recursal/Fanatic-Fandom huggingface dataset:
Cato Tiphus Venenus

Cato Tiphus VenenusCogent Sheet

> "*So I must ask you* now*, Chajin. I ask you to make a decision here and now. Choose whether that we will be able to sit down and continue to discuss our affairs as civilized men and leaders of country and faith… or whether the Grandmaster shall march the Liberation Army to the walls of Lahdijhun.*"
>
> **- Tiphus Venenus, standing off against the Chajin of the Tserutchi Coteries**
>
>

**Cato Tiphus Venenus** is an Orbitritan prince and heir to the title of Grandmaster of the Kurwati Toxinate. Firstborn son of the Grandmaster, he and his younger sibling are seen as national icons for which the people of Kurwat idolize. He is most well known for leading his father's diplomatic excursions alongside taking up the mantle of Taskmaster of the *Crested Host*, a small professional force that has been derived from the ranks of the Kral retinues and the Inmortui Host.

He is said to be a powerful psion, and is commonly secluded in meditation and practice with various shamans and clerics to hone his power.

## Stats

* PROFILE
* RENOWN
* RETINUE

» Grandmaster's son
» Hepsian upbringing
» Pious leader
» Military discipline
» Obedient
» Strong warrior
» Charismatic
» Confident
» Focused
» Religious Head's Enforcer
» Slow to Trust

» Might makes right
» Religious Zealot
» Reckless
» Narcissistic
» Ruthless
» Stubborn
» Vainglorious
» Sadist
 **Crown Prince of Kurwat** | Aoshanti
Belgin D'Allister

Belgin D'Allister is an Efladi civil servant, politician, and current Prime Minister of Eflad. Belgin began his career as a bureaucrat, but later ran for parliament under a Workers' Party ticket, winning a seat. He would fold this into a successful political career which saw him elected as Eflad's second post-war Prime Minister.

Domestically, his policies have been popular for a people still beleaguered by the aftershocks of the Great War. Expansions to the social safety net, public infrastructure, and the civil service state have been met positively but have come at the expense of Eflad's military obligations to the Northern Alliance. This, combined with Prime Minister D'Allister's muted rhetoric regarding Fral and the Vanguard Union have brought the PM and his Workers' Party into friction with Dechus, their largest ally.

## Stats

* PROFILE

 Prime Minister of Eflad
Citizen Action Groups (Dorosani)

**Citizen Action Groups** (or **CAGs**) in Dorosani are informal civilian groups that coordinate with RDTF chapters on a personal basis; quite often being specific to towns or even neighborhoods of towns. Often a RDTD chapter will have an unlisted **Facilitator** who interfaces with these groups should they want to properly make themselves known, these interactions themselves being unlisted and off document.

Given ad-hoc training in espionage sporadically by their local chapters, it is generally accepted among themselves that in the event of an area being occupied, these CAGs along with RDTD will serve as the basis of a sustained insurgent partisan movement.

CAGs quite often are armed with civilian-market firearms.
Casphyricine

CasphyricineCogent Sheet
Kýnd **Casphyricine** is the head of the Garden of Mu's cybersecurity. A self-taught cryptographer and programmer from Henosis, they were repeatedly turned down for positions with Ecumene intelligence, and as a result spent much of their life taking odd jobs in computer security.

Casphyr's skills would eventually land them a job with Katechon Labs, where they quickly advanced to become the institution's security chief. However, they would later leave the organization alongside Mehkmetu-Antuon, in Casphyr's case to join the Garden of Mu.

## Stats

* PROFILE
* RENOWN

  **Knight-Captain** **Murrius Chapter** | Tvolis
Arthur Brand

COMMON CHARACTER
Arthur Brand
LEVEL 0

*Bachelors in Biology
Bachelors in Chemistry
Masters in Mayar Xenology*

Arthur BrandCogent Sheet

> "*It's infuriating that an ecosystem as wild, remote, and self-sustaining as Mayar has to depend for its survival on the opinions and priorities of people on city planets thousands of light years away, whose only wildlife is contained in a zoo.*"
>
>
>
>

> "*Mayar would probably be better off if nobody could reach it – if space travel, etherlanes, and quantum breach drives didn't exist. But here we are.*"
>
>
>
>

**Arthur Wilhelm Brand** is a Karian human scientist, researcher, and conservation advocate specializing in the xenology of the superhabitable planet Mayar. He was born on Kornhofen and received an education in biology and chemistry at the City University of Kornhofen, Tielen, before attending the prestigious Mayar Xenology Masters Program at Corbanian University.

While attending Corbania, he dated Adelinda Siegel, a fellow xenology student, whom he married after they graduated in 20 NAC. That same year, they were snapped up as junior researchers by the Mayar Conservation Alliance, an international non-profit dedicated to the study of Mayar's plant and animal life, the documenting of the effects of resource exploitation and the arrival of invasive species, and the conservation of the planet's natural habitat.

Brand currently resides on Mayar with his wife.

## Stats

* PROFILE
* STATS
* WEALTH
* CAREER

» Rational» Driven» Intelligent» Competitive
 Offices
 **🔬 Researcher (MCA)** | Kornhofer Xenologist

1d20

**NON-COMBAT DUEL STATS**
1 ❤
1d20
0 Military Power

**1.23 NE -** +𝔛3,000,000 from Adelinda's salary.
**1.23 NE -** +𝔛3,000,000 from **Arthur**'s salary.
**1.23 NE -** -𝔛2,300,000 from rent.
**2.23 NE -** +𝔛3,000,000 from Adelinda's salary.
**2.23 NE -** +𝔛3,000,000 from **Arthur**'s salary.
**2.23 NE -** -𝔛2,300,000 from rent.
**3.23 NE -** +𝔛3,000,000 from Adelinda's salary.
**3.23 NE -** +𝔛3,000,000 from **Arthur**'s salary.
**3.23 NE -** -𝔛2,300,000 from rent.
**4.23 NE -** +𝔛3,000,000 from Adelinda's salary.
**4.23 NE -** +𝔛3,000,000 from **Arthur**'s salary.
**4.23 NE -** -𝔛2,300,000 from rent.

