recursal/Fanatic-Fandom huggingface dataset:
TARTIB ALMIKANIKA

The Tartib Almikanika (ترتيب الميكانيكا, or Order of Mechanics) is an organisation that originated on TATRANOPE and spread out across the entire sub-sector. Taking the Islamic belief that the truths of the universe must be found in science and running with it, the Tartib Almikanika are an organisation that are among the premier mechanics and rocket scientists in the universe, taking a literal religious approach to their craft.

While members of the organisation seem isolationist and aloof from the rest of the population, this is due to several quirks of their faith; while in public, all members wear robes with in-built impact and heat resistance, noise cancelling ear protectors and comms units so they can communicate with each other, but this has the side effect of making communication with the outside world vastly harder. Anyone who manages to hire their services or gains their trust will gain access to their comm codes and maybe get taught the secrets of interstellar engineering.
DRUXETANIA

### Starport

B (Good, 1500Cr Berth, Refined Fuel, Repairs, Space Craft Shipyard) Naval Base, Scout Base, TAS Hostel

## BACKGROUND

Druxetania is a blasted, lifeless hellscape of boiling acid rain, dust storms that can strip creatures to their constituent atoms in minutes. If it wasn't for the vast riches in rare elements OBERTECH INTERSTELLAR can strip from the surface, it's likely it would be uninhabited to the present day.

To keep the population safe, they live on twelve orbital stations, high above the atmosphere. All twelve are run by the same AI that maintains all supply limits and attend to the populations' every need, which leads to a considerably less oppressive atmosphere than on OBERON itself. As a result, Druxetanians have more free time than most OberTech employees and have a thriving industry in sports (most of which involve violence and mining equipment) and ferrying groups of rich tourists to the planets' surface for extreme survival vacations.

## GOVERNMENT AND FACTIONS

Druxetanis is run by an experimental AI known as O.D.I., the OberTech Directive Intelligence. It has been programmed to be just and fair, and is highly efficient at its' job. Not inkeeping with the more traditional elements of the company, O.D.I. doesn't punish failure but gets more results due to consistently high morale among the population.

While Druxetania is fairly free, justice is dispensed by a group known as THE JACKALS, a group of enforcers who are closer to the original tenets of OberTech. Equipped with high tech weapons and utilising the finest surveillance devices OberTech have invented, the Jackals are almost as terrifying as the planet's surface itself.

Rumoured to be operating from bunkers under the planet's surface, THE VOID BASTARDS are a mysterious group of pirates that operate in the sector and generally make life miserable for OberTech shipping in the local area and beyond. It's unknown where they keep their ships or how O.D.I. seemingly can't detect their movements until after they hit...

Representing the elites of Druxetanian society, THE CABAL is committed to making life easier for it's members, even at the cost of their fellow man. They have their hands in every part of the running of the twelve stations, and it's rumoured that they are attempting to reprogram O.D.I., but this has not, and possibly cannot, be proven.

## LEGAL NOTES

As a mining colony that is under constant threat of pirate raids, it is not uncommon to see weapons and armour among the general population, but this only extends to OberTech employees. Non-employees are prohibited from carrying weapons but can get special dispensations from O.D.I. if they have a reference from an OberTech executive.

On top of this, non-employees have almost no legal protections on Druxetania, with O.D.I. barely recognising their existence. It has been proven on several occasions that crimes up to and including murder can be excused if the victim was not an OberTech employee and the perpetrator can put together even a slightly effective defence.

## PEOPLE

XUROK GAN - TAS hostel manager.

ZENIA TRASK - SCOUT SERVICES liaison.
CHARVIS

## BACKGROUND

Even a decade ago, Charvis was an ocean world that supplied a large amount of food and water to systems within parsecs. This all changed almost overnight as a mistake in a laboratory resulted in fast-growing coral being allowed into the oceans and, within days, it had grown out of control so rapidly that the population didn't have time to react; the atmosphere was ruined and the oceans almost entirely evaporated. The population couldn't even evacuate fast enough; the planet is littered with ruined ships and dead bodies, still preserved as the atmosphere rapidly depressurised.

Now, Charvis is a planetwide forest of dead coral and ruined boats and ships, blackened and frozen by the vacuum. The only life is a small number of resident Charveans who managed to survive in the remnants of a hermetically sealed submarine that has been repurposed as a salvage base.

## GOVERNMENT AND FACTIONS

There is no true government or laws on Charvis, just the crew of the submarine. About the only real issues they have are with people who waste water - the surrounding area is dotted with the decompressed bodies of those who even spilled liquid, let alone wasted it knowingly.

The majority of the crew are members of THE SCRAPPERS, who move from wreckage to wreckage turning it into usable salvage to both expand and trade with the few merchants that still come to Charvis.

Staying at home, however, THE SPACERS have taken some excess wreckage to make a small but serviceable spaceport and are maintaining a signal to encourage business with the wider world. While it is definitely a dead world, it is an excellent place to trade basic foods and water to get high end salvage.

