recursal/Fanatic-Fandom huggingface dataset:
Janice Sydney

**Dr. Janice Sydney** was the Chief Engineer of the Knights Mercantile's Deep Ether Expedition into Naga Space, as well as the designer of the *Lance*’s showpiece rail cannon. She reportedly pulled significant strings to have the ship assigned to the expedition as a demonstration of its potential. After the expedition, Dr. Sydney, unwilling to leave the *Lance*, joined Sigvald's retinue—though quickly given the usual ironic handicap (in her case, psychically induced blindness so that she would depend on Sigvald's drones as her eyes (and in turn, they would know exactly what she looked at, to report to Sigvald)), she proved a valued member of the court, building great and terrible devices for the Prince. What Sigvald lacked in technical sophistication, he could compensate in strange artifacts and nigh unlimited resources for Dr. Sydney.
Inspector Haakon

## Haakon

**Inspector Haakon** was a powerful psionic and the son of Banshee the Blind, brought into the Confederate Inquisition as an Inquisitor and internal affairs person following the death of Varlam Vasiliev. He was gunned down by Octo Thorpe after being physically and psychically maimed in a psionic duel with James Fhtagnleton during the Inquisition Incident on Firhbank.
Kingdom of the Interior

The **Kingdom of the Interior** (also known as the "**Middle Kingdom**") is a major power in Celestial Space, located in the "Celestial Interior".

## History

In the early modern period, the Kingdom of the Interior was the dominant claimant to the "Mandate of Heaven" (leadership of the Confederation), and a bulwark against Nipponese pirates. The kingdom was cordial with the Porcelain Lords of the Brass Cities, and at war with the Kingdom of Aksai Chin (also known as Jammu-Kashmir) and the Mirror Enclaves.
Keve Smesimm

**Keve Smesimm** was a [insert overview here].

Keve Smesimm is the military minister for the Aeldman cabinet. Even so, they do not know that he was once a member of a royal family. It must be because he has no memories from before he joined the army. He is deeply secular, in a world with many religious factions. The only thing Keve does believe in is his ability as a general. That's why he became one; it was what gave him meaning in life. In the past, when he had been a mercenary, he had often helped others, but now that he was working in the military, he could not help anyone other than the government.
He was a man who didn't know how to feel, and he did not understand himself at all. His life seemed like something written by someone else, as if it had been arranged, and there were plenty of times where he thought about escaping his own meaningless existence. But then, recently, he had begun to think that maybe he wasn't supposed to escape; he should just live out this life until its end. Maybe everything would be fine.
It had been sixteen years since he entered the military academy. He had served in various capacities within the military until he finally made his way up to the top. He hadn't experienced much hardship or regret during this time, but perhaps he should have felt something more. He'd always wanted to meet some kind of hero—a man who looked down on the people around him, a man who was strong enough to crush anything. But he never found such a person. Instead, he had met a lot of weak men who would sell themselves to get ahead. He'd seen the nobility use their influence to take advantage of those who did not possess power. He'd seen the upper class keep their secrets hidden and manipulate the commoners. And he'd seen the military itself act like a machine, without any sense of purpose.
But there was one thing he had learned: the importance of being able to face death. No matter how terrible this world may be, you cannot escape it. You might die anytime, anywhere. So long as you are alive, you will face death again and again. To be able to accept this fact, to see things clearly, meant that you were prepared to endure whatever came your way. If you couldn't do that, then there was no point in living.
This man had experienced this truth. Keve had lived through countless battles, and he knew fear. He had spent a great deal of time thinking back on his experiences. He had learned that nothing in this world was permanent. There were no heroes or gods. The only certainty was the uncertainty of life. In the end, it was all an illusion. Everyone's lives were fleeting. Everything eventually ended.
Even so, he did not want his life to end yet. He was still young, he wanted to live for another twenty years. After that, he would probably have to kill himself. Still, he didn't mind. He had seen too much to care anymore.
Kris

Kris points out the trail to Father Wendell during the second Knights Mercantile expedition to the Taino Basin

## Basic Information

### Campaigns

* The Abortive Expedition Campaign
* The Expedition Campaign

## Alignment

### Ending

Indifferent Evil By Association

**Kris** was a shirtless native of Taino Basin on Sierna who served as a guide to offworlders and managed to avoid dying in both The Abortive Expedition Campaign and the First Expedition Against Aztlan. He was always accompanied by his hunting dog, Diesel.

## Personality

Kris was a man of quiet contemplation who mostly chose to isolate himself from those around him. His skill with bowhunting and his employment with the Knights Mercantile earned him the respect of his fellow Sierna residents, but there were few he considered friends. He felt no real loyalty toward the various foreigners who hired him as a guide and translator.

Kris usually wore his long black hair tied back in a braid, and his (typically shirtless) torso was covered in tattoos.

## History

Kris was raised in the shadow of the new colonial establishment. Growing up, he became an expert in the arts of stealth, tracking and ambush, as well as learning the common language from the colony.

### First Knights Mercantile Expedition to the Taino Basin

*Main article: The Abortive Expedition Campaign*
Kris provided his translation services to the expedition party, so as to be the party's bridge with the indigenous peoples. When the leaders of the expedition chose to fire their artillery without any provocation at the first native village they encountered, Kris opted to hide in the tall grass and later return to basecamp while the rest of the party was slaughtered.

