recursal/Fanatic-Fandom huggingface dataset:
Ascendancy of the Broken Ring/History

Overview History Provinces Military
Also see 094's perspective

## Earlier History

### Origin of Orbitritum

The ringworld Orbitritum began life as a paradise ringworld devised as a great display of the ancient Aoshanti Empire's power, a regional capitol for the southern Concourse, as well as a perfect industrial platform for other large-scale constructions. Built around the small, barren world of Basis, the extensive mineral resources within Basis' former ring system directly contributing to the ring's construction. Orbitritum was also assigned with its very own caretaker AI, the new High Monitor 094 *Disordered Acceptance*, built directly into the megastructure itself. The world remained as a seat of great power until the final decades leading up to the empire's collapse.

### Collapse of the Empire

In a perfect storm of increasingly worsening crises, the old empire collapsed. Over half of the noble population would flee Orbitritum, and were replaced hundredfold by an immense influx of refugees from the collapsing territories all across the empire. The empire collapsed into hundreds, thousands of struggling territories and principalities, among them was the remnant state of Orbitritum, named after the ringworld which served as its capitol. Ruled by a succession of formerly royal princes, this principality would wax and wane in power, territory and wealth throughout the millennia, eventually becoming part of the original, ancient Lessoan League, maintaining a similar culture, though centered around the overwhelming power of Orbitritum in local internal politics and economics.

### Seeds of the Ascendancy

Originally merely the monitorial AI of the Orbitritum ringworld, capitol of the principality, 094 Disordered Acceptance had long since become a full individual serving as a crucial administrative and advisory element within the Orbitritum government. Eventually, 094 became discontent with the millennia of shattered, warring states that had defined most post-Imperial history in Concourse, he began to gradually increase his own power, abusing his influence to sow the seeds that would lead to a political, economic and religious eventuality: a resurgent Aoshanti empire that would once again centralize the Concourse, restoring its rightful prosperity and glory.

### Rising Power

For several centuries following the formal declaration of the Ascendancy, it would pursue the growth consolidation of its own power, influence, and territory. Through a variety of underhanded tactics, such as social engineering, coercion, bribes, and even assassinations, the early Ascendancy would win its Lessoan neighbors to its side, under a guise of Aoshanti nationalism and religious conversion. Through these means, newly Reformist principalities would soon be formally and willingly annexed by the Ascendancy, which would eventually control much of the southwestern Concourse, and continue to sow discord in the remaining Aoshanti territories.
Jafaar Aldalisk

COMMON CHARACTER

Jafaar Aldalisk
Serpent of Blood
LEVEL 0

## Character Sheet

* +3 military power
* +3 to rolls in duels
* +0 HP
* +𝔛60,000,000 per year

1d20+3

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

* 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.
Jon Marconi

Jon MarconiCogent Sheet
**Jon Marconi** is a young eccentric Dlimm scavenger and bon vivant from the Ankat Expanse who lives in Luthron Underground. Jon was born and raised on Hepsia, the son of a relatively privileged family of settlers in a Dlimm community. From a young age, Jon was fascinated by speed and danger, and he spent most of his childhood tinkering with machines, playing music on the violin, getting in fights, and dreaming of adventure.

As he entered his teenage years, Jon became a hobbyist mechanic, and he soon found an obsession: building and racing dirt bikes. He quickly became known as one of the most talented and daring bikers on his planet, and he gained a reputation for his flamboyant style, outrageous stunts, and fell in with a notorious biker gang, the members of which humored him.

Jon's participation in the gang eventually bit him, hard. He took the fall for a crime his gang committed and was spirited away from the planet by his family, who saved up everything they had to send him to a relative on Lindinis. Left to his own devices there, Jon ventured into the underground because he thought it was romantic and fell in with various characters of the underground.

## Stats

* PROFILE
* RENOWN
* FINANCES

 Listless Teenager

INCOME/EXPENSES

𝔛0 quintillion
Karstedt/AI

**Goals** | * Use of AI to supplement human labor where conditions are too dangerous for humans to safely operate
* Regulation of AI to prevent outsourcing of labor to machines
 **Creating Superintelligence** | Illegal, seen as dangerous

 Overview Characters Military AI

The **policies of Karstedt towards artificial intelligence** reflect the role that machines play in Karian society. It has been the goal of Karian economic policy and development to maintain full employment among its population, even if this means sacrificing economic efficiency. As a result, Karian city-worlds still employ forms of human labor which might be unnecessary from a technological standpoint, but which are still necessary from a social standpoint. Karstedt's strong unions, and strong labor laws, tend to make it very difficult and undesirable for companies to automate.

However, artificial intelligence plays a large role Karstedt outside of its city-worlds, where populations aren't as large. Much growing, space mining, space production, transport, surveying, law enforcement, surveillance, and terraforming is done automatically through many different kinds of artificial AI, or with AI help. These AI are most often weak artificial intelligences with a gamma form of neutral architecture, but some tasks may sometimes require the development of a general AI.

The creation of General AI is regulated and overseen by government bodies. There are certain practices, templates, and safeguards in place which are common to most Karian general AI's to avoid accidents. It is illegal to weaponize general AI, for example. A general AI may not be permitted to fire a lethal weapon; a human being must pull the trigger.

