[Canon] - Internal Security Report On Fractal Nova And Her Cults
Internal Security Report on Fractal Nova

Fractal Nova was sighted near the borders of the Empire one decade ago, following the protocol that all towns within the borders understand they quickly removed any sign of any form of indentured servitude from sight until she had passed beyond the range of the towns.

The reports from this time indicate that no one had refused to follow the protocols and the death count was low in the extreme with only five people dying from trying to steal some of her fur with improper safety methods.

However, this report is to illustrate that the threat that Fractal Nova represents is not just in herself, but instead is a tenacious and insidious disaster waiting to happen. It is well known that she has some aura surrounding her that twists people into following her beliefs with fanatical devotion that is highly resistance to indoctrination on our end.

Even with this aura some of the many cults that we have discovered vary greatly in purpose and overall intelligence. Some retain use of their minds and these cults tend to slowly integrate themselves into the lower levels of society until they believe that they have enough people to ferment a true revolution, however for all the danger that these cults represent the true dangers come from the other two types of cults left in her path.

In general the three types listed below cover all of the cults that we know that deify Fractal Nova as their patron Goddess.

Type 1 cults are the most dangerous of all of them. These cults do NOT engage in large scale actions and instead focus on long term social alteration via influence in legal areas. Due to their legal covering it is difficult for nations and even us to discover and remove them from the lands with any degree of accuracy, as when they do meet it is all in secret with no one knowing the names of any one in the room, with a single exception in the High Priest of the given temple.

Type 2 cults are overall a larger threat than type 3 but, are not as much a threat as a type 1. These cults infiltrate the lower ranks of a population center and slowly indoctrinate the civilians into their religion, until around sixty percent of the people are in their thrall at which point they stage an uprising in the city. It Is worth noting that Type 1 cults seem to spawn type 2 cults periodically, as of the moment we do not know if this is intentional or accidental however it is better to err on the side of cation in this case.

Type 3 are the most directly threading and the least threateningly to the stability of the Empire and the world. These cults are action focused and almost seem to have contracted a neurological disease of some sort. They are universally enraged and wherever they go they leave behind bodies of those that they view as slavers behind them. They have no temples and instead view the bodies of the slain slavers as their temples and are always trying to kill more and more for their twisted beliefs. In an example of how far a cult can drift from its inception, we have recovered reports of Fractal Nova meeting one of these cults and slaying them all, before writing in their blood and stone that this was not her desire.

Known Cults that worship Fractal Nova


Cult of the Shattering Claw (Type 1)

This is one of if not the largest cult in existence. It has been confirmed to have tendrils in nearly every single major nation in some fashion, is incredibly patient for its goals and works nearly entirely in the legal space. The only time that we have been able to confirm that they do anything notably illegal is when they first enter an area and need to start up a new temple. From the little we have recovered they desire a world where no one is enslaved or bound to another through means not of their own accord. As such their overall threat level is lower than what their scale and reach should warrant.

The Shimmering Cloud (Type 1/3)

An anomaly in the ranks of the cults. The Shimmering Cloud works as a free range mercenary group that has somehow managed to acquire Fractal Felines and Celestial Felines to their side. We have not yet confirmed if Fractal Nova gave them the felines or if they somehow managed to find the nests on their own and tamed the felines. Either way, they have enough of the cats to be a threat and that does not count the fact that they are known for high quality weapons and armor, with their commanders usually having Lost Tech items in their possession.

The reason that they are classed as both a type 1 and 3 is due to their payment system. They take half the expected payment of a group of their quality in direct money or supplies and the other half in freed slaves or servants. However, if they know of a slavemaster that recently killed a slave they will instead offer to complete their mission for a massive discount if they get permission to kill him and any other such slavemaster. Due to this oddity they are considered a valuable group to hire for tough wars if a given nation is fine with their social cost inherent in their purpose.


The Blades of Light (Type 3)

This cult somehow survives the countless extermination attempt that are sent its way. They are considered almost another branch of the Evertourch in their fanatical devotion to their ideals and purpose. Entire towns have been butchered by them for allowing a single person to be enslaved or indentured to another person, and even Fractal Nova herself once sought to wipe this cult from the face of the world and left crushed bodies in her path of vengeance. Yet, nothing truly kills them and they always return.

Nova's Voice (Type 2)

One of the few type 2 cults to survive past their first attempt and as such Nova's voice has grown skilled in intrigue, military tactics and other such fields that make it an even larger threat. It originated in a nearly forgotten nation of the world some decades ago, in truth this nation was more a city state that was suffering under a massive class disparity, the poor and lower classes could barely have one meal per day while the upper classes had more food than they could eat in a week every day. This made the city a fertile place for the indoctrination of Nova's Voice to take hold and only a few years after the cult first arose, the first revolution struck and was promptly defeated, but not before dealing damage to the city as a whole. One decade latter another revolution sparked and this time it succeeded and now the city is ruled by Nova's Voice which has transformed the city into a paradise for those that hold to Fractal Nova's ideology, it is know that that Cult of the Shattering Claw holds this city to be the most holy place in the world and that the Shimmering Cloud is based from within its walls.

@HeroCooky another omake
 
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[Canon] - Internal Security Report On The City Of Nova’s Vision
Internal Security Report on the City of Nova's Vision

Originally founded several centuries ago, the first settlers found a region bracketed with natural defenses and resources. From the records and geological surveys our agents have been able to complete in the current regime, the land has since been mined out with most of the finite resources such as metal no longer being found in plentiful amounts, within the near by mountains and ravines that provide the city with its natural defense.

However, deeper into the mountains and ravines there are still more than enough metals and other rare crystals to make the city a center of wealth, even with this wealth the city has always been a poorly managed nation, that in the words of our agents best described as a "hell hole born solely from human mismanagement."

Before the take over of the city by the forces of the Cult of Nova's Voice, the city was split into two castes with harsh laws regarding both equally. Almost all of these laws were enforced with either draconian sentences or outright death, and as such very few Enlighten (their nobles) were willingly to even risk looking kindly at a Sightless (their peasant). Due to these laws, even the nobles that remained somewhat empathic to the plight of the city as a whole, were unable to do anything but suffer in silence for fear of death.

Our agents were in fact able to confirm that it would be more accurate to say that there were three castes in the city prior to the take over by the cult. The peasant, the nobles and the ruler each with radically different laws and customs that they had to abide by. The ruler was in possession of nearly all of the wealth that the rich land provided and some estimates from our best agents place his income at roughly 80% of the total income of the city alone, with the nobles making up 18% of the remainder and only two percent for the entirety of the peasant caste.

As anyone with any understanding of economics would see, this would be unsustainable in the long run, as the peasants made up nearly 90% of the entire population and the ruler only had around a hundred people in his family, with the last ten percent being the nobles. We have yet to discover the reason behind this atrocious management of funds and resources, and probably never will.

Yet, the effects of this mismanagement are clear to see. The massive discontent that the peasants constantly suffered under made them easy prey for the ideological that the Shattering Claw endorsed. We believe that the general timeline for the conversion of the city, started with the Shattering Claw sending a tendril of their influence into the city some decades before the first revolution, as the cult drew the civilians into their fold their desire for freedom of this tyrannical government twisted the usually secretive and slow acting cult into a much more forward acting variant that renamed itself as Nova's Voice.

The reports from this time indicate that our agents expected the Cult to quickly die as they unleashed a revolution in the city, and their expectations were proven correct as the army, well trained and equipped as it was made solely from noble caste individuals quickly crushed the revolting peasants. However, this was not the end and in defiance of their forward nature the cult leaders withdrew for a decade that we now know was spent preparing for the next uprising.

Our agents have been able to confirm that during this decade of silence, the leaders sent envoys to Forge-Clans, sought out disgraced champion fighters and other such force multipliers. Thus, when the next uprising struck it was radically different from the first, with the cult leaders having trained themselves in various forms of warfare and with moderately technological assistance from a few select Forge-Clans. They slowly reduced the armies via indirect attacks, with poisons and gaseous vapors being a common vector of attack in their hands, beyond the direct they also made use of infiltration and usurpation of important government offices in order to maintain government continuity.

From their own records made free to the public, most districts of the city had their governors removed first by the cults forces as the slowly integrated their personal into the more mundane offices and from their spread slowly outward, by the time actual battles were being waged against them, almost of the city was being governed indirectly by the cult's people. This combined with their poison and other indirect fighting methods quickly destroyed the last of the noble armies with their supplies taken by the cult leaders.

Following this second revolution, the cult quickly moved against the laws that has sparked this entire situation. The evaluated their best direct fighters to serve as an intermittent guard force, while their lawyers and hired consultants from other nations reworked the law books. For a period of a decade the laws were technically unchanged, but in practice none of them were enforced and only due to the population being almost in a collective stupor of relief prevented things from collapsing. However, eventually the cult leaders unveiled a new law system to govern the entire city with and all of the old judges that had survived the revolution were forced to go for retraining before being able to serve once more.

With the rewritten laws in hand, they quickly moved to complete their take over, with the destruction of noble estates and the reclamation of the vaults that the nobles had built into their homes to hold their goods. This was only the first stage, soon thereafter every noble that had survived was placed on trial and given a scrupulously fair experience with some of the best lawyers in their employ being used for the defendants along with hiring people from nearby cities to form the juries, the weight of evidence for the crimes of the nobles was more than enough for almost all of them to be condemned to suffer the worst fate. They would be sent to work for the community, without direct pay but would have their supplies provided by the city as a whole. This replaced the death penalty in the city nearly as a whole, with the worst crimes being either sentenced to expulsion or the community work force. Only, certain crimes yet retain the death penalty, this list includes; treason (defined as meaningful assistance to an enemy in war), rape (high evidence bar), and anything regarding children in unsafe environments.

Now decades after the revolution the city is nearing the level that it should have been, wealth has started to flow around it as the cult manages the economy with a deft hand and the people support the cult in nearly every aspect of their actions. The city is now expected to become a center of wealth in a region that is overly struck with poverty in comparison to other more plentiful regions of the world.

Major Exports

Base Food-stock - the land around the city is massively fertile and produces great amounts of surplus food. Not enough to truly interest a larger nation, but sufficient to make it the breadbasket of its region.

