recursal/Fanatic-Fandom huggingface dataset:
Satayesh Ibrahim

Satayesh Ibrahim is a human female who served as a skipper in the Commonwealth fleet. She served at one point in her career as the captain of CSV *Ruby**,* which she commanded during the Commonwealth Conquest of Yadra and then later was promoted admiral of Task Force Manticore and high commander of the space forces of the Commonwealth. Shu Lin, who held the position before her, expressed concerns in private over her appointment, based on Ibrahim's well-earned reputation for ruthlessness and calculating, "big-picture" thinking that resulted in her ignoring a call from her husband, an engineer on-board CSV *Starwolf**,* as his ship was being destroyed during the Commonwealth Conquest of Yadra.

Since that day, she has become one of, in not the, most famous admirals of Commonwealth history.

### Ortus, Born, Military raised

Born just after the battle of New Sajar, Satayesh Ibrahim was extremely young when she was made captain of her corvette CSV Ruby (one of the doomed six corvettes who where named after six cartoon girls, and who all would eventually be destroyed as time dragged on) in which she was noted for being exceptionally standard in most engagements until the beginning of the Biluan Invasion of the Yadran homeworld.

During this time, working directly under Shu Lin, she realized that the tactics of the admiralty where broken when fighting the Biliuan mind, and required fixing before disaster.

Shu Lin, disagreed, and Satayesh Ibrahim, lost her lover on CSV Starwolf. Since then, well, broke becoming listless and empty baring few situations and fighting battles her way even if it meant nearly declaring herself a pirate to avoid commands that she thought where not adequate to the situation. Shu Lin, realizing that she had made a monster that not even she would contain and.

Let her become a Co-Commander, and eventually the Admiral of the entire Commonwealth as Shu Lin became the Chancellor of the Commonwealth.

This, resulted in a nickname as she became the Admiral of the Admiralty.

"Ice Queen," a title which she hated at first, but eventually came to love as a call sign.

## The Ice Queen

Noted for her presence in battle, as well as tactical genius, the wife of Fiodor Stanislav would give birth to her one true daughter, Erika Ibrahim, during her first engagement of military command. To spite the encroaching Biluan Hoard that came to butcher and conquer southward, as well as because she just couldn't get to a nearby planet in time.

She would lead the conquests of the Commonwealth from Yaanari holdings in the east to the Biluan Mind in the north. She would create the single largest military navy in the southern Galaxy, and would modernize Admiral tactics for centuries to come.

She would also, earn the charm the caption of a Thadrakos mecenas ship named Scared Song, resulting in the noble in charge, one Deltiv Mensevic, renaming his ship to Ice King in her name.
Season 1, Episode 3: Secret Invastion

### ***Summary***

The episode starts off with a new student arrival. We see that Pele has left; not packed or anything. Just Left. It is acknowledge that Jesse ran off from guilt of not watching Pele. The new student, Ivara, is directed to Jessica who is still in a mood from Pele disappearance, which Charles asks her to give her a tour. Jessica agrees and takes her to meet the others. When Ivara meets Faith and Osiris, she begins to taunt him with little notes of his past and his mothers and father past to which Osiris is unfazed to. Afterwards, Osiris and Faith talk while Ivara is taken on a tour. While being distracted, Ivara plants little vials of the cure around the mansion; one to Osiris room with a little note on it. While reading it, Ivara and Jessica have problems; getting smart with each other. Their bantering ends when a group called The Purifiers comes onto T.V, saying that Songbird and Rogue kidnapped them. Jessica goes to Faith and Osiris to take them with her on this off-book mission while Ivara goes back to taunting Osiris. Osiris in returns tells her to stay away from him as they fly off, leaving Ivara alone. Faith, Osiris, and Jessica go to the building where Songbird and Rogue are kidnapped and saves tim; killing in the process. Before they could finish them all, The X-Men shows up in the jet and lectures them on how they shouldn't have gone. Returning to the mansion, they see that was on fire and destroyed. Osiris and Jessica runs inside first and finds Selene with Pele in her arms; killing her instantly. While in pain, Osiris begins to disrupt reality before being shutdown by Jean; jean also taking out the others. Then, it was revealed that it was Ivara who casted the whole illusion of Selene, Pele, and the mansion being destroyed to the whole mansion; also confirming that she killed Pele.

