recursal/Fanatic-Fandom huggingface dataset:
Ili-Eil

Ili-EilCogent Sheet
**Ili-Eil** was a Magus of the Girtabelilu who was considered the foremost mind on the ancient Belu civilization, having an advanced and intuitive knowledge of their language and eso-tech which exceeded many of his peers and priors. In addition, he was a potent psion and influential figure in the Girtabelilu religious and philosophical society.

Following the collapse of the Realm of the Girtabelilu, Ili-Eil took measures to revise Girtabelilu religion, making it more palatable to the political realities of the Girtabelilu State. This process saw many fundamentalists disappear, while those who, like Ili-Eil, publicly took to a less apocalyptic interpretation of the faith, survived.

Ili-Eil would join the team which entered the Vault of the Unspoken, alongside his young assistant Mashda, due to his expertise in Beluology. For the few days the team was in the Vault, he was an indispensable translator and operator of the esotronics found within. However, he would unfortunately meet his end in the Vault, sending as much of his notes out with the surviving team while he activated the facility's self-destruct.

## Stats

* PROFILE
* RENOWN

 **Belu Language Expert**Vault of the Unspoken Team | Girtabelilu | Magi Uku
Ferreti Family

> "*No, we're not cursed, we're not hexed, we're not jinxes. Our ancestors didn't insult a swamp witch, and we're not a forgotten Daimon experiment with 'bad luck genes,' no matter how many times Jev (that low-brow asshole) tells that story.*"
>
> **- Cassan Ferreti**
>
>

**Tli Ferreti** is an Aratacian Drodo clan of relative obscurity, but who can trace their name and lineage back to pre-space age Coron. In the modern day, they are predominantly a clan of spacers. The current *Tlivet* is Marvrin Ferreti, a retired astronautical surveyor and etherographer currently living on New Aratacia. The rest of the family is somewhat scattered across Aratacia's various frontier stations and trade routes.

Throughout history, members the family have also been notoriously unlucky and danger-prone—though most Ferretis will insist that it's really more nuanced than that, and it makes them a hardier folk anyways.

## Family Tree

### Modern Ferretis

The following family tree is simplified and does not include all descendants or branches of the family. Only important and relevant characters are shown.
Illarian Motion Expressionism

> "*The human experience is not a constant stream of flowing ebbs and turns; it can be, but you will find that the human experience more often is instead of the most abrupt and unexpected. This is because the I is tied inherently to the metaphysical of our realm, in the storming and vibrant energies of the Two Sisters; reality is simply a result of this storm in-perpetuity. This is not a realm of logic, but it's one of emotion, and the best way to channel the emotion of this realm, of the I, is through matching it's interior motion.*"
>
> **- Raško Trkulja**
>
>

**Illarian Motion Expressionism** (also called **Raskism**) is a physical art theory that was first expressed and established by **Raško Trkulja** in the later period of the Socialist Interstellar Union of Illarian Planets, amidst a seemingly terminal economic and social stagnation. Originally a mid-level director for the Illarian State Bank, he resigned from his position and moved to the frontier of Bjelerovo, seeking to rediscover himself; during this process he would pick up painting, and would come to reject the prevailing theories of realism, triumphism, and socialist rationalism that was peddled by the Illarian People's Union Party.

Instead of exactly depicting subjects as they appear in reality, Raskism encourages that the emotion carried by both the artist and the subject itself be a part of the composition, seeking to better reflect a deeper reality than what one's eyes could see. Because of this, examples of Raskism are either done on the spot or done shortly after the artist has observed something, and have very quick periods of creation-- Quick being a relative term, as artists staying up for several days trying to finish their work is not unheard of.

In contrast to other forms of expressionism though, Raskism disparages curves or really any continuous flow in pieces that follow it. Rapid thin brush strokes are demanded, slashed here and there in straight lines that when together, can form a coherent image that in it's visible strokes carries a sense of intense (even violently fast) movement; giving rise to rough chopped out shapes with quite often endless sharp angles if one looks closely enough.

While examples of Raskism can use vibrant colors, most so far have utilized darker or more muted colors that compliment each-other. Subject matter can be anything the artist beholds before them, from a broken door to a soldier rushing onwards onto the front-lines, depending on it either providing a more whimsical piece or a piece that fully embraces the chaos and motion of the metaphysical's "interior motion."

## Notable Artists

* Tihomir Rajković

* ZAVI
KASCI CAV

The **KASCI CAV** is a domestically made crop duster converted into an anti-insurgency aircraft, introduced in 20 NE, designed to reduce the strain and fatigue inflicted on imported airframes by performing close air support.

Utilizing a very basic petrol turboprop engine, which drives a propeller, the outputted exhaust is too low of a temperature to target with conventional heat-seeking MANPADs. While somewhat slow, the airframe has ample lift, allowing it to maintain very low and slow speeds while vectoring in for a ground strike. Often, it uses this low speed to engulf itself in forward fired reflective chaff, designed to confuse and hopefully drag off target laser guided MANPADs.

It utilizes infantry stockpiled particle cannons and lances, adapted to fit in the aircraft, and carries conventional bombs and unguided rockets. The airframe has applique armor, designed to help it against incoming small-arms fire or lighter anti-aircraft guns.

