recursal/Fanatic-Fandom huggingface dataset:
INVERON

### Starport

C (Routine, 600Cr Berth, Unrefined Fuel, Repairs, Small Craft Shipyard) Scout Base

## BACKGROUND

Originally a stealth listening post by GONDARS to keep tabs on VASEPHUS, Inveron was a small hidden base on a small barren rock. With no resources of its' own, the base relied on cloning technology just for food. With the collapse of both planets, Inveron found itself alone with no support and adrift with the sole basic objective of observing a dead planet.

In desperation, the population loaded their details into the cloning vats and created a system to upload their brain patterns as they slept, allowing them to brave the surface and start building, not worrying about potential fatalities as they simply keep respawning and trying again. While progress has been slow, they have started building an actual society by learning from their mistakes and not being afraid of taking risks.

## GOVERNMENT AND FACTIONS

Inveron is an anarchic mess, but everyone is pulling in the same direction. Every person does what they feel is best for the burgeoning society, and build, mine and scavenge whatever they feel is needed.

Recently, however, Inveron has been contacted by the CRIMSON DRAKES from KIRATA, with an eye to turn the planet into another outpost to store contraband items moving north out of the Cerberus Sub-Sector. They are offering food, water and technical know how to save a planet that sincerely wants to survive.

This has received some pushback by THE ORIGINALS, who want to keep the planet under the control of native Iratans and believe that the Crimson Drakes are essentially performing an economic invasion of their homeworld. They don't push back too hard, however, as the additional supplies are far more useful to the planet than their independence.

## LEGAL NOTES

There are no laws on Inveron and, due to rampant cloning, it is one of the few systems where murder is socially acceptable - even minor disputes are solved by lethal duels as there are no long term consequences to death. It's been long enough that the population has seemingly forgotten or no longer care that offworlders won't respawn and, as a result, many offworlders die on Inveron every year in preventable shootings.
Blank Book

*This article is a stub. You can help The Binding of Isaac: IPECAC Wiki by expanding it.*

 Beta 1.0.0

## Effect

* When used, a random book effect will be activated
* If used against ??? or The Lamb, also inflicts slowing on them for 5 seconds
* This item counts towards the Yes, Mother? transformation.

## Possible Effects

* Anarchist's Cookbook
* Book of Belial
* Book of the Dead
* Book of Sin
* Book of Secrets
* Book of Shadows
* Book of Revelation
* Telepathy for Dummies
* The Bible
* Satanic Bible
* Book of Plagues
* Monster Manual

## Notes

* If used while fighting Satan, if the book chosen is The Bible, it will instead trigger the tarot card The Hanged Man. This is due to using The Bible while fighting Satan killing you instantly.
ELIOTT CORRIGAN

Eliott Corrigan is a low level administrator on SICRITURN. He is angry and unhelpful, but tries to remain vaguely professional.

Corrigan has been in the same role for almost a decade. After compromising his position for who turned out to be a corporate spy, he has been passed over for promotion again and again and again.
Amygdala

**Amygdalas** are a new Womb enemy added in The Ipecac Community Mod made unique by its erratic behavior.

## Amygdala

### Entity ID

??

**Amygdalas** are aimless and skittish lumps of grey matter. These bits of brain will skitter around the room aimlessly, but will retaliate by chasing Isaac in a loose circle and bombarding him with the occasional spread of three shots, before returning to a docile state.
Death's Sacrifice

Beta 1.0.0

## Effects

* While held, whenever an enemy is killed, all other enemies take 2 base damage, plus 2 more per time this item was used on this floor, capped at the killed enemy's max HP
* On use, deals 1 heart of damage to you and spawns red creep underneath each enemy in the room.
* +0.75 Evil

## Notes

* The damage taken by using this item prioritizes red hearts, and is inflicted even if you're invulnerable.
Transcendental Creep

*This article is a stub. You can help The Binding of Isaac: IPECAC Wiki by expanding it.*

**Transcendental Creeps** are spider-like enemies that crawl along a wall, and are in the same family as **Wall Creeps**. Like their vanilla counterpart, Transcendental Creeps try to line themselves up with Isaac and fire a volley of tears. However, unlike their vanilla counterpart, they fire tears behind themselves which wrap around and travel from the opposite side of the screen.
KAYLA UMARU

A symbol of the rebirth that THE COLLECTIVE has brought to SICRITURN, Kayla Umaru is a bright, idealistic young woman who has fully brought into the idea that her community is more important than her as an individual, but still wants to go out and have adventures. As a compromise with herself, she joined SCOUT SERVICES to coordinate her fellow citizens' contracts with the adventurers and mercenaries that make up the organisation.

In her off time, Umaru takes on far more contracts that most other liaisons, and is going for the record for jobs completed within a year. She hasn't achieved it yet, but she's also very aware she's young and has her whole life to keep trying.
URSULA LEVINE

The post-war children of SICRITURN have grown up as as committed members of THE COLLECTIVE, and use their natural talents to serve their community. Ursula Levine is no exception - a true devotee of HASSAN MASLANI, she works tirelessly to collect resources to rebuild their planet and spread the word of her religion to others. To this end, she has trained tirelessly to get to the point where she could sell water to KIRATANS and is one of the most decorated brokers in the system.

