recursal/Fanatic-Fandom huggingface dataset:
Castellar Family

The **Castellar Family** is a many-branched Muaran Qoen clan originally from the mountains of West Qo. They are an eclectic family with few consistent trades or social status—over the years they have somewhat evenly produced tradespeople, academics, soldiers, and wisefolk.

Kíne Echo Castellar, a demiqoen of the clan's Paroxysm branch, is currently their most well-known member.

## Family Tree

The following family trees are simplified and do not include all descendants or branches of the family. Only important and relevant characters are shown.

### Paroxysm Castellars

The Paroxysm Castellars descend from Máya Castellar, a wisewoman and the elder daughter of Esthíra Castellar. Most of their members live in the Paroxyc city of Meymoura.

### Mistrin Castellars

The Mistrin Castellars descend from Fay Castellar, the younger daughter of Esthíra Castellar. Most of them live in rural townships of the Mistrin Push.
Bosch-Tethai Etheric Technologies

**COO**
Aseonin kazh-Tethai

**Bosch-Tethai Etheric Technologies** is a Karian-Pheroene technology company which specializes in the development and production of quantum breach drives. It is being assembled through the acquisition and merger of a number of smaller technology companies and teams into a single corporation built around the planned Bosch-Tethai Etheric Technologies Center manufactory in orbit of Katechon.

The corporation was largely assembled through a partnership between Karian executive Wolfram Boch and Eovenjai magnate Aseonin kazh-Tethai with the Karstbank as the primary investor and shareholder. The Karstbank is expected to invest 𝔛3 sextillion in the project and to receive most of the profits. The company is expected to begin production by 27 NE.
Bonds of Kallos

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

Great PowerAldaran ConfederationMinor PowerBonds of Kallos

## Historical information

### Date established

10,227 PR
4357 BNAC

*Main article: The Divide*

## Diplomatic Relations

*See Also: The Divide#Outlined: Policies of the Confederation*

### Alliances & Commitments

**Aldaran Confederation**
   **~** Aereithel
   ▲ Sanctum of Aldar
   **?** Aldrean Empire
   **?** High Assemblage
   **~** Council of Iridia
   **~** Three Rings Republic
   **~** Kingdom of Visrea
   ▲ Sanctum of Votum
None

### Trade & Support Relations

None
None

### Rivals & Enemies

   **?** Aldrean Empire
   **?** High Assemblage
   **?** Kingdom of Iphea
   **!** Pomarian Empire

None

None
   **▼** Kingdom of Dreiggan

### Embassies & Diplomatic Missions

  Karstedt
WEST CONCOURSE
  Aereithel
  Aldrean Empire
  Republic of Chaykorom
  Ibi's Hollow
  Kingdom of Iphea
  Council of Iridia
  Kingdom of Stallas
  Three Rings Republic
  Kingdom of Visrea
  Kingdom of Vistallas
  Sanctum of Votum
  Kingdom of Astan
AXANAR
  Clan Gehavecht
ARRIVAL
  Kaikyo
REACH
  Reachian Commonwealth
  Republic of Varadinia
  Trillic Territory
  Karstedt
WEST CONCOURSE
  Aldrean Empire
  Republic of Chaykorom
  Ibi's Hollow
  Kingdom of Iphea
  Council of Iridia
  Three Rings Republic
  Sanctum of Votum
  Kingdom of Astan
  Kingdom of Visrea
REACH
  Trillic Territory
Cathodes of Nisva

Redirect to:

* Non-Canon:Cathodes of Nisva

Corpse-Weavers

> "*Run from death long enough and you learn why we have expiration dates.*"
>
>
>
>

The sects of the **Cathodes of Nisva** are a cultic network found in \*\*AREA OF GALAXY\*\*, where they prey on vulnerable settlements near the edge of space.

The members of the Cathodes desire to achieve immortality, a delusional goal which the cult hopes to achieve by harvesting the dead. As such, the Cathodes of Nisva are drawn to conflict where it may occur, salvaging what is lost to bolster their "forces", augment their bodies, and create beings of dried tissue and worn scrap.

It is almost impossible to estimate how many have been induced into the Nisva cult, as disorganization, minimal galactic presence, and their inhabitance of \*\*difficult to perceive region of space TK\*\* creates a veil between the cult and the galaxy; nonetheless, the Cathodes of Nisva remain a nightmare for individual colonies and settlements who dot \*\*AREA OF GALAXY\*\*.
Clan Vortkan

Clan Vortkan

## Organization

### Warlord

The title of **Warlord** is stained with ancient tradition dating all the way back to pre-tesari invasion lineages of Agatrops. They are an individual who exercises military, economic, and political control over the Clan Region, and is a well respected title due to the harshness of rites needed to be performed. They are also given much more leeway in terms of the laws set by the clan, though they still must adhere to the chieftains orders if there is still one around in that specific clan.

Currently, there is only a few Warlords in existence for any Agatropian nation, as the culture of them has died out and instead evolved to more serve as a symbolic gesture. The rite required to be chosen as a Warlord is a brutal and unforgiving one, and fairly unethical for ones health, however in recent times **Clan Vortkan** has gained one such figure.
Ballroom Dancing

**Ballroom Dancing** is the formal, codified form of dance seen at formal balls of the upper classes throughout the Aegis Cluster. Ballroom dancing often requires extensive instruction and practice, relying on ordered, synchronized, and memorized movements set to music as opposed to more sporadic or improvisational dances.

