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A World of Monsters. (An Encyclopedia on the creatures of the world of Null.)

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Displaced Info File, Circa 3155.

TripleMRed

Member
Author
[The following is a transcript of a data file on the Displaced population and its composition as of 3155 AA]

The Displaced situation which began at the end of 3150 and which has officially been considered 'handled' as of 3153 is one that cannot go understated for all official Median officials. This data packet will include a brief summery of each of the Displaced cultures of the three 'Waves' of Displaced that have arrived on Null since the start of this decade. Pleae familiarize yourself with the essentials stated in this packet, and be sure to look into follow up data packets that goes in depth into the unique qualities of each of the Displaced populations we are now host to.

Overview: While instances of Displaced are not unknown to us, every instance prior to the mass Displacements in recent years have always been of individuals, and groups of no larger than three at a time. Many Displaced before this suffered virtually instant death upon contact with the caustic pollutants pumped into our atmosphere by the flora and microfauna on the ground, with a lucky few being 'upgraded' to Nullian standard before they are introduced to our atmospheric conditions.

The unique thing about the Displaced we have recieved, outside of the sheer quantity of individuals present per Displaced 'Wave', is that every single member of the Displaced populace has been 'upgraded' to our standards, increasing durability, physical capabilities, and adding things such as Sentinal Bacteria in order to allow them to survive not only our atmosphere but also the harsh ecosystem of our planet.

This is not by mistake, but by design, as according to files released by the Office of Thaumatological Affairs, the Displaced were captured en-masse from their home dimensions by a rogue Uplifter, who designed to test them for integration into Null's ecosystem. Enough of each passed the trials to warrant the integration of all selected candidates, which resulted in their upgrading to Nullian Standard and subsequent release in Stahlmount Platau near Dreamhold City. The Uplifter in question has since been put on trial and destroyed by its kin, but the damage is done now: With their upgrades, it is impossible to send these Displaced back to their home dimensions safely.

Regardless of their Wave of origin, all the Displaced so far are currently living at the nearest GWC of their arrival, Dreamhold, due to the fact that in addition to proximity, of the Great Walled Cities it is the one with the most amount of undeveloped Districts, providing the most space for the Displaced populations of all three populations to live in relative peace and comfort.

With this in mind, we shall go over a quick look over each of the Displaced populations, divided by 'Waves' as previously mentioned.

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First Wave Displaced: The first to arrive on Null, the First Wave Displaced hail from a less lethal and less theumatologically active world they know as 'Terra', with the population of sapients being comprised of Uplifted animal life. Designed to a similar bipedal, anthropoidal template across all their uplifted species, the 'Terrakin' hail from a highly advanced world that, lacking the unifying challenges of a deathworld like our own, are highly divided by tribalistic national lines and loyalties to politically powerful megacorporate entities. Life across their civilization, which has orbital habitats and several offworld colonies at varying stages of development across their home solar system, is generally hard and bleak in a distinctly different manner than that of our own world, though the individuals brought in for the First Wave Displaced all hail from one city in particular, Sunset City, from the nation of United Americana Republics.

The most populace on arrival, the First Wave Displaced are of the widest variety of species, including many kinds of uplifted mammals, reptiles, avians, amphibians, and several kinds of aquatic species as well. Of those species of mystical trait and quality, two distinct kinds are notable here outside of the occasional Spirit or native deity: 'Vampires', which are a naturally bat like species by default though the trait can be inherited or given to any other First Wave Displaced species, and 'Were's, which are capable of transforming into more powerful 'warforms' based on their respective species. Between these 'mystical' species and the Mundane majority, Vampires and Were's are distinct minority making up less than twenty thousand individuals between the two species combined. Regardless of species, all produce offspring through live birth and have mammalian style traits across all known examples of First Wave Displaced members.

Additionally, cybernetic and biological augmentations are quite common among their populace, with replacement limbs being common even for those without a history of injury. Their Displacement lead to many of their number recieving grievous injuries from the largest Spider Ant nest in the region upon arrival, though quick response from Dreamholds defense forces minimized fatalities and allowed the survivors to move into the safety of Dreamhold as heavy investment by the Median to build a cityscape home for them in two of the empty district plots of Dreamhold was completed within a matter of months after their arrival thanks to aid from the Median's direct leadership.

First Wave Displaced are known for their high crime rates in their home universe, however the 'second chance' of a fresh start on Null seems to be sufficient motivation for many individuals among their number to avoid drawing the attention of law enforcement as much as possible. While both compared to the other Displaced populations and native Nullians the First Wave are still the population with the highest crime rate proportionate to their size, the various Street-Clans, or 'gangs', of their people are smart enough to tow the line between acceptable and unacceptable behavior, giving them some level of leeway to continue existing following the recent 'Clean Up' done by a Median Investigator remembered as 'The Cleaner' by the gangs.

The First Wave Displaced within Dreamhold inhabit the two district city scape of 'Sunrise City' and 'The Pond' for their ground and amphibious based populations respectively, with a Nullian minority living amongst their number. A number of their most renowned soldiers, as well as several detachments of their military regulars, have begun taking part in aiding us in the Moon War that began shortly after their own arrival.

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Second Wave Displaced: Where the First Wave Displaced are comprised of potentially hundreds of different species from a single city of a megacorportation dominated civilization, the Second Wave Displaced are notable in that they are a singular species of a space fairing civilization. Comprised of an artificial, synthetic species designed to emulate organic capabilites including a reproductive capability similar to our own. These 'Automos', created artificially similarly to the First Wave Displaced, were created to be an independant, self sustaining and self sufficient research and colonization platform that would explore their native galaxy to study and prepare the way for their creator's expansion. The members Automos of the vessel stolen by the Rogue Uplifter, the Atrius, currently reside in Dreamhold's orbital station and shipping yard, aiding in the design and construction plans of the first true purpoe built Habitat based Orbital, 'Far Side'.

The Automos are a pleasant people in their own right, grateful to be given sanctuary by the Median though seemingly wracked with an existential malaise due to the current lack of ability to continue their purpose built journey. When asked if their creators would be concerned about their disappearence, the Atrius's crew members were willing to admit that they do not know, as contact with their creators had been lost for over a thousand years during the Atrius' eternal voyage.

Despite their artificiall nature and origins, the Automos are fully capable of independant thought and action, developing skills and interests that go beyond the necessities of simple exploration and research drones. With default, bipedal forms of synthetic skin, muscle and organ analogs over a reinforced self-repairing core frame work, they are quite compatible with our civilization's building standards and construction norms. Additionally, it is theorized that the Automos might be an alternate universe version of the Synths that were developed by our own native scientists, albiet a more complex, apprantly robotic version than the Synths we have developed so far. Indeed, the Automos are quite interested in learning about and communicating with our various kinds of robotics, from the sapient, organic emulating Synths, to the countless forms of Neo-Golem, or the ancient magitech Golems still in use by many older family lines to this day.

Second Wave Displaced technology is quite advanced, but also resource intensive, with weapons and defense technology requiring power outputs that can only be achieved by the Automos when paired with 'Enhancement Frames', which would be to them what Power Armor is to us. Their shipborne technology, while on an entirely different, Mundane-tech base from our own technology, has also proven useful in designing new shipborne defenses and weapon systems due to the ongoing Moon War.

As previously mention, the Second Wave Displaced mostly find themselves inhabiting Dreamhold's orbital station, with many finding work in defense or engineering actions in the station proper or on the orbital elevator connecting Dreamhold's central Arcology to the station. Several of their elite units have been seconded to aiding in fronts on the Moon War as well, in addition to defense posts to help protect their new, permenant home of Null.

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Third Wave Displaced: In comparison to the highly advanced, mundane-technological polities of the First and Second Wave Displaced, the Third Wave Displaced is stand out for being something of a total inverse: Their civilization hails from a singular world that has yet to undergo an industrial revolution, whose rulership consititutes mostly of non-constitutional monarchies and direct action-city-states. In addition, instead of low levels of magical use by the majority of the population, the Third Wave Displaced are actually quite potent magic users as a civilization. While gun-powder munitions are known to them, in the form of early musket long guns and cannons as well as early firework-rocketry, they make use of black powder that is whole inefficient of producing sufficient penetration to be useful in anything save hunting of mundane game native to their world, with their own psiologies being durable enough as to make unmodified black powder weapons short of direct hit cannon fire little more than an irratent to their flesh. Following their upgrades to Nullian biological standards, even irritation is up in question.

Compared to the previous two Displaced Waves, the Third Wave is comprised of several species of naturally occuring races, tellingly several that are remiscent to anthropoidal versions of animals we are familiar with, including Gryphons, Dragons, and even saurians, in addition to other unfamiliar races such as 'Minotaurs', 'Gnolls', 'Harpies' and more. All known species are fully sapient and sentient, with the majority of those among them being a race of mono-horned canines known as 'Canidae' and split-tailed felines distinct from the Cheshires of our world known as 'Felidae'.

Proportionate to the other Displaced races, the Third Wave the least in number to arrive, having just over a hundred thousand individuals, all of whome were stolen from a well known trade city in their native world as 'Merchant Path'. As the last of the Displaced to arrive, only being fully pulled in from the dimensional stasis storage system used by the Rogue Uplifter to contain the various Displaced for sequences delivery to our world, they are notable for their leadership, which had been awakened before the rest of their kind, helped to recreate the home now lost to them in a two District widezone meant to emulate their old city and surrounding area within the confines of Dreamhold as much as possible, with enough space to grow as they adapt and become accustomed to the more advanced technologies of our world.

Led by a city council of merchant lords and 'Guild Masters', Third Wave Displaced were, before arriving to Null, physically the closest to us Nullians in terms of physical durability and capability. Indeed, their upgrades to Nullian standard make them, in terms of physical feats proportionate to their sizes, stronger than their Nullian counterparts, with more durable flesh than is considered normal. It should be noted, however, that Nullian weapons are more than capable of inflicting injury when generously applied in combat, and that Nullian warriors are able to fight them in even footing in all training sessions performed by the two forces thus far.

The greatest application of the mystic arts they have so far is the unique skill for creating mystical shielding around even their most basic of warriors, by utilizing enchanted armor or clothing. This enchantment comes at a literal high price, however, and thus most of their soldiers have to make do with singular pieces of armor to provide them with this mystic shield, the rest of their bodies covered in little other armor due to the materials of their native realm being of little worth on its own in protecting them due to their own enhanced physical cpabilities relative to their realm's building materials.

As mentioned, Third Wave Displaced now make their homes in a recration of their old home, New Merchant's Path, recreated within some of Dreamhold's untouched districts. Eager adventurerers and hunters of dangerous monsters in their own reality, the Adventurer's Guild has become an associate member of the Null's native Hunter's Guild, with Adventurers joining their Nullian counterparts in Hunts and operations against terrestial threats and creatures across the Arisa continent. They unexpectedly would provide aid in the Moon War when several of their Adventurer parties would aid Median forces protecting the planet side Adira Construction Yards in the Skyrunner's home desert regions from a surprise assault by Moon Elder forces.

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The array of quirks and differences cultural, societal, and biological across the three Wave's of Displaced are too many to count, however despite all of these differences, enough commonalities can be found between ourselves and our new neighbors to allow for peaceful, if at times complicated, coexistence. With each Wave of Displaced having their own unique proclivities and attiributes, it is best for all Median officials who are likely to encounter their respective Wave. Regardless of what kind of Displaced you might meet, always be sure to: Be kind, be courteous, and be respectful. Regardless on your private thoughts regarding their respective world of origins or cultures, they did not ask to be here and so we must try and do our best to be accomodating to our new brothers and sisters. Remember, on Null, we're all in this together.
 
Goods of the World of Null, 4.

TripleMRed

Member
Author
[A new holo poster is visible, detailing what seems to be a games and trade fair of some kind. Among the visible items are a variety of collectible figurines, including long, borzoi like clothed feral canines, rocks with hats, toy mini versions of Null's Dracoequines comins in a variety of pastel colors, and several kinds of plushies.

'3155 Game and Toy's Fair! See the latest in your favorite collectible figure lines, including Scrunco's, My Pet Rock, and Your Tiny Dracoequine! See the latest in the Scrunco spin-off lines of Scrinkly Scrunco, Abstract Scrunco, and the beloved dark fantasy ScruncPG, Scrunco the Reckoning! Behold the lastest releases of Your Tiny Dracoequine: Combat Maul 5000, as well as the latest codices for Axe-Scythe, Axe-Scythe 4k, and the Mundane Made Marvelous RPG, Office Drone!

Also catch the latest releases of Yayairu's Marketable Plushies™️ and Queen Seam's Stuffed Animal Collections.

All this and much, much more at this year's Game and Toy's Fair! All proceeds from concessions goes to supporting the efforts of the Moon War.']

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[A holo-poster is shown, depicting book covers showing cloak and mask wearing Nullian mice and rats staring across a ruined, overgrown battlefield, cityscape, and factory respectively. 'The classic post-apocalyptic book series that defined a generation for young book readers is seeing its latest reprinting. Collect and enjoy the Ruststalker Saga for only D25, availble at all retailers physical or digital for literary media this summer.']

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[An advert is shown, depicting several kinds of alcholic beverages, from conventional wines and whiskey's, to more wild smoothie or milkshake like concoctions, all being placed into a box of for delivery. 'Bar Box, your one stop shop for all your drinking desires, now with our new variety box pack.']

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[A poster from the early 3150's is shown, depicting various armored Nullians of various species, standing side by side and armed to the teeth, their gazes turned skyward to a depiction of a blue tinted moon, tentacles surrounding it in a metaphoric way, with words lining the bottom of the poster. 'They started this war, and we will finish it. Join the Median military today to help us strike back against the foe on Yarah Dam!']

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[Another poster from the early 3150's is shown, depicting an armored Nullian soldier standing in the middle of ruined, sickly green lit city scape, reaching out to the viewer as his fight horrors behind him. 'We need you to avenge Yang Quartz! Join efforts for the war on Yarah Dam today!']

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[Yet another poster from the early 3150's is shown, split in various sections each depicting various activities from civilian courier planes, to engineers in an automated factory working on the machines, to Hunters on a Hunt. 'Support at home means support for our boys and girls in plate high above! Do your part to keep our home safe and our troops supplied!]
 

Alias

Moderator
Moderator
Great post Red. It’s cool to see wartime propgranga. I think it’s propaganda lol.
 

TripleMRed

Member
Author
Great post Red. It’s cool to see wartime propgranga. I think it’s propaganda lol.
Thanks, and it is in-universe propaganda in the style of WWI-WWII Propaganda, to get the public to do their part against a unifying, great enemy. In this case, the Moon Elders.

I plan for a timeline overview of the 'opening shots' of the Moon War over a hundred years prior to the current time of the Enyclopedia, all the way to how things are going as of the latest date in the Enyclopedia's timeline. It'll be coming sooner or later.
 
Median Starships Overview.

TripleMRed

Member
Author
[The following is a transcript of an overview from a manual from the Aerospace Fleet's starship division.]

Before going into indepth breakdowns of each of the Fleet's current stock of Aerospace ships, as of 3150, we will begin by going over an overview of the vessels and craft you will become familiar with during the time of your service within the Fleet. We shall be going from largest to smallest operational military craft and their variants.

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V-1.2a Star Palace Command and Control Support Station.

Size: 4 miles in diameter at the equalateral band, 5 miles in height from lower section to top section.

Mass: 2.5 billion tons, unloaded.

Crew: Estimated at 20k at maximum operation capcity, 10k at current operational occupency.

