recursal/Fanatic-Fandom huggingface dataset:
Aeroglaves

## ***Swords, spears, glaves, pikes. No weapon here needs ammunition or sights.***

The term 'Aeroglave' is one widely disputed by military staff from the elven west to the Commonwealth east, an argument that primarily goes over what exactly is a 'Aeroglave' and why are swords, pikes, glaves and hybrids between them classified as such.

For starters, Aeroglaves are a relatively new invention, a upgraded variation of time honoured weapons. Spears, maces, glaves, daggers, even pikes and halberds. All are upgraded with either plasma blades, electronic saws, or even the Alir favoured air blades which contract a thin ring of air around which instantly freezes when struck against a target.

The problem is, well, why we still use such blades in a time of kilometer long cruisers, armed with antimatter torpedos, and FTL drives. A time when automatic rifles, and orbital bombardments are key.

In that respect, most militaries across the known galaxy utilize aeroglave's. So, what happened? Why should these types of weapons be brought back in this day and age.

## Armament and history

For most militaries, sieging a planet is a afair that costs millions of lives, and leads to planetary destruction that is rarely seen prior in any form.

To say, a militarily mindful nation like the commonwealth, hard points are broken prior to engagement by troops, and thus military procedure dictates that all troops are to utilize combines arms to overwhelm the enemy than to fight in close quarters combat.

Fair duels, surprisingly, are what most battles turn into as time advances, so as to minimize the loss of profit in such era to the most minuet of numbers. The reasons are twofold.

* The rise of naval wars have lead us to place our bets on far more decisive battles then simply waiting them out or seigeing planets.
* As well as the fact that even the cruelest states have profits to gain from expansions.

This is still a snub.
Entente E5 Scout Walker

*"When you need to scout or slow the enemy down, look no further"*

   First built in 2265 and tested in the Shalani-Zracon war, the **E5 Scout Walker**is the eyes and ears of any Entente general and a perfect unit to harass an enemy force. This one-man, all-terran, lightweight bipedal combat walker has seen service in all the armies of the Galactic Entente.

The E5 has been designed to be able to move across all types of terrain, no matter how difficult, its long, powerful legs giving it the ability to stride over all manner of obstacles as the pilot searches for enemy patrols or bases. Often moving in teams between 6 and 12 scout walker units, the E5 has not been built for front-line operations, its armor and shield systems only able to withstand small-to-medium arms fire.

Due to its light design, E5 very rarely field any kind of heavy weapons, prefering instead to carry anti-infantry guns or light cannons to hunt down lightly-armored enemy vehicles. Working like a pack of wolves, the captain of a Scout Walker squad will try his or her best to surround and enemy force and attack from all sides before retreating and delivering another swift attack not soon afterwards. Pilots of E5's tend to be quite independent from the rest of the army and commonly are free to destroy their targets in whatever way they see fit.

## Specifications

**Weight**: 7 Tonnes

**Height**: 5 Meters

**Width**: 2.2 Meters

**Max Speed On-road**: 50km per hour

**Mas Speed Off-road**: 40km per hour

**Armour**: 30mm

**Crew**: 1 pilot
Destruction of Sisk-In-Atab

"With the navy gone, and our supposed protector's have left us to die at the hands of Unbidden. All is lost my fellow Buvhondon's. Buvhondon King

## Destruction of Sisk-In-Atab

### Location

Sisk-In-Atab, Galpan System, Confederated Buvhondon Worlds

The **Destruction of Sisk-In-Atab** was a result of some areas of Northern Commonwealth space being overrun by the Unbidden.

While Commonwealth forces reorganized and plan new strategies to combat the threat worlds in the north were under constant threat such as Codria, and Yadrani.

While Sisk-In-Atab was a commonwealth protectorate it still lied in the same area were the Unbidden presence in the commonwealth was.

Unbidden forces were detected on the outer rim of the Galapan system in April 2315 on a direct course for Sisk-In-Atab.

News of the approach broke out on the world and in response, the Buvhondon navy was order to defend while the government would send a request for aid.

Unfortunately when the engagement began the Buvhondon's small fleet and orbital defense's threw every missile and bullet they had towards the unbidden to no effect. The Unbidden fleet fired their energy beams slicing through their ships one by one in a instant, until what was left was graveyard of floating debris

Commonwealth High Command evaluated the situation and deemed there was nothing they can do. Retrofitting and reinforcements was still a ways off, and even if that was complete the navy still had no clue on how to deal with the Unbidden. So the only response was to sent civilian ships to aid in a evacuation, though most that were sent were either destroyed or trapped on the surface with no way to escape.

Over the months law and order broke down as the planet was constantly glassed and bombarded. Many civilian vessels desperately tried to break the blockade and all died trying. And those who chose to stay fled into bunkers, or home shelters to protect themselves and their families.

