recursal/Fanatic-Fandom huggingface dataset:
Jeff Hoogland's U/W Control

## Decklist

### 27 Lands

* 6x Island
* 4x Flooded Strand
* 4x Temple of Enlightenment
* 4x Tranquil Cove
* 3x Darksteel Citadel
* 2x Mystic Monastery
* 2x Plains
* 1x Radiant Fountain
* 1x Polluted Delta

### 18 Instants

* 4x Dissolve
* 4x Dig Through Time
* 3x Artificer's Epiphany
* 3x Clash of Wills
* 2x Valorous Stance
* 1x Last Breath
* 1x Disdainful Stroke

### 5 Sorceries

* 3x End Hostilities
* 2x Swift Reckoning

### 4 Planeswalkers

* 3x Elspeth, Sun's Champion
* 1x Ugin, the Spirit Dragon

## Sideboard

* 1x Valorous Stance
* 3x Last Breath
* 1x Disdainful Stroke
* 2x Negate
* 1x Perilous Vault
* 1x Hidden Dragonslayer
* 2x Stratus Dancer
* 1x Fated Retribution
* 1x Raise the Alarm
* 2x Displacement Wave

## Times Played

### SCG Open Series: Chicago 2015

Round 1: \*Bye\*          1-0

Round 2: \*Bye\*          2-0

Round 3: Won 2-1      3-0

Round 4: Loss 1-2      3-1

Round 5: Won 2-0      4-1

Round 6: Won 2-0      5-1

Round 7: Won 2-1      6-1

Round 8: Won 2-0      7-1 Vs. Danny Jessup's Abzan Control

Round 9: Won 2-1      8-1

Round 10: Won 2-1        9-1

Round 11: Won 2-0        10-1

Round 12: Lost 0-2         10-2

Round 13: Lost 1-2         10-3

Round 14: Won 2-1        11-3

Round 15: Won 2-0        12-3

Quarterfinals: Lost to Logan Mize 2-0

Semifinals-Finals: Did not Qualify

Final Standing: 7th

Final Score: 12-4
Brad Nelson's G/R Devotion

## Decklist

### 33 Creatures

* 4x Elvish Mystic
* 3x Genesis Hydra
* 1x Hornet Queen
* 4x Rattleclaw Mystic
* 4x Sylvan Caryatid
* 4x Whisperwood Elemental
* 4x Courser of Kruphix
* 3x Dragonlord Atarka
* 2x Nissa, Vastwood Seer
* 4x Polukranos, World Eater

### 24 Lands

* 10x Forest
* 1x Mountain
* 1x Rugged Highlands
* 4x Temple of Abandon
* 4x Wooded Foothills
* 4x Nykthos, Shrine to Nyx

## Sideboard

### 6 Creatures

* 2x Gaea's Revenge
* 1x Nylea's Disciple
* 3x Shaman of Forgotten Ways

### 4 Sorceries

* 2x Roast
* 2x Seismic Rupture
Concussion Mace

concussion Mace
Desperate times call for desperate measures, which may explain
the Concussion Mace’s recent popularity as a melee weapon.
Designed on Hadd for use by asteroid miners who need an
instrument they can employ within the tight confi nes of a
tumbling zero-gravity rock, the Concussion Mace is essentially
a small explosion on a stick. The fl anged shell of the “mace” acts
as a sort of containment cage for an ancient fragment of gravity
plate, which activates when the mace strikes a target with
suffi cient force, creating a small crushing fi eld. Unfortunately,
the mace does not discriminate between friend and foe, and
many overzealous Acolytes have been the unwitting cause of
their own demise by attempting to use this weapon in tight
quarters. The shaft is 1.5 metres in length, so when properly
used the wielder is out of the effective blast radius. On a
Weapon Skill roll of 94–00 the user is within the blast radius
and takes damage equal to the weapon’s normal damage.
Toby Wheeler's Sultai Reanimator

## Decklist

As Toby Wheeler is fairly unknown, and has not gotten anywhere big in tournaments so far, his decklist is currently unknown, but seeing some of his matches, his deck plays very similarly to Reid's.

## Times Played

### SCG Open Series: Chicago 2015

Round 1: Win 2-0            1-0

Round 2: Win 2-0            2-0

Round 3: Loss 1-2           2-1

Round 4: Won 2-0           3-1

Round 5: Won 2-0           4-1

Round 6: Loss 1-2           4-2

Round 7: Loss 1-2           4-3

Round 8: Won 2-0            5-3

Round 9: Won 2-0            6-3

Rounds 10-15: Did not Qualify

Final Score: 6-3
Jeskai Aggro

Jeskai Aggro is an aggro deck utilizing the colors of Blue, White, and Red. Like all the other aggro decks, your primary objective is to overwhelm your opponent with creatures early on. The only difference between other agro decks and this, is this deck takes advantage of the Jeskai Clan.