## LEGAL NOTES

The crew of the submarine allow almost anything from toting laser cannons to running drugs through their station. As long as you do not harm the crew, the only thing they truly care about is wasting water, a crime which will result in immediately being thrown out an airlock with no vacc suit.
KEIFER GARDNER

Growing up among the Porters of THAXO, Gardner lived in a world of passing scientists, soldiers and technicians, learning what he could from those who would indulge his relentless curiosity. He quickly learned that having a detached and logical viewpoint gained the best results, and takes this thought process to his daily life.

While he has no formal training, a life of learning from dozens of scientists have given him a good working knowledge of medicine, electronics, mechanical engineering and astrogation, and was hired by REGGIE LOVE to essentially keep the ship running, a task he manages with an excellent efficiency.
EILROK KAH

Eilrok Kah was born into the nuclear chaos of DRUDUBOS, but escaped by joining with the FVP at the age of 14 and enjoying the life of a mercenary for almost fifteen years before returning to his homeworld to try to save as many of his homeworlders as possible, signing up with the Red Scar Clan and setting up defences for the bunkers.

He has spent the last two decades in constant warfare, and is one of the most experienced soldiers in the sector.
WIRRID

Nobody quite knows where Wirrids came from initially, but they can now be found infesting the scrapyards and space stations of the galaxy. Starting approximately the size of a small rodent, a Wirrid slowly strips metal from the nearby area and uses a viscous, oil-like substance to melt it and integrate the remnants to it's body until it can be the size of a small truck.

While infestations of Wirrids are wiped out with extreme prejudice on most civilised worlds, some cultures actively farm them to obtain a supply of their oils to create an acid that can be used to break down metals, and some of the more technologically intolerant groups of the galaxy have turned them into a weapon of war. This is not without merit; Wirrids are some of the few creatures that have a natural ranged attack, with them able to emit a bolt of static electricity that can hit as hard as a laser pistol if allowed enough time to charge.
DAMARI GARNER

From the time he came out of his vat, Damari Garner set himself to leading the Merahs on DRETH, becoming an expert trader and warlord by the age of 6 (which is approximately twenty if allowed to grow naturally), taking full control by 10. He is highly driven, intelligent and physically powerful and his biggest claim to fame is that he has created a serum that can hold back the rapid aging of the Drethian vat growning procedures and, if it works and his team can synthesise enough of it, he may get an horde of warriors to destroy all his enemies.

Garner is a giant of a man who wants to achieve dominance through a combination of science and sheer physical violence. While he is educated, he applies his knowledge entirely to asserting his command over his faction and anyone else he can take under his ever-expanding shadow.
PARKER FOXWELL

The best son money can buy, Parker Foxwell is the end result of JASPER FOXWELL's manipulation, money and status; a genetically modified career politician with a lifetime of military and political training. Brutally ruthless, highly intelligent and stunningly beautiful, Parker Foxwell is popular, powerful and deadly.

While technically not in charge at TRUEVISION, Parker already acts like he owns the place. It is rumoured that his father is gearing up to step down and at that point there will be nothing to stand in his way.
RAZORWING

Tiny flying vermin, Razorwings show up absolutely everywhere and nobody knows quite why. While they are not dangerous individually, they swarm prey in huge numbers and use this advantage to take down much more dangerous prey, up to and including armed sapients. Nothing seems to deter them and they will swarm through deadly conditions once they begin an attack - the only thing that stops a swarm is wiping out every last member, although their lack of self preservation makes this easy if you know what you're getting into.

Genuinely dangerous, most populated worlds have a standing pest control service dedicated to hunting down hives before they become true threats to the general populace. Still, no matter how many are killed, there always seems to be more...
ABOS

## BACKGROUND

Abos was the site of a research station for FOEDERATIO EUROPA before the fall, attempting to work out how to terraform such a dangerous atmosphere into something humans can inhabit. After the Collapse, Abos became more of a general scientific hub, populated by disparate groups of scientists working on multiple projects at the same time. While they were effective, their lack of direction meant that they didn't really result in anything truly world changing in almost 250 years.

This was, however, until 2390. Ten years ago OBERTECH INTERSTELLAR attempted to peacefully integrate the population of Abos into their "family", but the ruling council of scientists refused. Within a month, OberTech forces had made planetfall and a full invasion was undertaken, and within weeks the planet had been taken over. It's rumoured that as a punishment for defying the company, the council of scientists have been reduced to exploiting the natural resources of their planet to ship to Oberon for experiments they no longer get to do...

## GOVERNMENT AND FACTIONS

Abos is controlled by the OberTech SECURITY COUNCIL, a group which has no head nor time for science, and is perfectly happy forcing some of this generations' greatest inventors to mining their own planet.

Backing her and the OberTech military up is a FVP pack named the THE WARGS, who are renowned for their brutality. Stockmann sends them out against scientists who refuse to work, and they always make a terrifying example.

Standing against them, the COUNCIL OF SCIENTISTS still exists in secret, attempting to formulate a resistance even as they make overtures of loyalty to OberTech. They don't have a figurehead by design, attempting to present themselves as an ideal, rather than actual people, but they'll still take support in terms of materiel or mercenaries to actually free the planet.

## LEGAL NOTES

As a world still under military occupation, all weapons and armour are banned without express permission of the Security Council or OberTech itself. The license will be checked at every checkpoint by law.