Despite pleas by the Buvhondon King for aid that would never come, and after broadcasting to the world on their situation he committed suicide.

By December of that year the Buvhondon race and Sisk-In-Atab was all gone. Their world turned into a molten lifeless rock.
Cataphracts

> ***"No wall is too strong"***
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In the army of the Commonwealth, there are plenty of specialized units ready to perform a wide variety of roles. From rangers to black-ops squads, they know their duty and have the equipment and training needed to perform it like few others in the galaxy. Still, that does not make their role easy...or lacking in danger.

Known as **Cataphracts**both by High Command and the common soldiery, these specialists are equiped and trained to breach walls and fortified lines, or take part in dangerous urban warfare missions where armor, more than speed, makes the difference between life and death. Equiped with some of the best suits of armor in the Commonwealth's arsenal and trained to fight in the worst conditions imaginable, the cataphracts are seen as some of the most elite units in all of the Commonwealth and rightfully feared by many of its rivals and foes.

   During the 23rd century, more than humans  became part of the cataphract formations. Karthemas, used to battle in close quarters combat, became eager recruits and quite effective when supported effectively. As the 24th century begins, more than half of all the cataphracts deployed by the armed forces of the Commonwealth's armies are made of the old inhabitants of the Kingdom of Yadra, to the point where most squads even go as far as to carry family banners and insignia to battle.

Brought to battle in heavy transports, the cataphracts carry mostly powerful, yet short-ranged weaponry to melt through bunkers and fortifications, their armor plates and personal shield systems strong enough to deflect incoming shots of most weapons. Being close-combat troops with growing Karthemas traditions, most cataphracts carry knives, bayonets and even blades to battle. While previously frowned upon, reports of battles fought by these units have shown the high command that amongst smoke and ruins, sometimes it is necessary to have a long piece of sharp steel on one's hand.
Act of Reserved Knowledge

> "We cannot justify the unregulated distribution of our technologies for profit; especially when we see our very own weapons mounted on the prow of a Yanaari destroyer. It has been folly to trade our technology in the past; it would be folly to do so again. No longer I say, no longer!"
>
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## The Act of Reserved Knowledge 2261.02.01

The Great Southeastern War ravages the Commonwealth; the economic burden of funding the industries of war is a burden the Commonwealth will soon collapse under, in the past these crises were resolved by selling access to Commonwealth databanks with the information available to build advanced buildings and weaponry. This was supposedly regulated by limiting recipients of this tech to allied nations. However it became clear that the recipients of this technology were not so guarded; no nation state has ever admitted to sharing Commonwealth technology with its enemies but the guns mounted on Yaanari vessels speak the loudest truth.

So in 2261.02.01 the Council passed the Act of Reserved Knowledge. No technology would be traded for profit on the national level excluding the exchange of other technologies on the private level; this guaranteed the Commonwealth's technology was always at the cutting edge of scientific process and could always outmatch any foe. The nation would have to look to other solutions to its burden now.

While the Commonwealth did gain a military edge for future conflicts; to their allies, it seemed more like they'd been left behind. With no technology to give the Commonwealth they'd been delegated to 'the inferior' group of nations, the Commonwealth of course denied ever presuming their allies to be inferior but it certainly felt that way.

## Amendment's

Over the years the state of galactic politics has changed, and with the rise of the Unbidden and Light in the time of The Troubles, the need for cooperation has grown evermore. The Celestial-Entente war broke out in 2313, and with he arise of this conflict the council after a long period of debate decide to amend the Act to allow tech sharing but only with the Entente. Reason being as the Commonwealth enjoyed good relations with the Entente, and they possessed technology decades ahead of their neighboring federation; these deals will hopefully allow them to gain a technological edge in the conflict, and to better prepare them to assist in fighting against the Light.

In 2315, the Mirovandia Dynastic Union joined alongside the Commonwealth in their fight against The Eternal Empire. Both nations began building up relations previously absent before with the Mirovandian navy being dispatched to Curacao to aid Manticore and the Commonwealth by opening their data banks to the Mirovandians.

In 2316, the Aaeuah Realm contacted Commonwealth official's for data banks access to aid in their fight against the Eternal's in exchange for money. The Commonwealth accepted the offer.
Cizri

First met by Commonwealth  explorers in 2232, the **Cizri**are a race of human-sized avians who mostly inhabit the territories known as the Cizri Union. Known for their distrust of other races, Cizri are known isolationists and seldom trade with others who do not belong to their own race. Some researchers believe this distrust comes mostly from years of sharing borders with the Biluan mind and other dangerous realms.

While all Cizri have wings, their weight and the strenght of their feathers only allows them to glide for short periods of time unless wind conditions are good. Their four eyes work in two sets, allowing the Cizri to stare at different objects at once, even if their focus is somewhat lessened because of the effort.