### ***Cast***

Osiris ~ DavinaClaireTO

Jessica ~ Iconictbh

Faith ~ Halietigges

Ivara ~ PromCharlotte

Pele ~ PromCharlotte

#### ***Guest starring***

Storm

Jean

Cyclops

Angel

### ***Trivia***

* This Episode introduced the first generation of X-Men in action.
* Ivara is shown to have the ability to take other mutant powers after eating them.
	+ Althrough not confirmed, its believed that Ivara ate Pele.
* We dive deeper into Faith's background
* This is the first mission on screen

### ***Location(s)***

X-mansion

Purifier's dispatch building
Treaty of Prague

After the War of the Crimson Fields and the hostilities ended, peace in Southeastern Europe was not easily restored due to centruries of major and minor conflicts between Ottoman Empire and small European nations and the Austrian Empire. Failure to uphold the Treaty of Karlowitz and the continuation of the Great Vienna War has left large swats of land devastated and thousands of refugees without home. With the alliance between the Ottoman Empire and the Commonwealth leaving many issues unresolved, tensions between civilians grew. Unresolved issues were bound to return the hostilities between the nations so as a part of postwar cooperation a major conference was organized in Prague between February and September of 1717. Alongside Commonwealth and the Ottoman Empire Venice, Ragusa and Courland were also present at the conference. The Treaty of Prague signed on October 1st of that year became an important document that would eventually lead to the Eastern Union. As such it is also sometimes known as Stolarski's Last Legacy due to the President at the time Sebastian Stolarski signing it just days before his only term ended.

Important decisions that were reached with this treaty were as following: annexation of independant territories of Ragusa and Courland and Ottoman province of Bosnia into the Commonwealth, establishment of the Ottoman-Commonwealth border, establishment of Kingdom of Hungary as a vassal state to Ottoman Empire, purchase of Dalmatian, Istrian and Slovene territories under the control of Venice, trade agreement between Ottoman Empire and Commonwealth and conformation of equal rights for all religions and nationalities in Ottoman Empire and Commonwealth.
Sil family

*"We are the blood which keeps the rest of the body alive"*

The **Sil Thadrakos Family** are masters of energy and the family responsable with providing energies to the rest of the families and the Thadrakos people in general.

Created in the 19th century by Eldarion Sil, the family suffered centuries of power struggles as different, high ranking members of the family tried to become the new head of the family. Even after the Five Thadrakos Families created the alliance which still exists to this day, the members of the Sil family struggled to be the one to gain control over the monopoly of energy and fuel.

By the start of the 23rd century and the expansion of the families across the stars, the other four families began to question the right of the Sil family to control the energy which fueled their ships and factories. Trapped in a constant civil war within the family, the Sil produced only half of what they could, making and breaking deals constantly as new members sat on the throne.

As much as the other families might have wanted to intervene, the system which had kept the peace now prevented them from assaulting the Sil's territories without suffering greatly due to lack of electricity and fuel. Moreover, the palaces and main househols of the family were more fortresses than they were palaces, making them nearly impossible to take without a combined effort of several families at once (an effort which would have ended with massive casualties on both sides, and little to no profit).

It was not until Arweni Sil appeared that the civil war finally ceased. Backed up by the Quensal family, the last heir of Eldarion Sil began a short yet bloody shadow war now as the "beheading", were nearly one thousand rivals and important members of the Sil family dissapeared, never to be found again. Without any obstacles to stop her, Arweni became the new head of the Sil family and began to work to bring it back to its former glory.

Nowadays, neither of the four other Thadrakos families can complain about the efficiency and the peace which reigns over the Sil family. In fact, currently those territories within the borders of Arweni Sil's realm are amongst the most secure, if only for the fact that everyone fears the wrath of the lady of the Sil family.

Secrecy and keeping one's word are amongst the most important values of those Thadrakos living under the Sil family. Lady Sil herself is rarely seen, yet her pressence can be felt the moment one steps into her cities or energy plants. Arweni makes sure to always keep her promises, including those which may end in the dissapearance of those who have dared to wrong her, spilling secrets of what goes on in the family.
Ortus Council of Nations

> ***"It is often said that a truly mature nation builds its way out of problems."***
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> **-Exempt from the Innovation Party's Motto, 2188-**
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The **Ortus Council of Nations** was a nation located around the Southeastern quadrant of the galaxy, founded on Ortus and populated by Eastern Humans, the Kithri, Aramathi and many other species. This nation was the prelude to the establishment of the Commonwealth, a conglomerate of stars and cultures encompassing several political entities, one of them being the OCN. Still, before that, the nation was represented by a single unified government of post-Exodus humanity, and served as the governing body of the planet Ortus before then becoming an interstellar nation with the advent of the Expanse Project, in January 1st, 2200.

Following policies of Direct Democracy, the Ortus Council of Nations started at first as a union of nations from the planet Ortus, assuming a much more interventionist stance once the Innovation Party was elected, in 2190. It encompassed nations such as the Yalcha Stratocracy, Ekata Republic, Nautilus Union, Manikara Polity, the Confederation of the Steppes, the Evimeria Mercantile City-States, Xeyir Vadi, and many others. The OCN government, once the Innovation Party came into power and reformed the old governing system preserved by the Exile Party, adopted ideals of Materialism and the pursuit of sciences, whilst also strengthening the values of Industrialism, hard work and egalitarianism - Traits descending from the old Eastern Commonwealth of Earth. The nation's civics are based on Meritocracy and run by an efficient bureaucracy, allowing for the system of Direct Democracy to flow without debilitating gridlocks or political crises. The rise of the OCN amidst the galactic stage was overseen by the Innovation Party’s first elected leader, Chancellor Drahoslav Tesar, a figure that remained in office even after the proclamation of the Commonwealth by public vote.

