recursal/Fanatic-Fandom huggingface dataset:
Druáyha House

**Rot Faeries** Food spoils more quickly at Druáyha House, even when refrigerated.

**Boggerbons** The House is more prone to mold and mildew growth, and fragile objects are more likely to break during the night. This is less likely to happen when food is left out at night.

### Est. Value

𝔛4.46B

**Druáyha House** is a two-story chalet perched high up on a mountainside, and has a direct view of Myrtla from the North, with Seeliwood Forest's extreme edge being visible from the backyard.

Bought by Duxesse Antanasia Mocanu to serve as a Muaran retreat during her pilgrimages, it incorporates Levlistran elements to its design added after the fact; namely the bright blue paint color with a red brick roof and a low wall that surrounds the property. It has a metal gate, bright blue in color too, but this is usually always open and leads to a large grassy area in-front of the house, a shed off to the side, and a garage etched into the mountain side. Despite the garage, a towable wagon and an orange Vultur Papagal can often be seen parked in the grass outside when she's here.

Out back is a vineyard, which grows both wine in the traditional Levlistran salted style, and Muaran Absinthe. She's occasionally known to sell her production in her free time; she's also known to provide limited medical services to those that come to her door, thanks to her blood technique, but she doesn't encourage this.

### Layout

The house has 2 rooms on the second floor, and 5 rooms on the first floor, 2 of which were added after her purchase. The second floor has the office and the bedroom; the first floor has the living room (which also acts as a dining room), drawing room, bunk room, shrine, and gym. The basement, which holds absynthe and wine storage, also leads to the enclosed garage.

In general, the inside is cozy, having white walls and wooden framed windows, along with a wooden floor. The furniture has been arranged to encourage guests to socialize, and naturally due to its mountain position, it has a large central fireplace.
Estrik Machtenherr

**Overview**Armies

> "*We shall fight for our country, in the mountains, in the valleys, and even in the trees! Hurrah!*"
>
> **- Adresaas marching chant**
>
>

The **Estrik Machtenherr**, more commonly referred to as the **Esterlin Ground Force**, is the small army of the Grand Duchy of Estrik. Due to the country it is organized under being nothing more than a small colonial holding of a greater power, the military capabilities of the Machtenherr remains fairly insignificant in comparison to the Kaischtadressat Machtenherr of the New Adresaas Empire.

Much of the organization that goes into the Estrik Machtenherr is overseen by foreign Adresaas officers who make sure that the Grand Duchy is doing all it is required to maintain peak performance in its military. Much the same can be said for the **Estrik Aschronachten**, as both branches are meant to be a pristine representation of the Adresaas Empires colonial abilities.
Davide Mantalli

**Overview**CogentCompanions

RARE CHARACTER
Davide Mantalli

LEVEL 10

## Character Sheet

* +2 Admin Efficiency
* +40 diplomatic power
* +16 military power
* Provides +4 to rolls in duels for friendly characters in that force
* If defending: Builds up 7 fortification in the system per turn.
* +𝔛160,000,000 per year

* +20 military power
* +20 to rolls in duels
* +4 HP
* +𝔛400,000,000 per year

1d20+20

**NON-COMBAT DUEL STATS**
2 ❤
1d20+8
36 Military Power40 Diplomatic Power+4 for characters under command

* Gains experience from won and lost battles and military exploits.
* Gains one level for every duel fought, regardless of whether they won or lost it.
* May be killed in action.
* May be taken prisoner.
* May be killed by an opposing faction.
Create a New Car Model

This page is a tool to help the owners of car/motorbike/landspeeder brands to create models which can then be used by players. The following input boxes will take players to create a new model of the specified subtype.

Players can then copy this template onto their pages, replacing "MODEL NAME HERE" with the name of the model they bought:

```
{{ MODEL NAME HERE

<!-- Description -->

<!-- Damage -->

<!-- Trunk -->
#{{Empty}}
#{{Empty}}
#{{Empty}}
#{{Empty}}
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#{{Empty}}
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 }}

```

## Motorbikes/Landspeeders

```
{{ MODEL NAME HERE

<!-- Description -->

<!-- Damage -->

<!-- Trunk -->
#{{Empty}}
#{{Empty}}
#{{Empty}}
 }}

```
Concord Way

The Concord Way is a network of etherlanes that connects the Aengelian region of the Aoshanti Concourse with the Demise. It was originally built by the ancient Aoshanti Empire to connect its central core with the outer territories. It has different names, such as "***Irumi Nuîra***" in the Haûra language or "***Da'heda Enur***" in the Irsune language, among many others in different nations it crosses paths.

This lane starts/ends in the Vigila system and ends/starts in the Telyar region, in the world of Kreon. Thus it's starts in the Pomarian Empire and crosses with the Path of Kings lane on Cormeum to continue through the Kingdom of Neodorum, actually through Neodorum the capital itself. Them it goes all the way and enters the Akran Theocracy, crossing through it until finishing in the city state planet of Kreon. Here where the line start's/end, it also connects with the Path of the Coalition line which happens to end/start as well in Kreon.
Evgeniya Kiseleva

Tsardom of Illaria
 Krizovia

Tsardom of Illaria

Evgeniya KiselevaCogent Sheet
**Evgeniya Kiseleva** is the head of the Krizovian Astroindustrial Charter Corporation.

