recursal/Fanatic-Fandom huggingface dataset:
Confederation of Nicaragua

The **Confederation of Nicaragua**, generally referred to simply as **Nicaragua**, is a client state of the Confederacy in Central America. Along with Panama, Costa Rica and El Salvador, it is one of the four Southern Confederacies.

## Introduction

The former Republic of Nicaragua obtained its independence in 1821, but in 1897, William Bedford Forrest - son of the Confederate war hero, Nathan Bedford Forrest - launched a successful coup, and then invited Confederate occupation of the country. The Confederacy, still reluctant to consent to an expensive occupation and smarting from the Honduras Incident, instead decided to acknowledge Forrest's presidency and support him with materiel.

In 1908, Forrest died of illness, and his son Nathan Bedford Forrest II became President of Nicaragua.

## In-Game

In the wake of William Forrest's death, Nathan Bedford Forrest II's control over Nicaragua is still quite shaky. Even among the affluent, slaveholding planter community, support for "Lil' Nathan" is by no means overwhelming.

In any case, while William Forrest was able to play off the local planters against the Confederacy's advisors, this decrease in support means Nathan II has become more and more dependent on Confederate agents and their resources to command power in Nicaragua. It is said that the Secretary of the Treasury, Lt. Col. Wyatt Earl Grover, is the real power within Nicaragua, as he is both the head of the Confederate contingent in the country, and commands the loyalty of a couple of the large militias based in the country - forces that could threaten even the small Nicaraguan standing army.
Government-in-Exile of the Dominican Republic

The **Government-in-Exile of the Dominican Republic** **(GEDR)** is an organisation, formed after the fall of Hispaniola to the Confederacy. It claims to represent the people within the territory of what was once the Dominican Republic.

It is a member of the Restoration League, a grouping of governments in exile under the protection and funding of the Union. The main base of the GEDR is in New York, but it has representatives and agents on Hispaniola actively building support and moving to undermine Confederate rule.

## Characters

The following people are associated with the GEDR:

* Juan Beltre Osorio, President
* Isidro Fernandez Vasquez, Vice-President
	+ Valeria Fernandez Aceves, daughter of the Vice-President and GEDR diplomat
* Carlos Ortega Gutierrez, Secretary of State
Pantheon/Yersinia

## Yersinia

Yersinia is one of the twelve deities of the Arthurian pantheon, and the deviless of plagues, famine, and necromancy. She is often seen as mildly sadistic, thriving off the suffering of Her followers; however, this is not because She is inherently malicious, but because She sees nonviolent suffering as Her gift to the world. While She is commonly referred to with feminine pronouns, Yersinia is generally considered to be a genderless entity. Her god counterpart is Nephyos.

## Avatars

Yersinia is most commonly depicted as a tall, emaciated and partially rotted humanoid with gray skin, talonlike hands and feet, and a ratlike tail. These depictions typically show Her extremities as being partially black, with a black substance coming from Her eyes and mouth. She often is also shown as having a piece of string draped around Her neck, the remains of a pendant of some form.

Other common depictions of Yersinia include a ghoul, a wyrm, a rat or similar pest, and an undead creature made of various body parts sewn together.

## Aspects

Yersinia represents disease and nonviolent suffering at Her core. In fact, Arthurians believe that She is the source of all illness, from harmless to deadly. However, those that follow Her consider the plagues She causes to be a blessing, with the suffering they cause being better than the alternative of war and violence. To a follower of Yersinia, once one dies, there is no need to give their corpse respect; in fact, Her most devout consider funerary rituals to be indistinguishable from necrophilia (the only form of desecration that She disapproves of). Consequently, it should come as no surprise that Yersinia is seen as the mother of necromancy, with many of Her followers taking up the dark art.

## Deity Interactions

Nothing is known about how this deity interacts with other deities yet.

## Trivia

* Yersinia draws inspiration from Bertoxxulous, the god of disease in the MMORPG Everquest.
* Yersinia's name is taken from *Yersinia pestis*, the bacterium most well-known for causing the bubonic plague.
Impaler

El rifle gauss C-14 ***Impaler*** es un arma imperial estándar del Militarum Tempestus. Es muy común en el sector de Arcturus. Utiliza tecnología asistida por gauss para acelerar proyectiles ferromagnéticos a velocidad hipersónica mediante un proceso de inducción magnética.

## Resumen

"¿Controlado? Nunca vieron una carga Tiranidos si creen que lo que hacemos está controlado

En uso por 2478, el C-14 generalmente dispara "púas" hipersónicas de metal perforante de armadura de 8 mm que pueden penetrar hasta dos pulgadas de revestimiento de acero. Las propias municiones están revestidas de acero. Si bien el rifle es asistido por gauss, todavía utiliza medios tradicionales para disparar proyectiles como pólvora, que se sabe que causa problemas con el rifle cuando la munición se moja. La inducción magnética que le da al rifle gauss su nombre se logra a través de un paquete de acelerador magnético dentro del arma.

El Empalador es completamente automático con una velocidad de disparo de 30 disparos por segundo, [6] aunque se desaconseja el disparo completamente automático en la mayoría de las circunstancias. Se utiliza un sistema de condensadores para disparar el arma en ráfagas cortas, conservando municiones y minimizando los requisitos de energía. Debido a esto, el rifle C-14 tiene un alto retroceso; La armadura CMC está diseñada para suprimir esto. La armadura también puede complementar la fuente de alimentación del rifle.