Curiously, she has also found an item of clearly alien origin, but that does not correspond to any alien race known to any sophont race. It appears to be a handheld supercomputer that can handle amazing amounts of data in microseconds, and has absolutely aided Levine in becoming the foremost broker in the Collective.
RIDRADE

## BACKGROUND

Ridrade was a small science outpost set up by SICRITURN over a century ago that avoided the war that destroyed it's homeworld. Due to several natural contaminants, the atmosphere is unbreathable for extended periods of time and even filters only forestall the inevitable and this means that civilisation can't build too fast on the surface and atmosphere processors need to be replaced fairly constantly.

After the war and contact was re-established by THE COLLECTIVE, Ridrade found itself as the scientific head of a civilisation that had lost the majority of it's knowledge and resources. While it doesn't follow The Collective itself, it seems content to help them along, although what Ridrade gets out of this alliance is currently unclear.

## GORVERNMENT AND FACTIONS

Ridrade is controlled by the Overseers, a small group of administrators and lead scientists who train from birth to control the facility and all it's inner workings. The experiment is working, and the Overseers have managed to keep the peace for almost eighty years without failure. Still, the Overseers can be swayed by the major factions which are split more or less along discipline lines;

The BIOLOGISTS hold the most sway as they control the hydroponics and terraforming efforts to make the planet habitable. As a group, they want to focus on Ridrade's development, and have no real desire to help The Collective, much less the galaxy at large.

On the other hand, the PHYSICISTS want to invent and ship their new toys far and wide. They have created some of the most advanced weapons in the sector, and there are rumours they have stoked nearby malcontents to supply warzones they have created.

The CHEMISTS are a small group, but committed to The Collective in a way that most Ridradians aren't. They tend to supply chemicals to Sicriturn and ZITER as well as gently push the Physicists to supply guns to the gangs so they can work better at defence.

## LEGAL NOTES

In many cases, law on Ridrade depends on which faction's territory you are in, with the Chemists tending to be more lenient and the Biologists tend to treat even suspected criminals with disdain and mistrust. All cases are eventually adjudicated by the overseers so a suspect can expect some fairness, but it can be a rocky road if you anger the wrong authorities.
THE FERRYMEN

A coalition of ex-travellers who brought out an old selection of PMИ 25,000 Ton Behemoth-class carriers, the Ferrymen set up routes connecting multiple systems where making circular routes can make a profit and spend three weeks a month jumping between them, transporting smaller ships that do not have the requisite jump drive. Each ship can transport 10 200-Ton ships at a time and charge 100,000Cr per trip. The ships in the CERBERUS SUB-SECTOR (and their routes) are;

Firebase - Connecting ABOS and OBERON

Ice Lance - Connecting BRERON and GOSIDES

Marauder - Connecting DRUXETANIA and OBERON

The Excelsior - Connecting ZAUTHEA and ZITER

Tiamat - Connecting CHYKE and KIRATA

Stellarflare - Connecting BRERON and DRUXETANIA
CREYEWEI

## Culture

### Population

7 (51,905,577 - 33,201,853 Human, 9,609,985 Vargyr, 8,843,354 Aslan, 250,385 Bwap)

## BACKGROUND

Centuries ago, Creyewei was a TIANGUO prison planet where life was regimented with oppressive surveillance and brutal violence. After the Fall, Creyewei became independent, but couldn't adapt to a more anarchic galaxy. While they were no longer criminals in a system that no longer existed, the newly freed inmates discovered they just had no idea how to survive on their own. Although they had no authority, many inmates turned to the guards for help, essentially keeping them in the same position as they were before.

Its been a century later and the population exist in such a regimented society that they find it almost impossible to exist in the galay at large. Unlike many societies that don't travel beyond their system, the people of Creyewei know of and accept outsiders, but will not leave. They still trade with the outside galaxy, though, and have a surprisingly active trade with their more developed neighbours.

## GOVERNMENT AND FACTIONS

Creyewei is run by THE SPEAKERS, a group which was based around the old guards and prison administrators. They now work in the best interests of their people rather than with brutal efficiency, and it is possible for citizens to join The Speakers if they show an aptitude for administration. They still run the planet like a prison, but the population are still technically free to go at any time.

## LEGAL NOTES

As a planet run as a prison, Creyewei still has a large amount of surveillance infrastructure in place. While this is more for the protection the populace than their suppression, they have a lot less freedoms than many other planets. Travellers tend not to see this, because they are given more freedoms than the regular population to make the planet seem more friendly and open to outsiders.

Still, weapons and armour are absolutely banned by the Speakers. While they claim this is for their populations' protection, the weapons and armour their forces are equipped with evoke oppression and supremacy over everyone else on the planet.
TINRAVIS

## BACKGROUND

Claimed by CHALLUEVIS, Tinravis shares most of that planet's social mores and issues, but has been claimed by a single corporation that refers to itself as Asteros to outsiders. Nominally a mining corporation, Asteros makes it's money by secretly buying up supplies from surrounding planets and smuggling them back to Challuevis to supply a black market in offworld items, from weapons to entertainment.

