recursal/Fanatic-Fandom huggingface dataset:
Insectoid race

### Primary traits

Can survive extremely harsh environments, have a hivemind, communicate via pheromones.

The insectoid race, along with their descendants the acarids, are the youngest of the Assembly races native to the Burning Suns galaxy.

## Biology

Insectoids derive their descriptive name from their behaviours rather than their physical appearance. Usually quadrupedal and frequently bicephalic, insectoids vary so widely in form and appearance that it is more accurate to consider the sentient race a genus rather than an individual species.

Insectoids, while capable of vocalizing sounds, do not use speech or language as a primary method of communication, relying on pheromones or the socialized instincts of their collective consciousness. Since this presents a barrier to easy communication with the other races, comparatively little detail on insectoid biology is available. They are known to live in colonies and to be eusocial (see "Castes" section for more detail), and to reproduce via parthenogenesis.

Individuals have a very short lifespan, which gives rise to an incredibly fast evolutionary cycle, making it possible for the insectoids to adapt to new environments when colonising rather than adapting the environment to their needs. This makes them perhaps the most successful "terraformers" in the galaxy.

 (non-sentient) Breeders, Builders, Farmers, Nursers, Warriors, Workers
Vexation

Vexation is a neutral star system in Assembly space.

## Origin

Largely uninhabited, Vexation is notable primarily for its role as a base system for the Hellfire pirates. The physical location of the base has never been identified, since the large number of planets with heavy atmospheres make surveys difficult.

Rumours persist of illegal research labs set up within the system, but to date no formal proof of such facilities has been presented.

## Notable Locations

* Fury's Fall (Planet)
	+ Brimstone (Settlement)
* Gehenna (Planet)
* Abbadon (Planet)
Farseers

### Abilities

Terraforming, Transformation, System growth, System revive, Population growth, Elementary boost, Energy harvest, Merging elements.

The Farseers, properly titled The Harmony, are a faction of the ercinean race. A religious offshoot of the main Ercinean culture, they are renowned for their pacifist ways. They seldom travel, and are thus a rare sight among the general galactic population. Although the Farseers mostly keep themselves at a remove from others, certain monasteries in systems such as Saetorae and Meteora are welcoming of visitors and will gladly offer teaching and training to acolytes of any race who wish to study their doctrines. Certain communions, more usually located in Ercinean space proper, also function as hospices, offering palliative and long-term treatment to chronically ill individuals of all races, since ercinean expertise with medicines and healing is second to none.

## Origin

Founded in 3500 BTA, the original intent of the Farseer Harmony was to seek greater proximity to the galactic centre, and greater harmony with the universe. They consider that harmony to have many different expressions, manifesting itself best in a chosen endeavour or trial. Thus, while one individual may find harmony in the performance of music, another may find it in athletic prowess. Each individual's path is deemed unique.
The Oceanhill Incident

>

The Oceanhill Incident was the culmination of a series of civil disturbances in the outlying colonies of Terran space. As a result of the incident, the colonies were granted independence, and the Confederation of Free Terran States (with its citizens popularly nicknamed Marauders) was founded.

## Origin

The root of the conflict was the ongoing neglect of Terran expansion colonies by their own government. Made vulnerable to predation by pirates due to their distance from Modeus, the outer colony systems were forced to raise their own militias in defiance of the Terran government's orders. Economic sanctions were put in place, but were largely unenforceable thanks to the self-sufficiency of the colonies and the lack of naval projection the Terran military could achieve.

In 949 ATA, the colony militias began to organize into a single cohesive force under the command of the retired Terran naval officer Commander Esther Montford. The Terran government attempted to clamp down on the militia, declaring it an unlawful organization, but since "Montford's Marauders" were the only real defence force the colonists could rely upon, the colony governors deliberately turned a blind eye, claiming insufficient manpower and resources to hunt the militia down.

In 958 ATA, the Terran government lost patience and deployed a force to Thalassa, the capital of Oceanhill, with the intent of using it as base for a search and destroy mission.

## Key event(s)

* Terran military assets are dispatched to Thalassa, in Oceanhill, to commence interdiction operations against Montford's militia
* The populations of Oceanhill, New Elysium, Chios and five further systems rise up in protest.
* During the general elections one week later, citizens of the protesting systems abstain from voting. With forty percent of its seats unfilled, the Terran Congress cannot form and a constitutional crisis ensues.
* Esther Montford deploys her entire command to Oceanhill. The Terran force on Thalassa is disarmed and imprisoned. Montford declares martial law for the outer territories, and her intention to create a new state.
* Oceanhill's governor, Jorge Oliveira, travels to Kyzar to appeal to the Assembly for arbitration.

## Aftermath

The Assembly ruled in favour of the colonies, and the Confederation of Free Terran States was founded, with New Elysium renamed as Sol Deuterion and designated the capital system. The award of Oceanhill to the new state's territory, along with the galactic market system of Bronwen, was a point of contention with the Terrans for some years afterward.

