, the kraken ink goes from the invoker to the skull, then the ink goes back through the invoker, onto a parchment, where the memories are imprinted. When the transfer is complete, the skull disintegrates.

Talking skulls are originally based on the memory ritual. Using herbs, a decapitated head can still communicate as if still alive. The flesh will stay on. An Imperfect ritual will cause the flesh to rot away, but the skull can still speak through unknown means.

Shrinking heads is the antithesis of this practice.
County

A county is an administrative subdivision of the empire. A county in practice is an alliance of multiple settlements that can cross regional and even kingdom borders but do not necessarily imply the alliance of the different Kurats, regions or elected kingdoms of which the settlements are part of. The creation of counties do not require the settlements to be neighboring, they can be separated by a vast distance if necessary.

## Sheriff

*Main article: Sheriff*

Sheriffs are the leaders of counties, and as a result are highly mobile. They are assisted by deputies, usually one or more per settlement under the Sheriff's jurisdiction.
Air cushions

Air cushions are pockets of sinew that can expand or retract by being supplied oxygen from bone flow. This allows the skeletal structure to move, guided by the magnetized bone caps. These air cushions are fount in most vertebrates of welt, but also in many invertebrates as well, allowing post mortem locomotion in zombies and skeletons.
DPC - Maritime Division

The DPC Maritime Division is an underfunded Sub-Division of the DPC Military Division that operates mostly in naval recovery operations, although the division itself was formed for naval combat the lack of funding caused a severe lack of ammunition during wartime. The Maritime Division was mostly a joke among the other Sub-Divisions being nicknamed the "DPC Ferry Service" as its most prominent use was moving personnel between locations.

## History

The DPC Maritime Division started operations as a core component of the DPCMD during its operations on Earth, Exodus and Icarus during the forming years of the DPC. The designs of Maritime Division ships were mostly supplied by the Untied Nations and built by civilian contractors. On Exodus the Maritime Division was extremely useful in spreading colonists out between landmasses and ensuring that all colonies remain supplied. The Exodus branch of the Maritime Division was formally founded on the 29/9/2402 with authorization from DPC High Command on Jericho Station.
Chartering criteria (Realm Colonization)

Chartering is the second part of the process of Realm Colonization that happens after Discovery. Chartering is the mission of the empire after a realm has been orbitally mapped, the empire, under the lead of an expeditionary corps will charter the realm by griding the surface and establishing the advanced criteria of the realm.

If the realm answers the basic criteria, Chartering is undertaken by the Empire, represented by the city states which are the first to land on the planet. These efforts are often helmed by Knights Expeditionary. Expeditionary corps cross through the fog of war in order to investigate if the Realm answers the criteria the Lord Divisionary requires.

#### Geography

The shape and size of landmasses found on the surface.

Fractal: Unpredictable terrain that can result in many or few landmasses.

Inland Sea: One large ocean in the center of the map.

Island Plates: Islands ranging from small to large.

Pangaea: One massive landmass with surrounding islands.

Archipelago: Lots of small islands with a few larger islands.

Seas: Several large bodies of water surrounded by land. Islands can be found in these waters.

Small Continents: The realm consists of a few medium landmasses and some smaller islands.

Continents and Islands: A few large landmasses surrounded by islands.

Lakes: A realm without oceans, only lakes and inland seas.

Primordial: A realm from an early time with unpredictable continents and islands. More volatile conditions exist with extra coastal lowlands and volcanoes.

Splintered Fractal: A highly random realm with thin, snaky continents and islands.

Terra: A continents map where all major civilizations start on the largest continent.

Tilted Axis: A polar centered continents map.

Highlands: A large region dominated by hills and mountain ranges.

#### Topography

The ratio of highland to flatland.

* New (more hills and mountains)
* Standard (equivalent quantities)
* Old (more flatland)

#### Temperature

Affects terrain distribution.

* Hot (increased Desert, decreased Tundra/Snow)
* Standard (average terrain)
* Cold (increased Tundra/Snow, decreased Desert)

#### Rainfall

Governs the amount of forest and wetlands.