On January 2nd, 2241, in light of the increasing genetic and cultural diversity and the melting-pot nature of OCN society, the Council's leadership officially rebranded themselves as the Commonwealth, reflecting upon the fact that neither Ortus nor humanity were as central to its society as they had once been, years before. Since then, there have been many changes to society and the peoples of the Commonwealth, and reflecting upon the past Ortus Council of Nation reveals not only how different social and cultural exchange has become, but also how the old political motto of exploration and scientific prowess has evolved in light of events throughout the Cluster.
Taranis

Properly colonized at the dawn of the 24th century, the Commonwealth planet of **Taranis**was at first considered too harsh and lacking in proper resources to be turned into a colony, let alone a productive one. Thanks to the creation of the first sky cities over the clouds of gas however, the heavens of this blue planet have quickly become the new home of billions of intrepid citizens and an increasingly famous touristic attraction in the Commonwealth.

A gas giant known for its strong winds and lack of any minerals, the planet of Taranis still managed to provide the nation with its resources and not only thanks to the thousands who come to visit it every month. Great, modern windmills have been installed on the platforms to make use of the harsh winds of the planet (so strong it is said they can torn a man into pieces in a matter of seconds), providing the growing number of cloud cities with so much energy they can even trade some with the rest of the Commonwealth.

Gas too has become an important part of the planet's economy and trade, with trading ships coming from even the Galactic Entente to buy the huge amounts of this substance the workers of Taranis manage to extract every day. This trade is both welcomed and needed by the population of this blue planet, as they are unable to get many of the resources so common in many other of the Commonwealth's worlds.

## Cloud Cities

   A new marvel of the Commonwealth's engineer prowess, the cloud cities of Taranis are built on huge, independent platforms among the clouds and wind of the blue planet. Shielded and supplied with everything any citizen would need to survive, life in these cities is not only possible, but pleasant too, with great windows installed so tourists may witness the beauty of Taranis in all its glory.

While independent in nature, the cloud cities are always built close to one-another, both to facilitate trade, journeys and possible evacuation in case the systems in one of the platforms somehow stops working.
Ra'Tagrass

Previously one of the many words located in the Kingdom of Yadra and, since 2289, capital of the new, Enlightened Kingdom of Ra'Tagrass, the planet of Ra'Tagrass is one of the few remaining worlds beyond the borders of the Commonwealth with a large Karthemas population.

Known to have long winters and short summers, life is not always easy for the inhabitants of Ra'Tagrass. However, thanks to the planet's large surface and easily-tameable wildlife, millions of Karthemas have emigrated to it, searching for work in the farms, factories and military academies which cover the planet's surface. The Yaknes, big, horned beasts covered in white fur, provide the Karthemas of Ra'Tagrass not only with enough meat and milk to feed the planet's growing population, but also trade with nearby systems for other materials not found in the planet.

Since 2289, the planet of Ra'Tagrass has also been turned into the location of the residence of the High Queen of the Enlightened Kingdom, the previous duchess of the planet Hask'Endek.
Service Droids

*"Because when you have the brains, you can always make something with the brawn you need"*

As the Commonwealth  expands and builds its way across the stars, more and more workers are needed to build and produce all the necessary good and facilities needed so the whole system works. While most of these workers are organics, there are always tasks which take place in places to harsh or risk-filled for a citizen to work in. For that kind of events, the manufactories of the Commonwealth have the solution: **Service Droids**.

Lacking the brains or initiative of a human, Kithri  or Karthemas, the main advantage of a servide droid is its single-minded purpose and great adaptability. Depending on the environment they are deployed in, service droids will be equiped with refrigeration systems for the heat, claw-like feet to move safely through storms and fast winds and even basic shields to survive toxic environments which could harm they metallic skin.

Aside from their civilian duties, service droids also see service in many of the Commonwealth's wars, be it in the ships of Task Force Manticore , or repairing the army's mechs after a brutal assault against an enemy's fortified position. Service droids deployed in a war zone tend to wear not only specialized armor to deflect shots and shrapnel, but also camouflage to blend in with the terrain. In some cases, this camo has been so effective even Commonwealth ground troops and artillery have been surprised to find out they have been firing against a position with friendly droids in it. Of course, losses of that kind are easily repaired and replaced, as many factories in Ortus  and Curacao  are already experts in the craft of new and improved models, their numbers increasing with every passing year.
Thrus-Sanguur

Traduced in Yaanari tongue as "Land of Rivers", **Thrus-Sanguur** was one of the largest colonies in the Yaanari league and also one of their most fertile planets. Because of this, nearly 70% of the planet's surface was used for agricultural purposes, mixing small states with traditional farms and larger, slave-based territories with factories to send supplies to the league's armies and armada.

In 2298, the planet was taken by the Commonwealth during the battle of Thrus-Sanguur. To keep order while the army marched onwards for future conquests, General Aspinaca armed many freed slaves into militia batallions to keep order and prevent revolts.