### Variants

* KASCI CAV-7E - Variant designed for use on Inore 7E.
Kaldethi

> "*The Kaldethi.. a fascinating new clone race, they remind me so much of what I had wished to accomplish so long ago. No matter, what is so fascinating to me is that they are so patriotic despite what my predecessor had done to squander it, their resolve is inspiring. Whats more, the Province of Yurem is completely made up of them and they have taken up the task of pushing for a speaker of the province. I cannot openly show my respect for such a low class.. but I do indeed respect their stubbornness.*"
>
> **- His Lordship Ardius Thalganna II**
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>

The **Kaldethi** are a sapient race originating from the Adresaan Sector of the Selten Galaxy. Their homeworld is Yurem and is one of the very few places they can arise from due to cloning facilities littering the cities of the planets they inhabit. Although a fairly new species to the playing field, historically when they were slaved under the Hearts of Adrealis, they maintained a low ranking militant structure. They were forced to serve as brutes for police and sometimes even targets for soldiers.
Karst-Lindinian War

* Karian strategy to halt the political disintegration of the southern Former Aoshanti Empire
* Build-up of Karian-Lindinian grievances

### Outcome

**KARIAN VICTORY**

* Lindinis surrenders and consents to an occupation of the major space structures of the Lindinian system by the Karian Army.
* Lindinis acknowledges the sovereignty of the Republic.
* Aoshanti Republic agrees to take over occupation of the Lindinian system at the nearest opportunity.
* Arcadius Octavianus turns to piracy and continues to fight Karstedt with a significant portion of the Lindinian classis.

> "*The Lindinian Fleet which has been massing at the starport of Conovium poses a considerable threat to the stability of the region so long as it is under the control of a power whose allegiances are in question. The Karian Star Republic cannot afford that the Lindinian Classis might be used to aid the Reformed League. I must therefore inform you of my orders: In one standard hour, Battle Fleet Intervention will commence its attack on Conovium. We will destroy or seize all military vessels which are moored there. [...] The best your command can do for itself is to not resist us and pray that we do not find it necessary to go any further.*"
>
> **- Admiral Aachen's Ultimatum to the Lindinian Fleet**
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The **Karst-Lindinian War**, also known as the **Twelve Day War**, was a brief declared conflict between the Karstedt and the minor Aoshanti principality of Lindinis during the Veritas Crisis of 22-23 NE. The war began on Prigemen 5, 23, when the Karian Battle Fleet under the command of Adm. Sophia Aachen issued an ultimatum to the Lindinian fleet gathered at the Lindinian Arsenal at Conovium, a moon in the inner Lindinian system. The ultimatum, which demanded that the Lindinian fleet vacate its ships and allow the Karstmarine to destroy them, removing a major source of instability from the southern Concourse.

The ultimatum was communicated to Lindinis' political leaders, who ordered the Lindinian fleet to go to a higher state of alert and made to raise Lindinis' planetary shield. Detecting this, Adm. Aachen ordered the Karstmarine to attack immediately, initiating a missile exchange between Battlefleet Intervention and the Lindinian base at Conovium which resulted in the incapacitation of all of Lindinis' battleships, the destruction of around 20 subcapital ships, and the scattering of the Lindinian fleet with few Karian casualties. Over the course of subsequent days, there was scattered fighting all throughout the system, resulting in 20 more lost Lindinian ships.

The war ended when the Karstmarine entered orbit above the Lindinian planet and, with a small number of precise bombardments, incapacitated its shield system. Lindinis surrendered on Prigemen 17, putting an end to a war which lasted twelve days. The space infrastructure above Lindinis and in the Lindinian system was occupied by Karian marines, pending the arrival of Aoshanti Republic forces to take over the occupation, and Lindinis accepted the sovereignty of the Republic.
Garden of Mu/NPCs

The following is a list of NPC companion statblocks who may act as Cogent units and bodyguards for characters closely affiliated with the Garden.

## Ecdysi

### Keeper

**Keepers** are Ecdysi armed with heavy armor, round shields, and swordstaves.

### Weaver

**Weavers** are Ecdysi psi-skirmishers, armed with a pair of butterfly blades and a propensity towards striking from stealth.

## Instari

### Ranger

**Secondary weapon:** Handgun and knife pairing

**Rangers** are lightly-equipped Instari who make up the bulk of Muaran militia and security forces. They typically fight with bows or rifles.

### Arbalist

**Arbalists** are Instari of psionic potential or more advanced military backgrounds, equipped with powerful crossbows.

## Athesi

### Sibyl

**Sibyls** are Garden support personnel who serve as clerics, medics, and combat support psions.
Heater

**Heaters** are a type of firearm and directed energy weapon principally used by Drodo civilization, but have seen use in the rest of the Aoshtai Galaxy, particularly the Reach. It is a form of firearm which uses a hyper-reactive propellant to turn a bullet into a slug of superheated plasma, which is then focused down a magnetised barrel and fired out the barrel toward the target to devastating effect. While the weapon functions identically to a standard centerfire gun, the projectile is far more energetic and powerful.