## Players who Use this Deck

Gerry Thompson - A very skilled player, Has played countless other decks.
Ted Loewenthal's Abzan Aggro

## Decklist

### 27 Creatures

* 3x Warden of the First Tree
* 4x Fleecemane Lion
* 4x Rakshasa Deathdealer
* 4x Anafenza, the Foremost
* 2x Boon Satyr
* 3x Herald of Torment
* 4x Siege Rhino
* 1x Surrak, the Hunt Caller
* 2x Tasigur, the Golden Fang

### 9 Spells

* 4x Dromoka's Command
* 2x Ultimate Price
* 2x Valorous Stance

### 24 Lands

* 3x Caves of Koilos
* 2x Forest
* 4x Llanowar Wastes
* 1x Mana Confluence
* 1x Plains
* 4x Sandsteppe Citadel
* 2x Temple of Malady
* 2x Temple of Silence
* 1x Urborg, Tomb of Yawgmoth
* 4x Windswept Heath

## Sideboard

* 2x Hunt the Hunter
* 3x Thoughtseize
* 2x Self-Inflicted Wound
* 1x Ultimate Price
* 1x Valorous Stance
* 3x Drown in Sorrow
* 2x Sorin, Solemn Visitor
* 1x Nissa, Worldwaker

## Times used

### SCG Open Series: Chicago 2015

Round 1: Won 2-1             1-0

Round 2: Won 2-0             2-0

Round 3: Lost 1-2              2-1

Round 4: Won 2-0             3-1

Round 5: Won 2-1             4-1

Round 6: Won 2-1             5-1

Round 7: Won 2-1             6-1

Round 8: Won 2-1             7-1

Round 9: Lost 1-2              7-2

Round 10: Win 2-0            8-2

Round 11: Lost 1-2           8-3

Round 12: Won 2-1          9-3

Round 13: Won 2-1         10-3

Round 14: Lost 0-2         10-4

Round 15: Won 2-1        11-4

Quarterfinals: Did not Qualify

Record: 11-4

Finish: 22nd
Verispex Armor

Verispex armour
The Verispex Adepts on loan from the Inquisition are
individuals with a unique perspective on the galaxy, a skewed
outlook gained by years of focused study􀀎 These crime-teks do
not require the same standard of protective armour as frontline
Arbitrators, yet they are still operating alongside Arbites agents,
and must be clothed in garments that express their standing􀀎
Verispex armour symbolically resembles Arbitrator carapace
armour, but is far lighter and more comfortable􀀎 It contains
a variety of special tools and scanners, including an auspex,
chrono, combi-tool and data-slate􀀎 In addition, the armour
has storage space for specialised tools, granting a +10 bonus
Awareness and Medicae tests made to fi nd information in the
fi eld (such as looking over a dead
body or tracing the trajectory of
a bullet)􀀎
Joe Lossett's U/B Control

## Decklist

### 13 Instants

* 3x Anticipate
* 2x Bile Blight
* 3x Hero's Downfall
* 1x Silence the Believers
* 2x Silumgar's Command
* 2x Ultimate Price

### 10 Sorceries

* 3x Dark Petition
* 1x Drown in Sorrow
* 1x Infinite Obliteration
* ===2x Languish===
* 3x Treasure Cruise

### 4 Planeswalkers

* 2x Ashiok, Nightmare Weaver
* 2x Ugin, the Spirit Dragon

### 27 Lands

* 4x Dismal Backwater
* 2x Haven of the Spirit Dragon
* 2x Island
* 4x Polluted Delta
* 4x Radiant Fountain
* 6x Swamp
* 4x Temple of Deceit
* 1x Urborg, Tomb of Yawgmoth

## Sideboard

### 5 Creatures

* 1x Tasigur, the Golden Fang
* 4x Torrent Elemental

### 5 Instants

* 2x Disdainful Stroke
* 2x Pharika's Cure
* 1x Silence the Believers

### 3 Sorceries

* 1x Crux of Fate
* 1x Infinite Obliteration
* 1x Languish

## Times Used

### SCG Open Series: Charlotte 2015

Round 1: \*Bye\*          1-0

Round 2: \*Bye\*          2-0

Round 3: Lost 1-2      2-1

Round 4: Won 2-0    3-1

Round 5: Won 2-0    4-1

Round 6: Lost 1-2     4-2

Round 7: Lost 1-2    4-3

Round 8: Lost 0-2    4-4

Round 9: Did not Qualify
Derek Shepherd's Song

## Lyrics

*Some of second verse*

Our eyes met over the cadaver and I knew I had to have her...
Had his mitral valve grown too thick?
Is that what made our cadaver so sick?
*Chorus*

Addison Montgomery, I met her in the summer
she was cutting up a very dead body.
And in her eyes I saw my life, I knew that she would be my wife
and she would breathe the life back into me, for everyday until eternity!
Or until I'd be as dead as that body.
Soundwaves's Workshop

{{quote
Soundwave's old workshop just dump your trash anywhere, he doesn't care
-Fall of Cybertron
}}

Soundwave's Workshop is a hidden area underneath Kaon

## Usage

Soundwave used the workshop to build or rebuild Cybertronian's he once rebuilt Megatron here

## Fall of Cybertron

After Megatron was crushed by Metroplex, Soundwave salvaged the parts and took them back to his workshop. There, he was able to use his equipment to reassemble Megatron with the help of Laserbeakand Rumble before using a E.D.K. TechVolt to bring his leader back online. Megatron blew up the door on his way out. Transformers: Fall of Cybertron
Judge Armor

Judge armour
Judges have the authority to requisition whatever equipment
is held within the armouries or Cold Vaults of their planet’s
Precincts, and as such will wear whatever they want in the fi eld􀀎
Some pride themselves on wearing the same battered carapace
armour they wore when patrolling decades ago as a humble
arbitrator; however, most accept that their superior station as
a lord of the Emperor’s justice demands more spectacular and
intimidating garb􀀎 Judges will typically wear the fi nest examples
of carapace armour available, constructed by master artisans,
together with antique fl owing robes and elaborate headdresses
from different periods of humanity’s judicial history􀀎 A Judge’s
armour will vary from world to world, as he or she seeks to
refi ne their appearance so that it causes the most awe and fear
in an individual planetary population􀀎
Judge armour is broadly similar to normal Arbites carapace
armour in terms of its level of protection, but it incorporates
theatrical and gaudy elements which suggest (in local
historical terms) the power and majesty of the Arbites􀀎 When
a Judge is required to take an Interrogation or Intimidate Test,
they gain a +5 bonus against individuals from the planet
where the Judge is stationed while wearing this armour􀀎
Turbo Fog

Turbo Fog is a deck created by James Newman. It is a green and blue deck, focusing heavily on the mill feature. This deck heavily relies on your ability to move their spells away from you. If you are unable to do this, you have already lost the game.

