recursal/Fanatic-Fandom huggingface dataset:
KASCI FOAH

-or-

* 4x rocket pods

The **KASCI FOAH** is a domestically made agricultural and fishery observation helicopter converted into, primarily, one designed for anti-infantry use. Introduced in 22 NE, it is one of the newest domestically made vehicles by the Authority's Security Component.

Utilizing a petrol turboshaft engine, and being made of lighter construction, the FOAH necessarily has to stay away from heavy combat areas. To remedy the limitation of the airframe, the Security Component has turned the FOAH into an extremely mobile airborne artillery unit. The most common loadout is six high explosive thermobaric anti-infantry missiles, connected by a less than hair thin wire, which is guided manually by the co-pilot-- Who then uses a CRT television mounted in the cockpit to see where the missile is going. The TV view has prompts which are fed by reports from on-the-ground units, telling the pilot where to go.

Because of this, FOAH's are often rarely near heavy fighting, being at about artillery range and at a very low altitude. The FOAH can also be equipped with four rocket pods for closer air support, but this is rare, due to insurgents commonly having MANPADs-- And while the FOAH has flares and chaff, these can only do so much for it.

Among pilots, the FOAH is somewhat notorious for a character called **Fangsy** added to the TV guide display as a morale-booster, telling the co-pilot what to do and what buttons to press. While pre-programmed, some pilots claim it might be smarter than it looks, and that it "constantly fucks with them."

### Variants

* KASCI FOAH-6 - Variant designed for use on Inore 6.
Kaiju

## Kaiju Hunts

### Map & Movement

Kaiju hunts make use of a modified version of the cogent vehicle combat. The first modification is that Kaiju Hunts take place on a Hex Map instead of normal Vehicle Squares or Character Squares. Kaiju Hunts also are divided up into two modes: the Hunt Mode and the Engagement Mode. Hunt Mode represents when a party is actively hunting for and trying to track down a Kaiju and in terms of time scale can represent a number of days. While in Hunt Mode vehicles cannot use their weapons and use Character Squares to represent their movement (for example a SL2 vehicle can move 20 squares/hexes a turn). Engagement Mode represents actual combat with a Kaiju and can represent a matter of minutes. When in Engagement Mode vehicles use their Vehicle Squares for their movement +1 rounded down (for example a SL0 vehicle can move 1 square/hex per turn where as a SL1 can move 2 squares/hexes per turn).

When traveling on a Kaiju Hunt map certain hexes may have icons these icons are as follows: A Tree, A Forest, Rocky Ground, and a Mountain. Said icons represent different kinds of terrain which can have different effects on vehicle movement. If there is no Icon then this counts as perfectly flat ground and vehicles can use their Road Speed when traveling on hexes with no icons (with the exception of water, represented by blue hexes). When crossing water all vehicles must use their Off-Road Speed and cannot end their turn in Water or else the vehicle is lost. When moving through hexes with a Tree Icon the vehicle is moving through light forests and must use its Off-Road Speed. When moving through hexes with a Forest Icon the vehicle is moving through heavy forests and must us their Off-Road Speed. All attacks on targets on a hex with Forest Icon as gain -1 penalty to Accuracy. Rocky Ground Icons are represent rough and rocky terrain and Hover Vehicles cannot move over hexes with a Rocky Ground Icon. Mountain Icons represent mountainous terrain and only vehicles with Legs can move over hexes with a Mountain Icon.
Injury Table

The **Injury Table** determines what an attacker can do to a defender when they get a certain number of wins over them. For example, if an attacker rolls a 5, and a defender rolls a 2, that is considered 3 wins over the defender. The attacker will then look at the table to see what they can do to the defender.
Kapolcs Szabina

Tsardom of Illaria
 Krizovia

## Profile

Detailed profile to be added.

★★★  Rabetan
Weight: N/A
Eye Color:  Black

## Stats

* PROFILE
* COGENT
* CAREER
* FINANCES

 Inquisitor of the Oprichnina | Podkra Voidwraith | Republican Guard of Rabeta

Background

Battles

Duels
* Cogent dueled with Antaris Roqirelle during the Vigilian Games 23 NE - **DEFEAT**
* Cogent dueled with Mazumatri Azz'Regellis during the Vigilian Games 23 NE - **VICTORY**
* Cogent dueled with Vahnāosh ka-Rell during the Vigilian Games 23 NE - **VICTORY - POWER CRYSTAL WON**
* Cogent dueled with Anatol Istratig during the Vigilian Games 23 NE - **VICTORY**
* Cogent dueled with Vek Xung during the Vigilian Games 23 NE - **VICTORY**
* Cogent dueled with Algol during the Vigilian Games 23 NE - **DEFEAT**
* Cogent dueled with Groh'Botacen during the Vigilian Games 23 NE - **DEFEAT**
* Cogent dueled with Scarlex Mitrovska during the Vigilian Games 23 NE - **VICTORY**
* Cogent dueled with Maridol Eeine during the Vigilian Games 23 NE - **VICTORY**
* Cogent dueled with Sirkar Riktar during the Vigilian Games 23 NE - **VICTORY**
* Cogent dueled with Fideum Oriodos during the Vigilian Games 23 NE - **VICTORY**
* Cogent dueled with Shadriabun Nil during the Vigilian Games 23 NE - **DEFEAT**

INCOME/EXPENSES

𝔛0 quintillion
Khimyat/Provinces

Built around historic tradition and agreements held since the formation of the Sovereign Union, the provinces of Khimyat are centered around the seven kingdoms of antiquity and the federal capital of Banpol Demixar, which remains a sovereign entity from any one kingdom.