El C-14 se ha utilizado como arma de defensa base automática, montado en una torre.

## Municiones

El C-14 es capaz de disparar una amplia variedad de municiones:

Perforación de armadura: se utiliza contra objetivos con armadura pesada.

Uranio empobrecido : envuelve proyectiles / picos del U-238. La variante más popular entre los marines dado que amplían el alcance del rifle hasta un 25%.

Extensión de punta hueca: aplanar y expandir con el impacto para una máxima eficiencia de heridas. Hecho a medida por Ardo Melnikov.

Incendiario: Usado contra estructuras.

Punta de acero: se usa para mutilar en lugar de matar a un enemigo.

## Variantes

### Primer Variente

Esta variante se utilizó ya en 37°o milenio y sigue siendo la variante principal. Su marco permite cierta personalización, lo que permite al usuario instalar una bayoneta retráctil, miras láser o un lanzagranadas bajo el cañón (esta última personalización está prohibida por las regulaciones de Dominion Marine Corps ). También cuenta con una función de antorcha, un visor con funciones de identificación de enemigos, y se puede usar junto con un escudo de combate de aleación balística M98. Lleva al menos 500 rondas por cargador, aunque se ha demostrado que los War Pigs usan una variante con un cargador de tambor.
Searoaders

The **Searoaders** are one of the factions active in the Caribbean Sea in the Shattered Circle setting.

In the wake of the CSA’s conquest of the South, the abolitionist movements based out of the Union and the UK have turned increasingly to sea routes to smuggle out the newly enslaved populations. Taken together, they are called the Searoaders - an extension of the Underground Railroad that smuggles escaped slaves north.

Generally speaking, the Searoaders have no real long-term goal besides the continued rescue and transport of escaped slaves from the CSA; they believe that, even if there is no political or military change that might destroy the Confederacy and outlaw slavery once and for all, they still have the moral obligation to afford aid to their fellow people. Some of their more radical members might advocate for changes within the legal system to outlaw slavery, though the nature of the CSA makes this nearly impossible.

## In Game

The Searoaders faction has several factions, backed by nation-states, and they have offices in different parts of the Caribbean.

* British and Foreign Anti-Slavery Society (BFASS), with offices in:
	+ Belize City
	+ Cockburn Town
* Emancipation Society (ES), with offices in:
	+ Nassau
* Abolitionist Society (AS), with offices in:
	+ Christiansted
	+ Kingston
* Societe des Amis de la Liberte (SAL), with offices in:
	+ Basse Terre
	+ Kingston

An informal agreement between the searoaders are as follows: the UES generally covers the eastern portion of the CSA's area, between Hispaniola and Puerto Rico; the BASS covers Cuba and the CSA mainland, as well as the northern portion of Central America. The SAL, meanwhile, handles work in the southern Central American region.

Generally speaking, searoaders are civilians, and do not have much by the way of armament or funding, but they do have extensive public connections with the ‘Great and Good’ who wish to be seen as supporting a relatively non-controversial political cause in their native countries. As such, being linked to searoaders can help with public relations.

## Known Searoaders

Some known Searoaders include:

* Edmund Burgess, Director of the BFASS office in Belize City
* Claude-Etienne Bechet, Director of the SAL, based in Basse Terre
* Pierre Restaud, Deputy Director of the SAL, based at Kingston
Resistance

The **Resistance** refers to a faction in the setting.

## Introduction

Central America, and the islands of the Greater Antilles, were once a collection of independent states, until the creation of the Golden Circle over the 1880s and early 1890s. The conquest of these lands by the Confederacy has swept away these states, replacing them with Confederate territorial administrations - and the reintroduction and enforcement of slavery. They were not able, however, to destroy the political identity of the locals.

Even in the territories granted statehood in the CSA, significant resistance remains, but resistance is especially heavy in the territories which do not enjoy many legal protections, and are subject to the depredations of slavers. In these areas, movements attempting to restore their former states have formed, and the Entente Powers in the region - worried about the enduring power of the CSA - have hosted, or at least turned a blind eye, to the activities of these movements on their soil.

A distinction is to be made here between the Resistance and the Rebels. While the rebels are seeking to change the existing interstate order, the Resistance’s primary goal is the *return* of the region to the previously existing order. Their chief goal is to reclaim what they see as theirs - their homelands and their power.

## In-Game

In practice, with the fall of nations across Central America and the Antilles, many of the escaped elites of these countries have formed Governments in Exile (GiE). Among the factions they are a relatively cohesive group, as their internal arguments are small compared to a common goal of driving the Confederate conquerors from their countries; since, for the most part, their claims don't overlap, it can only be good for all of them if any one or two of them succeed.

These Governments in Exile have another advantage; since they claim continuity from real political entities, they can be recognised by other countries. As it stands, while neither the British nor French wish to spark conflict with the CSA by openly recognising these entities, they do extend unofficial support. Whether in Kingston, Belize City or Basse-Terre, many of these entities have unofficial representative offices.

1. GiE Mexico
2. GiE Guatemala
3. GiE El Salvador
4. GiE Cuba
5. GiE Honduras
6. GiE Nicaragua
7. GiE Costa Rica
8. GiE Panama
9. GiE Haiti
10. GiE Dominican Republic

Several of these organisations have even come together to set up a Restoration League, aimed at representing their common interests.
Bragg Act

The **National Sobriety Act**, known popularly as the **Bragg Act**, was a law of the Confederacy enacted to enforce Prohibition throughout the Confederate States.