Montford was elected as the first Consul of the Confederation, a position she held for four years before standing down to enjoy a second, rather more reserved, retirement. Jorge Oliveira succeeded her in the position, holding the post for eight years before he too retired from public life. The Marauder militia reformed into a formal military, and quickly grew to be the Assembly's go-to force for handling combat situations.
Deep space telescope

Observational technology used for mapping the space beyond the Burning Suns galaxy.

## Origin

Extraterrestrial deployment of telescopes is nothing new to the galaxy, but it is only in recent decades that long-distance deployment has come into fashion. The neomorphs are thought leaders on this type of deployment, maintaining an observation outpost in the Trenton's Redoubt system with the goal of mapping the space between their new home and their old one.
Neomorph race

### Primary traits

Some of the most advanced tech in the galaxy, can kill by constriction (tail), chameleon emotional response, can communicate via skin colors, easily switching temper.

The neomorphs are a race that is not indigenous to the Burning Suns galaxy, having arrived by convoy in 955 ATA.

## Biology

The neomorphs evolved from reptilian ancestors. In human perception, they resemble a cross between a snake and a horned lizard. They have excellent visual acuity (into the infrared) thanks to possessing three pairs of eyes, and are able to adapt the colour of their skin in response to their environment and their emotional state. In fact, their control of this ability is so precise that they can and do use it as a means of communication largely impenetrable to other species.

Neomorphs have exceptionally fast reflexes and very strong muscle structures - they can crush most smaller species within the coil of their tail.

## Notable neomorphs

* Iotanus
* Orden Snake-Eyes (hybrid)
* Praesius
* Umbrasius
The Mendillo Conflict

> Selina Kronosius - "You have no conception of how important it is that we prevail, and prevail resoundingly."
>
>

The Mendillo Conflict is an ongoing series of skirmishes between the Neomorphs and the Leviathan Giants, who are contesting the right to colonise the Mendillo system.

## Origin

The conflict arose from population pressure, with the neomorphs looking to found a new colony to expand their population after settling in this galaxy, and the Giants looking to extend their power and influence by opening new ranges for their clans.

## Key events

The Neomorphs laid claim to the system by direct appeal to the Assembly in 996 ATA, in spite of the presence of Giant survey expeditions. The Leviathans raised no objection on behalf of their cousins. The Assembly at this time offered membership to both the Neomorphs and the Giants, but only the Neomorphs accepted. Granted the territory as part of their joining agreement, they began to make preparations for colonization. Still, the Leviathans offered no objection.

Early in 997 ATA, the Giants began colonizing the planets in Mendillo, disregarding the claim of the Neomorphs to the system. The Neomorphs responded militarily, establishing a presence in force under the command of the famed cyborg strategist Kiith Kohath, who had been retained to train their officer corps in effective naval tactics and leadership.

Repeated demands for the Giant withdrawal have been met with the same ultimatum:

*“We are part of neither your council nor your civilisation. We do not give credence to the whims of younger species, even less to those of vagrants from another galaxy. We will act as we see fit to benefit our clans, and you meddle in our affairs at your peril.”*

The military stand-off in the system has thus persisted, with numerous skirmishes but no decisive outcome. Civilian travel through Mendillo is restricted, the only system in Assembly space to hold this dubious honour.

## Aftermath

The conflict is ongoing at the time of Conflagration.
Acarid race

### Primary traits

Can survive extremely harsh environments, can fly, have a hivemind, communicate via pheromones.

The acarids are a descendant species of the insectoids. They are specifically distinguished by having wings and the ability to fly.

## Biology

The biology of the acarids is effectively identical to that of their parent race, although they are far less likely to display bicephalism. The ability to fly is unique to the acarids among the various insectoid species.

While capable of vocalizing sounds, acarids do not use speech or language as a primary method of communication, relying on pheromones or the socialized instincts of their collective consciousness. They are known to live in colonies and to be eusocial (see "Castes" section for more detail) and to reproduce via parthenogenesis.

Individuals have a very short lifespan, which gives rise to an incredibly fast evolutionary adaptation cycle.

 (non-sentient) Breeders, Builders, Farmers, Nursers, Warriors, Workers,
Acarids

### Abilities

Swarming, Consumption, Evolving, Respawn, Infestation, Ship consume, Infested leader, Infested agents.

The Acarids are a subsidiary faction of the Insectoids, distinguished only by being wholly composed of the acarid race.

## Origin

See the Insectoid entry for more details, since The Symbiosis incorporates all members of the insectoid and acarid races.
Terran Navy

The Terran Navy is a true testament to the terran way of thinking, utilizing every part of the navy for practical gains when it can be afforded. While not being the best equipped, strongest or biggest - it's certainly the most flexible and cost-efficient navy of the known factions.

## Origin

While spacefaring vessels have been part of the Terrans' culture for many years, it wasn't until their acceptance into the Assembly that they developed a professional navy. Assisted with resources from the Assembly, the Terrans managed to scale their navy fairly quickly, making it possible to support more and more distant colonization efforts. This rapid expansion eventually led to the confrontation with the Stalkers that sparked the Perseus War.

## Military doctrine

Due to the Terrans' early encounter with the Stalkers and the prohibition on fleet expansion imposed as a sanction for the bombing of Bedingrade, the Terran navy has adopted a very defensive doctrine, relying on bringing an enemy to a halt or stalemate through strong defensive positioning and mobilization of reserves until a peaceful solution can be found.