Heaters have two common forms of ammunition, "full-charge" and "half-charge". "Full-charge" ammunition is capable of punching through body armour and most shielding, though produces so much heat that it must be fired single-shot. "Half-charge" is less energetic, but may be rapidly fired by a repeating rifle. However, even half-charge cartridges produce an immense amount of strain on the firearm, meaning that self-loading or automatic Heaters are impractical outside of very large crew-served weapons. All man-portable heaters are therefore bolt, lever, or otherwise single action rifles.
Janset Erizhokovy

Janset ErizhokovyCogent Sheet **Janset Erizhokovy, Boyan of Bemuria** is the sole daughter of Empress Renja I of Illaria, also being her sole child altogether with her husband and life-long military confidant, Bahtiyar of Bemuria. She is the current designated heir to the Illarian Empire, confirmed in the 2nd Duma Imperial Selection Committee, 23 NAC.

Having been involved in military and political affairs from a young age as part of her aristocratic education, she has already demonstrated a combination of her parents attributes. She bares the unshakeable determination of her mother and the military ruthlessness of her father, even being a veteran of the West Selten War in both the defense of Rosokovo and the offensives performed against the Girtabelilu, such the First Battle of Enuma-Elish.

Despite her skill, however, she is also a proven task-master who will stop at nothing to accomplish given goals or her own, mixed with a blunt guile that has given her boundless allies and an equal amount of bemused acquaintances. This, and rumors of other actions in the course of her duty, has led to some within the Imperial Court to question what her style of leadership would actually be in the event of her gaining the throne.

## Stats

* PROFILE
* FINANCES
* RELATIONS
* CAREER

INCOME/EXPENSES

𝔛0 quintillion

Battles

Duels
* Dueled with Khorilartax Makriadis during the Vigilian Games 23 NE - **VICTORY**

* Dueled with the Davide Mantalli during the Vigilian Games 23 NE - **VICTORY - LEPC WON**

* Dueled with Jardax Meyisanni during the Vigilian Games 23 NE - **DEFEAT**

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

* Dueled with Verterius Mandixis during the Vigilian Games 23 NE - **VICTORY**

* Dueled with Mouse during the Vigilian Games 23 NE - **VICTORY**

* Dueled with Shadriabun Nil during the Vigilian Games 23 NE - **VICTORY**

* Dueled with Codnyr Nil during the Vigilian Games 23 NE - **DEFEAT**

* Dueled with Madelthy Nil during the Vigilian Games 23 NE - **VICTORY**

* Dueled with Nediynel during the Vigilian Games 23 NE - **DEFEAT**

* Dueled with Daganax during the Vigilian Games 23 NE - **VICTORY**

* Dueled with Deriullia Astvin during the Vigilian Games 23 NE - **DEFEAT**

* Dueled with Daralt Victarius during the Vigilian Games 23 NE - **VICTORY**

* Dueled with Ghuugh Bolordax during the Vigilian Games 23 NE - **VICTORY**

* Dueled with Fluffy during the Vigilian Games 23 NE - **VICTORY**

* Dueled with Groh’Botacten during the Vigilian Games 23 NE - **VICTORY**

* Dueled with Kuruvin during the Vigilian Games 23 NE - **VICTORY**

* Dueled with Veirden during the Vigilian Games 23 NE - **VICTORY**
First Instar

> "*In the forest of mirrors, there grows a wilting rose that cannot be picked. She seems small in the undergrowth but her roots grow deep and wide, whispering into the mycelium of the soil fungus, guiding the growth of the plants around her.*"
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> "*The predawn dew shimmers on the leaves of the trees and the silk of fresh Spiderwebs. The faint hum of the Periodical Brood reverberates through the soil—a confirmation of each others' presence as day of first flight draws closer. With the first beams of sunlight peaking through the branches, the first of the apolytic nymph pokes its head from the substrate, and is snatched up by a pair of fingers.*"
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> "*In the forest of mirrors, there grows a wilting rose that cannot be picked. Rooted in place, she is helpless to contend with the fragility of life in her forest.*"
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> "*She can only hope the guidance she has given will be enough.*"
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> **- Unknown**
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* Part 1: Acatalepsy
* Part 2: Obscured
* Part 3: Muara
Ikkali Xentiro

UNCOMMON CHARACTER
Ikkali Xentiro
LEVEL 5

WIP

## Stats

* PROFILE
* STATS
* WEALTH
* POSSESSIONS
* CAREER
* EXPERIENCE

» WIP» WIP
 Offices
 **WIP** | WIP

* +2 Admin Efficiency
* Cannot lead forces
* +50 diplomatic power
* Provides +2 to rolls in duels for friendly characters on the same side in a diplomatic event
* +𝔛100,000,000 income per year

**NON-COMBAT DUEL STATS**
2 ❤
1d20+5
Cannot lead forces50 Diplomatic Power+2 for characters under command

* Administrative efficiency gains from Leadership increased by x1.5.
* Trade Power gains from Wealth increased by x2.
* Diplomatic Power gains from Leadership increased by x2.
* HP is always 0.
* Subcapital ships owned and commanded by this by this character can carry 𝔛2 quintillion worth of material, double the normal amount.
* Looter characters have one fewer hitpoint.
* Must surrender in duels and accept capture.
* Cannot lead armies.
* Subcapital ships in forces led by this character cannot fight, but can carry 𝔛2 quintillion worth of material or 2 ⚔, double the normal amount.

