recursal/Fanatic-Fandom huggingface dataset:
Exim

### Concept:

Monastic Fashionista Spider People - Discipline, dedication, and integrity are the primary values every Exim learns as they grow up. An Exim is expected to set their sights on a goal or hobby and pursue it with determination as a rite of passage. Children are trained to use their own silk to make clothing as a means to express themselves and as an early foray into mastering discipline. Also, they’re spiders and can climb walls and spin webs.

### Trouble:

Unsettling Aura - Despite their appreciation for the aesthetic and their visually striking - even beautiful - coloration, their eyes and extra limbs are generally considered off-putting by most other races. Beyond that, being a new species never before having been seen that came from the miasma filled world leaves everyone’s neck hair standing.

### Aspect:

Miasmic Purity - To not only survive but remain from becoming a corruption of life filled with hate and an urge to destroy required the ability to operate freely in the miasma. The Exim have nearly mastered control of their own bodies to the point of being able to access and control their Prana and outwardly exert it.

The Exim are a race of arachnid-like humanoids.  They are slightly taller and thinner than your average human.  They have four extra manipulatory limbs on their back that resemble the legs of a spider.  Their large, central pair of eyes is flanked on either side by smaller, more specialized sets.  Most striking, however, is the bold, colorful pigmentation of their chitinous exterior. Each of them has a unique pattern of stripes and whorls in all manner of colors, though warmer hues are more common.

Exim society is organized into loose tiers under the guiding rule of Cidae, their ancient matriarch.  It was she who first sheltered them from the worst effects of the miasma. Under her tutelage, they began to tame the harsh world beyond Bastion.  Today, her remains are mummified in a temple that forms the center of both their government and religion. Despite her demise, she is still cited as their leader and teacher.

As they developed, the Exim domesticated a species of crab-like livestock that, in addition to providing an excellent source of nutrition, possessed a smooth, iron-hard shell.  Their warriors now wear this armor over their own softer, more flexible carapaces. In time, the Exim even managed to harness the miasma itself. They collected it in massive structures composed of magical webbing and channeled the energy into useful applications.  Though, despite the obvious utility of it, the process seems to have more spiritual connotations than industrial.
Fab 5 of 17

The Fabulous 5 of Strata 17 or Fab 5 of 17 is the current Star Team of AXE, responsible for much of the activity on or surrounding Strata 17. They are:

1. Alice, Lunarian Armorer and Crafter Extraordinaire.
2. Angelus, Divinity and all round Nice Guy
3. Doc Murphy, Lunarian Enigma
4. Flexa Talonis, Catfolk with a mysterious history
5. Mapper, Drexel Inquisitor Extraordinaire and Ruler of All He Nibbles upon

These are the AXE Members most commonly seen at the Cobblestone Guild House, and they are currently *holding court* there as rather influential members of the AXE community.
Setting

The PW setting is a "Neo-Post-Medieval Fantasy" world in a Post-Apocalyptic backdrop. The characters are typically introduced to the realm of Bastion, the many miles high plateau which serves as the earthen ark of The Peoples, sealed inside their domed environment against a magical/nuclear catastrophe which destroyed Home^. The deadly residue of this fallout - Miasma - coated the world, piling up high around Bastion's force dome and sealing it off from a soon forgotten world.
Ten thousand years later, the Miasma has cleared and there's a mad scramble to see what's going on outside of Bastion. But Bastion is HUGE! The amount of interaction and activity going on in the 100+ strata realm is incredible; there's just as much room for adventure as without.

The Poisoned World was designed as the nuclear setting for the community Poisoned World Server which is powered by Discord. Designed for multiple ongoing adventures tied thematically to the PW story, these demands spurned the creative environment.

Within few limits, players can be virtually anything their hearts desire, especially if they invest in the story-lore of the PW, which is one of the reasons we created this Wiki. OK, well, more actually: literally anything... there's nothing to say that some enterprising clan of Lunarians didn't create their own space ship and go out galavanting through the galaxy and are now returning with a space armada. Ten thousand years is a LONG time.

Spread over two years and dozens of adventure sessions, numerous storylines and plot(hook)s are developing and we believe that this Wiki will be an excellent way to track and access these multiple unfolding player-driven sagas.
Office of Post-action Sanitation

The Office of Post-action Sanitation, commonly referred to as OoPS, though they prefer the moniker of OPS, started out as a group of adventurers who decided to have their quarters guarded by Kerabim, led by a few select and well trained other Peoples, notably 2 Lunarians. The adventurers fell on hard times and could no longer afford their extremely efficient retinue who sought other employ.

The team began picking up odd jobs, mostly extended versions of "Where'd this creature come from?? Kill that thing!!" But OPS (not their name at the time) was smarter than that, and started anticipating trouble spots through rather curious measures. Their success rate was phenomenal, and they decided to incorporate and become a Guild. Their effectiveness continued and finally the Federacy pulled them in as an official agency, which they've been for a century. With the advent of The Dissipation (when the Miasma left) and strange events happening with alarming frequency, OoPS has been rather busy and yet somehow manages to keep apace.