Weaponry: 80 capital ship grade gauss-cannon batteries, 358 16 inch ultra-heavy Slugger turrets, 500 rapid-fire gauss point defense batteries, 800 Star-Bloom plasma warhead missile pod formations (100 megatonne range), 158 Sun-Beam laser point defense turrets, 80 Sun-Rise Non-Nuclear Ultra-Heavy Bombardment missiles (2 gigaton range)

Summary: The first space capable Command and Control Support Station of its kind and the direct successor line to the atmosphere constrained Sky Palace class, the Star Palace was designed and created to act as a repair and support station with command functionality by forces in a given theater. Of the 7 Star Palace's originally commissioned, 3 would remain in Null exoatmospheric orbit to act as safe zones away from the primary combat theater in Yarah Dam lunar orbit. The other four would remain in lunar orbit to provide repairs, resupply, and coordinate invasion forces during the still ongoing Operation: Lunar Dance. Heavily armed for defending themselves in the likely hostile attempts to strike at them, Star Palaces are extremely durable installations that can take a direct ramming attack by a Star Whale with minimal superstructual damage.

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V-1.3a ExoFortress Assault Carrier.

Size: 3 miles in length.

Mass: 578 million tons, unloaded.

Crew: 5k

Complement: Variable based on species profiles, but average of 100,000 troops for deployment. Max capacity estimated to be over a million.

Weaponry: 48 captial ship grade gauss-cannon batteries, 280 16 inch ultra-heavy Slugger turrets, 300 rapid-fire gauss point defense batteries, 358 Star-Bloom plasma warhead missile pod formations (100 megatonne range), 88 Sun-Beam laser point defense turrets, 8 Sun-Rise Non-Nuclear Ultra-Heavy Bombardment missiles (2 gigaton range)

Summary: The evolution of the old StratoFortress class aerial assault carriers, the ExoFortress retains the heavy firepower for defensive purposes of its class of warship, updated and upscaled due to the increase in size by a third compared to the original atmosphere only ancestors of the current class. Designed to ferry massive amounts of troops from location to location amongst the stars, current ExoFortress complements are at a fraction of their full capacity in order to minimize losses during the opening salvos of Operation: Lunar Dance.

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V-1.4a/b Cosmoclast Battlecruiser.

Size: 2 miles in length.

Mass: 220 million tons, unloaded.

Crew: 2.5k for Aleph complement carrier-variant, 1k for Bet combat only variant.

Complement: Aleph only, max of 25k troops for deployment.

Weaponry, Aleph/Bet: 0/8 Plasma-Caster Solarite directed energy launcher catapults (500 megatonne range) 20/38 captial ship grade gauss-cannon batteries, 100/120 16 inch ultra-heavy Slugger turrets, 150/200 rapid-fire gauss point defense batteries, 100/200 Star-Bloom plasma warhead missile pod formations (100 megatonne range), 30/48 Sun-Beam laser point defense turrets, 0/24 Sun-Rise Non-Nuclear Ultra-Heavy Bombardment missiles (2 gigaton range), 0/8 Sunrise Torpedo Launch Tubes.

Summary: The space fairing successor series to the old Terraclast aerial battlecruisers, the Cosmoclast has been built to maximize firepower on its frame in direct combat, with the troop complement carrying Aleph variant being equipped more for defense rather than direct combat, similar to the ExoFortress but on a smaller scale. The combat dedicated Bet variant utilizes a mixture of heavy firepower and coordinated tactics with others of its class as well as Frigate escorts to destroy hostile entities. This mixture of tactics and firepower has led to the Cosmoclast gaining a massive acrued kill count of Moon Elder orbital assets, including scores of Star Whale's, dozens of Lunar Mantas, and numerous Ctenosolars in space combat around the opening battles of Operation: Lunar Dance. Their orbital bombardment capabilities also makes them distinctly suited for the opening salvos of Operation: Moon Fall, planned to begin at the culmination of Lunar Dance's efforts.

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V-1.1a Dandelion Frigate.

Size: 1 mile in length.

Mass: 98 million tons, unloaded.

Crew: 500 max crew complment.

Weaponry: 18 captial ship grade gauss-cannon batteries, 80 16 inch ultra-heavy Slugger turrets, 100 rapid-fire gauss point defense batteries, 100 Star-Bloom plasma warhead missile pod formations (100 megatonne range), 28 Sun-Beam laser point defense turrets, 4 Sun-Rise Torpedo launch tubes.

Summary: The latest in a long lne of Frigates to act as a supporting element to their Battlecruisers, Dandelions are ships that are made to add additional firepower to a Battlecruiser's ship-of-the-line foes. Cruiser analogs and heigher are their primary targets, and although meant to be used in a supporting role, wolf-packs of Dandelions have proven in Operation: Lunar Dance to be quite capable of destroying enemy cruiser analogs on their one when supported by their Rose Frigate sisters.

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V-1.3b Rose Frigate.

Size: 1 mile in length.

Mass: 100 million tons, unloaded.

Crew: 500 max crew complement.

Weaponry: 1 super-heavy spinal-mounted gauss cannon, 12 captial ship grade gauss-cannon batteries, 80 16 inch ultra-heavy Slugger turrets, 68 rapid-fire gauss point defense batteries, 100 Star-Bloom plasma warhead missile pod formations (100 megatonne range), 28 Sun-Beam laser point defense turrets.

Summary: The first of its kind to be created wholesale around a spinal-mounted gun, Rose Frigates act as the long range snipers of the void-based battlefield, providing long distance fire support for their Cosmoclast's as well as focusing fire to eliminate wounded or fleeing enemy craft. They have come to become priority targets for the Moon Elders as, time and again during Operation: Lunar Dance, Rose Frigates firing reinforced, mass detonating munitions from their spinal guns into open wounds of Moon Elder void creatures led to their rapid destruction at a fraction of the time compared to the hour long slugging matches other vessels can expect to endure when fighting their enemies.

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V-1.2a Sunflower Destroyer.

Size: 1 mile in length.

Mass: 80 million tons, unloaded.

Crew: 500 max crew complement.

Weaponry: 148 16 inch ultra-heavy Slugger turrets, 380 rapid-fire gauss point defense batteries, 88 Sun-Beam laser point defense turrets, 8 Sun-Rise Torpedo launch tubes.

Summary: The evolution of its aeronautical counterpart, the new void capable Sunflower Destroyer places a heavy focus on providing protection to their Cosmoclasts and ExoFortress's from hostile fighter and bomber equivalent swarms, utilizing a blistering amount of point-defense turrets to eliminate fighter equivalents in droves. Additionally, a heavy amount of ultra-heavy Slugger turrets and 8 Sun-Rise Torpedo launchers provide the Sunflower with counter-capital ship power to allow it to provide assistance in the fight against hostile capitals.

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V-1.2b Starorchid Destroyer.

Size: 1 mile in length.

Mass: 92 million tons, unloaded.

Crew: 500 max crew complement.

Weaponry: 4-linked rapid-fire heavy spinal-mounted gauss cannon, 18 captial ship grade gauss-cannon batteries, 120 16 inch ultra-heavy Slugger turrets, 48 rapid-fire gauss point defense batteries, 80 Star-Bloom plasma warhead missile pod formations (100 megatonne range), 28 Sun-Beam laser point defense turrets, 4 Sun-Rise Torpedo Launch Tubes

Summary: An experimental design that has proven surprisingly and satisfyingly successful, the Starorchid class Destroyer is built around a series of 4, rapid fire heavy spinal gauss cannons that, in rapid succession, unleash a fusilade of munitions meant to tear into and eradicate enemy Escort equivalents as fast as possible. Their successes against Storm-Eels, Thunderheads, Shredder-Mites and Cragspires have ensured their continued use and deployment in an anti-escort role, similar to the Rose Frigate's Capital-Ship killer status.

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V-2.3d HaleMaker Heavy Bomber Corvette.

Size: 500 meters in length.

Mass: 1 million tons, unloaded.

Crew: 100 max crew complement.

Weaponry: 12 rapid fire gauss point defense batteries, 6 Sun-Beam laser point defense turrets, dimensional storage capacity for 100k tons of high yield guided explosive munitions for bomb-bay.

Summary: The successor to an earlier, failed prototype design, the HaleMaker succeeded where the origina failed by the use of modern day dimensional storage technology allowing it to not only safely be equipped with tons of high explosive ordinance, but with a high variety of of munitions allowing it to be used in a wide range of bomber mission profiles. Though designed for bombing ground based, stationary targets, the guided nature of the munitions allow the HaleMaker to double as a heavy anti-ship bomber in the right circumstances, which scores of them have proven during Operation: Lunar Dance.

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V-2.3g HaleRaker Heavy Gunship Corvette.

Size: 500 meters in length.

Mass: 1.2 million tons, unloaded.

Crew: 100 max crew complement.

Weaponry: 24 rapid-fire gauss point defense batteries, 12 Sun-Beam laser point defense turrets, 8 missile launcher turrets.

Summary: A derivative of the base corvette design, the HaleRaker was created with the intent of using what are normally point-defense systems for ground-support roles. While this has yet to be tested on the Yarah Mat, early tests here on Null have shown great promise with the concept, though the relative proximity to the ground in their intended role makes HaleRakers sucesptible to heavy ground fire. Only time will tell if the gunship-corvettes will be worth their material cost when Operation: Moon Fall begins.

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V-1.3a Darkstar Stealth and Infiltration Heavy Insertion Ship.

Size: 250 meters in length.

Mass: 500,000 tons, unloaded.

Crew: 50 max crew complement.

Complement: 200 total.

Weaponry: 8 rapid-fire gauss point defense batteries, 4 Sun-Beam laser point defense turrets, 8 missile launcher pods.

Summary: A prototype design, the Darkstar series of stealth insertion ships were crafted with the intent of inserting strike-forces behind enemy lines in under the protection of an Umbrum based stealth-field that would shroud it from detection from all manners of scanners, detection suites, senses, and across all known audio-visual bands. Out of all the vessels listed in this manual, the activities of the Darkstar are the most unkown due to their classified deployments, though their non-classified capabilities will be mentioned within. The amount of Darkstars currently in existence as of time of writing are unknown.

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V-4.5d Hale-Crane Bomber.

Size: 40 meters in length.

Mass: 500 tons, unloaded.

Crew: 1 pilot, 1 co-pilot, 1 bomber-bay operator, 1 gunnery officer supported by automated systems..

Weaponry: 4 dual-barrel rotary 40mm gauss turrets, dimensional storage capacity maximum of 128 guided munitions of various payloads and variants, 4 light torpedo launchers equipped with 32 dimensionally stored torpedoes each. 8 point defense anti-guided munitions lasers, holo-chaff and electro-flares by default. Hardpoints for additional munitions available.

Summary: The latest in the long, storied line of Hale-Crane Bombers, the latest space capable variant, while slower than its fighter counterparts, is still the fastest bomber relative to its tech level in Nullian history. Flights of these ships proved their mettle in the crucible of Operation: Lunar Dance, making daring bombing missions to knock out and disable Moon Elder weapon analogs on various capital ship scale creatures, weakening them in their battles against their Nullian counterparts and saving countless lives during these heaven shaking slugging matches. Plans for the Hale-Crane include them making precision bombing raids when Operation: Moon Fall commences.

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V-4.0 Thunder-Crane Ground Support Gunship.

Size: 40 meters in length.

Mass: 540 tons, unloaded.

Crew: 1 pilot, 1 co-pilot, 7 gunnery positions.

Weaponry: 4 dual-barrel rotary 40mm gauss turrets, 2 heavy Slugger turrets, 2 air-to-surface rocket launchers, 2 multi-purpose missile launchers, 2 155mm artillery cannons. 8 point defense anti-guided munitions lasers, holo-chaff and electro-flares by default. Hardpoints for additional munitions available.

Summary: Originally concieved as a cheaper alternative to the Hale-Crane, the Thunder-Crane proved its worth asa ground support craft time and again since the original's inception centuries prior. Though planned to be deployed during Moon Fall and the ensuing campaign on Yarah Dam, several flights of Thunder-Cranes found themselves in space providing defense for several Nullian Escort and Capital craft against Leecher boarding creatures.

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V-3.2a Daisy-Cutter Ground Attack Heavy Fighter.

Size: 35 meters.

Mass: 300 tons, unloaded.

Crew: 1 pilot.

Weaponry: Variable missile and bomb payload options, 70mm rotary gauss cannon in main chassis. 4 point defense anti-guided munitions lasers, holo-chaff and electro-flares by default. Hardpoints for additional munitions available.

Summary: Invisioned as a heavily armored ground attack fighter, the current version of the Daisy-Cutter has evolved the original's design to have an x-shaped wing and engine placement, for better thrust and manuevering across the lower gravity and thin atmosphere of Yarah Mat. Upscaled alongside its fellow fighter designs for increased capability out of atmosphere, the Daisy-Cutter proved an exeptional make-shift hostile vessel systems destroyer, with several squadrons making names for themselves in Lunar Dance by making daring strafing runs to take out hostile weapon analogs that were missed by Hale-Crane Bombers.

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V-5.7b Star-Hawk Multirole Fighter.

Size: 32 meters.

Mass: 200 tons

Crew: 1 pilot.

Weaponry: 4 30mm repeating gauss cannons, default payload loadout of 320 Ripper-D BVR capable anti-fighter missiles divided between 8 dimensional storage enhanced launch tubes, 8 Drop-Shot guided bunker-buster bombs by default, dimensional storage maximum of 32 bombs. 4 point defense anti-guided munitions lasers, holo-chaff and electro-flares by default. Hardpoints for additional munitions available.

Summary: The proud modern day descendant of the original Sky-Hawk lines of multi-role fighters, the Star-Hawk continues to see use in a variety of mission parameters, though it has primarily been used as of Operation: Lunar Dance as a fighter-interceptor, hunting down and destroying Shredder-Crabbs, Aero-Mantas, and Gigas Bombards that would threaten their fellow starfighters or their larger Escort and Capital ship counterparts. While many have been destroyed or mission-killed in these brutal void-fights, 60% of pilots of these destroyed craft have been able to be safely recovered thanks to the advancements in compartmentalized cockpit design, including the ability for the cockpit to serve as a vessel on its own as a make-shift survival pod when detached from the rest of the craft, a feature all modern day space fighter designs feature but which the Star-Hawks' role has forced it to be the most often user.

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V-7.0a Void-Hopper Dropship.

Size: 32 meters.

Mass: 240 tons.

Crew: 1 pilot, 1 co-pilot, 1 gunnery operator supported by automated systems.

Complement: 20-40 standard operations, 50 max.

Weaponry: 5 dual-barrel 20mm repeating gauss cannons, dorsal mounted missile launch system with 8 launch tubes. 7 point defense anti-guided munitions lasers, holo-chaff and electro-flares by default. Hardpoints for additional munitions available.

Summary: The space fairing successor to the Sky-Hopper line of Dropships, the V-7.0a Void-Hopper has yet to see intended deployment on Yarah Dam, though its tests within Null's varied and times unstable environmental conditions, as well as tests within the dangerous Decay corrupted atmosphere of Yarah Mot has proven the Void-Hoppe enough to officially have it replace its Sky-Hopper predecessors wholesale for all major deployments going forward. Talks have been put forward on what to do with remaining Sky-Hoppers still in existence, though final decision on their fate has been post-poned until after the invasion of Yarah Dam has proven its successor design succesful performance wise in the future warzones. For the moment, all military Sky-Hoppers are undergoing moth-ball procedures, while civilian Sky-Hoppers continue to see heavy use across numerous fields of work.

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This concludes the overview portion of this manual. The following indepth breakdowns on the operations, maintenence, and performance factors of each demonstrated ship will continue starting in reverse order, with the V-7.0a Void-Hopper Dropship.
 
Ogra

TripleMRed

Member
Author
Ogra. [A note is attached. It reads 'It's pronounced 'Ohg-Rah', not 'O-graw'.']