The bone protuberance coming from their beak not only provides the Cizri from additional protection against possible attacks to their faces, but is also used by their species as a way to show their confidence to others. The same way humans may shake hands, Cizri smack their frontal bones to greet a friend or family member.
BioSoc Division

"Who advance's society in the Commonwealth, us folks at BioSoc."

The Commonwealth BioSoc division is the main arm of the Science Council in charge of all societal project's that benefit the Commonwealth.

Many of their works range from genetic life enchantments, uplifting of the Kithri into sentience, and the creation of Nautilus a giant artificial wraith, which helped Commonwealth society progress into new leaps and bounds.

Many famous researches of BioSoc include.

Aadhira Tanwar: Former highest ranking official in BioSoc, with her lending the division many advancements in genetic's and biology.

Doctor Fern'huss: Newest highest ranking official to BioSoc replacing Tanwar since 2305, formerly the head of Minerva's cloning facilities.
Hira Comforts Corporation

"Clear your mind, body, and spirit at Hira we will take care of you."

Hira's Company Motto

## Overview

In society we all seek comfort from a hard day in the factory, returning back to your friends, and family after war. Dousing in consumer products to make the hardships and inconveniences of life more bearable.

**Hira Comforts** (bearing the Sondrithan word for happy) since 2262 has strive to provide the modern ways of comfort to all across the stars. Formed by a consolidation of four Sondrithan company's specializing in sightseeing and space cruise liners.

Despite the wars of the Entente in the 2260's and 70's that all but made Hira operations expand with the general public growing demand and numbers. Manufacturing of consumer products ranging from ammonia baths, high grade atmospheric surround speakers for the home, and helper robots.

They expanded all across Entente space opening factory's offices and stores in the Alir Commune, Concordat of Fenn'Halor, and Shalani coalition.

## Hira Domes

In 2286 the four Ceo's met to discuss a way to bring more comforts to the public one suggested an improved Hira helper bot and other's more innovate consumer products, however one of the them Wiaro mer' Yidam purposed what will be Hira's mainstay product.

The Hira Domes, specialized entertainment parks suited with water areas, bars, virtual reality arcades and Hira corporate stores for every parent would proved a massive success, with the first domes receiving over 300,000 visitors a week.

In over a decade 8 new domes would open from Cint, to Mradrik.

In a galaxy full of violence, wars and strange creatures, many saw Hira domes as a safe getaway for themselves were they could all be safe, happy, and enjoy themselves.

### Hira Staff

The staff members of Hira are expected to reflect the attitudes its customers receive from its domes. Everyone seeking to apply are judged based on their happiness and positivity, those who display the most will stand a better chance at employment and pay raises.

### Hira Security

Security personnel follow the sames principles as regular staff member's always happy and ready to lend hand alongside them are the Hira security robots, who aren't equipped with any weapons assist in keeping the domes safe and addressing park attendee's on park matters.

If a attendee is feeling down, its security job to cheer them up as gloom or rage isn't allowed for the health of the attendee or everyone around them.

No one is allowed to feel down during work or at the domes, those who are caught not showing cheerful attitudes three times will be terminated
Aadhira Tanwar

> ***"Previously, we thought only gods could create life. Then came Aadhira"***
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> **-Drahoslav Tesar, speaking about his wife-**
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Aadhira during her college years

Creation of the Wraith "Nautilus"

(A long list of other advancements and discoveries in the field of biology and genetical modification)

**Aadhira Tanwar** (2180,Ortus -2305, Ortus) was a human citizen of the Commonwealth, high-ranking member of the Science Council and head of the BioSoc Division. Her many advances in the fields of genetics and biology, aside from her outstanding intellect have not only made her one of the most renowned scientists of her time (some even dare to say the greatest in human history), but also one of the most recognizable faces outside the Commonwealth's borders, her name as famous, if not more, than that of her husband and former president of the Republic Drahoslav Tesar.

Despite coming from a family of traditionalists closely associated with the Exile Party, Aadhira shared with many other people of her generation the desire to discover what was previously unknown, to go one step beyond and bring prosperity to humanity like it has never seen before, even during Earth 's golden ages. Even after she reached the age of 100, Aadhira would continue to work tiressly, still fueled by the same sense of awe of what the universe had in store for the human race.

Her need to always go one step beyond made her constantly but heads with different sectors of society, as Aadhira continued to test the limits of what human science could and could not perform. For the Kithri, her name is spoken always with respect, as it was thanks to her that they were uplifted and granted the chance to evolve from primitive creatures to sentient beings with brains to match those of humans. The Vrinn, the first race to be created in BioSoc laboratories, also speak of her with outmost reverence, as it was thanks to her and her team that they were given life in the first place. Even the wraith fighting alongside Task Force Manticore, a creature by the name of "Nautilus", would have been nothing but a dream if it had not been for Tanwar's need to always try what nobody else dared, or had the resources to attempt.