High quality metals and ores - the ravines and mountains surrounding the city, provide access to very high quality metals and ores that are sold to at least two nearby Forge Clans and other cities to provide the city with extra income.

Labor - with the community work force as a thing, the city rents its use out to other nearby settlements to both to spread their beliefs and also to ensure that another city doesn't fall to the same extent that their city did.

Major Imports

Water - the fertile ground seems to consume all of the water in the region leaving precious little for the city to use directly, as such the vast majority of their water is bought from nearby cities and could possibly doom the city if it was ever cut off from this supply.

Medicine - there are several species of mutated insects and parasites in the city's region that require advanced medicines that only specialized Forge Cults can make, this constitutes another major import of the city

Skilled labor - due to its recent revolution the city is still suffering from a relative lack of truly skilled labor and higher profession. The cult as a whole is doing an admiral job of fixing this as fast as possible by hiring teachers from other nations even going beyond the borders of their region in order to get better teachers for their people.

Current Plans

The best we can tell is that the cult is still setting into their new found position of power in the city and most likely won't try to expand their influence for several more decades at least, however they have extended a hand to any other cult of Fractal Nova to use their city as a base/holy city if they so desire. So far we only know that the Shimmering Cloud and the Shattering Claw have taken up their offer.

Our agents report a rather strange event in the city in that the cult does not force people to believe in their religion beyond stamping out ideologies counter to their own, this makes them one of the few cults to gain true power that has not so far used it to become a state religion.

@HeroCooky another omake
 
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[Canon] - The Imperial Proclamation Of Free Belief
It is said that three things make the Empire of Slatnan great: the might of its armies, the Pax Slatnan, and the PFB. The first two are very straightforward in how they are applied and how they change the lives of those affected by it.

The Armies of the Empire kicks the shit out of anybody they are pointed at, with extreme prejudice and glee. Few nations could withstand the complete attention of the Empires might for long, as the Empire can field an army of 2.3 million souls should it be roused to War, though not without having to deal with a slacking economy due to the loss of bodies fueling it.

The Starlight Crusade is an example of the latter of the two, the Pax Slatnan. It is the simplistic idea of giving those that had been conquered citizenship, with all that that entails. It means that a city recently captured does not have to fear the looting and plundering of a winner of the war but has to bear the unpleasant task of bringing its laws and buildings, along with its institution, in line with all other Imperial Regions. A pain for those officials who have to figure out how to do so, but a blessing for the conquered, as the citizens of the Empire tend to enjoy a level of wealth and rights nearly unparalleled elsewhere.

But the PFB is a cornerstone of stability which has often found itself under attack yet has never been removed. The PFB is, at its core, the promise of sheltering a person from any harm due to their belief. All within the Empire have the unalienable right to pray, worship, and practice any religion they wish to practice.

As long as they follow a few rules, of course.

1. No permanent or excessive harm may result from practicing a religion.
2. No Anti-Imperial sentiments may be spread by the faith.
3. All religions have to pay taxes on any goods they receive or produce.

There are more rules to the PFB, but those are the kind of laws that govern the various minutia carried over by time and age since the PFB had been proclaimed 925 years ago. And in a world where you either worship the state religion or die, the promise of a safe-haven is a powerful incentive for many groups seeking a new home.

Even if they have to pay taxes.
 
[Canon] - Internal Security Report On The Shimmering Cloud | [Canon] - Flag Of Nova's Vision
Internal Security Report on The Shimmering Cloud

As mentioned in a previous report this mercenary group is a cult that worships Fractal Nova, as the harbinger of a new era of freedom to the world. Their beliefs and actions are unusual in comparison to the other cults that worship Fractal Nova, instead of focusing on social upheaval in the large scale or outright purging of any one that disagrees with them, the Shimmering Cloud takes a radically different approach to what they consider their holy mandate.

Unlike, the vast majority of cults that have become or began as a mercenary force, the Shimmering Cloud is open to non believers in its ranks, as long as the non believers do not hold counter ideologies to their religion. This has allowed the cult to grow in size and overall skill beyond what is generally accepted as hard limits due to the refusal of letting other more skilled individuals into their band if they do not share their religion.

We have reason to believe that the majority of the trainers that the band has in service are those that trained the leaders of Nova's Voice in preparation of their second revolution. This has been made apparent in the skill that the cult enforces among its soldiers, where in other mercenary groups, it would not be improper to call them roving bands of malcontents or thugs, the Shimmering Cloud is more akin to an unattached military battalion, with skilled and disciplined men and women in its ranks.

One of our agents acting on his own initiative made direct contact with the group some decades ago, and received a windfall of information on their codes and desires that we have seen no large deviation from in recent years.

From this report we have broken their codes down into several points outlined below, in order of overall importance.
  1. All humans and sapient individuals are to be given due respect.
  2. Any form of bondage not consented to by both involved or coerced by another is anathema and the highest possible crime.
  3. Order and Honor is what divides True Individuals from the screaming wretches of the world
  4. Civilization is the ultimate end, where it stands to fall we are duty and honor bound to lend our might to its defense regardless of sin
  5. Fractal Nova is the manifestation of Freedom and Mercy, we have to strive to be worthy of her enlightenment
The points listed above are the primary tenets that the cult holds to, and enforces among its members via an internal court system. It is notable to mention that this court system although based on and tied into the legal system of Nova's Vision is overall much harsher with the death penalty expanded in scope, however they do have connections to enable them to sentence people to the communal work gangs.

Although they like all such groups wander the world, they are notable in that they willingly offer their assistance free of charge to setter bands that are seeking out new land to found an outpost. In this case they stay with the band for up to half a decade providing safety, teaching and general assistance to the burgeoning village. Due to this assistance they have seemingly inadvertently cultivated a large sprawling network of small towns and villages that owe them nearly everything and the cult can now find shelter and rest in the walls.

However, their tenets also have problems that potential employers must be cautious to not fall into. The most prominent one is that they outright refuse to harm general stability in a nation and as such will reject any mission that involves the destruction of government buildings, farms, fouling of water sources and so forth. If given such a mission they will either reject the mission and let their employer offer another more pliable one for them to undertake or they will simply desert the entire mission and return their received payment. In light of this nature it is worth noting that they are fine with missions that deal with direct attacks on cities as long as the damage done is minimal, such as the destruction of a gate or a breach in a wall, yet there has been at least one case where they turned on their employers once they realized that they were planning on burning down a city with the civilian populace trapped inside.

In summary, there are overall less expensive mercenary bands open for hiring that do not entail such restrictive usage, that the empire would be better served by hiring in most situations. A colliery to this statement exists in the case that a nation can be proven conclusively to be a net negative for the world in terms of stability and its people, in this case the Shimmering Cloud will accept missions that they will normal disregard even if they do so grudgingly at best.

In terms of forces the cult, holds appropriately one thousand men and women in the band at most times. These one thousand are split up into four large groups each lead by a single General, under each of these general exists five groups that each answer to a Force Leader, and under the force Leaders are five Leaders.

Outside of this normal chain of command is anywhere from ten to a hundred soldiers. These soldiers have proven themselves better than the rest of the band, yet for whatever reason are not leadership material, instead of being placed in a position that does not fit their skills they are removed from normal command to form a specialist unit. This unit exists nominally under the Grand General and is in theory his personal guard. However, in practice the Champions are sent to the frontlines to provide assistance where needed or to support a failing flank, there has yet to be a confirmed event where the Champions were needed to protect the Grand General and as such they effectively remain within the ranks of the groups that they were pulled from originally to spread their skills to the wider band. Even so it is not wise to discount the authority that the Grand General can exert over the Champions and several times opponents have fallen to a clever usage of this flexible hierarchy that the Champions exist within.

Recruitment

The mercenary group even thought it is a cult tends to recruit more or less organically when possible, letting people profess a desire to join and then be tested by the recruiters. These tests are both physical and mental for the cult refuses to accept those that are unintelligent, or physically weak. However, as according to their tenets they are willing to accept individuals that might not match their criteria at the moment but show a desire to eventually reach that level of skill. In this way they have remained a small but highly skilled force of mercenaries that serve better as shock troops than a true army.

Preaching

The cult does hold regular sermons in their camp, but as one of our agents that joined their ranks for a few years reported, the sermons were not required to be attended and seemed to often become a philosophical debate more often than not between all attending men and women, with everyone being allowed to speak and profess their interpretation of the sermon's meaning only for others to ask them questions about why they believe that. It seems that this fluid dynamic is worryingly good at converting even staunch non believers over time, as our agent also mentioned that it was becoming harder to not start believing as they do by the time he left the cult.

He also reported that they perform these debates in the town centers when allowed or outside of towns when not allowed for any given reason, and anyone can join in, which in his experience was both amusing and sad in equal measure. He is convinced that the cult leaders do not understand just how effective this method of preaching is and instead simply believe that its following one of their main tenets of belief in allowing everyone their own ideals.

Technology and other force multipliers

We know for a fact from our agent that the general soldier is outfitted with armor and weapons that bear the mark of a Forge Clan, however the mark in question is unknown and as such we have no measure of its quality and overall power level. According to our agent, due to the connections with Nova's Vision the army and weapons are also fairly high quality, possibly equal to our main armaments for the common soldiers.

Beyond the common soldier the commanders from Force Leaders and up, are given better technology with some unique items in the possession of the four generals, while the Grand General has access to the single Knight that the cult has. The Knight in question is an unusual possibly unique design although the base chassis is probably standard with only the outward appearance being reshaped.

Finally, we get to the most unique part of the cult in their animal assistance. It has been proven that they have the assistance of at least two Fractal Felines and possibly one Celestial Feline as well. If true this makes them the single largest concentration of tamed Fractal and Celestial Felines in the known world.

@HeroCooky another omake

Flag for Nova's Vision

city 1 flag

 
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[Canon] - Mercenaries Within Slatnan's Armies
The armies of Slatnan are as professional as they are specialized. There is a unit for every purpose within their rooster, a specialist for every need, and a guide on using them in all situations. Yet, for all that Slatnans Armies are the envy the world over for their might, they lack the only thing that cannot be increased by money alone.

Size.