[Sketches depict a race of wild looking, bipedal people with animalistic qualities. They are quite muscular, with even the smallest and thinnest of them having a wiry frame that implies respectble amount of muscle power. The only unifying traits between them is their basic make up an appearence, appearing to have qualities of a hog, a wolf, and a hyena mixed together: Their snouted, wolf like faces mixed with hyena teeth and qualites, their ears long and pointed, and their limbs ending in four digted extremeties that resemble a cross between a paw and a hog hoof turned into a four fingred hand and foot. Beyond this, their variability is massive. Some have stripped fur, others spots, and others still solid colorations ranging from rust reds to sandy tans to bark browns, with their hairs being stled in a variety of manners ranging from simplistic wild bushes, to braids, to more outlandish things such as mohawks. Their fur is also styled differently, with many keeping it short and many others shaving themselves to the rough, tough hide and only leaving extremeties and privates covered in their fur. Their clothes range from simple animal clothes, to studded leathers not out of place with a musical band, to well made and reinforced armor plate. Females have several pairs of nipples, but only the ones on their chests seem to have formed into fully functional mammary glands, the rest being little more than a remainder of older ancestors. Finally, many of them have covered themselves in various colorations of paint, in patterns and colors distinct from others. Some resemble tribal tattoos, while others resemble a monsterous anthropoidal version of a hair-metal band. In the end, they are extremely varied and distinct as a species.]

[A note is attached. It reads 'I learned about these guys in history class. I always wanted to meet one, but never got the chance to. Yet. Dun dun duuun!']

Scientific Name Translation: Wild Dog.

Average Size: 7'0-9'2 feet/2.134-2.804 meters tall.

Average Weight: 880-1580. pounds/399.2-716.7kgs

Notable Sexual Dimorphism: Females are curvier than males, with features males lack such as breasts. There is also a small, but notable minor leaning towards females being larger than males on average.

Habitat Range: All biomes of the Land of Giants.

Summary:​
The claim of 'most successful species' is one that is open to interpretation. What does one mean by 'successful'? If we go by technological advancement and cultural unity, then the peoples of the Median are the most successful species on the planet. If we go by population, then the humble Rooter Ant is the most successful known species on the Arisa continent numerically speaking. As such, the title for most successful species is variable based on the many different qualities and traits one must specify for a given category. That being said, it is widely agreed by many in the scientific community that, of the various species of Nullian life-forms to originate from another world or realm before being taken by Uplifters, the most successful non-native species is the Ogra people.

Making life in the harsh landscapes of the Land of Giants to the West, the origins of the Ogra can be traced back several million years ago, where their originator ancestors were placed in the region that would become the Land of Giants. Dimensional Long-Scry in the modern day to their realm of origin has led to some insightful revelations as to the origins of their ancestors: The Drohq, a quadropedal war beast and hunting animal used by an army led by a dark magic user that was ultimately defeated by native armies. The Drohq and the hordes they served under were exterminated by the native species of their homeworld, making the modern day Ogra the only surviving descendants of their kind. [A note is attached. It reads 'That's depressingly sad, actually. But also good in a way? At least they're alive is what I'm getting at.']

The adaptibility and potential of the original Drohq showed in the unforeseen capacity for them to evolve, which would ultimately culminate in the first modern day Ogra some tens of thousands of years ago. Astonishingly, despite the relative youth of their species and how little time they've been around, the Ogra's development as a people seems to have actually acelerated over the millenia. Adopting, or more accurately being adopted by, the Great Spirit Pantheon, Ogra culture was led by the primal blood-lust and desire for combat that drove their original ancestors in their home realm so long ago. War and combat are a way of life for the Ogra, and this antagonistic behavior has led to their entire history being one of conflict, whether it is between themselves, coordinated species such as Spider-Ants, or even conflicts with the races of East such as the Oros.

The history of the Ogra people is one of uncertainty, as their constant warfare has led to a difficult time being able to record much of anything with any certainty, much less have it survive the warfare that surrounded them. Modern day Ogra are not as belligerent as they once were thanks to a grim form of selective breeding in the form of the marginally less aggressive of their kind having the opportunity to reproduce and fill their numbers of their population after it is decimated in conflict. Repeated countless times over several millenia, and this has resulted in the infinitly more stable, though still hot-blooded, Ogra of our modern day.

Able to be reasoned with and enter communications with one another on peaceful terms, my travels to their lands to uncover more about them for this encyclopedia of mine has led to some revelationary discoveries in my travels amongst them. My guide through their lands was a 'Philosofist' named Uhrun Bloodweaver, a surprsingly calm individual whose report I've come to miss since returning from their lands.

According to Uhrun, the foundations for what would lead to modern day Ogra society were, according to oral tradition and research by his order of warrior-scholars, traced all the way back to the days of Irlira the Blood Queen, an unusually massive and powerful Ogra whose claim to historical fame was being the first to unify their peoples and lead them in an invasion of the East thousands of years ago. Comparing this to our own histories, this corresponds exactingly to the Ogra invasion in the Era of the Oros Warrior Queens. As the records go, the Ogra invasion interupted the intercecine conflicts between the Oros Warrior Queens and led to one among them, Mei-Lee Jadesmith, to unite the other Warrior Queens and lead them in battle against the invaders. The Ogra Invasion would ultimately end with the death of the Blood Queen at the hands of Mei-Lee in a titanic duel that broke the spirits of the now leaderless and directionless Ogra and caused the survivors to retreat back home.

This directly affects both of our histories, as this event led to the Ogra, who had believed their Blood Queen to be the strongest chosen of their people, to question much of what they believed to be true about themselves and the world, and what caused Mei-Lee to unify the people of her region in the first modern day Nation, the Royalbacks, in preparation for a potential future invasion by the Ogra. When one did not come for centuries, the Royalbacks would go on to try and conquer the rest of the Oros world to create a unified peoples in the 'First Kingdom', which ultimately failed when their attempts to replace local culture with their own, combined with the also newly formed Skyrunner Nation inciting and supplying rebellions among the other Oros cultures, led to the birth of the other Nations. The rest, as they say, is history. [A note is attached. It reads 'Got to give the Royalbacks credit, their origins are hardcore. Even if they did turn around and act like jerks to the rest of us.']

As for the Ogra, according to Uhrun, while they always recognized the Great Spirit Pantheon as their gods, their own bloodlust made them rather stubborn at actually listening to their gods even as they tried to steer the Ogra down a less destructive path. With the painful loss of the Blood Queen in their failed invasion, the Ogra became more willing to listen to their Great Spirits, though they ultimately would be drawn to the Great Tiger Spirit of Strength, Eruiru.

Teaching them the ways of black smithing and the refinement of ores, early weapons and armor was made, allowing them to better survive in the hostile lands they called home. However, one major defeat, while enough to begin questioning, was not enough to get rid of their built in blood lust, and so conflicts would continue for millenia onwards, this time between the countless Ogra societies and clans. The ensuing millenia of warfare would grind their people down and build them back up in ways that I never thought possible. There have been approximately 3 or so great changes in Eastern Nullian society, broken up by the 'Kingdom' periods that came and went. Conversly, Uhrun informed me that, while the lack of proper surviving historical records made it difficult to atain a specific number, Ogra society leading into the modern age has been destroyed and rebuilt at a minimum of 47 different individual times, to as few as a maximum estimated 198 times. At the time I spoke with Uhrun, current Ogra society was in its longest era of peace at 56 consecutive years without a major war breaking out. This peace is relative, however, as clan conflicts continue to this day. [A note is attached. It depicts a sketch of a pair of Ogra punching each other in the face, while using their off hands to give each other thumbs' ups.]

Biologically speaking, the Ogra are fascinating in a number of ways. The most distinct thing is that, despite being a fully sapient, Civilized species all their own and having existed on Null for millions of years, the Ogra's Sentinal Bacteria are not the same Grade as that of the native Civilized Races such as the Oros or Chimera. What this means is that, unique among the Civilized Races of Null, the Ogra are edible to the life forms they fight against, which for much of their history meant they fought as much to avoid being eaten as they did to eat to survive. This is not as much of an issue as one would expect, however, for the Ogra are quite powerful creatures in their own rights despite this lower SB Grade and lack of unbreakable bones.

Extremely strong and with durable flesh for their sizes, Ogra naturally have powerful bites and strong, bone crushing teeth at their disposal. Their unique digits are tipped with strong, durable hoof claws that, when combined with their impressive grip strength and numbers, allow them to drag down and tear apart creatures that would normally eat any one of them individually. When combined with their intelligence for combat and the development of arms and armor, and the Ogra have managed to carve out many safe zones that would develop into cities, whose only real threat outside of the Giant and Titan scale creatures (kept at bay by the use of potent spell craft) is attack from other Ogra. Ogra possess keen senses and instincts that allow them to evade that which they cannot fight, and get the drop on that which they can.

Covered in fur like their Oros counterparts, Ogra fur colors and patterns are massive in variation, ranging from hues of reds and browns, to albino whites, jet blacks, and majestic golds, with no clear genetic disposition for these unlike the various colorations and fur patterns of the Oros Nationalities. An extensive array of styles for how they manage their fur varies from clan to clan, and even tribe to tribe and pack to pack. These range from wild and expressive hair styles, to crisp and close cut shaves, to even shaving entire sections of their body down to the tough skin beneath with only strategic, and at times lurid, patches of fur remaining. [A note is attached. It shows a cartoon drawing of an Ogra peeking out of a hairball. Words read 'They are a very hairy people. I wonder if they get hot from how much hair they have?']

Ogra, similar to other Civilized Races, do not have a set breeding period, and can reproduce year-round. Ogra decide on mates that they believe are their equals, whether this is through physical ability or on a mental level varies from Ogra pairing to Ogra pairing. Once mated, only death or a severe betrayal by their partner will seperate the two. Where it takes an Oros 11 months to gestate a single offspring or twins, the Ogra produce an average litter of 12 pups after a 3 month gestation cycle. With 9 months in a Nullian year, this means that an average, sexually active mating pair of Ogra can have on average 36 pups that, thanks to modern medicine and their powerful pack instincts, will see most surviving into adolesence. [A note is attached. It reads '12 Puppos!?']

Interestingly, despite so many pups being born at a time, and despite the presense of several sets of nipples, Ogra females only ever have two fully developed breasts on their chest as is the norm for females of the Civilized Races. Why this is remains an evolutionary mystery, for Ogra and Median races alike. Regardless of reasoning, this has affected how Ogra raise their young. At birth, two of the strongest looking pups are chosen to suckle extremly nutrient rich and dense milk from their mother, with the rest of their siblings being fed meat that their already tooth-lined maws can dig into. The runt of the litter, interestingly enough, is not discarded by such a strength focused culture, but tended to in order for them to become the support work of their society by being sent off to be raised by the Philosofists.

Of those that remain with their parents, the remaining siblings often wrestle and non-lethally playfight one another throughout their childhoods, with leadership being determined by the victors of these battles. These 'Pack Bosses', with the strongest sibling leading the rest of their brood mates, often have a lot of responsibility and aid in the raising of their younger siblings, bringing order to what would normally be a chaos of various rambunctious fighting children. As they grow older, the same Pack would go through the same trials and tribulations together, covering areas one is weak in with aid by the others, until they reach full maturity. As adults, one can expect Pack Siblings to remain with one another in combat until one breaks off to find a mate of their own, or they are destroyed or otherwise ground down by the attrition of their conflict filled lives. [A note is attached. It depicts a sketch of cartoony Ogra all posing together. Words below it read 'Ride together, die together.']

Ogra, provided enough sustenance and surviving enough battles, will continue to grow throughout their lives until they reach an approximate maximum size of 9'2. Some rare individuals, however, can grow to be over 10 feet tall, becoming celebrities in their own right. Ogra suffering from dwarfism, known as 'Shorties' offhandidly or as 'Orgri' (an affectionate diminutive version of their species name) typically don't grow any larger than 5'2, and make up about 15% of the total Ogra population, making themselves useful as mechanically inclined engineers and technicians.

Ogra society itself, as it exists in its modern form, is a complex thing. While their instinctive blood-lust has been reduced considerably, they are still drawn towards the strongest of their kind to lead them, though they have grown the wisdom to be able to determine when a current Clan Chief or Pack Boss is not very well suited to leading despite their strength, at which point the strength of the mob is used to replace them. Interestingly, deaths during these transitions of power are not very common (any more), and the deposed leader will give in to the strength of the mob as having been beaten, and will integrate into following the newly appointed leadership with little fuss. Indeed, many of the more belligerent deposed leaders will simply leave their old postions and packs behind in order to search out a new pack to take over and try again there, usually implementing lessons learned to retain their power.

Paint in a variety of colors and patterns are also used to distinguish themselves and their allegiances among their people. From the flashy and extensive paint schemes of the Hooligoons to the calculated and precise patterns of the Iron Fangs, there is no end to the variety of paint and tattooes used by their people. They also make use of a piercings, though this appears to be more of a personal fashion statement rather than anything clan related. [A note is attached. It reads 'I have a cousin living in Dreamhold with me, and he seems to have an interest in Ogra women. Like, he doesn't even try to hide it. So many posters of buff, tattooed and pierced up Ogra chicks. He refused to tell me where he gets the posters, since I've never heard anything about them in the Median before.']

Their society is also divided into numerous Great Clans, each of which is roughly analogous to an Oros Nationality in terms of shared cultural and societal norms and history. Each Great Clan has its own distinct philosphy of how to live one's life, each with countless Ogra who believe in following this given philosphy intently. The Great Clans with the most power are:

-The Wyld Wolves believe in living in a more primal state, or at least giving as few concessions to more advanced technology as possible. The least populace of the Great Clans, they nonetheless have some of the hardiest and most experienced survivalists of all of the Ogra in the modern era, granting them a level of respect by the others as to send their youths to be trained in their ways of surviving on as little technological aid as possible.

-The Gausst Ghosts, inversly, are the most technologically advanced and believe in harnessing the power of technology in order to become stronger. It is from the Gaussts that many technological innovations were discovered or invented by the Ogra, from their modern day radio technology to the various weapons in the form of Oil Guns their people have come to love so much. Scientists to the core, they throw themselves at problems to find the best way to exploit it, turn it to their favor and/or learn how to blow it up or drive it away.

-The Hooligoons, the newest Great Clan to be formed, is known for its wide make up of young Ogra with a fascination for new things and the tidbits of culture from the Eastern species they come across. Ironically, it would be the Hooligoons that would influence us as many traits we recognize as belonging to the genre of 'hair-metal' comes from the Hooligans propensity for wild, outlandish hait-styles, vibrant colors and loud musical instrumentation. Interestingly, Hooligoon counter-culture is one of the most peaceful of the Ogra, having found a productive outlet for their hot-bloodedness in the form of expressive art, music, and non-fatal contests between its members.

-The Iron Fangs are the most militaristic and disciplined of the Ogra, said to have taken inspiration from the Oros militaries that beat their ancestors back so many generations prior. Known for their use of advanced weapons, tactics, and combined arms warefare, the Iron Fangs ironically are not the most unified of the Great Clans, with numerous subfactions and parties within their wider structure butting heads over specifics or prefered cultural norms.

-The Steel Riders, prior to the Hooligans, were the newest of the Great Clans and originate as an evolution of old Ogra Saber-Tiger cavalry units evolving to the discovery of the oceans of fuel buried deep within the Land of Giants. while the Gausst rightfully claim to have been the ones to discover the Crude used as fuel and the invention of the first hover-mobiles among the Ogra, it was the Steel Riders who would perfect the designs. Every current day Ogra vehicle, whether it is a traveler of the land, the sky, or of the inland seas, is of Steel Rider origin.