AI also sees extensive use by the military through the use of drones, drone ships, communications, targeting assistance, and surveillance technology. General AI in the military is rare, as the military most often uses AI as a tool deployed by combatants in the field, rather than a combatant in itself.

## AI Engineering as a Profession

In Karstedt, those who program and operate different forms of AI are referred to as **artificers**, and they are a proud group of professionals who went to the same schools, learned from the same curriculum, and who are overseen and regulated by their peers. They are most often employed by
private companies who operate in space.

## Legality

Below is a table outlining how Karstedt's national laws cover different forms of AI.

Intelligence ↓
Kaeshir League

> "*The Kaeshir League is the single most important institution of the Adresaas Empire, it carries the mantle of progress and holds the vision of a bright future. To stand in its way is to desire the downfall of the Kaeshir, and the collapse of the greatest Agatropian polity known to the Aegis Cluster*"
>
> **- Formation of the Kaeshir League, 23 NE**
>
>

The **Kaeshir League** is a pro-Kaeshir loyalist faction within the Adresaas Empire when Ardius II took over and did away wit hthe violently corrupt parties of the old state. It is a league of federal subjects that believe in the centralizing and domineering vision of the Empire, the Kaeshir, and the Throne, but hold marginal power and influence outside of the Northwest Federal Kingdoms. These were the Kingdoms which were loyal to the House of Auterhalex in the current Kaeshirs coup of the Coalition of Agatropian States, and others who submitted to escape a purge of the Raeyen loyalists.

Unlike their Raeyen League counterparts, the Kaeshir League is a committed authoritarian group motivated by a deep respect for tradition and top-heavy politics, with the order that only a paternal figure like an Emperor can give. Most members are heavily religious, following both the Dukoraan Religion and ancient Medravish Old Merkovic, leaving them devout and unified in faith; as both mythology and modern religion contain similar roots.

The Kaeshir League has a idealistic and zealous nationalistic spirit that runs through all sections of its founding ranks, from the Centralists and Monarcho-Paschalists, all the way to the Ultranationalists and Pan-Agatropianists. Their fervor acts as a great source of discipline and camaraderie, but also banishment for those who do not share their devotion.

## Cliques

The structure of the leagues takes a very direct and simplified approach to the issue of identity politics that political parties eventually all succumb to, with the answer the leadership of these large factions having taken being pseudo-parties based purely off of the views and values of large groups that would otherwise fracture a governments ability to function.

**Cliques** as they are referred to by the Leigskanzlers group like-minded Kings and their elected advisors together into pseudo-party structures where they may put forward goals and policies of the League from their ideological wing. The greatest difference between parties and the cliques is the level of which competitiveness is allowed to flourish.
Intercia Wonder Radio

**Intercia Wonder Radio** (or **IWR**) is a popular hybrid etheric/terrestrial radio station located in the city of Luthron on Lindinis, in particular being situated right above Club Intercia. Primarily, it broadcasts Glimmerfunk nearly 24/7, with personal commentary from Gazeta as part of her DJ'ing.

Additionally, the station frequently has guests on from members of the Lindinian glimmerfunk scene and from other scenes, occasionally also bringing on other people such as politicians or other persons of note.

Broadcasting on an intergalactic scale with powerful etheric transmitters, it can be heard all across the Aoshtai Galaxy.
Jax's All Medracovan Diner

> "*Come on in to Jax' All Medracovan Diner, where you can come git yer mouth a buncha grub!*"
>
>
>
>

**Jax's All Medracovan Diner** is a popular dive found within Agatropia, famous for its old Medracovan style dishes.

## History

### Founding

Jax's All Medracovan Diner was originally built in early 1 NE to act as a small dive for tourists and noblemen visiting the Ladeatrix Elysium, and saw a lot of traffic as a hotspot to do business and make a few quick bucks off a hunting trip. It was only after the coup and return of the House of Auterhalex that it became more than a small time diner and into an icon of Medracovan cooking.

It was founded by Jax Daedhic and his family when they moved up to the big city from one of the Medracovan colonies scattered around Adrealis. It quickly became a success when it started producing some of the best meats and feasts within the Agatropia region of the Kingdom of Medracova. Being known for its famous Wyvern Ribs and homebrewed beer, it was quick to fit the average Medracovan diet.

### Modern use

The diner has since become a famous brand across Adrealis, with multiple franchises having opened up across the continents, taking the Daedhic family recipes world wide and adapting them to the different fauna and herbs found across the colonies and free kingdoms. It has been the spot of multiple weddings and catered to the Kaeshirs coronation, the beer and Yarladk Chunks being among the favorite of the Imperial family.