As many others, Aadhira died during the infamous Last Light incident, alongside her husband Drahoslav Tesar. Their bodies currently rest right next to the ruins of the portal which brough humanity to Ortus, their graves far more modest than the wonders each of them achieved during their lives.
Aasha industries

*“It’s time we catch up with the others”*

*-Aasha inc’s CEO response to project IVA-*

## Origin

Founded in 2178 Aasha industries quickly became the primary manufacturer of goods on Ortus by 2195 and when the Expanse Project began in 2200 it was Aasha inc who supplied the shuttles and dockworkers with fuel, food and equipment. By first contact with Alir Commune Aasha industries began employing Alir citizens bringing their unique knowledge to OCN at the time. By 2220’s Aasha began creating new operating systems for The newer ships coming out of dock, including CSV Thor the first lempiscki Class cruiser and other civilian programs.

## Left behind in the flames of war

However in 2230s the company began it’s decline as the government began investing more in military matters, other companies began to jump at the chance to get ahead of Ortus number one especially the construction of the merit class fortress, during the Aramathi liberation war Aasha began to consolidate its holdings by maintaining food productivity and selling war bonds but for research departments credits were dropping like flies, so Aasha began to construct factories that although will under other companies during wartime by the time peace arrived Aasha would have plenty of industrial might to go around. Despite that however, by the end of the war Aasha industries was the third largest manufacturing company in the OCN now the Commonwealth.

## Rise of a mecha giant

After the war with the Biluan Mind Aasha began to rise again but because othe companies were moving into th civilan industri Aasha was quickly cornered on the market but certain commonwealth military officials came to Aasha HQ on ortus to make a deal, since most companies are focusing on getting into the civilian industries no one was willing to be contracted but Aasha still Seeing a profit in military affairs accept the contract to build the next generation of mech the project was called the Shiranui program.
Jir Compact

## Ethics

Egalitarian

Materialist

Xenophile

> ***"Commonwealth, to our south, Biluans to our northwest, and Zracon to our west...We are doomed, if we don't intermingle."***
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> **-Yust Prink, Jir Cipher and Scholar of Documentation-**
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The Jir Compact is a nation positioned counter-spinward ofthe Commonwealth. Its population is primarily made up of Jir.

Like the race itself, the Jir Compact are secretive and kindly folk whom rely on their innate mental fortitude to get them through being one of the smallest realms in the galaxy and one whom exist only by deals and close allies with the true titans of the galactic scene.

The Jir, brought a new way to intermingle with other species, and that is the fact that the Compact has been described by many to be little more then a banking company that all countries store their valuables and wealth away from. Leading to many uneducated races viewing them as distasteful loan-dukes, who hoard their belongings in safes that they are known to bury all over the galaxy with the intention of using to build loans and IOU's to other more powerful nation states.

This leaves the Jir Compact in a position of power no one state could ever wish to attack, given their unionary relationship and ability to make even the most silly war sound profitable.

Prior to the Great Southeastern War, wars where unique in that they had never resulted in massive boosts in industrial efficiency nor payback from the violence. Planets are left destroyed, and the states conquered usually don't become profitable until 5 months to 3 years after another country has conquered it. Thus, the Jir began to theorize what would make their wars profitable.
Liberation of Udkall

In one of the most crushing military disasters to be suffered by a Coalition ally in galactic history, in 2264 the Biluan Mind broke through Udkavongo defensive lines and rushed towards their homeworld, Udkal. In the span of a few months, they had overwhelmed its orbital and ground-based defensive forces and landed on the planet, where they set about devouring every Udkavongo they could find with their everpresent singleminded efficiency.

### Tales from the Front

During the failed attempts at evacuation, four veteran multispecies Commonwealth regiments, which had been deployed to Udkal as part of a joint training exercise, were trapped on the planet. They received orders, just before the FTL comm buoys went down, to avoid population centers, help defend any refugees seeking shelter in the mountains, and organize what resistance they could among remaining militias and the shattered remnants of the Udkal garrison forces.
Harrier

*"The spearhead of any decent incursion and the best way to fall back if things don´t go as planned"*

-anonymous Yaanari corsair speaking about the Harrier-

   The **Harrier anti-grav combat skimmer**is one of the most common combat transports to be seen in any Yaanari  fighting group or corsair band. Built by legions of slaves in the league's  many factories, these swift all-terrain vehicles take small squadrons of soldiers across the battlefield to attack the foe where they least expect it.

While most Harriers carry shield systems and a mixture of short-range weaponry to support troops during their landing, they very rarely serve at the front lines. Lacking the armor plating of proper combat vehicles, the Harrier trusts its speed to dodge incoming fire and get out of the way fast enough before the enemy can land a lucky hit and send it crashing to the land. Its powerful engines and anti-gravity systems also make the Harrier an agile craft which can move through any terrain if its pilot is competent and experienced enough.