After a tumultuous process which included a veto by President Ernest Seddon that was overridden by the Confederate Congress, the law came into effect on 9 July 1907. While it did decrease alcohol consumption, however, it is proving to be unpopular especially among the lower orders, and smuggling has thrived in response, leading to the rise of criminal outfits throughout the coastal regions of the Confederacy.
Убийство прикосновением

* **Эффект**: Остановка жизненных показателей одним касанием
* **Обладатели**:
	+ Сверхлюди
	+ Демоны
	+ Божественные существа
* **Вид**: Манипуляции смертью

## Описание

**Убийство прикосновением** - это мощная способность, при которой существо убивает другое существо, обычно касаясь его.

## Способы и виды

### Испепеление прикосновением

**Испепеление прикосновением** - это способность испепелить существо одним прикосновением.

### Отравление

**Отравление** – это способность отравить существо прикосновением.

### Разлагающее прикосновение

**Разлагающее прикосновение** – это способность разрушить все органическое и неорганическое через физический контакт.

### Высасывания жизни

**Высасывание жизни** – это способность высасывать жизнь из кого-то.
Mark II Patrol Boat

The **Mark II Patrol Boat**, informally known as the **Straight 30**, is a patrol boat design of the Confederacy which entered production in 1905. An enlarged design compared to its predecessor, the Mark I Patrol Boat or 80-footer, its name comes from its length of 90 feet (30 yards), and its relatively sleek-looking form.
Nassau

The port city of **Nassau** is the capital city of the Bahamas, a colonial territory of the British Empire.

Situated on the island of New Providence, its central location among the Bahamian islands has led to its growth as a major port. It is known as a safe and well-governed place - which makes it the exception among the Bahamian port settlements.

## Organisations Present

Nassau is the centre of government, and as such does not have a strong organised crime presence compared to other Bahamian ports.
Freeport Firm

The **Freeport Firm** is a smuggling outfit, specifically an alliance of smuggling gangs operating around the northern region of the Bahamas.

## In-Game

The Freeport Firm is generally organised into smaller 'outfits', based across the northern Bahamas islands and each making its own runs of liquor and other products to the Confederacy.

Twice every year, the heads of these outfits meet at Freeport, where nearly a quarter of the Firm outfits are based, to affirm their positions and carry out the splitting of their annual profits.

## Members

* Helen Cross, young leader of an outfit based in Conch Sound, Andros Island
States

The **States** are a faction within the setting, and by far the most powerful of the factions.

## In-Game

Some of the states in the game are Great Powers - but there are some smaller countries too, notably the client and puppet states of the Confederacy.

* Confederate States of America
* United States of America
* British Empire
* French Empire
* Confederated Republic of El Salvador
Two Waters Gang

The **Two Waters Gang** is a criminal outfit, and part of the Smuggler faction.

## Description

This gang is so named for two reasons - firstly, it operates both within the Gulf of Mexico and the Caribbean Sea; secondly, its core are two families from Alabama, both of whom are named Waters. To avoid confusion, the two families usually differentiate themselves by their places of origin, therefore the Mobile Waters clan, and the Dauphin Waters clan.

## In-Game

The Two Waters Gang's area of operations is mainly around the Alabama coast and the Panhandle area, but they have been expanding into Cuba as well - spurred by the relocation of several Dauphin Waters clan members to Havana.

In 1910, the known leaders of the gang are:

* Floyd Waters (Mobile), based in Mobile
* Frank Waters (Mobile), based in Pensacola
* Montgomery Waters (Dauphin), based in Havana
* Crete Waters (Dauphin), based in Cardenas
Inner Sea Fleet

The **Inner Sea Fleet** is a formation of the Confederate States Navy, created in 1889 after the Confederate-Mexican War. Its chief task is to patrol the 'Inner Sea' of the Confederacy - namely the Gulf of Mexico and the western and northern Caribbean Sea.

## Introduction

The origins of the force lay in the Gulf Fleet, which had played an important role in several battles along the eastern coast of Mexico during the Confederate conquest. The name was chosen in Congress, as a deliberate reference to the conquest having made the Gulf an 'Inner Sea', and the first stage of the Golden Circle idea.

Unfortunately, the first action of the Inner Sea Fleet following its creation turned out to be a humiliation - namely, the Belize Incident in 1891.

While two squadrons of armoured cruisers and battleships immediately sailed for Belize from Houston, they were both outpaced and completely outmatched by the Royal Navy, and the ships of the West Indies Station, and were unable to prevent the reinforcement of Belize. To add insult to injury, the armoured cruiser *Austin* was rammed during manoeuvres by the battleship *Arkansas*, and sank with heavy loss of life. In the end, the Confederacy caved in to military and diplomatic pressure and withdrew its claim on the territory of Belize.

The Confederacy, smarting from this humiliation, quickly embarked on a programme of naval construction, as expressed in four naval laws - those of 1892, 1896, 1899 and 1905. However, owing to political struggles within the Navy, the Inner Sea Fleet was not a focus of this naval construction programme, which was aimed at challenging the Royal Navy for dominance in the North Atlantic.

## Order of Battle, Patrol Command (1910)

In 1910, the Inner Sea Fleet comprised two main commands, reflecting its double role: the Battlefleet Command, aimed at facing off against the Royal Navy in the Western Caribbean, and the Patrol Command, aimed at combating rebel, piracy and criminal threats within the Inner Sea.