## GOVERNMENT AND FACTIONS

Tinravis is run by Asteros, technically a mining corporation where all forty two of their members have an equal say in how the corporation is run. It's rumoured they run a small pirate fleet that raids shipping in the area, but that has never been proven.

Allied to (or possibly entirely in control of) Asteros, the CRIMSON DRAKES syndicate, supplying most of Challuevis' desire for offworld technology in exchange for raw materials that can be easily synthesised to make other goods of far greater value to other systems.

## LEGAL NOTES

Technically lawless, Tinravis allows basically anything as long as Asteros gets a cut of the action. Weapons, drugs and slaves can all be traded in station limits, and almost anything is legal as long as you leave company employees out of it. Attacking or effecting the employees will result in the perpetrator being immediately spaced - there are no trials or fines on Tinravis.
NADIA CHARLES

An up and coming executive in OBERTECH INTERSTELLAR, Nadia Charles got promoted rapidly as her knowledge of drones to the point that she was made the leader of the GOSIDES mining colony at the age of 29.

Young, bright and enthusiastic, Charles tries desperately to tow the party line and bring an uncompromising vision to the station, but the cracks are already beginning to show; she doesn't have the sheer intensity to truly threaten her workers. Time will tell if she hardens or gets more comfortable being herself.
ASLAN

Huge feline humanoids, the earliest FOEDERATIO EUROPA explorers that first found them named their species due to their extreme (but totally coincidental) physical similarity to lions. Naturally huge, muscular and armed with a variety of natural weapons from fangs to blade-like retractable dewclaws, Aslan are brutal and efficient killers which is seemingly why their culture is so heavily based around laws and honour; multiple brutal wars in their past have made them very wary around open conflict, even now they resolve disputes through highly ritualised honour duels. Their culture is based around males controlling as much territory as possible, with females and landless males getting greater prestige from joining courts of higher status males - this practice is still present in Aslan brought up in other cultures, but it's vastly less pronounced and genders tend to be more equal.

The Aslan homeworld is called Kusyu, a planet well out of the Hades Sector. Already exploring the nearest stars when the Stellar Empires found them, a combination of trade and their own scientific breakthroughs has turned it into a high tech utopia, but one only open to "Trueborn" Aslan - those born within Aslan Hierate space to Trueborn parents. Very few non-Trueborn have stepped foot on Kusyu's surface, being kept at arm's length on trading space stations instead. This is somewhat required as non-Trueborn tend to have less respect for traditions and, in many cases, have gone back to being perfectly happy to engage in acts of violence and threaten the safety of the civilians on the surface.

One constant across all Aslan, Trueborn or not, is the Ritual Name - Aslan do not have their own names, instead taking their patrilineal lineage until they can find a current head of a pride, and then up the line of vassalage until it comes to an independent ruler, with females taking their husband's lineage when married. A name in Aslan may translate as "The third son of the second son of the ruler of the Hashor Pride, itself the vassal of the Prosharr Pride, itself the vassal of the Oshuo Pride", but almost all communication is done via informal nicknames and deed names which can be chosen by the Aslan themselves, given by others that the Aslan respects or even given by society at large if the Aslan becomes famous enough. For many non-Trueborn, these deed names are the only name they will ever know, although they will frequently translate them into *Trokh*, the language of Kusyu, just to make them sound more "Aslan".
BIS'LASK

Born on BAPRA, Bis'Lask was directed by his homeworld's algorithm to work in hospitality, the perfect, happy hostel manager that looks after some of the most wealthy and powerful guests to the planet. Having now been working in his role for three decades, Bis'Lask is one of the most experienced managers the TRAVELLER'S AID SOCIETY has in the sub-sector.

Due to their training and experience, Bis'Lask is totally unflappable and knows exactly what to do in almost every situation they could be faced with. On top of this, their huge network of contacts makes them so well connected it's worth staying in their good side.
PINNATIS

## BACKGROUND

A colony founded less than a year ago by civilians from BAPRA, Pinnatis's ship was populated by members of Bapra's society that never really got along with the algorithm and seem to have been better since leaving their homeworld. The small group rapidly expanded out from the colony ship and have set up farms and limited mining facilities centred around the cannibalised remnants of their colony ship that still functions as a makeshift town hall.

As a new colony, Pinnatis is still mostly reliant on the MREs that were stocked into the ship. While they have hydroponics and farming capabilities, there are millions of these dried meals and the majority of their society still revolves around them to the point where they are frequently used as currency instead of credits. While they almost certainly want to move on, you can make a huge profit if you're willing to ship multiple tons of MREs to this fledgling civilisation.

## GOVERNMENT AND FACTIONS

Pinnatis is run by a group of twelve civilians that were voted in on planetfall. The current plan is to vote again every 50 lunar months (approximately 3 Terran years), but the group that was voted have done an excellent job keeping the colony run and working.