To dance in a formal ballroom setting is therefore a form of performance, a demonstration that the gentleman or lady in question has mastered the local rules of etiquette and can exercise them with grace and poise. When such dances go well, they flatter all participants and give the dazzling appearance of a well ordered and glittering social world. To disrupt such rapt tranquility is considered extremely rude.

## Proficiency

### Code

```
<small>'''SOCIAL'''</small> {{Cogent 1.0 Proficiency
  }}
```

## Dancing in an active roleplay

Dancing on a ballroom floor requires a partner. Once a partner has been found, a dance can begin. The dance proceeds in five turns, and every turn both partners must agree what sort of move to attempt:

* Partners can dance steadily, but not spectacularly. If both partners make the dancing check (CL0), they earn one point of glamor.
* They can dance elaborately, balancing risk with reward. If both partners make the dancing check (CL1), they earn two points of glamor.
* Partners can attempt a risky flourish, going all in, but if one of them messes up, it could be costly. If both partners make the dancing check (CL2), they earn three points of glamor.

Dancing at a formal event with a partner of your renown level, and succeeding at earning 8 or more glamor, earns you 1 social clout. If you succeed at earning 10 or more glamor, you earn 2 social clout.
Coda

> "The lifeforce of Corona and her people, it isn't by chance that Coda is such a rare compound and one only found upon our homeworld. As if sent by Arunei himself, it is another sign of divinity that our people are chosen for great things."
>
>

 - Tyruk Wesel, Chemist at the University of Kela and discoverer of Coda

A naturally occuring chemical compound native to Corona, Coda is a complex combination of the noble gases which leads to a stable long lasting product that is utilized by Coronan's to breath. Produced naturally by the vegetation on Black and White worlds, Coda in recent years has become more commonplace within Icaro as the Kingdom of Zoscia spreads and converts more worlds to its preferred climate. Chemically involved in the conversion process of non-Black and White material, Coda is believed to be the compound involved in forming a covalent bond with atomic material that doesn't have its presence. It forms looser bonds with other compounds such as water to create a Coda variant that attaches itself to the existing molecular structure. Operating similarly to a dormant disease, Coda appears to be highly versatile and capable of combining with the majority of elements and compounds stably. Leaving carbon-based organic life intact after conversion, it appears unable to bind with certain volatile compounds and bonds such as Helium-2 which is extremely unstable.

Discovered in 481 BNAC by Tyruk Wesel, a Chemist at the University of Kela, Coda was documented in the Essential Compound Table as a compound with an atomic number of 238. Deriving its name from the Coronan word meaning life, Coda has become a widely researched and experimentally versatile compound used to study other aspects of chemistry and biology.

Chemical Equation: He + Ne + Ar + Kr + Xe + Rn + Og = HeNeArKrXeRnOg (Coda)

Notes: The compound taking inspiration from its parents is extremely stable and similar to Xenon will combine with unstable elements leading to its rapid expansion and conversion of atomic molecules. Black and White as a result on a chemical level is the rapid expansion of Coda, other factors could be involved with the conversion process in other fields of science, but chemically Coda is the main culprit.
Boraxine Veil

The **Boraxine Veil**, otherwise simply referred to as **"The Veil"**, is the name attributed to the region of space to the direct south of the Kingdom of Chark and Novo Gespekka. Historically, it consists of the resultant successors states to the Adressan-descended **Kingdom of Boraxes**, a small but powerful kingdom that, around eight hundred years ago, collapsed due to political instability and a widespread syndicalist rebellion. Loyalty to the monarchy in this conflict, as well as the self-autonomy of some groups, would form the basis of most modern-day borders within the kingdom and the long periods of internecine conflict between the three major powers of the region currently underway.

While smaller statelets and minor groups play a certain role in maintaining the peace, they are often left to the wayside as the three great powers of the Veil- minor powers in the galaxy at large- attempt to maneuver through diplomacy and controlled conflict to try and gain any measure of an advantage against one another. Likewise, the political influence of the veil often affects surrounding regions, such as syndicalist instability caused by the presence of Ischorian sympathizers or minor pirate groups that work out of the less-than-secure nullsec of Morosa among other actors.

## Language

As a result of the Kingdom's powerful influence and lasting legacy, most of the peoples within the veil speak **Boraxine**, an Agatropian language that is similar to both Medravish and Nolner.

## Notable Polities and Factions

### Minor Powers

* Twin Kingdoms of Schaal-Morosa
* Kingdom of Ischoria
* Zal-Urshiyat

### Microstates

* Kingdom of Noregula
* Vardosax
Cestian

> "We survived Cestia and all she had to throw at us, civil war which ravaged our beautiful lands and barbarian hordes that sought our annihilation; through it all we remained Eternal, the chosen of the Gods among mere mortals."
>
>

 - Tyvius II

## History

Survivors of countless tragedies and conflicts, the Cestians are almost mythical in the Northeastern Reach for what they've witnessed and been subjected to. From a dying world they rose into the stars out of the necessity to survive and split between seven factions that tore one another apart in civil war. Rising as a unified Empire from the ashes of their conflict, the footnote in history clawed its way to power over the Northwestern Reach through conquest and subjugation. Carving out a paradise to call their own, the Cestians remained undisputed for centuries despite countless trials and tribulations weakening them over the years; their current nation persisting as a formidable foe despite its deeprooted problems.