* Arid (less woods, rainforests and marshland)
* Standard (average)
* Wet (more woods, rainforests and marshland)

#### Sea Level

Ratio of water to land tiles.

* Low (extra landmass)
* Standard (default)
* High (extra sea tiles)

#### Resources

The quantity of useful resources found on the realm. it is to be noted that private companies are forbidden from possession of resources, just like on Welt.

* Sparse
* Standard
* Abundant

#### Other races

The presence and quantity of other races on the realm.

* Absent
* Sparse
* Standard
* Abundant
* Overcrowded (in this case, colonization is usually refused)
Battlecruiser class ship

The largest of vessels are classified as Battlecruisers, of Battle cruisers these massive ships are veritable floating fortresses. Usually escorted by all manner of smaller ships generally a fleet without a capital ship will designate a Battlecruiser as its flagship.

## Aircraft Cruiser

*Main Article: Aircraft Cruiser*

The smallest type of battle cruiser, the aircraft cruiser is a warship that combines the features of the aircraft carrier and a cruiser.

Aircraft cruisers are usually armed with lots of heavy artillery, mines and a number of aircraft fitted with floats. Other types of aircraft cruisers go for a pure carrier role, carrying aircraft, whirlers, and submarines into battle, while supplying ample defensive capacities.

## Aircraft Carrier

*Main Article: Aircraft Carrier*

A more specialized type of battlecruiser, aircraft carriers have less (but still plentiful) defensive capacities, preferring to quickly deploy squadrons of fighters into combat to aid its escort vessels.

## Juggernaut

*Main Article: Juggernaut*

In the very sense of the word, a Juggernaut is a gunship in terms of a weapons to hull space ratio. These immense watercrafts are floating fortresses usually sent to hunt the most dangerous of sea creatures or the most impenetrable of coastal fortresses. They share the same affinity of other cruisers for being the mightiest of warships in most fleets or personally guarding capital ships from their enemies, interestingly, Juggernauts have oversized launch bays, making them excellent mobile submarine bases once the barrages end.
Diamond battery

Diamond batteries, also known as Mantium batteries, are extremely long lasting power sources. The dalmer make use of nuclear fusion and fission for energy, and reuse the radioactivity from waste in order to make diamond batteries. The batteries are then used to power machines that require a low amount of energy for hundreds to thousands of years. These are typically to ensure the functioning of public utilities such as lighting, plumbing, satellites, vending machines, public displays and inputers and so forth.

These tiny batteries (around 5mm) are found everywhere in dalmer technology and are heavily reinforced to prevent radioactive leakage from the batteries. Every one of the trillions of batteries in circulation are chipped and tracked to prevent eventual leakage, or the fall of the technology in enemy hands.

Due to the innumerable references to diamonds in dalmer texts, the other races often spend considerable resources to find them, only to be disappointed when they find the supposedly worthless batteries.

The battery is basically two batteries in one. The main outer casing is where the radioactive material is stored which constantly emits heat energy at a low output, charging the inner casing. The inner casing has a higher output but emits power faster than it recharges. This means that the actual energy comes from the core, and while it has comparatively low energy storage compared to other batteries, it is constantly recharging.

As a rule of thumb, mantium batteries have a 50% efficiency for recharge time. For example it takes one hour for the core to power the device for 30 minutes.

Using two batteries to counter this problem doesn't work as there is energy loss between changes, meaning three batteries are required for optimal redundancy.
Barbarcoatl

**The** Barbarcoatl is a creature endemic to the cursed lands. it is an Ultrafauna whose origins aren't well understood.

## Biology

The barbarcoatl is a gigantic bipedal lizard with a distinctive horn resulting from a Lizardanth consuming a fullheart. Its abilities are noted to be to burrow underground and to use digestive fluids when threatened or to hunt.

## History

The Barbarcoatl was first recorded when it attacked Lizardanth and Blin communities in the cursed lands. The creature was eventually defeated when it was immobilized by hilltop cyclopeans, shot at by Polkans and eventually drowned in a bog.