## Players who use this deck

James Newman - The "Creator" of this deck. He credits a website in his deck tech for the idea, which was made by Ali Aintrazi.
Cyclopea-pattern Power Maul

CyClopea-pattern power maul
A huge and intimidating two-handed weapon unique to
the Calixis Sector, this power maul contains a monstrously
overcharged disruption fi eld which actively shatters the
bonds between the molecules contained within items it
strikes􀀎 Resembling a feudal mace, this maul has only one
power setting: maximal􀀎 Potent enough to crush groundcars
or send shattered opponents fl ying dozens of feet with a
single stroke, this weapon is reserved for the most intense
riots􀀎 It is designed to awe and terrorise the enemies of the
Arbites, to send entire mobs cowering before the user􀀎
An Arbitrator who hits a target with a Cyclopea-pattern
Power Maul gains the Fear (1) Trait against that targets
allies for the remainder of the encounter􀀎
Sting-Blunt

sTing-BlunT
Most commonly found throughout the Malfi an Sub, Sting-
Blunts are popular with Malfi an Bloodsworn undertaking a
warrant that requires their target be taken alive. Low calibre
pistols, Sting-Blunts are a fusion of technologies, requiring
a power pack as well as specially created ammunition. After
being loaded into the gun, the circuitry-traced bullets are
given an electro-static charge. This results in the characteristic
high-pitched whining crack of the Sting-Blunt, and causes
those hit to be given an electric shock together with the
impact of the bullet. Ammunition for the Sting-Blunt costs
50 Thrones per magazine.
Matthew Tickal's 5-Color Rally

## Decklist

### 30 Creatures

* 4x Elvish Mystic
* 4x Jace, Vryn's Prodigy
* 4x Satyr Wayfinder
* 4x Nantuko Husk
* 3x Sylvan Caryatid
* 3x Deathmist Raptor
* 3x Grim Haruspex
* 2x Den Protector
* 2x Mogis's Marauder
* 1x Liliana, Heretical Healer

### 10 Instants/Sorceries

* 4x Gather the Pack
* 4x Rally the Ancestors
* 2x Chord of Calling

### 20 Lands

* 4x Mana Confluence
* 3x Opulent Palace
* 3x Windswept Heath
* 2x Forest
* 2x Sandsteppe Citadel
* 2x Yavimaya Coast
* 1x Frontier Bivouac
* 1x Mystic Monastery
* 1x Plains
* 1x Urborg, Tomb of Yawgmoth

## Sideboard

* 4x Cleric of the Forward Order
* 3x Thoughtseize
* 2x Hero's Downfall
* 2x Kolaghon's Command
* 1x Den Protector
* 1x Hidden Dragonslayer
* 1x Reclamation Sage
* 1x Stratusdancer

## Times Used

### SCG Standard Open: Chicago 2015

Round 1: \*Bye\*          1-0

Round 2: \*Bye\*          2-0

Round 3: Win 2-1       3-0

Round 4: Win 2-1       4-0

Round 5: Win 2-0       5-0

Round 6: Win 2-0      6-0

Round 7: Win 2-1      7-0

Round 8: Win 2-1     8-0 Vs. Phil Silberman's Abzan Control

Round 9: Loss 1-2   8-1

Round 10: Win 2-1  9-1

Round 11: Loss 0-2     9-2

Round 12: Loss 0-2    9-3

Round 13: Loss 0-2   9-4

Round 14: Won 2-1  10-4

Round 15: Loss 0-2  10-5

Quarterfinals: Did not Qualify

Final Placement: 34th

Final Score: 10-5
Smoke

SMOKE
Rather than inflicting Damage, these weapons throw up dense
clouds of smoke to create cover. When a hit is scored from a
weapon with the Smoke quality, it creates a smokescreen 3d10
metres in diameter from the point of impact. This screen lasts
for 2d10 Rounds, or less in adverse weather conditions (see
the effects of Smoke on page 210).
Cybertronian Armory Recreator

Armory Recreators are large cylindrical device of unknown origin that function as molecular assemblers which contain numerous Cybertronian weaponry within them and are located on Cybertron.

## Fall of Cybertron

Numerous Armory Recreators were scattered along the surface of Cybertron during the time of the Great War. Transformers: Fall of Cybertron these machines feature in the campaign where the in-game credits are used to unlock them and allow access to new weapons. The only mention of their story is in the background during the loading screen.
IRDAC Wikia

## Welcome to the Wiki

Welcome to the wiki. We’re a collaborative community website about your topic that anyone, including you, can edit. Click the edit button at the top of any page to get started!

## Describe your topic

Write a description about your topic. Let your readers know what your topic is about and add some general information about it.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.

File:Placeholder
Iron Collar

iRon collaR
Investigations into the Murder Room and other such death
and blood cults within the Calixis Sector have seen many
servants of the Inquisition murdered. The common practice
of head-taking, both as a warning and for intimidation by
such cults has led several Inquisitors to require their servants
to make use of rigid iron collars, similar to those included
in heavy armour from Strank. These metal gorgets limit the
wearer’s fl exibility and impose a -10 penalty on his Dodge
Tests. Any critical damage to the wearers head is reduced by 2.
Abbidon Union Navy

The **Abbidon Union Navy** is mostly comprised of several carriers, fighters, frigates and battleships fitted with stealth-based technology.