Losing much of their history upon Cestia, the Cestians did not hesitate to forge a new legacy among the stars which continues to persist in one form or another. Facing societal collapse and a civilization decaying back to an unrecognizable state, the peoples spirit remains unchanged with a drive to survive no matter the cost.

## Biology

Humanoid in appearance, Cestians are a race which has three fingered hands, two eyes and somewhat lengthy limbs. Biologically, Cestians are far from Human as they possess an inherently slim piece of adipose tissue that lines their body; the tissue in question existing on all modern Cestians today and appearing to be a defensive measure against the cold. Operating similarly to normal adipose, Cestians can naturally expand it overtime, however their species for the most part has a higher tolerance against obesity outside of cold environments. When suffering from freezing temperatures, the body delegates a majority of consumed food to the tissue so as to rapidly expand the Cestian and their defense against the cold. Only activating when consistently exposed to the cold, the rapid building of adipose ceases when the exposed Cestian returns to warmer temperatures.

Extensive usage of cybernetics has disrupted and assisted the biological structures of the Cestians, many of which rely upon machines to keep their bodies functional. Hundreds of years have led to the atrophy of the average man and a near constant need for cybernetics, it being so ingrained in the Imperial economy and society to the point where non-cybernetics can't even compete compared to their peers. Small yet apparent societal weaknesses are directly linked to the cybernetic implants, most Cestians having naturally weak immune systems and rising psychological disorders.

## Trivia

The Cestians take inspiration from the Dark Eldar, Roman Empire, Byzantine Empire and the Imperium of Man.

Originally they were going to be a Classical Era Empire before Knight Alien decided to make them Feudal.
Cathel Satyríne

Cathel SatyríneCogent Sheet

**Cathel Satyríne-Soral** is a Muaran politician, and the current Magistrate of the Republic of Muara. A generally respected and articulate member of the Syncretic Front, they were one of its principle organizers, building bridges with edge Cooperatists and Social Technocrats alike to swell the party's numbers, both in the Muaran Ecclesia and the Ecumenical Conclave.

As a result, Satyríne has remained a relatively safe occupant of the office of Magistrate, holding their fellow Syncretics from allying to Muaran radicals and keeping them tentatively aligned with the Social Technocrats. They keep the organs of the province running smoothly, but often shrink from taking decisive moves or stances, instead falling back on temporizing and compromise. Their critics within the Front often point out that little meaningful change has occurred under Satyríne, while those outside see them as too lenient a master of their own party.

## Stats

* PROFILE
* RENOWN
* FINANCES

  Magistrate of Muara | Qoen | Career Politician

INCOME/EXPENSES

𝔛0
Bardak Station

**Bardak Station** is a Plerusite space station set in low-orbit of Etris, in the Bardak-12 System. It is small, with about three-hundred permanent inhabitants, 120 of which are Foreign Legionnaires on assignment to the system. Owing to its remote location, marginal strategic and trade importance, and strict import restrictions on the system, it is not a particularly cheery place. Amenities are few and conditions are spartan, and there is a general feeling that nobody on assignment to the station is there by choice.

Even so, Bardak Station provides the basic services necessary for a permanent spacebound presence in the Bardak system to survive. The station has twelve GCTO-standard docking ports able to accept vessels up to Corvette size. The station has a vendor offering basic survival items, an infirmary able to provide treatment for trauma injuries, conduct surgery, and provide innoculations for planetbound illnesses on Etris, a brig, and galactic-level communications infrastructure.

The station has one bar, colloquially called the **Legion Bar**, frequented by the Legionnaire garrison. It is not of any particular quality as an establishment, and the clientele is most notable for its boredom and occasional rowdiness.
Caishiwa

Caishiwa

**Overview**Ecology

**Caishiwa** is an arid City world located in the Phero Ecumene, and the capital of the Caishiwara Despotate, a subject realm of the Ecumene. Covered mostly in hot deserts and steppes, it has a relatively low, predominantly Aoshanti population, most of whom live in the megacity of Arkayakan.

Beyond its cities, Caishiwa is a seemingly endless world of sun-beaten dunes and mesas, with a select few seas and oases around which vegetation and animals are known to crowd. It is also among the few Aoshanti worlds of the West Concourse region which has not been terraformed and settled with Lessoan biota, instead sporting an extensive native ecology. In the Catechism Makharhyan, it is equated with the guardian soul **Shih**.

## Gallery

The flag of the Kingdom of Caishiwara, the independent predecessor of the Despotate.The flag of the Caishiwara Despotate.
Arcon Eilwarin/Cogent

Arcon EilwarinCogent Sheet

## Military Traits

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

#### Charge

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

#### Shove

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

#### Brace

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

#### Flurry

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

#### Cleave

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

### Athletics Skills

#### Recuperate

 Pass on your turn to recover 2 energy.