**ACCOUNTS**

## Skills

**LEGEND**
☆☆☆☆ Fuckup
★☆☆☆ Fumbling
★★☆☆ Somewhat Capable
★★★☆ Capable
★★★★ Expert

**IQ:** 123 (Above average)

**Personality Type:** Architect

**LIFE**

★★☆☆ Athletics

★★★☆ Driving (Cars)

★★☆☆ Cooking

★★☆☆ People

★★★☆ Personal Finance

★☆☆☆ Emotional Intelligence

★★★★ Rational Intelligence

**ROMANCE**

★★☆☆ Women

★★★☆ Commitment

★★★☆ Living with Adelinda

**MANAGEMENT AND BUSINESS**

★★★☆ Small Team

★☆☆☆ Large Organization

★★☆☆ Board Relations

★★☆☆ Accounting

★☆☆☆ Operations

★★☆☆ Contracting

★★☆☆ Navigating Bureaucracy

★★☆☆ Networking

☆☆☆☆ Financing

**WEAPONS**

★☆☆☆ Handgun

★☆☆☆ Revolver

★★★☆ Dart Gun

★☆☆☆ Unarmed

**ACADEMICS**

★★★★ Xenology (Mayar)

★★☆☆ History
Adresaas Empire/Military Organization

Due to the overly militaristic nature of the Adresaas Empire and its culture, the many forces of the Empire have deployed power projection through their well-crafted Battleships and method of organization. Much of the army and naval model can be traced back to the Adresaas Republic, with a much more modern outlook.

## Aschronachten

### Ranks

* **Kronigsadminter:** Lord of the Navy
	+ **Adminter:** Admiral
	+ **Setenadminter:** Rear Admiral
	+ **Kapiten:** Captain
	+ **Komandat:** Commander
	+ **Leutenkomandat:** Lieutenant Commander
	+ **Leutener:** Lieutenant
	+ **Faunrer:** Ensign

### Ship Designs

#### Battleships

  *Adrealis II*-class Battleship | Grand Battle

#### Carriers and Strikers

  *Kirckbrung-Himmehn* Striker | Support Role
  *Kirckbrung-Alptrahm* Striker | Support Role
Chatoyant

The **Realm of Chatoyant** is a terrestrial microstate located in the Concourse region of the Aoshtai Galaxy, within the Ankat Expanse. A strange world rife with psionic life and rare natural resources, it has been battled over as both a holy site and an economic asset for thousands of years.

Almost all of the Realm's population is controlled by a strange psionic phenomenon originating from the planet, known as the Aurora Song. Its current inhabitants are largely a mix of Niblings, Iphans, Eovinjai, and Saviki.

## Stats

* STATS
* TRADE
* INCOME

 Commodity
 Food |  | ⬅

**Aresen, 23 NE -** +𝔛200 trillion from surplus income.
**Murrius, 23 NE -** +𝔛200 trillion from surplus income.
**Aulus, 23 NE -** +𝔛200 trillion from surplus income.
Cogent 1.0 Handbook

**Aoshtai Cogent** is the tabletop roleplaying game (TTRPG) system which Aoshtai Wiki uses. Designed by Etzan, it is a heavily-modified version of Cogent Roleplay, originally created by Josiah and Shad Brooks.

This is the project page for the Cogent 1.0 handbook, which is mostly complete, but some parts are still a work in progress.

## Core

* Roll System
* Checks and Skill Challenges
* Character Sheets
* Abilities
* Combat
* Injury Table
* NPC's
* Discoveries

## Equipment

* Clothes and Inventories
* Equipment
* Weapons
* Ammunition
* Encumbrance

## Vehicles

* Cars
* Ground Vehicles

## Skills

* Athletics
* Grapple
* Swim
* Throw
* Will
* Construction
* Intimidation
* Tracking
* Leadership
* Sleight of Hand
* Riding
* Intrigue
* Piloting
* Stealth
* Performance
* Business
* Lockpicking
* Negotiation
* Navigation
* Computers
* Engineering
* Animal Handling
* Medicine
* Linguistics
* Learning
* Investigation
* Concentration

## Proficiencies

### Professions

* Hunting
* Fishing
* Cooking
* Smelting

## Ability lists

*See also: Abilities*

* Martial Skills
* Ranged Skills
* Psionic Training
* Telekinetic Technique
* Telepathic Technique
* Exigent Technique
* Entropic Technique
* Radiant Technique
* 🩸 Blood Technique
* 👁️ Domination Technique

## Optional Mechanics

* Luck Rolls
* Exhaustion
* Classic RPG Mode
* Fear
* Advanced Firefights
Cogent 0.7/Clothes and Inventories

S K I L L S   A N D   P R O F I C I E N C I E S
Specializations   ·   Piloting   ·   Linguistics   ·   TelekinesisVoid Rending   ·   Ballroom Dancing   ·   Foraging   ·   Trapping

**Clothes and Inventories** allow you to add civilian clothing and items to your characters.

## Equipment and Inventory

Aoshtai Cogent character sheets have an "Equipment" and an "Inventory" section. In the Equipment section, you can list items with tooltips such as this:

**Example**

**Code**

```
{{Shirt and Pants|Custom Name|Custom Description|Custom Image}}
```

In the Inventory section, you can list non-tooltip items which your character might have on their person. These items occupy limited slots in your character's pockets and bags. The above shirt and pants has four slots, one for each pocket. A character may therefore have the following in their pockets:

**Example**

**POCKETS**

1. Phone
2. Keyring
3. Wallet
4. Empty

**Code**

```
'''POCKETS'''
#Phone
#Keyring
#Wallet
#{{Empty}}

```

## Objects

Most objects in Cogent occupy one inventory slot. Objects the size of an assault rifle or larger take up two slots.