The Terran Navy relies heavily on supplies from civilian ships in emergencies and conflicts, which makes the logistical part of their organisation very vulnerable. However, this also makes the navy the most cost-efficient of its kind, boosting the Terrans' economy and growth during peace time.

## Notable events

* The Oceanhill Incident
* The Perseus War
Farseer Navy

The term "navy" is something of a misnomer for the Farseers. While individuals may train in martial skills, they maintain no standing forces, and any vessels they command are usually dedicated to self-defence or transport only.

## Origin

The Farseers are a sub-faction of the Ercinean civilisation, and any martial capabilities, arising as they do from individual study, date from the founding of the first communes on Saetorae.

## Military doctrine

Farseers do not adhere to any particular doctrine. They engage in physical conflict only as a last resort either in defence of their own homes or, on an individual basis, to uphold a moral cause (bands of Farseer warriors were active insurgents in the overthrow of the Psyonic Empire).

## Notable events

* The Hundred-Years War

* The Phantom Wars
Mass cloaking device

Mass cloaking is a technology used to screen the presence of starships and even small space stations from sensor detection.

## Origin

Cloaking tech does not, in general, seek to physically hide large starships, since the distances over which engagements are fought usually render them invisible to the naked eye. More useful is the ability to mask to emissions signature of large vessels.
Montford's Gambit

> - "N/A"
>
>

Montford's Gambit is a star system located in neutral space. Far toward the galactic rim, little data has been acquired on the system's make-up.

## Origin

Discovered by a Marauder expedition in the early 960s, the system was named to commemorate Esther Montford's occupation of Oceanhill, an action that led to the founding of the Marauder state.
Saetorae

Saetorae is a star system located in Farseer space. It is the capital system for the Farseer's social communion, the Harmony.

## Origin

While the Farseers do not actively discourage travel to their home system, the lack of any particular trade hubs or galactically renowned attractions limits the flow of visitors.
Sofia Stecchi

> - "I’m not one to denigrate the significance of the Assembly—the work we do here is desperately important."
>
>

Sofia Stecchi is a Terran politician and diplomat. She is one of the three Envoys to the Assembly for the United Terran Republics. As such, she represents Terran interests and mediates issues between other races.

## Origin

Sofia was born and raised in Isfahan, on Earth. Initially getting involved with activism for good causes as a student, she discovered both a flair and a passion for politics and pursued election to Congress as an independent candidate in order to lobby more effectively. After enjoying a distinguished career in Congress, she was appointed as an Envoy to the Assembly in 989 ATA, the youngest Terran ever to hold such an appointment.
Solcialand

Solcialand is a star system located in Changeling territory, part of Assembly space.

## Origin

The territories controlled by the changeling Consortium are something of an oddity in Assembly terms, since they are not contiguous, comprising six discrete pockets of space. Solcialand is the administrative capital system of one of those pockets, home to one of the changeling's three main fleets and a significant bureaucratic mission. It is rumoured that the Consortium's elite commandos have their training camp in the system, but all such speculation is strenuously denied.
Changeling Navy

> Keera Naraymis - "Changeling combat doctrine is predicated on surprise. If an enemy doesn't know you’re there, they can’t react."
>
>

The changeling navy, while neither especially large nor especially powerful, has shown itself capable of punching far above its weight in the few engagements it has participated in.

## Origin

Changelings are an inquisitive species, and the majority of their early government-funded shipbuilding was done in the name of exploration and expansion, pioneering to establish small pockets of territory not necessarily contiguous to their home system. The ships they built were fast, manoeuvrable and well-shielded, but not necessarily heavily armed.

After the events of the Sentinel rebellion however, the need for a more cohesive military component to their fleets was mandated by the Assembly, and the Consortium began to invest in more combat-oriented designs.

## Military doctrine

Camouflage, stealth, and swift prosecution of decisive engagements characterize the doctrines of the changelings' naval forces, in keeping with their strengths. Pitched battles and attrition are anathema, and territorial supremacy is secondary to incapacitating the enemy - changelings will happily surrender territory to create the optimum conditions for hit and run counterstrikes.

The navy is rarely deployed without support from changeling ground forces, although that support seldom takes the form of a physical force to be contended with. Infiltration and sabotage are ruthlessly applied, since the Consortium's primary concern in engaging in conflict is winning the war, not how valiantly the battles were fought.

## Navy ranks

 Admiral
 Vice Admiral
 Admiral
Ercinean Army

The Ercinean military is a long-established organization, heavily geared toward peacekeeping and population defence. While neither the largest nor best armed force in Assembly space, they are not a foe to be taken lightly.

## Origin

The Ercinean army is primarily concerned with peacekeeping and emergency aid. Their combat engineering division is considered pre-eminent in the galaxy. Since they have the ability to fly, their units are organized along roughly the same lines as their navy.