While you may be confused, asking yourself, "How can that be? Isn't the Empire capable of mustering over two-point-three-million soldiers to war?" You would be right in your confusion, but here is the thing: most of those soldiers are levies, random people being told to march to war, not actual soldiers. A soldier in Slatnan is trained for years, sometimes decades, receiving the best in armor and weaponry that can be produced, taught under masters of their trade, and guided by those forged in the crucibles of war and leadership. The common soldier carries equipment worth a small village, not to mention that of the more elite troops.

Now compare it to Billie, who has a spear and a helmet. An old helmet, mind you. And the spear is in dire need of a new pole. Not so impressive in comparison, huh?

And that is where mercenaries come into play. Mercenary Companies play a vital role in buffing out the rooster of any military endeavor of the Empire, providing needed troops with discipline, and, most importantly of all, troops that can die in place of Empire Citizenry or Soldiers. Those companies are typically hired through Inner Security recommendations, ensuring that a commander knows what to expect and how to properly utilize the sell-swords. Wheter that is as garrisons, scouts, or as front-line fooder.
 
[Canon] - (Must Read) - Clan Vanar Arsenal Report
Clan Vanar Arsenal Report
Classified - Emperor's Eyes Only​

This report is made with the expressed purpose of informing His Highness of the capabilities of the Empire's Largest and most influential Forge Clan. This report breaks down the Clan Vanar's arsenal into three categories, Infantry, Cavalry, and Artillery. This report breaks down each unit into its main Armament, its Armor, Miscellaneous Items, the Description of what they are, what they are armed and armored with, and how they are used along with any additional information.

Infantry​

Vanar Guardsmen
Armament: Vanadium Spear and Kite Shield
Armor: Brigandine Chest Piece and Gambeson Jacket with Vanar Guard Helmet
Misc: Sidearm and Utility belt (Rations, water filter, Blood Bark Gauze, etc.)
Description: Clan Vanar's basic Line Infantry, the Guardsmen are armed with an Vanadium Steel Spear and Kite Shield; they provide the majority of Clan Vanar's Self-Defense Force. Equipped with Vanar Brigandine Armor and a Gambeson Jacket, it is easily mass-producible yet offering a high degree of protection for its cost. The helmet is the most complicated piece of Armor. It provides full head protection with a steel body, a wide transparent metal visor, and a one-way receiver radio for the Guardsman to hear incoming orders even in the heat of battle.

The Guardsmen are trained to use their spear and shield in a Shield wall formation and usually have their own choice of Sidearm when their spear is ill-suited for the situation. The most common Sidearm is usually arming swords; however, maces, war hammers, and hand ax side arms exist when they are more likely to face opponents wearing Armor. Finally, a utility belt containing a variety of items, from rations to Blood Bark Gauze, depends on the user's preference.

The Guardsmen are the most common type of infantry under the Clan's employ, and their roles are usually as a garrison force to the various Forts and Villages owned or under the protection of Clan Vanar, their spears are typically left in their barracks, and they usually patrol with their Sidearm if they are in an urban environment. During Campaign, they are the equivalent to Levy Spearmen and are used as such.

Vanar Halberdiers
Armament: Electric Halberd and Vanar Flash Shield
Armor: Brigandine Chest Piece and Gambeson Jacket with Vanar Guard Helmet
Misc: Sidearm and Vanar Battery Belt
Description: Clan Vanar's more specialized Line Infantry, the Halberdiers are armed with an Electric Halberd and a Flash Shield that can blind enemies in front of the Halberdier. Equipped with Vanar Brigandine Chest Piece, Gambeson Jacket, and a Vanar Guard Helmet similar to the one used by Guardsmen. They do operate on a separate radio frequency however, so that they won't receive orders meant for the Guardsmen. Unlike the Guardsmen, however, the Halberdiers have a Vanar Battery Pack to run their Electric Halberd and their Flash Shield, which gives out a very bright flash to the area in front of them and blinding everyone in its area. The Flash shield can be magnetized to the Halberdier's forearm, allowing for the use of 2 hands for their halberd while having an extra layer of passive protection.

The primary role of the Halberdiers in peacetime is as Monster Hunters or convoy escorts. They are much better trained than the Guardsman and, when equipped with the Vanar's supply of Vanadium steel weapons and Armor, are usually a match to the average adventurer or mutant. However, a majority of their training is spent fighting as a team to defeat larger opponents. This teamwork training translates well to fighting in a large unit formation as they can quickly follow their commander's orders and respond like an efficient machine. During Campaigns, they supplement the Spearmen units supplied from Levies and guard the flanks or frontline from Cavalry and Mutant charges.

Vanar Champions
Armament: Laser Forged Greatsword
Armor: Vanar Juggernaut Plate Armor
Misc: Dagger Sidearm and Utility Belt
Description: Clan Vanar's Elite Guard, their primary role as Bodyguards to the prominent Vanar Clan members, resulting in them being given the best equipment that can be readily mass-produced. Chosen from talented individuals that have a long history of service and loyalty to the Clan, Champions are trained in numerous weapons and tools at the Vanar's disposal along with various tactics to defend their charge from assassination or infiltration.

Armed with a Laser Forged Greatsword that can keep its edge even after a hundred cuts, able to cut through chainmail and soft iron armor, and can withstand blows for hours with negligible damage. When a Greatsword retires or is killed in action throughout the years, the sword itself is passed down to their replacement. Over time, these swords have gained mythic status as unbreakable as they are still in good condition even after passing hands over the generations.

However, what makes the Champions a deadly force on the battlefield is the Armor they wore. Clad in high-quality Vanar Plate, they are impervious to even high-powered Crossbow bolts, able to absorb blows from war hammers and maces without issue due to an internal foam lining, and administer stimulants and painkillers to allow the Champion to keep fighting when a normal man would have collapsed from exhaustion hours ago. The Armor also includes a very sophisticated helmet containing a high-grade gas filtration system, a multi-frequency radio to better coordinate patrols, and a thick transparent aluminium visor provide a wide field of view. A secondary visor can be attached to the helmet to offer a Darkvision mode, allowing Champions to see in the dark with only very light.

That is usually the general equipment for the majority of Clan Vanar's Champions. However, there are several notable regiments of Champions that have additional upgrades supplied to them by their specific patrons. From Flash Gauntlets that can blind enemies to Howler Helmets that can deafen and disorient any enemy the Champion is facing, Shock Gauntlets can electrocute enemies on contact or shoot barbs that attach themselves to the target to electrocute them. During campaigns, they can help bolster and inspire the frontline or protect their Clan Vanar charges if they enter the battlefield.

Vanar Crossbowmen
Armament: Vanar VRC Model 20 Repeating Crossbow
Armor: Brigandine Chest Piece with Gambeson coat and Vanar Guard Helmet
Misc: Ammo Vest, Utility Belt, and Sidearm
Description: Clan Vanar's Basic Ranged Infantry is the Vanar Crossbowmen. Armed with the standard VC-20 Crossbow, which can hold 20 bolts before needing to reload, with a rate of fire of a bolt every second, and an effective range of 320 meters with a maximum range of 680 meters. The Imperial Army currently use the VC-16 as the standard-issue Crossbow for the Empire; it is much simpler and cheaper to maintain and produce with its wooden frame and less powerful motor, allowing only 16 bolts and shooting a bolt every 2 seconds.

However, to join the ranks of Crossbowmen, the recruits must go through an Imperial Military Academy to understand how to wield the venerable weapon. Every year, families send many of their bright sons and daughters in the hopes of them graduating the Crossbowmen course and be hired as Military Crossbowmen. Who get much higher wages for their technical skills than an average Militia or Guardsman. Vanar Crossbowmen are recruited from the best-performing graduates, where they will be given a month of additional training at their new posting.

Those that managed to get selected by the Vanar will receive similar equipment as the Vanar Guardsmen; however, they have an Ammo Vest to store extra bolts and batteries for the Crossbow's motor. Their role in peacetime is to supplement the Town Guard with ranged options and use their engineering knowledge to help around their town. During Campaign, they are kept at the backline where they can rain volleys of bolts into enemy formations.

Vanar Grenadiers Crossbowmen
Armament: Vanar VGC Model 8 Grenade Launching Crossbow
Armor: Brigandine Chest Piece with Gambeson coat and Vanar Guard Helmet
Misc: Sidearm, Grenade Backpack, and Utility Belt
Description: Clan Vanar's solution to a situation where they are severely outnumbered is the Vanar Grenadiers. Armed with the VG-8 Grenade Launcher Crossbow, these crossbows can deliver explosive grenades up to 400 meters every 3 seconds. Only the strongest and most fit Crossbowmen are considered to be recruited to the Grenadiers as they are required to march with a pack full of heavy grenades into battle. They proved their worth against the Flood as their explosives reaped untold numbers of enemy combatants; however, eventually, they too run out of explosives ammunition.

There are many different varieties of Grenades that the Grenadiers have access to with Clan Vanar's arsenal. The most common are Fragmentation Grenades that explode into a shower of metal fragments that perforate targets that could have survived the explosion's concussive force. The 2nd type of Grenade is the Anti-Armor Grenade that first activates a powerful electromagnet on its nose to attach itself onto the Armor of enemies once launched. Inside of it is a cone of copper that, when the Grenade explodes, melts that cone and, with the force of the explosion, pushes it into a jet of molten metal and penetrate several feet of steel with ease.

However, Clan Vanar has developed several Exotic Grenades that are only available to their Elite Grenadier Regiments. The most common Vanar Grenade is the Shock grenade, which can electrocute an area with a strong electric current causing any enemy caught by the blast to be severely paralyzed as their nerves are overloaded by foreign electricity. The Shockwave Grenade emits an explosion of sound that ruptures the organs of any living being within its lethal radius while deafening and disorientating everyone in a much wider radius. After these grenades have dealt their damage, a thermite charge inside them activates and melts all of its internal components into slag to not be captured and reverse engineered by foreign nations and clans.

Positioned behind the frontline, they can launch Grenades over the heads of the frontline and shred the back of the enemy's frontline. Grenadiers have been known to be high-value targets for enemies of the Empire due to their effectiveness; thus, protecting them so they can do their jobs is a priority in any battle.