-The Demolitionists was a Great Clan founded on the shared mutual appreciation for all things that are explosive in nature. Rockets, missiles, bombs, Solarite-if it explodes, it is venerated. Over time, natural selection has led to the Demolitionists becoming more and more refined in their use of explosives. The love and appreciation has remained the same, if not deepened, but the methodology and skill put into their work has become less slapdash and much more proffesional in nature. They also have a monopoly on the mining rights in Ogra territory.

-The Mathamaxists once were laughed at for their belief that ultimate strength came not from muscle power, or the brain power to maximize muscle power,, but from the power of raw mathematics. Their usage of missile weaponry ranging from modern day sniper rifles and mortar systems to massive and deadly artillery platforms has proven to wider Ogra society that math is, indeed, extremely powerful. They are often bitter rivals with the demolitionists, who believe that overwhelming firepower is superior to a single, calculated strike.

-The Wyrd Magisters originate as a conclave of various shamans and hedge magic users among the Ogra who, over time, developed a complex and rich society of Ogra magic users, teaching the most magically capable of their kind the knowledge and skills needed to harness the power of Mana Magic without accidentally setting oneself on fire (an annoyance to the Ogra but still worth preventing) or worse. Ogra Magi are not a known quantity, however, meaning they lack an equivanelt to the Magi Order we are used to in Eastern Null.

-The Philosofists, like my old friend Uhrun, are an old order, formed shortly after the return of the Ogra from their failed invasion millenia ago. Comprised primarily of both the physically weak but intellectually acute runts of every Ogra litter, the Philosofists and their unique way of looking at the world and trying to find answers to questions Ogra often overlooked in favor of conflict directly led to them being the source of the other modern day Great Clans as, over the millenia, regular Ogra began to listen and contemplate the same questions as the Philosofists did. Considered the wisemen of their society, the Philosofists have been challenged countless times in the passed by the physical strongest, only to achieve victory through the use of clever thinking or superior technique in combat. In a world where strength is everything, mental strength is also lauded, and so this has earned the respect of their fellows in the millenia since their founding.

In addition to the individual Great Clans that make up their society, there are also several civilizations comprised of members from the various clans working together into functional societies.

-The Hyperia Hegemon is widely considered and agreed upon to be the single largest functional civilization the Ogra have, being led by a council of the strongest and cleverest of the clans that make it up. A nation made up of members from all the other clans, the Hegemon is analalogous to the Median, though the relative earliness of their technological progress as well as their kind's propensity for civil conflict leaves it to be seen if it will survive in the centuries and millenia to come.

-The Gorgus Enclave are the second largest of the Ogra civilizations and the one most dedicated to war, compared to their more well rounded peers. The last major war saw the Hegemon beating the Enclave in a titanic war still talked about to this day among the Ogra, with the Enclave having licked its wounds since then. It is believed that they will instigate a new, more massive war than all others previously seen, though when they will launch their attack is unknown.

-The Tria Theocracy is specific cult of the Church of the Great Spirits unique to the Ogra, and one that has gained enough traction to become a small but influencial and powerful nation of its own, comprsied of the most faithful of the cult's adherents. Placing Eruiru at the head of their belief system, they believe that strength is the final determinator in the universe, and that the source of this strength did not matter in it being physical, mental, or metaphysical.

A numerous people, despite our earliest encounters ending in blood shed, the Ogra and the Oros have been affecting one another's histories since the beginning. While their exact numbers are constantly in flux and difficult to assertain, it is known that millions of Ogra call the Land of Giants home, and have made a functional, if still young and rocky, civilization among the dangers there. As of the time of writing, the Median has begun efforts to establish contact with them in an official capacity, though only time will tell if we can enter in peaceful long term relations with our neighbors in another land. Personally, I deeply hope so. We've all seen enough pointless bloodshed as is. [A note is attached. It reads 'Man, the Ogra Wars have only recently ended over there. I really hope they can rebuild better and stronger than before. Maybe then we can get a census that lets us find out how many of them there are and finally put them in the Nullian population numbers.']
 
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Displaced Announcments 1. (3153)

TripleMRed

Member
Author
Displaced Announcements Newsletter, 1. (3153)

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If you are reading this, we would like to thank you for subscribing to our first issue of the Displaced Announcements Newsletter, a way to keep all of our fellow Displaced up to date on various announcements, relevant news, and helpful informational tips in regards to our new home here on Null. This edition will be lighter than successor Newsletters, so be mindful of this going forward.

To begin, we are happy to announce that the '3rd Wave' Displaced have finally been fully removed from their stasis holdings and have successfully been moved in and integrated into a recreation of their home town within Dreamhold City, set up in the formerly empty districts in the northern face of Dreamhold. Due to various cultural and societal differences, the 3rd Wave Displaced are not yet open for visitation by outsiders until they finish adjusting to their new situation in due time.

We must also state that the Eastern district plots of Dreamhold, used for military testing and training purposes, are strictly off limits to all non-authorized personal. Live munitions and robotic training drones are in active use here, and any non-authorized personal trying to enter this restricted location will be detained by onsight overseers code named 'Meistro' and 'Orchestra'. For your safety and health, please stay away from this active training and testing site.

Additionally, we would like to take this moment to confirm, and stress, that all seminars or training simulations for those who have sought lisences to participate in Hunting activities outside of City walls are not exaggerated, overstated, dramatized, or hyperbolic. Local life forms are, in fact, as durable and dangerous as the simulations imply. All those with Hunting lisecnes please learn from one Mr. Hadrian Miller's mistaken belief that the opposite was true, and do not hesitate to utilize overkill. Remember: Local life forms have redundant, semi-decentralized nervous systems, and traumatic damage to the brain does not, in any way shape or form, garuntee a quick kill. 9 times out of 10, a single bullet into or through the brain will just anger the creature in question, and only partial destruction of the head can lead to a berserker state, and ensuing mauling, of the unprepared. Full cranial destruction or decapitation is highly reccomended at all times for quick kills.

And yes, full Power Armor is a safety requirement in Hunts, lest you wish to end up a limbless, barely living wreck like the previously stated Mr. Miller.

On a final note, we wish to thank all of our brave men and women in our military units who couragiously volunteered recently to assist in the ongoing Moon War, despite the millions of those who have perished in the conflict so far. All proceeds in current War Bonds go to supporting our troops and the effort to bring them back alive and well.

This has been the first addition of the Displaced Announcements Newsletter. More, and happier, news to come next time. This concludes this current Newsletter.
 
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Lasarna Wych

TripleMRed

Member
Author
Lasarna Wych.

[Sketches depict a bipedal, feminine being of mixed components. The main body and head are that of a female, anthropoidal fish of smooth, skin like green scales, with a head of hair in braided dreadlocks, finned ears, and golden eyes, clothed in a tunic that ends at the knees. Her forelimbs, including her digitigrade legs, however, are those of an wyvern, with rough draconic scales and four digited hands and feet ending with sharp talons. Angelic wings sprout from their backs, and their prehensile and joints are dotted with outcropping scutes. Other sketches depict them completely covered in cloaks, hunched over with only their wings and sneering snouts visible as they wield staffs layered with magic, while others show some with more exposed skin, showing their gills lining the sides of their torsos and having a singular mohawk like fin instead of hair, while others still in toga like attire are shown wtih a head full of outcropping scales. Each has a variety of patterns of various colors over their flesh.]

]Scientific Name Translation: Hermit Angels of Lasarna.

Average Size: 7-8.5 feet/2.134-2.6 meters.

Average Weight: 400-800 pounds/181.44-362.9 kgs.

Notable Sexual Dimorphism: N/A, though some of their kind are hermaphrodites with more muscular builds, with pure females having more pronounced curves.

Habitat Range: Primarily the island chains along the coast east of the Arisa Continent, as well as in the West in the Land of Giants.

Summary:​
In the history of Null's vast ecosystem, many creatures not native to our world have been introduced to it via the mystical overseers of its biodiversity, the Uplifters. Tasked with monitoring the ecosystem and responsible for ensuring it remains deadly and varied with the addition of new, or on occasion modification of existing, creatures, the Uplifter's have had a tendril on the pulse of Null's Mortal life for eons, and their influence has been felt time and again across history with the inclusion of beings such as the Ogra, Spider-Ants, and other life forms of varying levels of influence. However, this is not an exact or perfect science, and in addition to there being a set of governing rules on what Uplifters are and are not allowed to bring into our world, there are also occasionally unforseen consequences involved with beings that, on paper, are capable of surviving just fine on Null once upgraded to Null standards, but in practice are in extreme danger as a consequence of their innate abilities.

The biggest example of this are the Wyches of Lasarna, also known as just the Lasarnans or Wyches. Hailing from a different world than our own in another universe, the arrival of the Lasarna Wyches broke many, many rules the Uplifters are governed by. In addition to absolutely shattering the rule against knowingly brining in sapient, Civilized life forms wholesale, it also broke laws concerning the implementation of powerful Mortal entities known as 'Godlings', as well as the inclusion of a diety from another realm entirely. For these gravely broken laws, the Uplifter that caused the arrival of the Wyches has since been erased from historical record, with the only proof of their existence being mention of their crimes in the bringing of the Lasarna Wyches to Null.

Brought to Null some 12,000 years ago, the Lasarnans and their goddess, the titular Lasarna, were beings of incredible power, their abilities far outstripping even the True Dragons of old. In theory, this primed them to be the dominant life forms on Null. In practice, however, their innate connection with magic and the sheer scale of their magical power led to the Lasarnans experiencing first hand a 'magical overdose' on Null's notoriously potent and aggression boosting 'Dark Mana'. The end result was all but the most strong willed of their kind going mad in short order and turning on each other in a mystical frenzy of violence and magical power, with even those that managed to retain their senses having little control over their now super-charged abilities. Lasarna herself, unfamiliar and unprepared for a mystical landscape like Null's, was rendered comatose by her own will in order to avoid becoming corrupted by the aggression boosting effects of Null's Dark Mana, leaving her in a slumbering state while her mind slowly adapted to the new environment. [A note is attached. It reads 'I can't even begin to imagine what must have been going through her mind when she got here and everything turned to piss...']

From this point onwards, the Lasarnans would become mystical bogeywomen to the other Civilized Races of Null, seemingly all powerful and maddend 'Wyches' of incredible magical power that could only be stopped either by early Aether Shamans, or by the cooperation of early settlements and cultures working together to end the threat. During this time, the Lasarnans would split off into two distinct cultures: The Eastern Lasarnans, inhabiting the countless islands and archipelagos that dot and line the eastern seaboard and coastlines of the Arisa Continent, would be made up of those who managed to retain their sanity, but whose magical power was shot with a difficult time to control their supercharged abilities. Those to the West, inhabiting the Land of Giants, would become the Western Wyches, comrprised primarily of those who have lost themselves to the madness of the overwhelming nature of Null's magical reality, with an active warring state between each other, the Ogra they live alongside, and the creatures that already called this location home.

The biggest change to the Lasarnans on both sides would be, while their original goddess remained in her healing sleep, the Nullian Great Spirits would intervene. For the Lasarnans in particular, the Great Spirit of Knowledge and Magic, Laylaru, would intervene on the Lasarnans behalf. Too powerful by default for their own good, Laylaru offered a pact with the Lasarnans that would simultaniously help them overcome their situation, while also making them safer for the other inhabitants of Null, yet still leaving them with sufficient power to protect themselves and make a home for themselves in Null's dangerous ecosystem. Through this pact, known by the Eastern Lasarans as the Laylaru Compact, and by the Western Lasarans as Laylaru's Curse, the immense power the Lasarans once had as Godlings would be diminished to a level of ability more in line with the power present on Null. No longer would they be living mystical weapons of mass destruction, but now would simply be, albiet quite powerful, Mortals more in line with the standards present with other native Civilized Races on Null.

This Pact has had the benefit of relieving the Lasarna of the dangers involved with their magical overdose and madness, however due to this being thousands of years since their initial arrival, a stark and irreperable divide had come to exist between the Eastern Lasarna and their Western sisters. While the Eastern, island bound Lasarna retained the knowledge of their original homelands history and their original culture, recreating it as best as they could in their newfound homeland on Null, the Western Wyches have long since forsaken their original culture in favor of a new one based on the principles that might makes right. As such, while the Eastern Lasarna are ruled by a senate of elected officials from all over their various city-states, the Western Wyches are ruled by a council of the most powerful and capable of their kind, overseen by the strongest of them all at the time, with the only way to advance being to prove themselves stronger than their predecessor in an often bloody battle with them. [A note is attached. It depicts a cloaked Western Wych screaming victoriously in the air, spear held high by the death of her enemy.]

Historically, the Western Wyches have had a love/hate relationship with the Ogra, working alongside them as often as they have fought with them, the two species developing a mutual respect for the other's strengths, and have come to and oddly mutually beneficial relationship of conflict, with both sides becoming stronger and smarter as they try to outwit and defeat the other. Though numerically inferior by a wide margin, and with the Laylaru Curse afflicting them, the Western Wyches remain mystical powerhouses in their own right, allowing them to inflict disproportionate amounts of damage to the Ogra, who in turn use their superior technology and pack tactics to fight on relatively even footing. This relationship has been this way since the Western Wyches first regained some semblence of sanity once again, and even in the modern day where more developed concepts and ideas have begun to take root with both sides, this bond between their two peoples continues strong to this day.

In turn, the Eastern Lasarna did their best to recreate their old culture and society as best as they could remember, and their relative strength on the relatively peaceful and nonthreatening archpelagos and islands in their part of the world allowed them to redevelop and recreate vast city-states remisicent of their old homes in relative tranquility. Pillar held buildings and temples are the norm, with mosiacs made up of countless pieces of glass and polished stone adding dazzling colors to their marble streets as obelisks of glossy stone are fashioned as waymarkers and landmarks in their lands. In celebration and thanks of being freed of the curse of the 'Mania of Magic' as the Lasarna refer to their old condition on arrival thanks to the Compact, the Lasarna began to worship the native Great Spirit Pantheon, with their benefactor Laylaru taking center stage at the head of the main cult's pantheon, with Lasarna herself, being their creator deity, having a reverent, mythical placement at the time due to her seemingly eternal healing stasis. Lasarna herself would not awaken until the 1000's AA, severely weakened from her slumber and still in a stupor like state that as of time of writing has yet to fully disappear. [A note is attached. It reads 'Damn, she just can't get a break, can she?']

Compared to the Western Wyches, who adapted to their new situation by embracing the violence and brutality of their new homeland, the Eastern Lasarna valued debate and representation in a democratic fashion with elected officials, a hallmark of their original homeland's customs. Each Eastern Lasarnan settlement, from city-states to townships, were ruled by an elected official, usually buoyed by an assortment of advisors. However, though they are one people borne of a single goddess, cultural shifts and individual societal drifts are not uncommon, and as such the requirements and deciding methedologies for these officials and the process of their election varies from city-state culture to city-state. Spira, for example, values martial leadership and thus its officials must have a history of military service to be elligible for selection, while the Trade Township of Gomandeere believes that only the most magically capable and talented should be allowed the chance to rule. The requirements and methods are varied, but all ultimately contribute to wider Eastern Lasarna society via each major settlement providing their own Senator to the Senate Forum that ruled the 'Lasarna Republics' since their refounding on Null.