## Notes

All information pertaining to the Barbarcoatl are from accounts from the history of the Demon Scion retrieved by Knights Expeditionary.

## Trade items

Barbarcoatl have several commercial items for which they are hunted

Scales: To make heat resistant tunics

Flame organ: Sold as a reagent for fire related magics.

Fullheart: Sold mostly to lyrean elves.

Stomachs: To make explosion proof bomb carriers

Claws: Used as tellum tips

Rubies: Valuable and used by jewelers.
Centaur

**Chimeric** animate that possesses the lower body of a horse. Usually the head extends from the front part of where a horses neck and head would normally be placed.

Different species of centaur have been cataloged in the wild, with varying states of intelligence to be considered other races.

### Species type A: Wild Centaurs

*Main Article: Wild Centaurs*

**A** full grown male centaur can stand over seven feet tall from hooves to head and weighs over a ton.

The Centaur engage in constant war against other centaur and other races. Some other races who have to deal with centaur aggression generally hate them so intensely that they have taken to skinning their corpses and making rugs out of them. Such decorations are a common sight in cities. Some other races are even attempting to control the savage centaurs by encouraging inter-tribal conflicts, so as to prevent the centaur from banding together and becoming a dangerous force.

The threat of a unified centaur tribe is not uncommon, as they seem to have a cultural belief of a messianic figure leading the centaur as a destructive force across the land.

Centaurs are savage and brutal, and they often take prisoners. These prisoners are usually eaten. However, some partake in the slave trade, centaurs dragging humanoids of all sorts off to become slaves, forcing them to work in hardscrabble opal mines are not unheard of. Opals are used to make crude trinkets to their gods. Some rarer instances show the centaurs trading these opals with the other races for slaves, or vice versa. Their participation in trade and serving as mercenary allows the Centaur to be considered an other race.

The youth of the other races have made something of a game out of this tradition, snatching away the centaur's offerings and leaving insulting totems in their place. They must be swift, lest they be caught by the centaur, who leave their gutted remains as a warning to others who would consider doing the same.

Filthy creatures, centaurs are always followed by swarms of flies, which are attracted by the centaur's repellent odor. Centaurs have no qualms about leaving piles of dung strewn about their encampments, and no concept of privacy.

### Species type B: Children of Sagittarius

*Main Article: Children of Sagittarius*

**Fight** with giant spears and shields. Long lived, these centaur are more civlilized than the wild centaurs. Religious, celebrating ancestor worship with a particular respect towards hunters and racers.

These centaurs are more civilized than wild centaurs, and are notably more varied in their personalities, have priests, merchants, craftspeople, loners, hunters, drunks, revelers, and more.They are good friends with some of the other races, especially hunters and racers among them. They are admirative of humans in particular for their ability for long distance running. Their human friends are called Endure, hunters whose hunting is based on exhausting their prey by relentlessly following them at their pace.

Centaurs are not to be confused with Werehorses.

### Species type C: Polkans

*Main Article: Polkan*

Polkans are chimeric centaurs with the head of a lion.
Animus Substance Extractor

The ASEx is a machine that is part of the Autodoctor, similarly to the brain scanner, which is used to extract animus substance, a proto form of a Dalmer Animi and amalgam of a ghost, a spirit, and a soul.

## Description

The extractor is a large mechanical arm, similar to automotive factory machines, the end attachment resembling a pointed tridactyl claw. Its optimal placement is when suspended upside down, its base attached to the ceiling. A series of cables protrude from the base and some are connected to a complex mobile console, complete with VDU (Visual Display Unit) and full keyboard. The others are connected to a working power supply. At the bottom of the console, there is a dispensing device, with attachments for a container. The device takes twenty minutes to boot up and become fully functional.

## Mechanics

When used correctly upon a living dalmer, the machine will remove a random Animus from the Dalmer and transfer it through the dispensing device beneath the console. The optimum container for this substance is a soul gem or other incorporeal entity containment cell that fits the attachments. After this action is performed, the organism that it was performed on will cease all higher brain functions, with only the activity in the brain stem continuing. The subject will not respond to external stimuli, will not exhibit any movement beyond basic reflex actions, and most importantly will not undergo zombie reanimation.