## The crew

Aside from the pilot and a frontal gunner, all free space in the Harrier is given to the crew the vehicle will take to the battlefield. Due to the large size of a Yaanari soldier, most Harriers can only carry 10 warriors at once, their weaponry and any extra equipment they might be bringing with them. Unlike heavier Yaanari craft, Harriers are not designed to carry slaves, only true-born Yaanari warriors eager to gain glory and some wealth too.

The crew of a Harrier and the troops they transport are more often than not veterans of a thousand raids and even a few battles. Working together to the standard of the specialists of other races, they quickly leave the vehicle, cause as much damage as possible, and then fall back, all the while recieving covering fire from the Harrier's frontal heavy guns. The forces of the Alir Commune has written many reports about how effective these attacks can be, as Harriers always seem to strike where their foe least expects it.

## Hunting squads

A Harrier does not hunt alone. Flying across the battlefield in groups of 3 or 6 vehicles, they choose a target together and then fall upon it from all sides, making it difficult for the ambushed to mount an effective defence. As a rule, Yaanari commanders prefer to send Harrier squadrons on hunting trips against enemy artillery, isolated groups of infantry and supply groups.

A saying amongst those fighting in Harrier squads is: "If you find yourself in a fair fight, then you are not doing your job right"

Due to their close relationship with the League, the traitor mercenary company known as the Golden Rifles make heavy use of these transports in battle.
Act of Proportionate Power

> *"When the nation is beset by crisis it is those who are most apt to resolve the crisis who must have power"*
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## The Act of Proportionate Power

The Act of Proportionate Power was created alongside the founding of the Council and the act entails that the people most suited to resolve an issue should also be the people with the most political influence, this is achieved through a system of weighted voting, those most suited to solve the crisis have their vote worth 50% more than other councillors (Which councillors are 'suited' however can be debated and sometimes the council must vote on which councillors votes are to be weighted, though no weighted voting is allowed in this instance to prevent political snowballing)

This act is intended to be used in situations where the current council cannot pass any bill through a majority vote; and the act cannot be invoked lightly. The Act of Proportionate Power can only be petitioned for activation if the following criteria is met.

### Requirements (Any one of the following)

* Is at war and one of the following
	+ There is an economic recession
	+ The outcome of the conflict is uncertain or the enemy is expected to win
	+ The military is incapable of effectively combating the enemy
* A great humanitarian crisis is occurring and all of the following
	+ The crisis is occurring within, or locally, to the Commonwealth
	+ It is possible to efficiently resolve the crisis without ludicrous cost
	+ The solution must not compromise other vital functions without reasonable cause

* A 'crisis' of any description is occurring with the Commonwealth and any of the following
	+ The crisis is effecting an entire planet or is occurring across the nation
	+ Local services are unquestionably unable to resolve it
	+ It cannot be resolved through non-radical methods

These criteria are in place to prevent abuse of the system and any councillor who is deemed to be abusing the act is stripped of their position; so invoking the act without undeniable justification is a serious risk to a councillor.

Overall the act is meant to be a pragmatic solution to a problem that cannot be resolved to the majorities satisfaction. The act is unpopular as it is often used to pass morally ambiguous bills, causing a great deal of resentment from councillors who opposed bills that came to pass because of this act; to counter this, every act passed using weighted votes can be repealed through a *minority* vote of 35% or over.
Kithri

The **Kithri** are a species of sapient fungoid creatures originating from the planet Curacao. They were once a semi-sapient creature equivalent in intelligence to a small child or an ape, before being uplifted by the Ortus Council of Nations to become an equal part of their society in the year 2216. At first, they had a rather unfortunate biochemical quirk which caused their spores to trigger hunger reactions in many other sapient creatures, making their flesh remarkably tasty - something which resulted in the development of an illegal poaching industry during the initial settlement of Curacao, and which placed them highly sought after among the decadent durophages of the Thadrakos noble Families. After a thorough examination of species' genes in 2284, however, the quirk was tailored instead to improve the mood of nearby individuals, giving several Kithri a rather charismatic trait that aided not only the individuals, but also fellow members of the Commonwealth working side by side with such fungoids. Kithris nowadays are one of the largest species within the Commonwealth's borders.

### **Tales from the Front**

Yaanari slavers have made a number of minor incursions and raids against Commonwealth planets with large Kithri populations over the years. Piracy and kidnapping have also been used to get their hands on some individuals. While it is not known for certain what these slaves are being used for, some Phalanx agents have discovered that Thadrakos nobles have somehow gained access to small amounts of Kithri flesh, which is shipped in from elsewhere and consumed as a delicacy.