They also possess a few dreadnoughts.

## Starship classes

* Abbidon Union corvettes
* Abbidon Union carriers
* Milon-class fighter
* Morlan-class battleship
* Stranaka-class dreadnought
* Vaykom-class frigate
* Varsinth-class fighter
* Arlon-class frigate
* Jenzin-clas frigate
Colonial Outbreak

The **Colonial Outbreak** (also known as the **First Great Expansion**) was a period in history following the Xiati War in which humanity had expanded to numerous solar systems.

Many colonies established during the Colonial Outbreak evolved into some of the most prosperous and influential of the Terran Federation Colonies.
Baptismal Mace

BAPtISmAl mAce
Known by a number of colloquial names (such the “Hammer of
Anointing”), Baptismal Maces combine a heavy bone-crushing
head with a integral tank of caustic fl uids in the haft. When
the weapon impacts a target, the fl uid is released, eating away
at already bruised and battered fl esh. For some in the Calixian
Ministorum, they are a favoured symbol of authority, and come
in a variety of styles, including hammers, maces, and morning
stars, in both one and two-handed models. The Baptismal
Mace has the Toxic Quality. Alternatively the weapons tank can
be fi lled with promethium and an igniter is added to the haft.
Targets struck by these weapons must make an Agility Test
to avoid catching on fi re.
Electropick

eleCtropiCk
Criminals who routinely encounter heavily armoured
Arbitrators or enforcers often seek ways to penetrate their
defences􀀎 These efforts range from the pathetic to the
surprisingly lethal􀀎 A fi ne example of the latter comes from
the 812􀀎M41 Ghul Mine uprising on Sepheris Secundus,
when mutant gangs successfully isolated and hacked to death
a small Arbites patrol using tools equipped with heavily
modifi ed disruptor fi elds from mining rigs􀀎 Few samples of
these weapons now exist, as the Arbites infamously purged
the rebellious Ghul Mine with nerve gas, but the examples
that did survive now command a fi ne price on the Calixian
black market􀀎
Constitution of the Terran Federation

The **Constitution of the Terran Federation** is the governing constitution of the Terran Federation. It was signed by the founding members of the Terran Federation and modeled after the Constitution of the United States of America.

## Guarantees

* First Guarantee: Freedom of Speech, Religion, Press, Assembly, and Protest are Protected.
* Second Guarantee: Right to bear arms
* Third Guarantee: Troops are not to be quartered in private homes during peacetime.
* Fourth Guarantee: No unwarranted search and seizures.
* Fifth Guarantee: Prohibits against double jeopardy and self-incrimination, and ensures a trial by a jury, and rights of the accused.
* Sixth Guarantee: Right to a speedy public trial with legal counsel.
* Seventh Guarantee: Trial by jury for civil cases.
* Eighth Guarantee: No cruel or unusual punishment, or excessive bail.
* Ninth Guarantee: Any rights not mentioned are rights of the people.
* Tenth Guarantee: Reserved rights to the colonies.
* Eleventh Guarantee: Judicial separation of colonial and federal governments.
* Twelfth Guarantee: Establishes a two term limit.
* Thirteenth Guarantee: Defines any human or non-human in Terran Federation space as a citizen.
* Fourteenth Guarantee: Citizens cannot be discriminated based on species.
* Fifteenth Guarantee: In times of extraordinary circumstances, certain functions will be absorbed into the Military.
* Sixteenth Guarantee: Defines the absolute necessity for colonies to have Colonial Governments.
Brikari Republic

The **Brikari Republic** is the primary government of the planet Orakha and its colonies.

## Government

Each planet within the Brikari Republic is ruled by a Junda-Kin, a member of the leadership caste elected from a council chosen by the worker and warrior castes. Once elected, a Junda-Kin could appoint other members of the leadership caste on their planet to represent them on the Council.

## Military

The Brikari possess a considerable fleet to protect their homeworld and colonies.

## Territory

* Orakha (homeworld)
* Sikar
* Nerada
Shiv

shiV
Shivs are improvised stabbing weapons, crude blades, or
spikes􀀎 Constructed with a certain vicious ingenuity from a
vast range of materials, these are deadly, if fragile, weapons􀀎
It is said by some enforcers that the way to spot true scum
is by their ability to assemble such a tool from virtually no
resources􀀎 Most inhabitants of penal worlds rapidly learn
that the difference between a dead man and a live one is
how quickly he can lay his hands on one of these􀀎
Sultai Reanimator

Sultai Reanimator is a graveyard based combo deck that seeks to win by returning cards from its graveyard, onto the battlefield and/or hand. This deck doesn't mind too much if their creatures die, as they can re-animate them. However, don't think about this too much, as you still want some creatures on the battlefield, or you die. This deck doesn't hit too hard, but takes advantage of having a bunch of creatures on the battlefield.

## People who use this Deck

Reid Duke - "Creator" of the deck.

Toby Wheeler - "Fairly" unknown player, occasionally plays it.
Planiverse

The planiverse is all existing matter and space considered as a whole. The planiverse is believed to be at least 100 billion sectors in width and length, and but is comprised primarily of unexplored void. It is unknown if the void continues infinitely, if there exists an edge, or if the Planiverse loops upon itself to form a 3-dimensional shape called a toroid. Based on known observed decay rates of sub-cellular particles, the Planiverse is believed to have existed in a semi-stable state for at least 13 billion cycles.