It also has taken up an old illegal fight pit for flatdogs and expanded its walls and seating to make a legal arena for contestants that do not wish to potentially die at the Auterhalex Coliseum. Food and drinks are usually served to families who watch commoners bare knuckle fight, and it has been a good way to relax after a week of work.
Karian League

Minor Powers Amestria
 Commonwealth
 Ur-Tesar

Princes of the Empire City of Naissus
 City of Royalum
 City of Lindinis
 City of Cibilae
 City of Apulum
 Kingdom of Bonames
 Kingdom of Olicana
 Kingdom of Matilo
 Duchy of Coria
 Duchy of Spatalum
 County of Clausentum
 County of Ala
 County of Eboracum
 County of Flaviae
 County of Condate
 County of Bris
 County of Andautonia
 County of Nabris
 County of Nindeshime
 County of Vinovia
 County of Astenum
 County of Gerulata
 County of Emona
 County of Xestaes
 County of Aqueuum
 County of Quorentum
 County of Lesser Pomaraia

> "*The object of Karian strategy is to keep the Aoshanti down, the Karians in, and the others out.*"
>
> **- Autarch Gerhold Otto**
>
>

The **Karian League** was a brief conservative military alliance of Concourse states which coalesced in the wake of the Third Concourse War. These actors, loosely aligned with Karstedt in one form or another, greatly benefitted from the fragmenting of the Concourse Region and sought to defend the precarious political and economic arrangements which emerged from the war. It very quickly fragmented into a number of leagues and alliances which were at odds with each other.

The Karian League made no pretense to idealism. The League existed to defend the power of established actors and to suppress the emergence of other political arrangements. It was therefore highly conservative. The closest thing the League articulated as an ideology was the imperative that the Concourse Region not become dominated by foreign powers, a feeling which had the potential to unite otherwise diametrically opposed forces in the Concourse.
Irsun

Irsun is one of the main and most populous worlds within the Akran Theocracy, located in the Nerna System, in the Telyar Sector of the Aoshtai Galaxy, it is the center of tecnological might and production within the nation. Currently one of the main three worlds of the Theocracy in population and economic power, it's situated in the 'southern' lands of the Theocracy's territory alongside the Concord Way, not far from the frontier. It's in fact the last populated large world before the emptyness of Space takes up, all the way until what used to be the core of the now long gone Aoshanti Empire.

It was during the fall of the Ascendancy, that millions of Orbitritan refugees led by Axeri Karathon, travelled through the Concord Way in search of a new home. In this voyage, they discovered the unknown Theocracy, conecting once again the Theocracy and the entire Telyar sector back with the rest of the Galaxy.

The technologically superior Orbitritans settled in large numbers on Irsun, which became the third most populated world of the Theocracy due to the mass settlement. The Orbitritans then became citizens of the Theocracy with many of this refugees settling in other worlds in large numbers, although the largest community of Orbitritans remained in Irsun up to this day. The refugees brought with them massive amount of very advance knowledge in many fields but more importantly, tecnological. Most of the army and the navy took the more modern ships of the Orbitritans.
Hoaf

HoafCogent Sheet
> "*Don't mind ol' Hoaf. He’s big and strong, and he might not say much, but he’s a lovable dough boy once he gets going.*"
>
> **- Merver Penbos**
>
>

**Hoaf** is a Xum chieftain who is indentured to service with the entrepreneur Merver Penbos. Recruited by the woman after she recruited his entire tribe in the Luthron Underground with copious amounts of rations, Hoaf personally has sworn his life to the assistance and protection of his tribe’s patron, and while he is not the most intelligent or charismatic, he is eager to please and uses as much of his strength as he can to get to that end.

He is currently with his patron traveling to the planet of Etris, where he serves as a stalwart protector.

## Stats

* PROFILE
* RENOWN
* FINANCES

 Servant to Merver Penbos | Xum | Tribal Leader

INCOME/EXPENSES
Karathon Family

The **Karathons** are the imperial family of the Ascendancy of the Broken Ring, the historical Kings of Orbitritum, and the primary branch of the nobility of Orbitritum, to which most other princely and noble families and lines of the Aoshanti Concourse are invariably connected. They were at the center of the Reformed faith, which rejected the dominant form of Rhyanism's acceptance of political plurism in the modern galaxy and elevated emperors to the status of gods, resurrecting the divine right of monarchs as a source of legitimate political authority.

In the 20's before the start of the New Aoshanti Calendar, this family came to preside as emperors over a recreation of the Aoshanti Empire, dubbed the Ascendancy of the Broken Ring, which nearly conquered the entire Concourse. During the Ascendancy period, the family was controlled behind the scenes by Orbitritum's caretaker AI, 094 Disordered Acceptance.

After the defeat of the Ascendancy during the Third Concourse War, the Karathon Emperor, dubbed Veritas III, became the emperor of the weak Naissian Empire, controlled by the Lessoan-dominated Imperial Senate, until his death in 22 NE. His death sparked a crisis which resulted in the fragmentation of the empire between the Lessoan-dominated Aoshanti Republic and the Pomarian Empire, led by Veritas III's grandnephew, Honil Karathon, who was proclaimed Emperor and named Veritas IV.

After the exodus of the Orbitritans, a member of the royal family but not the heir, Axeri I Karathon and his family moved alongside several million refugees up the Concord Way arriving to the Akran Theocracy and mixing with it. Axeri thus was assumed as the Emperor of the state although (formally) recognizing the authority of the true emperor and just being his representation.

## 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.
KASCI ICV

The **KASCI ICV** is an armored personnel carrier that is closely related to the KASCI LPV, being a converted Sandalia HTMV with spaced steel composite armor and a V-shaped hull. Developed in 14 NE, it's designed to accompany KASCI LIFVs into combat, drop off their troops, and then leave the area. Alternatively, it can also be used as movable cover with its armor, but troop transport is its primary purpose-- Being able to carry more than the LIFV.