To Ariana Dupree, head of the Phalanx protocol's sapient rights division, this suggests that somewhere in Yaanari space there is a hidden facility which contains a small breeding stock of captured Kithri and their descendants, being kept as livestock to give the Yaanari a source for what they consider to be merely a luxury good. She has organized a task force which has spent the past several years trying to find proof of this facility, but although they have been able to start tracking shipping manifests, they have so far been unable to pinpoint a specific location within Yaanari league space where the facility might be located.
Entente-Alliance War

Start date: 2268

End date: August 29. 2278

The **Shalani-Zracron war**, otherwise also known as the **Entente-Alliance war,** was a conflict involving the Galactic Entente and the old Triple Alliance, consisted of the Zracon Union, the Yaanari League and the Kingdom of Yadra.

## Overview

The war officially started in 2268, with the Shalani primarily going on the offensive, managing to successfully capture two Zracon planetary colonies. Over the next few years, the Zracon front would slow to a stalemate, with the Zracon fleet and its armies successfully launching a counterattack, achieving control of one of their colonies back from the Shalani.

The war would finally end in 2278, ten bloody years after its beginning. Victory came to the Galactic Entente, who scored a devastating blow against the Yaanari, and signed a white peace with the Zracon and Yadrans.

## Operation Fire Torch

**Operation Fire Torch** was launched by the the Alir Commune in 2273 aiming to gain the initiative against the Yaanari in the south. The operation marked the Alir's first offensive naval operation in the conflict, with the main Alir force spearheading the attack, while the Sondrithan's and Avaarians provided close support with their navies.

The operation proved risky, but the ACN (Alir Commune Navy), over it's previous 20 years of activity expanded and improved their training capabilities and overall firepower, along with skills provided to their fleet personnel by the assistance from the Commonwealth and its officers working within the Phalanx Protocol.

The operation was deemed as a massive success, with the Alir seizing over three Yaanari colonies for themselves and knocking out several critical slaver assets in less than eight months. Not only that, as most Yaanari military vessels located in the south were intercepted and taken out of action, greatly increasing the Entente's chances of success in the war as a whole.

## Aftermath

Their stunning victory boosted the reputation and morale of the ACN and ACGF (Alir Commune Ground Forces), significantly helping the efforts of the Entente to achieve the final victory against the Triple Alliance, five years later, in 2278.

The Triple Alliance disbanded in 2278 over political infighting, and disunity between the Yaanari and the Zracon.

The Entente despite obtaining miltary victory over the Yaanari failed to enact upon their victory and settle for a white peace, sparking the fuel needed for the Yaanari-Entente war to begin 14 years later.
Beldross Pious Cooperative

## Ethics

Fanatic egalitarianSpiritualist

The Beldross Pious Cooperative, is a star nation located 90 spin ward of the Commonwealth .

The Fenn'Halor are one of the few nations in the galaxy that combine religion within their democratic process, as the Fenn'Halor often credit their gods for blessing them with liberty.

They joined the Galactic Entente in 2246, out of safeguarding their religious liberty form potential threats.
Earth-Ortus portal

A strange construction of unknown origin built under the city of Istanbul for also-unknown reasons. During humanity's last years on Earth, it provided the human race a way to flee their doomed planet, thus saving humans from extinction. Those who entered the portal quickly found themselves in a new world which would soon become the second home of the human race: Ortus.

Centuries after the Last Exile left Earth, the portal still stands amongst the great buildings and roads of Wiladat Jadida, capital or Ortus. Despite no longer working (some say due to the destruction of Earth itself), the portal is still seen as a symbol by humanity and more respected than any other monument to be found in all the territories of the Commonwealth.
Imperial Court

The Imperial Court is a collection of the highest ranking leaders within the Eternal Empire. The highest ranking members of the the Royal Imperial Admiralty, HM Armed Forces, and Eternal Ministry, are counted within this group.

As power within the Eternal Empire is entirely centralized around the Eternal Empress this Court has no technical power, rather the Lord Regent who acts on behalf of the Queen has absolute power; while the Courts has no technical power it is assumed that all orders, commands, policies, declarations etc etc are given out by the order or consent of the Lord Regent and by extension the Empress, making all orders from the Imperial Court absolute.

The Imperial Court meets to discuss affairs of state and coordinate the efforts of the Empire; advising the Lord Regent and giving or requesting recommendations, resources, support, intelligence and so on.

The Lord Regent uses the Courts as a group of advisers on the state of the Empire and as instruments to carry out his/her visions. Industrial reforms, military reforms, economic reforms... all are ordered to be done by Lord Regent to the relevant "Courtiers" of the Imperial Court.

While the Imperial Court does carry out orders given by the Lord Regent, the members do create their own plans and ideas on their own; they simply then propose these plans/projects/reforms to the Lord Regent who then approves or amends or rejects them.