Vanar Longbolt Launcher Teams
Armament: Vanar VLB Model 8 Longbolt Launcher, Vanar VRC Model 16 Repeating Crossbow, and Pavise Shield
Armor: Camouflage cloak and Gambeson Coat
Misc: Utility Backpack, 2-way Radio, Darkvision Goggles, and Sidearms
Description: Vanar Bolt Launcher Teams are a team of two that operates a VLB-8 Longbolt Launcher, capable of launching a Heavy Crossbow Bolt the size of an adult arm every 5 seconds and an effective range of 600 meters and a maximum range of 800 meters. They are operated by a Shooter that looses the Bolt Launcher and a Spotter who serves as his Assistant to carry the ammo and shield along with providing perimeter defense. Due to the weight of the equipment that they must carry, they are only lightly armored with a gambeson coat. Both the Longbolt Launcher and the Repeating Crossbow have a magnified scope.

To be chosen as a Longbolt Operator, the recruits must have two years of prior service as a Crossbowman under their belt along with having a letter of recommendation from their patron or officer. Those that met the requirements are put through a two-month-long training course where they are taught advanced concealment techniques, concealed movement, target detection, range estimation, relevant reporting procedures, advanced marksmanship, known and unknown distance firing, at stationary and moving targets during daylight, and limited visibility in varying weather conditions, and many more.

To operate the Longbolt, the Pavise shield must be firmly set up, driving its bottom into the ground so that it can stay upright to both provide a stable platform to rest the Bolt Launcher upon and to protect the operators from possible retaliatory attacks. The Shooter will rest the stock on his shoulder and use a scope to better aim the Launcher. Once a bolt is loosed, the motor will redraw the bow to be ready for another shot, and the Assistant will quickly reload the next Bolt to be fired. The Spotter's job is to provide perimeter defense and conceal the team from being detected by enemies.

A team can be used in 2 ways, grouped with a dozen other Longbolt Teams and deliver a volley of Bolts against a single high-value target or a mass of heavily armored Cavalry or Mutated or be sent out into enemy territory to stealthily gather information about the terrain and enemy movements, be an early warning system in case an army is approaching the forward base, and if the opportunity presents itself assassinate high-value targets and escape. Non-Vanar does purchase a commercial version of the Bolt Launcher that is very easy to maintain and operate and does not require much training to use effectively. These are used on their Town Walls to attack incoming invaders.

Vanar Flame Troopers
Armament: Vanar VF Model 7 Inferno Flamethrower and Kite Shield
Armor: Vanar Dragon Scale Armor (Neuionum Scale Armor with an inner Fire Feline Leather Backing)
Misc: Vanar Self Contained Independent Breathing Apparatus, Ammo Belt, and Sidearm
Description: Clan Vanar's general Close Quarters Anti-Infantry unit. When Grenadiers are not an option, Flame Troopers are used in an urban or tunnel environment—armed with the VF-7 Inferno Flamethrower that can shoot flames up to 30 meters with a Kite Shield for added protection. The Inferno is fueled by compressed flammable gas distilled from oil harvested from algae farm. The Inferno can produce a high-temperature stream of fire that will cause severe burns against targets without sufficient fire protection. Should the need arise, Clan Vanar developed the VF-7T model that uses a Thermite Filament, which turns the stream from the usual red to a bright blue flame laced with metal powder that can melt through steel or most forms of fire protection and continue to burn inside its target. To reload the Inferno, its fuel tank can be easily detached from the weapon's bottom and be replaced by a fresh tank stored on the Trooper's belt in under 3 seconds.

The Dragon Scale armor is made from Neuionum Scales with an inner Fire Feline Leather Backing to provide excellent heat insulation to keep the user safe from his weapon. The Scales offer sufficient protection against Crossbow bolts while light enough for the Flame Trooper to be maneuverable in close quarters. The Armor also comes equipped with an Independent Breathing Apparatus, so the Flame Trooper would not inhale any poisonous fumes from his weapon by storing up to 1 hour of breathable air. When not in combat, the Breathing Apparatus can be sealed, and the Trooper can open the seals in his helmet to allow outside air to enter.

Vanar Flame Troopers are normally used in urban battles or part of an army group regiment. In urban or tunnel combat, a Flame Trooper is assigned to Frontline squads whose role is to provide anti-infantry support by burning out enemies in defensive positions. Due to the Inferno's fuel being flammable gas instead of oil, once the trigger is loosened and the fuel is cut off, the fire will quickly extinguish itself if there are no other flammable material, allowing for troops to proceed through moderately safely. Squads that are attached with Flame Troopers are usually supplied with disposable filters in their Utility Belt to be inserted into their helmet to filter out harmful fumes that may linger in the air. However, in massive field battles, Flame troopers are generally grouped and put in the frontline and deliver a withering wall of fire at a charging enemy frontline before retreating behind friendlies to change their tanks. Once they are ready for another go, there will be a signal for the frontline to pull back behind the Flame Troopers, who douse the enemy frontline in flames a second time. These are just their most common uses, as there are many different strategies developed for their help in various scenarios.

Vanar Shockwave Troopers
Armament: Vanar VS Model 9 Disruptor
Armor: Vanar Enforcer Plate Armor (Vanadium Steel Plate Armor)
Misc: Sidearm, Battery Pack, and Utility Belt
Description: Clan Vanar's Elite Close Quarters Anti-Infantry unit when Flame Troopers are too dangerous to be used, like inside friendly cities. Armed with the VS-9 Disruptor, it delivers high-frequency sound waves that can rupture vital organs through Armor within 40 meters. The Disruptor can be adjusted to lethal or disorientating settings and is powered by a portable battery pack attached to the wearer's back capable of allowing the Shockwave Trooper to fire continuously for 4 minutes before needing to be recharged. Because Shockwave Troopers are rarely deployed to the frontline, it isn't a disadvantage as most engagements rarely require 4 minutes of continuous activation.

Armored in Enforcer Plate Armor, the Shockwave Troopers are relatively well protected against most forms of ranged attacks. Anti-Armor weapons like Maces and Warhammers will damage the Armor if they hit hard enough. However, any enemy that enters the range of the Disruptor is in extreme danger. The Enforcer comes with a Darkvision visor to see in the dark along with a built-in radio and helmet speaker to communicate.

They are mainly present in Wealthy Town Guards, who can invest in purchasing the equipment and the services of a Vanar Engineer to maintain them. Their primary purpose is to support the Town Guards with a very effective close-quarters weapon safely used inside populated areas without causing massive amounts of property damage. They can aid in riots with their non-lethal attack that can quickly disorient someone into compliance or against Mutated under the employ of organized criminals.

Vanar Longbolt Vanguards
Armament: Vanar VLB Model 8 Longbolt Launcher and Tower Shield
Armor: Vanar Vanguard Heavy Plate Armor
Misc: Mutated Medical Module, Ammo Pack, and Sidearm
Description: Clan Vanar is not a clan known for ignoring a possible resource due to cultural bias and does employ various Mutated into their service. A relatively common position is to be Longbolt Vanguards. Training a Longbolt Team is a lengthy and expensive investment, thus Longbolt Vanguards are a much cheaper alternative to provide Longbolt support in army formations at the cost of Stealth and Long Range. Using the VLB-8 Longbolt Launcher that was meant to be used by two people, a Strength Enhanced Mutated could carry the weapon by themselves and reload them with one hand. Unlike the Longbolt Teams, Vanguards are fairly maneuverable; the Vanguards don't need to set up the Bolt Launcher as they can just aim and shoot from their shoulder. While this does impact their long ranged precision with the weapon, the ability to quickly aim the Longbolt at medium ranged targets more than makes up for it as it is recommended they focus on much closer targets and leave the long-distance marks to the highly trained Longbolt Teams.

The Vanguard armor fully encases the Mutated user in thick layers of armor-grade steel that can stop military crossbow bolts from long range. If there is a penetration, onboard medical systems can inject a cocktail of painkillers, antibiotics, and blood clotting agents to keep the user alive for as long as possible. An Ammo Pack allows the Vanguard to carry 65 Bolts for battle, and the Sidearm is for situations where they are engaged in a melee, which is usually a blunt force weapon in case of fighting other armored units.

Longbolt Vanguards are incredibly effective against Cavalry as their Bolts can penetrate the Mount and the person riding it. Thus they are usually stationed on the Flanks but occasionally see Frontline action in the event the frontline was broken or to rain Bolts on the enemies' backline. They are also useful when assaulting Towns as any breach in their defenses can be quickly secured by the Vanguards and be very hard to close with the Bolt Launcher able to penetrate through multiple soldiers due to its power. Nobles that employ Mutated into their army and have the money to buy a commercial Bolt Launcher will usually create counterfeit Longbolt Vanguards but are generally not as heavily protected or as well trained as those under the Vanar's direct employ.

Vanar Flame Vanguard
Armament: Dual Vanar VF Model 11 Incinerator Flamethrower
Armor: Vanar Vanguard Model F Plate Armor (Vanadium Steel Foam Plates)
Misc: Vanar Self Contained Independent Breathing Apparatus, Mutated Medical Module, and Cooling Underlay
Description: Clan Vanar's more specialized Mutated Soldier specifically created for Tunnel and Urban warfare. Armed with Dual VF-11 Incinerator Flamethrowers attached to the user's forearms allows the Flame Vanguard to maneuver in cramped urban and tunnel environments quickly. The Incinerator is fueled with the same flammable gas used by regular Flame Troopers; however, they are stored in a large tank attached to the Armor's back. This allows the Incinerator to release fire continuously for 6 minutes from both nozzles or 12 minutes using one nozzle before it runs out of fuel. It is recommended for the Vanguards to fire in brief bursts to maximize their time on the field.

The Flame Vanguard's Armor is unique compared to other Vanguard model armor. It uses Metallic Foam technology, which injects air inside a cooling block of metal to create air bubbles inside the metal. These air bubbles act as additional layers of insulation and allow the Armor to endure much higher temperatures before the heat reaches the Armor's interior. In addition to this added insulation, the Armor is also fitted with the same Vanar Self Contained Independent Breathing Apparatus used on the Flame Trooper, a Medical Module, and a Cooling Underlay that circulates cold water around the user's skin in a network of veins before returning to a Cooling unit where the water is cooled down before it is pumped back into a network of arteries.