Communications offworld are heavily monitored, and many incoming transmissions are heavily censored by the Security Council.

## PEOPLE

MARNI STOCKMANN - The Commander of the Security Council with a reputation for brutality and using overwhelming force against civilians.

OLRAT SUM - SCOUT SERVICES liaison on Abos Starport.
TATRANOPE REPUBLIC COUNCIL (TRC)

The TRC is a coalition of representatives of the city-bunkers of Tatranope. While they tend towards peaceful and progressive, they are not without their violent side and have had moments in their history where they are closed off, bordering on outright xenophobic. Unlike most other factions of the CERBERUS SUB-SECTOR, the TRC is constantly changing for better or worse, and most other factions are kept on their toes every ten years when the representatives change.

## SYSTEMS

The homeworld and namesake of the coalition, TATRANOPE is a desert planet with multiple city-bunkers that hold hundreds of thousands of citizens. Heavily religious, Tatranope's politics are as much spiritual as temporal.

The dark side of Tatranope, THITURN is a penal colony that has been operating so long that the population is mostly the descendants of the original "colonists" rather than dangerous criminals, but Tatranope's military is still keeping the planet quarantined, and the Council still occasionally send more dangerous individuals there.

## MILITARY

The TRC's military is known as The Guardians and are recruited from among the regular law enforcement officers of the city-bunkers. They are almost universally equipped with TL9 Flak Shells purchased from OBERTECH INTERSTELLAR's surplus and TL6 Autorifles that make them considerably better equipped than the civilians they defend, but oddly underequipped on the galactic stage. They make up for this with an almost perfect knowledge of the planets they defend, a surprisingly sophisticated intelligence network and the backup of a large number of local law enforcement units that are less armed but equally motivated.

The TRC fleet, on the other hand, is exactly twenty six ships, one for each city-bunker. They are huge, slow and well armed and armoured, closer to mobile space stations than actual spacefaring ships; constructions that are clearly and purely for defence, rather than offence.

## PEOPLE

CHRISTOPH SILVA - Governor of Thiturn.

NELROK PRUS - The general of the TRC's armoured forces.
STEVE TARKESIAN

A friendly and easy going fisherman on KIRATA, Steve Tarkesian can either be found working on The Narwhal, a fish trawler, or pretending he is a pirate to prank tourists and newcomers to the planet. Balanced out by his best friend FRANK HEWITT, the pair enjoy spending time talking with passers by.

In his spare time, Steve collects and plays COMBAT CRITTERS, and fancies himself an excellent player. He openly wants to go to OBERON to compete in a grand tournament and prove that he is the best in the sector.
NICOLA RANSOM

Corporate through and through, Nicola Ransom was born and raised in the environment on SOIHIRI and in steeped in their culture of improvement and capitalism. While most TAS managers keep their hostels fairly regimented, Ransom allows her staff to try new initiatives to improve productivity and morale, making her incredibly popular.

Bubbly, friendly and almost psychopathically happy at all times, Ransom appears as every part the corporate saleswoman. She knows her stuff, however, and her hostel is always highly rated on the TAS rankings.
ZAUTHEA

### Starport

C (Routine, 200Cr Berth, Unrefined Fuel, Repairs, Small Craft Shipyard) TAS Hostel

## BACKGROUND

For centuries, Zauthea was a pacifist community that produced food that was sent to multiple nearby sectors, maintaining a neutral stance that protected it from attack even as the worlds around them fell into conflicts. They were open to outside influences and became a true cultural melting pot from every system within multiple parsecs. This idyllic lifestyle was shattered, however, when GONDARS, CYPSO, IDONE and CHARVIS collapsed within several years of each other, leaving Zauthea vulnerable, a fact that ZITER took advantage of rapidly.

Multiple Crusader Gangs took it upon themselves to assault the planet's starport and claim it in the name of THE COLLECTIVE, using the food produced to send to Ziter and SICRITURN. While the takeover was (relatively) violent, they have worked hard to keep Zauthea from multiple raider and pirate groups and are slowly winning over the Zautheans to The Collective and gang rule.

## GOVERNMENT AND FACTIONS

Zauthea has historically always been controlled by a council of farmers that was formed of whoever was available when a decision needed to be made and then sent messages out to give what the majority's decision was. While an alliance of multiple Zitern gangs led by The Vipers, The Lost and The Fiends have invaded and taken over, life continues much as normal, with the only real change being where excess food is sent and the rewards gained.

The occupying force is still not exactly universally beloved, of course. They are opposed by a group of farmers and smuggled mercenaries that call themselves THE BARNBURNERS. Armed with The Collectives' own weapons smuggled in from RIDRADE by the CRIMSON DRAKES criminal syndicate, The Barnburners hit Crusader Gang outposts, burn food shipments going offworld and generally try to make life as hard as possible for the occupiers.

## LEGAL NOTES

Both the Council and the Zitern Gangs enforce a limited form of law, but their time is mostly taken up fighting against the Barnburners and roving pirates. As long as you don't cause too much trouble, you can get away with almost anything on Zauthea.
WALTER CLICK

Walter Click has been the head scientist on GOSIDES station for decades, far longer than most people have been stationed there. While it is mostly a mining colony, Click contends that as it is a former Ancients planet that has been destroyed, it could be so much more. His superiors on OBERON constantly decline his requests for more support, content to simply strip the asteroid field of everything valuable.