It has a semi-open top with a kevlar canvas. Beneath the canvas, and on the actual hull of the vehicle itself, is a movable layered steel mesh which can be removed. When removed, the soldiers can poke out of the vehicle, and open fire. Additionally, it isn't uncommon to see ICVs with similar steel net mesh spaced armor added on, similar to LIFVs.
Justicar Project

## Overview

> "Restricted to our owns worlds with how we may practice our gifts from Corona, the message of The Light has been hidden away from the universe. That is until today, with the efforts of our most renown scientists and devoted, we are on the cusp of creating a machine which will allow Corona to flow freely among the stars."
>
>

 - Arined Linorn

Originally concocted in the office of Arined Linorn in the bustling city of Oyr in 2 NAC, the Justicar Project originally started off as a personal affair between him and his closest associates who wished to uncover the second great project Corona would want its practitioners to fulfill. Being an avid student of witchcraft and the Staff of Corona, Arined scoured through the ancient documents of his schools archives and concluded that the next project would be one crafted from inorganic components. The first project symbolized life, it was made of wood and so the second had to be death; the final is resurrection or ascension or so he thought. Pooling his wealth together and waiting for years to obtain his pilgrimage to Corona itself, Arined bowed before the world itself and disclosed his findings; the planet finding amusement from his determination and granting him its blessing.

Going forth with his worlds blessing, Arined began to accumulate assets and fellow practitioners to assist him in his quest to complete the second project. Visiting Corona sporadically to learn bits of more information and decode riddles it frequently delivered his way, Arined discovered that the new project will be a spaceship that can project Coronan Witchcraft among the stars. Having decoded several riddles and poems, he has also learned of several supposed artifacts he must excavate dotted across the worlds landscape; sources of power which will help make this pipe dream into a reality. Getting several grants, loans and patronage from independent businesses and institutions, he approached King Ko'ak and Queen Quila in 18 NAC to convince them of his case. Winning over their support, Arined finds himself now in charge of one of the most historical national projects in Coronan history; all he had do now was put his assets to good use and make Coronas dream into a reality. Touched by visions of the grandiose vessel he is to construct in all of its marvelous glory, he amply named it the Justicar for its future duty as an upholder of Corona and Zoscias will.
Cogent 0.7/Stealth

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

Stealth checks operate using the ‘Stealth’ skill. Characters will be sneaking around using stealth checks and attempting actions with different CL’s depending on the DM’s estimation of how difficult the actions being attempted by the party are.

If a player fails a stealth check, that is not necessarily an instant failure. Unless the party does something which flagrantly gives away their position, they will proceed down the following scale:

Even successful stealth checks may take the party down one or multiple levels, depending on the context and the actions attempted. Even if the party succeeds a stealth-roll takedown of a guard at a campfire with two other guards present, the other guards will take notice immediately and go on alert. In this case, a successful stealth roll represents the party successfully keeping their exact location a secret from the enemy, but the enemy will still be on alert to your presence, making future stealth rolls more difficult.

## Sneak Attacks

When an attacker has time to aim, is not under stress, and is not being attacked, such as when hidden from their target, they may attempt a **sneak attack**, making a final stealth roll to do so. If they succeed, the defendant does not roll; their defense against the attack roll is just their armor.
Khimyat/Khimyati Žiuet

**Subunits**1⁄100
 **Symbol**ŽiuetSen

The **Khimyati Žiuet** (sign: Ž; code: KZT; also referred to as the Žiuet or the Zee) is the primary currency of Khimyat, being under the supervision of the **Sovereign Reserve of Khimyat**. Unlike the rest of the country's history, the Žiuet has remained relatively stable against shock and bouts of inflation, in-part because the currency is tied to the element of Protacinium in a similar fashion to the gold standard and thus is representative of the value of the material; not bearing a value itself by government fiat.

Historically being the value guarantee of currency in Khimyat for several thousand years, it is lost to time why the material became so valued in the country aside from its niche uses in technology and its extreme rarity both in fission producion and universally; however the result is that the radioactive metal has become a hall-mark of Khimyati culture. Most prominently, the traditional jewlery of the Khimyati elite has been composite crystal encased Protactinium, or Protactinium in composite with other precious metals.

The exchange rate from Žiuets to Cubits is 1Ž to 2,000𝔛 as of 23 NE.
KASCI LIFV

The **KASCI LIFV** is an infantry fighting vehicle in use with the Kardara Authority since about 15 NE, aimed at giving the Authority ready access to an infantry fighting vehicle made with local resources. At its core, the LIFV is actually a Sandalia HTMV converted chassis. Made with easily made steel and sloped for maximum effectiveness from incoming fire and anti-vehicle mines, the body is cheap to make, and can be shot out of thanks to portholes.

The most high-tech components of the vehicle, the automatic particle cannon and anti-armor lance, are straight lifted from infantry stockpiles and weren't specially made for the LIFV. The turret for the particle cannon is manned, a remote-control firing solution being seen as too costly when the weaponry at scale was considered, and the particle-lance is often fitted to the outside of it. If the turret is jammed from a malfunction, the gunner can operate the gun from outside.