The animus substance removed is gaseous, though its overall appearance and properties differ from the usual forms of incorporeal forms. The substance emits an indefinite source of kinetic, electrical, heat, and light energy. Although the rate and output, again, differ from subject to subject, the average is relatively low when compared to post mortem captured animi. To clarify, the Animus substance is not animus, as the body isn’t dead, should the body die however, they can possibly become Animi.

The device is also capable of reversing the extraction, placing the same, or a different, Animi substance back into the subject. When this action is performed, the subject will regain all cognitive and higher brain functions, but the total results differ, depending on whether or not it was the original substance extracted from the patient that was replaced.

The console of the machine is a calculator haunted by a soul who manages the machine. The console is capable of sight and hearing, as well as conversing using the screen to display messages. The console is capable of levitation and moving objects around it, especially if upset.

If no robotic frames are available, or the patient refuses brain scanning, the brain of the patient will be extracted and placed within a suitable replacement frame for BIJ’s, such as chess automatons, who can hold up to three brains and are capable of internet communication.

## Usage

The machine is used to extract animus substance, an incomplete incorporeal form that can be placed into an interface for AI's. The machines main use is to allow users an alternative to brain scanning.
Eagalonic Empire

The Eagalonic Empire is a secondary power in the Milky-Way Galaxy and a vassal of The DPC. The Eagalonic Empire pledges its allegiance to The DPC due to its sever lack of natural resources.

## History

The Eagalonic Empire was formed after a coup by Monarchist forces against the Republic of Eagalon. This coup caused turmoil across the newly-founded empire leading to a minor civil-war and several counter-coup attempts. The civil war would be a short but decisive victory for the Imperial Forces of the Eagalonic Empire, although they did receive major support from The DPC. The DPC gave them support due to the economic benefits of the Eagalonic Empires need for resources. The territory that made up the Eagalonic Empire was devoid of resources, this led the Empire to have to make major purchases in the way of imports from The DPC.
Comet control staff

The comet control staff is a Dalmer technology designed and used by the DCDEA. The comet control staff or skycaller staff is designed to control the descent of a celestial body held in orbit.

## Mechanics

Skycaller staffs are in essence portable weapons of mass destruction, each staff controls a single asteroid, the controlled celestial body can be directed in the direction chosen by the user. While the original staves used actual meteors, modern models use the less dangerous and lightweight standardized KORST (kinetic orbital strike) rods and can be used several times.

## Limitations

The staff has an enormous drawback in that if taken out of a hold it will emit an acoustic emission that causes intense pain to mega and ultrafauna, specifically gigacetidae. To avoid this, the staff must be kept in a skycaller hold, which nullify the staff's acoustic emissions.
Invasion of Truthhay

## Invasion of Truthhay

### Outcome

Major Cobalt Military Victory:DPC and Cobalt Military sign Armistice

## Combatants

### Combatant 2

The DPC
Cobalt Military

## Strength

167,500 Infantry Forces478 Tanks
550+ Armored Fighting Vehicles
180 Fighters
24 Dropships

84,650 Infantry264 Tanks
379 Armored Fighting Vehicles
247 Fighters
29 Dropships

## Casualties and losses

37,659 Killed49,300+ Wounded or Missing
293 Tanks
237 Armored Fighting Vehicles
42 Fighters
7 Dropships

13,457 Killed18,239 Wounded
87 Tanks
187 Armored Fighting Vehicles
223 Fighters
7 Dropships
Battle of Arehem (2581)

## Battle of Arehem (2581)

### Outcome

Arehem liberated from Space Pirate control

## Combatants

### Combatant 2

The DPCArehem Civilian Volunteer Force

Arehem Space Pirates

## Strength

The DPC:1x Warship
1x Cruiser
1x Destroyer
16x Fighters
4x Dropships

Arehem CVF:
1x Cruiser
4x Converted Destroyers
1x Destroyer
5x Converted Frigates
2x Corvettes
41x Fighters
6x Dropships