## Stats

* PROFILE
* RENOWN
* COGENT
* FINANCES
* CAREER
* COLLECTION

 *Estates Director* of the Krizovian Astroindustrial Charter Corporation | Krizovian Vampire | Estates Director of the IACC

Evgeniya KiselevaCogent Sheet

INCOME/EXPENSES

**23 -** +𝔛1,000,000,000,000,000,000,000 from yearly company profits.
**23 -** +𝔛500,000,000,000,000,000,000 taxes to the Krizovian state.
**5.23 -** -𝔛100,000,000,000,000,000,000 purchase from Rotan Aricanus.
**6.23 -** +𝔛50,000,000,000,000,000,000 from tournament bet with Ghuugh Bolordax.
**6.23 -** -𝔛1,000,000,000 purchase of a Brahms-Holtz Model One.
**6.23 -** -𝔛300,000,000,000,000,000,000 from political donations and activities.

Background

Battles

Duels
* Cogent dueled with Vortkan Dorvocax during the Vigilian Games 23 NE - **VICTORY**
* Cogent dueled with Gh'uugh Bolodrax during the Vigilian Games 23 NE - **VICTORY**
* Cogent dueled with Dunteriadact Andernachtiz during the Vigilian Games 23 NE - **VICTORY**
* Cogent dueled with Reimar I during the Vigilian Games 23 NE - **VICTORY**

**Weapons**

 One Handed or Two HandedPrimary+ ▢ 10 (two-handed) when fully proficient+ ▢ 8 (one-handed) when fully proficient■  Blade Color
* *Two-handed use: Up to **+10 dice bonus** when fully proficient.*
* *One-handed use: Up to **+8 dice bonus** when fully proficient.*
* *Reach combatants may outrange their opponents if they do not have reach or ranged weapons.*
* *Characters without reach weapons must enter melee range before being able to harm someone keeping them at bay with a reach weapon. This requires getting 2 victories over the defender.*
* *When characters succeed in overcoming the reach weapon in this way, they get one free attack on the reach weapon user before the latter's next action.*
* *Characters with reach weapons equipped caught in melee range must attack and defend with half their reach weapon proficiency until they switch to another weapon.*
* *Reach weapons cannot be used in grappling range.*The partial hardlight glaive of Templar Rotan Aricanus of the Order of the Theophylact, given to him at the ceremony which made him a Templar. It is a practical, sleek, and sturdy construct. This glaive traveled the Concourse, saw battle at Vigila and Shesta, and finally defeated Toggontomor. The inscription on the handle reads: "I DEFEATED THE UNDEFEATABLE."

**Pets**
**Vozlyublennyy:** A juvenile Balet bought from Ghuugh Bolordax at the Vigilian Games, it often accompanies her on her business travels both as a sign of prestige, and as a travelling companion.

**Automobiles**
Adresaas Aschronachten

**Overview**Fleets

> "*Without the Empire, there is no navy, without the navy, there shall be no warden to protect Agatropica. Stand united, and stand for our indivisible might!*"
>
> **- His Imperial Lordship**
>
>

The **Kaischtadressat Aschronachten**, more commonly known as the **Aschronachten**, is the large astronavy of the New Adresaas Dominion. The astronavy is heavily funded, much more than even the confident army, utilizing well off autonomy. admirals and captains are handpicked by the Auterhochtecomadechton, the supreme commander over the entire military.

With much of its organization and staffing inherited from the old Adresaas Republic, and ship designs evolving from various warlike cultures such as the Tesar and of course most importantly the Agatrops, it is often thought to best reflect full transparent aggression, a notion of archaic imperialism wrapped up in a neat bow in modern Selten.
Court of Immigration

> "*You all stand before the Court of Immigration, we request your immigration sponsor and the patriarch- or matriarch of your family please present all documents that the detention center has cleared for the beginning of your new lives. The naturalization process has begun for all of you, do not waste this opportunity. We can get started in just a moment.*"
>
> **- Chief of Citizenry**
>
>

The **Court of Immigration** is a large building on Fittervalde Station that handles the start of naturalization for Fittervalde immigrating peoples and characters alike. A Chief of citizenry sits at the very front of a large round podium where each judge of immigration may give their ruling on a family or singular person, this usually takes an hour at most and the court can have up to ten families packed into one hearing at a time.

At the end of the hearings, people are given a proof of citizenship, this means that they are officially in the system and can finally leave the cramped conditions of the Fittervalde Detention Center. Once citizenship has been approved, there are no more limitations put on the newly registered denizens of the Adresaas, and are free to explore the station, and find work and purpose on Adrealis.

## Proof of Citizenship

Date of Birth
 Grants
* **Member** with the  **Kingdom of Adrealis**.
* **Respectable** with the  **New Adresaas Empire**.
* The right to purchase and bear self-defense and recreational arms on the planet of Vigila:
	+ Swords
	+ Pistols
	+ Light body armor
	+ Hunting rifles
	+ Bows
	+ Crossbows
* Free movement within the territory and vassals of the Throne of Adrealis without needing to provide any other form of identification.
* Movement within the territory and kingdoms of the New Adresaas Empire, without hinderance.
* The protection of His Majesty's police within Adrealian territory and abroad.
* The right to business on Adrealian soil and sky.
* Political privileges on Adrealis, such as the ability to eventually become a noble house, protection against wrongful incarceration, and ability to serve dutifully in the Machtenherr and Aschronachten.
* Naturalization within the New Adresaas Empire.
* **Cautious** with locations aligned with the  **Rosokovo Accords**.
* **Cautious** with factions aligned with the  **Serene Dominion of Lunsariat**.

```
{{ Adrealian Proof of Citizenship
<!-- PERSONAL INFORMATION -->
}}

```
Computers

**Computers** is an intellect-based skill representing a character's knowledge of digital technology principles and proficiency with using computers and other digital devices. Characters with high Computers tend to be adept programmers and technologists, able to apply a wide variety of virtual tools to suit their needs.