Their logisitical training corps has become legendary and their methodology is top secret. It's rumored that they already have a solution in place before the client comes to them, but they never divulge their sources or their predictions.
Winged Launch

**Winged Launch** is a Special Move used by Valt Aoi and his Beyblades Victory Valtryek Boost Variable and Genesis Valtryek 6Vortex Reboot.

## Description

Winged Launch is Valtryek's most powerful technique in the first season. It comes into effect after when Valtryek ricochets off the walls of the Beystadium, creating tremendous speed and power. However, it also causes Valtryek to lose stamina every time it hits the wall. This technique also allows Valtryek to perform aerial attacks. When properly used, Valt usually scores either a *Ring-Out* or *Burst* Finish. It gains enormous momentum as it battles.

## Beyblade Burst

The Winged Launch is Valt's go-to technique during his Beyblade matches during the National Tournament. He first used this move during the third round of the Beyblade National Tournament with Valt competing against Quon Limon, after realizing that the Rush Launch had no effect on Quetziko's Bound Launch in the first battle. In the second battle, Valt finally united with Valtryek to perfect the 'super awakening' and create the Winged Launch to beat Quon in the third round of the tournament, resulting in a burst.
Flights of Fancy

Alice and Mapper go on a series of adventures outside of Bastion's on Alice's (originally) small Skyship. Focusing mainly on the Southwest Sea, the duo first encountered a flight of Griffons on Griffons Isle. They also ran into the Blue Dragon which Mapper and some allies had previously defeated on Strata 17.

Shortly after getting some understanding of the Flying Island, it shifted direction and they found themselves flying near the City of Blue where they visited and befriended the Ademicans.
Griffons Isle

A set of 3 linked small flying isles discovered above the Southwest Sea (a large sea to the west of Bastion). Previously serving as some sort of military installation, the islands could easily house a small village save for the existence of the five griffons whom are quite content to stay there.

Discovered by Alice and Mapper who eventually negotiated a diplomatic arrangement with the Griffons.
Kerabin

### Concept:

Armored Bruisers - The Kerabin tend to stand between seven and eight feet tall, are covered head-to-toe in a chitinous exoskeleton, and use four of their six limbs for locomotion.

### Trouble:

Magically Inert - They are incapable of using magic or activating all but the simplest magical devices, and have some difficulty integrating into society outside their home strata as a result. However, their carapace is also naturally resistant to magical effects.

### Aspect:

Unreasonable Strength - It isn’t uncommon to see Kerabin in their home strata rolling boulders around to use for construction, or those above hauling mounds of refuse several times their own size. Unfortunately, as a result, they often break objects intended to be used by weaker races.

The Kerabin are large, quadrupedal, beetle-like humanoids.  They hail from a dangerous, lower strata that holds few resources.  Unfortunately it is the only strata that has the kind of cavernous conditions that will sustain their eggs.  So, in general, their situation has forced a utilitarian sensibility about things. In particular, they are willing to collect and use the trash and scraps that people from more enriched strata throw away.

Naturally this - in combination with their size, strength, and inability to use magic - has led to the general perception that they are simply dumb muscle.  And many that decide not to stay in their home strata are employed as bouncers, bodyguards, and the like. Since not many are willing to venture deep enough to see how the Kerabin actually live, it is a perception that tends to go unchallenged.

Culturally, the Kerabin are divided.  Since they are raised communally, they tend to have a strong sense of obligation to their peers.  Thus, those that choose to spend their lives below tending eggs and collecting scrap from the higher strata view their more adventurous counterparts as selfish and aloof.  While those that choose to live among the other races contend that what the others are doing isn’t living but mere survival.
Mercantile Operations Monitors

The Bureau of Mercantile Operations Monitors (or MOM as in the common parlance) is devoted to *Keeping those Young Upstart Guilds In Check.*

The Federacy moves at a snail's pace, and that's intentional. Unfortunately, there are enough with power and influence who realize that other solutions were needed if emergent opportunities were to be capitalized upon, and that's where the Guilds came in.

The Guilds were intentionally designed to operate with reduced bureaucratic restriction which led to decentralization of authority. However the Federacy has lasted 900 years because it realizes that *"Sapients with permission to do their own thing will do their own thing even when they realize that it's not in their own best interests."*

MOM is intentionally designed as a Guild whose benefactor is The Peoples; they report directly to the Celestial Council of the Federacy. They have Requisition Authority, meaning they can request armed assistance from local authorities (though it is heavily audited, and their power is checked by the closest thing that the Federacy has to an active policing arm: OoPS - Office of Post-action Sanitation).

So far, it's worked. They've reigned in a number of rogue guilds (essentially guilds who were setting themselves up as their own governments, especially in rather sparsely settled strata OR hidden within highly urbanized areas) and the mere presence of a MOM operative is enough to make things settle down in a region.