N/A

Wars
* WIP - **WIP**

Battles
* WIP - **WIP**

Duels
* Dueled with WIP - **WIP**

Acquisitions
* WIP from WIP

Detainments
* N/A

- Turned in New Velcovia Conspiracy for 50,000 XP

## Skills

**INDEX**
☆☆☆☆ Terrible
★☆☆☆ Fumbling
★★☆☆ Somewhat Capable
★★★☆ Capable
★★★★ Expert

**IQ:** 100 (Average)

**LIFE**

★★☆☆ Athletics

★★★☆ Driving (Cars)

★★★☆ Cooking

★★★★ People

★★★★ Personal Finance

**GENERAL POLITICAL AND ECONOMIC RELATIONS**

★★★★ Statecraft

★★★☆ Business Relations

★★★★ Diplomatic Relations

★★★★ Military Control

★★★★ Commonwealth Reputation

★★★☆ Bureaucratic Control

★★★★ Persuasion

**WEAPONS**

★☆☆☆ Swords

★★☆☆ Daggers/Knives

★☆☆☆ Handgun

★☆☆☆ Rifle and Carbine

★☆☆☆ Submachine Gun

☆☆☆☆ Machine Gun

★★☆☆ Dart Gun

★☆☆☆ Unarmed

**ACADEMICS**

★★★★ Aridaalian Language
Kaikyo Minato System Authority

The **Kaikyo Minato System Authority** is the prevailing government of the whole Kaikyo Minato system, that isn't under the control of a planetary government or other authority body on a planetoid/planet. It is a weak authority that mostly falls back on national statutes rather than its own in particular, and primarily it is tasked with allocating resources between all the entities of the system, settling local disputes, and providing a semblance of law and order in the space between.

It is headed by a **Director**, with a three-member council below him consisting of representatives from Mimakogen, Kyami, and Tashika. Adjascent to the three-member council is an advisory council consisting of representatives from all registered colonies and outposts in the system, along with planetary authorities elsewhere on the system's uninhabitable worlds.

Its headquarters is on Okkonai Station.

### KMSA Headquarters

The headquarters of the KMSA is on Okkonai Station, which it also clams governance over due to its importance to the other members of the solar system. It is a small building, with the **Office of the Director** and the various chambers for the two councils of the KMSA. Elsewhere there are organs for the station government as well, and civil interfacing for it.

Of note, this is also where the **Office of the Station Governor** is.
Georg Rasch

Georg RaschCogent Sheet

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

#### Steady Shot

 At the cost of your movement, gain advantage on your next shot.

#### Suppression

 Use your action this turn to suppress a target or group of targets closely clumped together. Instead of directly attacking the target(s), you use your ranged attacks to attempt to drive them into cover and gain a psychological advantage over them. Roll your ranged attacks and add them together. Your allies may join you in your suppression attempt, contributing their own ranged attacks. Add their totals to yours. The adversary may choose to contest your suppression attempt, attempting to suppress you instead, in which case compare your totals to theirs. If they do not contest or are unable to, they are automatically suppressed. One side wins the suppression attempt and the other side gains the following:
* Members of the group within the field of fire roll their attacks with all weapons with a -2 malnus until the end of the following turn.
* Affected members of the group are pinned and unable to advance. They need to remain in cover, in concealment, in a prone position, behind a shield, or behind someone who has a shield. They can shuffle laterally, move backward, and move up to the position of their most advanced member, but no further. Members of the group with a shield may advance at half their speed.
* The group may choose to retreat from the engagement at any time. This is an organized action involving some members of the group withdrawing while others provide covering fire. A full turn's worth of ammunition is expended by everyone in the group taking this action. This necessarily cedes the terrain to the other force.

#### Salvage Arrows

 You regain half of the arrows you fired at the end of an engagement, provided that you are in control of the ground where the engagement took place.

#### Aimed Shot

 Take your time to aim and fire on your next turn with +2 and advantage. Requires you to stand still and concentrate. You are able to move at a walk, but if you are forced to defend yourself in melee or are injured in any way between your turns, the shot cancels.

#### Rapid Fire

 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. You cannot gain advantage on these shots. This does not work with cone attacks.

#### Trick Shot

 Make an attack with +2 guaranteed dice. You may sacrifice your movement to gain advantage on this shot.
Holy Eden of New Tvolai/Characters

Overview**Characters**Trade

 **Minister of Foreign Affairs** | High Tvolis | Provincial Aristocrat

» Military Education (HENT)» Strong-willed» Beloved (Clergy)» Dutiful» Moral Code» Psion ( Radiant)
 Offices
 **★★★★ Master Seraph-Evocate** | Psionic Special Forces

* +1 military power
* +1 to rolls in duels
* +0 HP
* +𝔛20,000,000 per year

* +4 military power
* +4 to rolls in duels
* +0 HP
* +𝔛80,000,000 per year
1d20+5

**NON-COMBAT DUEL STATS**
1 ❤
1d20
5 Military Power

* 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.

* Catechism Makharhyan turned in for 12,720.
* Granted 2 levels from user participation in Veritas Crisis.
* Gained 2 levels from duel with Tarhin (Siege of Shesta).

