Would you like to know more?

  • >Yes.

    Votes: 7 16.7%
  • >Yes.

    Votes: 1 2.4%
  • >Hell Yes.

    Votes: 9 21.4%
  • >No.

    Votes: 0 0.0%
  • >What is this!? Who are you people!?

    Votes: 25 59.5%

  • Total voters
    42
Nullian Armed Forces: Extended.
[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.]
 
Last edited:
Neo Sunset City Faction Report (Circa 3156)
(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.

---

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.

-

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.

-

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.

-

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.

---

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.

-

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.

-

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.

-

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.

-

The Sex Vixens 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 Vixens 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 SV'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 SV'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.

-

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.

-

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.

-

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.

-

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.

-

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.

-

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.

-

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.

-

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.

-

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.

-

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.

-

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'.

-

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.

-

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.

-

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.

-

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'.

---

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.

-

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.

-

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.

-

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.

---

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.

---

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.
 
Last edited:
Nullian Mystical Elements and Damage Classification.
(The following is a transcript of a breakdown of the known mystic elementals of Null by a Displaced scientist, sent to their colleagues in their field.)

Since we've got here, my peers in the scientific community Displaced here from their respective universes have been inquiring about some of the fascinating things we've heard about our new home. Null is, for lack of a better term, a mystical land home to elements that defy conventional physical laws and which do not fit in known elmental periodic tables. As one of the first to attain work in our new home, the responsibility fell to me to compile a brief overview of some of the new, fascinating elements not found in our homelands.

Conventional Elements: Before we dig into the mystica elements found here, it is important to note a key difference between the 'conventional' elements of this universe compared to our own. In the scientific community we've developed here, the term 'Molecularly Stable' is a term you will see often, refering to the small but vital difference between the molecular bonds of things in this universe compared to our own, particulary here on Null. The term 'Molecularly Stable' means that elements and objects made of those elements in this reality are notably have greater durability and resiliance compared to those of our own, 'Molecularly Unstable' universe. As an example, Iron here is of a higher quality and tensile strangth than our own back home, and even common stainless steel of Nullian Origin (And presumably other worlds in this reality) are approximatly 5 times stronger than that of our home universe. Consequently, living creatures in this universe, including ourselves post 'upgrading' to Nullian standards, are hardier, more resiliant, and overall stronger by various factors compared to our own reality. Furthermore, Null in particular has creatures of durability that increases over time as a result of increased technological levels causing them to adapt to become hardier. The reasoning eludes me, though I'm told it has something to do with 'keeping itself deadly' in regards to this world we're now on.

-

Mystical Elements: Elements not found in our universe of a mystically charged nature, some within our community have dubbed this classification as 'unobtanium', in allusion to a common term in science fiction seriels of the past. Regardless of how we classify them, these elements lack a naturally occuring quivalent in our own home universe, and so each is distinct and has unique uses in Nullian technological development. Many Nullian creatures naturally harness the abilities of these elements by consuming them and integrating them into their biology, giving them elemental abilities related to the element in question, though most with such powers are using fully home grown abilities. One universal trait with all of these elements, however, is that they are self-replenishing when unrefined, and as such are sustainable resources provided their ore deposits aren't tapped out.

-

Mythril: The familiar name of a fantastical metal stronger yet lighter than steel, this is true still here on Null. Refined Nullian Mythril is about 5 times stronger than reinforced steel alloys, while only being a 4th of the weight, making it the ideal baseline metal for all modern day alloys used for modern armor systems. Although the final strength of the alloy is determinate on the other materials used, Mythril is used in almost every form of construction due to its extreme flexibility in usage and its wide applications on the exact alloys used. It also is surprisingly tolerant of heat, though the plasma coated claws of Nullian wildlife puts medium grade Mythril armors to the test.

Adamantium: Another familiar name for a fantastical metal of extreme durability, Adamantium is quite heavy, but also extremely durable by an order of magnitude compared to its Mythril counterpart. Finicky to refine, it is almost impossible to get pure Adamantium, as it is notoriously difficult to remove all impurities from the substance even with a divine blacksmith. It is often said that 100% Pure Adamantium is as unbreakable as an Oros' bones, though this is said to be an exaggeration by those said to have seen such material. As of the modern day, 'pure' Adamantium refers to any Adamantium refined to have, at minimum, a 99.9% purity, though it is difficult to determine the purity outside of labratory conditions, which means many 'Pure' Adamantium ingots found in the world are often as low as 97% purity.