To date, their biggest action is against illegal front agencies, a popular method of criminals setting up semi-legit guilds and using them for illicit purposes. Their Organized Crime Division is now one of the most effective groups of *inteligencia* that exists in Bastion.
Drexel

### Concept:

The Curious Mouse in an Itty Bitty Living Space - Drexel are a highly curious race and seek out knowledge relentlessly because of it. They hoard the information gleefully, and though most don’t do anything with the information, the desire to get it acts as a great motivator for the small, furry, burrowing species.

### Trouble:

Psionic Sensitivity - Though the whiskers of a Drexel are fantastic at sensing vibration, their true purpose is that of Psionic Antenna. This allows them to detect if any psychic powers or anomalies are being used around them, but unfortunately, it makes them way more susceptible to psionic effects of others.

### Aspect:

Thermal Insulated Fur - Between their natural ability to flatten and puff up their fur along with an impressive capability to regulate their body temperature, Drexel are resistant to both extreme heat and cold.

Drexel come in large, tight-knit families of siblings often vying for attention to outdo each other among their own and surprising bits of cooperation when around other species. Their families are ruled quite effectively by their parents, each family requiring a shocking amount of management. Though very cordial -- and often a touch flamboyant -- the Drexel wear their hearts on the sleeve and are recognized as a kind and welcoming people throughout Bastion.

The Drexel have what can only be described as a compulsion to seek out and hoard information as a species. Their libraries are renown for having rare and ancient tomes, some of which are rumored to predate the founding of Bastion.

Ancient maps prized by the Drexel libraries show that the Drexel originally came from vast deserts filled with the ruins of an unknown species they lived side-by-side with. The exact nature of that species has been meticulously erased from history.
Welcome - Setting

## Welcome to the Poisoned World

For too long, the people of the world believed their lives were small and contained. A massive plateau that jutted into the clouds with over a hundred strata to reach the surface of the surrounding earth. A lake surrounded the plateau, acting as a natural barrier, but beyond the lake was an actual magic barrier that disallowed entry or exit. Just beyond the barrier, a black miasma blotted everything out. Only vague shapes of the land were able to be seen like shadows of another world.

They grew to understand their world as “Bastion” and believed everything outside of it was a myth. After ten-thousand years, the history of the outside world was lost. Only a select few were even aware Bastion wasn’t all there was to the world, and they were often ridiculed for their beliefs.

Among scholars and historians alike, the popular belief was that Bastion was made in a last ditch effort to stop the world from complete extinction. It served as an ark to rebuild the world when -- if -- the miasma ever cleared.

One day, the miasma was noticeably thinner. Every day for a week, it became thinner and thinner. After two weeks, it was completely clear. And no one had an explanation for it.

## The Establishment of the Alliance of Exploration and Expansion A.K.A. AXE

Though forced in relatively close proximity, the people in Bastion are quite the diverse folk. Politics, regimes, wars, and battles between warring factions mar their long history. It’s a surprise they haven’t managed to all kill each other.

Though many grudges are still harbored between factions, they managed to, at least publicly, put aside their differences in an effort to tackle the challenges of a world cleared of the miasma.

This quickly spiraled into a mess of bureaucracy with almost every different faction within Bastion needing to approve of an operation. To skirt this issue, many factions hire mercenaries and adventurers to take care of their specific needs.

But perhaps the greatest boon is the freedom for explorers to go out completely unsupervised, allowing critical details to be brought back into Bastion without a worry. These explorers often didn’t emulate the perfect ideal of their faction, but were more often than not trained from hodgepodge of different styles, masters, and some intuitive thinking.
Mapper

## Kirk “Mapper” Maphis (of the Long Whisker Clan)

Appearance: A dapper young Drexel standing all of 2’10”, Mapper is rarely seen without his satchel of papers and inks. Usually he is also wearing a set of leather tubes on his back rumored to be filled with maps of all known strata and even some from before the great calamity. A brimmed hat sporting a griffon feather, gentleman’s smoking vest, jacket, riding boots, and a walking stick complete his accouterments. His friends and enemies know that his cane contains a hilt-less rapier (just in case). He carries an over sized (for him) single shot firearm that he has yet to train with.

He's rarely far from his best friend Angelus, divinity and fellow AXE Agent, at least not out of reach. To tangle with one inevitably incurs the... interest... of the other.

## AXE Agent Extraordinaire

Mapper has been on numerous assignments as an AXE Agent and has gained considerable reputation and respect as such. He is currently writing a series of cartography instructional books aptly named Mapper’s Map Magic.

## First Voice and Shield of 17

Mapper's many interactions on Strata 17 culminated in him being declared the Representative of the Strata .
The Ferret and The Mole

A favorite bedtime story which has many cultural variations in Bastion is the story of the Ferret and the Mole. It’s a story of two human brothers who became bitter enemies in the Second Age, during the Elysium Wars. It’s said that their bravery, skill, and subterfuge almost single handedly determined the outcome of the war. The Mole was a brilliant, secretive, deep cover agent who was placed within the Elysium Council. If not for the faultless ability of the Ferret - a lower level functionary with the gift to distinguish between truth and falsehood - to detect the Mole, all would have been lost.