The Imperial Court rarely meet all at once in person, instead holographic display of people over long distances were used, thus allowing the Court to convene at any time no matter where its Courtiers were.

The Imperial Court remained a vital group after the death of the Empress and continued unchanged as advisers to their current Emperor or Empress.
Entente President

"The title of president stresses unity and cooperation, a position so proudly revered across our species." Shalani diplomat Yiturla

Acting as head of the council, the **Entente president** comprises one of the 50 council delegates of the member state's that obtains the presidency every 10 years.

During the founding of the Entente, its office power was purposefully limited to a overseer role maintain the member states sovereignty.

The office of the president was originally was created to act as a mediator and adviser whenever the council is in session, though overtime this role responsibility's have increased with the growth of the Entente including appointing and overseeing heads of various federal agencies.

If the president is suspected of violating the Entente Declaration on Sapient's rights or acting unlawfully, the council holds a vote on impeachment. If its passes the office transitions over to the first speaker also a member of the presidential state's delegates until the 10 year term is over.
Celestial Committee

The Celestial Committee is the primary assembly body of the Celestial Alliance.

The Committee is hold session every four months were diplomat's along with each member country's head's of state attend discuss politics foreign policy and military matters.

## The Thadrakos Committee

Despite the inclusion of other races on the Committee, that can vote and purpose their own ideas. The Committee is more of a rubber-stamp body mostly influenced or outright controlled by the Thadrakos Families as they represent the dominant nation and the alliance along with the Thadrakos views towards other species create a arrogant attitude.

The F'thgran Union have often complained of the arrangement during multiple voting session's calling it 'Unfair, and Thadrakos centric', but its concerns have mostly been suppressed or ignored by the Thadrakos and other member's.
Entente council

The council is the main legislative body for the Galactic Entente.

The council is made up of 200 delegates appointed by all 4 member states within the Entente. The federation president, who changes every 10 years along each state and is appointed from one of by the acting presidential member state's 50 delegates, has the option to present policy proposals to the council and gains the privilege of hosting the council on their homeworld.

Sometimes, though, the Entente president chooses not to house the council on their homeworld, whether due to civil unrest, fear for the council's health, or, in the case of the Alir, a desire to keep the sacred fields of their homeworlds for the eyes only of their most trusted friends and those who are already integrated into Commune culture. Whatever the reason, if the council president is unwilling or unable to house the council, the president's nation still takes responsibility for finding them a central location with good access to communications equipment from which to govern.

The Entente Council only has the authority to manage wars, security, open borders and free trade. All political responsible rest with the states though with the growth of the Entente the council has founded agency's to coordinate the states.

The council can pass law outside of its original duties, however they're not mandatory unless its a executive act which can only be used in emergency situations.

## Duties

The duties of the Entente council has oversight over are.

* Regulating trade and tariffs between entente member states and foreign nations
* Declaring war, and making peace on behalf of all members states.
* Managing labor, education, and tourism travel between member states
* Handling emergency disasters across various member states.
* Operation of the Astral corps and Entente Interstellar Defense Force to maintain Entente security

## Branches

The Entente Council operates various agencies to handle duties on behalf of the member states.

* Entente Interstellar Defense Force
* Entente Interstellar Defense Force High Command
* Entente Volunteer Corps
* Trade and labor agency
* Diplomatic affairs agency
* Emergency affairs agency
* Scientific and Education agency
* Internal affairs agency
* Entente intelligence agency
* Federal Judicial Agency
Minervan Spiders

*"Since ancient times, humanity has used all manner of animals for war. Why not spiders?"*

-General Branicki on the use of Minervan spiders in the Commonwealth army-

Found in the antartic world of Rammas II by famed explorer and scientist Shen Kuo, the **Minervan Spider** is one of the most ferocious predators in the galaxy. Moving in swarms made of hundreds of their kind, these large bull-sized creatures hunt like a pack, their agressive nature making them almost suicidal as they try to overwhelm their prey and devour it whole. Covered by a thick exoskeleton, Minervan Spiders are quite difficult to slay and strong enough to pierce through the plates of a light tank if they believe their next meal is hidding in it.

During its wars, the Commonwealth has made extensive use of these creatures. After several changes to their biology and the direction of specialized handlers, swarms of thousands of these spiders have been used as shock and terror troops against enemies like the Biluan Mind with fantastic results. Of course, Minervan spiders are never sent to warzones with high numbers of civilian population, since these creatures do not distinguish between soldier and civilian.
Ezat-Akiu

Ezat-Akiu is a yellow main sequence star. The star system containing 6 planets: 4 terrestrial worlds and two gas giants, with Cint, the Alir homeworld, being the only planet that bears life.