The known planiverse is estimated to be 96% void, Pixelon is the only zone in the planiverse known to contain regular matter.
G/R Devotion

G/R Devotion is a deck that does, well, exactly what the name suggests. It is a Green and Red deck, and utilizes many Red and Green creatures, feeding off of one another, to completely dominate its opponent.

## Players who use This Deck.

Ross Meriam - A very skilled player who plays this deck occasionally.

Brad Nelson - Like Ross Meriam, he is skilled, and plays this deck sometimes.
Federal Service

In the Kovaalan Hierarchy, a civilian must serve in the Hierarchy military before becoming a citizen.

In order to ensure that only those who are serious about joining the Federal Service are accepted, the government places a double or even triple amputee at the front desk. This sends a message that time in the Federal Service is indeed dangerous.
Brikari

The **Brikari** are a humanoid species native to the planet Orakha.

## Biology

The Brikari are a bipedal, generally humanoid race that can be distinguished by their large craniums, lack of a visible nose and small, lobe-less ears. Like humans, they possess two five-toed feet and two hands. However, these hands have two thick fingers along with one thumb.

Brikari reproduce like many other species through sexual coupling of males and females. Fertilization of a female Lorkan is achieved much the same was as with humans, with a male phallus and female vagina (both also used for expelling body waste) located in the crotch area.

Once impregnated, the female will carry the developing embryo for the equivalent of 6 earth months before giving birth to 1 to 2 infants. through a birth canal located in the groin, again, much like that of humans.

## Culture

The Brikari are a hardworking and industrious species.

However, their culture is divided within a strict clan-based caste system. They believe that their family name determines the profession they will follow.

### Castes

* Junda: Leadership caste
* Talko: Priest caste
* Jorran: Warrior caste
* Kalten: Worker caste
* Morot: "unclean" caste
Compact

The **Beneficial Compact**, more commonly called the **Compact,**was formerly an intergovernmental strategic alliance between the Xiati Empire, Kree Empire, Skrull Empire, and formerly the Shi'ar Empire**.**At the height of their power, they were considered to be the major power of the sector of the galaxy, as well the bitter political, economic and military rival of their neighbor the Interstellar Alliance.
Abzan Megamorph

Abzan Megamorph is a deck utilizing the manas of Black, White, and Green. It's main purpose is to megamorph all of it's creatures into bigger, beefier creatures, to annihilate the opponent. Unlike the other Abzan Decks, it focuses less on it's siege rhinos, and more on the combination of the Deathmist Raptor and the Den Protector.

## Players who use this Deck

Steve Rubin - Plays a lot of Abzan decks, not too well known, but good nonetheless.
Djanai

The **Djanai** are a humanoid species and client race of the Kovaalan Hierarchy.

## Biology

The Djanai species are similar in appearance to most Humanoids in terms of average height, weight as well as build. Their skin color as well as hair and eye color variations match those of Humans. The most distinctive feature among the Djanai people are their horizontal nose ridges which is the only notable physical feature that is noted in their appearance. The males also have ridges on their reproductive organs.

## Culture

The Djanai were once a highly spiritual people, whose religion governed ever aspect of their lives. However, after the First Contact War, many Djanai abandoned their religion.
Corsairs

The **Corsairs** were a squad of Terran Federation soldiers during the Xiati War.

As part of Project Legion, the Corsairs were chosen as templates for a clone army.

## Members

* John D. Rico (Team leader)
* Isabel Florez
* Carmen Ibanez
* Link Manion
* Albert Danner
* Michael Hightower
* Carl Jenkins
* Anabelle Sunday
* Jennifer Kirby
* Marcus Skinner
Azhaeri

The **Azhaeri** are a humanoid species native to the planet Rachuk.

## Biology

From a cursory examination, the Azhaeri appear to be a near-human species; however, the internal biology of an Azhaeri is radically different. A thin layer of skin covers a chitinous exoskeleton (which is supported by a minimal endoskeletal system as well). The females of the species are pure carnivores and can subsist on blood alone for limited amounts of time. Male Azhaeri are smaller in stature and omnivorous.

More male Azhaeri than females are born. After having sexual intercourse the female will eat her mate, thus keeping the male population in check.

## Culture

Males are held in high regard in Azhaeri society, yet are given no real power. Although a structured etiquette system is in place, backstabbing is common among the female elite.
Cascor

The **Cascor** are an insectoid species native to the planet Ji'v.

## Biology

The Cascor possess a black exoskeleton, clear black eyes, four three-fingered arms and two two-fingered hands. Despite their short stature, the Cascor are very strong and possess a highly armored exoskeleton. Because of this, they are highly reputable in combat.

## Culture

Unlike most known insectoid races, the Cascor do not possess a hive mentality or have a caste system. This makes them unique and unusual to most insectoid species such as the Ovion.

Cascor are usually considered a hardworking and industrious species, though they are not risk takers, preferring to think around problems rather than fight.
Banu

**Government:** | Aristocratic Oligarchy

The **Banu** are a humanoid species native to the planet Banu.

Banu society is mostly ruled by influential aristocratic families which are represented through a Council. This society may have caused economic prosperity, but has also caused massive political instability, as a result of infighting between aristocratic families. Also, there is a large gap between the rich and others in their society. Many of these others have emigrated to other powers such as the Terran Federation.

Their society is highly atheistic.

## Colonies

They also posses few colonies, including:

* Ixion - A major colony in the Banu system.
* Domos - A colony in the Banu system.
Machina

**Machines** belong to the taxon **Machina** or **Machinata**. The defining feature that sets machine organisms apart from biological organisms is a greater prevalence of mechanical, electrical, or plasma components as opposed to the chemical machines used by cellular life.