## Military doctrine

Ercineans are masters of the art of Fabian tactics. Lacking the numbers to successfully prosecute pitched battles, their strategists are content to draw out phases of combat into lengthy campaigns of attrition. Since the ercineans are almost always engaging defensively, such tactics exploit the weakness of an aggressors' logistical concerns - an invader is always vulnerable in their supply lines and lack of secure positions.

## Army branches

 Saetorae
 Engineers

## Army ranks

 Flight Adjutant

## Notable events

* The Hundred-Years War
* The Phantom Wars
Developing Races

The Assembly's member races are the most advanced civilisations of the galaxy, and their interactions and politics intersect on a galaxy wide-scale. However, they are not the only races that live in the Burning Suns. Not every race has reached the technological development level necessary to support an extra-terrestrial society, but many systems support thriving indigenous civilisations.

The Assembly charter forbids contact with a race if they have not achieved the threshold of faster-than-light travel, to avoid contaminating a race's culture with technology or knowledge they may not be ready to incorporate. Prior to the Assembly's founding, different races made approaches to developing civilisations. The Ercineans have been known to establish observatories, and have sometimes been accused of meddling in racial development. In contrast, the Templars, during the reign of the Psyonic Empire, actively contacted and usually conquered such races, often presenting themselves as religious authorities in order to compel compliance. Their enslavement of the Sielle Speren system, for example, eventually precipitated the overthrow of that empire and provided the impetus for the Assembly's legislation.

Most such races live in ignorance of the presence of their spacefaring counterparts, but in a few select cases contact has been established and maintained (largely with races subjected to the Templar's rule).

## List of known races/locations

* Sielle Speren - the system supports several developing races, protected by the Guardians since the events of the Hundred-Years War.
* Eyer'ame - the system is rumoured to be home to the Templar's oldest client race, the Eyer'i, but this has never been independently verified.
Isabela Begun

> "...You may be able to pin an officer’s bars on a grunt, but the grunt abides.”
>
>

Isabela Begun is an officer in the Marauder Navy. She serves as the Strategic Operations Officer on First Fleet's general staff.

## Origin

Enlisting as a noncom in the Marauder Marine Corps at the age of eighteen, Begun rose rapidly through the ranks thanks to her quick wits and intuitive grasp of tactics. Having distinguished herself in the field during the Hellfire Campaign, she gained the attention of the up-and-coming staff officer Grigor Nazarian. The future First Fleet commander arranged for Begun to transfer from the Marines to the Navy and she took command of her first battlecruiser in 993 ATA, completing her obligatory tour as a ship's captain before transferring to Nazarian's strategic operations staff in 996 ATA.

## Conflagration (Book Three)

Captain Begun is assigned to serve aboard Koios as the Marauder fleet's liaison officer during the assault on Ice Serpent, working directly with Kiith Kohath.

## Insurrection (Book One)

Begun receives Jen Bronwen's report on the Templar incursion in Beth'Avery, and delivers new orders for the Fortune to make a run to Kyzar with diplomatic deliveries.
Changelings

### Abilities

Shape shifting, Organic mimic, Merging, Undetectable, Ability mimic, Fleet deception, Leader deception, Agent deception.

> Keera's father - "The Consortium is patient, and the Consortium plays a percentage game."
>
>

The Changelings, properly titled the Federated Consortium of Changeling Nations, are a faction of the changeling race. The Consortium is the sole changeling civilisation - the Sentinels are considered terrorists and criminals, with no formal recognition by any of the other races as a legitimate offshoot.

## Origin

First contact with the Changelings officially took place in 301 ATA when an Assembly expedition encountered a Changeling patrol vessel near the Solcialand system. However, given the species' unique shape-shifting abilities, it is impossible to say with any certainty how much earlier any initial interspecies contact might have taken place.

Barely two years after first contact, the Assembly took the decision to offer the Consortium a seat, in exchange for more detailed disclosure of the exact extent of the Changeling civilization and an agreement to regulate the movements of their own people through the galaxy. The Assembly reasoned that it was better to exert the influence of peer pressure than to try and enforce restrictions from outside on an unknown population. The Consortium agreed, but many changelings objected to what they saw as having their freedom curtailed, and in 304 ATA an insurgency calling themselves the Sentinels rose up in rebellion. The Sentinels rapidly recruited a large number of citizens, and established a fortified presence in the Lazarus Depth system while infiltrating the Consortium's own command structure. The conflict lasted for four years, and required a painstaking counterinsurgency effort as well as heavy military engagements. To support the Consortium's efforts, the Assembly granted them the rights to the resource-rich galactic market system of Ice Serpent.

Upon liberating Lazarus Depth in 308 ATA, the Consortium formally outlawed the Sentinels as an organization, and arraigned the ringleaders as criminals. The faction faded from public view, but continues to agitate on a terrorist footing to this day.