Some smaller objects, such as thumb drives, cards, keys, paper currency and documents may fit into smaller containers, which themselves take up one slot. Examples of such containers include: thumb drive cases, keyrings, wallets, and document folders:

**POCKETS**

1. Phone
2. Keyring
	1. Key to Appartment
	2. Key to Car
3. Wallet
	1. Credit Card
	2. Debit Card
	3. ID Card
4. Empty

```
'''POCKETS'''
#Phone
#Keyring
##Key to Appartment
##Key to Car
#Wallet
##Credit Card
##Debit Card
##ID Card
#{{Empty}}

```

## List of Clothing

There are a number of customizable clothing templates on the website which allow you to create outfits for your characters from descriptions and icons. Currently, these are:

```
{{Shirt and Pants|Custom Name|Custom Description|Custom Image}}
```

```
{{Dress|Custom Name|Custom Description|Custom Image}}
```

```
{{Coat|Custom Name|Custom Description|Custom Image}}
```

## List of Bags

The following bags and containers are also available:

```
{{Backpack|Custom Name|Custom Description|Custom Image}}
```

 4 Slots
* *Must be held in the hand.*

```
{{Hand Bag|Custom Name|Custom Description|Custom Image}}
```

 15 Slots
* *Must be held in the hand.*
* *+1 Encumbrance.*

```
{{Briefcase|Custom Name|Custom Description|Custom Image}}
```

## Lockboxes, dressers, and closets

If your character does not have an item on them, but has it in a room or in a safe in a location, you can keep track of it using the lockbox template. This template works like an inventory and gives you the option to lock it. While locked, the lockbox will not display its contents. Remember to place the key or keycard somewhere, including on your character's keyring or wallet!
Campaigns

**Campaigns** are storylines which employ a roleplay format involving several players and a dungeon master.

Campaigns unfold over the course of one or more sessions, times where a closed circle of people get together to play persistent characters and continue a story, which typically take place on voice, but can also take place over text. Generally, the latest version of the Aoshtai Cogent system is used.

## Campaign Types

In the Aoshtai Roleplay community, there are two different types of campaigns:

* **Closed Campaigns** employ unique mechanics and items designed by the dungeon master. This kind of campaign grants a great amount of freedom to the dungeon master to try unique ideas and mechanics, but on the condition that the players and dungeon master understand that their creations cannot make their way back into and interact with the main setting. Typically, characters are tailor-made for the closed campaign. When a closed campaign ends, the dungeon master and project lead will work together to translate items, characters, and abilities into forms which can be used in the main setting, if that is required.
* **Open Campaigns** only employ mechanics, items, and abilities which exist in the main setting, and so are interoperable with it. Characters from the main setting have a greater freedom to join ongoing open campaigns and characters from the campaign have a much greater freedom to leave and appear elsewhere in the main setting.

## How to...

### ... join a campaign

The best way to join a campaign (whether new or ongoing) is to join our Discord server and to ask about ongoing or future campaigns. When campaigns start, there is usually an announcement. In order to opt into announcements, go into the #rules channel and click on the "Enable Announcements" button.

### ... start a campaign

Campaigns can be relaxed ongoing storylines which people post to when they can or epic multi-hour sessions spanning several years. To create a relaxed storyline, the best thing to do is to network with fellow writers on the server and see if anyone would be interested in starting a storyline with you. If you are interested in creating something more elaborate, speak to the project lead to get your campaign set up and advertised.

Generally, having a campaign page in the Campaign: namespace (see: Campaign:The Monolith) is a great way to manage your campaign.

## Campaigns

*Only large, formal campaigns taking place in the Aoshtai universe go on this list; small, informal campaigns happen all the time and do not go on this list*
Carnosaur

* Acid Dripping Claws & teeth

**Weapons (Variants)**

* x1 Charge Beam
* x1 SRM Launcher
* x1 ATM Launcher
* x2 AAM Launcher

The Carnosaur Variable Combat Walker is the face of the UPD military with its pilots carrying much the same fame as fighter pilot aces might in other nations. Like all Persan vehicles Carnosaurs are synthorgs, artificial lifeforms enhanced with cybernetic armor and weapons, with Carnosaurs being forged from the genetic code of various large and powerful land predators from across the galaxy. All Carnosaurs are bipedal and armed with claws and fangs that drip with a deadly molecular acid. Depending on the variant some might even develop lashing, stinger tipped tentacles, tails, and tongues.

Carnosaurs are also well armored in Atomic Lattice Armor, armor made up of interwoven hexagonal lattice nanostructures composed of hypersteel and other materials. The end result is armor that is light weight, flexible, and highly protective. They also posses a Asymmetric Permeable Shield, an electromagnetic energy field that surrounds the mech granting an extra layer of protection. This shield is generated by by the synthorg's own semi-metallic tissues.

Carnosaurs come in a wide variety of variants made from a wide variety of roles. They are usually armed with some variant of missile launcher, though the anti-infantry Megalosaurid variant (the earliest variant) is armed with a particle based charge beam.
Candamarice

Rear Admiral **Candamarice** is an Ecumene naval officer of the Starfleet of Priphonia, commanding its light artillery ship pattern.