Yearly Income

Flows

Background

Battles
*Veritas Crisis*

* Siege of Shesta - **ONGOING**

Duels
* Intercepted by  Tarhin during the Siege of Shesta - **DEFEAT & CAPTURE**

## Order of Vredramia

### Yehamuenon

* PROFILE

 **Vredramian Operative** | High Tvolis | Disgraced Seraphim
Jardax Meyisanni

COMMON CHARACTER

Jardax Meyisanni
Vortkan Chief
LEVEL 0

1d20

**NON-COMBAT DUEL STATS**
1 ❤
1d20
0 Military Power

* 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.
House of Tuur

The **House of Tuur** is the royal household of Mehtziel; a subordinate monarchy under the Kingdom of Adrealis which installed itself in Telrich-Mehtziel, the former eastern territories of the **Unified Democratic Republic of Alkarzio**. It has existed as a minor aristocratic clan since Agatropian people first touched down in the galactic region. They found little fortune being among such a small minority, and many times their hope of an Agatropian power-grab was squashed when a president of their species failed to deliver.

Recently, in direct result of the Medroalkarzisch War, their house went from small fish in a very unforgiving pond into a giant that has a great deal of sway in the newly formed Kingdom of **Telrich-Mehtziel**. In its collaboration with the House of Auterhalex, the small nobility has become the face of Metzielian pride, and the recent attempts to unify with the Thalganna family has made them a much bigger force to be reckoned with.
Kardara/Kardara Authority/Military

Overview**Military**

The **Kardara Authority Security Component** (or **KASC**) is the primary armed forces of the Kardara Authority. Originally a private security force, it has expanded into what could be considered a standard fighting force as the population grew, and the security apparutus' responsibility inevitably grew. While getting what it asks for from the central government thanks to its impressive political weight, the colonial goernment can only offer so much, and supply lines from Varadinia are often shaky-- Leading to the KASC needing to often come up with its own procurement solutions with what industry is available to them.

It is a seasoned body, having experience with decades of insurgency warfare against Amestrian insurgents, and is considered by many to be the most functional part of the state.

## Astronavy

The **Space Wing** of the KASC is the Authority's astronaval force, being the newest wing of the Authority and being formed in 23 NE. To call it an astronavy would be generous; at its core it is an assembly of rag-tag commissioned shuttle pilots and hastily trained Army Wing personnel for transfer into the Space Wing Marine Section.

Their shuttles aren't standardized, except perhaps in their weapons and hastily planted on flags/colors, and their marines are subpar. Still, they help provide a modicum of security to the system.

## Army

The **Army Wing** of the KASC is the Authority's ground force, consisting of a large volunteer professional core which is poached from the various settlements of the land, and supplemented with off-planet mercenary forces which adopt the Army Wing's patch. It is a light and highly maneuverable force, having to contend with the often-abysmal infrastructure of Kardara, and often only facing at best lightly armored regular forces. Motivated, a common belief in the force is that their failure will bring the doom of their state, either to the wildmen or to the Amestrians.

Its tactics are vastly different from the homeland's Legio Varadinia, which often makes sent in advisors view them as unsophisticated and un-Aoshanti like.

## Notable Domestic Equipment

### Vehicles

#### Infantry Carriers

* **KASCI ICV**
* **KASCI LPV**

#### Infantry Launched Drones

* **Ardotalia Electric Recordo-Drone (KASCI)**

#### Aircraft

* **KASCI CAV**
* **KASCI FOAH**
House Yesselovka

**House Yesselovka** is a Vampiric noble house, primarily consisting of invdividuals who in past lives, were in high positions within the Duchy of Bjelerovo millennia ago. During the initial founding of Krizovia, perhaps intentionally or unintentionally (with some rumors blaming their Bjelerovi irredentism even at the country's founding), House Yesselovka would get the short straw when it came to the allocation of responsibilities and of assets among the nobility-- For the most part, they would be left on their own.

Being one of the poorest houses at the start of Krizovia's history, they would be forced to focus into auxiliary and less enticing fields, such as private security companies, raw resource extraction, alcohol, and gambling. While giving them the reputation of not only being insular, but also somewhat skeevy, over the centuries this strategy would work and House Yesselovka would be able to establish itself moreso. Primarily, this allowed them to reach out across the Aegis Cluster and grasp whatever traces of Bjelerovo history and artifacts were left, or at least examples that weren't already taken by the Lessoan Library.

In the early 20 NEs, having reached a modicum of financial success and desiring more influence, they would make a play for the throne of the Kingdom of Tyrav with Vikinti Evanoff. This play would be successful, and now having a country as their own, the entire house would relocate to Tyrav-- With only vestegial traces remaining in Krizovia to tend over whatever properties and assets the house might have.

### Notable Individuals

* Vikinti Evanoff (Queen of Tyrav)
* Valda Bognárh (Grand Admiral of Tyrav)
Irsune language

The Irsune language is the main common language spoken in the Akran Theocracy in the Telyar Sector. It is also spoken as a minority language in other Telyar nations and Kreon, where it has become one of the most spoken languages in the Planet with a very distinctive dialect that people tend to described as a separate languaged called Kreonese. The Irsune language has multitud of different dialects with two standards. The Kreon Standard used in Kreon and the northern and western fringes, and the Irsun Standard which is the main form used in the Akran Theocracy.

This tongue It's a mixture between the original Orbitritan language and the Mierni Aoshanti old language, spoken by the Aoshanti that were left in this planets during the end of the Aoshanti Empire.