Flame Vanguards are incredibly specialized in their jobs and thus only utilized in war or taming hazardous Mutant Plants. There are very few Flame Vanguards as their role isn't common enough to necessitate a large number of them. The high cost of manufacturing and maintaining it is another detriment to its widespread use. However, in the times they were used, they are unmatched in their effectiveness. The benefit of being the best tool for the right job.

Vanar Lightning Vanguard
Armament: Vanar VLG Model 5 Storm Lightning Gauntlet and Kite Shield
Armor: Vanar Vanguard Model L Plate Armor (Conductive Mesh Lining)
Misc: Graphene Battery Pack, Insulating Underlay, and Mutated Medical Module
Description: Clan Vanar's Elite specializing in Mutant Hunting. They are armed with the VE-5 Storm Lighting Gauntlet, capable of frying a man to a crisp in a single bolt or melt the Armor on a person's body. The Storm is powered by a Graphene battery pack that can hold 50-100 electric bolts on a full charge and be recharged with any Vanar made power source. The Storm uses a high-frequency laser to direct the electricity by creating a path of ionized gas that is highly conducive for a split second. That split second is all the time the Storm needed to discharge a lethal bolt through the ionized air and into its target. If the enemies are close together, there is a chance the electric discharge can bounce into a nearby enemy if they are close enough. However, this is usually not enough to prevent Lightning Vanguards from being overrun by large numbers of enemies.

Armored in Vanguard L Plate Armor contains a Conductive Mesh Lining that absorbs incoming electric attacks and harmlessly directs them to the ground. A layer of insulation helps ensure that the incoming electric charge follows the Conductive Lining to the ground. This protective lining is effortless to implement. Thus, there is a very high chance other nations can negate the effectiveness of the Lightning Vanguard by making their Elite units immune to the Lightning Vanguard's attacks.

The combination of having very limited ammunition and a high possibility of enemy nations developing Electric proof armor makes them very unsuitable for battlefields against large armies. What they are excellent at, however, is in Mutant and Machine Hunting. As most Mutants don't have special immunity against electric attacks and Rouge Machines are especially vulnerable to electric attacks, this makes the Lightning Vanguard ideal Mutant and Machine Hunters. While hiring their services comes at a steep price, they are guaranteed to kill whatever Mutant or Machine is causing problems to your lands that don't require a Knight deployment.

Vanar Siege Sappers
Armament: Tool Belt, Sapper Pack, and Explosives
Armor: Hardened Fire Feline Leather Armor and Sapper Helmet
Misc: Vanar Rebreather Apparatus, Sapper Wagon, and Sidearm
Description: Clan Vanar Sappers are the Empire's premier Anti-Siege specialists with a wide variety of roles in campaigning armies. Using explosives and tunnels to bring walls down, set up the artillery positions, fortify trenches, reinforce walls, act as counter tunnelers, and create the equipment needed for storming opposing walls or gates.

They are armed with their Tools and a Sapper Pack that contain all of the tools they will need to construct tunnels. From picks and hammers to small demolition charges and a dozen glow-sticks. They also use special Sapper Wagons to carry heavier equipment that they could not move by themselves. Mostly building material for defensive emplacements or equipment to create Siege Engines.

Sappers also regularly work together with Flame Troopers in counter tunneling operations as their Flame Throwers are devastating in a tunnels' cramped environment. Both have independent air supplies that mean that they will not asphyxiate once the Flame consumes all of the tunnel's oxygen. While the Hardened Fire Feline Armor is lightweight and very heat resistant, it is recommended that Sappers stay behind their Flame Trooper guards when in combat.

During Sieges, however, Sappers are taught a wide variety of methods to compromise defenses in the Vanar Engineering School's Sapper course. Before the Vanar started teaching Sapper Siege-craft, Imperial Sappers were mostly Support Sappers equipped with axes, hammers, various tools, and comprised of those with experience in woodworking, mining, and other skills about the clearing of marching routes and campsites. They mostly advance in the Vanguard to clear or fix roads. Those type of Sappers are still present and have been renamed to Support Sappers. Those that have been taught in Siege-craft are now called Siege Sappers and usually act as the Foreman with many apprentices who do most of the grunt work. Those apprentices that show promise get recommended to attend the Engineering School's Sapper course after passing several tests.

Vanar Drone Operator Teams
Armament: Terror Drones, Warhound Drones, and Chaos Drones
Armor: Gambeson Coat
Misc: Drone Control Wagon, Drone Workshop Wagon, and Drone Storage Wagon
Description: Drone Operators Teams are members of Clan Vanar who specialize in Robotic Engineering, Data-Smithing, and being skilled operators. The Engineer constructs the Drones, the Data-smith programs them, and the Operator controls them into battle. They can do each others roles just fine but not as effective as they would their chosen specialization. Drone Operator Teams usually have three models of Drones in their arsenal; however, custom drones with unknown abilities are typically present in many Teams.

The most common Drone is the Terror Drone. This quadrupedal Drone is the size of an Alpha Blightdog and just as lethal. However, instead of poison, it uses its mechanical muscles and Vanadium Allow Pincers, which can punch through a steel breastplate and tear the person inside to shreds. These Pincers also gives the Terror Drone the ability to dig itself a hole and hide in it while its sensors stay above ground still capable of detecting approaching enemies. Their powerful limbs also give them excellent climbing ability while also being very quiet, allowing them to launch ambushed from trees or climb over enemy walls, gather intelligence, or assassinate an enemy leader—a very versatile and deadly Drone in Clan Vanar's arsenal.

The next Drone is the Warhound Drone; it is again the size of a Blightdog; however, its primary Armament is a back-mounted Military Crossbow. Instead of a 20 bolt magazine, the Crossbow is belt-fed, and the Warhound has an internal ammo capacity of 100 bolts. They operate in packs and can act as automated sentry guns. Whenever an enemy is detected on its motion sensors, the Drone operator on duty will be notified to coordinate an ambush better or just observe with the high powered camera. Then the operator can decide to attack or retreat.

The last Drone is the Chaos Drone. It is a remote-controlled wheel that is filled with high explosives. Because it is the size of a wagon wheel, it is tiny and can hide in many places. It is a very effective trench clearing weapon as they can enter trenches and explode with the force of a demolition charge. However, their preferred targets are large clumps of infantry in urban environments where many enemy combatants are much closer together than on an open battlefield.

The Drone Operators only wear light armor as they are usually at the backline inside of a Drone Control Wagon, where all of their command and control interface equipment is housed. There is also a Drone Workshop Wagon, where all of the repairs and modifications are done, and a Drone Storage Wagon, where replacement parts and tools are stored. These wagons and the operators themselves are guarded by trusted retainers of Clan Vanar, who will ensure their safety above all else.

Cavalry​

Vanar Heavy Cavalry
Armament: Electric Halberd and Kite Shield
Armor: Vanar Enforcer Plate Armor (Vanadium Steel Plate Armor)
Misc: Vanar VHC Model 4 Hand Crossbow, Utility Belt, Barded War Lizard, and Sidearm
Description: Clan Vanar's Lizard Cavalry is similar to regular Imperial Cavalry with slight Vanar upgrades. Armed with Vanadium Steel Lances, the Riders use their mounts' speed to flank and charge into infantry ranks and crushes them under their claws. Those who are desired to become part of Vanar's Cavalry must go through a Cavalry Course in the Imperial Academy. The training to become a Lizard Rider is very strict as the War Lizards require special care not to eat its future Rider.

Halfway to their training's completion, the class travel to a reputable Lizard Breeder to find their Mount. Once the Lizard and Rider pair has formed, the Lizard is bought, and further training is done for the team to get used to each other and work together smoothly. After the Rider and their Mount completed training, they are trained in group tactics and coordinating with other riders. Those who graduated can choose various positions, from the Imperial Army to one of the different Noble Houses and Clans.

Those accepted into the Vanar are clad in Enforcer Armor and given additional pieces of equipment that they must learn how to operate. The Enforcer's internal radio and Darkvision Visor helping them see in the dark are invaluable assets in any battle. To better coordinate with troops that don't have radio access, Handcrossbows are also given to each Rider. These Handcrossbows can hold four standard Bolts or Flare Bolts that can be shot into the air as a form of signaling the other elements of an army that does not have a radio, which is the majority of them.

The Mount is also armored in thick Vanadium Alloy Plate armor, making them impervious to military crossbows above 100 meters in areas that don't have its natural plating. Its Armor also contains a cooling unit to prevent the War Lizard from overheating, allowing them to stay active for much longer. Due to a War Lizard's large size, it can carry additional equipment like replacement Halberds, Shields, and Sidearms along with some medical supplies in case of an injury during the battle that can be applied once the Rider disengaged.

In Campaign, their main targets are usually dependent on the main threat to the main army; if the enemy Cavalry is the main threat, then the Cavalry will be the main target and vice versa for the Ranged units. Cavalry is best used in the Hammer and Anvil strategy, where the Rider charges at the backs of the enemy frontline engaged with the main army and surrounds them. Once the enemy is sufficiently culled, the Riders disengage and move on to the next.

Vanar Crossbow Outriders
Armament: Vanar VRC Model 20 Repeating Crossbow
Armor: Brigandine Chest Piece with Gambeson coat and Vanar Guard Helmet
Misc: War Lizard, Ammo Pouch, Utility Belt, and Sidearm
Description: Clan Vanar's main Skirmisher Cavalry, armed with Vanar VC-20 Repeating Crossbow, although they are excellent for delivering a barrage of bolts before quickly retreating before the enemy can retaliate. To become an Outrider, the individual must first pass the Crossbowman course in the Imperial Military Academy before applying to the Cavalry Course. They follow the same process as what the Lizard Cavalry has to go through, with the main difference being that they are to use Crossbows instead of engaging in melee.

During peacetime, the Outriders patrol the roads and escort caravans around their assigned territory against Mutants and Highwaymen. During a campaign, they have two roles, the first is to whittle down enemy units to help out the main army, and the second role is to distract the enemy army and give them something to worry about or send a company away from the main army to deal with them. They must avoid getting into ranged duels with ranged infantry because the infantry will outnumber the Outriders and be able to send more bolts along with the fact that Outriders are lightly armored. It is usually recommended to charge into melee and let the War Lizard do the damage when dealing with ranged infantry. When dealing with enemy Cavalry, so long as the Outriders can outrun them, the Outriders are welcome to whittle the enemy Cavalry down with ranged attacks. The danger is when the Outriders couldn't outrun the enemy, in which case the procedure is to retreat behind the protection of friendly Spearmen units.