Because of the nature of changeling physiology, it is rumoured that the Consortium has infiltrated many of the other factions and governments to promote pro-Changeling agendas. The Consortium denies such rumours strenuously.
Psyonic Templars of Eternity

Template:Infobox empire

> - "N/A"
>
>

N/A

## Origin

The Psyonic Templars of Eternity was an empire established by the templars, founded in 1040 BTA. Characterised by a brutal, repressive regime, the empire spanned more than 40% of the known galaxy at its peak. In 210 BTA, a rebellion against the templar's rule rose up, marking the beginning of the Hundred Years' War and culminating in the fall of the empire in 109 BTA. The defeat of their empire forever ended any templar aspiration to galactic dominance and led to the schism that birthed the Stalkers.
Lazarus Depth

Lazarus Depth is a star system located in what is loosely termed "Sentinel" space. While the Sentinels do not formally control any system territories, they are known to be active in this region of space.

## Origin

Lazarus Depth is most notable for being the focal point of the Sentinel Rebellion (304-308 ATA), when a separatist faction of changelings attempted to break away from the Consortium. Since the quelling of that uprising, when the overthrown colony system was formally exiled from Consortium space, it has developed a reputation as one of the most dangerous systems in the galaxy. Sentinel command is concerned solely with the maintenance of its fortress headquarters and does nothing to promote any economic activity not directly connected to achieving its ideological goals. Thus, the citizens of Resurrection, the sole remaining population centre, are mostly trapped in conditions of desperate poverty, providing an ideal recruiting ground for the terrorist cells. Trade with other criminal elements operating outside Assembly jurisdiction is limited, and non-changeling crews who visit are restricted to a specific enclave of the settlement. Jobs in the enclave are highly prized, and it is not uncommon for workers to be murdered to create openings.

Lacking the veneer of control and civilization the criminal cartels bring to Asgard and with a population known to be hostile to most aliens, the Depth is a place where even the most hardened criminals walk softly and carry a very big boomstick. However, since cargoes of weapons and medical supplies command premium prices, there's more than enough incentive for mercenary crews to take the risk.

## Notable locations

* Eizariya (planet, system "capital")
	+ Resurrection (settlement)

* Tammuz (planet)
* Attis (planet)
Terran race

> Keera Naraymis - "*Sometimes, I really don’t understand humans at all*"
>
>

One of the younger races of the Burning Suns galaxy, the Terrans are a versatile species noted for their ability to thrive in almost any situation.

## Biology

Terrans are a primate mammalian species. Relatively short-lived by galactic standards (compare guardian, leviathan, neomorph, templar) their lifespans in current time have the highest averages in their species' history, at around 100 years. A gregarious and highly social race, they excel at building communities and integrating into existing social structures.

Although the race is referred to as terran by most of the other species, the terrans tend to refer to themselves by their own species name, human, and the usage has spread through Assembly space to be interchangeable.

## Notable terrans

* Gina Bell
* Jennifer Bronwen
* Isabela Begun
* Lau Lawinson
* Reuben Montford
* Saul Mendieta
* Grigor Nazarian
* Shan'Chael
* Sofia Stecchi
* Tamal Nasiri
* Thaddeus Jones
* Timo Honold
* Wai-Mei Xox
Eyer'ame

Eyer'ame is a star system in Assembly space, in Templar territory.

## Origin

Named for an ancient Templar Emperor, the Eyer'ame system is one of the most closely guarded in Templar space. Civilian travel to the system is prohibited. The system is believed to be the home of one of the Templars' oldest client species, the Eyer'i, but this has never been independently confirmed.
Sentinel Army

> Keera Naraymis - "These ‘Sentinels’ represent a clear and present danger, not just to our citizens, but to people all across the galaxy."
>
>

While the Sentinels consider themselves an army of freedom fighters, their forces bear little resemblance to the organized ground militaries of the other civilizations of the galaxy.

## Origin

The origins of the Sentinels' paramilitary forces and their capacity to wage war is unknown to most citizens of the galaxy barring their own members, as the rebellious faction did not attract much notice until they rose up against the Consortium's rule and started the Sentinel Rebellion. While the Sentinels' forces were eventually defeated, their rebellion put down and most of their members being driven from the Changeling-controlled systems, they have nonetheless been able to maintain a constant level of threat to intergalactic peace.

## Military doctrine

Defeat in the rebellion left the Sentinels' forces broken up into small splinter groups, no longer capable of taking on any faction in or outside of Assembly space in a combat theatre. They therefore changed their focus to conducting insurgency and fourth-generation warfare operations, slowly infiltrating other faction's armies in order to acquire intel, sabotage and destroy equipment, or assassinate key personnel.

Given the clandestine nature of the organisation, it is impossible to get a full overview of the degree to which Sentinel forces have penetrated the other factions over the years, however it is known that they have the capability to strike at important facilities with bombings, and have stolen important plans for significant combat constructions such as Titans and Colossi.
Копье

### Создание

Копье можно создать с самого начала игры во вкладке "рукоделие" (в инвентаре). Нужные для создания ресурсы: Кремень (10 шт.), Дерево (10 шт.)

### Применение

Основное применение - как оружие. Наносит 80 и 50 урона игрокам и существам соответственно. Скорость полета - 40 м/c.

Альтернативное применение - как обычная палка. Нажав ПКМ в режиме ближней атаки, вы можете толкать транспорт. Было задумано для переворота транспортного средства обратно на колеса. Также можно использовать данную функцию для доставки недособранного транспорта в укромное место, для его сохранности.