The Ferret became a symbol of the ability to find and root out evil while the Mole became the symbol of those who work in deep darkness with claws that reach through deep, dark places in the realms and souls of the civilized.

Thousands of years later, a cult sprung up around the two based on resurfaced writings. A legend exists that the two became immortal guiding spirits which continuously counter one another - the Ferret giving wisdom to see happenings that are constantly trying to remain hidden, the Mole granting dark secrets unearthed from deep, dark places from the realms and the hearts of people.
The Table

## Meta-Concept Page

Rated E for Everyone.

*Meta-Concept page.*

The Table is everyone playing including the GM. Generally, we refer to The Table when we're trying to "fairly" make decisions about either a situation in play or the execution of a game mechanic.

The Table is a crucial concept to the nature of Fate because it embraces and provokes the collaborative storytelling trope which is the heart of Fate. It's a good way to resolve issues that may impact a player or the GM! But it's also very important to the PW Server because it comprises the group of players who have come together for a Session and allows all to have impact in decisions which could affect the outcome of the Session.

A quasi-democratic tool, The Table can be bought to bear (by GM or by Player) any time a situation or use of a mechanic or a narrative detail is dubious to one or more of the group. The principle is that The Table knows what's good for the fun or at least the continued viability of the Session.

It's important to remember that the GM is part of The Table, though he holds a special spot: "First Among Equals." When a Table resolution is called for the GM can decide to vote, abstain from voting or simply stand on his or her status as GM and make the call, disregarding the consensus of The Table.

*Example: Towards the end of a Session, we had a player leaving early, during the beginning of a combat Scene. He wanted his character to free the bad guys we had just captured and then his character would just leave. One of the players quickly called for a Table resolution stating that this was just a blatant injection of bad-mannered foolishness given that the exiting player's character would not be there to bear the consequences. The Table agreed; the GM quickly overturned the request and simply stated that his character **poofed** fabulously off to some sunset.*

The Table is a useful tool and element because it gives the players a voice in what would, in most games, be referee level matters and it allows the GM to poll the players to see how they want to proceed concerning a matter - he/she doesn't have to do all the heavy lifting.

## Table Rulings and the Community

Most Table Rulings won't go any further than that particular Session. However, a GM may decide to incorporate elements of the Ruling or the Ruling in its entirety in his/her future Sessions.

Remember that Table Rulings don't trump Game Rules or Server Guidelines, as this is the level of default resolution for the entire Server. If it's already written as a standing rule, we go with that to avoid confusion. If, in a Table Ruling, the players violate a Game Rule and that Ruling is bought forth in another Session, a player who notices that it's a rule violation may inform the GM of such - hopefully quietly.

If a GM comes up with what he feels is a really good Table Ruling - one that he thinks should be extended as an option throughout the Server, he should bring it forth to the other GMs. Other GMs may adopt it if they think it's nice and/or useful, but Table Rulings aren't "binding" upon the Community.
Strata 27

A mostly abandoned strata with rocky soil and rolling hills. Farmable, but only just. The best feature of the strata could be said to be its level of isolation and lack of natural predators. Over the past year, settlers have been arriving at an increasing rate. AXE has established a fort a few days west of the glyph, near a farming community called Candle Reach. A small town, called Glyphton has sprung up around the glyph built out of the remains of a man made rock slide. Mysterious stone columns covered in Maker runes dot the strata in a linked network for some unknown purpose.

## Firebreak on 27

*It's not general knowledge, but the stone columns covered in Maker runes are tied to a more powerful artifact or series of artifacts as the entire Strata has the purpose of serving as an invasion firebreak for creatures below seeking to come upward. An underwater control area as well as the hamlet of Glyphton now surrounding Glyph Hill are currently - and tentatively - under control of a small AXE-led detachment though there's sure to be a number of contestations in the near future.*

## Glyph Hill

A small fort on Strata 27 which is an Ancient MagiTech "call point" for the defenses of the strata, collectively known as Firebreak 27. There are several "call points" on the strata.
Aerial Boost

**Aerial Boost** is a Special Move used by Valt Aoi and his Victory Valtryek Boost Variable and Strike Valtryek 6Vortex Ultimate Reboot.

## Description

Valt starts off with a Sprint Boost, but instead of stopping at the Beystadium, he jumps into the air and then launches, giving Valtryek even more power. However, similarly to Galaxy Nova, he can only use this move once per battle, because it causes his hands to become too numb to launch.
City of Blue

A cluster of ten perfectly blue, perfectly square pillars 400 feet on a side jut 200 feet above sea level, out of an island in the Southwest Sea. A group of scholarly people known as the Ademicans have inhabited both the island and some of the pillars. The place has the flavor of a large university. The leaders - the Ademicans - rule by a merit/seniority based system and security looks like football players (including the helmets!)

Alice and Mapper encountered the City of Blue shortly after they had discovered Griffons Isle during the retroactively named Flights of Fancy scenario. They have had positive contact with the Ademicans.
Events

Events, histories, and stories of heroic and/or odd deeds which impact the Poisoned World. You can expect official (and not so official) histories to be spun in these sections as well as the Chronicles and Storylines of The Greats of the near and not so near past.