#### Jump

 Jump over or scale an obstacle without need for an **Athletics** roll.
Budbuh

## "Good boy, Budbuh"

### Abilities

**Flexible Scales** The flatdog hardens itself to try and protect itself from attacks. When targeted with an attack in melee or grappling range, the flatdog can retaliate with a ▢ 8 scale harden. This ability consumes the flatdogs attack.

## Other Stats

### **Perception**

▢ 5

> "*Budbuh! Get out of the damn kitchen, you already ate three goddamn lunches!*"
>
> **- Ghuugh Bolordax**
>
>

**Budbuh** is an abnormally stocky and **Verlugk** Flatdog which acts as the guard dog, and sometimes able to improve companion for Ghuugh Bolordax at Ghuughs Snack Shack on Elantia. His capabilities of an actual guard dog however seems to be slightly lacking, as he mostly just sleeps and eats, running a small bit but other than that has not shown any truly aggressive behavior. Thus, his owner has resorted to using him as a threat to feed people to him. Due to his large gnarly jaws and unholy noises that come from his sleeping rotund body, most don't second guess Ghuugh.
Colonial Federation of Cestia

*Formed by a group of Cestian republics unable to sustain themselves within the C.E.C, the Colonial Federation was a multinational union which upheld the values of democracy and civil liberties. Possessing the second largest population of the Lost Colonies, the Federation was a substantial power in the region and possessed a formidable navy which was consistently tested by T'van incursions. Having attempted to colonize a secondary planet during its existence, the Federation was unable to establish itself abroad and instead focused on developing its preexisting settlements and industrial capacity. It boasted a similar democratic system to the United Republic of Cestia and upheld freedom of religion, freedom of expression and evaluated individuals based on merit rather than identity.*

*Heralding itself as the primary democratic force of the Lost Colonies, the Federation forged close ties with the United Republic and the Seltan Colonial Alliance; two nations which shared its values and practiced republicanism. Forming an unofficial republican bloc with them, the Federation was the predominant member and an active peacekeeper among the colonies which helped ward off foreign invasions and mediated diplomatic issues among its belligerent kin. As time went on and the Lost Colonies Conflict came to an end, the Federation lost its influence among the outer authoritarian colonies which no longer needed assistance in defending their lands, tensions as a result began to brew and Federation attempts to maintain peace faltered.*

*Joining the War of Seven in defense of the Colonial Alliance, the Federations initial forces on Selta were wiped out and its navy unable to breach past the Yuvan blockade. Saving as many Seltan vessels as possible, the Federation was forced to withdraw and called upon the United Republic of Cestia to join their counter assault. Seeing their request fall on deaf ears, the Federation cut its close ties to the Republic and pursued the war on its own accord, the two having grown distant following Tyvius I's coup of the nation. In response to this, Tyvius I launched an invasion of his formerly and forced the Federation into a two front war. Getting pushed back by Republican forces to their homeworld of Kodia, the Federation fought a decisive battle which saw their navy shattered and Kodia invaded by ground forces. Having their homeworld seized, the Federation launched a desperate counter assault with its remaining naval forces, a move which dashed any chances of freeing Kodia.*

*Subjugated and ultimately annexed following the War of Seven, Kodia became a hotbed of unrest and rebellion for democratic forces. Merging with the United Cestian Front to oppose Tyvius' rule, the Federation lived on through this organization and in due time was overshadowed by the predominant United Republicans. Losing their identity due to time and mergers with other rebel cells, the Federation joined the melting pot of democratic dissenters which all shared a common cause for freedom.*
Caishiwara Royal Family

> "*In Rhya's grace, we persevere through this Divine Cycle.*"
>
> **- Saturniad dynastic motto**
>
>

The **Saturniads** are a Makhairan Aoshanti family, and the currently reigning dynasty of the Caishiwara Despotate. As a result, in Makhairan tradition, they are more commonly referred to as the **Caishiwara Royal Family**.

Founded by **King Saturn the Graceful** during the final years of the Makhairan Empire, it is the oldest continuously reigning family of Aoshanti monarchs in the Phero Ecumene.

## Family Tree

The following family tree is simplified and does not include all descendants or branches of the family. Only important and relevant characters are shown.
Blue Wave Ether-Radio

Kraki-Miss

**Blue Wave Ether-Radio** is a Krall shortwave etheric radio station primarily geared towards the Vimwave music genre, but is also closely affiliated with the Krallic ether-hacking scene and current alternative currents in the country, occasionally dabbling into prevailing current events.

It has gained some notoriety due to its unusually large broadcasting range, and the regular **Ship Bulletins** it releases as downloadable files alongside its broadcasts, giving software/coding tips for a variety of ships/shuttles and their computational systems, along with engineering pointers.