While not glamorous, it is nevertheless liked by infantry due to being cheaper to maintain than an imported Varadinian vehicle, and getting the job done well enough. In particular, the electric drivetrain is appreciated, allowing the LIFV to creep in near silence at unsuspecting enemy groups.

### Ad-Hoc Modifications

Often, when faced with heavy amounts of anti-armor missile systems, infantry will put a **Net Wrapper** around the sides, front, and back of the vehicle. Consisting of very thick, double layered chain mesh held up with screwed in poles, the purpose is to detonate the missile before it makes contact with the vehicle's armor-- Essentially, additional makeshift spaced armor.
Kerchizon

Neo Vampiric State

**Low Legislature:** Assembly of Kerchizani Shareholders

**Present in Large Numbers**

* Prithanian
* Prithanian (Verisanian Dialect)
* Karian
* Karian (Grenzkaffi Dialect)
* Levlistran
* Various Ancient Illarian Languages

**Overview**Military

The **Kerchizon Stellar Republic** (otherwise just known as **Kerchizon**) is a Syncretic Corporatist settler state that arose during The Between Crisis, being positioned to the Southeast of Amestria. Being the brainchild of young magnate Leonid Petroff, who was also single-handedly responsible for the creation of Kriznet (Krizovia's ethernet service), it sat in languishment for many years before the rapid deterioration of the crisis spurred him and his accomplices to found it to protect investments already made.

A Neo Vampiric state, it was made in direct response to perceived unfairness in Krizovia and a situation of impossible economic mobility for both Neo Vampiric-kind and mortalkind, being the result of Leonid and several other tech-investors banding together their wealth to carve out this space for themselves. They would arrive, followed by swarms of individuals who had already pre-registered for a ship to the frontier territory, seeking new opportunity.

It is highly decentralized, following a "patchwork" system of several disparate terrestrial and interstellar administrative units, with different methods of governance generally. At the same time, it possesses a strong civic society and a very strong executive element, which in-theory provides a necessary national glue and needed direction.

However, in-practice, Kerchizon is rapidly revealing itself to be a free but highly rambunctious territory due to attracting by-and-large rebel intellectuals and more frontier minded individuals (and elites) from Krizovia. The economy is free, and people are encouraged to take risks and succeed/fail, but it is a hectic place that also has found itself the target of extremely poor relations with its homeland.
Holy Fleet of Aureolus/Storefront

As a crucial function of its operations and philosophy, the Holy Fleet plays host to a number of storefronts and services, operated by members of the Order of Aureolus and independent businesses alike in order to provide a wide variety of exotic goods and servies. Maintaining a high standard of security, decorum and ethical business, the relatively small and mobile set of businesses aboard have become trusted and considered well worth visiting by many across the galaxy. Additional services are also available for use, religious ones being provided by the diverse and tolerant Order of Aureolus itself as well as opportunities for the development of physical and martial prowess as provided by the Knighthood of Aureolus.

## The Training Grounds

### The Gauntlet

A physical training ground designed to push an individual Knight to the peak of their athletic abilities, outsiders may pay the Knighthood for the priviledge to attempt this grueling course, training their Athletics skill. The full completion of the long and difficult track is not necessarily the point, as simply growing one's ability in the process is the true end, though it is nonetheless considered impressive.

* Pay the Knighthood blarg Cubits to attempt The Gauntlet and gain a point in Athletics.
* Characters only get one attempt per visit to the fleet.
* Overcoming the Athletics rolls with a sufficient number of wins will net you a discount afterwards, and the praise of the Knighthood.

### Sparring Circle

The most obvious example of the physical and martial training undertaken by Aureolite Knights, individual Knights regularly hold scheduled training duels between one another in order to hone their skills and keep them fit for the duty of protecting the Fleet. For a price, able-bodied visitors may be afforded the chance to spar against a willing Knight. This is seen as a way for the Knighthood to test themselves against outside opponents, reinforcing their prowess.

* Pay the Knighthood blarg Cubits to fight a solo duel against an available Knight.
* You may pay to fight either an Apprentice, Knight, or the Master of the Grounds, each being successively more difficult.
* Defeating the Master of the Grounds in a spar will earn you a great amount of martial respect.
* Duels are considered friendly and mutually beneficial, losses not to be taken in contempt.
Khuyagtmashin H10

* 130mm KMHG-86D Smoothbore Cannon
* 4x KMAM-50 ATGM Launchers
* 1x 12.6mm Heavy Machine Gun
* 1x 7.7mm Coaxial Machine Gun

* Spaced Composite Hypersteel

**Active Protection**

* KM-111PLS Projectile/Beam Block Projectile Launcher

**Passive Protection**

* *Silhouette* laser scattering paint
* KM-111EMS radio jammer

The **Khuyagtmashin H10** is the current main battle tank of the Popular Royal Army of Kuvik Jahar, being specially made towards the Jahari doctrine of relentless armored maneuver and assault. Tracked, yet rather short considering its a tank, it assumes an aggressive squat stance which makes it smaller target when out in the open. It has thick, sloped armor on the front, and a half-circle turret designed to take hits front on. While all of the above is positive for performance against incoming rounds, it does eat away at interior space, making it cramped in general.