Navigation Menu
 Chronicles and Storylines
Other factions

These are the factions that fall outside the other classifications

## InterGalactic Banking Clan

Purpose: The InterGalactic Banking Clan facilitated the movement of incredible amounts of credits, data, and other forms of currency that flowed through the galaxy.

Located: Rethmar

Description: The InterGalactic Banking Clan (also known as the InterGalactic Bank Clan or the IG Banking Clan and often abbreviated to IGBC or IBC) was one of the Empire's most powerful and influential commerce guilds. It was a union of Muunilinst's ruling Council of Banking Clans and several other banking powers. Its name likely referred to its extragalactic influence—it was known that the Banking Clan controlled assets as far as halfway between the galaxy and its nearest satellite galaxy.

## Mining Guild

Purpose: Maintaining control over the harvesting of natural resources.

Located: Vaek Perzal (Headquarters), Vaek Tarvos (Operations)

Description: The Mining Guild was a network of miners operating in concert with the Galactic Empire, that harvested natural resources throughout the galaxy.

## Racing Guild

Purpose:

Located: Rethmar

Description:

## Terminus Sector Bounty Hunters' Guild

Purpose:  An institution that regulated the bounty-hunting trade. When the guild assigned one of its members to pursue the subject of a government bounty, only that particular hunter was authorized to go after that particular acquisition.

Located: Vaek Perzal

Description:  the guild was given authority by the Imperial Office of Criminal Investigation to issue Imperial Peace-Keeping Certificates, which allowed its holder access to the Imperial Enforcement DataCore.

## Shadow Command

Leader: Sojul Ward?

Purpose: Highly secretive military unit

Located: ?

Description: This military unit is from the Republic days. They were led by some Jedi. They undertook secret missions. Their last operations were in Terminus Sector. Status is unknown.

## Tusk and Claw

Purpose:  Private security Company

Located: Orvaskiir

Description: A group of Trandoshens and Aqualish mercenaries who hire themselves out for security.
Terminus Sector Blues Wiki

## Welcome to the Terminus Sector...

This ion carved out of the chaos of Wild Space, this is the literal Edge of the Empire. Beyond lies a wasteland of gravitational flux, stellar debris, and strange phenomena that would mystify researchers for generations. If any such learned minds ventured to this dark outpost of Imperial indifference.

No one comes to Terminus Sector by chance. They come here, knowing full well what they have left behind, because it is their last chance.

This wiki is a record of an RPG game using the Edge of the Empire rules from Fantasy Flight taking place in the Terminus Sector of space. Most of the work done on this wiki is because of Rob. Questions about the wiki itself should go to him. Also this wiki still has a lot of information to be added to it, so not all entries will be complete.

## Pages

The Crew

The Business

The Ship

Terminus Sector Planets

Important NPCs

Factions

Game History

Fall of Haask sub-campaign
Tropes and Themes

The Poisoned World milieu lends itself to an incredible array of possibilities when it comes to sessions and scenarios - even entire arcs or campaigns.

Though most of Bastion is civilized there are a number of Strata which are dysfunctional in nature - by design, of course. The number of races and cultures are even more numerous than the Strata themselves and the political elements shouldn't be overlooked. In addition: with magic, plus technology ranging from just after stone-age to Lunarian, the potential is unreal. Glyph technology gives us access to gateway-style transport systems with unknown destinations, potentially to entirely different realms.

As we step outside of Bastion, we have a mostly ambiguous area called "Beyond Bastion" which has been barely touched. In 10,000 years, empires could have easily risen and fallen: what is outside of Bastion? To be sure, there are others - if they survived - who would come looking for Bastion. At 20+ miles high, it would be easy to see for hundreds of miles - presuming that Bastion was the size and shape of Earth (doubtful).

In fact, so much of how campaigns have taken place *inside* of Bastion because the place is HUGE. On top of that, it holds a whole bunch of mysteries in its own right.

PW was designed to be "characters starting in a comfortable, modest technology nest" with dangers of any conceivable types outside in a post-apocalyptic setting. The question comes is not *what can we do on PW* but *what we shouldn't do.* OK, I do have a few ideas on that.

* High tech space opera, *though the occasional high tech adventure is not out of bounds.*
* I can't think of too many more. Anyone got ideas?

PW is a world with incredible stories waiting to be written.
Imperial factions

The Imperial factions all answer to the Emperor, but often times their goals in the sector are different.

## Compnor (Commission for the Preservation of the New Order)

Purpose: The Empire's chief umbrella agency dedicated to ensuring order and stability

Located: Rethmar

Description: The Empire's chief umbrella agency dedicated to ensuring order and stability for the countless worlds under the Emperor's rule while supporting the new regime through both propaganda and intelligence services.

## Imperial Archaeology Survey

Purpose:

Located: Headquartered at Rethmar

Description:

## Imperial Army

Purpose: Land-based branch of the Galactic Empire’s military

Located: Headquartered at Rethmar

Description: Also known as the Imperial Forces or Imperial ground forces, was the land-based branch of the Galactic Empire's military.