Fulgerite: Also known as Fulminite, Thunderstone, and occasionally Voltite, Fulgerite is an elemental ore that develops crystaline outcroppings known for producing its own electrical charge, or absorbing electrical charges from bolts of lightning. Used primarily in power generation technologies, Fulgerite has a long history as one of the first mystical elements mined and used by most Nullian civilizations for a wide variety of applications. Military applications include powering of rail and gauss weaponry, as well as using Fulgerite lining to amplify and improve the rails and electromagnetic rings, as well as weaponized stun or electric ammunition, while power generation and defensive applications are a common use of the substance in all fields. It is not compatible with Solarite power systems, at least for now, without explosive results.

Solarite: Also known as Sunstone and Nitro-Ore, Solarite is an elemental ore wiht crystaline outcroppings known for its production of solar plasma. Functionally a non-radioactive fusion reaction in waiting, Solarite has always had a military appication in explosive weaponry and bombs, as well as the long used 'Red Powder' ammunition for conventional bullet based firearms, though an accidental discovering in the mid 1000's of the Nullian Calander found it can also be used as a potent, though finicky, power source in the form of Solarite Plasma Reactors. It has been found in recent years thanks to testing with Displaced plasma technology that Solarite interacts with, and attempts to absorb, near by plasma that is within a few centimeters of the substance. While easily containable with even a half inch of material between it and the other substance, this reaction causes a potent explosive reaction when even electrical plasma is involved, explaining its destructive relationship with Fulgerite.

Glacium: Also known as Coldstone and Semi-True Ice, Glacium is a frozen material that absorbs heat yet does not completely melt away provided it does not absorb too much too quickly. As such, it is a common material used for cooling technology as well as ice based weaponry and ammunition. It is excellent in stopping fires when properly processed into a misty foam, and as such Glacium based foams mixed with water is an extremely common resource used by Nullian fire departments in combating infernos. It is not reccommended for unrefined Glacium to be used in cooling drinks as it will freeze the liquid on contact. Handling of unrefined Glacium is recommended with proper equipment, as direct skin contact can lead to damage, while refined Glacium is safe to handle, though still cold to the touch.

Hydrostone: Also known as Aquaore, Hydrostone is the simples of the mystical elements: It creates water and in its refined form can be used to part exiting water into its base components. As a result, many advances in developing Hydrogen fuel cells that only require water as the fuel has occured thanks to using Hydrostone as the source of these discoveries. The Median now uses hydrogen engines as a less powerful, though still very potent, secondary backup fuel system to power all of their ground and air vehicles while using Fulgerite or Solarite energy as the primary energy source. One should be careful when using Hydrostone to make drinkable water, however, as the water produced by Hydrostone is directly affected by the environment it is in and the quality of the local water. As a result, Hydrostone found near salt water is unsafe to use for drinking, as is Hydrostone found other unsafe materials in the wild. Only refined, tested Hydrostone found for sale or public use in the Civilizations of Null are reliably safe for getting a quick drink to hydrate yourself with.

Floatstone: Also known as Hoverstone and Skystone, Floatstone is the fantastical gravity defying rock found all over the world in the many floating landmasses in Null's skies. Naturally defying gravity through mystical means, refined Floatstone is used for creating all modern day Nullian hover and gravity manipulation technology, including contragrav vehicles, intertial dampeners, and weight distribution engines. Useful in any and every imagineable scenario, refined Floatstone takes the natural gravity defying abilities of its unfrefined ore and allows it to be manipulated through application of precise electromagnetic discharges, which alters the local gravity being manipulated as well as extend its effects beyond just the ore, allowing for fine control of contra-grav technology. As an added bonus, Floatstone's anti-gravitic properties are not 'slippery' like those we developed in our own home, meaning that Floatstone tech does not 'slide' around without the proper force needed to move the object proper being applied.

Umbrum: Also known as Shadowstone and Nightore, Umbrum is a fascinating material with the ability to manipulate a localized pocket around itself to avoid detection across most known spectra, upto and including sound and smells. That being said, unrefined Umbrum is very easy to detect on any functional scanner, as unlike its refined, easily controllable metals, raw Umbrum ore fluctuates its energies eratically, causing scanners to pick up wild and rapid distorions of signals coming in and out of detectible wavelengths. Properly refined and utilized Umbrum allows for the use of stealth technology, both passively and actively, making them an extremely useful tool in military applications.