Formerly a corvette officer, Candamarice rapidly became one of the senior officers of their division through the Priphonite Civil War, masterfully outmaneuvering insurgent forces and cutting their supply lines. By the time of the Veritas Crisis, they had been promoted to Rear Admiral. In 23 NE, they lead an advance force into the Commonwealth to meet with Grand Marshal Zima and begin the raising of the Commonwealth's fleet, in preparation for potential conflict with the Tesar and Titian.

However, in Octavia of the same year, the attack came from neither, but the deposed Apulun king Theudoricus Cossus, whose independent fleets invaded the Orientum Compact and battled a joint force headed by Candamrice and Zima. The Orientine War would turn out disastrous for the Commonwealth, with the Compact being subjugated as the Kingdom of Neodorum and the forces sent to fight Cossus either captured, killed, or forced into retreat.

After this defeat, Candamarice and the remaining Ecumene ships were pulled back to Arboros, and they were placed in charge of the II Artillery Pattern.

## Stats

* PROFILE
* FINANCES
* CAREER

  **Rear AdmiralII Artillery Pattern** | Middle Tvolis | Corvette Commander

INCOME/EXPENSES

𝔛0 quintillion
Callinicus Family

A historically powerful Orbitritan Aoshanti family in the nation of Arboros, the Callinicus family has held political and social clout for the past several decades. The family's prominence rose during Arboros' tenure as a vassal state to the Ascendancy of the Broken Ring, due to the service of Alcander Callinicus as the Ascendancy-appointed King of Arboros. They remain influential among the Aoshanti and Reformist population of Arboros to this day, with Ayas Callinicus serving as Consul of the primary opposition party, the Rhyan Cooperative Party.

## Family Tree

The following family tree is simplified and does not include all descendants or branches of the family. Only important and relevant characters are shown.
Dorvocax Meyisanni

EPIC CHARACTER

Dorvocax Meyisanni
Vortkan Warlord
LEVEL 36

## Character Sheet

* +5 Admin Efficiency
* +80 diplomatic power
* +32 military power
* Provides +8 to rolls in duels for friendly characters in that force
* If defending: Builds up 10 fortification in the system per turn.
* +𝔛320,000,000 per year

* +12 military power
* +12 to rolls in duels
* +2 HP
* +𝔛240,000,000 per year

* +12 military power
* +12 to rolls in duels
* +2 HP
* +𝔛240,000,000 per year
1d20+24

**NON-COMBAT DUEL STATS**
4 ❤
1d20+16
56 Military Power80 Diplomatic Power+8 for characters under command

* Gains one level for every duel fought, regardless of whether they won or lost it.
* May be killed when defeated.
* May be taken prisoner.
* May be killed by an opposing faction.
Drelnar

**Drelnar** are a Nearhuman race originating from the world of **Kaprazia**, in what is now Greater Kapricai, characterized by their red skin and smaller stature than the usual human, varied horns, pointed ears and devilish tails. They are a widespread and diverse nearhuman species, found in both Aoshtai and Selten.
Ebon Star Carrier Group of 23 NE

The **Ebon Star Carrier Group** was a force dispatched by Karstedt in Hydrenia of 23 NE to the Axanar region of the Aoshtai Galaxy in response to a planned invasion by the New Adresaas Dominion. It was so named because it was built around the fleet carrier Ebon Star under the command of Rear Admiral Egon Oppenheimer, its support elements, and a brigade of elite Karstkommandos under the command of Brigadier General Yuna Ravyn.

Its first mission was to carry Karstedt's envoys to the Kharhachi Conference and to provide operational security for the conference.

## Composition

**Karstmarine** (Rear Adm. Egon Oppenheimer)

* ✒ 5
* ✑ 20

Karstwehr (Karstkommandos - ⚔5)
* Brig. Gen. Yuna Ravyn - Karstkommandos (5,000)
	+ Col. Edgar Dietrich - 1st Karstkommando Regiment (1,000)
	+ Col. Theodor Spitz - 2nd Karstkommando Regiment (1,000)
	+ Col. Raimund Weiss - 3rd Karstkommando Regiment (1,000)
	+ Col. Christoph Neumann - 4th Karstkommando Regiment (1,000)
Army Group Fulminata

**Army Group Fulminata** was the largest army assembled by Veritas IV's Empire during the early stages of the Fourth Concourse War. It was personally commanded by the Imperator, who fought on the front lines to bolster his image and cement his legitimacy.

## Heroes

* Veritas IV Imperator
* The Black Knight
* Achduxesse Tainatra Benedicta
Darixa Sadykov

Darixa SadykovCogent Sheet
**Darixa Sadykov** is a Kiaric Neophyte for the Hospitaller's Blade. Born to spacers at the fringes of Kelemki space, she was a volunteer for the local blood magi's guild, having been close to it for most of her early years and teens. When the guild was inducted into the greater Order of Kiari, she became a candidate for the Hospitaller's Blade, a small organization dedicated to protecting SAR and medical missions.

She's currently on a supervised pilgrimage to Muara as part of her training.
Faehlmakks Keep

**Faehlmakks Keep** is one of the comfiest inns found around the outskirts of Agatropia on Adrealis. It is operated by a family of Agatrops, with the patriarch being **Grog Faehlmakk**, an old yet avid hunter and baker, that offers an assortment of meat pies and fruity tarts for breakfast and dinners before a long day on the planet.

During lunch, the keep offers hot whiskey drinks, and hardy breads to last. The rooms are warm and inviting, with an old rustic cabin atmosphere to them and a recreational space for artistic temperament enhanced by the alpine beauty around the village.