Mostly made up of Bwap and Aslan merchants, the CASTELLANS are the lifeblood of Pinnatis' nascent community, moving food and materials around the area quickly and efficiently. They also work with news, taking information to the outlying groups and back to the ruling council.

While Pinnatis is peaceful, the population maintains the GUARDIANS, a militia that trains regularly in colony defence. Due to this, Pinnatis can defend itself against what should be theoretically vastly superior pirates and raiders.

## LEGAL NOTES

Despite it's status as a new frontier planet, the ruling council and the Guardians have set up a legal system very quickly and it is far more like being on a regular civilised world than many more established new colonies. The rules are fairly standard to all civilised worlds, no weapons more dangerous than stunners, no non-medicinal drugs, no assault or theft...

One quirk Pinnatis does have is that offworlders can pay for fines with food, either ready made or seeds. MREs are especially valuable, and a decent stock of them can get you off the hook for almost anything.
DRUDUBOS

## BACKGROUND

Drudubos was a civilised planet with a population in the billions until approximately a century ago, when the world was invaded by a marauding pirate force. The Druduban fleet crippled the pirate's ships in the earliest engagements leaving the pirates stranded on the planets' surface and, in a final act of spite, they detonated the jump drives of every ship they owned, scouring the planet's surface, burning away the atmosphere and killing billions.

Now, Drudubos is a charred hellscape where the Drudubos' binary stars wreak radioactive havoc over the planet's surface and the few survivors live in the remnants of underground bunkers retrofitted with space ship parts to keep the atmosphere relatively stable. Each bunker has devolved into its' own clan that raids the others for food, water and raw materials to expand as the remnants of the fleet look on from the orbital station above.

## GOVERNMENT AND FACTIONS

Druduban government is entirely centralised on an old orbital starport that was purchased years ago from OBERTECH INTERSTELLAR. Although it is poorly maintained and run down, it serves it's purpose well enough for what amounts to a government of the planet. They maintain control by trading with other planets for food and using it to bribe the bunker clans to do their bidding.

The governments' primary agents on the planets' surface, the RED SCAR CLAN, control what is left of the bunker network under the planets' old starport and capital city, Redoscaren. Their access to a landing strip makes them easy to deliver to, and the access to food that this provides makes them stronger than their immediate rivals, making it easy for them to maintain the peace.

The second most powerful clan, the DEATH SUN CLAN, are primarily Vargyr and actively attack and attempt to lay siege to the other clans. Having turned to cannibalism, their primary mode of survival is to cause the o2 generators and hydroponics to fail in a bunker, then break in and eat the asphyxiated bodies. They are considered a genuine existential threat to life on Drudubos, and are the primary reason ships are not sent to the planets' surface.

In an attempt to stop the Death Sun Clan, the government hired THE GOLDEN FANGS, an FVP pack that has been charged with bringing them down, or at least scattering them. Heavily armed and armoured, the Golden Fangs are possibly even more dangerous and indiscriminate than the Death Suns themselves, but they are making great headway into reducing the threat caused by their targets.

## LEGAL NOTES

Drudubos has a strange legal system, as the Clans are essentially lawless, with no oversight by the government on the orbital station. While dealing with a Clan, their natural distrust of outsiders means there will be constant surveillance and an insistence that unknown sophonts disarm may worry Travellers but, as long as you are fair with them, you will be safe within their territory.

## PEOPLE

EILROK KAH - A Red Scar Clan military leader who has spent almost his entire life at war, and is one of the greatest veterans in the sector.
YENREHINES

## BACKGROUND

In another time, Yenrehines would be considered a powerful symbol of hubris and societal collapse. After the Fall, it's just another planet that ended itself in blood and nuclear fire. Still cooling from an apocalyptic war, the tiny remaining population of the planet has bombed itself almost back to the stone age, with tribes of vehicle mounted savages fighting radioactive mutants and each other over the ruins of their old civilisation.

While it is recommended that outsiders do not approach the planet, enterprising Travellers can and do make a small fortune in scavenged technology and even intelligence in exchange for weapons, food and medication. Still, this is one of the more dangerous planets in the Cerberus Sub-sector to visit, and literally everything on the surface should be considered dangerous.

## GOVERNMENT AND FACTIONS

While the population of Yenrehines has splintered into tribes, over two thirds are members of a group called THE AUTHORITALS, a giant tribe that has seized and controls a large amount of the suburbs around the crashed ruins of the old orbital starport. Travellers tend to deal with this tribe, and all members have a voice, so they can all claim to be the leader when dealt with.

On the other hand, THE REMNANTS were the remains of the military that hold the old governmental buildings of the capital city. They are locked in a constant battle with the mutants of the cities, but still take some time to try to use their vastly superior weapons to force their version of "peace" on the planet.

## LEGAL NOTES

Absolutely lawless, if you are strong enough to get away with something on Yenrehines, you can do it. The Authoritals and Remnants attempt to enforce stability, but if a criminal can assert their dominance, they can do whatever they want.
GOSIDES

## BACKGROUND

The remnants of an Ancients planet, Gosides is a system-wide asteroid field that is laced with more technology and elements than many other sectors combined. It remained untouched for millennia before OBERTECH INTERSTELLAR discovered it and immediately set up a mining colony, rapidly stripping the system of everything of worth, most of which was transferred to BRERON to create Obertech's fleet.