The Yaanari however were not the first senstient species to populate this planet. Until 2207, a race known as the "Tlaxcan" inhabited the grounds close to the rivers, building great, pyramid-like cities which often were at war with one-another. During and after the Yaanari arrival and conquest, new diseases decimated the Tlaxcan population until the last member of their race died in 2251. The conquest and later accidental genocide was known afterwards as the Bleeding of Thrus-Sanguur.

In 2302, just a few months after the planet became part of the Commonwealth, a revolt led by agents of the Yaanari league brought the world back to its former masters, alongside thousands, if not millions of previously-freed slaves. The battle fought was known as the Revolt of Thrus-Sanguur, one of the few defeats suffered by Commonwealth forces since the creation of their new realm.
Palace of a Hundred Tears

Not every inch of ground found on the territory of the Thadrakos empire belongs to one of the Five Families. Located at the heart of their capital world, on a land of tall, steep cliffs and long waterfalls, exists the only neutral ground not owned by any single family head. A land of great beauty yet difficult access, it is the location of the one place all five heads of the main families feel safe to meet in: The **Palace of a Hundred Tears.**

Built nearly two hundred years before the Alliance of the Five Houses, the palace itself is a marvel of Thadrakos engineering, being both a delicate work of art and a set of structuers resilient enough to face the savage winds and difficult terrain of the cliffs they are built upon. The "hundred tears" in its name refer to the fate of those who designed and built the great palace. Hired by the lord of that land at the time, Anarien "The Paranoid", they were all slaughtered the moment the last rock was placed, not only to make sure such a building was never created again, but also to keep hidden the secret of the hidden corridors and passageways Anarien ordered so he could move across his new home without being seen by foes or servants.

Located in a land of difficult terrain and poor resources, the other families quickly gave up trying to take the palace or the mountain homes of the "Dajanas" (heirs of Anarien and inhabitants of this harsh land). It was only after the Hadkan family managed to convince the Dajanas, through promises and threats, to use the palace as the meeting place of the main families that these people truly became part of the Thadrakos empire.

Even so, the heirs of the Dajanas make sure to keep what secrets they know about the palace well hidden, their palace guard always making sure no "guest" brings hidden weapons or artifacts to a meeting. Unlike the palaces of the main families, there is little technology to be found in the Palace of a Hundred Tears, making it resemble more a museum than a place where people could actually live in. Despite this lack of technology (or maybe thanks to it), the heads of the families continue to meet, year after year, in the great halls of this palace, always making sure to pay handsomely the servants and guards of the palce who watch their every move at all times.
Unity Class Spy Ship

"Fast, Silent, and Deadly."

When conducting such risky operations of espionage, secrecy is key in order to succeed in gaining enemy Intel in all sorts of playing fields in economic, political or conventional warfare.

The Entente's primary key is the **Unity Class Spy Ship**, the deadly fangs of the Entente intelligence agency's main fleet of spy ships. Equipped with high grade stealth technology, the unity can essentially cloak itself from enemy radar allowing quick and unseen tactical incursions.

## Ship characteristic's

**Dimensions:**

* Length: 40 meters
* Height: 15 meters
* Width: 60 meters

**Crew:**

* 30 ship personnel specializing in radar operations, ship maintenance and investigation roles.
* 10 security officers.
* 10 officers, which one is the captain.

**Support systems and equipment:**

The primary equipment that dominates most of it support capacities is stealth. Developed by a joint team of the Entente's scientific and education agency, the unity is armed with a series of passive and electronic counter measures making it resistant to enemy sensors and jammers. It set of three fusion engines allow for quick maneuvering against enemy targets or quick escape if the ship is detected.

**Weaponry:**

Due to its stealth capabilities the unity as a ship is not designed for most conflicts, as it possesses little armor or shields, however the ship is armed and can be used if certain engagements if needed.

Armed with two twin auto-cannons and two missile tubes, the unity can perform quick surprise attacks against unseen targets as the element of surprise will usually work in the unity's favor.
RAYWATER Ki-sen

“*Since the imperial boss lady can brain hack our boys pcionic personal are a big risk even the drifter pairs are not safe so the general wants a mech like the shiranui but without the mind stuff got it?”*

*-Raywater chief engineer informs his men of their new project-*

The Raywater ki-sen or the RWM 06 Ki-sen was a co-developed mech intended to replace the aging Shiranui and to remove the threat of highly mobile mecha pilots suddenly turning berserk , it was developed by both Raywater and Aasha Industries respectably.

## Specs

### Pilot cockpit

One seater

Due to the Ki been the spiritual successor to the Shiranui it incorporated many of its features and improved apron some but removed any devices that are involved with pcionics, the Ki was also able to fly in vacuum using its rotting jump units to gain the upper hand in dogfighting a lesson learned from the HM Fighter wings with their fighters using physics to achieve supreme mobility in space.

Two other important features include

### **Sharped armour**

The armour of the Ki-sen was sharped in the edges an corners of the frame so as tactics such as swarming would only work at 40% effective.