Vanar Grenadier Outriders
Armament: Vanar VG Model 8 Grenade Launching Crossbow
Armor: Brigandine Chest Piece with Gambeson coat and Vanar Guard Helmet
Misc: Ammo Pouch, Scout Lizard, Utility Belt, and Sidearm
Description: Grenadier Outriders are Veteran Crossbow Outriders that are allowed the use of the Model-8 Grenade Launcher. Armed with the Model-8, a unit of Grenadiers Outriders can devastate a line of infantry before retreating. In a single battle, a hundred casualties could be attributed to a volley of Grenades from these Outriders. For Grenadier Outrider, the only difference between how they are used in comparison with Crossbow Outriders is that they have the firepower to go on Ranged duels with ranged infantry units due to the firepower of their Grenades. They can get close to the enemy frontline and launch their Grenades into the middle of their ranks and heavily disrupt their march. Grenade Outriders and Lizard Cavalry will usually work together by having the Grenadiers launch grenades into a spear wall, which will disturb their formation enough for the Cavalry to charge in relatively safely.

To be promoted to Grenadier Outriders, they must first have four years of service as Crossbow Outrider before they are recommended into the Grenadier Outriders. Due to the Mount being the one who is carrying the weight of the Grenades, the Rider doesn't need to be as strong as the Grenadier Crossbowmen; however, a strict training regimen is required for them to stay in shape in case they ever get dismounted.

Vanar Coilgun Outriders
Armament: Vanar VCC Model-7 Coilgun Custom and Vanar VHC Model 4 Hand Coilgun
Armor: Vanar Enforcer Plate Armor (Vanadium Steel Plate Armor)
Misc: Capacitor Banks, Scout Lizard, Ammunition Pouch, and Utility Pouch
Description: Members of Clan Vanar that find the experience of being on the battlefield to be an energizing and engaging experience are usually sent to be Coilgun Outriders. To be a Coilgun Outrider, they must be member of Clan Vanar by blood and be at least a Journeyman Engineer, able to create their own Coilgun. A Coilgun is a ranged weapon that launches a metal slug at tremendous speeds using magnetism's power. The ammunition used by Coilgun Outriders are dense Fin-Stabilized Vanadium Alloy Dart capable of penetrating an Imperial Steel Breastplate from 800 meters every 2 seconds. Each Coilgun has a Select-Fire setting, which can trade the Coilgun's power and range for a higher fire rate and penetrate a Breastplate reliably at 400 meters twice every second. A balanced setting is being able to penetrate a Breastplate at 600 meters every second.

A Hand Coilgun is also carried by the Outriders. These Coilguns can be operated with one hand and sacrificing range for rate of fire, it can shoot one of its 16 darts that can penetrate plate armor at 200 meters every second. Usually stored in a thigh holster, these Hand Coilguns are used as sidearms and for dealing with multiple close ranged targets. Because it can be shot with one hand, Veteran Outriders usually use these to attack pursuers or quickly draw them to defend themselves when they are on foot.

Each Coilgun is custom made by its user. However, before construction can begin, the design must first be approved by a Vanar Master Engineer. The Master Engineer will point out mistakes and let the user figure out a solution on their own. Once the Master deemed that the design can work safely, the user will start the crafting process. Once a working prototype is made, the Master Engineer who approved its plan will run mandatory stress tests that all Coilguns must go through. Those whose Coilguns survived the tests are given pointers on how to improve the design. On the other hand, those whose systems failed are told to find the problem themselves and fix it themselves. This is a learning experience and a test of the Engineer's knowledge and skills to see if the Engineer can find the problem and fix it.

Once they have their Coilguns finished, the next step is to go through Outrider training at the military academy. Those that pass are then placed into the Vanar Coilgun Outrider and become an apprentice under a Veteran Outrider. Their role is very similar to the Crossbow Outriders, except that they have superior equipment. Each Coilgun Outrider has its own varied set of equipment; however, there several pieces of equipment that all have, which are Enforcer Armor, Capacitor Banks mounted on their Lizards to keep their Coilguns powered, an Ammo Pouch to store their ammunition, and a Utility Pouch to store necessary supplies and maintenance tools for their weapon.

Coilgun Outriders are a deadly force on the battlefield, their weapons are devastating, and their mounts allow them to escape unscathed from slower-moving enemies. Their preferred targets are heavily armored enemies such as Heavy Infantry, Mutants, Machines, and Heavy Cavalry. However, due to their limited number, they are only available as Mercenaries and are very expensive to hire their services.


Artillery​
Vanar Slingshot Heavy Coilgun
Armament: Vanar VHC Model 9 Slingshot Heavy Coilgun
Armor: Gambeson Coats and Chainmail with Guard Helmets
Misc: Range Finding Tools, Supply Wagon, and Work Lizard
Description: Clan Vanar's most common piece of Artillery, the Heavy Coilgun, is a larger-scale version of the hand-held Coilgun used by Coilgun Outriders. Capable of launching a Steel Ball Shot the size of a fist with an effective range of 6-20 kilometers depending on sightline, crew-veterancy, and modifications at more or less every 3 seconds. Alternate power settings exist; however, it is encouraged to keep the fire rate similar to prevent overheating.

The creation of a Heavy Coilgun requires a team of Master Engineers and the Vanar's most advanced Workshop several months to create. These Coilguns are usually used as defensive fortifications in Castles and Forts around the Empire for those who could afford the electricity to power it. Even then, the price to buy one is very steep. Coilgun crews are trained for several months and taught how the mechanics of a Heavy Coilgun work before practicing on a fake Coilgun under the instructors' watch.

In Campaign, a Heavy Coilgun is brought to battle towed to a wagon that carries all of the necessary tools to work effectively in the field. In the Wagon pulled by a Work Lizard, the Wagon contains Capacitor-Banks that stores electricity generated from Dynamos connected to the Wagon's wheels. These Dynamos use the wheels' rotation to generate electricity, and in a week-long march, that charge will add up. In case of emergencies, the Engineers can create treadmills with which the other Work Lizards of the army can generate extra power at a much faster pace. Other than that, each crew has a set of Range Finding equipment to help with their accuracy.

The Heavy Coilgun uses a Breach loading method to ready rounds without having to load the shot from the muzzle, speeding up the rate of fire. The Heavy Coilgun uses a variety of different ammunition, each with their roles, the most common is the Solid Shot, whose preferred targets are large units like Cavalry and fortifications; however, they are still reasonably effective against infantry as the Steel Ball will penetrate through ranks of infantry and will bounce when it hits the ground and cause more injuries to those in the Ball's path. The 2nd most common type of ammunition is the Canister Shot, named because it is a canister filled with smaller shots. Usually, the shot used by Coilgun Outriders, which are just several dozen small steel balls, used to devastating effect against approaching enemy infantry as the Heavy Coilgun can send the equivalent of 30 Hand-held Coilguns worth of shot at an approaching army and shred them to pieces at the cost of severely reducing its range to 1km max effective range as the Canister releases its shot in a spread-out pattern. The last and rarely used type is a Vanadium Steel Dart meant to be used against heavily armored Knights or Machines.

Vanar Shredder Organ Coilgun
Armament: Vanar VOC Model 7 Shredder Organ Coilgun
Armor: Gambeson Coats and Chainmail with Guard Helmets
Misc: Range Finding Tools, Supply Wagon, and Work Lizard
Description: A relatively recent design created by a team of Vanar Engineers, an array of 5 Coilguns set up in parallel on wooden mounts. The benefit of this design is that it is much simpler to make, as all it is are five hand-held Coilguns strapped together; it doesn't need the advanced Machinery of a high-level Vanar Workshop. However, it sacrifices the Heavy Coilgun's terrifying firepower in exchange for an unsurpassed fire rate. At the back of each Coilgun is a slot where a magazine can be inserted to feed the Coilgun with 15 rounds of solid shot for each barrel. The Organ Coilgun will fire its Coilgun in sequence with a half-second delay between each Coilgun. Once the Magazine is empty, all the crew need to do is replace the spent Magazine and reinsert a full-on on each Coilgun that can be done in more or less 4 seconds. Those who have seen the Organ Coilgun in action call it a different name, the Organ Shredder.

Due to using hand-held Coilguns, the Organ Coilgun has a significantly reduced effective range of 700 meters, and heavily armored opponents like Knights or Machines will require Vanadium Alloy Darts for piercing Heavy Armor. The crew undergoes the same training program as the Heavy Coilgun crew, with a few minor changes to account for the equipment differences.

The Supply Wagon contains the same Battery Bank used by the Heavy Coilgun along with a range-finding tool to help calculate a range quickly. This weapon is frighteningly effective against approaching Cavalry and Infantry; however, it will not win Artillery duels due to its limited range and will be ineffective against heavily armored units like Knights, restricted by range and its limited power. However, this is a niche weapon; it is very good at its role as a force multiplier against enemy infantry and Cavalry.

Vanar Helldart Rocket Battery
Armament: Vanar VR Model 8 Helldart Rocket Battery
Armor: Gambeson Coats and Brigandine Breastplate with Guard Helmets
Misc: Range Finding Tools, Armored Ammo Wagon, and Work Lizard
Description: Clan Vanar's most recent addition in Artillery, the Helldart, uses a powder that is ignited to propel a payload of explosive that explodes on impact. It has an effective range of 4.5 kilometers and can be made to shoot further with improvements to the Rocket design are implemented. The Battery itself is relatively cheap to create and maintain; the Rockets themselves take up the majority of the costs. Clan Vanar is currently researching various ways to improve the design, from improving the fuel formula to the Rocket's aerodynamic design.