Reproduction among machina can take many forms including fabrication, replication, and synthesis.

Though the domain machina is considered non-cellular life, it differs greatly from types of non-cellular life found in dimension E137 (viruses), and is included among domains of cellular life (Eukaryota, Bacteria, Archaea) despite this critical difference. Under this classification scheme, machina makes up one of the four domains of life. The three other domains, Bacteria, Archaea, and Eukaryota are cellular and are comprised almost exclusively of chemical components.

The origins of the earliest machines is unknown, however it is widely believed that the earliest machines were fabricated by a non-mechanical entity since conditions for machine fabrication are extremely unlikely to have occurred naturally.
Benthan

The **Benthan**s are a humanoid species native to the planet Septis.

## Biology

A bipedal humanoid, Benthans can be distinguished from other races by their distinctive patterns of darkened indentations over the top of their heads and their flat, nose-less faces. Like humans, Benthan have five fingered hands. Their hairless skin comes in several shades between pink and grey.

Like humans, Benthan can breathe in an oxygen/nitrogen atmosphere. They were also approximately human sized.

The Benthan neural system utilized specialized chemicals produced by their yellow blood cells which would bio-chemically translate electrochemical impulses from neuron to neuron across the synaptic gap, similar in function to the Jeru green cells.

## Culture

The Benthans are an intensely religious people with deep-set religious rites and moral concepts, which at times seemed a little fanatical. These rites include high days of fasting which at times led to trouble, due to their people frequently trying to break it and priests catching them. Other rites are the use of psychotropic drugs to enhance their religious experience; however these experiences can cause them to lose control.

### Religion

The Benthan had a strict moral code, fearing that immorality would bring down the wrath of the gods. Such was the taboo surrounding immorality, or even implied immorality, that whole families could be scandalized and labelled as "unclean". It was even believed possible that associating with the immoral could somehow contaminate an otherwise moral person.
Antares II

**Antares II** is the second planet in the Antares system and the site of a Terran Federation colony world.

## Notable locations

* Boiling Sea
* Molunkus Ocean
* Somerset Sea
* New Augusta
	+ Somerset Music Academy
* Halin
* Meccha
	+ Luminous Gardens
	+ Zatara's
* Zerria

## Natural History

Ibbots, Redjellies, Staga and Roba are creatures all native to Antares II.
Gattaca Act

The **Gattaca Act** is a Terran Federation law which imposed sharp restrictions on controversial uses of genetic engineering, but provided government subsidies for beneficial applications.

## Clauses

* CLONING: Sapient cloning is strictly prohibited except under certain circumstances.
* SCREENING AND THERAPY: Most governments provide free assessments and corrective therapy for genetic diseases in prospective parents. This has nearly eliminated almost everything from cystic fibrosis to nearsightedness. The earlier screening and therapy is performed, the more comprehensive the results.
* ENHANCEMENT: Improvements of natural human abilities is legal, but adding new abilities is not. Treatments to improve strength, reflexes, mental ability, or appearance are permitted; adding a tail or the ability to digest cellulose is not. Some genetic enhancement is provided to Terran Federation Military recruits who join the SPARTAN program.
* ENGINEERING: Artificial hybridization of genes from compatible non-human species with human genetic code is illegal. Creation of designed life is broadly legal (and mainly used for terraforming and medical applications), but sentient creatures are heavily regulated, and creation of sapient life is outlawed
Dokkaran

The **Dokkaran**s are a humanoid species native to the planet Dokkar IV.

## Biology

The Dokkaran are a bipedal, generally humanoid race that can be distinguished by the cranial plates around their heads and lack of visible nose and ears. Like humans, they possess two five-toed feet. However, they have four arms, with five fingers on each hand.

Dokkaran females have long hair and four mammary glands.

Dokkarans reproduce like many other species through sexual coupling of males and females. Fertilization of a female Dokkaran is achieved much the same was as with humans, with a male phallus and female vagina (both also used for expelling body waste) located in the crotch area.

Once impregnated, the female will carry the developing embryo for the equivalent of 6 earth months before giving birth to 3 to 4 infants through a birth canal located in the groin, again, much like that of humans.

## Culture

Dokkaran culture is centered around the belief that to know one fully, you must fight them. Dokkaran martial arts is not only self-defense, but a form of self-expression, a means of communication similar to art. For the Dokkarans, it was not at all unusual for children of the same parents to be born so as to be completely indistinguishable from one another to outsiders. Thus, being able to distinguish between like individuals through reading of body movement became an essential requirement.

The Dokkarans were also known to be able to read feelings and emotion through combat. To a Dokkaran, a combat between two people said more than hours of talking. They saw a certain purity in the way techniques were used in battle.

### Religion

Dokkaran religion centers around the worship of spirits.
Draconian Empire Colonies

The Draconian Empire maintained a large empire prior to the Draconian War.