Click is ornery, cantankerous and hard to be around, but he genuinely cares about science and has retained a childlike curiosity about the Ancients. If you can handle hearing his extended lectures, you may learn a decent amount about alien technology.
GHA'SAAN

Sent to BINDA by SCOUT SERVICES, Gha'Saan is uniquely set up to be the liaison on a world divided by The Divinians as one of the few Bwap members of the organisation. As a nonbinary race, they are able to interact with everyone on the planet directly and is able to fulfil their needs without having to go through intermediaries.

Small, visibly weak and usually comically underarmed, Gha'Saan doesn't seem to be an obvious adventurer, but they make up for this by being a meticulous planner, highly intelligent and totally determined. Recovering from losing an arm on a mission, they have turned their talents to coordinating other Scouts, but this is a very good fit for their abilities.
JULES BRYANT

Jules Bryant is one of The Compound's finest kineticists, and one of the greatest warriors on IDONE. He is perpetually calm, level headed and thoughtful, even when in the depths of combat with raiders that believe the pacifist planet is easy pickings.

For people who come in peace, Bryant is willing and able to teach people to attempt to unlock their psionic potential, but the training is expensive, long, hard and almost comically unlikely to work. Still, he is open to teach any who are willing to try.
BRICHI

## BACKGROUND

Nobody should live on Brichi. The air and water is acidic to the point of eating through vacc suits in a matter of hours and a ship's hull in a day, there is no workable minerals or any reason to be there... Except that the atmosphere can cause extreme hallicinations if breathed in small doses. While scientists will swear that it's just a balance of chemicals, many cults claim these are the visions of the gods themselves and will interpret them.

These cults spend most of their time on the orbital starport, sending volunteers down to the surface in reinforced shuttles where they will cycle the airlocks and just breathe in the vapours. Many die during this, but there is always a steady stream of volunteers, and keeping the survivors alive has resulted in Brichi's healthcare being some of the best in the subsector.

## GOVERNMENT AND FACTIONS

Brichi is run by a council formed of representatives of every cult on the station. As a result, very little actually gets done and there's lots of loud angry shouting. Some enterprising Brichians have been known to sell their seats on the council as a form of performance art.

The most influential cult on the station, the VISIONARIES have perfected airlock cycling to a fine art, able to time it to get flawless and almost entirely safe visions. The Visionaries get multiple volunteers per trip and use these visions to guide themselves and the station as a whole.

Representative of a small but ever-present group of "cults", the EMPIRICISTS combine faith and science, trying to determine what chemicals in the atmosphere create which hallucinations, both for themselves and to sell offworld.

Lastly, the DREAMWALKERS are a cult that works in the shadows, even by the standards of the secretive and labyrinthine cults of Brichi station. They have openly stated that their plans are to smuggle samples of the atmosphere onto the station, or even beyond. If they succeed, they could cause irreparable damage to the atompshere processors of several stations and cause the deaths of thousands, if not millions, of people.

## LEGAL NOTES

While it seems like Brichi is a lawless wasteland inhabited by cults that are perfectly happy murdering each other, the station and planet below has a small but very specific set of laws to prevent mass damage to the station and population at large. Any gun capable of semi- or full-auto fire is strictly banned under pain of death, and the council do everything they can to enforce these restrictions.

Further to this, smuggling the atmosphere offworld is prohibited, both on grounds of religion, that the atmosphere grants visions and must be protected, and pragmatism, that it may be used as a weapon of mass destruction in other systems.

Brichi's law has exactly one punishment for every crime from petty theft to mass murder; exile to the planet's surface. Always a death sentence, it is hoped that the wild hallucinations will bring spiritual enlightenment before they are dissolved into the very atmosphere that kills them.
TIANGUO

The Tianguo (天國, or Republic of Heaven) was the most unified Stellar Empire to emerge from the Exodus of 2050, having originated from a union of China subsuming everything from India to Japan and relocating the most educated and influential members of the new societies to a series of systems discovered even as the ark ships were being constructed. Moving as a group for as long as possible, the ark ships kept in communication and had interstellar courier networks worked out before the colonies had even landed; it is thought that the Tianguo had created the J3-Drive before they'd even made planetfall, allowing their colonies to support each other far better and future expansion far more efficient.

This was not enough, however, and by 2230 the Tianguo was on the brink of collapse as early confidence had spurred it to spread itself too thin and several wars against other alien species that they had attempted to forcefully integrate rather than work with had taken their toll on the empire as a whole. While it collapsed like all other stellar empires, their rapid expansion means that Mandarin, Japanese and Hindi are spoken anywhere humanity can be found.
TYLER-JAMES MCNEIL

Tyler-James McNeil is a lawyer on TATRANOPE who specialises in defending interplanetary criminals, and has an excellent success record. He is known to have contacts with multiple criminal and "less than ethical" legal organisations, and is practically the sole counsel for Travellers in the sub-sector.