The Rocket Battery can hold up to 9 Rockets for launch, and each Rocket can be launched one at a time or in a burst of 2 or 3. It is highly discouraged to ignite all nine missiles simultaneously for safety concerns. The accuracy of the Rocket Battery leaves much to be desired; however, its ability to deliver widespread explosive death to its enemies from a significant distance must not be underestimated. For this reason, it is only used in fighting against enemy armies as create a single Rocket is moderately expensive to make it terms of materials, chemical expertise, and the volatile nature of handling high explosives when compared to the other forms of Artillery in the Vanar's arsenal which only requires electricity and small spheres of metal.

Inside the Armored Ammo Wagon are Wet Stowage Racks designed to hold the Rockets for storage. The Wagon is armored to protect the valuable Rockets inside from getting damaged. If the racks are damaged, the shelves' liquid will douse potential sparks that might ignite the explosive munitions. The crews that operate the Battery are given extensive training on how safely use the Battery itself along with range estimation calculations to help the crew make relatively accurate shots.

Due to the cost of constructing the Rockets, these Rocket Batteries are mostly stationed in Vanar territory as a defensive emplacement; however, when the circumstances deem that spending the Rockets be worth the cost, the Helldart Rocket Batteries will be deployed to the field of battle

Vanar Spectrum Las-Cannon
Armament: Vanar VLC Model 8 Spectrum Las-Cannon
Armor: Gambeson Coats and Chainmail with Guard Helmets
Misc: Supply Wagon and Work Lizard
Description: Clan Vanar's most advanced artillery piece is the VLC-3 Las-Cannon; it utilizes intense beams of light that can instantly superheat its target, causing it to explode. The Las-Cannon can fire for 20 minutes when fully charged due to is Hydrogen Microcell Batteries; however, the internal components are in danger of overheating if the Las-Cannon is activated for too long. As a safety precaution, a ratio of activation time and cool down time of 1:10 is installed into all Laser weaponry. Meaning that 1 second of activation requires 10 seconds of cool down time; this safety precaution can be overwritten in emergencies. Still, it is expected that the Las-Cannon would destroy itself in the process.

The Las-Cannon contains three firing modes, the 1 second, 3 second, and 6-second burst. The Short mode can be used for dealing with high-value targets like enemy artillery or Cavalry. The Longer modes can be used to sweep across infantry lines using the Las-Cannon's swivel mount or to focus on a heavily armored target like a fortification and melt a hole through it. Its primary use is as defenses for Clan Vanar castles and installations with 2-8 depending on its importance.

There are mobile versions that can be brought to Campaign; however, there are less than 40 of them. To crew, these Las-Cannons require each member to be of Clan Vanar; 1 family has volunteered to dedicate their line to these powerful weapons' maintenance and operation. To operate these weapons is as simple as pointing the Cannon to your target and pulling the trigger. Repairing and maintaining is much more complicated and requires the tools of an Advanced Workshop.

The Supply Wagon contains a Bank of Batteries and is equipped with the same Dynamo system used by the Heavy Coilgun along with a variety of replacement parts in case something needs to be replaced. However, it should be noted that it is very unlikely for the Las-Cannons to be fully charged during a long campaign due to the amount of charge that could be replenished out on the field. Those that are fixed defenses in Clan Vanar Compounds are much more powerful and energy-hungry; however, they can rapidly generate large amounts of electricity from their main Generators and thus are not in any danger of running low on power. The Mobile Las-Cannons are much more energy-efficient, robust, and more straightforward to maintain and repair at the cost of power and having an enormous production cost for the Microcell Batteries.

At the moment, they are only available to the Vanar and are only deployed when the Vanar goes to war.
-------------​
This concludes the summary on what is the composition of Clan Vanar's arsenal. A more detailed description with illustrations is available on the next page.


AN: Oh my God this took forever to make. A lot of units here inspired by various games from different franchises and weeks worth of research. Yes, you can fight using a 2-handed weapon and a shield at the same time by using the sling like shown here by Shadiversity. Neuionum is the name of metal that is used by Ancient vehicles and QM said that there is a good stockpile of them. If you have any questions feel free to @ me.

Edit: Change the Bolt Launchers to Longbolts, added a Hand Coilgun to the Coilgun Outriders, and fixed a few grammar errors.
 
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[Canon] - Eversun And Technology
The Disciples Of The Evertorch are not a tolerant religion. If you go against their views, you either recant your beliefs and suffer to cleanse your soul, or you die in torture and for public amusement. It is little wonder that such a nation is not a fertile ground for invention and change, as even the suspicion of deviating from a single issue could result in a visit by an Inquisitor. Yet, the nation requires people with the skills and knowledge necessary to maintain their habitats and produce the Knights, weapons, and machines needed to survive by any government above the city-state level.

Schools where the nation's orphans are indoctrinated into their belief serve the dual-purpose of weeding out those with lacking and needed zeal. Those lacking disappear, while those with the required zeal are tested and, should they succeed, are trusted with higher education under a handlers' watchful eyes, ensuring their souls are not corrupted. They learn what is necessary to keep the nation's machine-shops running and productive. The same shops that count a good day as one where only less than three people die, and great ones when only one death happens, as lives are cheap, the quotas are brutal, and the equipment needed immediately.

They learn how the Landcrawlers can be maintained, exchanging lives and material for more time in which they can be inhabited. Even as the corpses have to be removed from those sections that have boiled them in steam, crushed their bodies to paste, and let the screams of the "volunteers" echo for minutes in agony.

Under their direction, Forges churn out Knights by the dozen a month, each operated by the faithful marching to war for a better world, without the Monster, the Heretic, and the Empire. Masses scream their throats out as the machines of war trundle by, their crews waving to the people, driving out of the gates with victory in their hearts. Maybe a third will have their first kill in actual war, against real soldiers, and not a terrified villager, begging them to at least spare their children.

They figure out new ways to shape ships' hulls, squeezing that much more speed out of the hulls, while crews are directed to create potent screws to power ever-greater ships and expeditions, bringing light into those godless regions, shining a beacon of hope to new lands. Great vessels, whose bellies are filled with those unfortunate enough to be required to operate them, under the gaze of callous captains.

Experimental submersibles ply the ocean's deep darks, proving the superiority of the Eversun and fulfilling the demands of the priesthood for prestige in the sea. Ignored are their crews' screams, weeping and begging for help as the hulls are crushed by monsters beyond man's darkest dreams, while weapons fail or are outright missing.

And above all.

The Great Sun is kept glowing.

Glory to the Sun.
 
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[Non-Canon] - Achievements Unlocked
You are Pabil, 23-year old Mutated, Orphan, and proud Pilgrim. The last two years have, without a doubt, been the best of your life. No more hunger, uncertainty about where you will sleep, and no fear of being attacked when walking in the city or being short-changed when working a day job. All those things are now firmly in your past, and you do not regret listening to the old man who gave you that bread. Since joining, there was a weird sort of energy in you, a drive to work, a feeling of truly changing the world, as you put up beams and laid down bricks for the School, the Poor-House, or any other project which required a strong back. You felt happy, knowing that what you built today would help children born tomorrow, even if you wouldn't see it.

Then you awoke. Not with a start, not slowly like you do, or being woken by someone, but with clear clarity, as you had never slept to begin with, fully aware. It takes you a moment to realize this, but you look up from your cot once you do.

Only to stare at the frozen form of Fay, her arm extended to shake you awake, mouth hanging open as if she tried to say something but couldn't.

The next hour is spent in pure terror, as you go from person to person, shaking them, hoping that whatever happened has not affected them too, only to have your hopes dashed each time, as they refuse even to be budged. You scream your throat raw in the hope that someone, anything, will answer you, to no avail. Panic grips you as you tumble out of the Tree, staring at a man throwing a bottle of wine into the air, trying to catch it, but unable to as it remains frozen, like him, like his friends, like everyone else.

Desperate for any sign of movement, you run to the Ashtree, frantically looking around.

Then, you see IT.

IT hangs in the air, unmoving and static, looking like a tear in reality, a drop of creation unused, like heresy, made manifest upon the creation of an all-powerful god of being. Terrified out of your mind, you stare before something prompts you to go near, to see it closer, to touch IT.

And so you do, against your will, pushed by something so far above malevolence and benevolence as to mock the very concepts. Something which only wishes for you to touch IT, no matter what sweet lies you need to hear.

Swallowing your fear, you extend a trembling hand, lightly touching the unreality floating in the air.

A chime echoes around the world, and the tear expands.

Arc 1, Finished
Successfully finished Arc 1: A Crows Feast.

The Land Of War And Mountains
Start within the Empire Of Slatnan

I AM NOT THE MESSIAH!!!
Accidentally create a religion.

Seize The Means Of Reproduction
Have the founder of your religion make a child.

Big Damn Hero
The leader of your religion did something pretty stupid but survived.

The Bigger They Are...
Participate in the effort to kill a Titan-Level enemy.

...The Harder They Fall
Participate in the effort to kill two Titan-Level enemies.

Duty Undeterred
Lose fewer than 5(five) volunteers in the Starlight-Crusade.

Duty Outstanding
Only lost 1(one) or fewer volunteers in the Starlight-Crusade.

Friend To Many
Have 3+ factions at (1/3) relationship by the end of the Arc.

Friends In High Places
Have all Houses at (1/3) relationship by the end of the Arc.

Enemies? What Are Those?
Have no faction at (-2/-3) relationship by the end of the Arc.

It's An Effort...
Raise the Opinion Of Mutated by the Common People to (0/3) by the end of the Arc.

It's Always Sunny In Slatnan
Spend more time a +60% Piety than not.

Piety UNLIMITED!!!
Raise Piety to 100%.

Our Deeds Speak For Themselves
Have 50% of your recruitment be done passively.

Words Move Men; Actions Move Mountains
Have 90% of your recruitment be done passively.

TITAN ONLINE
Acquire or recover a Knight.

ERROR 404: ENEMY NOT FOUND
Avoid the Broken Matrix.

History Lost And Forgotten
Miss the Displaced.

Drums In The Deep
Dodge the Siren-Caller

FOOL OF A TOOK!
Fire off Arc 2: A Broken Seal prematurely.
 
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[Canon] - Excerpt Of An Early Radio-Play Script For "The Capital's Voice"
+A page is shown, where the writer, creator, and voice of The Capital's Voice wrote down ideas for a future episode. The page is heavily edited but still readable.+​

Hello, dear listeners and faithful subscribers to our fantastic service!(Too thick.)
YO, WHATS(No.)
Good morning to you, Dear Listeners! (Let's stay with the classic, okay?)