Their enigmatic host, Kraki-Miss, is known for their sarcastic and overtly acerbic personality-- But, at the same time, their knowledge in the field of computers and engineering.
Autorachnid

Autorachnids are large, armored, biomechanical spiders that are often used for transport by the natives of the Crimson Serpent Line. Where exactly Autorachnids come from is uncertain as they have been a major feature of the Liners and their culture for as far back as any written records go. They come in many shapes and sizes that can be used for anything from personal transport, to cargo hauling, to racing, and so on. Despite their terrifying appearance Autorachnids are known for being friendly and affectionate to their owners and fairly placid around strangers (though they will defend themselves from being stolen). Autorachnids are piloted via a neuro-sync system allowing the driver to direct the Autorachnid via mental commands.
Bolordax Brewing Company

Bolordax Brewing Company

*"A Better Drink is Only Found Here."*

The **Bolordax Brewing and Spirits Company** (**BBSC** in trading) is a brewing company operating with a headquarters in Vigila. It is a subsidiary of its parent company, the Haldriun Corporation and is run by Head Executive Marbharoui Thalganna

While focusing mostly on alcoholic beverages, DBC as well has extended offers to various agricultural groups and farms, from which their produce and materials needed to brew some of the galaxy's newest fine drinks are collected for fair wage and conditions. With these connections it is that the Bolordax Brewing Company is able to provide other goods, such as produce and other consumables.

*Pricing is typical charge per glass/mug.*

## Trivia

* The company is named after the surname of **Ghuugh Bolordax**, the one who created this large company with blood, sweat, and tears. Taking pleasure in having influence and power from Vigila all the way to Clan Gehavecht, to the Seltenian power of the Kingdom of Lechtunfaux.
Augeria Penthouse

The **Augeria Penthouse Suite** is a penthouse apartment encompassing the top two floors of the Augeria apartment building in Nuelita City, a relatively short drive from the GladreCorp Headquarters campus. It is the main residence of Orsik Corvosa.

## Layout

### Garage

The penthouse comes with a private garage space for maglev cars, and a private elevator running between it and the inhabited floors. It can hold up to 12 vehicles.

#### Entrance Hall

The entrance hall of the penthouse leads out from the private elevator towards stairs to the second floor, with the dining room and kitchen off to the left, gym and storage rooms to the right, and swimming pool ahead, overlooked by a second floor interior balcony. Subtle scanners allow the household AI to inspect guests for concealed items and confirm their identity.

#### Dining Room

Just off the entrance hall is a dining room, furnished with a tasteful Ataraxic mahogany table, matching chair set, and a lovely chandelier of neo-Makhairan design. Attached to it is a large kitchen appointed to Nelmemmush's highest standards (and often overseen by them!).

#### Safe Room

Next to the gym on the floor plan is a locked safe room, whose contents are mostly unknown. What it *is* known to contain is Corvosa's exclusive liquor cabinet, which only a select few have laid eyes on.

#### Gold Room

The Gold Room is the penthouse's master bedroom. Nobody knows what it looks like, besides the public details from the apartment building that it is has a large floor space and contains a walk-in closet.

#### White Room

The White Room is the penthouse's guest bedroom, so named for being decorated with paintings of Muaran moon cherry trees and having generally white or silver furnishings, among them a large bed and couch. Its aesthetic elements are rumored to have some relevance to Corvosa's ex-wife or lost child, but these have never been confirmed.

#### Home Office

For personal projects, or when he is unable to come into his office at GladreCorp Headquarters, Corvosa's penthouse has a home office he can work from, sporting a sleek ebony desk, red leather chair, and an extensive library of reference books and holodrives.

#### Home Lounge

Corvosa's home lounge is an ideal space to entertain guests, containing a number of couches, lounge chairs, advanced sound system, AR/VR equipment, and a minibar. Unlike much of the rest of the apartment, which is furnished and styled to a downplayed version of Nuelita highstyle, the lounge is a more tastefully dark-toned Hypraxic middle style in its furnishing and decor choices.

#### Practicing Hall

Across the hall from the lounge is closed-network VR chamber which is built explicitly for combat practice. Corvosa typically spars with Scarlex Mitrovska and other members of his security team here.

#### Gym

The Augeria gym, furnished with the latest in fitness technology, is open to all residents. In addition to fencing, Corvosa uses it to keep an impeccable fitness for his age.

#### Swimming Pool

The building is large enough to contain a large array of swimming pools, hot tubs, and saunas on the lower floors.
Cogent 0.7/Tournament Armors

S K I L L S   A N D   P R O F I C I E N C I E S
Specializations   ·   Piloting   ·   Linguistics   ·   TelekinesisVoid Rending   ·   Ballroom Dancing   ·   Foraging   ·   Trapping

These armors are available to all characters participating in the Cogent Tournament of the 23 NE Vigilian Games. Characters may equip one of these armors per bout and may swap between them between bouts.

## Operative's Suit

```
{{Operative's Suit}}
or, to customize:
{{Operative's Suit|Name of Suit|Flavor Text}}
```

Use: Once per engagement, guarantee a success on a stealth roll. This must be done before the dice are rolled. Cannot be done to disappear if there are no obstacles to cover behind or you are within close range of the enemy.

## Recon Suit

```
{{Recon Suit|No}}
or, to customize:
{{Recon Suit|Name of Suit|Flavor Text}}
```

Equip: Grants advantage on perception checks.