#### Patrol Command

* 1st Patrol Squadron, headquartered at Naval Station Trinity Bay
* 2nd Patrol Squadron, headquartered at Naval Station Biscayne
* 3rd Patrol Squadron, headquartered at Naval Station Semmes

#### Battlefleet Command

* 1st Battleship Squadron, headquartered at Naval Station Hunley
Miami

**Miami** is a major port of the Confederacy. Situated on the southeastern coast of the state of Florida, its rapid growth has been further boosted by the conquest of the Caribbean Islands and Central America; it is now frequently called the "Gateway of the Inner Sea", commanding trade between the Confederacy proper, and the islands of Cuba, Hispaniola, Puerto Rico and others.

## In-Game

Miami is a major naval centre for the Confederacy, given its prominence as a seaport. Just across the water on Biscayne Key is a major naval base, Naval Station Biscayne, while the city itself hosts the headquarters of the Florida Militia Naval Force, a large outfit.
Intelligence Agencies

The **Intelligence Agencies** are a faction in the setting.

## In-Game

The various intelligence agencies of the interested Great Powers fight a shadowy war for their respective nations - while each nation may have more than one such agency with an interest in the area.

#### Confederacy

* Bureau of Internal Security (Counter-intelligence and internal security)
* Customs Revenue Office (Chiefly fighting smugglers and other criminals)
* Third Office of the Signal Corps (Military Intelligence)

#### Union

* Special Operations Bureau (Military intelligence)

#### United Kingdom

* Secret Service Bureau (Counter-intelligence)
* Fifth Office (Military intelligence)

#### France

* Deuxieme Bureau, or the Second Bureau (Military Intelligence)
* Direction Centrale des Renseignements Generaux, or the Central Directorate of Intelligence (Counter-intelligence)
Ship Management

The **ship** is going to be your key tool in the Caribbean. Whether you want to gain power, fight the Confederacy, free slaves or just make large sums of money, having a ship and managing it well will make the difference between success and failure.

Here is a primer on that.

## Crew

Naturally, a ship cannot be run alone. As the CO, you will be involved in decision making on a ship level, but your orders will ultimately be carried out by your crew and officers.

### Hiring

You build your team by hiring officers. Generally speaking, your officers will manage their own teams of crewmen to lessen your burden; your job is to manage your officers.

* Executive Officer (XO): this is your deputy, and
* Navigation
* Gunnery
* Engineering
Rebels

The **Rebels** are one of the major factions in the setting.

## Introduction

The CSA always lives in fear of rebellions among their slaves, especially as their industrialisation has required ever vaster numbers of slaves and quasi-slaves - indentured labourers who, once in the CSA, are subject to labyrinthine laws designed to make their indentures almost permanent.

Brutality and violent repression keep the mass of enslaved peoples under check, but there are always some who slip through the net and make the choice not to escape, but to stand and fight back. Small bands of rebels travel throughout the parts of the CSA, wherever terrain makes it possible for them to hide; and in the New Territories where the CSA’s grip is looser and they have many opponents, these escaped slaves may even find support from the populace and form more organised resistance.

The rebels are generally differentiated from the Resistance faction in that they are fighting for *change* - not simply a return to the way things were before the days of the Golden Circle. Many are ideologically motivated, fuelled by the growing strength of socialist and labour movements in the second half of the 19th century.

## In Game

Though the Rebels are technically a faction, their aims are vastly divergent and sometimes even contradictory. Just about the only thing they have in common is their opposition to the status quo, but that is just as likely to make them rivals as it is to make them allies.

Each organisation is fighting its own desperate struggle for survival and growth, their grand proclamations quickly met with the cold reality of the CSA's armed might. Many of the rebellions are brutally crushed, their participants swept back into slavery or death. Some, however, have persisted past a couple years, and managed to grow to a point where it might be worth a seafarer's while to work with them.

The very nature of these scattered ‘rebel’ movements means there is no overarching organisation that represents their interests. Many of the smaller bands of roving maroons may never be able to find naval support for their cause; some of the larger groups, however, may have links with sympathetic brokers that help them secure arms through smugglers. Some of these factions include:

* Seminole Nation (Florida)
* Sons of Dessalines (Haiti)
* *Nuevos Trinitarios* (Dominican Republic)
* *Comite de la Segunda Revolucion* (Cuba)
* New Chan Santa Cruz (Yucatan Peninsula)

## Important Rebels

Below are some of the important characters from the Rebel faction:

* Jose Marti, leader of the *Comite de la Segunda Revolucion*
Abolitionist Society

The **Abolitionist Society** or **Abolition Society** (AS) is an organisation, based in the Union, and dedicated to the cause of abolition of slavery worldwide.

Their main focus is, naturally, the Confederacy, and in the Caribbean they are in the Searoader faction.

## In-Game

Since the funding of the Abolitionist Society comes mainly from interested parties in the Union, they mainly base themselves out of the area. However, they do have a presence in these areas:

* Freeport
* Basse-Terre

The Abolitionist Society's stance against slavery is a lot more pointed than that of the Emancipation Society, and in this, they are more in line with the French than the British. In the Caribbean, they are led by Avery Lindell, a famed Union abolitionist.
Mark I Patrol Boat

The **Mark I Patrol Boat**, also known informally as the **80-footer**, is a patrol boat in common use around the Confederacy and its client states since 1900. In 1905, the Confederacy designed the Mark II Patrol Boat (the 'Straight 30'), and both the Mark I and Mark II designs are in service.