## Food

For an average meal cost of 𝔛50K cubits, characters can eat at the lounge. Patrons may eat here up to three times a day. The food here ranges from adequate to tasty. Each player rolls a 1d3 to determine the food quality.

 2
 3

Party members may order the same thing and so roll together. When next you visit Faehlmakks Keep, you may order the same thing as before, or something another party member ordered. Leftovers lose 1 food quality per half-day they are not refrigerated.

People who go on hunting trips often and have meats left to spare can gift some to grog, he will in return make a meat pie free of charge. And any berries picked that are edible can be given to the Faehlmakks so they can ferment them and make a few bottles of wine.

## Spaces Public and Private

Characters can rent out dining rooms to host social events, or can rent a room for an hour or so to spend time with their significant others.
Concourse Commonwealth

Concourse Commonwealth

**Legislature:** Commonwealth Council

**Government:** *Federation*
**Taxation:** *10% Contribution*
**Spending:** *Maintain the fleet*
**Debt:** *Good Credit*
**Military:** *Integrated*
**Economy:** *Integrationist*
**Trade:** *Free Trade*
**Foreign:** *Anti-Reformist*
**Alliance:** *Expand the Commonwealth*

**Overview**CharactersMilitary

The **Commonwealth of the Central Concourse**, also referred to as the **Concourse Commonwealth**, **The Triple C**, or simply **The Commonwealth**, is a federation of four nations in the Eastern Concourse which emerged in the wake of the collapse of the Ascendancy of the Broken Ring.

The Commonwealth was a proposed state desired by a small group of liberal utopian station-states up until year 11 NAC, when the states in the region were forced to join the Commonwealth by a Karian expeditionary force. The federation fervently espouses and operates by liberal, integrationist, and internationalist principles, although its member states—which hail from different species and cultures nestled astrographical enclaves—remain tepid about their involvement in the project.

The federation adds a thin layer of institutions on top of the three member states, which fund it with contributions from their own state budgets. The different contributors are then assigned voting power within the Commonwealth Council in proportion to their contributions to the budget of the Commonwealth. In order for the Commonwealth Council to take action, it needs 80% in an affirmative vote, which means that any nation can block action with 20% of their vote–leading some nations, like Titian, to contribute to the Commonwealth budget exclusively to possess a veto. The human Kingdom of Brestovik is currently the largest contributor to the Commonwealth, providing 𝔛90.5.

While the Commonwealth Navy on its own is not very powerful, it is meant to act in support of the larger navies of the Commonwealth member states, which are otherwise reluctant to come to each others' defense. This pairing of federation forces with local forces allows the Commonwealth to defend the region where individually each member would fall.

## Stats

* ROGANCIA
* SOLOVRAT
* BRESTOVIK

 Commodity
 Food |  | ⬅

 Commodity
 Food |  | ⬅
Construction

**Construction** is a strength-based character skill which represents a character's skill at the menial labor involved in building something, big or small. A character with a high construction skill is considered "handy" and may be able, if given enough time and building materials, build structures such as birdhouses, fences, or trenchworks.

At the moment, construction is a largely unstructured skill left up to the DM's discretion. An expansion for construction is planned sometime down the line.
Dwarf's Edge

United Settlements Council

**Very Small Minority**

* Podrka Voidwraiths

**Dwarf's Edge** is a small frontier city located on Zvezdnyylok 1, being situated in the far Northwest of the world, positioning itself in a crater on a massive dried up lava lake bed. Similar to most Karian frontier settlements, it consists of a massive dome that surrounds the crater, and has structures primarily situated on the crater rim-wall. However, due to being the largest city on the planet, this has sprawled into the center of the crater as well.

Numerous concrete buildings find themselves partially embedded either in the rim walls or in the ground itself, having their own redundant atmospheric systems, and being connected by a mix of underground roads and tram lines, and pressurized surface level roads which act more as pressure relief than main modes of transportation. Both above ground and below, there are wide public squares and spaces for people to use, and despite the (by necessity) utilitarian nature of this infrastructure, inside and out lengths have been made to make this place like a home away from home.

The city limits are surrounded by a litany of solar and microwave arrays, and focusing lens towers which aim to concentrate the dimunitive amounts of light the system's brown dwarf star gives, transmission towers being built into these lens towers too for communication (though primarily these act as supplementary for municipal fusion reactors). Mining operations are scattered all around in the countryside, aiming for the planet's rich hydrocarbon powders.

There are two space elevators that service city. Firstly, there is the space elevator in the center of the city tahat connects to Dwarf's Edge Station. In its own separate dome, that is connected by tunnel, is the space tether for Zvezdnyylok Harbor.
Devotion

> "*Hail the Emperor ~ One Galaxy Under Rhya ~ The Mother is With Us*"
>
> **- Inscriptions on the crossguard**
>
>

**Devotion** is the hardlight sword of Aurelianus Macina, the hero of the Battle of Shesta. It was given to him in 23 NE by Veritas IV as an emblem of his new offices as titular Dux of Havan and the commanding officer of the First Fleet of the Imperial Classis.

The weapon is a full hardlight masterwork hand-and-a-half sword which burns orange when lit. The handle is long enough that it can feasibly be used with two hands if needed, though the blade is weighted and sized to be used in conjunction with a shield in the cramped conditions of ship-to-ship combat. The blade is 60 cm long.
Exhaustion

**Exhaustion** is an optional mechanic in Aoshtai Cogent. Exhaustion can be used by DM's as a consequence when players push their characters further than would be reasonable. A forced march through the night may cause exhaustion. Going too long without sleep, food, or water may cause exhaustion.