It has a smoothbore cannon that, normally, fires APFSDS kinetic rounds utilizing composite hypersteel darts designed to shatter when it penetrates into the interior of a machine. It also has a coaxial machine gun and turret heavy machine gun, the operators of these linking into a helmet bound HUD which is provided by the tank, giving target acquisition and other aids such as incoming fire direction.

Probably the most obvious feature, though, are the four ATGMs welded to the outside of the tank. In design, these are supposed to give the tank an immediate follow-up shot while the main gun is reloading, or provide extreme long range firing solutions. In reality, these are often used in close range in a missile dump, much to the armorer's chagrin.

### Alternative Ammunition

* 130mm KMHG-86D Smoothbore Cannon: High-Explosive Anti Personnel, High-Explosive Demolitions, and Low-Yield Nuclear High Explosive
* KMAM-50 ATGM Launcher: Thermobaric Anti-Infantry

### Propulsion

The H10 is powered by a nuclear fusion powerplant which requires Helium-3 for a fuel, along with the necessary coolant. While it has a very long range, it requires a certain technical skill to maintain for long periods of time.
Ikik of Tirs

EPIC CHARACTER
Ikik of Tirs
*Purple King*

LEVEL 30

> "'**"**
>
>
>

## Character Sheet

* STATS
* WEALTH

Owns twenty shares of  **Enikalni**.

Owns fifty shares of the  **Shipyards of Vigila**.

Yearly Income
+𝔛500.00000000005  quintillion per year.

Flows

**YEAR 22** +𝔛300 quintillion from Wealth.
**YEAR 22** -𝔛300 quintillion to the  **First Reserve**.
**YEAR 23** +𝔛500.00000000005 quintillion from Wealth.
**YEAR 23** -𝔛280 quintillion from purchasing twenty five shares of  **Enikalni** at 𝔛11.2 quintillion each.
**YEAR 23** -𝔛75.5 quintillion from purchasing fifty shares of the  **Shipyards of Vigila** at 𝔛1.51 quintillion each.
**YEAR 23** +𝔛102.5 quintillion from selling five shares of  **Enikalni** at 𝔛20.5 quintillion each to File:Flag of the New Moon Army.png Muneeb el-Farha.
**YEAR 23** -𝔛56 quintillion from purchasing fifty shares of  **Karstbank** at 𝔛1.12 quintillion each from the  Eovinjai Magnates.
**YEAR 23** -𝔛10.465 quintillion from purchasing fifty shares of  **GladreCorp** at 𝔛209.3 quadrillion each.
**YEAR 23** -𝔛100 quintillion from purchasing one Lesser Empyrean Power Crystal from Shadriabun Nil.
**YEAR 23** -𝔛65 quintillion from purchasing five hundred shares of the  **Royal Bank of Aratacia** at 𝔛130 quadrillion each.
**YEAR 23** -𝔛0.02 quintillion from purchasing an entry ticket to Queen Tainatra's Ball.
**YEAR 23** -𝔛15.51500000005 quintillion to the  **First Reserve**.

Total:

±𝔛0 quintillion
Inklyn Silkie

LEGENDARY CHARACTER
Inklyn Silkie
LEVEL 40

Inklyn SilkieCogent Sheet
Inklyn Silkie, formerly known as Adrijana Jovanović , is a well known maker of all things alcoholic with her claim to being white rum. Growing tired of her life as a pharmacist in Illaria, she set off for Aoshtai in search of establishing herself elsewhere. She now lives as a nomad, travelling from place to place in an attempt to expand her company, TonInk Brewing and Distilling.

* PROFILE

 Distiller
KNYAZ

**KNYAZ** is an armed criminal gang and mercenary organisation active in the Luthron Underground. KNYAZ is lead by a small core of Podkra Voidwraiths who fled Krizovia in search of opportunities, eventually landing on Lindinis as a profitable destination. Outside of this core of stable Voidwraiths, the rest of the organisation is highly multiethnic.

KNYAZ's major criminal business activities include illegal scavenging, smuggling, illegal arms sales, murder and kidnapping-for-hire, and private security. They maintain an ambivalent relationship with the Angelbane Syndicate, with whom they both compete and collaborate in various criminal enterprises.

KNYAZ has an infamous reputation in the Underground and is generally universally despised. Their penchant for murdering competition during their scavenge runs, and the generally obtuse and opaque means by which they go about their business, has earned them few friends. Even so, their size as an organisation and willingness to use violence has assured them a degree of dominance in the Underground, at least for now.

KNYAZ is lead by **Davor Bulatović**, a Krizovian ex-colonel, and has an estimated size of 1400 members.
Inore (System)/Inore 7/Inore 7E

**Inore 7E**, often called **Deadboot**, is the largest moon of Inore 7, the seventh planet from the system's star. A large rocky body that is geologically active, it is covered in a thick soupy atmosphere of Nitrogen 2, with temperatures going near -200 C on a daily basis. The atmosphere prevents the surface from being seen from space, however, once one gets past cloud layer the air becomes incredibly clear and easy to see through.

The landscape is flat and sandy, consisting of fine microscopic ice crystals, with scarce mountain ranges and impressively large distances. The main draw though of Inore 7E is the seas of liquid it has on the surface, and underground in massive reservoirs; near impossible quantities of liquid hydrocarbons. The planet has so much liquid hydrocarbon, in-fact, that it frequently rains the liquid which results in a fine layer of navy blue on the surface for weeks at a time.