## History

The beginnings of the Mark I design dates from the Randolph-Preston Act in 1898 - the second of the Naval Acts that sought to rapidly grow the Confederate Navy. While the Act stipulated the construction of battleships to challenge the Royal Navy on the high seas, funds were also set aside for the construction of "such ships as are necessary to command the security of the Inner Sea".
State Militias

The **State Militias** are a major faction in the setting. Major armed organisations with the official backing of the Confederacy government, they make for formidable opponents against you.

## Introduction

The Confederate dependence on State Militias waned quickly in the wake of the American Civil War. While the doctrine of States' Rights meant they were never formally abolished or disbanded, they were generally marginalised after the victory in 1866 - sidelined by the increased prominence of the victorious Army, which then proceeded to attack Mexico and conquer Central America.

In the wake of these vast conquests, however, the Militias have been slowly making a comeback due to military exigencies. The swift resurgence of strength of the Union, in the wake of the Reconstruction movement, has forced the Confederacy to focus its military resources against its old northern foe. This, in turn, has left its southern territories thinly guarded, and the Confederacy has been compelled to re-empower the State Militias.

The 1901 Militia Operations Act has only entrenched this power even more. While the newly created states in Mexico and Cuba were empowered to raise militias among their white populations, the militias of the original states were also empowered to operate in any other state with the permission of the host state, or to operate in any territory without need for permission from local governments. Militias were also empowered to create naval units, with their own ships or using patrol boats designed by the Confederacy (mainly the Mark I and Mark II patrol boats).

## In-Game

The heavily empowered and heavily armed Militias often outstrip even Confederate Army units in their zeal for enforcing the rule of the Confederacy in the territory, and as such have gained a reputation for force and brutality.

Some such organisations include:

* Florida Militia Naval Force
* Texas State Naval Patrol
* Louisiana Naval Militia
* Alabama Naval Patrol
* Cuban Patriot Squadron
* Yucatan Marine Patrol
Slya Etheri

Slya Etheri, better known as "Slya the Heretic," is an enchantress from the Northern Isles that serves as an advisor to King Armiston Pendragon. She openly chooses not to worship any gods or devils in the Arthurian pantheon; hence, her title.

## Appearance

Slya is a relatively short woman, with modest hourglass curves, fair skin, and a heart-shaped face. She has shoulder-length blonde hair, blue eyes, a rounded nose, and full lips. As she is a human, her ears are round.

Slya usually wears a short dress with long sleeves, trousers, gaiters, and ankle-high boots. On cold or wet days she will also wear a simple cloak.

## Personality

Nothing is known about this character's personality yet.

## History

Slya was born and raised in the Northern Isles. She had an affinity for magic from an early age; however, she was strongly discouraged from practicing magic in her homeland due to a stigma against it. She would practice in secret regardless. Shortly after the end of the Red War, she left her homeland to go to Arthuria, where she could continue to practice without prejudice.

## Abilities and Weaknesses

### Skillset

* **Magic Proficiency:** Slya is adept with using magic for a variety of purposes, though her specialty is illusions.
	+ **Illusion Creation:** Using her magic, Slya can create complex and lifelike illusions. Though she knows a wide variety of spells, she tends to use her magic to disguise herself as other people, animals, or even inanimate objects.

## Relationships

### Mysterra Etheri

Slya is very close with her wife, the two having been together since before coming to Arthuria. Despite having different specialties, they bonded over their shared love for magic, and to this day teach one another new spells and help each other expand their magical knowledge.

## Trivia

* Slya originates from a human enchanter character created in the MMORPG Everquest.
	+ In Everquest, it is very common for enchanter characters to be made agnostic for practical reasons; hence, the Arthurian Slya's "heretical" behavior.
Mua

It is the Coldest planet in the Rew system. It is -78c. Its 189 moons are Sao, Plo, Swe, Cae, Det, Te, Hal, Asl, Weq, Tyr. They are the inner large moons of Mua. The outer large moons are Aqw, Swz, Zep, Utr, Iut, Hae and Faw. The Inner Small moons are Tre, Iou, Awq, Ere, Weq, Ut, Oinon, Pol, Oposn, Qant, Ou. The Outer Small moons are Fae, Waf, Aqwe, Sar, Oio, Sae, Wasd, Tred, Alk, Saq, Treq. These are some moons of Mua.
Confederate States of America

The **Confederate States of America**, generally known just as the **Confederacy**, is a major power in North and Central America, with its capital in New Orleans. Having won its independence from the United States of America in 1866, it is now the dominant power in the Caribbean.

In its current form, it controls the states in the south of what was once the United States, as well as large portions of what was once Mexico and almost all the islands of the Caribbean save for those ruled by the British Empire and the French Republic. It has also toppled and set up puppet state - collectively known as the Southern Confederacies - in Central America.

## Slavery

*"...its cornerstone rests upon the great truth, that the negro is not equal to the white man; that slavery—subordination to the superior race—is his natural and normal condition."*

This statement by Alexander Stephens, the first Vice-President (1862 - 1868) and second President (1868 - 1874) of the Confederate States, remains central to the belief of the Confederacy in 1910 - a creed that upholds white supremacy and the institution of slavery for other races.