### **Jump drive**

A smaller version of the drives used on ships it is built into the back section of the mech and whilst it allows the unit to jump along side the fleet and saving space for army air units, it can only be used once then it has to be removed to prepare for combat.

## **History**

 During the 2310s commonwealth high command requested a mech that has the same general aspects as the shiranui but allows for normal soldiers to pilot, the task would eventually fall to the commonwealth‘s two most valuable weapon manufacturers Aasha Industries and Raywater Tech Incorporated in the 7th of November 2326 and a working mass production model would be designed shortly before the push to New earth. A total of six thousand was produced and under the control of the 2nd mecha lance .
Vinasar Lemorie

Head of one of the five most important families in Thadrakos society, **Vinasar Lemorie** rules over Quensal family, making certain that its factories and forges work at full capacity while the family expands to new territories.

Once known for his strong, athletic body and love for sports which required agility and speed, Vinasar was crippled during one of the many battles between the Thadrakos families and their neighbors to the North in the "Paganlands". Commanding the fleet, Vinasar managed to retreat before his foes could end him, but not without taking a number of wounds and seeing the bones of one of his legs broken and twisted.

Not willing to let the rest of the Thadrakos world, or his family, know of what had happened, Vinasar retreated to his palace home and used a mixture of human slaves and Thadrakos look-alikes to deal with people in and out of the family. Acting under strict orders from their lord, these mummers play the part of the head of Quensal family almost to perfection. Of course, every word coming out of their mouths has already been planned ahead by Vinasar, as he does not like to leave important decisions to mere slaves.

As the galaxy nears the end of the 23rd century, Vinasar has begun to advocate for alliances with other realms surrounding the families. As the empires of the North are being unified or destroyed by the Eternal Empire...threats are growing stronger and soon they will march to war to conquer more worlds and annihilate all the races which once inhabited them. Either the Thadrakos stand alongside other "inferior" races, or they will soon find themselves as the first target of the menace from the North.
Quensal Family

"Mechana Aketa Est..."

- Thadrakos words of power of for the Quensal family, also known as: *"We make the tools and machines of our empire"*

## Quensal family

### Closest allies

Javlan family

The **Quensal Thadrakos family** are the manufacturers and builders of the main five Thadrakos families. Every machine and tool, civilian or military, is created in the factories and forges of this family.

Founded by Elnor Quensal during the 18th century, the Quensal family was formed from an alliance of different states in the Western hemisphere of the Thadrakos homeworld. As some were rich in resources but poor in fertile fields, these smaller families became closer and closer until finally joining together into a single entity, strong enough to face the other important groups and oligarchies in other sides of the planet.

Like the Javlan family, the Quensal were not ready at first to make an alliance with the other big families. Still, after a mixture of bribes, threats and promises of great riches, the Quensal agreed, carrying on with their role of builders of machines and tools, without having to worry about where they got them or how to feed their workers (things which now were the responsability of other families).

As the Thadrakos began to expand across the stars, the Quensal built forges and factories on those planets colonized and conquered, thus spreading their influence across the stars like few others. Working closely with the Javlan family, who brings them the goods they later manufacture, they also have an important need for slaves, mostly Uri.

The head of the family, Vinasar Lemorie, is a businessman first and one of the best known faces in Thadrakos society.

However, that his face is well known does not mean Vinasar is someone who likes to leave the safety of his fortress-like home. A legion of human and Thadrakos slaves serve him as doubles, wearing his face and speaking with his voice while he watches from the shadows and makes sure the Quensal family works at optimal capacity.

One of the reasons why Vinasar keeps to the shadows, aside from the chance to be able to be everywhere at once from the comfort of his office, has to do with several wounds he suffered while commanding a fleet in his nation's Northern territories. While he managed to escape with his life, his body was scarred forever, with one of his legs bent and twisted and long scars crossing his once-handsome face. His doubles show none of this wounds, as deformities and scars are not a welcoming sight in Thadrakos society.
United Provinces (Earth Nation)

Based on the Western territories of the european continent, the **United Provinces** were one of the main superpowers of old Earth and an economic powerhouse matched by very few other nations.

With its capital in the now-gone metropolis of Amsterdam, the United Provinces were part of the crown of spain before a series of wars brought them their much desire independence. Fiercely republican, the United Provinces fought in many wars during the early stages of the 17th century, some against their old masters and others against the nation of France. Due to the high number of bourbon troops out of the continent, the small, yet highly-trained armies of the United Provinces managed to not only best the few remaining French armies trying to face them, but also conquer the whole nation of France, thus becoming a world superpower to match those of the past Commonwealth or the Empire.

Like all other great nations however, the United Provinces ceased to exist after the landing of the planetoid. However, their attempts to create bunkers and cities under the sea allowed some humans to survive the cataclysm. As far as they know, these groups are the last remains of humanity, doomed to extinction unless they find a way out of the frozen hell their home has become.
Tezhnid

Living near the galactic North, the Tezhnid are a race of tall insectoids of hard, dark toraxes and glowing green eyes. Their nation, the Tezhnid Enlightened Kingdom , suffered greatly at the hands of their Dyss  neighbours, to the point where they had to abandon their homeworld and retreat to their last planet, Vurl-Kadnaq .