Military prowess is highly valued, and as such a strong military culture has formed among the Eastern Lasarans. However, to prevent widespread slaughter, bloodshed, and the destruction of the society they worked so hard to recreate and preserve, the Eastern Lasarans developed a new tradition of ritualized combat and sporting events known as the Marotia Games, named in honor of the city to first hold these contests. Disputes between city-states would be settled via tournaments in these Colloseums, held to present ritualized combat in front of crowds of excited citizens in events that mirror conventional sporting enthusiasum members of the Median are familiar with. Death is rare, but always a present danger due to the complex and at times brutal fighting that goes on here. [A note is attached. It reads 'Imagine if all wars was resolved with an arm-wrestling match. It'd be soooo cool! But giant sponsored tournaments are cool too, I guess. :V']

Not all of their cultural aspects were beneficial or egalitarian, however. While the concept of Indentured Servitude is not unknown to native Nullians, having long been used up until recent history as an optional way for the incarcerated to serve their sentence while providing community service in return, out and out slavery is a foreign concept. On Null, mutual cooperation has always ruled the day, as working together is what led to the survival and foundation of the modern day Nations and the Median. The Lasarna, meanwhile, hail from a world where such barbaric practices were common, and which they sought to recreate in their new home. While Null enforces mutual cooperation due to its hostility, the relatively peaceful archipelagos the Lasarna Republics made their home on meant that they did not feel the same pressures as other Nullian races to unite and willingly cooperate with one another for mutually beneficial survival. For approximately three thousand years, the Lasarna practiced slavery among their own people, with an entire caste system in place to determine who was born, or made, a slave. Despite the displeasure this caused the Nullian Great Spirits, who requested countless times for the Lasarna to cease these practices, the Lasarna willfully misinterpreted or ignored their new pantheon's requests time after time. [A note is attached. It reads 'Also, it's just plain impractical. Like, yeah, it's an evil, vile practice, but unless the indentured are doing it willingly like how they used to do it to cut down on time in prison, it's completly impractical to try and enslave creatures as durable and powerful as any native Nullian. I don't know how it works on other worlds, but I'd imagine slave rebellions would be a lot more successfull if the average slave could shoulder-check through walls, or lift and throw small vehicles with relative ease.']

This cultural practice would finally come to an end around six thousand years ago, when after so long being content to look inward, the Eastern Lasarna decided to expand their civilization outward instead. Their first, and only, target would end up being the Oros peoples who made their living along the upper island archipelagos, coastlines, and paninsulas on the coast of the Arisa continent. The Lasaran Invasion, as it would go down in history, would be the moment where these various Oros peoples unified under one body to create the Wavechaser Nation. After several centuries of back and forth conflict, the Wavechasers, with backing from other Oros Nations not directly involved in the conflict, managed to create a counter-invasion force that would also be backed by the Great Spirits themselves. The ensuing counter-invasion finally ended when the Wavechasers drove themselves into the heart of the Lasarna Republics, both the sacred Temple of the First Goddess where their creator deity lay sleeping as well as the seat of their government in the Senate Forums. With little other choice, and seeing the writing on the wall, the Lasarna government gave a unanimous vote to surrender to the invading Wavechasers, who among their list of demands would see to the end of the practice of slavery and the caste system among the Eastern Lasarans as well as demand compensation for those killed in the war or captured in the Lasaran initial invasion years prior.

With even their very gods turning against them on these matters, the counter-invasion served as an eye-opening moment to the previously insular Eastern Lasarna. They opened up their gates to the trade of goods, and ideas, with the rest of the outside world. Though initially skeptical as to these new ideas, including the desolution of slavery in place of the Nullian limited time, and less severely punishing, Indentured Servitude practices for the criminal element, time would eventually have the Eastern Lasarna accept, even celebrate, this change in their culture, particularly among those that had suffered the most under the old caste system. Not-so-coincidentally, the Eastern Lasarna would also begin a long term project to protect their lands from future invasions via the creation of a massive series of huge walls to protect their coastlines and settlements from future conflict, with their magical talents including mystical theater shielding in their defenses. The concepts and end products of this project would, one day, be used to aid in the designing and construction of the Great Walled Cities we now take for granted in the modern day as of time of writing this entry. Indeed, in the modern day, the Lasaran Republics, though not a part of the Median, are considered an allied state with whome we are in good trade relations with. [A note is attached. It reads 'One of my pen-pals is a Lasaran Republic soldier named Lyria. She came over to visit last year and she was really friendly and excited to see Dreamhold. I can't wait to visit her home town one of these years. :D']

In terms of biology, the Lasarna are a tall people, all female on first appearence and capable of amphibious living thanks to their gilled torsos and internal lungs. Generally regarded as beautiful by many, Lasarna vary greatly in specifics. Though all have the same general, basic appearences of bipedal anthropoidal fish woman with short snouts and finned ears, coloration, scale patterns, whether they have hair or fins on their heads, and more are all variable. Two unifying factors, however, are their forelimbs and their wings. Their feathered, angelic wings are natural to them, a gift to them by their creator goddess and giving them the gift of flight. Their forelimbs, however, are large, armored, and wyvern like, and act as a biological, tangible marker of their people's compact with Laylaru, the Wyvern Great Spirit of Knowledge. [A note is attached. It depicts a cartoonish drawing of an eyepatched female Oros with feathered wings. Words follow, reading 'I want angel wings! Why can't we have angel wings!? This sucks, I want a refund!']

In terms of offensive and defensive capabilities, much has changed since their Godling status was altered vastly to make them more conventionally Mortal. Despite these changes, however, Lasarna are quite powerful individually, with tough, durable flesh even by Nullian standards, with bones on a level of durability comparable to the Chimera, Empusa, and Cerberi. Strong even for their size and able to match Mortalized Erui Tiger Spirits in terms of strength, Lasarans possess sharp, durable claws on their limbs and sharp, strong teeth in their mouths that allow them to be armed at all times. Additionally, Lasarans are still mystical powerhouses, albiet on a more conventional scale, and each are trained to use their abilities at even a basic level. Their martial cultural roots also means that they are trained and quite skilled with a wide variety of weapons, from conventional melee spears, swords, shields, and axes, to traditonal bows, enchanted crossbows, and enhanced cannons. Their only true limiting factor is that, they are individually powerful enough that working together allows them to survive and win conflicts with Nullian animals easily enough as to cause their weapon's and technological development to be slowed to a crawl due to a lack of actual need for it. Despite this, it is common for Lasarans on both sides of the globe to be trained to be passingly familiar with most modern day firearms, even if they themselves do not use them traditionally. [A note is attached. It reads 'They're only relatively less advanced. Magitech airships, submersibles, hover platforms are stuff they have. They also trade with us to make use of computer systems and the like for a bunch of stuff like streamlining beauracracy.']

Capable of fully amphibious living, most Eastern Lasaran settlements not in-land bound tend to be multi-layered and extending into the water, both on a surface level as well as beneath the waves. Despite the relative peacefullness of their homelands, the Eastern Lasarna learned very early on that deeper waters on Null were extremely dangerous even for their own kind, and as such limited efforts have historically been made to extend beyond the compartaive safety and simplicity of the shallows and coastlines of their homelands. As for how much time they spend in the water, this varies wildly from Lasaran to Lasaran. The land-locked Western Wyches spend little time in or near large bodies of water, while the Eastern Lasaran vary as much on an individual basis as they do on a settlement by settlement basis: Some spend nearly all their time living beneath the waves, while others only interact with water via cleansing baths. [A note is attached. It reads 'Can they talk to fish? I forgot to ask Lyria, please this is important I need to know! I want to know what my Mr. Glub Glub is thinking!'']

Additionally, their capacity for flight and magical nature also allows the Lasarans to live in places not commonly seen as easily reachable or even inhabitable. In addition to townships and minor cities created on and around the steepest of mountain sides and tops, Lasarans also make their home on Floatstone lifted landmasses over their homelands. The most astounding, though admittedly rarest, settlements they have take the form of using their magics to shape the clouds themselves into homes and settlements unto themselves, with permenant 'cloud cities' dotted around their homeland. Though impossible to stand on for non-Lasarans or Spirits, these places remain a powerful symbolic victory for the Lasarans over the traditionally quite difficult to manipulate Nullian enviroment.

In terms of Sentinal Bacteria, Lasarans possess the same 'grade' as Ogra, something that is a known sorespot for their people on the whole, though little effort has been made into 'upgrading' this aspect of themselves due to a lack of pressing need to do so.

When it comes to reproduction, this is where things become fascinating. Capable of producing young at all times of the year like other Civilized Races, Lasarans appear at first glance to be an all female race, similar to the Chimera and Cerberi. However, they are not. Approximately half of their population are, infact, hermaphrodites, tradtionally differentiated for their more muscular builds, who fulfill the role of males seen in other bi-gendered species. Female Lasarans are able to become more pregnant more easily than their hermaphroditic counterparts, and tend to be more powerful in terms of raw magical power, while their hermaphordites are physically stronger and more durable due to their additional muscle mass. That being said, muscular females are not uncommon, and less muscular herms also exist, and when fully clothed it is difficult to determine which is which without gaining sight of their nether regions. While gender roles have existed in their society, in the modern day, both sexes have completely equal rights and opportunities in the eyes of the law and society.

Regardless of the sex, pregnant Lasarans notably remain pregnant for an amount of time similar to the Oros at 11 months of time, after which they give birth from anywhere between 1-3 pups. The biggest cultural difference between Eastern Lasarans and the other Civilized Races of Null is their approach to raising their children: While parents do participate in their children's lives and development to varying extents, much of the Eastern Lasaran children's development is undertaken by the Scholaria, the unified schooling system of the Lasaran Republics which all Eastern Lasarans undertake from the age of 7 months to 18 years of age, after which they are considered ready to enter society as working adults, or whom continue their education via the many universities and colleges spread throughout Eastern Lasaran society. Comparitively, the Lasaran Wyches have a constant, active participation in their children's lives, raising them in surprisingly close knit family units where they are taught everything from survival, to combat training, to various other educational aspects by their parents and family members. Both sides of the Lasara divide believe in teaching all of their children, regardless of gender, to be able to defend themselves with a wide range of martial arts and rudimentary combat tactics, with more advanced techniques being open to further training by family or military enrollment in the West and East respectively. [A note is attached. It depicts a chibi Lasaran child in oversized armor and helmet, a xiphos sword in tiny hand with the words reading 'Mother, I crave bloodshed.' beneath.]

One notable aspect of Lasaran sexuality worth mentioning, and an aspect of their original culture that survived into their modern day, is how open they are with their relations. While marriage is considered a sacred union between individuals similar to other cultures, unmarried Lasarans are known for close, even physical relationships between themselves and their close friends and colleagues, and Lasarans have far fewer reservations of polyamorous relationships and marriages compared to the much more monogamy minded Nullian natives and the instinctively very loyal bonded pairings of the Ogra. Similar to Nullian natives, gender is no issue to romance among the Lasarans, though their more open minded natures tend to mean what would just be a strong-knit friend group among, say the Oros, tend to lead into intimate relations between friends. It should be noted, however, that this mindset is not universal with the Eastern Lasarans, whose wide range of opinions see those with no interest in sex or romance being uninterested in this part of their culture, or in individuals who do not wish for physical intimacy between themselves and friends. Regardless of previous relationship status between individuals, Lasarans have a strong cultural and instinctive drive towards those that do produce offspring together to become closer to one another. [A note is attached. It reads, '....So wait, does this mean Lyria was being friendly towards me, or 'friendly' towards me? She was cute, but I'm not sure if she's my type. XD']

In the historical modern day, the Eastern Lasarans have been passed by the War Dragons in the First Draconic War due to their mystical protections allowing them to weather through the initial invasion completely unscathed, only for them to take the brunt of the War Dragon's fury in the Second Draconic War after they had found solutions to break through the once seemingly impenetrable Eastern Lasaran shielding. By the time of the recent Third Draconic War, thanks to aid from their Median allies, the damage to their cities have since been repaired and a number of Eastern Lasaran military detachements eagerly joined up with us in our counterattack against the War Dragons in their homeland. Though desiring vengeance for the damage done to them, they utlimately stood down and helped to aid the Median in the fight against the Mother Root threat. Ironically, the War Dragon sending detachements to combat the threat would mean all three former enemies would be unified in the fight against the developing Dream Lotus insurgency. While peace is assured between ourselves and the Lasaran Republics, only time will tell if the War Dragons and the Eastern Lasarans will come out of this still seeking to fight one another, or become newfound allies instead. [A note is attached. It reads 'Turns out, the War Dragons would join up with the Eastern Lasarans, and they're now an official part of the Republics. Who saw that one coming? XD']
 
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Mother Root. New

TripleMRed

Member
Author
Mother Root.

[Sketches depict an array of plant like life forms in too many variant forms to list, the only commonalitie uniting them being bark like armor broken up to reveal amber colored 'muscle' like root strands beneath, and a set of seven glowing eyes, 5 arrayed in a 'leaf' like spread over a head (for those that have one) plus two on the torso region as back ups.]

[A note is attached. It reads 'Creepy AF is what they are.']

Scientific Name Translation: Dream Lotus.

Average Size: Varies based on form.

Average Weight: Varies based on form.

Notable Sexual Dimorphism: N/A by default, female for most unique command forms.

Habitat Range: Aceoss the Arisa continent, usually hidden deep within jungles and forest biomes.

Summary:​
Of the countless life forms to make a home on Null, a notable percentage of them hail as being Displaced in Origin, brought to our world by the machinations of the Uplifters. The Ogra, the Lasarna, the Spider-Ants are just some of the most famous, or infamous in the final case, examples of just this phenomenon that has seen our world littered and filled with life forms of all shapes and sizes. However, as diverse as the range of these previously mentioned life forms is, they all have two unifying traits: The first is that they are of Mortal origin. Divine-blooded, in the case of the Lasarna, but Mortal all the same. The second is that, albiet under varying circumstances and points in their development, all were brought here intentionally by the Uplifters. Neither of these same qualities can be said for one of the most ancient, and dangerous, life forms to have arrived on our world: The elderitch Dream Lotus.

The Dream Lotus, also known by their common name of 'The Mother Root', are an extraimensional elderitch entity of mixed origin. While the details of their origin is shrouded in myth and legend even among the Magi, the most commonly accepted story of this mysterious species of plant like beings is that they hail from the third born of the Aetheric Sisters, for whom the Mediator is first born and Weaver Null is the fourth. Created as an experimental weapon, the original Dream Lotus was set loose upon the Elder Realms, wherin she would find and absorb an Elder God into her form, becoming what is considered the foundational Elder Goddess of the rest of her spawn. This theory is the one with the most evidence to support it, however as this evidence is minimal at best, this isn't saying much. [A note is attached. It reads 'I'm partial to the theory that they're an Elder parasite that lucked out and podded a sleeping Elder God as their brain, and that's how they got so dangerous.']

Regardless of the exact origins of the Dream Lotus, whether natural born Elder or a super-weapon of a Primodial like an Aether Being, the impact they have had on the multiverse has been slowly but steadily becoming more and more apparant. High Distance Dimensional Longscry reveals other worlds in other universes have been 'seeded' similar to our own, from which the infestation of the Dream Lotus begins to spread across the world and, eventually, across the stars of that given realm. What makes Null special in this regard is that, whether by fluke of chance, bad luck on their part, or simply overestimating their abilities, Null's extremely hostile environment proved an incredible challenge to sermount. Even an Elder Creature, not normally bound by the same limitations of physical enviornments and hazards as Mortal life, is in for a difficult time on Null's caustic, magically charged atmosphere. [A note is attached. It reads 'I hate that we are considered lucky because of how bad our planet is. Like, dude, come on, seriously?!']

Indeed, the vast majority of the Dream Lotus's history on our world has not, in fact, been in expansion, but simply adaptation, taking a long, painfully difficult time to adjust, adapt, and evolve to become accustomed to the atmosphere alone, nevermind the dangerous and powerful life forms that have both the ability and willingness to consume fledgling Dream Lotus nests long before they are ready and mature enough to begin the next stage of their life cycle. It would not be until modern times, within the last few centuries, when the Dream Lotus had adapted and evolved enough to find purchase in the darkest, most hidden parts of Null's vast ecosystem, that the next and much more dangerous stage of their life cycle could begin.