It devellopped in the planet of Irsun when the Orbritritans arrived in the territory of the current Theocracy settling in large numbers in Irsun and asimilating most of the Mierni Aoshanti in the planet, mixing their language with that of the Orbitritans. Then more Orbitritan came and kept moving to other Mierni Aoshanti worlds bringing with them technologies and advancements never seen before. The language soon spread to the rest of the Theocracy as long as the Orbitritan and Mierni Aoshanti knowledge began to merge. The local Mierni languages of each planet began to fade and merge heavily with the spoken language of the Orbitritans, creating the modern Irsune language.
Inore (System)/Inore 4

**Inore 4**, and just known simply as that, is the fourth planet from the Inore system's star. A smaller geologically dead rocky planet, it has a paper-thin atmosphere which consists of carbon dioxide, sulfur dioxide, and hydrogen sulfide; a well known marker of this world is the sudden smell of rotten eggs if there's a puncture in one's vac-suit. Despite the toxic atmosphere though, the temperature is agreeable, the gravity is low, and most importantly the atmosphere is extremely thin.

As a result of the above attributes, there are numerous mining operations on the surface, more than a few belonging to the Kardara Authority and the rest being split between either independent Varadinian outfits or Amestrian mining operations. Extremely small-scale conflict occasionally erupt between these factions, but the environment is so restricting, and the resources so few, that these usually don't amount to much.
Horace Goldhorn

Horace GoldhornCogent Sheet

> "*No way back up up but further back down.*"
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**Horace Goldhorn** is a Nibling emigrant from the far-off frontier world of Hepsia in the Ankat Expanse, where he worked a number of offhand jobs as a farmer and father of many children. After he and his family accrued a serious debt with a local representative of the Angelbane Syndicate, he dedicated himself to freeing his family from the financial difficulties they were dealing with and soon found himself accepting a job in Luthron as a car mechanic.

However, after finding that the pay was minimal at best and impossible to pay back his debts in any reasonable time, Horace would begin to work on salvage operations in the lower reaches of the Lindinian eperopolis- a tremendous task that he would refrain from telling his family about, and likewise keeps the reasons he descends into the Luthron Underground to himself.

## Characteristics

### Personality

Horace is by all means a generally introverted man, more keen on keeping to himself and to his family than to conversing with strangers. Very rarely does he make lasting friendships, but many have noted that those he does keep are among the strongest they have seen. With them, he is a wholly different person, offering every iota of kindness that he has to offer in return for their own. He is generous to them as well, often offering room and board for little to nothing in return to desperate friends.

However, in recent months, Goldhorn has become far less willing to show his generosity to anyone besides his family and those who he owes. There is a constant tired look in his eyes, a desperation to end all of this madness as soon as he can and return home. It is a hope that he does not speak of, but is constant in his expression despite his strength to carry on.

## Stats

* PROFILE
* RENOWN
* FINANCES

 **Mechanic****⚒️ Salvager** | Nibling | Ankati Homesteader

INCOME/EXPENSES

ACCOUNTS
KASCI CAV-7E

The **KASCI CAV-7E** is a variant of the KASCI CAV modified for use on inhospitable planets that have an atmosphere compatible with aerodynamic flight, in particular Inore 7E. It has extensive de-icing equipment, a built-in life support system, and an electric motor instead of a turboprop one.

Besides the above additions, it is similar to the CAV in loadout and capability.
Hypraxic Mementos

**Hypraxic Mementos** is a gift shop brand owned by Miya Retail, also known for being a major supplier of independent souvenir boutiques, museums, and tourist traps across Hypraxidonia. Its locations cater to both planetary and international tourism, selling wares based on both the local city or Ward and the entire planet.

## Local Catalogues

* KHARNA KAMIA
* NUELITA
* MEOSIN
* VELTORIA
Jarraph Keep

**Jarraph Keep** is a palace-station situated in etherspace over the Kingdom of Iphea. Briefly the Kingdom's capital, the Keep was constructed under the rule of King Rudis Heruflante, in 14,908 PR. Although the King was remembered fondly for this and other such undertakings, his focus on grand statements and seclusion from politics on Amalos was a significant cause for the decline of the monarchy's influence over Iphea's corporations and psionic orders over the following centuries.

Amalos was reinstated as the capital soon after Heruflante's death in 14,983 PR. Still, with no local authority to assume control, Jarraph has since remained under the monarchy's direct jurisdiction, and is now a popular meeting place for nobles and other prominent figures seeking neutral ground in the region.

But while many visit Jarraph Keep for professional reasons, the station is also regularly host to tourists visiting for its historical significance. Tours both public and private are regularly held within the palace proper, and a small museum exhibits a collection of artefacts at least vaguely related to Heruflante's reign.

## Order of the Spire

Second only to the palace in size and splendour are the headquarters of the **Order of the Spire**, a mostly insignificant psionic order with little influence beyond Jarraph itself. The institution is exceptional even among Iphea's lesser Orders, in that it offers no training for its initiates. Instead, membership is offered to the mages of other Orders, many of which permit their members to join in an unofficial capacity. Indeed, few of the Order's mages are loyal to it alone.