In 2295, the Tezhnid High King Obr-Saz asked the Commonwealth  for protection against a new possible Dyss attack. The Commonwealth agreed, turning the Tezhnid Enlightened Kingdom into their Protectorate.

While firm believers in the rights of kings, the Tezhnid are willing to work closely with the government of Ortus, knowing to well that the only alternative is annihilation at the hands of the growing Dyss realm.

Sadly, the Tezhnid themselves where one of the many races effectively wiped out by the Dyss, having only their High King Obr-Saz remain to swear fealty to the Commonwealth.
The Forgotten Realms

Ever since humanity left their new home planet of Ortus  to explore the stars, their science vessels and settlers found all manner of ruins, lost technology and artifacts centuries beyond what the Commonwealth  could hope to build or manufacture. The strange, alien Crsyal Pyramid found in Redamon Prime is only one of many examples of the wonders which are discovered every year by scientists and adventurers.

Theories about the reason for the existance of these ruins and ancient, yet highly-advanced artifacts are many, but the one followed by most people (including the members of the Science Council in Ortus) is the **"Forgotten Realms"** theory.

This theory explains how, previous to the arrival of humanity or any of the species who now live in this galaxy, a highly-advanced civilization thrived amongst the stars. Maybe thousands of years before the First Exile set foot on the snowy valleys of Ortus, this civilization had already surpassed all the current advances and technologies to be found in the Commonwealth.

What brought the end to this ancient civilization is a matter of much debate. Some argue that there was not one single factor, but a mixture of many which made this ancient civilization slowly dissapear from the galaxy until only ruins remained. An unknown disease they could not fight, civil wars or simple, deadly decadence are some of the most popular theories to explain their extinction.

Another one, often seen as far-fetched and devoid of proof, is the arrival of another empire from beyond the limits of the galaxy who fought and destroyed the ancient civilization in such a way as to only leave ruins behind. Due to the lack of proof about the existance of this "Marauder Empire", this theory is seen as wild speculation at best.

### A theory no longer

The "Marauder Empire" theory ascended to fact as the 24th century dawned. Many years ago the universe was ruled by species unified under the banner of the enlightened, this period of time likewise is marked as The Age of the Enlightened; the Enlightened indeed fell to a Marauder Empire of a sort, though to call them marauders or an Empire is debatable as the invading force is not known to have a concept of hierarchy or invasion.
Shrieker Favsim gun

*"First, the armor split as the first waves of sound slammed into it. Then, within their bodies, organs bursted, killing many and leaving those unlucky ones who survived twitching on the ground, their brains a half-melted ruin"*

-Anonymous Favsim engineer speaking of the Shrieker gun-

One of the newest additions to the ever-changeing arsenal of the Favsim Dominion, the **Shrieker** close-range sonic assault weapon is the weapon of choice of many close-range specialists in theImperial army of the Dominion. While heavy and far more difficult to use than a normal assault rifle, its sheer destructive power at close range has made this one of the most feared weapons in the North, specially amongst non-robotic soldiery.

   To be truly deadly, a shrieker gun must always be at close-range from an enemy soldier. Once the foe is within range, the weapon sends highly concentrated sound waves to create oscillation in the target until it ruptures from the sonic stress. While powerful enough to break bunker walls, the gun has been manufactured to release only short busts of deadly, sonic waves. While enough to slay even armored foes, the shrieker is seldom a match to vehicles or fortified positions.

Being a highly experimental weapon, the shrieker undergoes constant modifications, to the point where a new version seems to come out every year.
Treaty of Avaconea

The **Treaty of Avaconea** is a peace treaty signed on August 27, 2246 between the Galactic Entente (consisting at the time of the Alir Commune and Sondrithan League) and the Yaanari League. The treaty concluded the First Yaanari-Entente War, and specified that the Yaanari had to destroy one of their two frontier outposts and ban their slavery system for a 10 year period. This indirectly resulted in them suffering a severe prestige loss and a destabilization of their internal political landscape.

## **Controversy**

When the treaty was being signed, the Alir delegates requested their Yaanari counterparts to transfer the bodies of Alir naval personnel of ships that the Alir lost at the Battle of Avaconea. The Yaanari delegates said that had no way to recover their bodies, and the Alir, desperate for peace, decided not to push the request further. Six months after the war's conclusion, videos were leaked of Yaanari nationalists on Yaan burning the bodies of dead Alir crew member's in the streets. Many across the Alir Commune were horrified and outraged by the acts. Many Alir pressed their government for a response, but all they did was lodge a complaint, not wanting to spark another conflict with the Yaanari.