## Light Infantry Armor

```
{{Light Infantry Armor}}
or, to customize:
{{Light Infantry Armor|Name of Suit|Flavor Text}}
```

## Medium Infantry Armor

```
{{Medium Infantry Armor}}
or, to customize:
{{Medium Infantry Armor|Name of Suit|Flavor Text}}
```

## Heavy Infantry Armor

```
{{Heavy Infantry Armor}}
or, to customize:
{{Heavy Infantry Armor|Name of Suit|Flavor Text}}
```
Bellerophon-class second rate

The ***Bellerophon*-class second rate ship-of-the-line** is a family of Kleitian heavy battleships belonging to the Kleitian Nauarchate. They are among the heaviest ships in Kleitos' battle fleet, excelling in the heavy close-in role with other capital ships due to the sheer amount of mounted broadsiding photonic pulse cannons and layered reinforced armor.

These ancient ship designs are long and ovoidal, boasting fixed broadside arrays of round photonic pulse cannons rather than more modern rotating turrets. Kletian Aoshanti swear by and routinely look to prove the enduring relevance of these designs, which represent the pinnacle of Kleitian engineering and astronaval prowess.

*Bellerophon*-class ships excel at their primary purpose, and that is to provide total superiority in close-in capital fleet engagements. Their low acceleration speed and high logistical footprint makes them unwieldy for extended offensive fleet operations. That is a tradeoff which the Nauarchate made intentionally, as Kleitian battle fleets are intended to be used defensively to protect Kleitian territory and independence against encroachment by larger powers.
Cogent 0.7/Chases

S K I L L S   A N D   P R O F I C I E N C I E S
Specializations   ·   Piloting   ·   Linguistics   ·   TelekinesisVoid Rending   ·   Ballroom Dancing   ·   Foraging   ·   Trapping

In Cogent, chases begin by the Narrator setting a distance level out of 3 categories to the characters in the chase, those being a close distance, medium distance, or long distance.

At a Close Distance, the characters engaged in the chase are relatively near each other, but not near enough to engage in combat without ranged weapons. Narrators must keep ‘relativity’ in mind when deciding on a level of distance – a Close Distance in a car chase might be considered far away for a chase on foot.

When on foot, the characters use the athletics skill to make chase rolls

When using a vehicle (including mounts) the characters use their ride/pilot skill.

From the initial distance set by the narrator, the players roll against each other using the applicable skill (athletics or ride/pilot). Please note that other skills, vocations and proficiencies can be used to assist the chase roll, such as using acrobatics to jump and weave through obstacles to lose your pursuer.

If the pursuer wins the chase roll, the distance between the characters is reduced. If a pursuer wins the chase roll against the target in a close distance, the pursuer ‘catches’ those trying to flee.

If the characters trying to flee win the chase roll, the distance between them and their pursuers increases until a successful roll at a long distance, whereupon the characters have successfully fled.

When the distance is closed, the target trying to flee is literally stopped, IE their horse can be tripped over, dismounting the target, or their car was run into a tree or wall, damaged so it no longer functions – or they ran into a corner with no easy escape or they were tripped up and are now prone.

The level or severity in how the characters were stopped will depend on how severely they failed the final chase roll. The narrator might even use a destiny roll to determine how bad.

Narrators should use chase scenes as an opportunity to bring excitement to the narrative. Be careful not to let chase scenes become a simple turn-by-turn scenario of “you get closer” or “you get farther away”. Instead, describe the obstacles, and make it difficult and exciting.
Clan Gehavecht

Clan Gehavecht

 Overview Characters Trade Navy

> "*You all know the reason we exist, all of your kin have heard the stories of how we were wronged. The Clans of Torkac only serve to divide and cast away what it feels is too much. Some of you I hear wish to make amends with them, that is a treacherous path to walk down my friends. We cannot try and mend relations with the enemy, in doing so we forget that they wronged our founding fathers, those who wish to must be ready to face the consequences of such treasonous acts.*"
>
> **- Chief Khorilartax**
>
>

**Clan Gehavecht** is an exiled clan from the homeworld of Verluent, and an ancestral lineage from the long forgotten Clan Karak. It was founded by the last chief of Karak; Panagiotix Makriadis. It is best renown for its rough and tumble people, mostly from criminal past or born on the Voids Vanquished due to being a second generation of Torkacan Fugitives. They are not prejudiced against work partners, and have on many different occasions been found as mercenaries working for governments unwilling to get their hands dirty, or those that need extra help quelling conflict.

## Organization

### Warlord

The title of **Warlord** is stained with ancient tradition dating all the way back to pre-tesari invasion lineages of Agatrops. They are an individual who exercises military, economic, and political control over the Clan Region, and is a well respected title due to the harshness of rites needed to be performed. They are also given much more leeway in terms of the laws set by the clan, though they still must adhere to the chieftains orders if there is still one around in that specific clan.

Currently, there is only a few Warlords in existance for any Agatropian nation, as the culture of them has died out and instead evolved to more serve as a symbolic gesture. The rite required to be chosen as a Warlord is a brutal and unforgiving one, and fairly unethical for ones health, however in recent times Clan Vortkan has gained one such figure.
Cestia

> "She loved us as any mother would, however she couldn't sustain us any longer and so now the burden of care taking has fallen to us. Forever we will watch over her lifeless plains and nurture our sleeping mother, in time perhaps we can even revive her from the deep slumber she has come to enjoy. "
>
>

 - Saint Dalshei

## History

Home of the Cestians and their countless tales and struggles, Cestia is a dead world which is the victim of a wavering star. Once vibrant with life and opulent resources, the world increasingly began to chill around -938 NAC which led to the mass exodus of the native Cestian population from the planet in -883. Unified under the Cestian Emergency Coalition, the world worked together to escape their dying planet and recklessly exploited resources and materials to accomplish this goal, they had little time for a seamless departure and it shows in the ice covered ruins they left behind. Nuclear power plants self destructed, stoves were left running when the call to evacuate was given and the entire civilization just up and left with what few accessories and animals they could bring along. Left behind, the native wildlife tried its best to survive with what few Cestians remained, the world eventually heaving and giving its last breath of life. Now abandoned and only with the occasional Cestian patrol caressing its soft snowy plains, Cestia sits as a testament of the civilization that once was before the Empire and what could have been.