### Second Knights Mercantile Expedition to the Taino Basin

*Main article: The Expedition Campaign*
Kris reprised his role as translator and guide during the second expedition two years later. In addition to facilitating communication between the expedition leadership and the various locals encountered, Kris also assisted the party in combat. When the party encountered Aztlan and his various associated occult threats, Kris once again survived the slaughter of the rest of the expedition by hiding in the bushes.

## Trivia

* Kris always urinated within the game world at the same exact moments as when Craig urinated in the real world.

## Notes

1. ↑ One of which looked remarkably similar to a stylized drawing of a fashionable Aeldman hat
Knowledge: Metagame

**Knowledge: Metagame** is a Skill which veteran players in the Aeldrum setting use to figure out what Christophe will do next. Especially genre-savvy characters will often have high Knowledge: Metagame bonuses, especially if their players also have such bonuses. Metagame knowledge is an invaluable skill for any adventurer who intends to survive their campaign.
Kill Sigvald

**Kill Sigvald** was a Bank of Valdos mission to assassinate Sigvald the Cruel that took place in Sigvald's Domain.

## Background

*This section is incomplete. You can help The Aeldrum Wiki by expanding it*.

## Summary

Banshee, Davon, Vantus, and Nandor arrive and chat first with [some guy] (where they learn that Orm maybe is in rebellion) and then with Sigvald. Witty banter ensues, Nandor gets 'lightly shanked' and Sigvald is not amused. Banshee then walks into the arena, watched some poor fellows get executed, then screamed (killing a bunch of the crowd and really messing up poor Nandor) and fought a big naga-segmented-horrifying-mind eel-monster. Meanwhile Vantus and Davon had a fun conversation with the Librarian at an armory trying to figure out what's going on with Orm and then killed the Librarian and the Glass Cannon when the Librarian snuck into their quarters. Banshee fought and died in the naga-abomination's jaws while simultaneously frying the monster to death with his mind.

Sigvald then shows up, declares banshee post-facto a traitor, informs everyone that the whole thing was a setup to try to get him to succeed him. Davon gets killed trying to escape, Vantus gets a message out and escapes on a freighter back to imperial space.

Meanwhile the rest of the crew has fun shenanigans about 'who touched sasha' then gets blown up when they land on planet because Nandor got tortured to death and revealed the details of the part two crew. X teleports to safety and Karl is out of character mad.
Jeremy the Automaton

**Jeremy the Automaton** was a retrofitted combat automaton serving as the bartender at the Empire Club during the mid-late 5th century A.U. Abandoned in the Club following Lord Elsevar's death, Jeremy was found intact and fully functional after Dalton Kingsley reopened the Club in the year 478 A.U. Jeremy proceeded to charm the rest of the Board of Investors, and remained on staff at the Club. He has since maintained a contentious relationship with the Board and other club membership, particularly Heidegger Dawes.
Industrial Secrets Agency

The **Industrial Secrets Agency** (ISA) was an Aeldrum national security agency constituted during the First Coalition War by Dick Intrepid.

## History

The Industrial Secrets Agency was formed in the wake of the Industrial Secrets Amendment to the Academy Act passed by Parliament, which allowed for special intelligence gathering powers.

In 396 A.U., the agency coordinated with the Aeldrum Dragoons to raid and expropriate large swathes of Valdosian bank holdings on Aeldrum, ostensibly to seize secret soul contracts that might pose a threat to national security.
Jury Rig

***NOTICE: This article deals with game mechanics rather than with Aeldrum lore. More complete and up-to-date documentation of game mechanics and rulesets can be found here.***

Characters that take the **Jury Rig** Special Ability are granted the following effect: Can quickly build temporary contraptions that aren't meant to last.

## Recommendations

Consider spec-ing into the Inventor build.

## Characters

List of characters with this ability:

* Hans Schulz
* Sigurd Telervo
* Rose Clintock
Goblins

**Goblins** are a small humanoid race.

## History

Goblins are one of the Major Races separate from the Progenitor lineage. Thus, they share no common ancestry with the races of Elves, Humans, Orcs, or any of their sub-races and thus cannot breed with them. Instead, they are descended from the tribal folk discovered by the Mage Imperium millenia ago. Dwarves and Halflings share their lineage with the Goblins.

## Physical Description

Goblins are humanoid, but shorter than Humans and Elves, and not as well-built as Dwarves.
Indigo

## Marcel Lavande

Lavender was always his favorite color

**Marcel "Indigo" Lavande** was a bounty hunter on Telrion. Formerly of a minor human noble family on Aeldrum, Indigo gave up his relatively luxurious life to hunt for criminals on Telrion - *with style*.

## Personality

Indigo was initially a bit of a stuck up prick (as most noble boys of Aeldrum are) but became well known among bounty hunting circles as a suave gentleman with a strict professional code of conduct. He did not drink unless in the company of businesspeople who expected it of him, did not indulge in finer carnal pleasures while he was on a case unless it would confer a meaningful advantage to him, and was on the whole a pretty decent guy, if you ignored the fact that he killed people for a living.

Indigo lived for the thrill of bounty hunting - he chose the life over a safer and cushier job as a merchant or an officer of the Aeldrum Trade Company (He thought the latter too base and vulgar for his tastes). He was obsessed with his style, wearing his signature lavender suit even after he became infamous for it. Indigo took pride in the fact that though he may not have been the best bounty hunter on Telrion, he was certainly the *classiest*.