Within the kingdoms there are a variety of lower holdings, including counties, duchies and many other subdivisions that may vary within the kingdoms.
Kardara

(100 Celsius Greenhouse Effect)

* Kardara Authority
* Various Amestrian Statelets

 Overview Civilizations Population
**Kardara** is an inhabited moon orbiting around the gas giant Inore 5 in the Inore System. Being the only relatively habitable planet in the entire system, which is in an important astrogeographic position, Kardara has historically held an equal amount of importance. Going through waves of attempted terraforming/habitation and then prompt abandonment over millennia from various peoples, recently generations ago Amestrian settlers planted their stake on the world, establishing varied settlements and statelets. These would later be joined by Varadinians during their invasion of Amestria, who formed the Kardara Authority, and stay there to this day.

With thick verdant forests that cover the world, comfortbly cool temperatures globally, a good gravity, and deep blue oceans, at first glance Kardara is a relative paradise. However, this image hides a world that in all actuality is fraught with danger, the atmosphere being infused with heavy metal microparticulate that get spewed from the core, culminating in massive particulate storms which cause Kardara Madness if exposed to without environmental protection. Millions of Kardara Wildmen lurk in unorganized primitive nomadic hordes, driven insane by the atmosphere, and laying siege at the edges of civilized society.

Politically there is danger as well; while the situation has subsided from constant full-on warfare in the aftermath of the Second Concourse War, there are still incredible tensions and insurgencies between the Varadinian controlled Kardara Authority, Amestrian statelets, and various Amestrian organizations. But, life continues on, and Kardara continues to be a draw for the enterprising or outright fringe elements of both peoples-- Contributing to the planet's continuing growth in recent years.
House of Auterhalex

The **House of Auterhalex** is the reigning imperial house of the Adresaas Empire, the historical kings of Adrealis, and the primary branch of the nobility of Adrealis, to which most other princely and noble families and lines of the Agatropian Sector are invariably connected. They were and still remain at the center of the Dukoraan Religion through the many churches maintained by their wealth.

Sometime after Ardius II's death during the Great Selten Wars, the Adrealic House of Auterhalex became defunct as the monarch had no surviving sons nor daughters legitimately of mention. The departure of its monarch left the Adresaas Republic fighting for its survival in the wars, and ended with much of the territories accumulated under the House being stripped away and annexed into its neighbors.

After the defeat of the Adresaas Republic, and the subsequent reconstruction of the nation; the House of Auterhalex was forced to give up any claims to the throne and instead a new House had been installed that was much more agreeable with the coalition that formed in the wake of the wars. As well as any descendant factions that rose out of the ashes of all the exhausted participants.

In the first month of 23 NE the House commissioned the revival of Ardius II to retake the throne and bring the House back into prominence. The result was a month long civil war that ended in multiple subordinate kings and queens being executed once the fires subsided. The results of the civil war was the reestablishment of the House of Auterhalex, the end of the Coalition of Agatropian States, and the establishment of the New Adresaas Dominion. Over time the dynasty re-cemented themselves as the leaders of the Agatropian world, and began their expansionist policies, ending in Ardius II being crowned Kaeshir of all Agatrops, and forming the Adresaas Empire.

### Family Crest

> "*We hold true to ourselves, the thing that makes us unique, and destroy those that wish to take what gives us purpose*"
>
> **- Unofficial Family Motto**
>
>

The **Auterhalex** crest is an ancient marker of the house depicted with an Adrealic Corpse Drake and the cross of Medracova, along with the united flag of Adrealis. Throughout history the crest has acted as a symbol of pride and imperialism for the Agatropian race as a whole, with the House of Auterhalex being at the forefront of territorial expansion and centralizing power.

Its thickly laid out Medravish roots show a much more bloodied past than many other Agatropian noble houses have, with history books retelling of the times Medravish barbarians and raiders would systematically integrate different tribes through slaughter and villainy. The red and gray that the drake sits under represents these truths well, with the bloody muddled red showing its history as a conquering force and executioner, and the offwhite gray a symbol of the peace for Medracovan people afterwards.
Ketor Aurelius

**Margrave of Cormeum**
18 BNE-Present

**Archdux Ketor Aurelius Decimus of Vigila, Margrave of Cormeum** is a half-Vigilian, half-Orbtritan military leader, the second son of Tainatra of Vigila, and a powerful warrior and psion. He has served as the appointed ruler of the Dominion of Cormeum since the pacification of Ur-Tesar in 18 NE.

## Stats

* PROFILE

 **Archdux of Vigila**
10 BNE-Present
**Margrave of Cormeum**
18 BNE-Present

## Family

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

**Hospitals and Clinics** are an optional extension of Medicine intended primarily for use by location DMs. This Aoshtai Cogent module allows players to quickly find NPC medical personnel to treat injuries and ailments if an equivalent player character isn't available.

## Paramedics

Emergency medical personnel will typically be . However, in the event of major emergencies involving multiple injured people, about 1/4 of paramedics will be .

Most ambulances and emergency shuttles will carry 3  and 1 .

## Facilities

### Clinic

**Clinics** can diagnose and treat (relatively) minor ailments and minor to medium injuries, but do not have a surgical staff. Most inhabited places will have one present.

### Hospital

**Hospitals** have a surgical staff capable of treating serious and fatal injuries, and a clinic which rolls with d20+3. Most orbital stations and cities have at least one.