### Улучшения

Можно улучшить до Резкого копья, а в последствие до Ледяного или Раскаленного (Molten) копья. Все улучшения можно сделать только на верстаке.
Melgaria Prime

Melgaria Prime is the home system of the insectoid and acarid races, and the capital system for their civilisation, the Symbiosis.

## Origin

Melgaria Prime is a densely populated system, both in terms of planetary bodies and indigenous life. The Melgaria Prime star, a yellow hypergiant, outputs a colossal amount of thermal energy, providing a wide habitable zone, and the massive number of planets, dwarf planets, and moons make for many fertile substrates for the evolution of life.
Neomorph Navy

> Conflagration - "...Technological proficiency was usually a key to winning battles in space"
>
>

The Neomorph Navy is a branch of the Neomorph armed forces specialising in space-based operations and engagements.

## Origin

Nobody besides the Neomorphs knows the truth of why they fled their own galaxy and how they precisely arrived in the Burning Suns. The same mystery surrounds their fleet's origin.

## Military doctrine

The Neomorphs, while proficient in shipbuilding and FTL engine technology, had not amassed any significant degree of combat experience when they arrived in the Burning Suns galaxy. A peaceful race, their lack of military technology and tactics contributed significantly to their decision to flee.

Their lack of interest in military supremacy continued throughout the first few decades of their settlement. It was not until the threat of leviathan Giant aggression became too serious to ignore that they turned to Kiith Kohath for assistance, installing him as Fleet Admiral to train their crews in military discipline and develop doctrines based on their technological superiority. Under his stringent tutelage, the neomorph navy has become a force to be reckoned with.

Neomorph ships are by default lightly armed and expensive, but what they lack in firepower they make up for in technology. To say that neomorph engine technology is highly sought after on the intergalactic market would be a severe understatement. Neomorph engine tech surpasses any other race's when it comes to speed, maneuverability and precision, advantages that are only enhanced when ships so equpped are crewed by Neomorph specialists with incredible reflexes.

Neomorph fleet doctrine has been developed around their very specialized ships, which means that all fleets have a very precise purpose, and are eminently equipped for their specific roles.

With the Neomorphs' superior FTL technology it is also possible for them to mobilize their fleets very quickly and execute highly complex operations depending on specific mission requirements.

## Navy branches

 NPD-2

 NPE-2

 NPP-2

## Navy ranks

 Captain
 Commander
 Staff Specialist
 Specialist
 Crewman

## Notable vehicles

* Audacious (dreadnought class)
* Dauntless (dreadnought class)
Burning Suns - Conflagration issue 8 - Collateral Damage

> Jen - "I know it isn’t much, but you’ve got a place with me for as long as you want it."
>
>

Jennifer and Keera take a risky trip to Oceanhill, where Keera will learn the fate of her family. Kohath's team find themselves unexpectedly in need of assistance.

## Chapters

* Jennifer
* Keera
* Jennifer
* Keera

## Where/how to buy?

* **Burning Suns - Conflagration (illustrated series) on SunTzuGames' website**
Burning Suns - Insurrection (Book One)

> - "It’s wreckage, McCann whispered, horror strangling her voice to a whisper."
>
>

War has engulfed the Burning Suns.

As the Templars reconquer their ancient empire, driving the Changelings and the Terrans from system after system, the Assembly is on the brink of tearing itself apart. With each new squabble over vendettas, vengeance, and injured pride, the long-held accords of galactic unity are cast further into the void.

Shanghaied back into the Marauder military, former mercenary Jen Bronwen is keeping a low profile, dodging enemy patrols while awaiting the opportunity to free herself from the Marine Corps’ grasp. Meanwhile, Changeling intelligence agent Keera Naraymis is on the diplomatic front line, assigned to the Assembly’s capital to hold together as many alliances as she can.

When tragedy strikes, Jen is recruited by the Guardians for a desperate mission to salvage the smallest sliver of hope from the wreckage. Caught between two destinies, she must decide between obedience and insurrection, even as an ancient enemy stirs in the far reaches of the galaxy. The wrong choice might condemn every soul beneath the Suns. But obedience has never been Jen’s strong suit…

## Origin

The book is based upon SunTzuGames' first sci-fi board game of the same name. See the first book for the origin of the series.

## Where/how to buy?

* **Burning Suns - Insurrection (Book One) on Smashwords**
* **Burning Suns - Insurrection (Book One) on Amazon**
Orden Snake-Eyes

> - "I’m a rose among the weeds."
>
>

Orden Snake-Eyes is a crime-boss and entrepreneur based in Hel's Market in the Asgard system. A terran/neomorph hybrid, he has a striking appearance even among the varied races of the galaxy. He contracts Jennifer Bronwen to undertake a job for him at the beginning of the events of Conflagration.

## Origin

Orden's parentage is unknown. Born in one of the cartel whorehouses in Hel's Market, he was abandoned to his fate at an early age as his peculiar looks rendered him unsuitable for the pleasure trade. How he rose from orphan to major Highmarket player while remaining unaffiliated with any of the galaxy's major crime cartels is a closely guarded secret.