Varadinian miners, the Kardara Authority, and miners from Amestria have all flocked to this planet. It is difficult to land on, and difficult to leave with its thick atmosphere and near 0.8 G of gravity, but to a brave few it is very well worth it. This made Inore 7E, also, one of the most war torn planets in the system for a decade and a half-- Clashes between gunboats on hydrocarbon seas, and gunbattles which covered kilometers in range between both warring sides, has left its mark. However, as of late, the conflict has lowered in intensity and frequency.

Most habitation is on impressively large oil rigs hosted on Inore 7E's surprisingly deep seas, and on coastal extraction installations. Inland there are a few deep welling operations, but these are incredibly desolate and always on a knife's edge, frequently washed out in massive flash floods of the very material they're aiming to extract.
Kaikiri Tellie-Tellie

**Kaikiri Tellie-Tellie** is a genre of televized/visual entertainment native to Kaikyo, and being proliferated elsewhere, often with either dubbed or subtitled syndicalization. Utilizing claymation, Tellie-Tellie stylizes their characters with large heads and large eyes, along with exaggerated facial expressions and reactions for most things. Tellie-Tellie shows usually have a front-piece mascot character, and a side-kick or three.

Quite often, the stories Tellie-Tellie tell are of a whimsical nature with out-there settings, frequently being sci-fi. While the stories are simple and whimsical, though, sometimes they involve heavier topics such as current societal issues in Kaikyo or elsewhere in a discreet way.

The average Tellie-Tellie episode runs for anywhere from fifteen to thirty minutes.

## Trivia

* A good reference, that is close to what a tellie-tellie would be like, can be found here.
Kersel

Kersel is a planet of the Dalvar System, located in the Aoshtai Galaxy, in the Telyar Sector of Alaniae Region. It orbits the sun ***Dalvar Garud***, the largest of the two that make the binary system. It was colonized by Tryselian settlers and thus it became the third large planet to be colonized by them. Kersel is also the most populated world within the Dalvar Garud system, and the third most populated of the whole Dalvar system. Humans didnt settled in this world early on or in large numbers due to the vast amount of dangerous fauna that lives in it, which put human settlers off.

Life here however is hard, as the planet is covered in dense clouds and mists, it has exotic and dense jungles, swampy and marshy lands with dangerous fauna and flora. Nevertheless, most Kerselians have endure life in the planet successfully. Most of the production here is targeted to medical and pharmaceutical use, but also to agricultural production in the large Kerselian marshes.

The total population of the planet is 15 million, all of them Humans. The planet lacks large oceans and just has several large lakes, many marshes, swamps and constant moisture. This is what allows agriculture to thrive.
Kerhndalophaxx Family

> "*I aint a man who gives two shits about people, never was. But damn if I didn't fear for that youngsters life when I heard he owed Gidelbacht a blood debt. Poor kid, probably got fed to the rabid flatdogs out in the swamps of old Alfadhauch town. Tch, what a way to go*"
>
> **- Elderly Raeilhart citizen commenting on Gidelbacht Kerhndalophaxx**
>
>
House of Braunech

The **House of Braunech** is the Royal family of **Vallbrok** who originated from the lands of Anaxos on the planet of Kleitos. Due to a civil war breaking out on Kleitos inherently caused by the House, they were forced to flee their homeworld and were taken in by the Adresaas Empire under orders by the Kaeshir Ardius II.

Armiyne vad Braunech, the last Braunech of Anaxos, is the current most well known member of the family, and under her guidance has not given up their claims to Kleitos all-together.
Karola Gun Shop and Range

**Karola Gun Shop and Range** is a commercial gun store in Tirulan City on Mayar owned by Karola Manz and crewed by about two dozen employees. As a legitimate business, the gun store primarily caters to civilians, licensed hunters, and Mayarn rangers.

## Regulations

**CARRY**
* Firearms must be kept in locked cases within city limits.
* Firearms must be kept in their cases and unloaded while at the range until inside the shooting lane.
* Firearms may be carried openly beyond city limits.

**OWNERSHIP**
* Ownership of various firearms requires permits, licenses, valid Mayar Authority ID's, and certificates. Guns bought at Karola's shop will be logged by the Mayar Authority, and their resale must be registered with the Authority.
	+ **Handguns:** **INDIFFERENT** with the  Mayar Authority.
	+ **Hunting Rifles:** **INDIFFERENT** with the  Mayar Authority.
	+ **Shotguns:** **INDIFFERENT** with the  Mayar Authority.
	+ **Assault Weapons:** **FRIENDLY** with the  Mayar Authority.
	+ **Sniper Rifles:** **FRIENDLY** with the  Mayar Authority.

**SALE**
* Gun sales in Tirulan must be done by a licensed firearms dealer.
* All guns have unique fingerprints and serials which help the Mayar Authority to track them and tell them apart.
* Private gun sales may be done, though the private individual assumes the responsibility of ensuring that the person they are selling the firearm to has all the necessary licenses, paperwork, and certificates, and that the sale is registered with and approved by the Mayar Authority.
* Sales of weapons to individuals or parties which are prohibited by law from owning a firearm (**HOSTILE** or **SUSPICIOUS** with the  Mayar Authority) is a crime punishable by years in prison. If a firearm is found in to be in the possession of such a party illegally, the Mayar Authority will trace the owner last registered to the firearm and hold them responsible for selling the firearm to an unlicensed, unregistered buyer.