The key that makes the Dream Lotus so successful and widespread, beyond its inherently eldertich nature, is its fascinating life cycle and modus operendi. In its base form, the Dream Lotus is a plant like creature little different from most small scale animals. It is unremarkable in most aspects beyond its plant like composition, which ironically makes it beyond notice for most until it's far, far too late. These Fledlings, once acclimated to the environment, begin to target small scale animal and plant life, not for consumption, but for capture and podding. Once podded, these life forms are held in a dream, their concious mind trapped in fantasies designed to sate all of their needs and desires and molded to enough realistic detail that most will never realize they are not awake. While the concious mind is trapped, the rest of the creatures brain and nervous system is hijacked by the Dream Lotus to act as their brain, increasing their mental abilities both by the number and quality of creatures podded: The number increases their ability to calculate and strategize, while the quality increases their actual intelligence and creativity. [A note is attached. It depicts a cartoon five eyed plant looking at a podded up cartoon dog, a speech bubble reading 'Mhm, yes, fetch is an important skill.']

From here as the start of the second stage of their life cycle, the Dream Lotus switches from simple survival to active capture and collection of new 'Brains' for use in expanding Dream Lotus intellect and coordination abilities. Starting with the smallest and easiest creatures to capture, over a slow and cautious but steady build up over the course of years or decades, a Dream Lotus nest increases in both size, complexity, and intelligence as it expands its roster and quality of creatures acting as its living wetware. It is during this stage that the first and earliest breeds of Dream Lotus life forms are created and sent out. Mind Flowers crawl unto potential prey to immobalize, or in the case of the smaller creatures, hijack their motor functions and lead them directly to the Nest, for swift and strong animalistic capture units to load them up and carry them back for podding. Insect like surveilance, monitoring, tracking, and alarm units spread across the territory to keep an eye out for isolated prey to be carefully stalked and captured, and monitor potential threats that might prove too much of a hassle at the current stage and proceed to annoy them into leaving. [A note is attached. It reads 'I knew gnats were evil! Evil evil little creatures! >:V']

This stategy servces them well as they build up their power, until they find and capture the holy grail that pushes them into their next stage: A sapient life form. While most Nullian life forms are sentient to one degree or another, and semi-sapiency is common, full sapiency is the treasure the Dream Lotus bides its time gathering strength to acquire, for it is with the creative and intelligent capabilities of a fully sapient creature where they can push their abilities to the next level. Newer, more dangerous Root Creatures begin to be created, from Vine Hounds to Spore Steeds, the capabilities of the Mother Root is expanded to new heights and lethality, allowing their Nest to grow further, deeper, and with newer and more refined and calculating strategies.

However, despite all of this, a Third Stage Dream Lotus infestation is still not something that is much of a threat to the Median or its people, our technology and civilized skill proving excellent defenses against what would otherwise be an increasingly overwhelming threat. So needless to say, it is when the Dream Lotus acquires and pods a member of the Civilized Races where things truely become a threat for our peoples.

The Fourth Stage, wherein a member of the Civilized Races is captured, is when the Dream Lotus forms a centralized 'Mother Root', both a repository for their collected intelligence, the central processing hub for their calculations andd stategic abilities, and indeed an individual all of her own. Each Nest produces their own distinct, uniquely personalized Mother Root, though almost all follow the same basic instincts, drives, and are unified by a collective desire to expand their podding operations further. With the culmination of a Stage 4 Infestation, some of the deadliest Root Creatures are created, based on the abilities and technological knowledge of modern day Civilized life. From the agile, fleet footed and bladed weapon morphs of the swordsman inspired Daisy Cutters, to the rapid and unrelenting ranged firepower of Root Gunners, Seed Missiles, and bioplasma using Sappers, to countless other forms, variants, and subtypes, the Fourth Stage is when the Dream Lotus becomes a true threat. [A note is attached, depicting a flat, tentacled disk like Root Creature. Words follow, reading 'Hack Weed. These little bastards are some of the scariest we've encountered and still keep seeing even after the Root War: They track down, infiltrate, and hijack anything mechanical or artificial in nature while it's offline, and turns it against us. ANYTHING. Power Armor, Tanks, Gunships, if it's offline and nobody is keeping a good eye out, these suckers sneak in, slide their roots to tap into everything, and control our own stuff against us. I've even heard stories of them growing over or working together to take over statues.']

Historically, the first, and so far largest, Dream Lotus war occured in late 3042. The then ongoing Third Draconic War was in full swing and taking the majority of the Median's attention and resources, which left us unprepared for when a War Matriarch of the Order of the War Panoply, injured from a previous battle with an invading beast from the Land of the Giants, was isolated from the rest of her war host and captured by the Dream Lotus. In the span of a few short months, the Dream Lotus expanded enough to launch a massive invasion, using the collected knowledge of the seasoned and powerful War Matriarch combined with its massive processing power to create a vast horde of Root Creatures. The initial flood was stemied by the Order of the War Panoply, but it was quickly found that even with its full might, they could only keep the creatures contained. Despite the hordes of Root Creatures they slew, it was rapidly apparant that this was not a battle that could be won with superior skill and ability alone, but by matching it with numbers. As the true scale of the threat was relayed to the Median leadership, who were shocked that the venerable Order could only contain the Root Creatures and press no further, the invasion into the lands of the War Dragons was recalled and rerouted to fight back against the Root invasion. [A note is attached. It reads 'The Order of the War Panoply are the baddest binches on Null. They are trained, honed, and refined in non-stop, never ending training and battle over the course of decades and centuries until they are, no joke, one women-armies. If they in their full mobilization couldn't stop this threat on their own, you know it's janked.']

After months of intense, nonstop fighting, relief finally arrived in record time as the Order of the War Panoply, worn down through sheer attrition by the numbers they were facing, were bolstered by the rest of the Median's military forces, who proceeded to turn the tides of battle and push the invaders back to their homelands.

The final battle would occur in late 3045, when after a year of fighting, the central Mother Root holding the War Matriarch was slain by a member of her Order, said to have been the War Matriarchs own younger sister, and the War Matriarch freed. With the loss of their central commander and strategic mental resource, the remaining Root Nests were routed and destroyed, though a handful managed to escape and went deep into hiding.

While not confirmed, it is said that during the Root War, a Fifth Stage of the Dream Lotus Infestation was discovered: Instead of capturing new minds to use as brains for themselves, the Dream Lotus were in fact creating new minds of their own, incredibly powerful self aware Root Commanders capable of indepedand thought and able to be revived through placing their minds into new bodies when the old ones were destroyed. If these rumors are true, a small but notable number of these Root Commanders, too new and young to be much of a threat beyond the tactical level, actually surrendered and stood down, requesting to negotiate with the Median in order to survive what they had calculated to be a losing cause.

Regardless as to the truth behind these rumors, the surviving pockets of the original Root War Nests that went into hiding have become a recurring, but non-threatening periodic problem for the Median. Without the ancient stategic accumen and wisdom of a War Matriarch to guide them, and with only a fraction of their total processing power, the surviving Nests now only stage periodic probing attacks. Attempts to find these Nests are successful when these attacks occur, but the core of the Nests always manage to survive and escape to rebuild once again. Despite their potential, following the First Root War, the Median has since shifted the now diminished Dream Lotus forces to a lesser threat level, content with sending out response units to their probing attempts instead of an active mobilization that could potentially bring them into conflict with the Ogra as the Mother Roots are drive further and further west with each successful counterattack. [A note is attached. It reads 'With the Moon War and everything involving that nowadays, the Mother Roots are basically ignored in favor of the 'real' threats. At least, that's how it seems. They're still sending response teams against them and the Spider-Ants even these days.']
 

TripleMRed

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Author
(Hey everyone, just wanted to let you all know I've updated the Numbers of Null update from a while back to better reflect current lore. Changes include: Slight increase to Null's diameter, added distances of the moons from Null as well as added a surface land/water ratio, and finally expanded the population portion to better reflect the current lore of more than one civilization living on Null during the year the Numbers of Null is meant to be taken from.)
 

TripleMRed

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(I'd also like to open things up a bit and have questions regarding new lore become availble.

As such, does anyone have any questions regarding the new lore? Does anyone have any questions, or would like clarification, on how this interacts with old lore?

Anyone have any questions they'd like a Word of God explination for?)
 
Nullian Armed Forces: Extended. New

TripleMRed

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[The following is a transcript by a Displaced agent compiling a report for Displaced leadership circa early 3156. The Agent's name has been hidden to guard their identity, but their distinctly informal style of writing may prove to their determint in remaining anonymous.]

Agent [Redacted] Reporting in. I've completed my mission in compiling an overview of all military forces on Null. This includes our own forces as well as those of our fellow Displaced, with detailed breakdowns following this overview. I'm aware that the Street War earlier this year has left many of our people shocked, and I cannot blame them for the vote to have us become a full member of the Median, which is why I personally volunteered for this assignment. It has taken me some time to run through all known military organizations on the Mortal side of our new home, but I'm confident that we'll be well informed with the information I've managed to secure.

Median.

-The Median is the second oldest continous organized unifying government after the Lasarna Republics. Founded in 1501 following the Third Kingdom War, its military organizations include the main military force of the Median Knights, as well as its medical support division of the Guardian Order and its recently integrated recon, stealth, and sniper experts in the Hunter's Guild. These three bodies, alongside with specialized units from the Median's component Nations, form its primary fighting force against all threats against its peoples. The Militia, which is considered every able bodied adult not directly a member of the military, also serves as the final line of defense for their people, as well as a first response unit for those townships and locations still outside the safety of the Great Walled Cities.

-The Median's greatest strength is its infantry, however over the years, it has developed a small, but flexible series of vehicles to complement their forces. The Armored Corps, where all Nullian ground vehicle and ground support aircraft fall under, is considered a specialized portion of the Median Knights. From Hoverbike and beast cavalry scouting troops, to an array of specialized mechs, to a pool of hover armored vehicles from transports to tanks, the Armored Corps is considered the backbone of any large scale deployment as it is with their support that the infantry arm of the Median are able to win wars. In additon, a heavy use of both robotic drones and attack beasts are also seen during war time.

-The Aerospace Fleet and Navy are two interconnected services that, despite their vastly different operational areas, share history in their ranking structure and sharing of personel early on in the Aerospace's infancy. Protecting the skies and the seas respectively, Aerospace pilots see their fighters and bombers being used from both Aerospace carriers as well as seaborne bases and naval carrier units. During the lead up and outbreak of the still ongoing Moon War, Aerospace developed its first series of fully functional space-capable vessels, using both new and heavily upsides and modified versions of existing Air Ship designs. This increased size also includes a noticeable increase in firepower, with orbital bombardment capabilities that would give our old world friends pause.

-The Specialist Corps is not an official part of the Median military in the traditional sense but rather is an identifying moniker for the various technically independant organizations that work closely with the Median. From the Forge Lords and War Dames of the Orders of the War Forge and War Panpoly, to the Berserker Paladins and Magi Order, there is a specialist organization for any situation required by the Median. The War Priestess's of the Ambaric Church are not, in fact, considered a Specialist Corp, but rather are used in a manner akin to Chaplains in other militaries, attending services in war zones and bestowing final rites to the dying.

-The Handmaiden Guard are interesting in that they're not, technically, part of the military structure of Null, but rather the guards and enforcers of Mediator Media's will. Having little actual authority in war planning sessions, Handmaidens are still considered incredibly valuable advisors, as well as powerhouses in their own rights to be unleashed on the absolute worst warzones when seconded to Military operations.

---

Displaced.

-As their is a wide variety of Displaced peoples from several realities and cultures, we shall perform this breakdown in order of arrival, starting with our own military organizations.

-Neo Sunset City, located within Dreamhold City's southern districts, is where all Terrankin Displaced live. Our government structure, as you are well aware, is a democratic society run by Governer voted into their position by the people, and supplied by the Megacorps that wound up being dragged here with the rest of us. Our core military contingent, the Sunset Defense Force, is an all volunteer military organization similar to the official military forces of the Median. Armed with Nullian grade military hardware and our own web of veteran trainers, many within the SDF have been modified or augmented with Nullian Synthetic augmentations on top of their military PA, a continuation of our now long standing cultural leanings towards augmenting ourselves though with native materials now. The SDF has a branch of high end operators known as Special Operations Division, which is where many of our special forces find themselves in their service.

-In addition to the official military forces of the SDF, there is also Corporate Security Forces, an overarching name used for Corpo security across various Megacorps, which are used by the Corps to protect their interests and material. Following our official unification with the Median, new laws meant that, while Corpo security could be retained, their authority and leeway regarding what they can and can not do have been changed to be under the supervision of the Median government. Even with the Moon War taking so much of their attention and resources, Dreamhold's Defense Garrison has been given authority to monitor and police Corpo activities for breaches in our new laws. This agent cannot help but appreciate this turn of events, as now the Corps can't get away with the sort of stuff that they could ruling over Terra. [Redacted: Karma's a bitch like that.] Corpo experimental DEW weapons have also proven useful in helping the Median make its own breakthroughs in plasma and laser based infantry and vehicular scale weaponry.

-One thing I wasn't initially sure about, and advise we keep a close eye on ourselves, is the 'Street Clans' we have in Neo Sunset. I'll call them what they are: Gangs. Following the Street War a few months back, most of the major trouble-makers and lunatics among them have been purged, and those that actively helped us against their rebelling former allies have been given amensty for their own past crimes. I highly doubt that the gangs are anywhere near the good guys they're now styling themselves as, but following the Street War and how that mess ended, I don't think any of them are stupid or crazy enough to rock the boat. I think we all remember what happened when we finally caved and asked our Nullian neighbors for help against that. The Cleaner they sent was no joke, and the Militia are still trending on social media.

-After us Terrakin, there are the Automos. Actual [Redacted, expletive]-ing alien robot things, man. Nullians are aliens too, but you can sort of see them as like our alternate universe selves. Anyway, the Automos have spent much of their existence as self-sustaining, self-sufficient surveyor and colony Synthetics. As such, the Atrius Guard are their primary military contigent, and are experts in void combat and warfare. It is thanks to the Automos that so many combat tactics and upgrades to Nullian space ship tech have happened in such a short span of time, and the Far Side Habitat colony is set to open up this year. In addition to using a heavy mix of missile and beam weaponry, the Automos also have the Cyberwarfare Division. While not the best in the current conflict due to a lack of cyberware by the Moon Elders, the CD is the first line of alarm against malware intrusion and infiltration by the enemy.

-Finally, our Third Wave Displaced friends, [Redacted, explative]-ing fantasy races man, are not the most technologically advanced, but they are the second toughest Mortal beings in terms of durability after the Lasarna themselves and the unbreakable boned Oros. A major trade town's worth of people on the North Side of Dreamhold, their primary military unit is the Merchan Path Guard, made to defend their home from invasions. They mostly see use these days as makeshift police officers and governmental honor guards, though.

-Outside of the Guard, there is the Adventurer's Guild, the Thief's Guild, the Assassin's Guild, and the Mage College. The Adventure's Guild is where their hard hitting fighters from all walks of life go seeking glory and gold, and have found a lot of use helping out during Hunts and other deployments in and around Dreamhold's territory. The Thief's Guild and Assassin's Guild both have a lot less use due to being forbidden by law to use their skills within Median territory, however they have apparantly seen a lot of use in taking out high ranking targets during the Moon War, or stealing artifacts of import from the enemy. The Mage College has also seen a surge in new students looking for a new perspective and school of thought in regards to Mana magic use, with their graduates finding work both among Adventurer's as well as being seconded to Median military operations.

---

Ogra.