The Order's function is primarily as a residence for mages with other business on the station. In the absence of direct oversight from the monarchy, it can also act as an arbiter for any serious disputes between these visitors. The Order does however conduct some of its own research, particularly into ionic psionics. Frequent experiments have left Jarraph shrouded in a near-perpetual storm.
Khuyagtmashin L9

* 80mm KMLG-130 *Guppie Gyro* Rifled Cannon
* 4x KMAM-50 ATGM Launchers
* 1x 12.6mm Heavy Machine Gun
* 1x 7.7mm Coaxial Machine Gun

* Thin Hypersteel

**Active Protection**

* KM-111PLS Projectile/Beam Block Projectile Launcher

**Passive Protection**

* *Silhouette* laser scattering paint
* KM-111EMS radio jammer

The **Khuyagtmashin L9** is the current light tank of the Popular Royal Army of Kuvik Jahar, designed for scouting and flank harassment/exploitation actions. It has a boxy, kind of ungainly shape, due to the fact that it's also amphibious-- Case in point, it has propellers in the back. Also because its amphibious, its armor is quite thin, not being built to withstand the full brunt of a tank's main gun or a heavy-duty anti-tank weapon.

Rather, it is more comfortable at longer ranges, which it achieves with a *rifled* canon which fires a unique gyro stabilized APFSDS round. When fired and launched at speed, a rocket activates in the hypersteel kinetic impactor (which resmebles a large shell rather than a conventional dart), bringing it up penetrating speeds and sustaining this for extremely long distances. It also has heavy machine guns and co-axials, for use against infantry or lighter vehicles, but it relies on IFV borne motorized light infantry to be effective in this regard.

### Alternative Ammunition

* 80mm KMLG-130 *Guppie Gyro* Rifled Cannon: High-Explosive Anti-Personnel and High-Explosive Demolitions
* KMAM-50 ATGM Launcher: Thermobaric Anti-Infantry

### Propulsion

The L9 is powered by a nuclear fusion powerplant which requires Helium-3 for a fuel, along with the necessary coolant. While it has a very long range, it requires a certain technical skill to maintain for long periods of time.
Kardara/Kardara Madness

**Kardara Madness** is a neurological disorder that arises from prolonged exposure to Kardara's microparticulate storms. These particulates, heavy metals from the core, settle in the brain which incurs permanent brain damage and a loss of lucidity. Typically, it takes about an hour of exposure to one of these storms to cause Kardara Madness.

The Kardara Wildmen are the most famous case of this, all being afflicted with this disorder.

It effects all known species who, in their biochemistry, are organic and utilize typical bloodstream/brain relationships. The exception to this is the native life of Kardara, who have evolved to filter the particulates out.

### Prevention

For settlements on Kardara, a simple way to prevent exposure to these storms is to engulf themselves in a dome, and have redundant atmospheric systems for individual buildings within these domes. The same applies for lone standing structures and waypoints out in the wilderness, though these tend to have more rugged systems due to having no redundancy in the way of an overrarching dome.

For individuals, all that is needed is a respirator mask that preferably covers the eyes, and air-tight ear muffs, when out from the safety of a dome or a building.

### Treatment

The particulates in question cause changes to the physiology of the brain, damaging it severely, however it gets worse with time. One known method of treatment is the infusion of nanites to individually filter out and remove these settled particles in the brain and the bloodstream, but this is expensive, highly technologically complicated, and must be done soon after development.
Joseaux System

The **Joseaux System** is a developing naval doctrine penned by Ronerio Joseaux as a way for the Adresaas Empire to modernize and meet the challenges posed to it by the Illarian Empire and her allies. The system relies heavily on battleships and hopefully a competent light element in the near future, it is relatively simply built and commands a degree of autonomy from its squadrons.

The doctrine has shown some success as a defensive strategy, with the battleships currently placed under the **Joseaux System** the main reason the Adresaas Empire won the Girta-Adresaas War.
Free Arboros

The **Free Arborosi Forces** are the Arborosi military formations which defected from the Republic of Arboros following the occupation of Daam'sar by the Kingdom of Vigila and subsequent surrender of the national government. This includes virtually the entire Arborosi navy and the Arborosi 2nd Army.

## Stats

*Free Arboros does not have its own stat block, but controls parts of Occupied Arboros.*
### Shipyards

* Shin Diome - 4 shipyard points
* Beta Gavia - 2 shipyard points
Inculta I

Inculta ICogent Sheet

> "*I am the will of Rhya made in flesh! I am her fang, ready to strike down at those who would stand against us with holy wrath! Come, chosen people of Kurwat! Let us show this world the truth of Our Envenomed Mother!*"
>
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>
>

## Stats

* PROFILE
* RENOWN
* FINANCES

 **Grandmaster of Kurwat** | Aoshanti

INCOME/EXPENSES

𝔛0 quintillion
Grand Princedom of Dorosani/Military

OverviewCharacters**Military**

The **Royal Dorosanian Armed Forces**, otherwise just known as **RDAF** is the primary armed service of Dorosani. Having roots in the regional security services levied by the United Socialist Illarian Colonies of Aoshtai for its southern holding, over centuries it evolved into a military in its own right, formally taking the shape of one in 20 NAC under the federating auspices of the Illarian State. With the practical independence of Dorosani in 23 NE, the RDAF underwent a rapid and wide-reaching expansion effort, utilizing primarily surplus Illarian equipment.

Despite the small size of Dorosani (it only has 3.6 Billion to its name), and the frontier nature of the country; through a mixture of high taxes and high sociocultural will, the RDAF itself is disproportionately large.