## Imperial Intelligence

Purpose: Espionage service of the Imperial Military of the Galactic Empire.

Located: Headquartered at Rethmar

Description:  This group focused on issues regarding the Imperial Navy such as threat reports, analysis, managing assets who gathered information, and providing briefings to the Joint Chiefs and Emperor Sheev Palpatine.

## Imperial Marines

Purpose:

Located:Headquartered at Rethmar

Description:

## Imperial Navy

Purpose: Consisting mainly of Star Destroyers and TIE fighters, the Imperial Navy was tasked with maintaining order in the galaxy.

Located: Headquartered at Rethmar

Description: Naval branch of the Galactic Empire's military

## Imperial Prison Authority

Purpose: Administrate the Imperial prison in the Sector

Located: Headquartered at Rethmar

Description: Group in charge of the Imperial prison on Giada Prime.

## Imperial Sector Military Command

Purpose: Military force of the Galactic Empire

Located: Headquartered at Rethmar

Description: The Imperial Military, also referred to as the Imperial Armed Forces, comprised the various branches of the armed forces of the Galactic Empire, such as the Imperial Army and Imperial Navy, as well as agencies such as Imperial Intelligence.

## Imperial Security Bureau

Purpose:  Law enforcement and intelligence agency of the Galactic Empire

Located: Headquartered at Rethmar

Description: The Imperial Security Bureau (ISB), also referred to as the Security Bureau or Imperial Security, was a law enforcement and intelligence agency of the Galactic Empire that was charged with matters of state security and ensuring the loyalty of citizens to the Empire. Aside from that, it happened to be one of the many umbrella organizations under the greater Commission for the Preservation of the New Order, and was larger than its sister agency Imperial Intelligence. It was led by ISB high command.

## Terminus Sector Government

Purpose: The Imperial government in control of the Terminus Sector

Located: Headquartered at Rethmar

Description
Factions

In this sector of space there are a lot of competing interests. They are referred to as factions.

## The official perspective of the factions

Officially the sector is controlled by the Empire in the office of sector Governor Moff Tem Aucellis. He maintains control through the might of the Imperial military. There are various Imperial organizations functioning in the sector that answer to the Moff as well. Below the office of sector governor there are the planetary governments backed by their local militaries. Various corporations and non-governmental organizations are present in the sector as well. Unfortunately, like everywhere, there is crime in this area of space. It is limited to small groups of pirates and bandits.

## The real perspective of the factions

The area known as the Terminus sector is at the edge of known space where strange anomalies, gravitational flux, and stellar debris affect space travel. This disruption of travel means that planets get isolated from one another. Imperial forces are scattered around the sector. The rule of law often stops the moment someone is off planet. That is assuming the planet itself is ruled by law. The various factions that exist here are often more powerful than in other parts of the galaxy.

Due to the number of factions active in the sector, they are organized by type with each category having its own page.

## List of factions

Corporate factions

Criminal Factions

Imperial factions

Other factions
Adaxulla Alben bio

## Birth and upbringing

Born into a family of smugglers that worked for a gang. Had her own gang and was an infamous swoop pilot on the planet Euceron. Went into the family business. Enjoyed risk.

## Early career

Broke off from family and the gang they were associated with. Went to the Outer Rim to start working for herself. Took easy jobs only when more dangerous jobs weren’t available. Managed to do the Kessel Run in twenty two parsecs.

Began to smuggle weapons because of the risk involved.

## Meeting Malsino

Did a weapons run to an Imperial blockaded planet. When she left, the Imperials were waiting for her and her ship got damaged. Made the jump to lightspeed without doing the calculations correctly. Landed in an unknown system in the midst of an asteroid field. Her ship got further damaged and she crash landed on a nearby world, Prishardia.

She crash landed on a farmer’s field and the local doctor was Malsino. He nursed her back to health and they started dating. Malsino began to notice her reckless behavior. The breaking point in the relationship came when she wanted to run an Imperial blockade again. Malsino didn’t want her to do it, but she did.

When she went off to do her job, he left her and the planet, Prishardia.

After the job, she came home to find Malsino’s letter to her. She was crushed and began to take jobs that were tantamount to suicide. After recovering from the breakup, she stopped doing the most dangerous jobs available. She also left the planet of Prishardia and roamed the galaxy.

Years later, she found herself working in the Terminus sector of space. There she transported weapons for various gangs and set her base of operations on Vaek Perzal.
Ultra Flash Rush Launch

The **Ultra Flash Rush Launch** is a Special Move used by Valt Aoi and his Valtryek Valtryek Boost Variable.

## Description

The technique is very similar to the Ultra Flash Launch, but, instead of an edge-driving blitz attack, the speed-boosted Valtryek drives the opponent's Bey to the stadium center and traps them in a barrage of steep curves and sideswipes becoming a souped-up Rush Launch. This technique can be used for *Survivor, Ring-Out* and *Burst Finishes*.