While the slave trade from Africa has been mostly cut off by British and French colonisation of West Africa, the expansion of the Confederacy has opened up new sources of slaves for both agricultural and industrial purposes. Some sources include:

* The re-enslavement of peoples formerly emancipated in territories such as Cuba and Mexico, with the support of many formerly dispossessed slaveholders.
* The capture and enslavement of local populations, including the Indians in the CSA, as well as native peoples such as the Maya and other local peoples in Central America.
* Judicially imposed slavery; slavery was instituted as a sentence for several property crimes, such that non-whites convicted of such crimes could be liable to be 'assigned' as a slave, permanently, as their punishment.
* Importation from Asia. Taking a page from how Mexico and Cuba dealt with their own supply of slave labour being cut off, the CSA extensively recruits indentured labour from China. While these Chinese labourers are not slaves in the traditional sense of being an owner's property, they are nonetheless held in debt bondage with their contracts being someone else's property. As such, they are de facto slaves.
Andrew Hegewald

**Andrew Hegewald** is an activist, abolitionist and searoader, who is the current Head of the Emancipation Society in the Caribbean region, based in Nassau.

## Description

Andrew is a portly figure, with a large moustache and carefully groomed hair, and is generally well-dressed, always carrying a walking stick around. Of generally cheerful demeanour, he is often found in the local bars, though he generally drinks in moderation.

## Life

Andrew Hegewald was born in 1854, the third son and fifth and youngest child of Hans and Lise Hegewald, both migrants from Bavaria. His father Hans Hegewald served as a lieutenant in the Union Army during the Civil War.

## Family

In 1878, Andrew married Molly Corning (b. 1858), scion of a powerful and prominent Albany political family. The two have four children, of whom two survived:

* Thomas Hegewald (1879 - 1880)
* Laura Hegewald (1881 - 1883)
* Sarah Cunningham (b. 1881), twin sister of Laura, married
* Allan Hegewald (b. 1886), married
Helen Cross

**Helen Elizabeth Cross** is a smuggler, and the daughter of the leader of a small outfit running from Conch Sound in Andros Island.

## Description

A tanned blonde, Helen is tall and lean, and rather the opposite of ladylike. Born and brought up in a rough and tumble environment, she's a tough, tomboyish beauty who keeps a gun on her belt wherever she can.
Winston Palmer

**Winston Sayles Palmer** is a British Colonial Service officer, currently serving in Nassau in the Bahamas.

## Description

Winston Palmer is an amusing contrast to his wife Laura. She is short, and he is tall; he is slender, with a long face, while Laura is round faced.

In terms of temperament, though, he is not dissimilar to his wife. Friendly, with a ready smile, he takes an active part in the relatively small social scene at both Nassau and Freeport, and is a dab hand at the violin.

As a District Officer, Palmer's work generally covers the area of Grand Bahama and the Bimini islands, which necessitates plenty of boat travel. As such, he has become tanned in his few years here.
Tallahassee Class

The **Tallahassee class** is a class of two patrol boats, built for and operated by the Florida Militia Naval Force.

## History

The Tallahassee class came out of a losing entry to the design competition for patrol boats, which would lead to the selection of the Mark I Patrol Boat (the classic 80-footer). In the wake of this loss, the designers proposed an up-scaled hull and proposed it to the state government of Florida, who commissioned two of them.

Both of the ships in the class currently serve as flagships. The *Tallahassee* is the flagship of Commander Alexander Milton Baker, leading the 1st Patrol Squadron based in Miami. The *St. Augustine* is the flagship of the Lieutenant-Commander, Joel Raphael Murray, and leads the 2nd Patrol Squadron based in Tampa.
Pantheon

The primary religion of Arthuria and its neighboring lands is polytheistic. There are twelve important deities, with many deities outside the pantheon being overshadowed by the twelve, if not spurned by Arthurians as "false gods."

## Main Deities

Within the pantheon are twelve important deities: six gods and six devils. Each god has a unique devil counterpart, and vice versa.

### Gods

The six gods are seen as benevolent entities, each representing "positive" aspects of mortalkind. Worship of the gods is encouraged throughout Arthuria, with many people exclusively worshipping one or more of the gods.

* **Agresh, the Rainmaker:** God of weather and agriculture
* **Dinastis, the Bladebearer:** Goddess of honorable combat and celebration
* **Nephyos, the Restless:** God of death and the cycle of life
* **Niscia, the All-Seeing:** Goddess of wisdom and dreams
* **Uthos, the Judge:** God of law and justice
* **Venya, the Adoring:** Goddess of love and art

### Devils

The six devils are seen as malevolent versions of the gods, with each representing "negative" aspects of mortalkind. Worship of the devils is generally frowned upon, though many people still follow one or more of the devils in secret.

* **Asha'ac, the Destroyer:** Devil of war crimes and treason
* **De'irkan, the Feral:** Deviless of wilderness and predators
* **Jireth, the Forsaken:** Deviless of revenge and the betrayed
* **Sal'goroth, the Unnerving:** Devil of curiosity and nightmares
* **Vulgroz, the Perverse:** Devil of hedonism and escapism
* **Yersinia, the Wretched:** Deviless of plagues and necromancy
Florida Militia Naval Force

The **Florida Militia Naval Force (FMNF)** is the naval arm of the Florida State Militia, and belongs to the State Militia faction. Its main task is the prevention of smuggling, piracy and other seaborne crimes around the coastal waters of Florida.