His signature move of flooding the area around him with appropriately scented lavender mist was feared by men with prices on their head across Telrion, as he could adeptly disappear within it and come out to surprise and capture or kill his targets.

No one is entirely sure why he was nicknamed "Indigo" rather than "Lavender," but he did not complain, thinking that it sounded more cool and mysterious that way.

## History

*This section is incomplete. You can help The Aeldrum Wiki by expanding it*.

*Main article: A Fistful of Crecibles*
Indigo had his head blown to pieces in a duel with Ivory Hands in 375 A.U..
Intrigue

***NOTICE: This article deals with game mechanics rather than with Aeldrum lore. More complete and up-to-date documentation of game mechanics and rulesets can be found here.***

***Deception and Politicks***"*Contrary to popular belief, the arts of the mind are among the most Prime a being can accomplish. The Primal power of subtlety, though in the ideal society unnecessary, is a valuable asset in the many flawed cultures one may find oneself.

A subtle wit is necessary to put one's Primal physical power to subtle uses - the most subtle of which is the management of a network of accomplices and companions to gain needed information and influence. This might mean the use of a gang of small children to find the secrets of your urban environment, or the building of a legitimate espionage enterprise...*" —  The Intrepid Guide to the Cosmos

**Intrigue** is a skill primarily used to determine one's skill in managing acts of subterfuge; whereas the individual elements of executing a plot might require stealth, forgery, etc., intrigue reflects tapping networks of spy contacts, gathering and disseminating (often false) information, appraising leads and devising tactics to achieve strategic intelligence goals. It can be treated as a much more flexible variant of Gather Information that also abstracts away from potentially tedious low-stakes sense motive and other checks.

Where an operation hinges on successful execution of a specific detail, intrigue is not appropriate and should be subordinated to a more specific skill (for instance, an intrigue roll cannot determine the outcome of an assassination attempt, but if the right channels have been established *ex ante*, it can provide information on the target's movements).

It has seen use in Court settings (introduced in Mage Imperium II), with characters scheming with and against each other.

## Mechanics

When the DM asks for an Intrigue check, a d20 is rolled. The player then adds the character's Wisdom or Charisma bonus to that roll, whichever is higher, as well as ranks in the Intrigue skill and situational bonuses if appropriate (e.g. BP-worthy "institutional intrigue" bonuses when dealing with the Imperial Navy). If one attribute modifier is negative, its value is also taken into account.

Examples:

* A character has a Wisdom of (12) and a Charisma of (9). The player rolls a 10 on a d20. The roll gets 1 added to it from the Wisdom modifier and 1 subtracted from it from the Charisma modifier. The net roll is 10.

* A character has a Wisdom of (12) and a Charisma of (10). The player rolls a 10 on a d20. The roll gets 1 added to it from the Wisdom modifier, and the Charisma modifier is not taken into account because it is not negative. The net roll is 11.
Kat Underhill

Kat the halfling readies his next shot

**Kat Underhill** was a halfling bounty hunter employed by the Knights Mercantile who participated in the The Skinchanger Campaign on Videna.

## Personality

*This section is incomplete. You can help The Aeldrum Wiki by expanding it*.

## History

*This section is incomplete. You can help The Aeldrum Wiki by expanding it*.

*Main article: The Skinchanger Campaign*
Inspector Radovan

**Inspector Radovan** (later **Grand Inquisitor Radovan**) was part of the Imperial Inquisition in the Hybern Sector during the Seer Crisis of the late Mage Imperium. He was on Karaval at the time of the assassinations of Inquisitor Serim Milozc and Inspectors Slobodan and Ratco in 1750 C.A.. He had risen to the rank of Grand Inquisitor by 1773 C.A., when he oversaw the execution of Seer Lamnus for apostasy.
Intelligence

***NOTICE: This article deals with game mechanics rather than with Aeldrum lore. More complete and up-to-date documentation of game mechanics and rulesets can be found here.***

**Intelligence** is an ability score that determines how well a character can logically reason, understand complex concepts, and analyze situations.

## Skills

*Main article: Skills*

 Craft
 Knowledge | "Knowledge" itself is not a skill. Instead, any potential field is a skill. For example, "Knowledge: Etherics".
LaPaixPal

**LaPaixPal, Inc.** was an ethernet technology company founded by Soren LaPaix and headquartered in Aeldrum's Struthil Spire.

## History

LaPaixPal began as a startup company in the early 400s A.U., capitalizing on the new opportunities opened up by General Etheric's newly-developed Ethernet network. In the ensuing ethernet boom, the company's success generated an enormous fortune for founder Soren LaPaix and his family, which helped his son Garry LaPaix enter into Serene Duchy politics and eventually win election in 530 A.U. as the 60th Serene Doge.
Jan Piermont

**Jan Piermont** was the owner of a tavern in the city of Hauldt on Videna that was frequented by a local gang known as the Freebooters.

## Personality

*This section is incomplete. You can help The Aeldrum Wiki by expanding it*.

## History

*This section is incomplete. You can help The Aeldrum Wiki by expanding it*.