Like the residents of Ortus, who have a very positive attitude towards Aasha, their home star, Ezat-Akiu is acknowledged by those who live on Cint. The Alir hold great value of their star as if not for it their crops wouldn't live thus not birthing the life of modern Alir civilization.

The Alir honor their star by featuring it on their national flag as a symbol of life bearing for the commune.
Masked Snarly

Masked Snarly as she will appear in Pixeltail.

**Masked Snarly** is one of the new antagonists for the upcoming Pixeltail. She appears to be a new version of Snarly Dog wearing a creepy mask.

## Behaviour

PIXELTAIL

Her mechanic as described by NickamonPoppytail is:

"She is a super fast clone of Snarly Dog, who has the annoying ability to stun Alice temporarily."
Mord'Ekar

*"When you hear the shrieks, you know you are in for a bad time"*

-Anonymous Favsim Hastasi in the war of the North-

The Dyss  are not a race known for their love of any tactics which do not require overwhelming force, firepower and swift attacks. Because of this, their army very rarely deploys raiding or infiltration units to harass the foe's rearguard. Slow and not always successful, these sort of tactics are often fround upon by the warlords and commanders of the Hakone Hvitsärk, who see the use of these forces as the last resort of an incompetent commander.

   The **Mord'Ekar**is the Dyss "effective" answer to those sort of units. Unlike the black ops teams and paratroopers of other armies, the Mord'Ekar have one role and one role only during the offensives of the Dyss army: That of assassins. Deployed as swiftly as possible, they ignore the enemy's supply lines, going instead for the HQs of the enemy force, to slaughter their leaders and break the chain of command which holds the foe together.

Matching the risk of the frontal assaults performed by front-line Dyss units, the Mord'Ekar are expected to at least bring pain, terror and confusion to the enemy before being surrounded and annihilated. This however is no easy task, as forces from the Favsim Dominion and theHM Imperial Army have come to learn. The Mord'Ekar are trained to fight behind enemy lines, surrounded by all sides. Clad in heavy armor and wielding all manner of short-ranged weaponry, they are taught that, even when slaughtering the enemy commander is not possible, great damage must still be delt to the foe so the army forces assaulting the front have an easier time making openings.

If they survive their mission, mord'Ekar often link up with the regular Dyss army, joining their ranks as support units while preparing for the next assault.

## Equipment

**The Shrieking Helmet:**A bestial helmet created by the Dyss to spread terror amongst enemy lines. More so, it is equiped with speakers that release high-pitched shrieks potent enough to harm human hearing (some researchers listening to recordings of these shrieks needed a whole week to listen properly again).

**Swarmat:**A close-ranged weapon able to release a high-rate of fire upon the foe of the Mord'Ekar. Such is the rate of fire, the ammo drum soon runs dry. By that time however, the mord'ekar is expected to have reached close-range with the enemy, so it can use the blades of the swarmat to gut and cleave the foe into bits of red flesh.
Galactic West

"The glorious west. A region that should belong to the might of the Empire yet we share it with these filthy xenos." Eternal military commander

The Galactic West comprises a conglomerate of nations and species with varying ideology's ranging from autocratic rule to a oligarchic meritocracy. Although the Thadrakos Families make up a huge power in the region despite having more holdings in the south. The Eternal Empire however, is the most powerful nation in the west by a long shot compared to most of their neighbors.

## Important Nations

-Eternal Empire: The largest and most powerful nation in the west possessing a large military and population ruled under the absolute rule of her majesty Victoria VIII.

-Thadrakos Families: Ruled by the Artistically inclined Thadrakos. The power of the Families have allowed them carved an empire in the southern most part of the west.

-F'thgran Union: A nation comprising of the Grolllferp, a race dedicated to the insight and advancement of technology to better their union.

-Beldross Pious Cooperative: The Beldross are a democratic and open race that combines their religion into a democratic system that is blessed by their gods. They comprise of the Galactic Entente, a alliance nations in the Galactic East only member in the west.

-Lagin'Chuuz Enlightened Kingdom: Ruled under the guise of monarchism. The Lagin'Chuuz are one of the main players in the Celestial Alliance.

-Aaeuah Realm: A monarchy of golden plants that border the Eternal's to the south and are one of the few nations in the galaxy that enjoy good relations with the Yaanari.

-Zracon Tribunal: Formed form the remnant of the Union following their collapse during the Last Light.

-Raxycodium Union: The only plant based race that are full fledged members of the Celestial Alliance.

-Zaskas Empire: A race that has for the most part like the Uri are one of the Thadrakos slave races. Although they do have a small pocket of space partially self governed space though still a Thadrakos puppet.

## Notable Worlds

-Suthar-Rakos: Capital world of the Families, and the center of art and perfection for the Thadrakos.

-New-Earth: Seat of the Eternal Imperial government following the exodus.

-Fenn'Halor: Beldross homeworld, and the site of many of their religious and democratic institutions.