## Description

Among the largest of the state naval militias, it is tasked with supporting the Confederate States Navy in patrolling around the coast of Florida. Its headquarters is in Miami, with bases for its patrol boats in Tampa and Islamorada as well.

Its current commander is Alexander Milton Baker (b. 1862), who is based in Miami, while its lieutenant commander, stationed at Tampa, is Joel Raphael Murray (b. 1869).

## Fleet

The FMNF's fleet of patrol boats is the largest of any state, rivalled only by the Texas State Naval Patrol and the Louisiana Naval Militia.

The FMNF's ships include Mark I and Mark II patrol boats which are used throughout the Confederacy, many of which are built in shipyards in Miami, but it is still in the middle of its transition, and still contains quite a few non-standard boats - converted and armed patrol craft. In addition, the FMNF specifically ordered two large patrol boats to serve as its command craft, known as the Tallahassee Class patrol boats.
Shattered Circle Wiki

**Welcome to the Shattered Circle Wiki!**
This is an alternative history setting where the Confederate States of America won its independence from the Union, and proceeded to fulfil much of their dream of the Golden Circle.

## **Introduction and Mechanics**

Some article to read that introduce the setting and its concepts.

* A Primer on Gameplay
* Ship Management

## **Factions and Organisations**

In 1910 in the Caribbean, a whole cast of organisations attempts to affect the future of the region to their own ends.

The largest and most powerful are the Confederacy and Union, as well as the British and French empires. Besides these nation-states, there are also other factions, as follows.

* Index of Factions and Organisations
* States
* Searoaders
* Rebels
* Resistance
* Smugglers
* State Militias
* Intelligence Agencies

### Historical Events

* Confederate-Mexican War (1882 - 1885)
* Confederate-Spanish War (1887 - 1888)
* Honduras Incident (1894)

### Historical Settings

* Militia Act, 1885 law that empowered militias to serve in territories
* Bragg Act, 1907 law that enforced Prohibition throughout the Confederacy
* Naval Acts: Confederate laws regarding naval construction
	+ Wiley Act (First Naval Act, 1895)
	+ Randolph-Preston Act (Second Naval Act, 1898)

## **Locations**

The Caribbean is dotted with ports on all sides - most of them belonging to the Confederacy, but some to other countries as well. These ports serve as places to rest and refit; to get missions and speak to other interested parties; and, if push comes to shove, as warzones in their own right.

### Confederacy

* Miami
* Havana
* Houston
* Port-au-Prince
* Santo Domingo
* San Juan
* Cancun

### British Empire

* Nassau
* Kingston
* Belize City

### Republic of France

* Basse Terre
* Aruba

### Union

* Christiansted
* Cockburn Harbour (Leased from the UK)

## **Guns and Weapons**

The Caribbean is full of threats these days, to ships and people alike. In the crowded, beautiful waters, small armed conflicts between boats are common occurrences.

Below is a list of weapons, both naval and personal, in common use in this period.

### Naval Weapons

* Hotchkiss QF 6 pdr
* Hotchkiss QF 3 pdr
* Hazell 2 pdr
* Nordenfelt QF 1 pdr
* Hotchkiss Revolving Gun

## **Ships and Navies**

The sea is never a quiet place, and even less so in these trying times.

The Confederacy, burning to avenge its prior humiliations by the Royal Navy, has been expanding its navy at a rapid clip. At the same time, it has been struggling to exert effective control over the 'Inner Sea', and has partly outsourced these duties to the State Militias - resulting in a hodge-podge of 'Confederate' boats and ships patrolling these unruly waters...

* Index of Ship Classes
Smugglers

The **Smugglers** are one of the major factions of the setting. Unscrupulous traders and criminals, they are arguably hostile to any organised faction.

## Introduction

The expansion of the Confederacy has been a great boon for the wealthy and powerful, and also for a government bent on gaining prestige and becoming a leading world power. The costs necessary to fulfil these great power dreams, however, have fallen squarely on the rest of the populace.

Goaded by the Temperance movements, the CSA has instituted heavy taxes on alcohol as well as tobacco and other vices, as well as clamping down on activities that 'sap the spirit of the Confederate man', such as gambling and prostitution. The reaction to these heavy taxes and bans is predictable - the activities did not disappear, but simply went underground, or more specifically out to sea.

The Caribbean Sea, beautiful and with a tropical climate, has therefore become a playground for plenty of Confederates, and a feeding trough for criminals of all sorts - smuggling liquor and tobacco to avoid taxes, opening illicit brothels, speakeasies and casinos that can slip away on the sea to avoid notice, and so on.

## In-Game

The smugglers and criminal organisations around the CSA's shores are an odd and violent bunch. Working only for their own interests, they cross paths with all of the other factions, and their relations with each change drastically with time.

The gangs that operate within the Confederacy have a complex relationship with the authorities, especially given the thinly stretched resources of the Confederacy in 1910. On one hand, many such outfits characterise themselves as 'patriots', capturing slaves and fighting other 'criminals', or even joining the State Militias. However, their loyalty is really only to their own enrichment.

With the signing of the Bragg Act in 1907, beginning the era of Confederate Prohibition, smuggling activity has only become even more extensive, becoming not only a matter of tax evasion but of sheer availability.