The videos left a sour stain on the Alir conscious, affecting their views of both war and the Yaanari. Namely shown in what was later called, the “The Great Southeastern War”, where the Yaanari tactics where to burn important documents and sabotage critical assets to deny the enemy those resources

This resulted in the now homeless Yaanari Lords and Ladies looking to the Alir, their once rival for a temporary home, they declined heartlessly, and rumours circulate that they confiscated a large sum of the nobles wealth for launching a needless war against them.
Uri

Not all the races humans discovered in their new galaxy shared the same bipedal figure and shape. Located in the territories known as the Uri Galactic Commonwealth, the **Uri** are a race of odd molluscoids of long, tentacle-like limbs with the ability to levitate over the ground at spees to match those of a normal human being. Their upper, dark shells also provide them with a natural armor quite different from the soft muscle and flesh under it.

Due to the constant attacks from Yaanari corsairs and, more specifically, the Thadrakos Families, those territories and planets previously owned by the Uri decreased over the decades. By 2276, with only one planet remaining flee of slavery from other races, the Uri agreed to become a protectorate to the Commonwealth.

Despite this, the largest concentrations of Uris can be found not on their still-free territories, but the slave barracks of the Yaanari and Thadrakos instead.
Zracon Crusade

> ***"Yes, the Biluans want to devour us all and the Yaanari turn us into their slaves. But hey, at least they have the common decency not to act like they are doing us a favour"***
>
>

> **-Anonymous individual, referring to the the Zracon crusades-**
>
>

   For the Zracon , wars are not only a matter of obtaining new resources or planets. Like any other part of life in the Zracon Union, faith has a great importance, to the point where no official wars may be started without the approval of the nation's high priests.

The term **crusade**is the closest approximation the human tongue can provide to the wars the Zracon Union unleashes upon their neighbours. These massive offensives are, first and foremost, attempts to spread the word of "The Light" and destroy those "shadows" which may pose a threat to the galaxy's safety. Those goods, weapons and planets captured during a crusade will also be used to carry on with the cleansing and possible conversion of those unlucky enough to be conquered by the Zracon armies. Eager as they might be to see more species join in their faith, Zracon crusaders will not think twice when it comes to destroying anyone who dares to stand on the way of their most holy of missions: To exterminate the darkness once and for all, so, finally, peace can reign in the galaxy.

Over the centuries, the Zracon have started and ended a series of crusades, all of which are focused on those "shadows" unlucky enough to share frontier with the Union. Sometimes, the Zracon will ally themselves with other interstellar nations to face a particularly powerful realm, but those situations are thankfully very rare.
Second Chance Episode 32 - Stellaris NLP

## Description

Battered Commonwealth forces withdraw from Mezaka after being defeated by Unbidden fleet. The situation grows more desperate, and risks our people must take in order to ensure their survival become even greater. But not all is yet lost - perhaps, with a bit of luck, we may still buy ourselves enough time.

\*\*\*
Second Chance is a Narrative, story-focused Let's Play for Stellaris.
I use a ton of mods, most notable being AlphaMod and New Ships and Classes - you can find the (outdated now, unfortunately) mod list here - https://www.youtube.com/channel/UC-Yy...
(I'm able to continue this series because I made a backup of every single Stellaris-related file, and change them before every recording session. Bit time-consuming, but worth it)
You can buy Stellaris here, as soon as you exploit some unpaid, foreign workers - http://store.steampowered.com/app/281...

Music used in this video comes from:
Deus Ex Human Revolution and FTL. I do not own these tracks, they belong to their respective creators, but surely I don't even have to mention it at this point

Current Status: Corpse
Shalani

The **Shalani** are a sentient species located near the southeastern corner of the galaxy. Used to planets mostly covered by huge, deep seas and rivers, the Shalani are used to life underwater and very rarely settle desertic or arid planets.

Nearly all Shalani belong to the Shalani Coalition, a democratic government where every citizen must be a soldier to be allowed to vote. Since 2268, the Shalani became part of the system of alliances and military pacts known as the Galactic Entente. The Coalition provides a high number of highly-specialized soldiers to the alliance and are known as dependable allies.

The Shalani first made contact with the Commonwealth in 2228. Since both the government in Ortus and the Alir Coalition shared similar deomcratic values, diplomatic relations between both nations are amiable, with many of the Commonwealth's citizens visiting the now-famous ocean cities in Mradrik.
Perseverance-class corvette

*"The moving shield of our fleet"*

When the fleets of the Thadrakos Families go to war, main and capital ships are covered by screens of smaller vessels, the most common of which is the "Perseverance" class corvette. While slow when compared to other corvettes like the Commonwealth's Akula, the perseverance is still a dangerous opponent equiped not only with long-range batteries, but also extra shields and specialized systems to prevent torpedos from impacting more important ships.

Unlike other corvettes, the Perseverance is seen more on the battlefield than protecting trade routes and the frontiers of the Thadrakos. While captains of these vessels do come from the five main Thadrakos families, more than half of their officers and crews belong to the Haegen family. Some say the families' role and mindset of "masters of logistics" is also followed by the captains of these corvettes, as they rarely go to war without first checking every single system and crew member are ready to go (to the point where there are cases where a captain of a Perseverance will nearly come to blows with an admiral after refusing to leave without first checking his ship for the tenth time).