## Hacking

 CL 1
 CL 2
 CL 3
 CL 4
 CL 5

**Hacking** is a use of the Computers skill which may be enabled by DMs of settings, campaigns, or Operative missions involving heavy interaction with digital technology.

Attempting to hack into a computer system is a 3/3 Computers skill challenge, requiring 3 wins to succeed and allowing for a max of 3 failures. The CL of the skill challenge is determined by the security level of the system being hacked, ranging from publicly accessible databases to top-secret government computers.

The criteria to target a computer system and the consequences of failing a hacking skill challenge are up to the DM—it may require a physical link, or the player may be able to inject malware remotely by deceiving a user of the target system. And the price of failure can range from simply locking the user out to instigating a system wipe and alerting the villains to what the heroes are attempting to do.
Divna Vukomanovic

Divna VukomanovicCogent Sheet
**Divna Vukomanović** is an agent in the employ of the Illarian Empire, and primarily oversees activities concerning Little Illaria of Northern Aoshtai and Little Illaria of Southern Aoshtai.

A **seer**, historically agents of her ilk have been utilized by the various authorities of Illaria for the purpose of information retrieval from those captured; political opponents, terrorists, high-level criminals, and other disruptive elements. With the rise of the Empire and the fall of the State, their powers have been severely restricted.

## Profile

Weight: N/A
Eye Color:  Black
Gender:  None (She/Her/Hers); feminine inclination

## Stats

* PROFILE
* FINANCES
* CAREER
* RELATIONS

 Seer for the Illarian Empire | Shabhya Wraith | Émigré

INCOME/EXPENSES

**23 NE**

**1.23 -** +𝔛50,833,333 monthly Imperial payroll.
**2.23 -** +𝔛50,833,333 monthly Imperial payroll.
**3.23 -** +𝔛50,833,333 monthly Imperial payroll.
**3.23 -** -𝔛500,000 from Vityakhamat's fortune telling.
**4.23 -** +𝔛50,833,333 monthly Imperial payroll.
**5.23 -** +𝔛50,833,333 monthly Imperial payroll.
**6.23 -** +𝔛50,833,333 monthly Imperial payroll.
**7.23 -** +𝔛6.5 quintillion transfer from Ljuba Jovic.
**7.23 -**-𝔛6.5 quintillion, purchase of a IC-SD 875 Stealth Courier from Konsa's Shuttle Barn.

ACCOUNTS

Battles

Duels
* Duelled with Anxag Halrufline during the Vigilian Games 23 NE - **VICTORY - 2 DUEL POINTS**

* Duelled with Jafaar Aldalisk during the Vigilian Games 23 NE - **DEFEAT**

* Duelled with Kairaes Thritan during the Vigilian Games 23 NE - **DEFEAT**

* Duelled with Ghardolbetji during the Vigilian Games 23 NE - **DEFEAT**

* Duelled with Mušḫuššu during the Vigilian Games 23 NE - **DEFEAT**

* Duelled with Khasgyr during the Vigilian Games 23 NE - **VICTORY**

* Duelled with Burnaburyas during the Vigilian Games 23 NE - **VICTORY**

* Duelled with Inq. Anyet Mi'retel during the Vigilian Games 23 NE - **VICTORY**

* Duelled with Dobyn during the Vigilian Games 23 NE - **DEFEAT**

* Duelled with Escoban during the Vigilian Games 23 NE - **VICTORY**

* Duelled with Muul the Giant during the Vigilian Games 23 NE - **DEFEAT**

* Duelled with Hurokersi during the Vigilian Games 23 NE - **VICTORY**

* Duelled with Myrto during the Vigilian Games 23 NE - **VICTORY**

* Duelled with Aurelianus Macina during the Vigilian Games 23 NE - **DEFEAT**

* Duelled with Eunomia the Crow during the Vigilian Games 23 NE - **DEFEAT**

* Duelled with Maridol Eeine during the Vigilian Games 23 NE - **DEFEAT**

* Duelled with Vortkan Dorvocax during the Vigilian Games 23 NE - **DEFEAT**

* Duelled with Qurik Skel during the Vigilian Games 23 NE - **VICTORY**

* Duelled with Scarlex Mitrovska during the Vigilian Games 23 NE - **VICTORY**

* Cogent dueled with Ardius Thalganna III during the Vigilian Games 23 NE - **VICTORY**

Races
* Finished 4th PLACE in the 23 NAC Parantian Run.
ERIS

**ERIS** is a codename which refers to a mysterious network which has recently begun to operate in various holdings belonging to the Gladrelix Corporation, recruiting disaffected Gladrecorp employees and residents to act as agents and informants. Its objectives, motives, methods, and the scale of its operations are as of yet unknown. More information will be uncovered as Gladrecorp apprehends more of ERIS' agents.