*Main article: The Skinchanger Campaign*
Intrepid Things Considered

***Intrepid Things Considered*** was a radio program broadcast in the Serene Duchy of Aeldrum by the Intrepid News Network during the First Coalition War. It was rebranded as Aeldman Things Considered after the Intrepid News Network was nationalized by Serene Doge Bareth Aefendt and became the Aeldrum News Network.
Knights of Leandra

The **Knights of Leandra** are a religious crusading force devoted to the Empress of Bishant, House Kataph, and the angel Leandra, serving as their personal guard and worshipers. Originally founded during the reign of Empress Irboda, the KoL were a breakaway faction from the Knights of Adarnum that aided in the consolidation of House Kataph's power and transition of LeandraA from minor angel to one of the foremost figures in the Shantine Church of Kirva's canon.
Jenkins

*This is a Disambiguation page — a navigational aid which lists other pages that might otherwise share the same title. If an article link refers here, consider backtracking and fixing it, so that it points directly to the intended page.*

**Jenkins** could refer to:

* Ricky Jenkins (Expedition Campaign), a member of the KM's second expedition to the Taino Basin
* Ricky Jenkins (Black Pyramid Campaign), a Saldanese foreman on A11 during the Black Pyramid Incident
* Jenkins (Station Adventure), a member of the Cult of Adalna during the Station Adventure
* Leroy Jenkins ("A.C.E."), a dwarf mercenary at the Pin-Jump during the Pirates Campaign

## Trivia

The name "Jenkins" or "Ricky Jenkins" has been born proudly by many obscure and unimportant dead NPCs across multiple campaigns in multiple universes.
International Patriarchate

The **International Patriarchate** was a Kirvan council formed by Empress Theoboda Kataph of the Shantine Empire in 450 A.U.. It consisted of the Shantine Patriarchs and the Patriarch of Ahlam (and later the newly-established Patriarch of the Marches), with the Patriarchs of Aeldrum and Sevalne included as "Special Friends" without seats on the council.
Julio Figaro

**Julio Figaro** was a Genoese mafioso and member of the Figaro Crime Family who was killed by his underlings during the Second Genoan Revolution.

## Personality

*This section is incomplete. You can help The Aeldrum Wiki by expanding it*.

## History

*This section is incomplete. You can help The Aeldrum Wiki by expanding it*.

*Main article: The Mafia Campaign*
Karlock

**Karlock** was an advisor to the orcish warchief Urlek Thar during the 3rd century A.U., and the founder of the Orcish Directorate.

## History

*See also: Orcish Directorate#History*
Urlek Thaar (a distant descendant of Rurik Thaar, the celebrated Orcish adventurer) began as a successful warchief on a single world, his ambition limited to sacking the civilized cities; from the earliest days of his conquests, however, he had been advised by Karlock, a half-orc scholar who had once spent considerable time on a different world as an aide to a Human physician who dedicated himself to the health of the Orcish tribes. Karlock was rescued as an child by physician, who spared him from the zealot's sword during a campaign with the Knights of Adarnum. The physician took in Karlock and found him a child of surprising intelligence — he aimed to educate the boy, and as the horrors of the knights' campaign against the orcs mounted, he resolved to atone for his part in it by serving as a doctor in an Orcish clan. However, Karlock's time with "civilized" people had taught him their fear of the Orc. He was only spared that fear as a well-spoken half orc of relatively small size and closer-to-human appearance, and fear was instead contempt. When the physician helped an Orcish woman deliver an Ogre-child (always rare, and usually killed by complications from birth), it became clear that the tribe would take its birth as an omen, and likely conquer its neighbors until the ogre and its tribe became large enough to threaten the walled cities of men.

The Directorate was founded by Karlock, a half-orc strategist and adviser to the Orcish conqueror Urlek Thaar in the aftermath of the 3rd century A.U.'s Great Orcish-Fialta War (also known as Urlek's War), an unusually successful orcish invasion of Fialta space (which also triggered the formation of the Thalranese Marches)

Karlock seized power from the orcish warlords and used the pressures of war to depopulate the old orcish cultural leadership and shamanic warrior class. He and his inner circle set about building a new type of orcish society, one which was post-theistic (rejecting favored orc gods such as Korbog and other “savage deities”) and racially revisionist (at a time when most orcs either lived on the fringes of known space or as slaves and second-class citizens under the great powers) – a state built by orcs, for orcs and to be ruled by orcs.

## Notes

1. ↑ The half-orcish Karlock was educated by the Knights of Adarnum and quite probably the bastard son of an Adarnan Knight-Captain. Ironically, the Directorate and the Shantine were close allies in the Fialta-Shantine wars, until Shantine capitulation led the Directorate, in apparent disgust, to look for more resilient allies.
Kelly McNiall

**Kelly McNiall** was a smuggler and special operator in the service of The Knights Mercantile. He led both the Heist of the Codex Exilium and the Expedition to Banish Aztlan.

## Personality

McNiall was a level-headed operative who kept his focus on the mission above all else. He cared about the well being of his subordinates and often took important operations into his own hands. Yet when pressed he became very self preserving, failing to stop the monstrous Coyote from murdering his Fialta soldiers and falling back on his sniper's instinct to hide when serious danger presented itself.