McNeil is not an immoral man. For that to be true, he would have to have a concept of morals in the first place. He doesn't even care about the vast amounts of money he makes in his job (although it does help), he cares only about winning cases and proving that he is smarter than his peers.
ISK'THOL

Isk'Thol gew up fascinated by psionics and, at the age of eighteen, they signed up with SCOUT SERVICES to see the galaxy and find them in the wild. After over a decade of exploring the sub-sector, they settled down on IDONE as a liaison and to research the Mentalists compound. While they're more comfortable at the helm of a scout ship, they're also very happy where they are.

Isk'Thol has travelled the galaxy and knows their stuff, making them a valuable resource for anyone who finds themselves on Idone if you have questions about the galaxy.
SHARKMITE

Burrowing insects the size of a dog, Sharkmites were part of the PMИ's plan to stripmine planets. Packs of trained Sharkmites were set loose near a seam of valuable metals where they would burrow through the ground, eat their way through the metal and return to... Deposit their findings at a mining ranch.

After the Fall, packs of Sharkmites have gone feral and become a threat across the galaxy. Even to this day, every so often a prospector will have a "great" plan to domesticate Sharkmites before they break their training and spread to a new planet, repeating the cycle again.
DANTE PITT

A former accountant at the Hope Floats Casino on BEUYAMA, Pitt lost his hands on the order of TIMARA MORGAN after his perceived negligence cost her casino almost two billion credits. He still proclaims his innocence, and that he was psionically mind controlled into opening the vaults for attackers whose faces he cannot remember.

Essentially blacklisted from almost all employment on the station, Pitt began work as a private investigator, getting a few small jobs at first but slowly proving that behind his meathead exterior, he had a knack for finding clues and putting evidence together. He's by no means the best known PI on the station, but he's got a reputation for getting the job done.
HASSAN MASLANI

Hassan Maslani survived a war that almost destroyed his planet and swore that he would never let it happen again. He began THE COLLECTIVE as a child to convince others to work together to rebuild and found almost universal support. While he is almost ninety years old, he appears to still be in his twenties and is as bright as he has ever been, leading many to believe that he is on quite powerful anagathic anti-aging drugs.

Maslani is calm, composed and friendly whether he is talking with allies or negotiating with his enemies. His enemies believe he is hiding something, but nothing has ever been found.
ULA'KROT

Ula'Krot was born and raised on THAXO, but has lived outside of the society at large for almost as long as they could talk. While the Remnants and Porters try to make life as hard as possible for outsiders, Ula'Krot wants to encourage outsiders to come to the planet in an attempt to get trade and resources into the area, especially as OBERTECH INTERSTELLAR seems to be more interested in using it as a dumping ground for failed experiments than actually rebuilding it.

While they want and, indeed, needs help, Ula'Krot has been burned before and is more hesitant to trust outsiders than they'd care to admit. They will give contracts as normal, but people who want to help will have to prove themselves before they are trusted.
OSA'RIIT

Osa'Riit just likes shiny things, plain and simple. They got into trading to get new and increased numbers of shiny things and, if they could, they would spend their lives napping with their partners on top of a pile of their shiny things like a dragon. In the meantime, they have set up on TATRANOPE's starport and have a line in trading everything a starship crew may need, from weapons to entertainment to binge while in J-Space.

While they tend to come off as a bit flighty and distracted, Osa'Riit is a consummate salesman who can make a fair profit on most things. The main difference between them and most traders in the galaxy is simple; they are motivated by credits, while Osa'Riit is motivated by the shiny things they can buy with the profits.
OLRAT SUM

Since she was a little girl, Olrat Sum wanted to be a scientist like her mother. Due to her entirely controlled upbringing on BAPRA however, she was trained in marksmanship and security and expected to be part of planet security for her entire life. Although she tried, she just could not find happiness in her role and became one of the few people to break from her programming and leave, joining SCOUT SERVICES to gain more knowledge.

Finding some old records of ABOS, Sum found a place that could aid her desire for scientific knowledge and applied to set up a Scout Services base in the system. Arriving to find it under OBERTECH INTERSTELLAR control, she proceeded to set up her base as directed and take and assign contracts, but the rumour is that she is aiding the Council of Scientists under the table.
TRAVELLER'S AID SOCIETY (TAS)

A corporate members' only club for adventurers and high-end ship crews, the TAS can be found in most starports of a certain level (and class). While membership is exclusive to the tune of a million credits, it gives access to food, lodgings, medical care and supplies of a frequently far higher tech level (usually around 12) than the planet or even starport itself for members and anyone they vouch for, although paid members will get priority. Enterprising captains can also find high end and very wealthy passengers in TAS Hostels, but you definitely run the risk of them being as high maintenance as they are high paying...

## PEOPLE

BIS'LASK - Hostel manager on BAPRA.

GORLA ROZ - Hostel manager on CHALLUEVIS.

HESTIA LANTOS - Hostel manager on GONDARS.

IRASAAR - Hostel manager on BEUYAMA.

NICOLA RANSOM - Hostel manager on SOIHIRI.

QUENTIN FAHY - Hostel manager on OBERON.

SIMEON GRANDE - Hostel manager on ZAUTHEA.

VULHUAR - Hostel manager on BRERON.