### Major Hospital

**Major Hospitals** roll for surgeons with d20+3 and doctors with d20+5. They are typically planet-bound, and there may be only one per major metropolitan area—or even one if the world has a small population.
Kardara/Civilizations

Overview Civilizations Population
Kardara is the home of numerous states, statelets, and disparate settlements scattered throughout the planet. More frequently, lone inhabited buildings or waypoints are found, ekeing out an income from servicing the various travelers roaming the world-- Or, by providing aid to one of Kardara's many different factions. Generally though, civilization on Kardara is rough and frontier-esque thanks to the type of person who settles on the planet and circumstance; population density is extremely low, authority is far from absolute, and infrastructure can be scarce.

Primarily, civilizations on Kardara are divided between Varadinian and Amestrian peoples, with little tolerance for a third people establishing a foothold.

### Varadinian

* Kardara Authority - The Kardara Authority is the most powerful, and the only (sans a few exceptions), Varadinian state on the planet. Originally a corporate ran terraforming operation, it has haphazardly mission creeped into assuming government functions, being a quasi-federation of the various planned and unplanned Varadinian settlements on the planet.

It is primarily situated in the Western half of Kardara.

* + *Insert notable settlements here.*
Kasmira Metz

UNCOMMON CHARACTER
Kasmira Metz
*"Kaz"*
LEVEL 5

### Awards

> "*Okay! Let's set that one for the record. Kaz can, in fact, outrun a missile. How's that for a superpower?*"
>
> **- Max Hoffman**
>
>

**Kasmira Metz**, often known by **"Kaz"**, is a human special forces soldier in the Karian military. A strong-willed and capable young woman, Kasmira is a member of a small group of next-generation special forces soldiers employing psionically-enhanced bionic prosthetics. Kaz's artificial legs allow her an extreme amount of agility and speed due to their harnessing of her body's natural affinity for radiant energy.

## Appearances

* Girl in the Chair
* Kasmira
* Hell Week

## Description

*"It had been a revelation to discover––after all of these years having the world look down on her in the wheelchair––that she was actually taller than most guys. She always had broad shoulders and was thin around the waist. She had always had striking, sharp, almost triangular features. But what really caught the eye, then as now, were her fiery red curls which were just as wild and incorrigible as she was. Part of her hated them. Her locks were unmanageable, uncooperative, and a pain in the ass to clean. But when she looked herself in the mirror, all of her misgivings tended to melt away in an instant in a rush of pride and joy. She had hair like fire and eyes the color of jade. She was lucky, and now that she had legs, she could live something approaching a normal life. She liked to tie the curly mass back in a ponytail, so it all spiraled out the back like confetti, while the flat of her hair had a texture she really liked: wavy and shimmery, not straight and strand-like like normal hair."*
**- Description of Kaz at nineteen in Chapter 6 of Kasmira**
## Quotes

"Wh-what are you doing?" Max gasped, his voice rising several octaves.
"Hugging you?" Kaz blinked, bemused.
"I-in an... exo-suit?" Max sniffled, laughing and crying simultaneously.
Kaz wanted to cry, laugh, curl up in a ball, and hit him all at the same time.
"Yes, dipshit," she laughed, pulling back from him and giving him a whack on the head with a black plated gauntlet, "Fuck you! I'm trying to do somthing nice for you, and all you do is––"
"HEY GUYS!" Erich shrieked on the other line, "STOP MAKIN' OUT IN THE DITCH! WE NEED YOU OUT HERE."
- Chapter 4 of Kasmira
Kaltenselle Prison

Kaltenselle Prison is a maximum security prison reserved for the worst that the Selten Galaxy has to offer, and is usually filled to the brim with dangerous mobsters, terrorist groups, and serial killers. It has the ultimate use as a prison for enemies of the Imperial Throne, this can mean assassins or various other political rivals that have spoken out against the current regime.

Despite the violent and inhospitable climate of the prison, there are a few ways to make ones stay more comfortable, this usually means working with the Imperial government.

Players characters are extremely likely to be sent to this prison should they commit any heinous acts on Adrealis.
Joyous

**Joyous** is the sword of Athanaric Arvina, Dux of Shin Diome, gifted to him by Emperor Veritas IV during the Vigilian Games of 23 NE. It is a full hardlight scimitar in the Tyteene style with a Lesser Empyrean Power Crystal at its heart. It glows a bright white when lit.

## Cogent

 One Handed+ ▢ 8 when fully proficient ▣  [Lesser Empyrean Power Crystal]■  Blade Color
* *Medium melee weapons cannot be used in grappling range.*
* *Up to **+8 dice bonus** when fully proficient.*
* *Drawing this weapon uses an action.*
* *Armor-piercing.*
* *Armor-piercing.*

In Cogent, Joyous is an armor-piercing Medium Melee Weapon with one more attack die.
Kanut Motorworks Guild

The **Kanut Motorworks Guild** is a Varadinian automobile corporation that arose from the merger of several smaller guilds, partly as a result of Varadinia's economic boom in the throes of the Second and Third Concourse War. Competing against the much older Sandalia Auto Manufactory, they succeeded in gaining a foothold against them in the lower to middle range of the automobile market, which would soon turn into international competition as they spread elsewhere in the galaxy.