His relationship with his adoptive father, Hans Schulz, was a curious one. Schulz was often proud of his son's accomplishments and appreciated the amount of intellect with which Kelly approached his work. Yet Schulz was always disappointed that Kelly was at best a replacement for Billy or Nat, and often savagely berated Kelly for his failures when he was feeling weak or frustrated. Kelly for his part was grateful to his adoptive father and stoically bore his failings. After all, Kelly could not imagine what he would be like without Schulz.

As the Taino Basin expedition weighed more on his sanity, however, Kelly's repressed memories of his disappointed adoptive father came out and he began to see visions of Schulz as he fought, eventually driving him completely mad.

## History

### Youth

*This section is incomplete. You can help The Aeldrum Wiki by expanding it*.

### Knights Mercantile

*This section is incomplete. You can help The Aeldrum Wiki by expanding it*.
Jan

*This is a Disambiguation page — a navigational aid which lists other pages that might otherwise share the same title. If an article link refers here, consider backtracking and fixing it, so that it points directly to the intended page.*

**Jan** may refer to:

* Jan Piers, the Court Seer on Milgar during the late Mage Imperium
* Jan Piermont, a tavern owner on Videna during The Skinchanger Campaign
* Jan the Baptist, the Kirvan Patriarch of Bishant during the mid-400s A.U.
John

*This is a Disambiguation page — a navigational aid which lists other pages that might otherwise share the same title. If an article link refers here, consider backtracking and fixing it, so that it points directly to the intended page.*

**John** may refer to:

* John "the Gaunt", Prophet Propagator for the Kirvan Church-State during the late Mage Imperium
* Jonathan Pickman, a Margravate privateer involved in two different Celestial expeditions by the KM
* John Jones, a prominent conspiracy theorist during the First Coalition War
* John "Long Odds" Silver, an Aeldman foreign intel chief during the First Coalition War
* James John, leader of the Copper Feet Gang on Bishant during the non-canon Paw Patrol One-Shot
Katya Morovin

**Katya Morovin** (known in Celestial space by her Nipponese moniker "**Sumire Fujioka**") was a free agent who worked for many clients, but most famously became associated first with the Yakuza and then with the Knights Mercantile in the expedition to open a new route into Celestial Space.

Katya was always the most practical of the many children of The Professor and, gifted with incredible dexterity and a keen mind, turned naturally to the world of espionage and assassination.

## History

*This section is incomplete. You can help The Aeldrum Wiki by expanding it*.

## Personality

Katya was a typically easygoing child of The Professor and, owing to her unusual upbringing, was unfazed by everything from massive webs of polygamy to the occasional eldritch abomination. This made her especially well suited to encountering the many bizarre oddities of Celestial Space.

Despite her upbringing, however, Katya had a very poor sense of humor and did not react well to jokes and witty repartee, oftentimes reacting deadly seriously to such laughable encounters as those with Gordon Gekko. About the best she could manage herself was deadpan understatement.

Like her father, Katya was not averse to the occasional dalliance, and often found herself in more serious relationships (although her partners tended to die in unfortunate ways owing to the nature of her work). Since she did not have her father's natural charisma, however, she did not attract the same levels of harem that he did (and also did not have the same levels of guilt and insecurity about his success and position).

Since she had no children of her own (again, due to the frustratingly short lifespan of her partners), she adopted several orphans and raised them as best as she could, given her dangerous situation.
Irish

*This is a Disambiguation page — a navigational aid which lists other pages that might otherwise share the same title. If an article link refers here, consider backtracking and fixing it, so that it points directly to the intended page.*

"**Irish**" could refer to:

* People or things originating from the pocket dimension of Ireland
* The Irish Language spoken on Ireland
McFitzpatrick

**McFitzpatrick** was (together with O'Callaghan) one half of a pair of halflings who fought in the Irish War of Independence as members of the Karma Kameleons. McFitzpatrick was killed during The Irish Campaign by a pillow attached to a donkey being swung by Shreksaw Hewitt.

## Personality

*This section is incomplete. You can help The Aeldrum Wiki by expanding it*.

## History

*This section is incomplete. You can help The Aeldrum Wiki by expanding it*.

*Main article: The Irish Campaign*
Kersien Roo

**Kersien Roo** was a Shantine inventor and entrepreneur during the events of the Grand Strategy 2 campaign. He is most notable for co-founding the prayer tech company Infinite Wishes.

## Personality

Kersien was driven to a fault. If he set his mind to a task, he would not accept failure -- nor would he enjoy success by a hand other than his own. Though he was a charismatic speaker, he often descended into long enthusiastic rambles about science, heaven, or games. He enjoyed the public eye, as well as being in the spotlight at parties. He was an outspoken and devout Kirvan.

## History

### Schooling

Kersien Roo attended the Mississaugua Experiential Academy starting in 516 A.U.. In 520 A.U., he was expelled without a degree, simultaneously to laboratory partner Enacra Masue. The Academy dean has refused to enter the case file into public record.

### Priesthood

Shunned by his family, Kersien joined the Kirvan church in 520 A.U. as a live-in clergyman. He ascended to the rank of priest in 524 A.U., and to high priest in 526 A.U.