## Beyblade Burst

Valt first used this move during the final match of the Beyblade Regional Tournament with Valt competing against Shu. Realizing that both his Rush and Flash Launch were ineffective against Shu's tactics and expertise with Storm Spryzen Knuckle Unite, Valt decided to improvise a new shooting technique, combining elements of his Ultra Flash Launch and Rush Launch. The result was the Ultra Flash Rush Launch.
Other Factions

These are the factions that fall outside of other classications

## InterGalactic Banking Clan

Purpose: The InterGalactic Banking Clan facilitated the movement of incredible amounts of credits, data, and other forms of currency that flowed through the galaxy.

Located: Rethmar

Description: The InterGalactic Banking Clan (also known as the InterGalactic Bank Clan or the IG Banking Clan and often abbreviated to IGBC or IBC) was one of the Empire's most powerful and influential commerce guilds. It was a union of Muunilinst's ruling Council of Banking Clans and several other banking powers. Its name likely referred to its extragalactic influence—it was known that the Banking Clan controlled assets as far as halfway between the galaxy and its nearest satellite galaxy.

## Mining Guild

Purpose: Maintaining control over the harvesting of natural resources.

Located: Vaek Perzal (Headquarters), Vaek Tarvos (Operations)

Description: The Mining Guild was a network of miners operating in concert with the Galactic Empire, that harvested natural resources throughout the galaxy.

## Racing Guild

Purpose:

Located: Rethmar

Description:

## Terminus Sector Bounty Hunters' Guild

Purpose:  An institution that regulated the bounty-hunting trade. When the guild assigned one of its members to pursue the subject of a government bounty, only that particular hunter was authorized to go after that particular acquisition.

Located: Vaek Perzal

Description:  the guild was given authority by the Imperial Office of Criminal Investigation to issue Imperial Peace-Keeping Certificates, which allowed its holder access to the Imperial Enforcement DataCore.

## Tusk and Claw

Purpose:  Private security Company

Located: Orvaskiir

Description: A group of Trandoshens and Aqualish mercenaries who hire themselves out for security.
Glyphmasters

What can be said about the enigmatic Glyphmasters isn't much, but their impact is indisputable. Their discoveries at the end of the Third Age is crucial as they reactivated the Glyph Transportation Systems and made the initial overtures to the various leaders in various strata that laid the foundation of the Federacy.
Alice

Alice, a female Lunaria AXE Agent and part of the Fab 5 of 17, is known for her *Out of the Box Thinking* and her penchant for always having *the right thing at the right time,* which she pulls out of her *Mary Poppins* style bag. Rumor has it that it's larger than it seems and that she's some sort of "bag lady" for AXE - slang for someone who transports high level artifacts. Strictly rumor, however.

She rebuilt and pilots a rather nice Skyship (more popular in the more populated Strata); she's less known for her ability to make Maker Stuff work, but apparently, that's a knack of hers as well.
The Crew

###

Character name: Daze Baggon

Occupation: Pilot/Smuggler

Species: Corellian

Bio: Pilot, veteran of the war on Haask, and part owner
of Tortuga Enterprises, He goes nuts for granny butts

Player: Taylor

Character name: Amal Narsk

Occupation: Bounty Hunter

Species: Nikto

Bio: Infiltration specialist, veteran of the war on Haask
and part owner of Tortuga Enterprises

Player: Isaiah

Character name: Doctor Sendoa Malsino

Occupation: Freelance Doctor

Species: Human

Bio: Medical doctor, veteran of the war on Haask, and part owner
and Business Manager Tortuga Enterprises. Extended bio.

Player: Rob

Character name: Markor "The Machine" Bronya

Occupation: Mercenary

Species: Human

Player: Casey

Character name: RB9-42

Occupation: Doctor/Cyberneticist

Species: Droid

Player: Rob
Criminal Factions

In the chaos and lawlessness of the sector, it is only natural that there would be criminal factions.

## Black Vortex

Leader:

Purpose: Pirates

## Crimson Ezaraa

Leader: Barago

Purpose: Diverse criminal organization

Located: Near Old town on Orvaskiir

Relation to characters: Employer

Description: Tthis organization controls various criminal enterprises around the sector.

## Danek Consortium

Leader: Mir Danek

Purpose: Diverse criminal organization

Located::

Description: They are known for being a strong gang with extreme militarism.

## Mummers

Leader:

Purpose: Producers of illegal substances

Located:

Description: Named after the mummergy plant, the Mummers were a criminal organization of bootleggers who produced and traded illegal alcoholic beverages and spices.

## Nal Rokka

Leader: Varga the Hutt

Purpose: Hutt cartel

Located: Vaek Tarvos

Description:

## Nebula Syndicate

Leader:

Purpose: Bounty Hunters

## Second Sun Cartel

Leader: Shivas Holt

Purpose: Smugglers

## Skreva Rukh

Leader:

Purpose: Pirates

Located: ?

Relation to characters: Enemy of the group

Description: An especially violent band of pirates who all wear masks. The leader of them also wields a lightsaber.
Poisoned World

## Meta-Concept Page

This page gives a general introduction to the Poisoned World framework and is rated E for Everybody.