## Army

The **Royal Dorosanian Ground Forces**, or known as **RDGF** is the main standing army for Dorosani. Subordinate to the Grand Knyaz, Minister of Defense, and the Government Cabinet; the army had its roots in being a small local security service five centuries ago with the founding of the United Socialist Illarian Colonies of Aoshtai, growing from then on until they became a proper army. They have a reputation of professionalism and a high ethical standard; unlike their peers to the north in LINA apparatchiks from Illaria and their edicts were quite often ignored.

Numbering about 600,000 men and women in peacetime, divided into 60 divisions, it has both a conscript element (men between the ages of 18 and 30, for a period of 2 years service) and a professional element.

Operating surplus equipment, primarily both from Illaria and some foreign markets, despite budgetary limitations the army is otherwise well-equipped and drilled. Primarily, they man anti-ship batteries across the territory of Dorosani, and have garrisons scattered about; though primarily on their capital world of Dorosani and surrounding systems.

### Notable Equipment

#### Vehicles

##### Main Battle Tanks

* **GBT M-1530E**
	+ GBT M-1530MLI Local modification of received surplus M-1530s; added applique armor and improved targetting systems/engine. SZPOPSC M-1520 MANPAD system added.

##### Light Tanks

* **LT M-1536D**
	+ LT M-1536MLI Amphibious maneuver tank. Local modification of received surplus LT M-1536s; added applique armor and added anti-tank missile sets.

##### Infantry Fighting Vehicles

* **ABTV-12**
	+ ABTV-12MLI Numerous modifications added. Applique armor, larger LT-M1536 engine added sideways, hard-kill interception system, and BRPT M-1590 ATGM system added.

### Other Branches/Affiliates

* Kelemki Host
* Territorial Defense
* Citizen Action Groups
* Civil Defense
Kardara/Kardara Authority

**Galactic Position**
Northern Concourse, Aoshtai Galaxy

The **Kardara Authority** is a Varadinian polity situated in in the Western reaches of Kardara, being established in 1 NE as a dual-purpose terraforming/settlement corporation during Varadinia's war with Amestria. It is the largest Varadinian state on the planet, and nominally claims authority over the entire world, much to the chagrin of Amestria and its settlers.

At first only being the town of Volsinii, tethered to Volsinii Station, with at max a population of only a thousand, in the years after the Second Concourse War the population swelled. Hordes of people hoping to get rich on the frontier, societal outcasts, rugged spacers wanting to settle down, and radicals of varying sorts streamed into the territory, leading to the creation of additional planned settlements and *many more* unplanned settlements.

The following bloat led to the Authority haphazardly starting to morph into a proper state as the population exceeded corporate methods of government; law would begin to be promulgated outside of incredibly basic town ordinaces, and a legislature would be established, but it all wouldn't be done particularly well. The state is inefficient, and not that effective at promulgating law, but putters on with the common understanding of all involved that it is either the Authority or everyone being on their own and losing everything. For the most part, though, the rugged population is left to manage their own affairs-- It is a very unregulated territory.

It deals with constant insurgencies at its borders from Amestrian organizations, and constant Wildmen raids, which has led to the security forces having an inordinate amount of political power. However, despite this, trade still exists between itself and its Amestrian neighbors (which it has tense relations with), contributing to the overall planetary economy.

It is an open secret that the Authority, while succeeding at existing, will never be able to accomplish its goal of planetary control and is also unmotivated to do said goal-- It is ran by businessmen, not military marauders. As a result, relations between it and its homeland aren't particularly great.

### Links

* Military of the Kardara Authority
* Law Enforcement and Services of the Kardara Authority

### Stats

* STATS
* INCOME

**Aulus, 23 NE -** +𝔛400 trillion from mining revenue, taxes, and etcetera.
**Aulus, 23 NE -** -𝔛400 trillion from sign-on contracts and ship purchases for Space Wing.
**Aulus, 23 NE -** +𝔛560 trillion from Coriusian trade deal.
**Aulus, 23 NE -** -𝔛560 trillion from sign-on contracts and ship purchases for Space Wing.
**Lars, 23 NE -** +𝔛400 trillion from mining revenue, taxes, and etcetera.
**Aulus, 23 NE -** +𝔛700 trillion from Coriusian trade deal.
**Aulus, 23 NE -** -𝔛447 trillion general looting of reserves.
**Aulus, 23 NE -** -𝔛600 trillion payments to Kardara Space Wing for retention of services.
Hammer/Cogent

HammerCogent Sheet

 Jump over or scale an obstacle without need for an athletics or acrobatics roll.

### Ranged Skills

#### Steady Shot

 At the cost of your movement, gain advantage on your next shot.

#### Salvage Arrows

 You regain half of the arrows you fired at the end of an engagement, provided that you are in control of the ground where the engagement took place.

#### Aimed Shot

 Take your time to aim and fire on your next turn with +4 dice and advantage. Requires you to stand still and concentrate. You are able to move at a walk, but if you are forced to defend yourself in melee or are injured in any way between your turns, the shot cancels.

#### Rapid Fire

 As your action, make two attacks during your turn. These do not have to be the same target. Make the roll with -2 to your attack dice.

#### Trick Shot

 Make an attack with +2 guaranteed dice. You may sacrifice your movement to gain advantage on this shot.

**LEVEL 2**

**34 million cubits - prize from Doj Suġruich**