* Grenade Launchers
Iehuen The Humbler

**Iehuen the Humbler** is a sturdy hardlight blade gifted to **Ardius Thalganna the Third** by his late father, considered to be his most prized possession he holds it tight in his steel grip. Recently embedded into its handle a **Lesser Empyrean Power Crystal** as a gift of loyalty by his closest guard Verterius Mandixis. It will make an appearance for a fight its wielder has planned to enact.
Kin of Mirvephal

The **Kin of Mirvephal** are a High Tvolin noble *kin* and political dynasty from the Phero Ecumene. They derive their name from **Mirvephal**, a quasi-historical ancestor and powerful psion alleged to have lived during the Late Aoshanti Empire.

The family has had a presence in Tvolin politics since shortly after the Technocratic Revolution. Originally lesser aristocrats who had settled and ruled the colony world of Celerea, the displacement of the Imago and other entrenched families allowed the Kin to expand their influence within the Tvolai Technocracy. Through the time of the Makhairan Empire, the Kin further rooted themselves in the Obscurate as an enduring line of psi-operatives and intelligence officials.

In the modern era, the family evolved into a proper political dynasty in the Phero Ecumene. However, much of the core bloodline was culled by the 14,366 PR coup, with the exception of Umbyrvraxa and a few younger members.

## 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.
Jesterax Malvach

* +20 military power
* +20 to rolls in duels
* +4 HP
* +𝔛400,000,000 per year

1d20+20

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

* Doubles the experience gained by this character from espionage actions.
* May use Leadership, Combat, and Psionics as espionage stats, and their espionage bonus goes up to +10.
* May make espionage rolls for other characters or forces in the same system.
* May not lead armies.
* May not contribute to the faction's administrative efficiency.
* May be taken prisoner by an enemy or killed.
* When at or below level 20, benefits from the *Veil of Secrecy* effect. When involved in a battle, the character may not be attacked until they have taken an action.
* Operative characters have one fewer hitpoint.
* Gains one level per duel fought.
* May forgo gaining levels.
* This perk may be removed.
Ionomorph

### Abilities

 **Shock** The ionomorph rears and charges its tentacles with electricity. On its next turn, it can unleash a ▢ 8 short-ranged electrokinetic attack. This attack exposes the creature's body and grinning mouth while it is charging, causing it to roll defense with ▢ 5 during its turn. This attack consumes both the ionomorph's attack and movement.

## Other Stats

### **Perception**

▢ 5

> "*WHAT THE HELL IS THAT?*"
>
> **- Madeleine Keene**
>
>

An **Ionomorph** is a form of rare fully spacefaring inorganic lifeform originating somewhere in deep space between Aequum and Deva Vintrix. Where they came from exactly and how they evolved is not yet known. They are white, nearly formless gelatinous invertebrates of varying sizes which are skilled at blending into their environments, their skins capable of adjusting to the shade of grey of the rock they are sitting on.

They have what appear to be a pair of hideous, dead eyes. Under their bodies is a grinning maw filled with jagged, needle-like teeth. They are able to produce tentacles from their bodies, through which they channel their ionic powers, or which they use to entangle or grapple prey.

Ionomorphs can regulate their metabolisms, slowing them down significantly when food or sustenance is scarce, or when traveling between star systems at sublight speeds, using ionic bursts to orient themselves. They hunt and feed on other spaceborne creatures by using their ionic powers to stun them before grappling onto them. They also absorb energy from sources of EM radiation, such as suns and electric devices, especially batteries, and electronic equipment tends to malfunction when one of them is around. The speed of their metabolism is somehow tied to the amount of EM radiation around them.

Even when fully alert, ionomorphs are slow creatures with slow metabolisms, slow reaction times, and low intelligence relative to humans. They are ultimately not that dangerous to humanoid life, except when in great numbers or in an ambush. However, they have been known in the past to create problems in inhabited systems in the Aoshanti Concourse, necessitating a pest control response.
Inore (System)/Inore 1

**Inore 1**, commonly nicknamed **The Evil Eye**, is a gas giant in the Inore system, being the closest to the system's star than any other planetary body. Its temperature regularly reaches over 4,000 Celsius, almost becoming a star in its formation and failing, leaving it to burn in the close orbit of its progenitor rather than be a companion binary star.

The gravity well around Inore 1 is truly impressive, and it glows a bright red at all times from the heat it receives both externally and internally. **Ships that get trapped in Inore 1's orbit tend not to be able to escape**, and those that are pulled yet further in are quickly melted by the planet's radiative heat; going into orbit of Inore 1 is a certain death for any captain. Because of its nature, it has no habitations near it, or on any of its scorched asteroids.

However, one use Inor 1 does have to the system's inhabitants is as a star ship destructor. Starships, which have both outlived their usefulness and are needed to be completely erased by their captains, are often blasted towards Inore 1 to never see the dark of space again.