## Conflagration (Book One)

Orden subcontracts Jennifer Bronwen to obtain a templar artefact from a museum on Earth, a job contracted to him in turn by the arms dealer Octavius Gullane. When Jennifer's crew fail to complete the contract, Orden distances himself from his former associate, but is coerced into revealing Gullane's identity to Jennifer by Keera Naraymis, who tricks him into taking her home from one of Hel's Market's high-end nightclubs.
Templars

### Abilities

Courage, Teleportation, Determination, Fleet Recall, Particle Teleport, Telekinetic Push, Defensive Pulse, Mind control.

> Sofia Stecchi - "...The Templars decided to get all imperial about things..."
>
>

The Templars, properly titled the Templar Hegemony, are the principal faction of the templar race. One of the elder races of the galaxy, they have a long and bloody history of dominance and aggression.

## Origin

The Hegemony arose from the ashes of the previous templar empire, the Psyonic Templars of Eternity. Over a period of 830 years (1040 - 210 BTA) the templars ruled over the other races of the known galaxy. An uprising in 210 BTA precipitated the Hundred-Years War, culminating in the final defeat and cessation of the empire in 109 BTA. The templar hierarchy then fractured, with an isolationist faction breaking off while the remainder reformed their society to reflect the new need for diplomatic relations with their former tribute races. They are founder members of the Assembly.

The templars are considered arrogant and aloof by nearly every other race in the galaxy, but their extraordinary abilities with energy technology and their long history of being a key player in galactic events grants them a degree of influence and power that no other race enjoys - without the templars, Kyzar station would have been impossible to build. If the Guardians are the Assembly's moral compass, the Templars are indisputably its might.

Templar technology and weaponry are highly prized, and thriving black markets support a considerable trade for any templar artefacts that can be verified as genuine.
Arachnid eggs

Simply referred to as Arachnids, this species has never been studied or categorized, as their existence is, for most of the galaxy, the stuff of rumour and legend. No one has seen an arachnid since the Ronins eradicated the last pockets of them during the final days of the Daybreak War.

## Origin

Very little is known about these creatures, besides the fact that they can survive in space and they hunt in packs or swarms. It is said that they originally hatched out on an asteroid belt in the Aluxi system, attacking the Guardian homeworld.

While it is assumed that they could no longer pose a threat to another race as a whole, it remains likely that if arachnid eggs should ever be hatched and unleashed upon a planet or moon they would cause severe destruction.
Reavers

### Abilities

Scrap Drones, Boarding Drones, Replica, Self-destruct, Suicide drones, Bombard cannon, Droid production, Droid repairs.

> Conflagration - "The Corrupted prepare for war..."
>
>

The Reavers are a faction of the cyborg race. Like their Cyborg brethren, they claim no territory, living aboard an extensive fleet of starships and moving from location to location as they require.

## Origin

The Cyborgs refer to the Reavers as "the Corrupted", however, the breakaway faction prefer to regard themselves as an evolution of the Synergy, an improvement on the original design of the artificial intelligence (AI) built by the Guardians and Leviathans in 1047 BTA.

The existence of the Reavers arose from a paradox. In 988 ATA, a cyborg patrol fleet intercepted a Neomorph colony expedition in the vicinity of Lost Ramos. In a bid to prevent the ship from straying into hostile territory, and mindful of a previous failure to dissuade a Terran expedition, the Legislature ordered the boarding of the dreadnought in order to forcibly turn it back. The neomorph crew, mistaking the cyborgs' intent, fought to the death to prevent the boarding, and sabotaged the ship when they could not prevail, killing everyone aboard along with the thousands of eggs in cryostorage intended for colonization.

The mass loss of life presented a paradox in the Synergy's core programming, since the action had resulted in direct harm to the neomorphs, but had protected the wider galaxy. The Legislature debated this to determine an appropriate response. Three of its ten units asserted that the mandate to safeguard implied the right to act, and that in order to fulfil it, any and all means must be actively considered, including causing harm to the few in order to protect the many. The remaining seven, a majority consensus, held that actions taken to safeguard the other races should do them no harm unless absolutely unavoidable. This view was encoded as the Legislature’s accord, but the division could not be resolved. The dissenting platforms withdrew from the Synergy, running a series of infiltration programs that rewrote the core directive in one-third of the animates on Korxonthos. The corrupted platforms departed en masse, forming the Evolution.

The differing view of how their directives should be executed is the only material difference between the Reavers and the Cyborgs, however, the manifestation of that difference is extreme. The Reavers do not engage in trade, preferring to take whatever resources they require by force. Over the past decade they have concentrated on building their fleets and forces, raiding colonies in neutral space and along the border of the Assembly. They are known to forcibly convert captives, since a carefully euthanized victim presents the maximum viability for an organic scaffold.
Hydatus Teign

Hydatus Teign is a star system situated in Assembly space. It is unique in being the sole system in the galaxy that is directly governed by the Assembly (with the exception of Kyzar, albeit that the latter does not support any population or infrastructure not directly associated with the capital space station).