Kanuts are famous for their rear-wheel drive, rear-engined models, which for non-performance cars is a rarity in Aoshtai.
Icaro Dominion

**Liothic Army (20/20⚔)**
**Vadu Navy (20/20✒)**

> "*Masters of the Icaro Cluster and heirs of the Integumentum, it is the duty of all sentient beings within the Cluster to give themselves up to prayer and worship of the divine form which has unified us in our endless strife. Alone we are weak, but together we shall surpass all in joyous unity.*"
>
> **- Exarch Qyanei**
>
>

**Overview**FactbookCharactersTradeAIMilitary Organization

The foremost political power of the Icaro Cluster, the Dominion is an ancient theocratic state which identifies as the **Ordo Integumentums** direct successor. Having reforged itself over the centuries and adapted to its ever changing environment, the nation sees itself as a paragon of order and stability which works to tame the chaos that is Icaro.

Led by the Ventril, the Dominions various member states revere them as living gods and in most cases were created by them through genetic engineering. Teaching **Syncretic Ascensionism** to its followers, the Ventril have institutionalized its ideology to bring unity amongst its subjects and inducts those which have yet to accept their enlightened ways, the ultimate goal being to civilize Icaro under a single authority.

Governed under the unique Directorate-system introduced by the Ordo Integumentum, the nation is led by a collection of the Ventrils most powerful who gain their positions through social combat. Stratified by species, the Ventril grants each member race a specialization which their societies are tailored towards. Paternal authoritarians, the Dominion holds substantial control over the lives of its citizens and directs them to maximize efficiency. The state believing that an unchecked populace would inevitably lead to natural chaos.

Represented primarily by its member states, the Dominions leaders are rarely seen by outsiders and few know of their true appearance. Led by their genetic creations in diplomatic missions, the agenda of the Ventril is delegated to their subjects which carry them out with complete devotion.

## Member States

TBA

*Theocratic Monarchy*
*Religious Heralds*
*Tailored Devotion*
*Autocratic Directorate*
*Amoral Scientists*
*Tailored Intelligence*
*Marshal Assembly*
*Ruthless Warrior Culture*
*Tailored Aggression*

## Relations

TBA

  Binding Military Alliance
  Close partnership
  Guaranteeing independence
  No relationship
  Open Rivalry
  State of War

### Alliances and commitments

* ↑Listal Union
* ↑Vaalic Hierarchy
* ↑Talten Assembly

### Rivals and enemies

* **~** Ro'Taq League

* **↓** Cai'nul Trade Directorate
* **↓** Sarilian Network
Khorilartax Makriadis

Khorilartax MakriadisCogent Sheet
**Khorilartax Makriadis** is the founder and first **Chief** of Clan Gehavecht, which became the founding power of Badomirr Station after hordes of Gehavecht soldiers stormed the station and slaughtered the resident Tesari Clan. he came to power after the failure of the **Vortkan-Karak** war landed most of the Karaki Clan in ruins and its city nuked into the Verluent sea, soon after he and various other exiles disgruntled with how things turned out left to find their own way, leading them to newfound lands he proclaimed himself Chief of Clan Gehavecht, with minimal arguments against him on the title.

Due to his exceptional military prowess in the **Vortkan-Karak** war, Khorilartax is often considered to be one of the most vicious and calculating Chieftains of Agatropian history, and by the beginning of the Gehavecht Clans history, the station state had made its mark in the blood of archaic conquerors. Khorilartax and his stories of military exploits and vicious fighting tactics back when he was a member of Clan Karak have a fearsome reputation back in the Clans of Torkac, with most considering him a horrid tyrant to be feared as if he were some sort of savage.

## Stats

* PROFILE
* FINANCES
* RELATIONS
* CAREER

INCOME/EXPENSES

𝔛0 quintillion
KACC-1F

The **KACC-1F** is one of only a few legends that can claim to be among one of the first proper multirole fighter designs, being commissioned by Krizovia over sixty years ago for use on auxiliary vessels, primarily for melee against Tesar bands. By modern standards it is large, bulky, unwieldy, and very noisy-- But during its heyday it was a cutting-edge piece of equipment.

It has a large and utilitarian body, one that is less smooth and more rivited due to Krizovian aeronautical industrial capacities at the time, with most of the body being taken up with by-now primitive (by high tech standards) and oversized engines and computational aids. Its cockpit is confusing, and the controls aren't really that well thought out, being a dizzying array of lackluster resolution screens, heads up prompts, and physical controls-- Very much teething issues.

The frame will shudder and shake as one tries to maneuver it, the RCS thrusters being underpowered, the housings for the main thrusters being perhaps a little too weak. The engines themselves have a tendency to grenade when poorly maintained, and otherwise require rebuilds when pushed to their maximum potential.

But, during its time, this was among the best and these things that are "problems" today were "orders of doing business" back then. The plane is a marvel of history, and it still roars in awesome fashion when soaring by.

### KACC-1F-TY

The **KACC-1F-TY** is the first rapid modernization attempt of the KACC-1F by the Kingdom of Tyrav under Vikinti Evanoff, utilizing units that were pulled out of mothball storage for several decades. Virtually every part of the aircraft has been rebuilt, new computers were put in, mounts for improved weapons systems were installed.

However, it was as much of a modernization attempt as it was a revival attempt, and without further modification these are still very much the same sixty year old aircraft with much of the same problems.

* Unloaded
* CDM
* Torpedo
Inore (System)/Inore 2

**Inore 2**, commonly nicknamed **Brother Smog**, is a planet in the Inore System, being the second closest to the system's star. It is a desolate, lonely world on the surface, covered in a thick soupy atmosphere which reduces visibility severely in a grey smog. This would make sense, since while the atmospheric composition of the world is water and nitrogen, it is also a majority carbon dioxide. Additionally, it is tidally locked, leaving the sun side completely scorched and the dark side merely unlivably hot.