It is entirely up to the DM's discretion what causes exhaustion and the extent to which it is used in the story to support a particular theme.

## Levels of Exhaustion and their Effects

1. **Winded:** The character has disadvantage on all checks involving skills, except Survival. If they go into combat like this, they begin the combat with half their energy.
2. **Exhausted:** The character has disadvantage on all skill checks and combat rolls. They gain one level of encumbrance. If they go into combat like this, they begin the combat with none of their energy.
3. **Too weak to move:** The character has disadvantage on all skill checks and combat rolls. They gain three levels of encumbrance. If they go into combat like this, they begin the combat with none of their energy. They can barely stand and cannot regain energy.
4. **Dead**

## Long-term modifiers and effects

* **Emaciated:** The character has been deprived of sufficient food or water for too long. The character is permanently encumbered by 1. They gain exhaustion more quickly. They begin combats with half their energy and become winded after taking two actions. At the end of a single combat, they are exhausted.
* **Overweight:** The character has disadvantage on Athletics checks and is permanently encumbered by 1.
* **Underweight:** The character cannot be encumbered beyond 1.

## Scaling

Importantly, it should be noted by the DM that *this is not a linear scale*. It takes exponentially more time and expenditures of resources to reach each level of exhaustion.

A character might reach the "Winded" condition after a few minutes of intense fighting and may be able to recover from it by using the Recuperate ability for one turn. They might reach "Exhausted" after several fights over the course of an afternoon, or after a full day's march. Recovering from Exhaustion should require a full night's rest, and missing a full night's rest should probably place a character at the Exhausted level.

It may take a character several days of consistent exertion, hardship, and resource deprivation to begin to suffer from the Emaciated condition. It may take them several days of eating well and resting to recover from it. It may take several more weeks to reach "Too weak to move," which may take several weeks of rest to fully recover from.
Desbola

**Desbola** is an extremely potent **Liquor** created specifically for the insatiable alcoholic appetite of the Agatrops. Its exact composition and recipe is really only truly known by Agatrops who mix and distill the drinks, however a short list of known ingredients can be found on any national ethernet. Most people know that it is a very strong drink, considering it was made by and for Agatrops. Ghuugh Bolordax once commented that "The last human to drink it, ended up a puddle on the floor".

Contrary to Ghuugh's comment on it, Humans can consume and survive the drink, although if they do not immediately black out it is strongly advised for them to seek medical attention due in part to their weak resistance to toxins that Agatrops regularly consume. Due to the complaints Agatropian distillers receive yearly for the idiots who decide to drink it even though they are not Agatrops, over the last few hundred years any liquor stores are now required to have non-Agatrops sign a responsibility waiver to make sure they cannot be sued if someone is hospitalized over the drink.

### Ingredients

* One Part Uranium Dust

* One Part Gunpowder

* Two Shots of Grain Alcohol

* One Cup of Animal Milk

* One squeeze of citrus

* One-half part vanilla extract
Esan Caduceus

The **Esan Caduceus**, or **Nekachut Teraal** (lit. *Book of Arcana*), is a grimoire attributed to the Aldrean High Queen Tus Ki'Esan. Entrusted to the then-nascent Imperial Arcane Institute, it was only made available to the public in 14,402 PR, almost a millennium after its conception. The text is in part a documentation of the processes behind a selection of exotic psionic rituals. The majority of its content, however, is dedicated to the teaching of psionic theory, with a broad focus on psionic codifications.

The grimoire's namesake is the fabled **Caduceus**, supposedly the work (and in some accounts, the undoing) of an unnamed Edoran Psion, and the muse of countless psionic theorists to follow. If the stories are to be believed, the Caduceus' steel pages are filled with inscriptions so subtle as to only be visible in infrared, once heated by touch. These inscriptions are said to be obscure in substance, too, varying in reported content from reader to reader. Words flow like liquid to impart whatever occult secrets would bring the greatest fortune, or perhaps the most inescapable doom.

The Teraal itself is one of the few alleged transcripts of the Caduceus to have survived to the present day, and like many before her, the High Queen of Aldrea claimed to have lost the original a few years after she found it. Tus' assassination a few months later has captivated conspiracy theorists ever since. However, this is generally dismissed by historians, as an inevitable outcome of her disregard for the political turmoil of the time in favour of her academic pursuits.

Indeed, Tus' various expeditions within and outside of the Divide form a far more credible explanation for her otherwise inexplicable understanding of such codifications as fleshsculpting and illocutionary psionics - codifications which would remain otherwise unknown to the Empire for centuries after her death.

The original text of the Esan Caduceus remains in the Imperial Arcane Institute on Esan, and further copies are kept in libraries elsewhere.

## Learning

```
{{ Book
}}
```
Duchy of Aequum

This page is under construction. Author considers this article to be unfinished or in need of an update or a revamp.

## Governmental information

### Military

 **Aequum Ducal Guard (Army) (⚔1)**
 **Aequum Ducal Guard (Astronaval) (✒1)**
+ The rest of the Reformed Army and Astronavy

### Policy

 **Reformed League**
**Government:** *Remove all Lessoan influences now that we have League help*
**Taxation:** *Keep current taxes until war*
**Spending:** *Enhance military prowess; Veteran Programs*
**Debt:** *Take on more*
**Military:** *Strengthen and synchronise and with other Reformed militaries*
**Economy:** *Keep Aristocratic Advantages*
**Trade:** *Strong Interleague trade*
**Foreign:** *Prepare for war against the Lessoan League*
**Alliance:** *Reformed League*

## Relationships

### Enemies

Aoshanti RepublicGrand Concourse Treaty Organization

### Wars

Ur-Tesar War

The **Duchy of Aequum** is a Reformed duchy located in the northern Concourse. It was reformed as part of the now-defunct New Aoshanti Empire in 11 NAC after surrendering to the Grand Concourse Treaty Organization. It is an executive semi-constitutional monarchy with strong monarchical powers and a council whose powers are decided by statute as well as the will of the Dux.