*Meta-Concept page.*

The Poisoned World (PW) setting is a "Pre-Industrial Science+/-Fantasy" world in a Post-Apocalyptic backdrop using the Fate Core Role Playing System.

The characters begin in the realm of Bastion , the many miles high mountain which serves as the earthen ark of The Peoples, sealed inside their domed environment against a magical/nuclear catastrophe which destroyed Home. The deadly residue of this fallout - Miasma - coated the world, piling up high around Bastion's force dome and sealing it off from a soon forgotten world. Ten thousand years later, the Miasma has cleared and there's a mad scramble to see what's going on outside of Bastion. But Bastion is HUGE! The amount of interaction and activity going on in the 100+ strata realm is incredible; there's just as much room for adventure inside as without.

The Poisoned World was designed as the nuclear setting for the community Poisoned World Server which is powered by Discord. Designed for multiple ongoing adventures tied thematically to the PW story, these desires gelled into a flexible, creative environment with plenty of room to add your own touches.

Within few limits, players can be virtually anything their hearts desire, especially if they invest in the story-lore of the PW, which is one of the reasons we created this Wiki. There's nothing to say that some enterprising clan of Lunarians didn't create their own space ship and go out galavanting through the galaxy and are now returning with a space armada. Ten thousand years is a LONG time.
Pixies

### Concept:

Fabulous Fairies - Pixies are small creatures capable of hovering flight, sprinkling fairy dust, and otherwise using their itty bitty size to their advantage. They stand at only 6” and 12” inches tall.

### Trouble:

Blunt Naiveté - Pixies never seem to grow more mature than the day they were born. They point out observations freely and without regret of what’s going on around them. This can come off as exceptionally cruel or just flat out pathetic depending.

### Aspect:

Inanimate Whisper - Pixies are capable of asking inanimate objects questions, and shockingly, inanimate objects sometimes respond.

Pixies hold a strange place among the differing species. In many regards, they are exceptional and have no life cycle dependent entirely on themselves. They lack a cultural identity, and they don’t even experience a phase of maturation. Pixies are born from flowering plants pollinated by the Leshy. Some pixies are capable of determining which Leshy and treat them as a parent, though that is often the exception.

Pixies are born already at maturity and live a life that seems to have no end based upon age. They’re capable of endless revitalization and can always appear just as they were born. The plant they were born from generally affects the pigment of their skin and hair. They are unable to have children -- though some pixies will mimic other species and “adopt” a child of a differing species, regardless of the individual’s acceptance. There are many interpretations of a pixie’s death, but their body always fades away rapidly. Pixies don’t mourn other pixies, often saying that they will return sometime in the future.

It’s theorized, but unconfirmed, that pixies reincarnate and are vaguely aware of their past lives. This theory is supported by their ability to speak, read, and even perform complicated, trained labor on the day of their birth.

Pixies have a culture of mimicry and often take on traits and positions in society that other races very well might. They have a penchant for becoming comedians as their observations on the world have a mix of naivete and caustic bluntness.
Elementals: Tectons

### Aspect:

Earthen Might - The Tectons can move rock, mud, sand, dirt, any mineral, even metals. While standing on the Earth, they’re nearly immobile, capable of standing straight in forces that should easily be able to knock them over. Their will is as unshakable as their physical nature.

The Tectons are stoic, stubborn, and have more resolve and will than can ever be shaken.
Ava Starr

## **Ava Starr** (Fantasma)

**Ava Starr** é uma espiã capaz de se tornar intangível, invisível e de amplificar sua força, mas sofre lenta deterioração de sua própria estrutura quântica; devido a suas habilidades, recebe a alcunha **Fantasma**. Desesperada para curar sua condição, decide se apossar do laboratório de Hank Pym e Hope van Dyne, capturar Janet van Dyne, que passou anos absorvendo energia quântica, e extrair-lhe tal energia, mesmo que o processo seja fatal.

## Curiosidades

* Fantasma é a antagonista principal de *Homem-Formiga e a Vespa*.
Malleable Maven

**Malleable Maven** is a potion that allows the giver to make the drinker compliant.

## Overview

It looks like a blue liquid. According to Roxie, "one drink of this, and your rebellious student will become putty in your hands, ripe for the molding."

## History

In "*Unlucky Charmed*", Roxie gave this potion to Harry Greenwood to make it easier for him to manage Kaela Danso. However, Harry subsequently decided not to use it.
Mia Catawba

Located on the Terrace, Level 9 (Note - I suggest using the designation Level to differentiate the Terrace rings on the outside of Bastion for clarity and to avoid confusion). Mia Catawba is a town of roughly 8,000 occupying a broadened area on Level 9 outside of Bastion and it's known for it's K'rresh (catnip) - some of the best in Bastion. It has a small trading commune and a large "farmer's market," collecting some of the best produce in Bastion; the town's patron is Minor House Fiero of Kingdom Lavati. There are a couple of Catfolk clans that live here (mostly merchants developing their interests) and some believe it's a quiet mafioso-type hangout.