Beneath the crushing atmosphere is a scorched, grey surface, with odd mountains of sifting grey rocks that have been squashed. Between these mounds are ruins to an unknown culture, ruined skyscrapers poking from the ground, and hordes of half-rusted automatons which are invariably hostile to anyone who dares come near.

The surrounding asteroids of the planet, and its orbit, is home to a few souls. However, these souls belong to the **Order of the Hull**, a mysterious organization which for the most part controls the managed burn up of ships into Inore 1 and minor mining operations around their planet. Consisting of both Varadinians and Amestrians, the confidentiality of their clients is of the upmost importance, and nobody is allowed to enter the orbit of Inore 2 without their permission under threat of attack. Their leadership, as far as anyone knows, is an enigma.

### Vette Jousting

Every so often, televisions and virtual reality sets across the Inore system will flutter to life, and thousands upon thousands will tune in.

**Vette Jousting** as the Order of the Hull calls it, is an event where two soon-to-be decommissioned corvettes of low information risk are fitted with elongated hypersteel lances and rammed straight into each-other, safely away from Inore 2's orbit. It is a highly risky sport, yet one that relies on incredible skill in the heat of the moment; where do you aim, where will the opponent aim, what is your ship capable of, and other factors are all things in consideration.

These events are a large draw across the system, commonly called **Jousting Tournies**, and champions of them earn a great deal of fame throughout.
Intrigue

**Intrigue** is a reflex skill in Aoshtai Cogent which represents how good a character is at lying, skullduggery, and underhanded tactics. Intrigue most often comes into play when a character is attempting to lie to another character. Either the DM or the PC playing that character might question whether the character could pull off the lie, in which case a roll between the intriguer's Intrigue and the other character's Social Skills or Intrigue might be called.

Intrigue may also be a useful skill while attempting various underhanded actions without directly roleplaying them, in which case a 1d20+Intrigue might be called to determine how a character did at the task, following the d20 rules outlined in the roll system
Iridine Galactic Armaments

**Iridine Galactic Armaments** (**IGA**) is an Ecumene small arms and defense technology company, and one of the largest subsidiaries of GladreCorp through the **Gladrelix Defense Holdings** division.

IGA products see widespread civilian and military used in both the Ecumene and beyond, with the iconic *Handyray* being the preferred sidearm of most Ecumene peace officers, and the AutoMine being feared on battlefields across the galaxy.

## Operations

### Products

#### Sidearms

* IGA SDS.900 *Handyray* Photonic Pistol
* IGA PPS.1000 *Astropomp* Photonic Machine Pistol
* IGA SDS.1200 *Midas* Particle Pistol
* IGA CQO(S).640 *Pocketshot* Photonic Sidegun

#### Automatic Weapons

* IGA RHR.960 *Maxiray* Photonic Assault Rifle
* IGA RHR(S).970 *Subray* Photonic Carbine
* IGA TRS.540 *Superworth* Photonic LMG
* IGA DDS.5000 *Megaray* Photonic Machine Gun

#### Rifles

* IGA TH.990 *Neopomp* Photonic Rifle
* IGA TH.1000 *Vesper* Particle Sniper Rifle

#### Shotguns

* IGA CQO.640 Pump-Action Shotgun
* IGA CQO.660 *Metromax* Photonic Shotgun
* IGA CQO.410 *Wildershot* Double-Barrel Shotgun

#### Explosives

* IGA MTA.990 *Bloomington* Grenade Launcher

#### Combat drones

* IGA AutoMine
* IGA EyeSpy
* IGA FoeSlayer
* IGA Stardart
Hishmur

Hishmur is a planet of the Dumari System, located in the Aoshtai Galaxy, in the Telyar Sector of the Alaniae region. It is a world of the Pentarchy of Rhûinne, one of the five core founder worlds of that nation. It is located on the Path of the Coalition lane, where it is believed that humans arrived following some sort of war or conflict from the "southern or western" regions of the Galaxy.

The planet is known for being warm, savannah like and desertic, having numerous deserts, canyons savannah-like plains and rocky formations with sparse vegetation. However, it has an abundance of rivers, lakes and very salty seas. Hishmurians are known for being hard working and strong people, heavily militarized and prone to harsh discipline.

The total population of Hishmur is around 3 billion.
Kartes Grellti

Kartes GrelltiCogent Sheet
> "*The past is not a series of prior events. It is an idea that exists in the present. We call the objective study of this idea history if we study documents, archaeology if we study artefacts. The interpretation of this idea in search of meaning we call mythology. The use of this idea to justify present action we call propaganda.*"
>
> **- Rebels without Cause: Reformism in a Post-Ascendency World (19 NAC)**
>
>

**Dr. Kartes Grellti** is an Aratacian philosopher, historian, political advisor, author, and public intellectual. He is Professor Emeritus of the prestigious Royal University of New Aratacia, having worked and lectured at the institution for thirty years before his retirement in 15 NAC. Dr. Grellti is one of Aratacia's foremost intellectuals, and is well known for his work in political and moral philosophy. He is a strong advocate of internationalism and of Aratacian involvement in the GCTO; a position which puts him at odds with some of the more isolationist members of the Kilarist camp in the court and cabinet of the King.

Dr. Grellti has periodically advised both the present King of the Aratacians as well as his predecessor. His advisements on foreign policy are believed to have played a role in the partial shift away from political isolationism which had been the nation's mainstay throughout most of its modern history. Aside from his very public work as a royal courtier, it is believed that he has ties to Aratacia's foreign intelligence service, the Royal Aratacian Intelligence Service.