## Colonies

* Goralis III
* Mirish Prime
* Arawath
* Kalesta III
* Lahra Prime
* Lahra II
* Mec VI
* Vestalan Prime
* Enocha Prime
* Algira Prime
* Lilsis II
* Lilsis III
* Aria
* Caralun II
* Draconia II
* Draconia III
* Draconia IV
* Draconia V
* Draconia VII

## Former Colonies

* Alioth VI
* Amleth IV
* Amleth Prime
* Amrahan
* Antros III
* Aschelan V
* Avenal VII
* Bryma
* Callinon VII
* Cardonne
* Celtris III
* Chin'toka II
* Chin'toka III
* Chin'toka VI
* Chin'toka IX
* Chu'ot
* Creck
* Cuellar IV
* Dal'koth
* Darona
* Devos II
* Davonia
* Dozaria
* Dralnok
* Drovoer II
* Ealen IV
* Felton Prime
* Grevven II
* Harkoum
* Hesduros
* Kaelarot
* Karava
* Kavaria
* Kelvas Prime
* Kelvas V
* Khael'mothka
* Kora II
* Korma
* Kurrill Prime
* Lazon II
* Malurok
* Metisette
* Muloqt
* Monac IV
* Nramia
* Odenli'sh
* Panora
* Pentath III
* Portas V
* Preplanus
* Pullock III
* Pullock V
* Quinor VII
* Rakal
* Raknal V
* Regulak IV
* Rissa IV
* Rondac III
* Salavat
* Silgov Prime
* Saepon'kal
* Sarpedion V
* Septimus III
* Sekula
* Sheva II
* Simperia
* Slokat
* Soukara
* Sunzek
* Tevak
* Torros III
* Torros IV
* Trekla V
* Ulgethon
* Unefra III
* Valyanop
* Vanden Prime
* Velos VII
* Ven III
* Weibak IV
Bektan Conglomerate

The **Bektan Conglomerate** is the governing authority for the Bekkir race.

## Government

The foundation of power in Bekkir society was in its various guilds, the most powerful of which was the Merchant/Adventurers Guild, which was itself closely allied with the Scientists, the Smiths, and the Entertainers guilds. Each guild is lead by a Grandmaster who sits at either the High Council or the Low Council. Member ships in either council is determined exclusively by financial worth. Admittance into the High Council is given only to those Grandmasters who's guild has reached a specific net worth, otherwise they sit on the Low Council.

By and large, the individual guilds do as they please, though major projects costing more than 30% of a guild's annual budget must be put before a High Council vote. However for a guild to be overridden requires a two thirds vote and the Low Council can overturn the High Council decision when and only when the aggregate worth of the Low Council members in favour of overturning the decision is greater than the total worth of the sponsor in the High Council.

While some guilds do maintain their own individual military forces (most notably the Merchant/Adventurers and the Mercenaries) they very never make war on another (the Great Trade War being a notable exception) as culturally war is perceived to be a sign of inferior craft and marketing techniques.

## Military

As mentioned above, several of the various guilds maintain their own military forces, the largest and most powerful being the Merchant/Adventurers and the Mercenaries. Bektan saucers are well known as powerful fighters and formidable heavy cruisers.

### Vehicles

* Kar-class starfighter
* Xill-class cruiser

## Territory

* Bektan (homeworld)
* Photikar
* Deruzala
* Alzeral
Bozelian

The **Bozelian**s are a humanoid species native to the planet Bozel Prime.

## Biology

The Bozelians are humanoids with smooth blue-green skin, red eyes, lipless mouths, long thin noseless faces and green blood. Olfactory organs beneath their eyes were responsible for their sense of smell. Both females and males were bald, though both genders were easily distinguished. Their large red goggle-like eyes also had slit pupils. Bozelian females laid eggs as they were descended from ancient reptiles, and are born in a larval grub stage, but unlike some reptilian races, the Bozelians took care of their offspring from birth.

## Culture

While usually taciturn, Bozelians enjoyed telling stories about their travels. It was said Bozelians had a photographic memory when it came to the telling of tales and stories. Many Bozelians were pilots and explorers, and were adventurous, though sometimes rash.

Their home planet Bozel Prime was primarily uninhabited due to massive pollution on the world over time. Instead, it was covered with automated farms for food production. The Bozelians live in twenty orbital space cities above the planet.

### Government

Bozel's twenty orbital cities operate as independent city-states. However, these states are united under the Corrin, a body comprised of representatives from Bozelian-based corporations.
First Galactic War

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* Compact sent into economic ruin.
* Terran Federation
* Tallerian Empire
* Kovaalan Hierarchy
* Amon’krie Republic
* Abbidon Union
* Xiati Empire
* Shi'ar Empire (Withdrawn)
* Kree Empire

The **First Galactic War** was a destructive that occurred between the Interstellar Alliance also known as the Allies, and the Compact.
Ekuna

**Government:** | Terran Federation (client race)

The **Ehrud** are a massive species native to the planet Ciemia.

## Biology

Ehrud evolved on a high-gravity world, making them slow, but incredibly strong. Their large, heavy bodies are incapable of moving quickly, but they possess a rather imposing stature and immense strength, as well as thick, tough skin. They move using all four limbs to support and balance their massive bodies. Given their method of communication, they likely have highly-attuned olfactory senses.

Ehrud speech is heard by most species as a flat, ponderous monotone. Among themselves, scent, extremely slight body movements, and sub-vocalized infra-sound convey shades of meaning that make a human smile seem as subtle as a fireworks display. Since their subtlety can lead to misunderstandings with other species, the Ehrud prefix all their dialog with non-ehrud with an emotive statement to clarify their tone.

## Culture

Ehrud usually prefer to stay on their homeworld rather than travel in space, which may be why few ehrud are seen on other worlds. Possibly because of their size or evolution in the open air, the ehrud find the necessary confines of space travel uncomfortable. Evolving in a high-gravity environment where a fall could be lethal has made ehrud psychology deeply cautious and conservative. Their culture is built on small, tight-knit groups, and their conservative nature means the ehrud government is extremely stable. Despite this, they are always welcoming to outsiders.

Because their slow, conservative psyche is not suitable for making the spur-of-the-moment decisions necessary in combat situations, the ehrud rely on sophisticated VI combat systems. These war machines can choose between thousands of gambits developed and polished over centuries by ehrudr strategists.