The only true civilisation in the system is a small station just outside of the Jump Point that houses every single sentient within a parsec. Almost the only Ancients technology left in the Sector, the Gosides starport is barely functioning, but works well enough to house its' population as well as a fleet of drones and technicians.

## GOVERNMENT AND FACTIONS

Gosides is run by NADIA CHARLES, a young executive who was recently promoted to the position and still completely toes the party line. She tries to be as ruthless as more experienced executives, but just doesn't have the heart (or lack thereof) to follow through with the threats needed.

Almost as influential as Charles is WALTER CLICK, the head scientist of the station and one of the few natives of Gosides. Having spent his entire life in the system, Click is an expert in Ancients tech and has attempted many times to make the station become a full research facility to study rather than simply strip mine the area.

While their numbers are unknown, a group of pirates and outcasts that call themselves THE ROCK SERPENTS live in the asteroid field itself. They survive on vat-grown food, recycled water and scavenging OberTech drones for replacement tech, but are mostly harmless if not provoked.

Also in the asteroid field is a small collective of DROYNE who seem content to peacefully live in the larger rocks and leave both OberTech and pirate alone as long as they are undisturbed. The exact population is unknown, but it always seems to be larger than corporate estimates.

## LEGAL NOTES

A true frontier station, Gosides has very little established laws and most things are permitted. Short of openly displaying WMDs on the station itself, Nadia Charles is perfectly happy to allow anything on her station with contractors openly doing drugs, engaging in slavery and getting into gunfights over claims.

## PEOPLE

ZES'KHA - The leader of the Rock Serpents.
DARKVEIL RAIDERS

One of the many nomadic pirate clans that plagues the CERBERUS SUB-SECTOR, the Darkveil Raiders primarily operate out of the *Darkveil*, a modified Type-T Patrol Corvette that they operate out of the space around Tatranope, but have several smaller ships that conduct their own raids. They are fully nomadic, raiding merchant ships for food and parts and scooping gas giants for free fuel.

Unlike most pirate clans who attack mostly out of a sense of survival, the Darkveil Raiders embrace piracy as an art form, affecting a form of swashbuckling derring-do and charm to proceedings and, while they're still capable of great violence, they are also far more likely than most crews to leave their targets alive and just steal their stuff; they want survivors to spread their legend far and wide.

## PEOPLE

TAYLAH O'DONELL - The captain of the Darkveil and self-described pirate queen.

ULRAC SOH - The Darkveil's chief engineer and general tech savant.

YANNI DIAKOS - The Darkveil's marine captain and probable psychopath.
THITURN

## BACKGROUND

Originally designated as a penal colony for TATRANOPE, Thiturn quickly became a dumping ground for the unwanted of every planet within a Jump-2 distance, with only a token guard force in orbit to maintain "order". Going to the planet is a one-way trip, with new inmates literally dropped in using disposable pods that are intended to be used as housing, but are almost always scavenged for weapons by one of the many clans that have formed among the inmates.

Recently, one clan has begun uniting all the others - the Trueborn is comprised entirely of civilians that were born on the planet's surface having never committed a crime. In less than a year, their creed has spread over almost the entire world and their leader, a Vargyr named Ysrak Ren, has become one of the most powerful sentients in the sub-sector.

## GOVERNMENT AND FACTIONS

Nominally, the GUARDIANS of Thiturn's orbital starport are the true government of Thiturn, but they are practically trapped in their station as the inmates "riot" below. Warden CHRISTOPH SILVA claims to have the situation under control, but even a casual observer can see this isn't the case.

The true power on Thiturn, however, is YSRAK REN and his clan, THE TRUEBORN. While stuck on the planet's surface, they have united almost all of the clans of Thiturn and have claims to a legitimate government. While Tatranope and the surrounding planets do not recognise them, they find more sympathisers every day.

The dark side of Thiturn's population, however, is found with ARANOCH and his clan, THE REAVERS. Representing every dark, debased urge that sent many prisoners to Thiturn in the first place, The Reavers continue to travel around the planet in a semi-random nomadic existence, stealing what they want and destroying the rest. The Trueborn offer some resistance, but they really need better weapons than they can make with scavenged drop pods.

## LEGAL NOTES

The Guardians are under orders to keep the prisoners on the planets' surface and, apart from that, they are given free reign to do this as they see fit. Almost everything is banned on the starport and bringing anything to the planet's surface will result in your ship being shot down and your being trapped with the rest of the inmates.

On the surface, the Trueborn have set up a formal government with laws that are fairly draconian but still more permissive than the Guardians in orbit. They focus on exile as a main punishment, although not having the safety of a clan may as well make it a death sentence. On the other hand, if your first meeting is with the Reavers, even existing will eventually be punished with death, and you will want that sooner rather than later.
Clockwork

{{{VersionAdded}}}

## Effects

* Tears from the left eye will be "springs," which will bounce off walls and enemies similar to Rubber Cement.
	+ Tears from the right eye will be "gears," which will deal 1.2x Isaac's damage
	+ Items that increase the amount of tears Isaac fires (20/20, inner eye, etc.) work incredibly well with this item.