## Other Quotes

> "*States generally have limited resources, reach, and political franchise. All of these factors create circumstances in which a country must act in its own self-interest in a morally utilitarian manner. It is forced to do evil: act against the interests of other states, discriminate in favour of its own constituents, and leverage dubious claims of historical grievance to justify present misdeeds. A sufficiently large alliance of rich nations would have none of these problems. Provided the legal and financial power, such an alliance could act according to categorical morality: that which is good for everyone, for all time, not merely what is good for the most people of a given group.*"
>
> **- Aratacia and the Postwar Consensus (10 NAC)**
>
>

## Stats

* PROFILE
* RENOWN
* FINANCES

 ProfessorPublic IntellectualPolitical AdvisorIntriguer

INCOME/EXPENSES

𝔛0 quintillion
Inore (System)/Inore 6

**Inore 6**, also known as **Snowball**, is the 6th planet from the Inore system's star and is the first planet of the outer system. A moderately sized, geologically dead rocky planet, it has a freezing thin atmosphere which consists of Nitrogen 2 and Carbon Monoxide, making it invariably toxic and causing unconsciousness near instantly. It is lifeless, and covered in a mix of snow-covered plains and ice covered expanses, several mountain ranges dividing these areas. From the surface, the planet's large ring provides a stunning view, which brings in some travelers from elsewhere in the system.

There is a plethora of mining operations planetside, and on the lifeless asteroids and planetoids that orbit the world, being a mix of Kardara Authority and Amestrian outfits. Due to the size of Inore 6, compared to other planets with mining operations, the population density is extraordinarily low.

### Gallery

The surface of Inore 6.Inore 6A.Inore 6B.
Jockel Barr

> "*The owner, Jockel Barr, was a Merchant Marine old boy used to “saddling thoroughbreds,” choosing captains for his precious ships who were bold, took risks, and got shit done.*"
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**Jockel Barr** is a retired Karian Merchant Marine Commodore living on Altenmittlau, above Herrath, and the owner and operator of a small fleet of Merchant Marine ships, of which the *Lady Rosa*, captained by Alan Harkness.

## Stats

* PROFILE
* FINANCES

 Merchant Mariner

INCOME/EXPENSES

**3.23 -** +𝔛50 quintillion from job for the Aoshanti Republic
**3.23 -** -𝔛10 quintillion as pay to Alan Harkness

KARSTBANK

𝔛40 quintillion
Karstbank

The **Bank of Karstedt Corporation**, known simply as the **Karstbank**, is a public banking conglomerate assembled from lesser regional and municipal banks by the government of the Karian Star Republic immediately before the Second Concourse War. It is one of the highest-valued corporations of all time. The purpose of the Karstbank was, originally, to manage the enormous debt which the nation was expected to accrue during its war with the Ascendancy of the Broken Ring, and to stabilize the banking system under a single monolith conglomerate similar to the Karstedt International Astro-Shipping Organization, which was created during the same period.

The Karstbank became the primary lender to the Karian government during the wars and the primary intermediary marketing Karian government war bonds and securities to a patriotic public. The Karstbank emerged from the ordeal one of the largest and most trusted financial institutions in the entire Aegis cluster.

Despite talks of privatization and breaking up the Karstbank to effectuate a return to a market economy in the 10's NE, the Karian government opted to maintain the Corporation as it was. The Board of Directors of the Karstbank was directed by the government to enable its various subsidiaries to operate more freely in a commercial capacity, and the Karstbank itself was authorized to conduct business nationally and internationally. It was, however, required to maintain a large capital reserve for the government's exclusive use.
Hoaf/Cogent

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

#### Charge

 If you are within medium range of a target and no closer, you expend your action and a considerable amount of energy to rush over the distance separating you, building up momentum to strike. There must be open ground between you. They cannot evade you so long as they are on the ground. You spend your turn closing the distance, and on your next turn you can attack them if you so wish. Your momentum gives you a +2 to your next attack roll. This ability allows the character to overcome the effects of suppression, though the -2 malnus from it still applies.

#### Shove

 Force the target back 5 feet. Interrupts spellcasting. Requires a weapon the same length or longer than that of your opponent, or a shield.

#### Brace

 You expend your movement, your action, and a considerable amount of energy to brace yourself for an oncoming charge. You subtract 2 from their charge bonus. If you have a weapon which is the same length or longer than your charging opponent, you attack first when they close with you, regardless of your Reflex.

#### Flurry

 As your action, make your normal number of attacks plus one. These do not have to be the same target. Make all of these rolls with -2 to your attack dice.

#### Cleave

 As your action, you cleave with your melee weapon through two enemies, making a regular melee attack against both. You may spend energy to increase the number of enemies which you attack, spending 1 Energy per additional enemy.
Jabberwock

JabberwockCogent Sheet

> "*You wouldn't gun him down and end all this if you had the chance? Maybe you're the crazy one.*"
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> **- Attributed to Jabberwock, context unknown**
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**"Jabberwock"** is the alias of a Muaran Qoen criminal currently living in exile from the Ecumene. They are wanted for several counts of property damage, vandalism, breaking and entering, illegal possession of a photonic assault weapon, and various related crimes.