XUROK GAN - Hostel manager on DRUXETANIA.
WRAITH

For almost two decades, Wraith has wandered the Cerberus Sub-Sector performing whatever jobs pay best. Rumoured to be former TRC special forces, Wraith is cold, calculating and utterly amoral and has killed civilians, committed acts of terrorism and has gigantic bounties in every known civilisation within 10 parsecs.

Despite all of this, he's survived for many years on his own, with a growing collection of cybernetic replacements showing just how many times he's had to fight for his life.
REGGIE LOVE

Born to a poor family on CHYKE, Love dreamed of bigger things and signed on with a ship at the age of eighteen to see the stars and make his fortune. Over almost two decades, he has fought, swindled and stolen his way to the command of his own ship, the SPITEFUL OWL. Now he's at the top, he has assembled his own crew and has started the job of actually enjoying his life.

A loud, brash womaniser who does everything set to eleven, Reggie Love is exactly the kind of person who would get a TV show made about him, and when CSP approached him he jumped at the chance.
MUHAMMED DUVALL

The admiral of OBERTECH INTERSTELLAR's fleet, Muhammed Duvall is borderline obsessed with logistics and spends upwards of 12 hours a day ensuring his ships are fuelled and supported across the sector. A genius when it comes to space combat, it is claimed that he has never lost an engagement although this may be an Obertech ad more than the actual truth.

A rare member in the higher ranks of Obertech, Duvall is personable, open and friendly as long as you do not openly oppose his fleet or his company. Even then, he relies on his reputation to try to de-escalate conflicts and allow for surrender as much as possible, but do not mistake his genial outlook for pacifism.
ZES'KHA

A young, headstrong Bwap, Zes'kha has taken it upon themselves to defend the outcasts and refugees that are fleeing OBERTECH INTERSTELLAR's aggressive corporate expansion. While he tries to keep things peaceful, he's not above leading raids on ships to get new supplies before running back and hiding in the asteroid field that makes up GOSIDES.
HUMANITY

When humanity left a dying Earth in 2050, they expected to find a galaxy full of life that they would have to fit into but instead, they found... Nothing. While there were sophont races on other planets and evidence that there had been empires millennia ago, they appeared to be the first race in thousands of years to develop the Jump Drive and explore other systems. Split into three Stellar Empires based on the old nations of Earth, they spent the next 250 years spreading across a huge section of space, uplifting multiple species to interstellar travel and terraforming tens of thousands of planets.

In 2300, after the last of the Stellar Empires fell, humanity began fighting amongst itself in bloody wars that split the galaxy apart into thousands of tiny civilisations and took down all their uplifted allies with them. Now, planets they live on can be anything from primordial death worlds where they are little more than cavemen to utopian megalopolises where science is nearly indistinguishable from magic. In all cases, the central theme of all human-led civilisations is expansion, from military to scientific to even economic.

Human names tend to be a given name followed by a traditional family name but, after meeting other species, many humans have taken up naming conventions of other sophont races. While given names can have meaning, they can also be nonsense sounds or just random nouns, and they can be changed throughout life. They also take on many nicknames over their lives, some chosen themselves and some given by others.

FOEDERATIO EUROPA - The old Stellar Empire based around the remnants of the EU, the Americas and parts of Africa.

RUSSIAN INTERSTELLAR EMPIRE (PMИ) - An old Stellar Empire from Russia, northern Asia and parts of Africa.

TIANGUO - The third Stellar Empire comprised of China and the rest of southern Asia.
K'KREE

Giant blue-purple quadropedal aliens, the K'Kree look similar to the centaur of ancient Earth myth. Descended from timid herd-based herbivores, the K'Kree have kept their instincts from before they achieved sapience and still fear all carnivorous or omniverous predators to the point that they used their newfound technological superiority to wipe them out. When human explorers from TIANGUO found them, the landing party was slaughtered upon determining they were omnivorous and their ship's jump drive reverse-engineered. By the time more humans came to find out what happened to the last group of explorers, the K'Kree had set up their own small independent stellar empire based on annihilating all predators on every new planet.

Now that some time has passed and the Stellar Empires have fallen, Human-K'Kree relations have improved slightly as some herds of K'Kree have made contact and begun tense but peaceful diplomatic relationships, but most still start all encounters with violence in their crusade to "pacify" all predators in the galaxy - even the diplomatic options come from the fact that they can't wipe out every predator at once. Their homeworld of Kirur is a planet-wide savannah of peaceful grazing herds kept in check by genetic manipulation and constant surveillance to ensure the civilians' safety.

K'Kree names are in three parts, a herd name, a given name and a chosen name when a K'Kree reaches adulthood. While the first two are highly ritualised depending on everything from geographical area to the herd, chosen names can be anything the newly adult K'Kree desires, and the pick is seen by older and more traditionalist members of the herd as an omen of what their life will be like. Shul-Brek-Khol may be considered good and sensible by his herd, but a K'Kree that has spent a lot of time consuming VARGYR culture and ends up with a name like Roch-Maht-Bahrat may be treated as more flighty and unreliable, even if they have proven themselves intelligent and dependable.
FRANK HEWITT

Hard working and diligent, Frank is the mechanic on the KIRATA fishing vessel The Narwhal and best friend to STEVE TARKESIAN. While on the ship he is all business, but while on shore leave he spends his time with Steve meeting new people and introducing people to the mad life of the sea.