## Notes

* What eye shoots what tear depends on the last eye that Isaac shot from. The first tear Isaac shoots after picking up clockwork will always be a bouncy spring.
* The left eye effect will synergize with Blood Clot and Chemical Peel.
* At the moment, the tear graphics for this item are missing.

## Trivia

* Most clockwork systems have a series of complex integrated gears, but very few have springs in them.
PERRILL

A flightless avian creature with multiple sets of arms, Perrills were found by the FOEDERATIO EUROPA very early on in it's colonisation efforts and shipped across the galaxy as an easily farmable source of meat as soon as they were discovered to be able to live in almost any environment and eat practically anything put in front of them - the only exceptions seem to be metals and other living Perrills (although corpses are used). Farms across the galaxy have experimented with different foods to create different flavours, and competition is fierce between them to create the next big thing.

While not inherently violent, Perrill's tendency to eat anything nearby still makes them dangerous, as they make no distinction between a feed trough and a living creature. They have a powerful bite and their claws grip tightly, so they are not to be taken lightly.
CRIMSON DRAKES

The Crimson Drakes are a criminal syndicate that grew up on Tatranope before spreading across the whole sub sector. They focus on smuggling and will charge a high price to take items banned on a planet past it's starport security, but mostly shy away from using violence when subterfuge and blackmail can be used instead. While they may not have a major presence in most systems, they can be found practically everywhere within 6 parsecs of their headquarters and sporadically even further than that. While they stay out of planetary politics, chances are if there is interstellar crimes in the sub sector, the Crimson Drakes are involved.

## SYSTEMS

The headquarters of the Crimson Drakes can be found on KIRATA, where the Crimson Wave Company doubles as a legitimate front for a criminal company. The Bloody Wave, a gigantic cruise liner with military enhancements, is the flagship where Lli'shol, the organisation's overall leader, commands their empire.

One of the Crimson Drakes' main permanent bases can be found on LONUS, where they store illicit items protected by local megafauna and the local Wardens wanting to keep the peace locally.

Crimson Drakes can be found on DRETH, where they make good money smuggling resources between the warring factions. This is one of the few planets where the Drakes can turn a profit without having to go offworld.

The Crimson Drakes have recently made moves to set up a base on INVERON, trading supplies for land, although some locals believe the organisation is attempting to buy the planet and are desperately attempting to not make it cheap.

While not a political movement, the Crimson Drakes can also be found almost permanently on ZAUTHEA, where they supply weapons to the rebellious Barnburners. They can make more money in one shipment there than months to other systems.

## PEOPLE

LLI'SHOL - Current leader of the Crimson Drakes.
RANI AARIT

The current leader of the Zonians on DRETH, Rani Aarit was literally bred to command her followers in the war against their enemies. Her family line has been selected to be faster, stronger and tougher than baseline humans, and she has been taught by the greatest experts and waferjacks the Zonians could find.

Rani is better than most people, and she both knows and acts like it. Her arrogance is her biggest weakness and, while she won't fall for the same trick twice, she is definitely not above falling for tricks she thinks she's too good for.
FELICITY BOOTH

A rare sight in the galaxy, let alone TATRANOPE, Felicity Booth is a psion with a specialisation in telepathy, making her shunned and feared across most of known space.

On the other hand, an ability to know what her clients want before they do has made her an excellent addition to the SCOUT SERVICES, and she feels fine doing it as long as she has signs in her office warning people that it'll happen.

Meticulous, intelligent and committed to her job, Booth is an excellent Liaison with a long record of getting jobs done. There is an urban legend that she scans new recruits to get a better idea of their strengths or weaknesses then sets them up with the perfect missions for them, but she firmly denies this.
DAMIAN SPARKS

Damian Sparks is a mid level member of BEUYAMA's Administrative Guild, in charge of traffic and airlocks in a large section of the station's mercantile district.

Dull, cowardly and skittish, Sparks is easily led and has been convinced to aid criminals many times over his career, only ever failing upwards in increasingly tenuous promotions that have made him more susceptible to coercion and usable to criminals.
ZITERN BEATDOWN WRESTING (ZBW)

While ZITER is typically known as a hellhole embroiled in eternal gang war to the wider galaxy, it has a rich and detailed culture with it's own art, music and entertainment that have a savage beauty to them. While essays could be written about Zitern gang murals or scrap-bands, the most popular form of entertainment is certainly the Zitern Beatdown Wrestling promotion, a series of staged fights with surprisingly complex plots and story arcs. Constantly touring Ziter and streaming across the entire sector, ZBW is popular with young and old alike who enjoy rooting for their favourite fighters as they compete for the almost fifty different championships

Secondary to the fights themselves, ZBW has a thriving trade in merch - fans can buy T-shirts, pins, posters, theme songs, action figures and basically anything else that ZBW's promotions team can think of. Both OMEDIA and CSP have set up their own wrestling promotions but they haven't truly captured the lightning in a bottle that is ZBW.