## Leadership

### CONTROL

* PROFILE

 Spymaster

### Whistler

* PROFILE

 Agent

## Persons of Interest

### Raphael Kasparian

* PROFILE

 Cerebral Implant Hardware Engineer, GC Semiosis

### Cyrus Kaine

* PROFILE

 Contractor

## Operations

### Preparation Points

 Drakyu
 Asbagir
 Acsuragon
Cutlass-class couriers

**Cutlass-class couriers** are a family of unarmed corvettes generally around 60 meters in length who serve as long-range couriers, scout vessels, and blockade runners suited to human crews. They were originally produced for military use in the Kingdom of Karstedt at around the 50's BNE, but have since proliferated throughout the Concourse and beyond. Most are in private hands.

They were built for speed, skimping on all but the barest necessities to get the ship to its destination. These ships have very small cargo holds and an even more cramped, submarine-like interior, but they can be among the fastest ships in the cluster. When the ship is accelerating, the crew pile into the "crash room," a room at the center of the ship with rows upon rows of seats designed to help human bodies survive high-g forces for short periods of time. This is also where the command consoles are.

Possessing extremely simple construction and systems, many *Cutlass*-class ships have had a long service life and have seen many owners and modifications. Some even serve as warships in the fleets of nullsec warlords. The accumulation of systems and modifications makes nearly every Cutlass unique, an often labyrinthian mess of bodged computer systems, old and new hardware, and manually-operated low-tech solutions.

## Quotes

> "*In the cockpit of a 727 [fighter], the HUD used AR tech projected onto the visor of your helmet to give you a better view of what was going on. You could aim and lock missiles just by looking at identified targets and issuing voice commands. Everything was ergonomic and intuitive. The seat literally rolled under you to compensate for g-forces. In the pilot’s crash couch on the Rosa, you had to wrangle analog controls, deal with three computer screens and four different operating systems, and the guidance and nav software were primitive — the GUI a gnarled, illegible, and incomprehensible mess. There was one upside — they looked at you like you were a wizard if you could make it work, and you got paid consequently.*"
>
> **- Introduction to Alan Harkness**
>
>
Everard Ibragimov

This page is under construction. Author considers this article to be unfinished or in need of an update or a revamp.

Everard Ibragimov

### Role

* President of the Autonomous Cooperative Republic of Vakha
* Marshal of the Vakhan Armed Forces

## Attributes

### Height

* 5'10''
* 1.8 m

### Weight

* 179 Lbs
* 81.1 Kg

## Military service

### Allegiance

 Autonomous Cooperative Republic of Vakha

### Service

 Vakhan National Guard Armed Vakhan Front for Independence (Former)

*To be added.*
Discoveries

**Discoveries** allow characters to uncover knowledge and secrets by doing research and by investigating mysteries during play.

## Discovery Points

Discovery points represent a character's unique insight into a specific subject, insight which will help them publish a book, article, or manual of high quality. These can be obtained through the following discoveries:

Discoveries must belong to a specific generalist subject and masters specialization (for example: Law: International Law; Etrisite Medicine: Diseases) They can be rewarded to players as rewards for certain events, investigations, and quests.

Characters can make discoveries in the following ways:

* By personally experiencing or observing an event which will give insight into a particular subject.
* By discovering and investigating an object or site. Suggested investigation CL's are on the table. Each attempted roll represents half a day (six hours) of investigation, or another interval of investigation set by the DM. Characters are expected to repeat the investigation rolls until they succeed.
* By observing or investigating a fact within a particular location (investigation CL's are on the table).

Location owners can make knowledge proficiencies pertaining to different facets of their locations, and then seed discoveries which players can come across over the course of play. Alternatively, players can seek out discoveries (informing the DM that this is their intention), prompting the DM to think about how to incorporate discoveries into their world.

## Templates

DP and Discoveries should be tracked based on different subjects/subsubjects on a character's sheet. The following templates can be used:

```
{{Minor Discovery|Name|Subject: Specialization|Flavor Text}}

{{Major Discovery|Name|Subject: Specialization|Flavor Text}}

{{Groundbreaking Discovery|Name|Subject: Specialization|Flavor Text}}

{{Paradigm-shifting Discovery|Name|Subject: Specialization|Flavor Text}}

{{Revolutionary Discovery|Name|Subject: Specialization|Flavor Text}}

```
Dylastrova-Trielum

The **Kingdom of Dylastrova and Trielum**, also known as **Dylastrova-Trielum**, was a constitutional monarchy located in West Concourse. A Makhairan Aoshanti kingdom, it is generally considered the last of its kind (with the possible exception of Vallis).

A rival to the Phero Ecumene for several centuries, it was formed from the union of the Kingdom of Dylastrova and the Grand Duchy of Trielum under the Dylastrovan monarchy. During its reign, the Kingdom conquered the states of Merivdel and Stenmiat, and had begun expanding into Greater Ankat by the time of its fall.

Dylastrova-Trielum ceased to exist in 42 BNE, when Orbitritan templars in the retinue of Calidorus Natalus orchestrated a takeover of Dylastrova and founded the Kingdom of Priphonia.
Cyoni Vargrik/Cogent

Cyoni VargrikCogent Sheet

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

#### Charge

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

#### Shove

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

#### Brace

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

#### Flurry

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

#### Cleave

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

EveCogent Sheet
Evolutionary Variant Three, better addressed by their corresponding name of "Eve", is a very young robotic individual spotted traveling the Aoshtai galaxy in recent years, transported and directed by a handler and their creator in order to accumulate desired experience to further their development.