## Extinct Fauna

Once home to countless animals and insects, Cestia was a temperate world with an abundance of avian life; Cestians being one of the few mammals that existed upon the planet. Insects once graced the planet in numbers beyond count, none having survived the trip into space despite repeated attempts to secure their survival.

The most noticeable species of the Cestian period were the Gulfo which stretched over the great plains with gargantuan legs the size of tree trunks and used a long tendril tongue to lick up small animals to eat. Unable to be placed on any vessels considering its massive size, the Gulfo were one of the first species to die out on account of a lack of fur and other winter survival traits. Tales of frozen Gulfos upon Cestias surface have been circulated by Imperial scouts which survey the planet, a sliver of hope existing that this species and potentially more can be saved.
Cogent 0.7/Encumbrance

S K I L L S   A N D   P R O F I C I E N C I E S
Specializations   ·   Piloting   ·   Linguistics   ·   TelekinesisVoid Rending   ·   Ballroom Dancing   ·   Foraging   ·   Trapping

Some items, such as heavy combat harnesses with a lot of ammunition, shield harnesses, or heavy packs cause **Encumbrance**. Encumbered characters roll with disadvantage on **Athletics** and **Acrobatics** checks. Items which cause encumbrance will usually be marked with the tag, "Causes Encumbrance."

Characters may double up on Encumbrance, though this causes characters to have to roll twice more when rolling for Athletics and Acrobatics checks. This is the result:

* **Encumbrance I:** Roll twice, pick the lowest roll.
* **Encumbrance II:** Roll four times, pick the lowest roll.
* **Encumbrance III:** Roll six times, pick the lowest roll.
Arrival Mutual Security Entente

The **Arrival Mutual Security Entente**, often abbreviated **AMSE**, is a multinational collective security bloc based in the Arrival region of the Aoshtai Galaxy. It was formed in the aftermath of the New Tvolai Contact War, in the interest of dissuading further aggression in the region and enforcing the Treaty of Tyvaculid.

AMSE is currently comprised of seven member states: the Kylnrift Parity, the Holy Eden of New Tvolai, the Krizovian Republic, Seniborcia, Kaikyo, Veer, and the Clans of Torkac. The Phero Ecumene is a former associate member, but pulled out after aiding in the organization's founding to allow the SSA to take its place.

Its headquarters is Ritsushima Station, in Kaikyo Minato of Kaikyo.
Bastard 904

**Bastard 904** is a unique Hershel Gruppe 904 Revolver bought by Kommandant Konsa Cutruffo of Itterbeck. Given a blued finish, atop of its usual black metal body, the majority of her personal modifications are inside; a high output battery powering an entirely custom-made magnetized rail.

Paired with the high caliber of the round, when the gun fires, a mixture of orange fire and blue electrical-flame shoot out the front.
Cogent 0.7/Linguistics

S K I L L S   A N D   P R O F I C I E N C I E S
Specializations   ·   Piloting   ·   **Linguistics**   ·   TelekinesisVoid Rending   ·   Ballroom Dancing   ·   Foraging   ·   Trapping

**Linguistics** is an intelligence-based skill. It represents a character's ability to learn new languages and forms of communication. The higher a character's linguistics skill is, the faster they can learn languages.

All characters may start out knowing up to two languages, plus a third if they decide to level Linguistics to 3 at character creation, and a fourth if they level Linguistics to 5 at character creation.

## Language proficiencies

Languages are proficiencies with a dice bonus of 5. Skill points in a language represent the level at which a character can comprehend and communicate in that language:

0  ☐☐☐☐☐  **Unknown:**
The character might be able to recognize a few words in the language, but conversations by native speakers go so fast that it is impossible for the character to keep up. Reading in the language at this stage is nearly impossible.

1  ▣☐☐☐☐  **Learning:**
The character may know a few words and phrases, but is not able to hold an extended conversation with a native speaker.

2  ▣▣☐☐☐  **Halting:**
The character is able to speak haltingly, slowly, and clumsily in the language, frequently searching for their words, which may cause irritation for native speakers. This may be irritating for the character as well, especially if they are used to speaking eloquently in their native language. Native speakers using slang or speaking especially quickly may still lose the character despite their best efforts.

3  ▣▣▣☐☐  **Keeping up:**
The character is able to keep up with native speakers, but still speaks with a heavy accent, unusual vocabulary, and awkward grammar translated literally from their native language which sets them apart as a non-native speaker.