Speculated to be a former or rejected Gardener, Jabberwock primarily targets GladreCorp facilities and staff, using stealth technology and a well-acquainted knowledge of Ecumene security and surveillance systems to avoid capture. While their motives and ideology, if any, are unclear, their extreme actions against the megacorp have been cited as proto-revolutionary, and they have a minor following in some radical intellectual and Popularist circles.

## Stats

* PROFILE
* RENOWN
* FINANCES

 [REDACTED]

INCOME/EXPENSES

𝔛0 quintillion
Investigation

**Investigation** is a skill which can be used by a player to sniff out information. It can be deployed flexibly based on the situation, either within a scene or over an extended period of time.

In a scene, an investigation check can be used to find an object hidden using **Deception**, the CL being set by the other character's deception roll. It can also be used by the player to ask the DM what an experienced sleuth character might look for and try in a given situation, and the DM might answer with more or less information based on the investigation roll.

When used during downtime, investigation rolls can be used to obtain information about a target, with each investigation roll representing a certain amount of time (from hours to days, potentially even weeks) to obtain information from a target. What each investigation roll represents in terms of time will depend on the type of information the players are trying to seek out. What information is revealed based on the roll result will depend on how difficult the information is to attain. All of this must be worked out between the DM and the players.
Kat Thetoris

Kat T. Thetoris is a human Ecumene citizen hailing from an unclear past. She is almost always found accompanied by her romantic partner Sergia Thetoris, an android of similarly foggy origins. Naturally attracted to novel experiences and urban life, she makes a point of traveling often. Sometimes distressingly for her partner, this frequently leads her to interesting bars and other nightlife establishments, which she enjoys visiting, and has been known to get into fights in such places.

She was previously present at the Vigilian Games 23 NE, however has now returned to the Ecumene.

## History

Though bearing more information on record than her partner, Kat's history is something she tends to avoid getting into with anyone who may ask. She is evidently well learned and has a respectable employment record from some years ago, there is nonetheless a conspicuous gap she avoids talking about. If anything, she'll simply prefer to discuss more recent events in her life.

## Characteristics

### Personality

Overall, Kat is of a very outgoing nature. There is always a great deal of activities, plans and ideas running through her head, and she is generally inclined to try many things. Her passions tend to lead her, in particular her fascinations with advanced technologies drove her into her study of robotics and AI engineering. This tendency can of course give the impression of being unfocused or scatterbrained, though in truth there is a difference between the breadth of ideas she explores in her head alone, and those she properly acts upon. Her strong desire for travel and adventure is a topic she can often be somewhat vague about if asked, simply citing a need to live an exciting life.

### Beliefs

Kat is a nondenominational Rhyanist, and only modestly practices. Her belief is largely limited to the general notion of a Goddess Rhya, and largely considers her relationship to her to be a private affair. She is generally ambivalent to the variety of beliefs held across the galaxy, with exception given to those that compel their followers to domineering/violent action, such as Reformed Rhyanism.

### Capabilities/Skills

Kat is a well-learned engineer and mechanic, particularly in the field of robotics. This, of course, is very useful in her relationship with Sergia, wherein she assists her in routine maintenance and repairs to her body. Though her skillset is strongly inclined to the scholarly, she is nonetheless competent in the use of handguns and the longsword. Nonetheless, she defers most combat activities to her more able partner.

## Stats

* PROFILE
* RENOWN
* FINANCES
* POSSESSIONS
* REPUTATION
* EXPERIENCE

 Citizen

INCOME/EXPENSES

𝔛0 quintillion
Ifehda Taffreal

Ifehda TaffrealCogent Sheet
**Ifehda Taffreal** is a semi-independent Kylnrifter operative of the Seniborcian Merchant Component. Previously being an agent of a Kylnrift mining concern, as her migrant father was before her, her duties took her across the country and a little beyond; primarily running piracy interdiction alongside short route transport freighters and performing bandit ring surveillance.

Ultimately, an economic downturn for her employer led to the layoffs of both her father and herself, and a lack of job availability. With no familial outside support due to their clanless status, not knowing much else besides her craft, and experience with Hamerlan culture; Ifehda would press herself into the service of Seniborcia for remittence.

## Profile

Weight: ---
Eye Color:  **FIRE**

## Stats

* PROFILE
* RENOWN
* FINANCES

INCOME/EXPENSES

𝔛0 quintillion
Kharna Kamia

**Kharna Kamia** (Late High Tvolin: *"New Light"*) is a medium-sized city on Hypraxidonia, part of the Syndelia Ward and nestled along its coastal border with Veltoria. Originally established by Tvolin and Saviki settlers, its position beside a space tether has caused it to develop a large immigrant and diasporic population, including peoples from both in and out of the Ecumene.

The current population of Kharna Kamia is roughly 720,000.

## Real Estate

*Create your own! For prices and options, see: Properties*
Kharna Kamia's real estate market tends to be an even mix of apartment buildings and urban townhouses.

## Faction table

Certain activities may call for a faction encounter roll. Refer to the following table for encounters in Kharna Kamia:

 6-7
 8-12
 13-14
 15-16
 17-18
 19-20

## Travel

* SYNDELIA
* HYPRAXIDONIA

 Euphoria Hypermall | MagBoard
 Euphoria Hypermall | Car
 Euphoria Hypermall | Bullet train + walking

 Nuelita City | Bullet train
 Meosin Solyr | Skycraft
 Meosin Solyr | Bullet train
 Veltoria Line 89 | Bullet train + walking
Irgal Kisledrine

COMMON CHARACTER
Irgal Kisledrine
LEVEL 0

**Irgal Kisledrine**, better know in some circles as the **Hand of Iastora**, is an agent of several major Iphan enterprises, and a former student of the Order of the Scar. Trained from birth to serve the interests of her employers, Kisledrine's devotion and ruthless efficiency has earned her much respect. Still, her incessant machinations have at times made her as much of a nuisance as an asset, and in 23 NAC, she was encouraged to assist operations emerging in the Republic of Chaykorom, with hopes of isolating her from the politics of Tyros.