Eve bears very little in way of personable physical features, rather taking much after the appearance of a white-clad humanoid fencer in a quilted suit, permanently adorned in a matching mesh facemask that obscures their lack of a face. This outfit merely serves as a softer, weather/wear-protective removable layer over Eve's true mechanical body beneath, though parts of it are outwardly visible. Eve does not identify with any gender nor were they ever assigned any by their creators. Eve speaks with a reasonably natural though still discernable voice based upon a completely neutral Human vocal range.

As per their originating design program's goals, Eve is the third major iteration of a Beta-Class neural network aimed at the accumulation and mastery of combat skills and experience. Personality-wise, Eve is underdeveloped, generally following an ingrained pragmatic politeness and dutiful loyalty to their own design goals, though development and deviation in this regard has begun to manifest as their experiences expand.

Functionally the private project of a certain (creator goes here), a wealthy self-proclaimed inventor, Eve's development program represents one of countless attempts to refine and advance the idea of robotic warriors powered by individual artificial intelligences. Driven by (creator)'s funding, personal fascination, and related financial avenues, this latest foray into an often fundamentally impractical idea has nonetheless produced Eve as the most recent, and surprisingly successful prototype result.

Eve's data-gathering period outside of the laboratories takes a rather unconventional approach, being directed to seek out opportunities of applicable danger and combat, such as the various challengeable arenas that exist across the galaxy, or other dangerous sites. It is hoped that the project may reach fruition through Eve's exposure to many different combatants and scenarios, the neural data from which may be able be replicated into equally subservient, replicateable models. Notably, Eve's predecessor, EV2, had also entered this phase of development, but was destroyed in action under circumstances that have since been brushed over.

## Stats

* PROFILE
* RENOWN
* FINANCES

 Self-Refining Combatant

INCOME/EXPENSES

𝔛0 quintillion
Ersagaan

Dependency

 **Ersagaan Terrestrial Guard (⚔ 2)**
 **Ersagaan Astronaval Guard (✒ 7)**

**Overview**

The **State of Ersagaan** or just **Ersagaan** is a dependency of the State of Kaikyo, being brought under their umbrella approximately two thousand years ago. Formerly a singular world and a band of desparate federated station states under a democratic republic (having origins in Human explorers from the Phero Ecumene), after their subjugation, **Kaikiri Statism** was made the prevailing ideology and the government was molded to reflect this fact.

Operating in lockstep with their Kaikiri minders, Ersagaan could in all practical terms be considered an extension of Kaikyo. However, even after two millennia of Kaikiri cultural assimilation that has changed their makeup forever, strong traces of their initial Xeribeli culture remains; making Ersagaan a peculiar melting pot on Kaikyo's periphery.
Faction morale

0 | Suing for Peace | 50% Reinforcement-2 Subject Loyalty

Faction morale is a representation of how willing a faction is willing to continue fighting in a war. Events such as victories and defeats will influence faction morale. Serious defeats can decrease faction morale while victories can increase it. Faction morale is a number. As the number goes down, the faction's ability to marshal more forces and govern its vassals decreases. If it reaches 0, the faction must sue for peace within four months.

If, within four months, the faction has not made peace or raised the faction morale, the incumbent government will be replaced. If faction morale falls to -3, the incumbent government will be replaced.

## Leaders and faction morale

Faction leader characters will play an important role in the war. When an event occurs, faction leaders must roll 1d20+Leadership. If it is a good event, they must roll to take advantage of the event to raise their faction's morale. If it is a bad event, they must save against the event to prevent it from sinking their faction's will to press on.

## Subject loyalty

 0 | 🔥 Open Revolt | 50% ReinforcementRebellion

Some factions have vassals. In ordinary times, these vassals might be kept under control, but if the faction which controls them becomes weaker as a result of battlefield reverses, their vassals may get restive. If vassals are asked to sacrifice too much for their overlords, they may come to resent the relationship.

Vassal leaders have to make saves against events, just as their overlords do. Subject leaders can choose whether victories increase their loyalty to their overlord or decrease it, while reverses will decrease their loyalty. When a vassal's loyalty reaches 0, there will be open revolt inside the vassal as an important faction within that society rises up and attempts to alter the status quo. The 50% reinforcements which were meant to go to the vassal faction go to the rebels instead. The vassal leader can choose to side with the rebels or with the overlord.

## War goals

War goals are the changes in the status quo that a faction would like to bring about at the end of the war. War goals must be announced by the faction pursuing them ahead of time, though this will give the target of the wargoal a boost to their morale. The standard is that for every region demanded by another faction, the target will receive a +1 boost to their morale. The more an aggressor wishes to demand, the harder the defender will fight. If the demand of the attacker will result in the defender ceasing to exist, the boost to the defender's morale will be equal to their total number of regions.

If a faction which is a target of a war goal is forced to sue for peace by reaching 0 or -3 morale, the war goal can be enforced. Otherwise, war goals cannot be enforced.
Etris/Custom Army Combat System

Combat between native armies on Etris uses a bespoke, simplified combat system. It is a hex-based wargaming system which uses no dice, has simultaneous turns, and uses a system of traits to modify units' stats. This system is closely based on the Fire & Maneuver computer wargame.