### Infinite Wishes

In 526 A.U., Kersien left the priesthood to co-found Infinite Wishes, a theologic company researching methods to "focus the power of prayer, just as a glass focuses the light of the sun." Infinite Wishes manages hostels to assist the sick and elderly, or help them pass on "in Kirva's arms." As of 528 A.U., Infinite Wishes' Prayers of HealingTM can help patients recover from common diseases and injuries, healing even serious wounds in a matter of minutes[citation needed]. As of 529 A.U., Infinite Wishes offers Prayers of AbundanceTM. Farms receiving this service report significantly increased crop output.

The company has been criticized for inflating its prices on several occasions. Prayers of HealingTM are difficult to afford for lower-to-middle class citizens[according to whom?]. For Prayers of AbundanceTM, farmers owe Infinite Wishes 80% of profits above the previous year's yield. In a public statement, co-owner Enacra Masue rebuffed the criticism, saying "Even if we increased the charge to 99%, farmers would still profit from our technology. Without our smart business decisions, IW would never have grown into the institution it is today."

In late 529 A.U., the Shantine government acquired research rights in Infinite Wishes in return for an undisclosed amount of money.

## Rumors

Kersien Roo and Enacra Masue were rumored to have frequent and heated disagreements about the pricing models, and technological secrecy, of Infinite Wishes.

Kersien was not a fan of the half-elf Arson within the Shantine court, due to both his species and questionable family history.

## Trivia

Kersien was an avid Chess player. He was awarded the Expert title in 523 A.U.
Kingdom of Bec

The **Kingdom of Bec** (sometimes erroneously called the "Kingdom of *Quebec*") is a minor power in Imperial Space. It is effectively a military buffer state between the Serene Duchy of Aeldrum and the Shantine Empire, kept intact by the political considerations of the two powers.

## History

The Kingdom has its roots in the Petty Kingdom of Behk, which formed in the late Interregnum era out of a collection of mixed elvish and human clans: to this day, the Becois are a hybrid people, majority human but with distinctive elvish traits latent in the population. A dalliance with a republican form of government in the mid-4th century A.U. was cut short when the new republic attempted a program of nationalization and import substitution, driving the Serene Duchy of Aeldrum to organize and arm monarchist forces which restored the King to power. Since then, the generally unpopular Kings of Bec have alternated between Aeldman and Shantine partisanship to receive the necessary economic and military aid to placate and repress dissent.

## Religion

As the petty kingdom of Behk expanded beyond its homeworld to rule the surrounding planets, it assimilated a variety of local cults and churches, including a distant strand of the Elvish Triad (intermixed heretically with the savage pantheon). However, as Bishant reached its territorial height and threatened to conquer its emergent neighbor in the 1st century B.U., the Kings of Behk took a radical step and imposed a program of conversion to the Church of Idolmar (conveniently, a Benevolent who could forestall Shantine conquest without requiring spiritual allegiance to a Shantine-linked Kirvan patriarch). Modern Bec remains a majority Idolmarite nation, with a strong Kirvan minority in the communities most exposed to Shantine trade.

### UrBehk

*See also: UrBehk*
Further out from Bec's metropolitan regions, however, the population holds to older traditions. The most benign strands worship the Elvish Triad (and may feel some kinship with the large Aeldman population of Enclave emigres), but a seemingly growing number hold to a new and terrible covenant with the lesser god UrBehk, the “Master of the House.” What precisely UrBehk is or demands of his worshippers is dimly understood, but worship of UrBehk is criminalized by the Kings of Bec, who have gone so far as to invite Knights of Idolmar to aid them in violently rooting out UrBehk cults.
Labor Day Weekend Special Operation

The **Labor Day Weekend Special Operation** was a covert operation carried out by the Confederate Inquisition on Konira in 440 A.U. to end the Koniran Civil War by capturing Settram, the leader of the rebellion.

## Background

*See also: The Inquisition Campaign*
In the aftermath of the Kirvan Abbey Incident on Konira, the Confederate Inquisition was able to use intelligence from Varlam Vasiliev and Confederate sources to trace the Koniran rebellion's base of operations to an abandoned mining complex. The raid on the complex took place at about the same time as the trial of Marius Nemo, and consisted of a joint operation between members of the Inquisition and a platoon of on-world Confederate special forces.

The arrest mission was led by Inquisition member Prince Caesaris, accompanied by James Fhtagnleton, Roland and the Gul'Dan fighter Val'Gul. The Inquisition members were supported by two gunships a small platoon of Confederate special forces, under the command of Cpt. Octo Thorpe.

## Raid

The bulk of the Confederate special forces staged a sudden attack on the mining complex's main entrance, creating a diversion that allowed for a smaller team of operatives to blast a hole into the complex's central hub and capture Settram without needing to fight through the entirety of the rebel forces. Caesaris, Fhtagnleton, Val'Gul, and Roland advanced to the complex's command room to capture Settram while Thorpe, his second-in-command Lt. Thad Castel, and the demolitions specialist Cpl. Buster initially stayed behind to secure the breach area.

After the rebel forces collapsed the main entrance tunnel, the squad of Confederate special forces attacking the entrance moved to help secure the breach point and Thorpe and the two men with him advanced on to the command room. Val'Gul was ambushed and killed by a line of machine gunners as the Inquisition members approached the command room, but the rest of the Inquisition forces were still able to capture Settram.

A counterattack by rebel infantry and some unexpected anti-aircraft weaponry forced the Confederate forces to abandon the initial breach point, with Thorpe and the Inquisition members still deep inside the complex. Thankfully, the trapped operatives were able to blast open a new hole to the surface directly from the command room, and escape the complex with Settram captured alive. Val'Gul was the only Confederate casualty during the operation.