WYATT EADLA - The current heavyweight champion and main Face of the promotion.

ZHASUUR - ZBW's current most prominent male Heel.
GORLA ROZ

Intelligent, cynical and highly, highly motivated, Gorla Roz saw an opportunity in CHALLUEVIS and pounced on it without a second thought. While she runs a mostly standard TAS hostel, she has converted part of her business into a peculiar tourist sideline; she has hijacked surveillance across the planet and charges for viewings of a planet totally cut off from the rest of the galaxy.

Roz is less worried about the minutia of her business than she is simply making money. While she performs all the duties the TAS expects of her, she is considerably more interested in helping her clients if credits are on the line.
CYPSO

## BACKGROUND

Cypso was a failed experiment long before the colony ships from VASEPHUS landed. Populated entirely by the richest and most vapid socialites, they escaped the brewing war but landed on a planet with no supplies, technical knowledge or plan. Immediately fracturing, the population of Cypso broke into multiple factions fighting over who gets to be in charge, although with no soldiers this is more of a political cold war than actual open conflict.

Now, Cypso is a group of islands that could be a paradise if anyone took the time to build it up, but nobody there wants to be the one who does the work. Each faction has wasted its' resources hiring assassins and saboteurs and is now entirely penniless with no hopes of improving their own lot. They are so self-centred they won't even join THE COLLECTIVE, an act which would almost certainly save them and their inevitably doomed colony.

## GOVERNMENT AND FACTIONS

Cypso's government, such as it is, is a loose coalition formed of the elected heads of the factions. The people of Cypso continue to allow this to give the barest hints of legitimacy.

The most successful of the factions is THE GOLDEN CHILDREN. Formed of several celebrities and their hangers-on, the Golden Children have managed to find something to trade; their fame. Equipped with a few recording robots and some basic technical know-how, they have managed to cobble together enough software to create new songs, shows and books to trade for more food and even capitalise on to get some technicians and tradesmen planetside.

The largest faction if not the most successful, THE BUREAUCRATS are the remnants of several politicians who managed to control the majority of the colony ship, turning it into a makeshift Starport and even set up a rudimentary transport network. While it has no amenities, they have managed to extract a fee for all products coming to and from the planet which, in turn, has given them a fair amount of power.

## LEGAL NOTES

A hotbed of corruption and ambition, almost everything is legal on Cypso from political assassination to slavery. The only thing that seems to be enforced is not using military grade weapons, more to prevent someone accidentally wiping everyone out with a bioweapon or misfired rocket launcher hitting a fuel tank than any kind of morality. The Bureaucrats allow everything to happen in their starport, as long as they get their cut.

## PEOPLE

CARLTON - The last Droyne alive on Cypso, who has given himself the task of bringing peace to the planet.

QUAHUR - A famous and controversial artist who specialises in political art.
DEATHS-HEAD SCORPION

Named for the skull-shaped white plates on the front of their carapaces, deaths-head scorpions are nowhere near as dangerous as their ominous name would suggest. While armoured and with a highly poisonous sting, they will more likely scatter and hide if their intimidation displays fail before attempting to return to their territory later, fighting only if cornered.

It is unknown how they have spread across multiple planets, as they are neither cute or docile enough to be pets, nor trainable or aggressive enough to be guard animals. If they were part of terraforming procedures, no records survive and it is unknown what role they would have had in an ecosystem.
CERBERUS SECTORAL POSTING (CSP)

Across the entire CERBERUS SUB-SECTOR, most interstellar news and entertainment is handled by the Cerberus Sectoral Posting (CSP), a group of itinerant journalists, producers and developers who work together to keep the systems of the sub-sector connected using the same mail system to disseminate their productions. CSP is split into several sub-groups.

## CSP-NEWS

The largest part of the organisation, CSP-NEWS has dozens, if not hundreds, of journalists scouring the systems of the sub-sector for stories that might be considered important on an interstellar level. Not affiliated to any one planet or organisation, CSP-NEWS has a reputation for reporting facts in an unbiased if slightly upbeat way, and is trusted highly because of that. As it is meant to be shared by everyone, access to CSP-NEWS is totally free and requires either a connection to the internet or, on lower tech worlds, journalists will work to produce pamphlets to keep people up to date.

VALERIE MCRATH - A political journalist based on CHYKE.

## CSP-SHOW

The entertainment wing of CSP, CSP-SHOW produces series, films and audio shows that are sent across the entire sub-sector and beyond. Due to the irregularities of interstellar travel, series made by CSP-SHOW are sent out all at once and are designed to be binged, while films and audio shows such as podcasts are not held to a set schedule. Depending on the specific producers, entertainment made by CSP-SHOW may either be paid for by adverts and product placement or be sold for a nominal fee to consumers.

A New Era - A period drama set on pre-fall Earth, where scientists fall in love while trying to create the ark ships to flee the planet.

Space Runners - A reality show that follows a group of Travellers as they do jobs.

XAVIER PEREZ - One of the stars of A New Era.

SPITEFUL OWL - The crew featured on Space Runners.