The slow speed and immense size of the ehrud makes them easy targets. Fortunately, their durable hide allows them to shrug off most incoming fire. Ehrud warriors don't carry small arms; their broad shoulders serve as a stable platform for the same size of weapons typically mounted on fighting vehicles.

### Religion

The Ekuna have two major religions known as Ghorsuulan and Dorgalanoss.
Alchera

**Alchera** is the fourth planet in the Amada system and an independent Kanten colony.

## History

In 2048, the Kanten established a trade outpost on Alchera to help in their expansion. First contact between them and the native Klaha led to a long and bloody war which ended in the Klaha being stripped of all rights and being relocated to the planets western continent.

In the 22nd century, Alchera and Hok were left to their own devices after the government on Kanten established isolationist policies to correct the imbalance in their society. Several years later, a brutal civil war erupted on the planet over the treatment of the Klaha.

## Notable locations

* [[
* Alchera's western continent
Antares system

The **Antares system** is a Terran Federation controlled system.

The system contains six habitable planets, all of which are home to Terran Federation colonies. The system also contains an asteroid belt and several moons rich in minerals. Because of this, they are home to a great number of mining colonies which have helped in the development of the Antares system. Discovered during the Great Breakout, the planets of the Antares system were bid upon by numerous parties.

By the 27th century, the Antares system had established itself as a diverse society and a great economic power, rivaling the Rigel system.

## Notable locations

* Antares I
* Antares asteroid belt
* Antares II
* Antares III
	+ Nantucket
* Antares IV
	+ 1 moon
* Antares V
* Antares VI
* Antares VII
* Antares VIII
	+ 14 moons
* Antares IX
	+ 27 moons
* Antares X
	+ 18 moons
* Antares XI
	+ 26 moons
* Antares XII
Benthan Confederacy

The **Benthan Confederacy** is a political state of the planet Septis and its colonies.

The Confederacy is made up of the homeworld and the Benthan's three colony worlds Septis II, Falaron and Morda with each planet ruled by a pair of elected leaders; the Kor (a male) and the Girda (a female). They were elected through a large council of elders on each planet and at any time could be removed from their positions. Once elected the Kor and Girda of each world would appoint seven representatives to the Homeworld Council. Each planet within the Confederacy was allowed to govern itself as it wished, provided that they did not go against the collective interests of the Benthan race as a whole, which would be determined though a vote of the Homeworld Council.

After the Benthan Civil War, the Septis Council was reformed to represent the nations of Septis.
Elohsian

The **Elohsian**s are a humanoid species native to the planet Eloh.

## Biology

The Elohsians enlarged skulls, extending up to twenty centimeters above their foreheads, housed complex binary brains, provided with sufficient blood by an extra heart in their heads. The binary structure of Elohsian thinking helped them to ponder two sides of an issue at once. It also enabled them to process information and solve problems rapidly and provided a highly advanced capacity for concentration and meditation. Because of their thoughtful nature, they tended to be calm, rational and analytical, preferring peaceful philosophies and a lifestyle which worked in harmony with nature. Though the quick-thinking Elohsians have equally quick reflexes, they were commonly not as well coordinated as Humans. Because of the weight of their enlarged skulls, Elohsians often had back problems.

## Culture

Elohsians developed a low–tech society on their homeworld and preferred to live in isolation from the wider galaxy. In the years following the Triceraton War, a generational dispute erupted on Eloh when the younger generation took up a rebellious stance against their low–tech society. Many Elohsian youths such as the Techrats wished to own such technology as was commonplace in the governments of the galaxy. This unrest led to many of these youths leaving their homeworld for governments such as the Kauld Freehold and the Rilnar Syndicracy.
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Bekkir

The **Bekkir** are a humanoid species native to the planet Bektan.

## Biology

Bekkir are relatively small humanoid beings with large black eyes, bulbous heads, and smooth hairless skin. Despite their slight frame, Bekkir are very tough. Their bodies are entirely supported by cartilage and muscle.

## Culture

Bekkir society is primarily organized into guilds which are the cultural, political and economic power bases. Secondary to this are the Bekkir's religious, racial and familial groupings. An individual Bekkir may enter a guild as they see fit, either by choosing a guild of their own liking or simply choosing the guild that their brood creche (family) belongs to while still others will just choose a guild at random.

The Bekkir are naturally competitive, fierce, wild, mischievous and their society is very capitalistic. Social advancement can only be achieved by making a greater profit in the current cycle than the previous, though there are no restrictions on the methods used by guild members to acquire their profit.

Bekkir marriages are allowed only between members of the same guild, between members of closely allied guilds or guilds in the process of negotiating such an alliance. This has been known to cause problems, the most notable being the Great Trade War. The conflict, dubbed "the Romeo and Juliet War" by Human scholars occurred when the Artists Guild forced one of its members to divorce her husband after the ongoing negotiations for an alliance with the Tacticians Guild broke down.

True to their nature Bekkir are habitual, or even compulsive practical jokers, taking great pleasure in their antics and are immensely amused by their iconic nature among humans. The mere thought that a routine survey of a planet could so greatly impact Human culture is something the Bekkir find hysterically funny.

Their ways can often lead to friction with other races. The Ovion in particular find them especially annoying and have gone so far as to go to war with the Bekkir Scientist Guild over patent and copyright infringements. For their part however, the Bekkir pay no heed to the sensibilities of other individuals or races, finding only amusement in the frustration they cause.

### Religion

Though the Bekkir have several religions, most worship Albendazel, the hermaphrodite trickster deity.