## Notes

1. ↑ An agent of Varlam Vasiliev
2. ↑ Although one member of Thorpe's special forces did lose an arm during the rebel counterattack
Kolong

**Kolong** is a four-gate pocket dimension in Celestial Space.

## History

In the 5th century, Kolong was territorially divided between the New Celestial Confederacy, the Middle Kingdom, the Triad Princes, and the Princely State of Yushan.

In the 6th century, it was divided between the Grand Celestial Confederacy, the Middle Kingdom, and the Princely State of Kolong.
J. Perrin Farandole

**J. Perrin Farandole** was an elvish gentleman, doctor, and investor in the Empire Club in the late 5th century A.U. Grandson of the notorious ATC Director Jean Claude Farandole, Perrin enjoys a lavish inheritance from the Farandole estate, but is best known for his historical work: he holds a professorship at the Academy of Aeldrum and is a senior member of the influential Aeldrum Historical Society. In addition to his personal financial investment in the club, he brought historical expertise on the era of the club’s heyday (the “Golden Age” of Aeldrum’s colonial period) and a family connection -- J.C. Farandole was a member of the club in the late 4th century.
Korinthian Divide

The **Korinthian Divide** refers to the minor pocket dimensions lying between Korinth and Zanevuela, historically considered a boundary region between Fialta Space and the Shantine Empire.

## History

The Korinthian Divide was a Shantine Protectorate region from around 200 A.U. until the Fialta-Shantine War. From 357-399 A.U. the region was part of the Second Fialta Imperium, before becoming part of the Fialta Confederacy after the First Coalition War. It was briefly part of the Fialta Imperium again from 445-448 A.U. before returning to Shantine control after the Second Coalition War. The term became outdated by the 6th century A.U., with the region having become fully assimilated into the Shantine Empire and more commonly referred to as the "Old Divide".

## Culture

During the 4th and 5th centuries A.U., the region came to exhibit a blend of Shantine and Fialta culture and was considered a sort of border hinterland between the two great powers. Religious tensions between worshippers of the Lords of the Pentacle and the Church of Kirva were a defining element of the Korinthian Divide's social dynamics.
Irish Free State

The **Irish Free State** was the result of an anarchic mess of freebooters, adventurers, and rebels taking over the Irish government following the overthrow of the Irish Monarchy during the First Irish Civil War.

## Army

Free State forces were prized for their intimate knowledge of firearms and explosives, the adoption of which had practically won them the war against the antiquated Knights of the Harp that formed the core of the Crown's forces. For about two generations, until the conquest of Ireland by the newly unified Aeldrum, the Irish fielded the most reliable and technologically advanced mercenaries in the cosmos.

## History

Rebellion has always been in the blood of the Irish, whether against the Crown, or against the later Aeldman occupation. The Free State was the result of the wild elements of the rebels taking control of the government and instituting a short lived Libertarian utopia. The Free State's economy was primarily driven by the export of hardy Irish mercenaries through the Free State Army, and the highest officers of said army became the regional governors. These governors then used the revenues of their personal regiments to fund works in their districts or (more likely) enrich themselves.

When Aeldrum did, at last, invade, it did not take long for the Free State to collapse under the pressure of all out war. It did not have the control over its populace to mobilize for a large conflict, and did not have time to recall its many mercenaries to defend its borders.

Later rebel groups against Aeldman occupation would take up the mantle and organization of the Free State Army, continuing to evolve it through the generations. In a curious twist, by the time of the Irish War of Independence the FSA actually contained some Royalist elements among the borderers. The Free State Army was officially dissolved in favor of the Irish Republican Army by the re-established Dail after the war.
Karl (Artillery Grunt)

*Not to be confused with Karl.*

## Karl

**Karl the Artillery Grunt** was a member of the Knights Mercantile who was killed in a raid by natives on Sierna during the Second Knights Mercantile Expedition to the Taino Basin.

## Personality

*This section is incomplete. You can help The Aeldrum Wiki by expanding it*.

## History

*This section is incomplete. You can help The Aeldrum Wiki by expanding it*.

*Main article: The Expedition Campaign*
Lucio

**Lucio** was a troll owned by the Occult Department of the Academy of Saldan, and retained by Dr. Ove Lungren as a bodyguard during the expedition to A11 that resulted in The Black Pyramid Incident.

## Personality

*This section is incomplete. You can help The Aeldrum Wiki by expanding it*.

## History

*This section is incomplete. You can help The Aeldrum Wiki by expanding it*.

*Main article: The Black Pyramid Campaign*
Jacques Villeneuve

**Admiral Jacques Villeneuve** was the Aeldrum Navy's Theater Commander of the Alusian Front and later the Admiral of the Coalition Navies (the supreme commander of coalition forces) during the First Coalition War.

## History

*Main article: Spires of Aeldrum*
Villeneuve was the manager of one of Aeldrum's largest colonial foodstuffs shipping conglomerates, Villeneuve Lines. Bored, he purchased a commission in the Navy. Jacques wanted to get his hands on cooler, more awesome pieces of technology, the kind that is restricted from the public. In peacetime, this desire was easily fulfilled with the side benefit of his excellent acumen accruing to the Navy's support of various colonial expeditions. At first, Jacques viewed the intense camaraderie of the Navy with the curiosity of a boy forever locked alone in his mansion. In time, his love of the men of the navy only grew, and soon they too grew to appreciate “The Sailor's Admiral.” with the War of the Coalition, his logistical genius was finally put to the test.