Moonsilver: A silvery, liquid metal in its natural, unrefined state, Moonsilver is a highly unique mystical substance in that it actually counteracts and absorbs Mana based magic with no apparant limit in practical day to day terms. This property makes Moonsilver, though relatively uncommon, a highly sought after material for the detainment of rogue mystical threats or the containment of mystical hazards.

Sungold: A goldish, glowing liquid metal in its natural, unrefined state, Sungold can only really be described as 'holy', a substance widely used by religious organizations for its abilities to counteract and destroy what can only be described as 'unholy' powers and creatures. It's most popularly used by the Berserker Paladin Order in its demon hunting duties, though it also sees use as stores all over the civilizations of Null for emergencies if the propery authorities on the subject are not availble.

StarIron: A solid ore like metal without ferromagntic properties of its own, StarIron, also known as 'Cold Iron', is distinguished by the unrefined ore having a jet black appearence covered in what can only be described as stars. It is most well known for being anethema to Elderitch powers, and is widely used by the Magi Order and its constituents and peers in the fight against Elder Things. Tellingly, StarIron is also useful against what our culture's myths identify as 'Fae', which has all sorts of implications. Interestingly, its effects are diminished by those who have Elder Blood, but are not themselves full Elders, with them finding it uncomfortable to touch and be around, but not out and out painful.

-

Additionally to these materials, the Nullians also make use of the 'Damage Classification System', which is a multi-tiered system to classify the power of an attack based on their performance against known materials used for armor. Due to the fact that Nullian creatures demonstratably grow stronger over the centuries in response to adapting to advancing technologies, the system has been redone multiple times over the centuries, with this in particular being just the most recent and modern day, though not necessarily final, version of the system.

Class 0: A baseline, used to describe any form of attack that can damage soft materials such as unreinfroced fabrics and soft metals.

Class 1: Any attack capable of bruising the flesh of civilized flesh, as well as punctuing iron.

Class 2: Any attack capable of outright removing, puncturing, or otherwise severely damaging flesh, as well as puncturing low quality steel.

Class 3: Any attack capable of damaging reinforced steel alloys and unrefined Mythril ore.

Class 4: Any attack capable of damaging refined Mythril armor.

Class 5: Any attack capable of damagin medium grade Mythril alloys.

Class 6: Any attack capable of scratching high grade Mythril alloys.

Class 7: Any attack capable of damaging high grade Mythril alloys, and scratching low quality Adamantium armor.

Class 8: Any attack capable of damaging medium quality Adamantium armor.

Class 9: Any attack capable of damaging Adamantium/Mythril alloys.

Class 10: Any attack capable of damaging high quality Adamantium alloys.

This system is not ironclad, and there are many variables involved that keep it in flux, such as the involvement of Runic reinforcements or magical abilities. With the advent of shielding technology in recent years, this system also does not take into account shield strength beyond its comparable durability to any given armor.

I hope this has been informative to you all and I hope we can begin proper discussions about the implications and capabilities of these fascinating native materials!
 
Goods of the World of Null, 5.
[A worn out poster is visible, carefully preserved with loving care. It shows a band made up of hair metal rocking Ogra playing before a crowd. Words follow, reading 'Rockageddon CCXVII, touring live across select cities of the Median this summer!' A list of bands is visible underneath this, but time has left the names and logos too faded to be legible now.]

---

[An advertisement shows a robotic rabbit woman in a maid outfit standing in an action pose, a mop in one hand and a cycloptic robot torso leaking oil in the other. Her hand is holding it by the head, crushing the metal, while her face is in a seren look of icy fury. 'Metal Maid Panic, sequel to the critically acclaimed Metal Maid and Metal Maid Black graphic novela series, coming soon!']

---

[An old advertisement is visible, the date very recent, depicting a squad of colorful Displaced women in frilly sailor fuku outfits as they strike action poses, the edges of the poster showing shadowy figures menacing them. 'Lovely Honey Squad, collect the entire series for only D55!]

---

[A holographic advertisement is visible, showing a lively beach area full of aquatic Displaced and non Aquatic Displaced, as well as Nullians, enjoying the surf and sand. 'Neo-Sunset is proud to present the grand opening of the Pond Bay Beaches. Enjoy good food, meet exciting new people, and dance the night away with friends and family. Admission is free, space is limited, first come first serve.']

---

[An extremely old poster that has been preserved depicts a first generation Nullian combat mech, the chest open to reveal the pilot sitting within, arms bare and eyes exposed as he glares at the viewer. 'Heavy Mettle Waltz, Tales of the Steel Front War. Coming Soon.']
 