## CSP-SONG

Slightly different to CSP-SHOW, CSP-SONG focuses exclusively on music, and manages multiple bands, singers and reality shows as they record and release songs, music videos and go on tours across the sub-sector. These tours are always huge deals and are planned to the second, but are welcomed by many planets as excellent sources of tourism, as well as the economic boost as they hire from local security.

Rèqíng-X - A band from CREYEWEI that combines synthesizers with bubblegum pop.

## CSP-GAME

Made of games designers and programmers, CSP-GAME produces video and board games at an astounding rate, selling them across every system that has people. It's rare to find a system that doesn't have a small player base of most games released.

Mercenary Warlords - A strategy game based on Aslan mythology.

## CSP-ODDS

The biggest money making side of CSP, CSP-ODDS is a group of bookmakers and accountants who run the numbers on every event that happens in the sub-sector and takes bets on them, linking billions of gamblers across every system that allows betting.
LLI'SHOL

For almost the entire first half of their life, Lli'Shol was a fairly poor accountant on TATRANOPE. While they weren't great with balancing books, they found they had a head for finances and cooking the books that got them involved with crime fairly early on. Drawing on their experience and contacts, Lli'shol set out independently with a group known as the CRIMSON DRAKES.

Lli'shol is nonviolent and highly intelligent, preferring to make money by circumventing local laws and smuggling items they purchased legally on other planets to make a small fortune.
MARGOT CAMDEN

The acceptable face of the anarchist group Omnipsience, Camden has been speaking out against TRUEVISION control on CHYKE for over a decade. While she maintains she has done nothing illegal, she currently lives in effective exile on BEUYAMA where she broadcasts the group's manifesto to anyone who will listen.

As a small cog in a fairly large group, Camden has no real control over the group beyond being the messenger, and has started to have to defend the indefensible - her personal opinions aside, she has started defending deadly stunts like DOOMVISION, which is rapidly damaging her credibility.
TIME IN CERBERUS

As every planet has its' own rotation speed, solar year and other customs, each one has it's own calendar, with month and day lengths and names being totally different from planet to planet. Various organisations have some form of standardisation across their own space, but the most widespread is the SCOUT SERVICES' "Trade Standard Time" or TST. It is based on old Terran time, but has removed all names of days and months and standardises time to the fact that Jump travel is almost exactly one Terran week.

At the daily level (seconds, minutes, hours and days), TST is identical to old Terran time; A day is split into 24 hours (always written in 24 hour format), an hour is split into 60 minutes and a minute is split into 60 seconds. At the larger level, however, a week contains 7 days, a month contains 4 weeks and a year contains 12 months. Formally, these are written as smallest to largest with a dash in between, so half past three in the afternoon on the third of May, 2400 would be written as 00-30-15-03-05-2400. Informally, these are freqquently split up into smaller groups and several groups have slang that must be navigated.

Due to Jump travel not being exactly one week (it averages to between 160-175 Terran hours, although can be much more or less at times and is frequently distorted from realtime), Starports sync ship's clocks to realtime at the same time as they swap comms data which keeps everyone on the same time. Jumplag is common among new Travellers, with getting used to it being a mark of experience, although some Travellers may end up technically months older than their age would suggest.
BAPRA

### Starport

C (Routine, 400Cr Berth, Unrefined Fuel, Repairs, Small Craft Shipyard) Scout Base, TAS Hostel

## BACKGROUND

Bapra is a picturesque agri-world that creates far more food than it could possibly need, where the population lives in an agrarian idyll that almost seem unaware that there is a wider universe out there among the stars. Talking with Baprans is an odd experience, as they seem incredibly happy for no discernible reason, and will be unable to answer why.

The reason, as people will rapidly discover, is that the population of Bapra is entirely controlled by messages on tablets from their elected governments - the best people for the job control every aspect of their lives, and the people have happily given their freedom away for a simple life.

## GOVERNMENT AND FACTIONS

The open secret of Bapra is that even the elected government is a lie - the people are told who to vote for by the same system as everything else. The system is ultimately controlled by a hyper-advanced algorithm that tells people everything from what job they will do to who they can socialise with and when. It seems to be acting in the populations' best interests, but this cannot truly be confirmed...

Standing against the algorithm is THE PROGRAMMERS, a group of cyber-terrorists who keep trying to modify the algorithm to save as many people as possible. Less scrupulous members use the algorithm to make their lives far more easy, getting them money, social standing and general power.

## LEGAL NOTES

Due to most people following the algorithm, Bapra actually has a fairly relaxed legal system in most cases, although this is replaced with societal pressure to follow the algorithm. Outsiders and those who operate outside of the parameters set by the algorithm are treated with mistrust at best and openly ostracised at worst.

As a low population Agri-world that still has fairly dangerous local fauna, shotguns, stunners and melee weapons are available to all without a permit, as is non-military armour - all other weapons are banned outside of the military and law enforcement. While it is uncommon to see armed civilians outside of the most rural areas, it's not so rare that armed groups are remarkable.

## PEOPLE

BIS'LASK - TAS Hostel manager.

FURAHIR - SCOUT SERVICES liaison.