Located in the crossroads between the Reformed and Lessoan Rhyanist parts of the Empire, Aequum faced serious deadlock and internal division between the majority Reformed population and minority but relatively substantial Lessoan population since the beginning, leaving Aequum's politics polarised and stagnant. Its Dux, Brechstan Karathon, an ambitious but indecisive leader, was left with no choice but to appease both sides of Aequum's religious demographics to ensure that at the very least Aequum's governance would remain stable and able to move on with more pressing matters, such as rebuilding infrastructure and taking advantage of the Empire's weak structure.

At the same time, Aequum began cooperating with other Reformed powers, such as Vigila and Matlio, within the fragmented, weak Empire and was able to boycott the Imperial Senate and avoid paying imperial taxes without significant consequences due to Lessoan Aequumese within having been largely desensitised with expecting the Reformed-controlled Duchy abide by Lessoan structures. In 18 NAC, Aequum along with other Reformed provinces would form the Reformed League, a separatist confederation opposing the rule of the New Aoshanti Empire and aiming for the revival of a new Ascendancy. With the increasing cohesion of the Reformed League, Aequum was able to break out its polarised stagnation and shackle itself off the demands of the Lessoan Aequumese now that their government has the cohesion and support of the Reformed League.
Dorbakk Boduh

## Profile

Weight: 780 lbs
Eye Color:  Hot-pink
Gender:  None (He/Him/His); masculine inclination

## Stats

* PROFILE
* COGENT
* FINANCES
* ASSETS
* PETS
* STARSHIP
* REPUTATION
* SKILLS

 **Speaker of Yurem** **Thalganna's Guild** | Kaldethi | Previous Slave Wealthy Freedman (Master released him with inheritance)

INCOME

EXPENSES

ACCOUNTS

ITEMS

PROPERTY

STOCKS

**LIFE**
★★★★ Athletics

★★★☆ Driving (Cars)

★☆☆☆ Cooking

★★☆☆ People

★★★☆ Personal Finance

★★☆☆ Emotional Intelligence

★★★☆ Rational Intelligence

**ROMANCE**
☆☆☆☆ Women

★☆☆☆ Commitment

**OPERATION AND SOCIALIZATION**
★★☆☆ Small Team

★☆☆☆ Operations

★☆☆☆ Smuggling

★☆☆☆ Captaining

★★☆☆ Hosting

★☆☆☆ Socializing

★★★☆ Networking

**WEAPONS**
★★★★ Yurem Warhammers

☆☆☆☆ Handguns

★★★☆ Unarmed
Diyanir Salazor

UNCOMMON CHARACTER
Diyanir Salazor
LEVEL 5

> "*Haha quote go brrr*"
>
> **- WIP go brrr**
>
>

**Overview**CogentBackstory

**Diyanir Salazor** is a Sard currently working as the Emergency Minister of the Ministry of National Intelligence, his apparent ancient-age manifesting due to this title specifically. Sir Salazor is indefinitely preserved in a state of cryogenic sleep until his specialties are required to be utilised by the administration of the Unified Realms of Selten. Diyanir is synonymous with his interrogation methods, his major part in the founding of the Cosmological Intervention Charter and the running of his Ministry with a consistent yet powerful work ethic.

## Background

### **Early Life**

Born in approximately -18,000 BNAC, Diyanir Salazor was born into a middle-class family located on the somewhat quiet outskirts of Sub-Shirensheki, the infamously known underground city for its constant state of disrepair due to constant barrage during the Calyspian Conflict. It had few to any metropolitan areas at the time with a decently low yet noticeable crime rate that grew along with the city due to the early neglect of the founders at the time and the circumstances of the war. He lived the majority of his childhood and adolescence in the same terraced flat in the same narrow-street suburban neighbourhood (not too different to traditional Italian flats in design), moving only once to another house a mile or so even further from the city due to rising house prices in his current area attracting his parents' attention, leading them to sell their current residence for both a profit and a superior quality of life, where he would go through the rest of adolescence living in a detached house.

### Early Education

For the most part, much of his early life was uneventful, ignoring the somewhat frequent amount of times he'd find his school in an inhospitable state due to tectonic movement and heavy attacks from the Tighuramno that would often breach the ceilings of this subterranean world. He attended primary and secondary education and did decent in most of his subjects, prevailing somewhat in biology and history classes (his later academic achievements would show his eventual stronger understanding of these topics). His **flock group** was often minuscule, especially when compared to others at the time.

### Later Education

During his time in secondary education he would go on to delve further into history and even take a new interest in photography. He later found himself apart of a group of delinquents that partook in the petty theft of corner shops and occasionally other people.

In college

## Character Sheet

* Stats
* Loadout
* Possessions & Expenditures

Weapons

Living Space
Ecumene State News

> "*To inform the populace, and provide informed input, in Her Eminence's name.*"
>
> **- ESEn Motto**
>
>

**Ecumene State News** (*Ekumineonov Stieturza Enminahn*), sometimes abbreviated as **ESEn** (*Esh-Sie-En*), is the primary state media organization of the Phero Ecumene. It broadcasts internationally, and is known for its methodical fact-checking of various events and other organizations, as well as a downplayed bias favoring the Ecumene government. However, it has historically operated with a wide degree of independence from the Ministry of Information that technically owns it.
Cosmopolitan Races

The **Cosmopolitan Races page** is intended to provide a rapid-rolling table to aid dungeon masters in creating characters for cosmopolitan organizations quickly. Rolling on this table will yield races which tend to travel far and wide and partake in projects—good and bad—which transcend borders.