1x FTL Inhibitor Station2x Battleships
1x Cruiser
3x Destroyers
3x Transport
37x Fighters

## Casualties and losses

The DPC:118 Killed
74 Wounded
27 Missing
1x Warship
1x Destroyer
7x Fighters
1x Dropship

Arehem CVF:
252 Killed
176 Wounded
57 Missing
1x Cruiser (Disabled)
3x Converted Destroyers
2x Converted Frigates
1x Corvette
11x Fighters
3x Dropships

547 Killed133 Wounded
312 Captured
67 Executed by CVF
1x FTL Inhibitor Station
1x Battleship
1x Cruiser
2x Destroyers
3x Transports
33x Fighters
Antipossession organisms

Antipossession organisms are the result of an immune response that happens in every animate after having been exposed to a hostile possession by a foreign organism. Involuntary possession can only happen once, after that the person's immune system reacts and is theoretically immune from possession of that particular spirit or demon. So, to persuade the host of further service, the demon can bring gifts, known as Potentials via a pact.

## Paradikias antibody

The organisms created post possession (called Paradikias antibodies)  themselves are a type of antibody specifically evolved to repel spiritual possession. The organism itself is thought to be a type of sentiment which acts as a repellent for beings capable of spiritual possession. it is unknown how or why voluntary possession doesn't cause the creation of these antibodies.

## Mechanics

When a lifeform is involuntarily possessed, it's body immediately starts fighting against it, creating antibodies against further possession. This means that generally a spirit or demon can only possess one creature once, and then never again as the possessed will have adapted to reject future spiritual possession.

## Limitations

Paradikias, while an incredibly useful trait has some severe limitations, its specificity to a spirit or demon, and the inability to create a preventive vaccine.

### Specificity of paradikias to a single spirit or demon

Unfortunately, each spirit or demon has its own specificities, so an immunity to one spirit will not always protect against future possession attempts, even when paradikias antibodies are present. Even if paradikias antibody variants were created for each spirit and demon, it would not work due to paradikias' non preventive nature.

### Non preventive nature of paradikias

Paradikias cannot be introduced to the body by injecting weakened forms of saccharomyces demonica. When possessing a host, a spirit or demon has complete control of the host as long as it doesn't leave its body. Should it leave, it isn't able to return due to the presence of the antibody. However, paradikias doesn't work as intended as long as the invading spiritual possessor hasn't left the host body. For this reason a vaccine is impossible to produce as a preventive measure.

## Legality

Involuntary possession is illegal in Dalmer law. In legal settings proof of possession can be made by ascertaining the presence of Paradikias antibodies specifically related to the rejection of spiritual possession.
Dalmeran

Dalmeran is the name of the continental landmass where the dalmer empire is mainly situated.

The continent is roughly spherical and is connected to thewest to the domain via thimeran.

Dalmeran is the Dalmer name for the continent, so far no other race has mapped the entirety of the continent, but the cosmopolitan society refer to the lands where they live as Pangerth.
Districts

Districts are administrative subdivisions of the empire. Districts are territories that are outside of the regular pyramid of norms structure, and are territories under the only hierarchy of the Empire, and are governed by a Prince regent. Prince regents have the same powers as elected kings, despite their territory being less than that of a Kurat. Districts are small areas that are not subjected to the rule of the territory upon which they are but answer to the imperial laws and edicts, districts are often specific public services, military bases, embassies or government agencies the empire uses irregularly for its own agendas and missions.

## Usage

Protected areas that contain imperial interests. Districts are polyvalent in their usage, and mostly mean to the common Dalmer that the area is off limits. District functions can be as wide ranging as fauna or flora reproductive sites, areas with strategic resources, military installations (most often forts, castles, missile silos or other fortifications) or even monuments, resorts and archeological sites. Most often these areas contain resources that cannot be easily produced or produced in vast enough quantities to supply the empire’s demand.