Smuggling organisations are generally secretive, but some have nonetheless gained notoriety with society at large. Some known organisations include:

* Malacrino Gang, named after Calabrian-Unionist Andrea Malacrino, mainly operating from Florida
* The Two Waters Gang, a gang mainly run by Alabaman residents, operating mainly out of Alabama and Cuba
* The Coulsdon Group, a family-run outfit now mainly based in western Florida
* The Freeport Firm, a loosely organised group operating mainly from the Bahamas
* The Peninsula Group, a gang formed by an alliance between a Louisianan gang and a group of Texans, operating mainly out of Yucatan
Valeria Fernandez Aceves

**Valeria Fernandez Aceves** is a diplomat and agent, who works with the Government-in-Exile of the Dominican Republic. She is the daughter of the Vice-President of the Government-in-Exile, Isidro Fernandez Vasquez.

## Description

A tall young woman, Valeria's beauty is well-known, though her sharp feature make it possible for her to pass as a man with a little disguise. This is something she has practice in, as well.

## History

Valeria was born in Santo Domingo, the capital of the Dominican Republic, to Isidro Fernandez, a renowned lawyer, and Maria Vasquez. Both the Fernandez and Vasquez families were powerful political families in the Dominican Republic; as such, even though Valeria was born a girl, there were high hopes that she would be part of this high society too.

It was not to be, for just three years later, the Confederates heavily shelled Santo Domingo and her family was forced to flee. The Fernandez family fled first to New York City, then to Boston, where Valeria spent her childhood.
Starbound

## **About Starbound**

In Starbound, you create your own story - there’s no wrong way to play! You may choose to save the universe from the forces that destroyed your home, uncovering greater galactic mysteries in the process, or you may wish to forego a heroic journey entirely in favor of colonizing uncharted planets.

### Occupation

Big Ape Intelligence ReconnaissancePeacekeeper Officer
Militia Act

The **Militia Act** was a law, passed by the Confederate States of America in 1885, which has governed the operation of state militias since.

## Contents

Two of the major stipulations in the Militia Act are the Territorial Rule and the Naval Rule.

The Territorial Rule allows for militias, bearing a licence from any state, to operate in any territory that is not a state. In effect, this included the entirety of the Mexican lands as well as the Caribbean islands. This was the key intention of the law, namely to allow self-armed militias to enter the territories and assist Confederate authorities in enforcing the law and slavery.

The Naval Rule, meanwhile, allows for militias to operate armed ships with certain limits. Militias were not to operate ships of more than 500 tons' displacement, and were restricted to guns of 3 inches or smaller.
Ethan

One of the three main characters in Real Life.

## Ethan

### Aliases

EemEmu

CheezeGravy

raux

StormSky64

### Relatives

Nathan (daughter)Michael (father/son)

Wabbo (father?)

### Affiliation

United Chimpk Republic (Ex-Special Forces)

### Occupation

Gamer Ethereal Tether

Master Architect

Apartment Carp Farmer

## Appearances

### Appears in

Real Life (human)Wabbo's World (Ethereal Tether)

League of Legends (not canon)

etc
REW Wiki

**Welcome to the REW Wiki!**
Chronicling.

## Gallery

StarboundMinecraftFactorio

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

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

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

## Michael

### Aliases

MinkMinky

turtle\_mike

turtlemike

TurtleMike

Turtle\_Mike

TortoiseMichael

Skelly77

Toast20

Toast40

DripDoctor

### Occupation

GamerE-Clown

Comedian

## Appearances

### Appears in

Real Life (human)Wabbo's World (cosmic entity)

Terraria

Starbound

Minecraft

League of Legends (not canon)

etc

ARK: Survival Of The Fittest

### Debut

2003

One of the three main characters in Real Life.
Mysterra Etheri

Mysterra Etheri is an elementalist from the Northern Isles and the wife of Slya Etheri. Like her wife, she moved to Arthuria to freely practice magic, and serves as an advisor to King Armiston Pendragon

## Appearance

This character's appearance has not yet been described.

## Personality

Nothing is known about this character's personality yet.

## History

Nothing is known about this character's past yet.

## Abilities and Weaknesses

Nothing is known about this character's abilities or weaknesses yet.

## Relationships

### Slya Etheri

Mysterra is very close with her wife, having been with her since before coming to Arthuria. Despite having different specialties, the two have bonded over their shared love for magic, and to this day help each other expand their magical knowledge.

## Trivia

* Mysterra originates from a human magician character created in the MMORPG Everquest that was made as a partner character to Slya's.
Biriučesvo

**Biriučesvo** ali **Radivo** (lat. *radio* — "puskatj šaraski") — lača peredači vessi na dalj putiom radivovalov-teh, dyk ješšo jeto ji voblasj vedy ji tehniki. Jeta veda poviazana s vyvučeniom prirodnyh prijavleniov, čo stojut v koddovine jetoj lači. A ješšo korystovanne jetoj lači glia sostyku, zykovovo veššannia, peredače pavkov, jasakov, proverke da vupravke, vyglavlennia roznyh veššov ji pritočnennia jihnovo vuryna da družnyh metov dyk.

Vrubanne "radivo" vzvedšy v hod aglickoj himišnik-prirodoznajka Viljam Kruks-tot ge-to v 1873, dyk jeto prikladno za 20 godov do pervyh dejesnyh vopytov po bezprovodnovo daljnopisnovo sostyku putiom lehtromagnitnyh valov ji za 30 godov do pojavlennia mežunarodnyh rekomendacyjov po korystovanniu jetovo vrubannia v jetoj oblase vedy da tehniki.