To roll characters on this page simply go to the dice-room channel (found under Fiction) on the Aoshtai discord server and type in !roll xd26 for Aoshtai or xd8 for Selten (x being the number of characters one wishes to generate). Take the result of each individual roll (not the total) and choose from the list the race which corresponds to the result.

Always remember to consult with the creator if the Notes section specifies that you should. If in doubt err on the side of caution and ask.
Daedroma Station

**Daedroma Station** is a large fortified space station at geostationary orbit above Vigila and the primary spaceport of the Aengelian region. It is tethered by space elevators to most major cities on the surface and hosts the region's largest in-space exchange, which is the gateway to the immense market of the planet below. The permanent population of the station is 258,307.

## Stores

### Dachetex Brave Barrels

A vessel of superior make, the Dominions *Sisters Superior*, docked at Daedroma station just recently after its owner, Dachetex Meyigachi, got dishonorably discharged from the Dominion military for being too radical in his political views. After a deal with His lordship Ardius Thalganna II, he was allowed a cruiser and many guns to sell at the Vigilian games, hoping some money would mellow him out or at the very least give some monetary injection back into the Adresaas Dominion through taxes.

Dachetex Brave Barrels
Beyond the large airlock door, the lighting shifts from sterile white to a more gentle yellow that illuminated the surrounding shop to give off a backwater town to it. The walls are lined in rich savannah wood from the homeworld of Adrealis, and on the right of the wall is a large picture frame of Lord Ardius Thalganna II with a wood carving of the Dukoraan symbol. Further into the ship there are multiple stands with various Agatropian weapons underneath glass cases, in the back sits a particularly nasty looking Agatrops with a scarred up face probably from some war. To his left you see a bucket most likely for his tobacco juices to be spat out, and behind him sitting in all of its glory is a large flag of the New Adresaas Dominion, in front of him is a display of various pistols, with extra gunracks behind him, one including a three barrel shotgun. He snarls at you in typical Dominion manners, and welcomes you into his shop

* **Owner:** Dachetex Meyigachi
* **Race:**  Agatrops
* **Nationality:**  New Adresaas Dominion
* **Available:** Month of Priphos - Marcelia
* **Offering:** Guns and Ammunitions, Cigars and Flasks, Shooting Range.

### Vendor Price Arms

* **Owner:** Vendor Price Arms
* **Race:** Human
* **Nationality:**  Karian
* **Available:** Month of Priphos - Marcelia
* **Offering:** Guns and Ammunitions, Shooting Range.
Dark Space III: The First War Mod

**Dark Space III: The First War Mod** was a mod for Dark Space III: Dissension, a Lindinian VR game, which turned the competitive multiplayer mode of that game into a historical recreation of many of the factions of the First Concourse War. Popular after the Third Concourse War, the mod added the Kingdom of Karstedt, the Kingdom of Orbitritum, Lindinis, the Republic of Naer'si, and the Kingdom of Aengelia as playable factions.

In the rocky post-Third War climate, a frequent spectacle on that mod were Lindinian pre-teens and teens tearing into each other, rehashing the First Concourse War, with Karian and Karian-adjacent expats defending the beleaguered Kingdom of Karstedt, and Orbitritans and Lindinian nationalists reliving the glory days.
Caroline Webber

Caroline WebberCogent Sheet

 If behind cover or a shield, give up your movement and action to be invulnerable to frontal ranged attacks for that turn.

#### Steady Shot

 At the cost of your movement, gain advantage on your next shot.

#### Suppression

 Use your action this turn to suppress a target or group of targets closely clumped together. Instead of directly attacking the target(s), you use your ranged attacks to attempt to drive them into cover and gain a psychological advantage over them. Roll your ranged attacks and add them together. Your allies may join you in your suppression attempt, contributing their own ranged attacks. Add their totals to yours. The adversary may choose to contest your suppression attempt, attempting to suppress you instead, in which case compare your totals to theirs. If they do not contest or are unable to, they are automatically suppressed. One side wins the suppression attempt and the other side gains the following:
* Members of the group within the field of fire roll their attacks with all weapons with a -2 malnus until the end of the following turn.
* Affected members of the group are pinned and unable to advance. They need to remain in cover, in concealment, in a prone position, behind a shield, or behind someone who has a shield. They can shuffle laterally, move backward, and move up to the position of their most advanced member, but no further. Members of the group with a shield may advance at half their speed.
* The group may choose to retreat from the engagement at any time. This is an organized action involving some members of the group withdrawing while others provide covering fire. A full turn's worth of ammunition is expended by everyone in the group taking this action. This necessarily cedes the terrain to the other force.

#### Salvage Arrows

 You regain half of the arrows you fired at the end of an engagement, provided that you are in control of the ground where the engagement took place.

#### Aimed Shot

 Take your time to aim and fire on your next turn with +2 and advantage. Requires you to stand still and concentrate. You are able to move at a walk, but if you are forced to defend yourself in melee or are injured in any way between your turns, the shot cancels.

#### Rapid Fire

 As your action, make your normal number of attacks plus one. These do not have to be the same target. Make all of these rolls with -2 to your attack dice. You cannot gain advantage on these shots. This does not work with cone attacks.

#### Trick Shot

 Make an attack with +2 guaranteed dice. You may sacrifice your movement to gain advantage on this shot.