## Basic Gameplay

The combat system pits two armies against each other. Each army is made up of **units,** which are large groups of soldiers who fight together as a single entity which can be commanded. Each unit can, by default, be issued one move order, and one attack order in a turn.

A move order includes moving one or more hexes across a map, **or** a unit changing its formation, which modifies its stats. An attack order is a hostile action against an enemy unit, which either means a ranged attack against one, or closing into melee combat with one.

A ranged attack is an attack done from at least the adjacent hex, and deals damage either to a unit's Cohesion or its Morale. Units engaged in melee combat move into the same hex as their target, and cannot change formation or use ranged attacks; disengaging from melee combat early incurs an automatic melee attack from the enemy unit(s) it is engaged in melee combat with. Melee combat damage is dealt both on the initial charge (with both attacker and defender exchanging melee damage), and at the beginning of each subsequent turn they remain locked in melee. Ranged damage is dealt the moment a valid attack order is issued.

## Unit Stats

Every unit has the following stats:

**Morale:** This is the unit's "hit points". When a unit loses its last Morale point, the unit is routed and is removed from play.

**Cohesion:** Cohesion is a set of "hit points" which are damaged before Morale, acting as a kind of "shield". Only if Cohesion is brought to zero can Morale be damaged, and when Cohesion is at zero, issuing movement orders damages the unit's Morale by one. Cohesion automatically restores itself at the start of every turn for every unit, provided it is not adjacent to or in melee combat with an enemy unit.

**Attack:** The amount of damage a unit inflicts on Cohesion or Morale when issued an attack order.

**Movement:** The number of hexes a unit may move.

## Rotating Units, Breakthroughs, and Strength of Numbers

Units engaged in melee combat which have friendly units in a rear-adjacent tile may be **rotated** out using their movement for a turn, incurring no damage penalties and being swapped out for the selected unit. Neither unit can have moved or attacked in that turn for a rotation movement to be ordered.

**Breakthroughs** happen when a unit routs an opposing unit, and there is another enemy unit in a front-adjacent square. The victorious unit will automatically engage in a charge against the next enemy unit with +2 added to its initial charge attack.

**Strength of Numbers** is a passive mechanic; if a unit has at least one friendly unit in a rear-adjacent tile, it gains +1 to its melee attacks, charge and otherwise.
Dagger-I Strike Fighter

The **Dagger-I Strike Fighter** is the primary strike fighter fielded by the Radsa Authority, and is their first natively designed and produced craft of this kind. It was designed to compliment the Cutlass-I Strike Shuttle in both intercepting enemy strike formations, and harassing fleet formations. A large motivation of its creation was pressures posed by the Varadinian Navy.

A large part of the input for the Dagger-I came from Kylnrifter consultation, with distant observation of both Karian and Varadinian fighter design, though Kylnrifter cues take precedent. Thusly, it is a little larger compared to similarly positioned strike fighters, and it has a heavy-handed avionics suite, however it is still a first-and-foremost pilot commandeered vessel.

Despite the larger size, it is a very nimble and competent fighter, being powered by two very large fusion engines with adjustable vectoring for increased maneuverability. It is quick and very sleek, having an angular exterior, with large wings able to field a variety of under-wing weapons along with an oversized under-nose particle cannon.

It takes a crew of two, a pilot and a navigator, encapsulated in a cockpit-pod which turns into a lifepod if the fighter is critically damaged, ejecting the crew to safety.

### Variants

* Dagger-I CDM Fighter
* Dagger-I Close Attacker
Dorosani Civil Defense

**Dorosani Civil Defense** otherwise just known as the **Civil Defense**, is an organization under the Ministry of Emergencies, however also has an oversight committee manned by the Ministry of Defense. Effectively, the Civil Defense is an organization tasked with the preservation of civilian life and the continuation of government service under either a disaster or war time scenario; limiting the loss-effect from either in the process. In the process, it also performs massive public information campaigns, dispensing preperatory information to the civilian populace.

While organized into Chapters just like the Royal Dorosanian Territorial Defense, there's also a strong central government element which provides both funding and direct equipment support, such as the construction of orbital strike shelters in a variety of different localities. Among other responsibilities, Civil Defense also provides dedicated Police, Fire, and SAR brigades at both a Chapter and national level; additionally, most local emergency broadcast systems and orbital strike alert systems are operated by local Civil Defense.

A mixed volunteer/professional organization, Civil Defense also operates auxiliary etheric screening outposts on the edges of Dorosani's territory; serving as a component ultimately in the country's early warning attack system.
Crimson Serpent Line/Deep Dives

Deep Dives is an optional randomized story telling mechanic for stories happening on the Crimson Serpent Line. The Crimson Serpent Line is huge and lawless with tons of material for various wacky and wild adventures to go around. Basic mechanics for creating a Deep Dive is to contact Gorzill with a request for one, you'll need to provide a character or character's and a goal they want to achieve on the Line. Gorill will then roll up a station they've come to achieve that goal and an problem on that station providing an obstacle between the character and their goal. Gorzill will then roll up for something your character gains and something they loose (you're free to ask for rerolls if you don't like the initial rolls for this). You then get to put it all together into a narrative.
Halász Evelin

Halász EvelinCogent Sheet

> "*Harsh seas in the black of space bring us together;
> The estuaries of Alleria, the rapids of Illaria, the currents from all elsewhere;
> A converging maelstrom that is open to all;
> The drop-off of Aegis;
> You can be Rabetan, no matter who you are, or who you might think you are;
> Just dance with us.*"
>
> **- Tors' Basin**
>
>

**Halász Evelin** is a Podkra Voidwraith and an Adept with the Krizovian Inquisition, who like her friend Nozdryova is on an explorative trial before becoming a full Inquisitor. Being dragged to the Doj Suġruich by her companion, even though she could have said no, her goals and motivations are unknown-- Hidden behind an evasive and overtly sarcastic personality.