Having grown up on CHYKE, Frank values his privacy and solitude and actively enjoys being out at sea with nothing around him. It is an open fact that he suffers from claustrophobia and his crewmates make sure there is always a route to open sky for him.
TIMARA MORGAN

One of the leaders of BEUYAMA's Protector's Guild, Timara Morgan is responsible for some of the most heinous crimes ever seen in the sub-sector.

While she is focused on keeping herself in wealth and power, she has taken it upon herself to directly oppose the CRIMSON DRAKES, which is a secret war she is prosecuting with extreme violence.
OMEDIA

The entertainment branch of OBERTECH INTERSTELLAR, Omedia produces video shows, films, music and games at a prodigious rate. As opposed to their main competitor, CSP, Omedia tends to rely on focus groups and AIs to create the "perfect" entertainment. While this has led to accusations of the entertainment being sterile, very few people can argue with the mass market appeal they seem to have.

## PRODUCTS

COMBAT CRITTERS - Although very simple, Combat Critters has an addictive collection aspect and it's ease has allowed children and adults to compete on an even footing, with the only advantage being cost - more monsters means a more customised line up, and each randomly determined creature is only another 10 credits.

HOLODRAMATICA - A singer with a gimmick of being a hologram. She has released an album every six months for the past eight years like clockwork.

Time for Change - A documentary series about efforts of more advanced civilisations to uplift more "primitive" ones. Centred around Obertech's efforts, but also has a few token mentions of other groups to show some balance.
TATRANOPE FRIED CHICKEN

A chain that originated on TATRANOPE, Tatranope Fried Chicken (TFC) is based around pre-Fall Terran foods created from the genetic stock of animals cloned from an ancient FOEDERATIO EUROPA ark ship. While these animals are now being bred naturally, the TFC offices in CITY ONE are rumoured to hold a stock of the genetic material of dozens, if not hundreds, of ancient Terran animals.

As well as the traditional fast food restaurants that many chains operate, TFC has a side venture in running a series of mobile food trucks and stands that can be sent to events, parties and anywhere that the owners feel they can turn a profit.
STONEBACK

A huge, furred herbivore with chitinous growths on it's back that resemble stone (hence the name), stonebacks are gentle giants that just want to graze in peace but, due to their naturally tough hides, thick fur and trusting natures, they are frequently poached by criminal organisations to farm for parts and has driven them dangerously close to extinction. Due to this, a section of LONUS has been set aside to keep as many safe as possible, but the demand for them is so high that the Wardens can't keep them all safe.
Faith

*This feature is Work In Progress (WIP). It is not fully programmed and might not work as intended yet .*

*This article is a stub. You can help The Binding of Isaac: IPECAC Wiki by expanding it.*

Faith is a new stat added by the IPECAC Community Mod. It affects some gameplay aspects and is represented by a halo. Most of its interactions are also affected by the stat *Evil*, in a way that high faith reduces the effects of evil and vice-versa.

## Faith-modifying actions

In addition to items, certain actions in-game also affect the value of your faith status. Those are listed below.

* Donating to a Blood Donation machine has a X% chance of increase your faith by 0.1 on each donation.
	+ If the machine explodes for any reason, the faith gained through that machine is lost, but if it explodes due to you using it you do NOT loose the Faith.
* Donating to a Beggar has a X% chance of increasing your Faith.
	+ If the beggar pays off with a pickup or item, it increases your Faith by 0.1.
	+ If the beggar pays off with an item and leaves, it increases your Faith by an additional 0.2
* Filling up a sacred heart gives you 0.7 Faith

## Character Modifiers

The base stat and multiplier for faith vary between characters. They are as following:

* Isaac, Cain, Eve, Samson, Azazel, Lazarus, Eden, The Forgotten, Lillith: +0(\*1) Faith
* Magdalene: +0.25(\*1) Faith
* Judas: -1(0.5\*) Faith
* ???: 0.75(\*1) Faith
* Apollyon: -0.25(\*x) Faith
* Moses: +1(\*1.5) Faith
* The Lost +1.13(\*1) Faith

## Items that affect faith

### Active Item

 Crack the Sky
 Eden's Soul
 The Bible

### Trinkets

 Maggy's Faith
 Rosary Bead
 Wooden Cross
PSE'ISKE

Pse'Iske grew up under watch of TRUEVISION on CHYKE, and found themselves working in the same system, responsible for keeping the next generation as safe as they felt.

While they have no real power, they are idealistic and helpful, willing to do basically anything (as long as it's legal and not risky) if asked nicely.
OBERON

### Starport

B (Good, 3000Cr Berth, Refined Fuel, Repairs, Space Craft Shipyard) Naval Base, TAS Hostel

## BACKGROUND

Oberon is a water world with one tiny landmass of mountains at the North pole; a tiny continent that is home to the sole landing port directly underneath the planet's starport and OBERTECH INTERSTELLAR's headquarters that are safely in a bunker under the planets' largest mountain. The rest of the population are divided between underwater laboratories and town-sized mobile ocean platforms that trawl the ocean for the fish that feed the majority of Obertech's empire.