## Ship characteristics

   **Dimensions:**

* Lenght: 80 meters
* Height: 12 meters
* Width: 15 meters

**Crew**

* 30 specialized slaves to keep the ships systems in good order.
* 10 Thadrakos  "marines"
* 5 more Thadrakos between officers and specialists.

**Support systems and equipment**

Aside from all the basic systems needed to make sure life is possible within the ship, the "Perseverance" is equiped with extra shielding systems, making it far more resilient than the corvettes of other races. Such is the strenght of these shields, extra energy is needed to keep them up, making it so corvettes of this class only activate them during battle and often need emergency energy resuply after its end.

**Weaponry**

As a support vessel, the perseverance does not wield the same heavy weaponry of other vessels. Twin, long-range lasers make its primary weaponry. Not powerful enough to cause great damage to larger ships, constant volleys shot by squadrons of Perseverance corvettes can easily bring down other vessels before they have the chance to blow a single one of their number.

More than its lasers though, the main tool of war in the Perseverance's arsenal is a complex system located at the very heart of the ship. Using a mixture of radar signals and small, precise weaponry, it is able to make incoming torpedoes either explode or change direction before causing to much damage on capital ships.
TVTropes/Minor Characters

foldercontrol

!Mew Project Scientists
folder: General Tropes

* PosthumousCharacter: They all died before the story began.

/folder

folder: Kaoru Hino
!!!**Voiced by:** TBA (Japanese), TBA (English)

Yasuko's former colleague spoiler: and fiancé. He was a casualty in The Incident.

* DubNameChange: Callum
* TheLostLenore
* NiceGuy

/folder

folder: Narumi Wakayama
!!!**Voiced by:** TBA (Japanese), TBA (English)

Yasuko's former colleague. She was a casualty in The Incident.

* DubNameChange: TBA
* GoodParents: Narumi seemed to genuinely care about and love her daughter.

/folder

folder: Hiroko Koyanagi
!!!**Voiced by:** TBA (Japanese), TBA (English)

Yasuko's former colleague. She was a casualty in The Incident.

* DubNameChange: TBA
* TeamMom

/folder
Scimitar MK3

*"Yaanari armor destroyed! Scimitar 2, deal with those slave batallions on the right so our infantry can finally take that damned fort. Scimitars 4 and 6 with me! Let's take this planet once and for all"*

-Captain Hissen'Dana, during the Battle of Thrus-Sanguur-

   The next model of combat mechs built by the Commonwealth's factories after the FC7 "Branicki" Battlesuit, the **Scmitar MK3**became a common sight on the battlefields of the late 23rd and early 24th centuries. Of lighter armor, yet faster and better equiped for a wide range of battlefield situations, the Scimitar is one of the most dependable tools in the arsenal of any Commonwealth  commander and the terror of its foes.

Unlike previous models mostly adapted to human  pilots, the scimitar's cabin is prepared to house anything, from Karthemas  to Kithri. A more simplified panel of controls allows the pilot to focus more on the battlefield, the new computer installed in the mech performing those extra duties previously forced upon the pilot in the cabin.

While seen as the best mech unit of its time, the Scimitar is not without its flaws. Due to its focus on speed, it lacks the armor of a proper tank, while its laser weapons cannot be fired for long periods of time, as they run hot and break. Moreover, the mech's legs, while powerful and able of going at impressive speeds, cannot bring the MK3 back up after falling to the ground, a factor which has made many of the Commonwealth's foes focus on this part of the mech's body to bring it down quickly (if they are able to hit the target).

## Tactical Role

### Solo

Not the most common role of a MK3 due to the close support between Scimitars and infantry formations. Still, thanks to its speed and wide range of weaponry, the MK3 is able to move on its own to skirmish with enemy forward positions, cutting down infantry squads and blowing up unsuspecting tanks before falling back to friendly lines. Some mech "aces" tend to follow this role, using their machine's communication systems to contact the fleet so it can bombard specific enemy positions.

### Infantry support

During massive offensives, the MK3 moves right behind infantry formations, ready and able to come to the rescue of any company which meets with harder resistance than they had expected. Pilots following infantry formations often share channels with squad officers and captains for better support.

### Squads

Few things are more fearsome for the foes of the Commonwealth  than a full squad of MK3 charging at full speed to their positions. Moving like a pack of wolves, pilots of an MK3 squad have trained for years together, moving as one while they overwhelm the foe with intense fire coming from all directions.

## Technical Specifications

Designed in: 2272

Designed by: Zavrotny Industries

Manufacturer: Commonwealth National Armory, Zavrotny Industries.

Number constructed: 500,000

Weight: 15 tonnes

Height: 6m

Crew: 1

Armour: 8 cm Durantium plate

Main armament: 80mm UV Laser Cannon

Secondary armaments: 2x Heavy, rapid-firing RG-66 railguns

Speed (Good terrain): 110km/h

Speed (Rough terrain): Around 100km/h

Operational Range: 14,000 Km