4  ▣▣▣▣☐  **Fluent:**
The character is able to speak and write the language in a way which would be perfectly understandable for native speakers. They still have a vestigial accent by which their language of origin might be identified, but instead of getting in the way of comprehension, it is likely to be seen in as charming by native speakers.

5  ▣▣▣▣▣  **Native:**
The character is able to speak, write, and understand the language indistinguishable from a native speaker.

## Learning a language

Every month, characters may roll their Linguistics 4 times to study a language, provided they have proper materials with which to learn. In order to graduate from one level of fluency to the next, the linguistics roll must exceed their current fluency. If the character has a fluent or native speaker on hand to help them learn the language, they have advantage on one of the rolls.

## Similar Languages

Characters who have mastered a language as similar as Spanish and Portugese to another language may start learning that second language with a proficiency of 3.
Bothari

Royal Starfleet (✒ 20 )
Royal Army (⚔ 15)

 Overview Technology Economy Military History

**Bothari** is the greatest and most influential state of the Galactic Federation, with roots hidden in the ancient and imperialistic warrior clans of the Vonheir. Over generations of progress in a cycle of turmoil and awakening, a new truth was adopted by the warrior race; despite their seeming strength, they were too weak to survive in the great depths of space unaided. Amid news of multiple cosmic conflicts throughout Aoshtai, their blinding pride had diminished. As a revelation of thought washed over, they began to see themselves as one of the many players on the great galactic stage, rather than the fierce warriors they fancied themselves being.

While its underlying principles have radically diverged over several centuries, Bothari is far from a feeble power. Its might spans many stars, yet as the values of respect and compassion have become more commonplace, it has grown beyond senseless plundering and invading. As the Galactic Federation's founding father, its influence spreads to many enclaves of society, yet its duties are likewise great.
Asha Cline

Asha ClineCogent Sheet
**Asha Cline** is a Herran businesswoman and suspected smuggler from the Karian station of Altenmittlau. She has a minor stake in the international mineral business, operating a small number of freight routes between GCTO countries. She is suspected by the allied powers of trafficking in goods to and from the territories of the Aoshanti Empire despite trade restrictions.

## Stats

* PROFILE
* FINANCES

 Businesswoman

INCOME/EXPENSES

𝔛0 quintillion
Clinic of Kiari/Elantia

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

Storefront Shop Log
🏥
The **Elantian Clinic of Kiari** is a small urgent care, diagnostics, surgery, and medical supply outfit in Elantia that is directly managed and ran by the Order of Kiari; established near the end of the Vigilian Games 23 NE.

## Medical Services

**ALL MEDICAL SERVICES ARE FREE.**

Broadly speaking, the Clinic of Kiari is a general practice that covers a wide breadth of different fields, and is good for quick diagnostics of more severe issues to later send to a hospital for, or minor medical problems. Regardless of the above, though, the Clinic of Kiari also does have surgical facilities and more long term habitation rooms (albeit small) for those who are too unstable to be moved.

AVAILABLE INTENSIVE CARE BEDS: **3**

AVAILABLE RECOVERY WARD BEDS: **1**

1. Galya Antonoff
2. Kaisilars-Vashna doArte

AVAILABLE STASIS PODS: **5**

#### Notable Present Staff

* **Moriz Adamovich** - Head Physician
* **Radina Nikolic** - Physician's Acolyte
* x2 **Rhya's Lantern Medical Automatons** - Automated Assistants
* x1 **Tuuolpi Handyman** - Custodian
* **Bojan Nestorovski** - Automat Cook

📸*(Notice: Clinic is under constant streamed CCTV surveillance.)*

## Café Area

The clinic is also host to a small café area, relying on an automat and vending machines, it is primarily orientated towards serving those who are waiting for others. However, the staff don't appear too averse to people milling about for non-waiting purposes.

Most goods served in the café are of Illarian origin.

#### Vending Machine Drinks

**NOTICE: ALCOHOLIC BEVERAGES ARE NOT SERVED**

## Medical Training

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If the reigning physician, Teodor, has the time; he can provide medical training for free. These are done in the clinic's respective channel, #clinic-of-kiari on the roleplaying discord server. Training can only be done once per-month per-character, with no exceptions provided. The amount of times a character can train per-month at the clinic correlates to the number of other characters they bring with them, as shown in the table provide

The following can be trained at the clinic:

* **⛨ Medicine**

#### Certification Requirements

As a bonus; if a character is able to fill all of their medical slots during a training session (and is equal to or greater than 7), they will receive a **Certificate of Kiari's Blessing** which states that according to the Order of Kiari; the individual in question is medically competent.
Army of Stenmiat (23 NE)

The **23 NE Army of Stenmiat** was an army group of the Ecumene Army. It is named for the Stenmiat system and contains the 2nd-4th Field Armies.

The formation took part in the Battle of DL-3 during the Fall of Arboros, in which it dug in to planetside fortifications substantially behind enemy lines, Imperial Army Group Fulminata, led by Veritas IV himself, to confront it in a protracted siege that lasted for months.

The defense finally fell on Aulus 24, 23 NE, after Imperial praetorians breached the base's main power plant complex, effectively putting a clock on the remaining defenders' ability to continue.

## Heroes

* Penumbra XCII
* Knight-Captain Meissa Aszarian
* Kentarch Majoris Shin-Mie