As edible food, drinkable water and breathable air are all at a premium on the bed of Oberon, daily life is dominated by highly structured corporate traditions that seem almost cult-like to outsiders. Any wasted resource is seen as a waste of potential output and, while not illegal, social punishments are common and phrases like "waste of oxygen" are considerably more literal under the surface. Productivity is king on Oberon, and the HQ has been known to withhold food and air to weaker facilities as a combination of punishment and motivation.

Life is not all bad on Oberon though, and several facilities working on AIs have found a way of maintaining their usefulness by creating AIs that can script, animate and ship various entertainment shows almost as fast as they can be consumed. OMEDIA is a niche part of the overall business, but their shows can be found exported across the sector.

## FACTIONS AND GOVERNMENT

Oberon's planetary governor is KENDRA VHANE, who controls both the planet and Obertech itself with an iron fist. She personally oversees the oxygen and food distributions for the planet, so people who fail know that she has personally cut off their supplies.

Acting against her is a homegrown anarchist group known as the CHILDREN OF TITANIA. Only found on Oberon, this group is rumoured to be the descendants of corporate spies for an organisation that no longer exists, but they continue attempting to undermine Obertech's efforts by trying to route supplies to weaker facilities, sabotaging stronger facilities and trying to move deserting scientists to other organisations where their expertise will be better appreciated.

Acting against them in a semi-official capacity, Vhane has contracted a FVP pack known as FENRIR'S CLAWS to act as a combination of black ops and secret police. While technically not part of OberTech, knowledge of their existence and association with Vhane makes them untouchable on Oberon, and their indiscriminate brutality in hunting and killing dissenters is tolerated for fear of even greater reprisals from official sources.

## LEGAL NOTES

While there are listed laws on Oberon, there is really only one law; whatever Vhane says is law. As long as a facility remains productive the occasional death and scientific malpractice are considered perfectly fine by the higher ups. Conversely, failure to produce results means the Board don't care if you live or die, and are well aware murders will increase as supplies run out.

## PEOPLE

QUENTIN FAHY - Hostel manager for the TRAVELER'S AID SOCIETY
BWAP

Short for Bawapakerwa-a-a-awapawab, the Bwap are small semi-bipedal lizard-like humanoids that have an obsession with systems and rituals, which allows them to insert themselves into many cultures rapidly, although their small stature and natural passivity means they only thrive in more peaceful environments. As protogynous hermaphrodites with a herd mentality, bwap have no true concept of gender and refer to themselves instead by their role in society than "male" or "female". On top of this, Bwap are semi-amphibious and require constant hydration to survive on dry land, normally wearing hydrating "wetsuits" that can keep thier scales damp for days at a time. All of this comes together to make Bwap considerably more "alien" than the more mammalian sophonts that humanity have found.

The Bwap homeworld is Pekawapawab-a Marhaban (commonly shortened to Marhaban), an ocean world dotted by marshy island chains that the Bwap are perfectly suited for. Due to their specific environmental needs, they had no real interest in leaving their world and the human explorers that found them had to create the wetsuits to convince them to even consider leaving their homeworld and put their talents with numbers, systems and integrating into society to use for the Stellar Empires.

As with everything else in their society, Bwap names are simultaneously very complicated but practical and designed to help order everything in their society. Bwap names are a list of, in order, a given name, their parents' given names (in the order they choose, normally alphabetical), their current job (in Bwap), the first syllable of their birth planet and a descriptor of the circumstances of their birth (again, in Bwap, chosen by the parents). As an example, Gwip, child of Arp and Phwen, who is an administrator (Fwolp in Bwap), born on TATRANOPE and born on a moving train (their parents chose Palk, the Bwap word for motion)'s full name would be Gwiparpphwenfwloptatpalk, which is frequently shortened to Gwip'palk for both ease of use and pronounciation.
YANNI DIAKOS

Yanni is a simple man - he loves fighting and stealing, and through his position the DARKVEIL, he gets to do this on a regular basis. When he's not engaged in general piracy, he spends a lot of time whoring and gambling his way across the starports of the sub-sector.

There is a rumour that he has a soft side, but no evidence has come forth to support this theory.
HOLODRAMATICA

One of OMEDIA's greatest musical assets, Holodramatica is a singer of indeterminate age, gender or even species, but appears as a hologram of a young human female who frequently manipulates her program to create effects during her shows. Incredibly prolific, Holodramatica has released an album every six months for the past eight years while still touring, leading to several conspiracy theories that she is the creation of an AI that is designed to create music that "the masses" like, but these have never had any actual proof.
SOMMER TURNER

A stone cold killer, Turner was trained in OBERTECH INTERSTELLAR's military from her early teens, rapidly becoming a skilled combatant and intelligence agent that was fully capable of destabilising a government single handedly. It is unknown why she left to join a ship crew, but she brings her vast knowledge of tactics and spycraft to the team.

Oddly for a woman who should by all rights be on the run from her former employer, Turner is perfectly happy to appear on *Space Runners*, and seems to enjoy the media attention. This is just another layer of mystery, and the fans love it.