## Stats

* PROFILE
* RENOWN
* FINANCES

   **Adept**
Krizovian Inquisition

INCOME/EXPENSES
Crew's Grotto (Lebinworth)

The **Crew's Grotto** is the small headquarters of the salvaging team set up by Horace Goldhorn. Rented out from Stagnir Mandrax's thugs, it can be said that it is one of the more well-off buildings found within the walls of Lebinworth, but that is not really saying much.

## Current Residents

* Horace Goldhorn
* Evaris Ferreti
* Agis Moruga
* Jon Marconi
* Sunniva Park
* Aiya Makani
* Aizhana Karabaev
* Dirgis Bax
Cyoni Vargrik

Cyoni VargrikCogent Sheet

## History

### Early Life

Cynoi was born the seventh son of a farmer in pre-spacefaring Aratacia's north most highlands. As the youngest in his family Cyoni was unlikely to ever inherit anything and thus was apprenticed to a shepherd where he learned how to tend and watch over flocks of sheep. At some point in his apprenticeship Cyoni adopted and raised a young puppy which he would name Binky, who would grow to become Cyoni's constant companion in his sheparding duties. Cyoni would also teach himself hunting and trapping, selling meat and furs to help make extra cash, becoming a talented marksmen in the process.

Eventually Cyoni would be conscripted into joining the army in preparation for the 1st Prandac Proxy War. Forced to leave the life he knew behind.

### In The Army

Throughout his training Cyoni consistently failed to fit in, among the irrelevant, skeptical, nominally religious, and clannish Aratacians of 96th century Cyoni frequently stood out for his sincerity, honest spirituality and superstitious nature, and possessing almost no familial connections. Combined with a serious independent streak, lack of discipline, and absence of social skills or graces Cyoni was the target of much distaste and suspicion on the part of his fellow recruits, as well as earning him the derogatory nickname "Dog Soldier". Luckily for Cyoni his resilience to even the most grueling environmental conditions, highly developed survival skills, and abilities as a marksmen made him to potentially valuable to simply get rid of.

Eventually Cyoni would find himself under the command of one Sargent Aran Saraduk whose platoon, for one reason or another, Cyoni seemed to fit in well enough with. Though he would always act as something of a loner.

## Characteristics

### Appearance

Cyoni is a thin and wiry Drodo with a musculature that is more taught sinew then beefy muscle. He has grey fur, black hair, and amber colored eyes that seem to squint constantly, which combine with a usually neutral expression to cause Cynoi to constantly glower. Cyoni is known for constantly being on alter, always looking about and checking out his surroundings.

## Stats

* PROFILE
* RENOWN
* FINANCES

 Designate Marksmen

INCOME/EXPENSES

𝔛0 quintillion
Cornovum

Created in 23 NAC by its current master, Fideum Oriodos, *Cornovum* is a hardlight longsword built in the Ascendancy Praetorian tradition and powered by a Lesser Empyrean Power Crystal, won in the same year's Vigilian Games 23 NE through victories in the informal Arena. *Cornovum* burns a fierce, Ascendancy-styled red-orange glow when activated, and the Oriodos family crest is finely etched into the metal of the guard.
Dorosani Foreign Trade Bank

TRF (1⚔)
 NRF (14✒)

 Overview Characters

> "*We'll help you get there.*"
>
> **- SBD Motto.**
>
>

**Dorosani Foreign Trade Bank** (often referred to as **DFTB** or **SBD** as an abbreviation of its Illarian name), is an Dorosani foreign trade bank that has complete effective ownership over Dorosani's talent economic sector, along with its arts and culture. Additionally, they have ownership stakes over Dorosani's electronics sector, and cooperates heavily with the **Dorosani District Municipal Bank** in the realm of capital.

Due to this extensive economic control, SBD enjoys close cooperation with the government of Dorosani on a variety of issues, and also exercises a large degree of political sway-- Being the primary liberal influence against the government due to its chairman and control of the media.

### Current Lendable Capital

The below represents the available capital seen on the bank sheet, and should be assumed to be accurate

**𝔛3 Sextillion**

### Held Companies

* Trivlesti Skill Services
* Dorosani General Media Corporation
* Dorosani Semiconductor
* Mojsije Electrics
* Vasil Telecom
* Pavle-Grigor Etheric Communication Solutions

### Response Force

The **Response Force** (otherwise known by its official name of **Security Response Department**) is the branch of the DFTB responsible for providing security to its economic assets, such as trading vessels, facilities, important persons, and other entities. A well trained and professional force that is integrated into the company's structure, it is divided up into three segments:

* **Response Force** which roughly encompasses all infantry operations.
* **Naval Response Force** which handles capital-class naval operations.
* **Subcapital Naval Response Force** which handles sub-capital class naval operations.