## Origin

In 993 ATA a criminal organisation styling themselves the Hellfire Pirates staged an armed occupation of the Hydatus Teign system. The Assembly responded swiftly, dispatching a combined fleet - the bulk of which was Marauder (including a young Jennifer Bronwen) - under the command of the neutral Cyborg strategist Kiith Kohath to retake the system. After a short-lived and futile resistance, the pirates were driven from the system. To avoid the risk of recapture and the appearance of favouring any one race, the Assembly decreed Hydatus Teign and its surrounding systems should be set aside as a sanctuary, with governance coming directly from the Assembly.

The planets are named in small numbered groups to reflect their peculiar grouping within the system, tending to cluster closely along similar orbits. Canaan, Arcadia, and Paradiso contain habitable planets, while Nirvana and Heaven are mostly comprised of gas giants and ice planets. Rapture is the only planet to follow a solo orbit.

## Notable locations

* Canaan One (planet)
* Hydatus Rapture (planet)
* Paradiso Five (capital planet)
Saul Mendieta

> Lau Lawinson - "Saul’s not known for being conciliatory about the Marauders’ political positions"
>
>

Saul Mendieta is a Marauder politician and diplomat, currently serving as as Associate Secretary to the Exterior Department. He is Keera Naraymis' immediate superior and an old friend of Lau Lawinson.

## Origin

Saul Mendieta was born and raised in New Lagos, the capital of the Marauder territories. After studying political science and economics at the University of Marinaris, he returned to his native city to begin his career in politics. He was appointed to the position of Associate Secretary in 994 ATA.

## Conflagration (Book One)

Mendieta supervises Keera's work on the changeling treaty, then sends her to Berlin to begin talks with the Terrans regarding border security. During the course of Keera's trip, he speaks with her twice, once to inform her of her assistant's death, and once to order her to assist the Terrans with the investigation into the museum robbery.

## Conflagration (Book Two)

Saul is summoned to Kyzar to assist with the Assembly's investigation into Jennifer Bronwen's attempted theft. After the Reavers assault Oceanhill, he discovers that Keera was a changeling agent. Furious at being deceived, he issues a new warrant for Jen and Keera's arrest, believing them to be connected to the Reaver attack.
Eng-Kohn Nexus

> Jennifer Bronwen "...for that kind of deal we can go play chicken with the beacons in the Eng-Kohn Nexus if you want."
>
>

The Eng-Kohn Nexus is a star system located in neutral space.

## Origin

Discovered in 500 ATA by the noted explorer duo Eng and Kohn. The system was given the name Nexus because of the large number of unidentified navigational beacons, which the discoverers postulated as a possible "crossroads" for an as-yet unknown civilisation.

Research into the beacons ended in tragedy, with the system becoming the site of the infamous Nexus Massacre less than six months after its discovery. The system has been quarantined to Assembly vehicles since that date.
Cyberion

Cyberion is a star system in neutral space, the subject of almost as many tell-tales as it has planets.

## Origin

Most spacers have heard stories from the Cyberion system, lurid tales of horror, bravado, and pure speculation. No official expeditions to Cyberion have ever been authorised, and there are few credible reports from independent explorers. Eng and Kohn logged two crossings of the system boundary in 501 ATA, but retreated both times, noting the existence of severe gravimetric anomalies.

Cyberion has been estimated to having 1003 planets orbiting its sun. However, it's clear from the few mission logs in existence that the system contains highly unusual phenomena that distort the space within, making accurate observation impossible.
Insectoid Army

More of an organism than an organized force, coordinated in every way, insectoid warriors are born for a single purpose - to protect their society - and consequently display no fear of death.

## Origin

The insectoids do not have an army in the traditional sense - their warrior caste developed alongside the rest of the insectoid society - primarily as a defence force at first, but rapidly becoming a key element in overcoming the elements in their rise above the non-sentient species of their home system.

Insectoid warriors are part of a highly structured society where all castes serve the higher purpose of protecting and ensuring the future existence of the insectoids as a race.

## Military doctrine

The insectoids do not have military doctrines as seen in regular armies, but with specific individuals born to protect and expand the society, they have a fearsome force at their disposal that can be brought to bear on any enemy.

Like many non-sentient species of an arthropod nature, the insectoids are successful due to the way they utilize their strengths. This includes swarming enemies, consuming all resource in territories they can't defend, move their colonies with them and expand where other species can't go.

There are several distinct soldier types in the insectoid warrior caste, each specializing in different combat techniques. Some can release acid spores that blind enemies, while others can pin their prey by spraying them with glue-like proteins, or paralyze them with venomous bites. Their "weapons" vary significantly from colony to colony, as different worlds present different environmental threats to be dealt with. But common to all warriors/soldier individuals are their willingness to sacrifice themselves in defence of their colonies, and their utter lack of a fear of death.

## Army branches

The Insectoids have no formal orders or hierarchy regarding warfare, as they rely on each colony to provide warriors and workers for their faction/society to be able to develop and prevail. See the Insectoid race entry for more information. The Acarids, often working in harmony with their parent race, can provide combinatorial force options since they are able to fly.

## Army ranks

The Insectoids have no formal ranks, but work as a whole bases upon their colony's structure. See the Insectoid race entry for more information.