## Trivia

* This page's layout is based on works by Etzan and 9Eyes.
Inore (System)

The **Inore System** is the system orbiting the star **RS 8513-2690-7-747826**, being located in the middle of The Between, on the **Path of Kings Etherlane** in the Northern Concourse. Over millennia numerous races have tried their hand at having a permanent presence in the system, the most recent of which being Amestrian settlers who arrived several generations ago, setting up on the primary moon-world of Kardara.

This dominance however was disturbed during Varadinia's invasion of Amestria and their claimed worlds sometime during the Second Concourse War, and while Varadinia lost most of their gains, their claim held on Inore. Currently, nearly all civilization is focused on Kardara, which is divided between disparate quasi-Amestrian states/settlements and the Varadinian controlled Kardara Authority.

It is a major stopping point for freighter captains and other travelers moving on the Path of Kings either North or South, and as a result sees a lot of passers through, being overall an important junction. Additionally, it is about forty realspace days away, or one Etherspace day away from, the neighboring Radsa System which draws a fair bit of trade from it.

## Planetary Bodies

* 🪐⚠️**Inore 1**
* 🌑⚠️**Inore 2**
* 🪐 **Inore 3**
	+ 🌑⚠️ **Inore 3A**
* 🌑 **Inore 4**
* 🪐 **Inore 5**
	+ 🌑 **Inore 5A**
	+ 🌑 **Inore 5B**
	+ 🌑 **Inore 5C**
	+ 🌏 **Kardara**
* 🌑 **Inore 6**
	+ 🌑 **Inore 6A**
	+ 🌑 **Inore 6B**
* 🪐 **Inore 7**
	+ 🌑 **Inore 7A**
	+ 🌑 **Inore 7B**
	+ 🌑 **Inore 7C**
	+ 🌑 **Inore 7D**
	+ 🌑 **Inore 7E**
* 🌑⚠️ **Inore 8**
	+ 🌑 **Inore 8A**
	+ 🌑 **Inore 8B**
	+ 🌑 **Inore 8C**
* 🪐 **Inore 9**
	+ 🌑 **Inore 9A**
	+ 🌑 **Inore 9B**
	+ 🌑 **Inore 9C**
	+ 🌑 **Inore 9D**
	+ 🌑 **Inore 9E**
	+ 🌑 **Inore 9F**
* 🌑 **Inore 10**
	+ 🌑 **Inore 10A**

## Gallery

Map of the inner system.Map of the outer system.
House Nidonette

**House Nidonette** is a magnate house formed around four hundred years ago, when a family of minor nobility from Ashor immigrated after the last civil war in Tinor Imaat had devastated most of their holdings and rendered them outcasts. Using their remaining wealth, they established the **Nidonette-Merghax Conglomerate** *(now just the Nidonette Conglomerate)*, a merger and otherwise hostile takeover between their company and a failing Agatropian conglomerate in Anaxos.

The rise of the Braunech family and the subsequent Agatropian takeover of the three Anaxian provinces were a great boon for the Nidonettes, using their industrial know-how and existing connections to sign off on many profitable contracts in Anaxos, supplying them with industrial and mechanized equipment for the many extractive industries the Anaxian economy thrived off of. Recently, however, the Veneteshian takeover of Anaxos and the subsequent necessity to branch out beyond now-defunct Anaxian markets has forced the Nidonettes to liquidate a vast majority of their assets and drain their accounts to pay off their debts and loans which had been paid for during the Anaxian period.

Left with little financial backing and scorned by many for their implicit support of the Agatropian provinces by supplying their economic development, the Nidonette Conglomerate is in the midst of a massive rebranding and restructuring effort. With the advent of the KATC’s announcement, the leading magnate of the family, Cianter Nidonette, is likely seeking to involve himself with the project, seeing the Adresaan trade agreement as a potential avenue of renewal for his conglomerate- and likewise a familiarity with negotiating with Agatrops.
Redcap (Race)

A small ruddy haired race from The Land of the Second Morning, believed to be related to Goblins and Dundergall. They are known to dig small tunnels and live within them. Occasionally coming out to find small rodents or birds for prey. They make great allies to adventures and are fiercely loyal to their companions.

## Religion

The Redcap are known to worship a deity, referred to them as The Mountain Queen. Though this differs immensely to the deity of The Arghon. The Mountain Queen is believed, by the Redcap, to give them the physical strength to dig their tunnels and build their homes. It is common place in Redcap culture to thank The Mountain Queen before beginning to dig a tunnel.
Inore (System)/Inore 5

**Inore 5** is a gas giant which rests in the Inore System, and is the 5th farthest away from its star. It has several other moons, along with the moon of Kardara, which is the only inhabitable planet in the solar system. As a result, some of Kardara's importance has rubbed off on Inore 5, and in the gas giant's orbit there several smaller stations which either extract gas from the planet's atmosphere or hawk their goods and services towards passing freighters.

The planet's atmospheric composition is primarily Hydrogen 2 and Helium, it also is subject to extremely high winds, making gas extraction from its atmosphere fairly dangerous-- But well worth it to the spacers that call its orbit home.