Due to it's higher pay, the Response Force often competes with the government Ground Forces for personnel; though it is much more selective. Due to it's selectivity, and hiring preferences, the Response Force primarily absorbs veterans who wish to continue service and released conscripts who have a good record.
Embers Mirage

> "*Everyone angers towards my general presence, simply for what they view as horribly cruel. Everyone came to that arena expecting some damage to their person, I only made sure they remembered by name who gave them those scars. Perhaps I was wrong to do it, and perhaps these gauntlets shall help remind me of my deeds, and what I did to earn them*"
>
> **- Marbharoui 'Disputabo' Thalganna**
>
>

The pair of Gauntlets affectionately nicknamed **Embers Mirage** is a pair of rough leather and titanium gauntlets that was forged for its owner with the Lesser Empyrean Power Crystal. The crystal helping to give focus to the psionic owner, and not melting the gauntlets. The destructive flames able to be cast from these gauntlets grow hot and bright, a sight that resonates deep with its wielders soul and personality.
Angelbane Arena/Loot

Angelbane ArenaFightsLootShop
This page details the inner workings of the Angelbane Arena's loot system. Monsters defeated in the arena will drop items of various kinds. They will also always drop Angelcoins, which can be used to buy items from the Angelbane Arena shop. As a general rule, all items which drop from monsters and bosses can be bought from the shop with enough Angelcoins.

## Instructions

Every monster in Angelbane Arena has a challenge rating, which can be found in the Angelbane Arena encounters list. Every time a monster dies, it will drop a number of Angelcoins equal to its challenge rating. Then, the arena master will roll 1d100+(the CR of the monster) behind the screen.

* A roll of 1-79 will result in an item from the Tier 1 loot table being rolled.
* A roll of 80-129 will result in an item from the Tier 2 loot table being rolled.
* A roll of 130+ will result in an item from the Tier 3 loot table being rolled.

Many, but not all items on the loot table can be bought from the Angelbane Arena shop.

## Loot

### Guaranteed Loot

Every monster will drop a number of Angelcoins equal to their CR, guaranteed.

### Loot Table

2. 𝔛10 million
2. 𝔛80 million
10. 1 Renown
11. 1d14:

2. 𝔛200 million
3. 3

## Boss Loot

Bosses and minibosses have their own unique loot tables which can be found on their own pages. They do not use the standard loot system.

## Loot Storage

While you may hold Loot in your inventory, Loot may also be stored in storage provided by the Arena that may be accessed at any time by a character between challenges.

Use the following lockbox for Angelbane storage inventories:

```
{{ Lockbox
}}
```
Ecumene Lexicon

The **Ecumene Lexicon** is the official language of the Phero Ecumene. It is a constructed language that merges shared facets and phonemes of widely used Tvolin, Eovinjai, Aoshanti, Human and Volydin languages. It utilizes the **West Concourse alphabet**, an emergent alphabet based primarily on that of Tvolin languages, but with Aoshanti and Eovinjai elements.

Originally developed as a partly open-source international auxiliary language for use in the West Concourse region of the Aoshtai Galaxy, its management organization was integrated into the Phero Ecumene as part of its initial formation, and has since become its most widely used language.

## Characteristics

### Numerals

    The Lexicon uses a duodecimal—or base 12—numeral system adopted from that of the Tvolii. It is relatively simplistic.

## Related Languages

For the purposes of **Linguistics** proficiencies, the following languages are similar to  **Ecumene Lexicon**:

* Late High Tvolin
* Makhairan
* Shō'i
* Henosian
* Kylnrift Creole

And the following languages are tangentially related, allowing Lexicon-speakers to start learning them at 0 without a book:

* Aoshanti
* Ataraxic
* Volyne
* Priphonite

## Trivia

* The initial concept for the Lexicon as a constructed language was inspired by real-life examples such as Esperanto.
Eythla House

**2 x Sweetened Dreams.**
People who sleep at Éythla House almost never have nightmares, and experience vividly pleasant dreams.

**Natural Guardians.** Eythla House tends to feel safe and secure from harm. Anyone who approaches with seemingly hostile intentions may be attacked by lanterlites or other appropriate fauna.

**Whimsical Winds.** A natural comedic air surrounds the property, and everyone seems to end up with an amusing story tied to it. You sometimes hear echoes of playful laughter in the wind.

**Éythla House** is a villa a little on the outskirts of Mýrtla on Muara. It is owned by the Order of Lessos and is used as a bunkhouse by its members. It overlooks the bay to the town's south, so there's a mostly uninterrupted view of the surrounding mountains, forests, and auroras at night.

## Characters

* Master Triarius Lesso
* Master Javarek Lessoa
* Adept Antias Lessoa
* Adept Jaïr Sargarra Lesso

## Safe Room

* 1 x Ancient Cubit Drive (2 million)
* 1 x Ancient Cubit Drive (11 million)

* 3 x
* 2 x
* 1 x
* 2 x
* 1 x Explosive Arrow Quiver
* 1 x
* 2 x

* 1 x
* 1 x
* 1 x
* 1 x Template:Knight of Wings
* 1 x

* 1 x
* 1 x Mystic Ethuayna 2 Scroll
* 1 x Record of the Tomb: Construction
* 1 x