-In terms of raw population size, the Ogra has everyone else beat in terms of a single species population. Their violent, war like culture over the millenia has also made them the premier experts in large scale military deployments, with Ogra logistians and strategists aiding Median forces in planning out the invasion of the Blood Moon. The Median species are more dangerous pound for pound and have superior technology and variety, and the Lasarna are the most dangerous individually, but Ogra have mastered combined arms warfare on Null.

-Unlike most other militaries, Ogra military forces are not divided into different branches, but rather seperated by different Commands that work together. Ground Command, Armored Command, Air Command, and Sea Command all work together as a well oiled machine to destroy their targets, be it other Ogra nations, hostile wild life, or Moon Elder invaders. If the Ogra were a singularly unified people, they would be the largest and most experienced military force on Null in terms of experience with conventional warfare. Ogra make use of various forms of weaponry, from incindiary Oil Guns, to gauss assisted exploding bullet launchers, to an array of cryogenic weaponry. They make heavy use of all three weapon categories, and others bought from their neighbors, to destroy their targest in coordinated assaults. Primitive but functional drones and war beasts also see heavy use among the Ogra, inspired by the Median's use of such elements in their warfare.

-Of the three major polities on Null, the Ogra have the most expansive and diverse range of vehicles. Rather than having a singular, dedicated platform to build off of, Ogra experiment and make heavy use of countless variants, upgrade packages, and new designs. Anything that works, or can be tweaked to make work, is used, with the most tried and true designs seeing the most variants and upgrades. From swathes of scouting and transport vehicles, to many different tank and artillery platforms, the Ogra make up for their relative fragility for a Nullian Civilized Race with overwhelming support and usage of heavy weapon platforms and vehicular death machines.

-The Western Lasarna also serve as a massive boon in terms of raw mystical firepower for the Ogra nations, working with their frenemies to destroy threats and prove their mettle in warfare. While less coordinated and disciplined than their Eastern counterparts, they still serve as excellent force multipliers for any Ogra military unit on deployment.

-

Lasarna Republics.

-The military situation of the Eastern Lasarna is a rather interesting topic. Due to their incredible mystical power, even post reduction by their pact with Laylaru, weapons technology development took a slower and different route for the Eastern Lasarna. Pouring their incredible magical power into their creations, the Eastern Lasarna are notable in that they are the first to create forms of directed energy weapons in the modern day, including their Solar Crossbows, lighnting spewing Thunderguns, and Sunlight directed heat rays. Their melee weapons are also notable for being infused with elemental powers far more than the average in the other polities, keeping them extremely well armed no matter the range. Their armor systems are unpowered, but extremely durable due to their construction.

-The Lasarna Republic's military is divided between two distinct components: The Navy, and the Aero Force. Naval Marines, operating magitech submersibles for heavy firepower and able to breath deep under water, are skilled combatants in both underwater combat and amphibious assaults. Their expertise also makes them premier candidates for fighting in void combat due to analogous conditions with deep sea combat. The Aero Force, comprised of both Aero Hoplite infantry and Air Ships of Lasarna magitech construction. This Floatstone based contra-grav magitech was developed long ago, and served as the basis for reverse engineering by the Median for its own air-ship designs over the centuries.

-Compared to the other civilizations, the Lasarna Republics makes little use of traditional ground vehicles, though all their soldiers are expected to complete courses in the operation of compatible vehicles with their ally polities. Instead, the Lasarna employ heavy use of Golems and mystical Simulicra War Engines, combat elements that provide all of the same benefits of vehicles used by other nations without wasting the power of individual Lasarna troops on their operations.

-In addition to their primary military elements, the Lasarna also makes use of Auxilaries, comprised of Non-Lasarna combat elements. Mortalized Spirits and War Dragons alike are kept in Auxilary elements, which operate with the main body as specialist units. The additional capabilities of both parties help shore up weaknesses in Lasarna deployments while simultaniously increasing their overall firepower and ability.

---

This concludes the overview portion of my report. Going forward for the rest of my report, a breakdown of the various tactics, strategies, and specializations amongst these various military elements will be included in the order they were presented in the overview.

[The rest of the report goes on for scores more pages in in-depth detail.]
 
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Neo Sunset City Faction Report (Circa 3156) New

TripleMRed

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(The following is a transcript of an official Median report breaking down the various Street Clans, Corporations, and other factions of interest living in Neo Sunset City within the 1st Wave Displaced sector of Dreamhold City.)

Following the Street War at the end of the prior year, we were tasked with providing an update on the information of the various factions within Dreamhold's Neo Sunset City. Not including governmental employees and native Nullians, it is estimated that approximately a million individuals of Neo Sunset's population is accounted for as being associated with, formerly associated with, a member of, or otherwise has done direct buisness with members of the following groups. If we include individuals who are simply familiar with, or knows someone that fits the prior category, the number of the populace with some connection with these groups is nearing one hundred percent.

Due to the events of the Street War, an accurate census of the total membership of each group is currently unknown and will require a more indepth analysis to gain an accurate picture.

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Megacorporations are not unfamiliar to us here on Null. However, the culture surrounding the MegaCorps that originate from the world of Terra is distinctly different compared to our own. Where Null's harsh conditions and environments forced the development of a cooperative nature between its people, both corporate and public, the MegaCorporations of Terra operate on a cut-throat, tribalistic level, focusing solely on the benefit of their own corporation and no one else. This has subtly, but noticeably changed for those stuck here on Null, in order to both be competitive and survive against the much more united and native backed local corporations, they have begun to shift toward and adopt a more Nullian style work culture. This has nothing to do with moral or ethical changes, and has everything to do with being competitive in the Nullian market. Unheard of in their own world, the three primary MegaCorps to arrive on Null have been forced to tentatively unify into a conglomeration known as the Displaced Corporate Alliance.

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Of the three MegaCorps to arrive on Null, Theodore-Thatchet Trading & Goods is the most mundane. Focused primarily on home goods, consumer grade electronics and recreational hunting items, T3-G as it is commonly known as has the least noteriaty to their name and is the one closest to native corporate values and ideals, making them the easiest to integrate into our line of thinking. Despite this seemingly benevolent reputation, however, they are still known to participate in corporate espionage and warfare with other corporate groups in their native reality, muscling out other potential competitors in their market throught bribery, extortion, corporate buy-outs and, if all else fails, industrial sabotage operations.

Prior to Neo Sunset's official integration into the Median earlier this year, this unsavory part of their history continued to operate, curbing potential competitors in the Displace market while trying to have a monopoly in trading common goods with Nullian buyers. Following Neo-Sunset's integration, Median trade and corporate laws now hang over their heads, and their native competition have more autonomy and power over responses regarding what they consider 'competition that threatens the health of the market'. The new head of the Nullian bound branch of the T3-G, a crocodilian man by the name of Edwards Zobec, is more than willing and able to rebrand and work within the bounds of the new governing laws without complaint or issue.

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In comparison to the other two Displaced MegaCorps, Alyxguard Heavy Munitions is famed for its heavy grade weaponry and mercenary (or 'Private Military Company', as the Displaced are so fond of calling them) renting services. Rockets, high power rifles of all varieties, heavy armor and weapon augmentations are their bread and butter. It was the preliferation of Alyxguard weapons in the streets of Neo-Sunset that led to the uprising's heavy armament. Indeed, it was discovered that Alyxguard's previous CEO, Petrov Gorchenko, was directly working with the uprising's conspirators to maximize profits in the chaos, something that led to his removal from office with the end of the rebellion.

The current CEO, a saber-toothed feline woman known as Samantha Adams, has since taken control and has moved the corporation to be more in line with Median laws, including turning their mercenary outfits into security detail and moving their arms sales to Nullian Military contracts exclusively. With upgrades to bring them to Nullian standards, Alyxguard weapons have found a small, but growing cult following among the native population.

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Said to be the most cutting edge and richest company on Terra, Aisha-Li Dynamics Coalition has found itself no longer at the top post Displacement. Their bleeding edge computer systems, cybernetics, and experimental shielding and directed energy weapon systems are all of interest to Nullian investors, who have since bought large portions of stock in the company after it was opened up to Nullian integration. The unofficial head of the Displaced Corporate Alliance, Ai-Li DC is surprisingly compliant with the new world and the way things are run, despite historically being the most aggressive and expansionistic MegaCorp in Terra's history.

It is believed their new-found behavior post Displacement is due to the fact their CEO, 'Red Panda' heiress to the Coalition Sakura Li, is the actual top executive of the corporation rather than a Post-Displacement vote into office. Keeping her private life and thoughts to herself, and inaugurated into the office mere hours before the Displacement brought her and portions of her company to our world, she has proven buisness savvy and flexible enough to easily comprehend and work within the bounds of our native corporate environment to maximize both profits and alliances in the long term, rather than focus on short-term gains.

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Street Clans are an ancient Nullian tradition dating back to long before the Median's founding, in a more primitive time when long distance communication was virtually nonexistant and defenses for local towns and villages needed to be immediate and coordinated. Borne from Militias that, over time, developed their own subcultures and traditions, Street Clans have become a mainstay of Nullian society and are considered just another part of any Median habitation's tradition and lines of defense alongside the conventional Militia and official military forces.

The Street Clans of Terran origin are an entirely different story. While the origins of such organizations is unknown and lost to time, Terran 'Gangs' are, by contrast, tribalistic groups of like-minded individuals who form their own subcultures that run counter to the wider accepted societal norms. Usually, but not always, criminal in nature and origin, Gangs are as varied and diverse as the populace of Terra itself. Running the gamut of anything and everything from counter-culture youth groups that accept anyone, to groups of individuals bound by a certain gimmick or commonality, to ethnocentric groups that recruit exclusively from only certain sects of the population. Following the Street War, most of the unstable or uncontrollable elements of the Terran Gangs have been expunged or otherwise dealt with, with those remaining being smart enough and cautious enough to avoid drawing unwanted attention or causing too much trouble as to bring in Median government officials to investigate going ons.

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The Hooligans, not to be confused with the similarly named Ogra Clan known as the 'Hooligoons', are a Terran gang unified by their youthful subculture, trouble-making nature, and love for 'street punk' attire. Their unifying 'uniform' include leather jackets and a wide assortment of glowing neon paint over both themselves, their gear, and their clothing. Compared to most other Terran Street Clans, the Hooligans do not have any one unifying leader or hierarichal structure, instead operating in a cell based system involving various different Hooligan gangs that each operate in their own manner and with their own leadership style. This has made the Hooligans the most diverse in the form of relationship with the Median's law enforcement, as some cells are little more than counterculture youths expressing themselves through trouble-making, while others are very much hardened criminal cells ranging from common criminals seeking monetary gain to out and out anarchistic elements.

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Los Muertos are an ethnocentric gang that focuses on recruiting from Terrakin of Hispania cultural descent, though actual species is irrelevant as long as the language and cultural requirements are met. Identified by their glowing skeleton tattoos over their bodies and their skull iconigraphy, they made a name for themselves in the extortion and racketeering buisness before the Street War. Post Street War, Los Muertos have had a shift in priorities that puts them closer in line with what is identified as Nullian Street Clan traditions, serving as protectors of those of Hispaniac descent in Neo-Sunset neighborhoods. Los Muertos also hold the distinction of being the first Displaced gang to open up recruitment to Nullian natives after the Street War, though they exclusively recruit from Bughunter Oros due to them being the closest comparable native culture to their own, as well as sharing a similar traditonal language. Their current leader is a crocodilian male known as Hefe Cavera, 'Boss Skull', a more level-headed and reasonable individual compared to the more criminally oriented leadership prioer to the Street War's end.

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The Subsonics are a tech and augmentation focused gang who are obssesed with sound and sonic weaponry. Most noise complaints filed in Neo-Sunset can be attributed to Subsonic activity testing their sonic weapons for fun, or playing music to obscene levels of volume. Unified by their hard rocker aesthetic and heavy augmentations, all synthetic in nature following the Displacement and integration into Null, the Subsonics hold the distinction of being the only Terrakin derived gang to be taken over by a Nullian leader. Specifically, the latest onsite overseer of the Eastern Testing Site in eastern Dreamhold, an Oros male known by his moniker of 'Soundwave', believed to be derived from a fictious character in old Terrakin fiction. Restructured to be more in line with Street Clan standards, the Subsonics heed their leader's orders with feverish devotion, and have become surpisingly reliable, if 'anonymous', sources of intelligence for the local law enforcement of Neo-Sunset's precincts.

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The Sex Kittens hold the distinction of having never fallen into the parameters, by Median standards anyway, of being a 'gang', and fit almost all the hallmarks of a proper Street Clan. Composed entirely of entertainers of red light district origins, the Sex Kittens act as protectors, avengers, and a social safety net for exotic dancers, sex workers, and any and all other related works in Neo-Sunset, be they male or female in origin. Predominantly composed of females of all Terrakin species, the SK's work very closely with the Median law-enforcement to ensure the safety and well being of their members and protected individuals. Technically lacking a single leader, as each brothel or club is overseen and operated by their own leader, most defer to the oldest Night Club owner to have Displaced alongside them, Madam Clover, in terms of what to do and what not to do in the new world. The SK's hold the distinction of being one of the only three Terrakin 'gang's to have not participated in the rebelling elements of the Street War.

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The Coven were originally a high priority target by Median officials early on due to a misunderstanding. Initial reports painting them as a scheming cult of curse casters, it was quickly found that the Coven are not magic users or a cult in anyway, but rather a group of young panksters who hail from all walks of life and whose 'curses' are little more than clever use of hacking, drones, and simple but effective trickery. Despite the annoyances this can cause, the Coven social group is harmless and is traditionally seen as a 'good luck' charm by many of the gangs of Terrakin origin. Are one of the three Terrakin 'gangs' to not participate in the rebelling elements of the Street War.

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The Cossack Ronins are a highly unusual gang as they are very well known for their excellent public relations despite their criminal elements, with them commonly using their signature bikes to compete in charity races and events. This is actually a massive change from their original dispositions in older times, where they were known and feared as one of the most violent, brutal, and volitile gangs in Sunset City's history. This brutality made them very few if any allies, and indeed they found themselves on the receiving end of a massive reprisal by many other gangs in the 4th Gang War in their original world's history, when they went a step too far and pushed the other gangs into a violent retaliation. The surviving members of the Ronins reformed the gang into a less hostile, more pubically appealing organization, though they retain their harsh recruitment hazing rituals and do not shy away from organized crime in the form of the drug and weapons trade. Their current leader, a canine of mixed breed origin known as Hanzo, is notable to having been the first among the gangs to raise objections to the plans leading up to the Street War and was the leading element behind the Allied portions of the gangs fighting against the rebelling elements during the month long conflict.

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The Scorned Eyes is an interesting organization as they do not have the normal characteristics of either gangs or Street Clans. Indeed, it is more accurate to say that the Scorned Eyes are a form of private detective agency that exclusively reaches out to scorned or cheated lovers or otherwise broken homes, selling their services for a notable but affordable price to compile evidence in the favor of the scorned party. It is believed that the Scorned Eye recruits from members of the Coven who 'grow out' of their age limited service period, and who also hail from broken homes themselves, which would explain the close relationship between the two parties. This 'agency' notably has been reached out and recruited by Nullian intelligence services for their experitise in monitoring and infiltrating Displaced networks, something they prefer to keep to themselves. Their leadership is known, but under protective anonymity by Median high command.