Goods of the World of Null, 6.
[A new digital poster is visible, showcasing an array of different branded drinks. 'Sylo's Drink Emporium, Dreamhold's newest Native-Displaced drinking franchise! Enjoy classic Median brands from Pop-Pops, Sip's Up, Soda Jerks, Wine 'N Dine, and Suuki's Shake Shack, to iconic brands including Neo-Sunset's Sorry Sake, Buzz On, and O'Nell's New Eirland Whiskey. Step on in and meet new folks with a drink in hand and a smile on your lips!']

---

[An old, worn out poster depicts a war scene out of a science fiction setting, showing heavily armored soldiers firing at one another with energy weapons as a star ship comes down in flames in the background. Words underneath read, 'Strained: Crimson Orchestra, Volume 4 Coming Soon. Catch the climactic finale of the critically acclaimed dark science fiction war series that have captured Nullian minds and thoughts for decades.'

---

[A holographic display showcases what seems to be a promenade at Dreamhold's residential area for aquatic species, the Pond. It scrolls through several mom and pop establishments, as well as some more mainstay Nullian eating establishments, including fast food staples like competing pizza franchises, the sun icon clad Dominus Ignus and Nullian predator themed Apex Den, as well as iconic staples such as the not-officially-endorsed Burger Mediator, the officially-endorsed Harley's owned by Mediator Media's right hand jester of the same name, Dreamhold's own native Byr-Byre Burger, and the all encompassing Soup Palace.]

---

[A new holographic poster is visible, depicting a Median aerial cargo ship traveling to the West, with words following stating 'LongLong-Tehemon Shipping, the shipping company with exclusive rights to private trade with the Sun Kingdom on the West Coast! Apply your company for a trading space on our cargo liners now! Space limited, first come first serve!]

---

[A Median military recruitment poster showcasing a Hunter, a Knight, and a Guardian planting a flag upon a strange creature of craggy stone like flesh and blue ichor spilling out of its wounds as words underneath read 'We need you to fight against their celestial tyranny! Join the Median Armed Forces today to take the fight to Yarah Dam!]

---

[An online video advertisement begins to play, depicting a crazed looking Empusa in disheveled office clothes standing in front of an enormous assortment of various items and objects.

"Come on down to Maggie's Madhouse, the only approved source for extradimensional media, games, toys, and assorted garbage the Artist's Quality Control Union didn't take behind the shed and put down like a mad Clucken!" Walking around, the Empusa woman takes out various items including, but not limited too: A singing plastic wall bass, a tacky lamp designed to look like a hairless female's leg, an archaic game system with a odd, trident shaped controllers plugged in, and a poster depicting a group of fantasy adventurer's journeying to destroy an evil ring. "If you want to experience the oddities and wonders of the multiverse, but lack the ability to travel the distance and/or are forbidden from doing so, we here at Maggie's Madhouse can become your one stop shop for all manners of foreign, alien media and wonders!"

"Have you always wanted to reexperience the disappointment of never amounting to anything?" She took out a packet of cigarettes. "These lung-cancer sticks can make you die inside physically as well as emotionally! Have you always wanted to keep a pet, but don't want the responsibility of a real animal?" She then lifted up a surprisingly very robust and advanced dynamic robot dog. "We've got all kinds of mechanical friends to keep you company! Have you always wanted to experience never ending dread and fear for your life as you are watched in your sleep by a horrific nocturnal predator?" She proceeded to bring in a Furby from just off screen. "Now you can experience that and practice your staring contests with this Godless crime against goodness!" Tossing the thing aside with barely contained disgust, she smiled widely at the camera as she spread her arms wide, the camera pulling back to see the whole of the store.

"Maggies Madhouse, new locations opening in Dreamhold, Bloodmount, Ceárta Iarainn, Long Lotus, and Orehaven soon!"]

---

[A poster advertising a convention of some kind is present, the word 'MonCon' at the top. It is split between three sections: On the left is 'EcoMon', depicting an armored Oros commanding Nullian animals to fight an off screen enemy. The other on the right is 'ManaMon', which depicts a more wholesome scene of a Chimera eating ice cream with a floating creature of Nullian urban legend allegedly confirmed to be a myth. At the bottom is 'HighBound' a spin off of ManaMon that depicts a legendary powerful creature, in this case an extremely muscular ghostly dragon, behind a sitting Oros with a buckler connecting the two of them through an etheral link. Words on the bottom state 'Opening Fabius 32nd'.]
 
Back
Top