## Media

File:Jacques villeneuve character sheet.pdf
Jan Piers

**Prince Jan Piers** was the Court Seer on Milgar during the late Mage Imperium.

## History

Prince Jan was one of the court’s few (official) psychics, and his function was to serve as a specialist on psionic matters, protecting Governor Frodlaw Semokku and acting as an interrogator when necessary. He also served as a tutor to Princes Statler and Kermit, teaching them to shield themselves from psychic attacks. The Court Seer was also nominally the high priest of the Adalnan Cult on Milgar and the representative of the Council of Oracles at court; the Court Seer was also the legal scholar for the government, related to his religious capacity. For Prince Jan to have been so trusted by the governor, however, suggests that he had fairly little connection to the Council. He raised surprisingly little support for the Traditionalists at Court.

Prince Jan was assassinated in 1728 C.A. by Recroprose and Flazel, agents (and genetically engineered children) of Anselm Trobe.
Jan the Baptist

## Jan

**Patriarch Jan the Baptist** was the Kirvan Patriarch of Bishant during the mid-400s A.U.

## History

Jan was killed in 449 A.U. in an assassination that appeared to have been by agents of the Fialta Militia, but which was in fact orchestrated by Knights of Adarnum Grandmaster Arren Kane. After his death, Empress Theoboda Kataph became the new Patriarch of Bishant.
Kiraki

**Kiraki** are a colorful breed of songbirds native to Reilla. They have been exported throughout the temperate planets of the Alusian Empire, mostly by officials of Reillan descent who wished to bring their distinctive warbling with them to their new posts. The Bureau of Botany classifies them as an invasive species, but no measures are currently underway to control their spread.

They figure often in folk tunes in Alusian space.
Jeremy

*This is a Disambiguation page — a navigational aid which lists other pages that might otherwise share the same title. If an article link refers here, consider backtracking and fixing it, so that it points directly to the intended page.*

**Jeremy** may refer to:

* Jeremy Xi, a culinary student at the Academy of Saldan during the Occult Pastry One-Shot
* Jeremy the Automaton, the bartender at the Empire Club during the mid-late 5th century A.U.
Jill

*This is a Disambiguation page — a navigational aid which lists other pages that might otherwise share the same title. If an article link refers here, consider backtracking and fixing it, so that it points directly to the intended page.*

**Jill** may refer to:

* Jill Fermal, a member of Aeldrum's Serene Parliament during the mid-400s A.U.
* Blimey Jill, a member of the Pontooners Gang on Semal during The Gangsters Campaign
Korinth

**Korinth** is a Pocket Dimension that has historically been part of The Shantine Empire, often considered a boundary-point between the Shantine "core" and (depending on the period) its frontier or rivalrous states. As the main access point between Shantine and Fialta Space, Korinth changed hands repeatedly in the latter half of the 4th century, twice by treaty and multiple times by alternating occupations during the Coalition War. During the era of the Fialta Confederacy, Korinth came to mark one of the boundaries of Fialta space and served as an important entry point into the region for Shantine commerce. The historical significance of Korinth in the half-century of struggle between the Shantine and the emergent Fialta Imperium led to its enshrinement as a holy world within Shantine hagiocosmography, and to its political elevation as the seat of one of the Shantine Patriarchates.

The "frontier" role of Korinth has diminished significantly in the latter half of the 5th century however, with Zanevuela assuming a similar role as a Shantine border-world and the intervening worlds of the "Korinthian Divide" being more fully integrated into the Shantine economy and culture. By the early 6th century, Korinth had enjoyed over a century of general peace, becoming a significant pilgrimage site. Despite this tranquility, Korinth became the seat of one of the most radical factions of the Kirvan church hierarchy, closely intertwined with the religious partisan groups that grew up during Fialta control of Zanevuela and participated in that planet's brutal reconquest by the Shantine Empire in the mid-5th century (with Korinth as a significant staging ground for covert and ultimately overt military support).
Klaus May

**Klaus May** was the first mate of the Taigun during the Deep Ether Expedition into Naga Space, having served as its captain prior to the battle with the Ophidian.

## Personality

Klaus was an extremely passionate character who showed an unfortunate vulnerability to psionic attacks.

## History

*Main article: The Deep Ether Campaign*
Klaus was once the captain of the Taigun, and found himself increasingly frustrated with his crew's unwillingness to communicate with him.

During the battle with the Ophidian, Klaus suffered a psychotic episode that resulted in him attempting, and partially succeeding, to eat the Ophidian alive. Following this mental breakdown, he relieved himself of his captaincy, which was democratically passed on to Allie Flashpan.

After the expedition, Klaus, still officially listed on the roster as a First Officer of the Terror, received a considerable payout—he returned to Scotland, where he spent much of his time and fortune rehabilitating his dear cousin, Lumbergh and grappling with his own demons. An envoy of Charles Valch, now the CEO of Valch Biotech, who tried to recruit Klaus into the organization, was sent away at gunpoint.