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The Gas Rats began life as an ethnocentric gang composed entirely of rodents until they eventually branched off and opened up their doors to anyone willing to join, provided they could pass muster. Named for their affinity for aerosolized chemical weaponry, the Gas Rats are chemists par-excellence despite their often dodgy, barely clothed forms, unified by an affinity for spiked bracelets, collars, and gas-masks. The premier drug makers among the Displaced gangs, 95 percent of all drugs in circulation within Neo-Sunset can be traced back to the Gas Rats themselves, or an abandoned lab of theirs that other gangs have taken over. Despite their potential to cause great damage due to their knowledge and experience in chemical warfare materials, the Gas Rats have a tentative alliance with the Median, being used to produce new chemical weapons for use against Spider Ants and Mother Root targets, something they agree to on the basis that it provides them with the money needed to make more drugs for their own personal usage. Those among them who opposed this deal were among the rebelling side of the Street War, bringing with them their knowled of chemical weapons. This event has strained the relationship between the two parties and has placed a more careful eye on their activies. Their current leader is a female 'skunk' known as Flower, who keeps her forces in line through a potent mixture of charisma and chemical ecstasy enhancers of her own make, something that makes her very popular with her gangs members.

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The Dandies are a highly unusual group in that they do not fit the typical gang or Street Clan markers, but rather are a social club that believe in living a certain lifestyle. Named after their dapper outfits and dandy lifestyles, the Dandies wear armored clothng of Nullian design and make, and often adorn themselves in an older, but 'stylish' fashion of dark suits, various forms of ties, and hats of every design from top hat to bowler and everything in between. Another unifying element of theirs is their signature cane, which are distinct and made for each member upon proving their commitment to the social club, unique to each individual. These canes hold within them a paralysis dart launcher good for twenty darts, something they exclusively use to defend themselves from the criminal element and which they are forbidden from using in normal day to day activites on pain of punishmen within the club. An odd group, the Dandies are recent editions to the Neo-Sunset managerie of factions, being Terrakin with a fascination for the idea of non-violent social clubs common in Median society, with theirs being modeled after the Dreamhold Suit Society. For their part, the DSS were more than happy to help the Dandies formulate their dress codes and founding traditions, and the close ties between the two often sees Dandies move beyond Neo-Sunset to venture into the DSS clubs in eastern Dreamhold.

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The Jokers are an ethnocentric gang comprised entirely of 'Spotted Hyena' Terrakin. Formed in response due to the low population numbers of their species in Sunset, especially post Displacement, the Jokers are extremely territorial in protecting their claimed territory in 'Hyena Alley'. Keeping to themselves to focus on repopulating, they are infamous for their extreme brutality even by gang standards if threatened, and do not take the injury or death of one of their members lightly. The most brutal of their elements include maiming, torture, and assault in various forms against those that cross them, assuming they are not killed outright. Their leader, Queen Impisi, has made her stance of violent retribution for attacks against their kind known, though she is more than reasonable enough to negotiate if violence is not required for a given offense. During the Street War, the Jokers are notable for being the only gang to not join either side in the fighting, instead protecting their territory against both sides. Post Street War, the Jokers have petitioned for aid in helping to boost the population of their people. Negotiations are currently ongoing between the Joker's leadership and Median medical authorities for in-vitro assistance in growing their numbers. A smaller, but not insignifigant subsect of their female and hermaphroditic populace have also put out feelers looking for mates of Ogra and Oros origins. Status of their successes still pending.

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The 5th Street Cleaners is a new, Post-Street War Street Clan, and is comprised of individuals of the titular 5th street who banded together in the interest of protecting their people, due to the loss of life and home in that location during the outbreak of the Street War. Wearing their every day clothing, they are identified by their distinct styalized '5thSC' logos they painted or stiched into their clothing. Lacking much in the way of criminal elements, the 5th Street Cleaners are of little interest to law enforcement and have been given specialized devices to call in official law enforcer support rather than try and meet out vigilante justice themselves. They lack any formal leadership and their structure is closer to a milita than anything truely organized.

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The 70th Street Hoods are a gang who trace their lineage back to '70th street' back in old Sunset City. Known for their 'hood' culture, the originaly ethnocentric gang has since opened up its doors to anyone willing and able to keep up with their lifestyle of pushing drugs, earning money in underground animal and pit fights, and generally being trouble-makers. More organized and unified than their Hooligan rivals, the Hoods often get into territory disputes with the Hooligans, ranging from simple shouting matches, to shows of force, to out and out fighting. Suffering disproportionate casualties during the Street War, the Hoods have spent the months since nursing their wounds and coming to terms with the new way things are done in a post integration world. Due to the losses sustained among their senior leadership, they are currently operating on at a lower capacity as they try to sort out and decide who among them shall be their next senior staff.

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The Golden Path is less of a gang or street clan in the traditional sense, but more of a ethnocentric religious movement with cult like elements. Careful surveilance have revealed, while odd by our standards, no elements to their belief system that could prove dangerous or otherwise determinetal to other individuals not a member of the Path. Recruiting exclusively from species of 'Kumatian' origin, ranging from lions to crocodiles to jackals and more. The members of the path replaced their body parts over time with augmentations, synthetics post Displacement, until they were almost completely replaced save their brain and several key organs. Covered in furless, black and gold synth-skin, with hair replaced by synthetic dreadlock like ornamentation. By the end of their journey down 'The Path, Adherents are almost completely Synthetic, with enhanced speed, reaction, durability, and more, though at costs of increased strain on their nervous systems tryingto keep up with their full abilities, as well as a massively increased caloric intake even outside of extensive physical activities.

The belief of the path is that that the adherents can come close to the abilities of the gods of the old Kumat pantheon via cyber, or synth,-ization. One of the few organs members of the path do not change about themselves is their reproductive organs, due to a strict adherence to its foundational aspects that include that the Path cannot be forced on others, but must actively choose to walk down it in their attempt to emulate the gods. Children born to parents following the Path are born completely natural, and are not allowed to begin walking down the path until they have reached adulthood and are aware of what is involved with this way of life.

The founder and leader of the Path is Pharoah Baako, a jackal who was the first to journey down it and set down its foundational creeds. Baako preaches not just striving to emulate the gods in form and ability, but to also seek to emulate them by protecting the less fortunate, with Path members having a religious duty to step in and stop wrong doing the stumble across. Relatively small in number, and mostly keeping to themselves, Baako and his follower's thoughts regarding Null and its peoples remains unknown, though he has preached working alongside their 'alien brothers and sisters' for a better world.

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The Harlequins started life as a gang of misfits known as the Clown Brigade, adorned in ridiculous attire emulating clowns and court jesters while performing increasingly outlandish stunts and pranks, earning money on the streets through their stunt work and routines. Early on into their arrival on Null, however, a subtle but unmistakable shift began in their culture, revolving around a fascination with the court jester of the Median Court, Harley the Harlequin. This fascination led to the madopting the Mediator's jester and daughters purple and red color-scheme, as well as beginning to incorporate many of her more well known routines and jokes into their shows.

However, this did not go unnoticed, and while the specifics remain unknown, it is known that the Clown Brigade was paid a personal visit by Harley herself, before they proceeded to chang their name to the Harlequins following this encounter. In the years since, the Harlequins have adopted more and more mannuerisms and attire to better reflect the Median Court Jester they have come to have an almost cultish fascination with, adorning themselves in armored suits akin to their idols combat gear. Although not confirmed, it is believed by some sources that the Harlequins have taken to vigilante justice, using skills and even abilities never displayed before while making use of non-lethal weaponry and maneuvers to take down wanted criminals. They now earn most of their money by performing high skill performance shows, with tickets to the events becoming sold out in record time.

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The Masque Club is a societal club with a limited number of members. Little is known about them other than they have ties to a currently unknown benefactor, believed to be a member of the Median leadership, and that they operate out of fronts before leaving to perform odd jobs ranging from seemingly mundane activities, to high level mission perameters currently classified at this current security level. All we know for certain is that they all wear some manner of mask, they are on our side, and they are not, or possibly cannot, be interupted while they are 'on the clock'.

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The Scales is an ethnocentric Street Clan comprised entirely of reptilian Terrakin who unified to fight back against historic violence and tensions against Terrakin of reptilian descent. Over time, however, the Scales have become just another gang who use threats of violence and coercion as much on the people they claim to protect as they do against those they claim to protect their kind from. Post-Street War, the Scales have altered their structure to be less aggressive and hostile towards outsiders, as well as return to their roots as protectors of their fellow reptilian Terrakin. Additionally, several Chimera and Empusa have joined with the Scales post Street-War, though they aren't particularly popular among their fellow clan members due to the fact they point out that, strictly speaking, all Terrakin are technically mammals due to being warm-blooded, giving live birth and suckling their young through mammary glands, with the presence of scales or fur being superficial. Their current leader is a male 'Komodo Dragon' named Hank DeSoto, who is said to have slain the previous leader and taken his place in order to point their clan back on the right path, or so the story is told.

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The Bonecrushers are a Post-Street War Street Clan, and consists primarily of Nullian species with Terrakin being new recruits. A proper Street Clan of Dreamhold origin, the Bonecrushers were one of three Street Clans who volunteered to move into Neo-Sunset post-Street War to act as liasons between traditional Nullian Street Clans and the local gangs. Bonecrushers gained their name due to their origins as a Bonetaker Nation group that moved to Dreamhold, then called Byr, from the Bughunter lands and carried with them their cultural practice of consuming bones. Current leader is a Firebrand raised Cu Sethan.

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The Reapers are a Post-Street War Street Clan, and consists primarily of Nullian species with Terrakin being new recruits. One of three Dreamhold Street Clans that volunteered to move into Neo-Sunset post Street-War, the Reapers originate as a Stonecutter Street Clan from Dreamhold's ancient days, when it was still the Stonecutter city of Byr. Named after their scythes, used as makeshift weapons owing to their origins as farmers, the Reapers are the oldest still living Street Clan in Dreamhold and thus bring with them a wealth of culture and experience to help guide their new neighbors. Current leader is a Royalback descended native of Dreamhold named Kharl Stahlfresser.

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The Divers are a Post-Street War Street Clan and consists primarily of Nullian species wtih Terrakin being new recruits. The third of the three Dreamhold Street Clans that moved to Neo-Sunset post Street-War, the Divers originate from the Wavechaser populace in Dreamhold who lived in the Pond, a localized artiifical lake with sea like qualities, before the arrival of the Displaced, and who shared their territory with aquatic Displaced species. Traditions of sailing, deep diving, and fishing runs deep in their culture, and they have made it a point to guard their Displaced neighbors even before the outbreak of the Street War. Current leader is simply known as 'The Captain'.

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Organized Crime is not unknown to Null, as centuries ago Organized Crime families were ejected from the Spirit Realm of Lacuna to Null, where they caused no end of trouble before localized reprisals saw to their destruction. Hiding behind the veneer of civility, honor, and legitimate buisness, Organized Crime Families, commonly known as 'The Mob', has been brought over from Terra alongside the Displaced, with three prominent families having become a part of Neo-Sunset's populace. All three make use of legitimate buisness fronts to produce the majority of their monetary funds, however it is virtually impossible for their criminal origins to disappear so quickly or cleanly, meaning they remain persons of interest for the Median government to monitor for illicite activities.

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The Felidae Conglomerate is a massive network of interconnected criminal syndicates, gangs, and crime families, all unified by one trait: They are all Terran felines. Big cats or otherwise, they are the premier crime family linked together by both species relation as well as marriage alliances, the Felidae Conglomerate's largest legimate sources of money include being info brokers, stock traders, and having heavy stake interests in various corporate holdings. Their list of criminal activities is extensive, but mostly revolve around white collar crime, insurance fraud, and insider traiding, however this also serves to cover up their more gruesome criminal activies, including gun running for criminal groups, 'leg breaking', extortion, and murder, among other things.

It was the former head of TFC, a male tiger named Alexy Petrov, that helped insite the Street War, though his exact motivations remain a complete mystery why this was the case following his mysterious suicide midway through the conflict. It is almost certain that whatever his intentions for insighting the conflict, the ultimate fate of Neo-Sunset becoming an official part of the Median and its various powers now being beholden to its laws were almost certainly not what he had been hoping for.

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The Carcharadai Cartel is one of the two rival, competing criminal families operating within the Pond. Comprised primarily of shark based Terrakin, the Carcharodai are known for their loaning and investment buisness in the underwater and shore side communities within the Pond, as well as having legitimate but competing food buisnesses selling fresh caught feral fish and other undersea food stuffs for the aquatic community. Larger in size than their rivals, the Delphinidae Syndicate, the Carcharadai are not as cohesively unified as their bitter rivals, which leads to their often bloody and brutal conflicts ending in a stalemate.

Disliked by even the regular members of their special communities, the Cartel remains in power due to to towing the line between legitimate buisnesses and out and out illicit activties, which include blackmail and the black market trade. The current leader of the family is Don Krakun, a sourly buisnessman with a temper but an art for selling a salespitch and brokering deals.

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The Delphinidae Syndicate is comprised primarily of 'dolphin' species, with the unquestioned leadership being made up of 'Orcas'. In comparison to their Cartel rivals, the Syndicate have a much better public relations with the public of the Pond, putting on a friendly, charming face through which they use to sell their security services and sell their goods as one of the competing food suppliers of the Pond. However, this friendly mask hides a brutal, ruthless capacity for bloodshed and calculated, targeted violence. While they much rather prefer to be loved, they are willing to settle for, and have the capacity and ability to, be respected through fear.

Led by Matriarch Fassata, the Syndicate charms do not hide or disolve away their murderous capabilities in the eyes of the Nullian law, and since Integration post Street War, the Syndicate's brutal methods have yet to resurface and no mysterious disappearences have occured in the past few months. This agent cannot help but stress the importance of continued monitoring of the Syndicate for any lapses to their old methods. While TFC were the origins for the Street War, and the Cartel's activities earns them no friends anywhere, the capacity for loss of life by the Syndicate if left unchecked is massive, particularly with the physical power of the Orcas.

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Non-Aligned Groups of Special Interest are exactly as the name implies: Groups that lack a tie to the criminal underworld, or whose activities are too broad to be considered more than a subculture or subgroup. Only two primary groups of interest fit this description in Neo-Sunset.

'Were's, as they are known, as individuals afflicted with a mystical nature that allows them to shift their forms between a normal default form, a larger and more powerful monsterous War Form, and a more agile feral form. About 1 in 20 Terrakin are a Were and can be found all over society in almost every strata or group, though they tend to keep their true natures secret if they can manage it. While having potential for destruction, Were's tend to be less inclined towards causing trouble than most other Terrakin, possibly to avoid detection and conflict against their kind by other groups. As a Special Interest Group, they are monitored and provided governmental aid for their populace, though discretely as to avoid too much unwanted attention.

Vampires, meanwhile, are another group of individuals afflicted by another mystical nature. Requiring semi-regular ingestion of blood to remain healthy and sane, Vampires are notable in that they can spread their affliction to other Terrakin in an on-permenant manner. These 'Thralls' tend to be linked and subbordinate to their 'sire', though they themselves are not 'true' or Trueborn Vampires. Trueborns number in only a few tens of thousand in total number, and live in a special district zone all of their own in the outskirts of Neo-Sunset. Because of their special dietary requirements and ability to make Thralls, Vampires are closely monitored and observed in a manner similar to Nullians with the Bloody One condition. However, the ongoing Moon War has stretched monitoring abilities and thus have made it difficult to keep a close eye on them, even post Neo-Sunset incorporation into the Median.

Previously trying to keep their true natures hidden in the old world, both Were's and Vampires are now public knowledge, though ironically they are now just another curiosity in the daily lives of the Displaced Terrakin, as common sentiment after Displacement and adjustment to living on Null is caution, but not surprise at this revelation.

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All of these Street Clans, gangs, and other organizations should be kept a close eye on through surveilance in order to ensure no repeat of the Street War happens again. This agent also particularly reccomend keeping a close eye on the Delphinidae Syndicate in particular. Their capacity for destruction cannot be stressed enough.
 
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