It is a beautiful day today, with (We are underground, the days are the same????)
As another day dawns awaits us, we once again bring you the #1 choice of radio-entertainment: "The Capital's Voice!" (Play jingle here.)

As always, I hope you found the news brought to you by my talented colleague Isella to your liking! (Maybe rewrite later. Isella made a snide remark yesterday.)
For first-time listeners, (Unlikely with how much it costs to own a radio, but a girl can dream.) in this show (still need a better name or description!), we answer questions burning in the people's minds! How things function, why our laws are as they are, and whatever else is requested of me by popular vote!

This day, I am honored to shine some light on a truly fascinating subject: Machine-Minds! (Why has it be so bulky? Why couldn't they have called them Machine-Spirits or something equally silly?)

With over forty an overwhelming majority you choose to be enlightened by, you asked me to delve deep into a mystery of the Forge-Clans, risking my very life to bring you this information! (I went to a library and pestered an acolyte, but they don't need to know that.)

And, oh my, what a topic this is! So much history, theological drama, broken hopes, and destroyed careers are packed into these two words; you wouldn't believe it! (Insert pause here.) But we don't have time for all that jazz, so let's get down to business unraveling this mystery!

Firstly, we have to define what a Machine-Mind is. Is it an actual sapient being, manufactured and slaved to a task by the Forge-Claners, making their existence the greatest crime in our nation? Hah, that is, of course, not something you need to worry about; Forge-Clans within the Empire have a pretty good record when dealing with those that use slavery. The Bio-Forge Heresy comes to mind here.

'But what is a Machine-Mind now?' You may ask, and with good right, so let's get to explaining! A Machine-Mind is, in essence, nothing more and nothing less than the sum of a machine's life made manifest. (Insert Pause.) 'That doesn't mean anything to me.' You no doubt, think, but wait!

Forge-Clans say that Machine-Minds come in three categories;
Asleep. (Beat.)
Waking. (Beat.)
Awake. (With a triumphant voice.)

And it is within these description that the whole thing makes a whole lot more sense. You see, most machines are incapable of holding a Machine-Mind, not enough 'brain' inside, you know? And it's not like they go around worshipping every single piece of technology they find! Can you imagine how funny it would be if they went all 'Hommana-hommana' and started praying to a radio? (Leave that out, unless that's not going to get me fired.) No, those machines that have one are those which Data-Smiths are capable of interfacing with and capable of manipulating. They are things like the Butchers, Guardians, their Drones, the Knights, and Walkers.

So we now know that only highly sophisticated Machines have minds of their own, but what are the categories, and what do they mean?

Asleep is self-explanatory. Those Machine-Minds have not had enough 'life' to wake them, not enough experience in the world to start coming into their own, like babies shortly after birth spend most of their time sleeping, and not walking around solving math!.

Waking is where things get interesting. Those Machines have lived enough to start developing quirks, like a Knight performing worse if a specific ritual is not followed, a Bright-Lance refusing to charge when charged by War-Lizards instead of Work-Lizards, or a Drone looking three times before continuing its patrol because it had been ambushed when it only looked twice. These Machines have had experiences that altered their behavior but are not in the territory that many Data-Smiths claim to be essential for becoming a Desuexmax. (How do you even write that shit? Eh, I'll wing it.)

Awake is where things go from intriguing to creepy. Awake Machine-Minds are classified as Pre-Sapient. You all heard right; those machines classified as Awake are one step removed from good ol' human-smarts. But we are not talking about that again, so move along now! (God's, that show was a shitshow!) Awake machines are those who have as many smarts as a 4-to-6 year old, capable of showing rough emotions, and with full-on characters!

Famous examples are the Grove's Guardian, who inters the members of a Family in his grove since it's founder defended and died in the grove's defense. The Walkers of the Imperial Family are another example. Like Big Sister, refuses to work with any women inside her (Phrasing! Or not?), or GEAR, who will go out of his way to scrub of any paint not evocative of gears. Further along, the crew of the 'Italica' of the Feathers Unbound Tribe vows that swearing and hitting malfunctioning equipment works, when done by senior engineers, since the Machine-Mind believes that her crew thinks she can do better, and as such, does. The inhabitants of Castle Grey have to be careful when commenting about the architecture and often warn visitors to do the same since the Machine-Mind of the Castle is very vain and can be incredibly petty when scorned. Some other Awake Machine-Minds are even capable of expressing wants, suggestions and show humor. (Quite wordy, rewrite.)

+The rest of the page is blank, several dots where a pencil hit the paper scattered about. The sentence, "Fuck the rest, I'll wing that shit," is written and underlined in red three times.+​
 
[Non-Canon] - (Spoiler) - Arc 1: "A Crows Feast" Report Card
The unofficial official report for your actions, your inactions, what mistakes you made, what I think you pursued too aggressively, and what you ignored too much. So let's start with the first category:

FAITH

Turn 1-10
Not much to say; you mostly expanded and created the bedrock for the Pilgrims.

Turn 11-20
You build an Inn, then spent over a year healing the sick, the injured, and those affected by the Plague-Engine. Then you got some books and recruited some people. You ignored an option so much that I deleted it. Too bad, since I had a storyline waiting for its completion, and the direction of "Pleasure Is Human" would have been interesting to explore. :(
A nitpick of mine was that you ignored a rumor before working on getting the Mutated's trust. Only your 'Humanism' tenet prevented me from getting you an auto-fail, as ignoring their plight was a step away from including them into the Pilgrims definition of humanity.

Turn: 21-30
Here you got to build things! Soup-Kitchen, Poor-House, School, and not being an asshole to people who got displaced by a disaster for everyone!

You also made your second effort in recruiting people.

DIPLOMACY

Turn 1-10
Mostly spent the first ten turns, creating the needed expertise and teams required for interacting on a higher level.

Turn 11-20
You trained your first spies, then did nothing with them. Seriously, you are in Slatnan, the nation whose spy-games are so strong; they got a trait out of it! You are fortunate that no-one had anything against you and all rolled on the 'make us of them' side of the chart, or you would have been in for a rude awakening—also, no rumor-mill extras via infiltration, which could have led to better-informed decisions. You also trained your diplomats, and later on, your spies again.

It would help if you were more aggressive in getting information. Allies will only help you if your relationship is high enough to ask, 'What do I get out of it?' as an afterthought.

Turn: 21-30
Here you got your first information-networks by accident! Yay! Then you got to work on raising the opinion of the Common People about the Mutated while infiltrating the Church of Eden. You also cemented your commitment with the Healers, learned the single greatest secret within the COE leadership, and kicked Eden in the nuts for the rest of the Arc.

MARTIAL

Turn 1-10
Didn't exist.

Turn 11-20
Got created, searched, and found the Plague-Engine, prepared your volunteers, built a training-field, and then the fundamental security was made reluctantly. After prompting.

Seriously, just because no threat attacked you directly does not mean that they do not exist!

Turn: 21-30
You heroically (and not motivated by the money) killed some Blightdogs for a few months, then build an armory and hangar for your Knight before helping out Bolt in killing the Butcher, and started an effort to recruit Mutated into your Military to have better units.

Not much to say here; you made an effort to defend the Tree better, so there's that.

LEARNING

Turn 1-10
Mostly set up for the region and got some cloaks.

Turn 11-20
You created your first custom-made military equipment: Camo-Cloaks! Then you searched for some good dirt for plants, found the backbone of the Pilgrims money, and scrambled to get your volunteers equipped.

What was slightly disappointing was that only one or two people had suggestions for this category, even though it offered the most versatility and chance to contribute to the Quest. On the other side, the ones who did make contributions made good ones, unlocking paths I would not have opened otherwise.

Turn: 21-30
Things got interesting here as you finished some research and then got the big stuff started or done. Like electricity, which unlocked a whole swath of things to do, except you, missed realizing that infrastructure is needed to capitalize on those gains. But you are soon going to be able to work on your Knight! So there's that!

ARCHEOLOGY

Turn 1-10
You scouted out multiple regions and started year-long caravans and operations—nothing to complain about here, but nothing outstanding.

Turn 11-20
You pretty much coasted on the success of the last ten turns and only scavenged, then made expeditions. Nothing much was done or suggested.

Turn: 21-30
Well, once your expeditions ran out, you made new ones, then refused to take risks with your scouts, intent on not losing anyone if you can avoid doing so.

My advice: You will lose people; there is no way around that. You will have a death count in the hundreds by the time Arc 4 is done (though that will probably take another RL year to reach), even if you take no risks. Especially if you take no risks. Go out, be bold, reap the explorer's rewards, the discoverer's bounty, make me crack out the lore!

TREE OF KNOWLEDGE

Turn 1-10
Diggin in, and not settling out as you had made your choice for the mountain base.

Turn 11-20
Living-Quarters, Administration, Store-Rooms, two mines, and some Blood-Bark were built/prepared.

No write-ins as far as I can remember, which... was unexpected. But then again, most things I offered were things you needed, and creativity isn't needed as much as in other categories.

Turn: 21-30
Here you continued to build up/out your base, finished your medical building just for Turn 32, and expanded the Pilgrims' economy.

No complaints here.

SUPPORT

Turn 1-10
You only unlocked one Support-Action, the Merchants, to be precise. Seeing as you were settling in, nothing for me to complain about.

Turn 11-20
You sold a lot of artifacts to the Merchants, took out a loan, paid it back, and didn't realize that you could have spammed Buying Goods In Bulk for every building the moment you unlocked it. That was slightly amusing, not going to lie.

You also massively expanded the number of contacts you had, going from one to six.

No suggestion or creative ways in which you could have used them, though.

Turn: 21-30
You continued to make light use of some factions services, and heavy use of the Merchants, along with training for two scientists and one doctor, just in time for Turn 32. You took out some loans and had your first experiments with the versatility that the factions' various actions had.

Buying Goods In Bulk was a favorite, as you had many buildings to which it applied.

PERSONAL

Turn 1-10
Too Much To Do was used almost exclusively as soon as you unlocked it.

Turn 11-20
Too Much To Do continues being used for all its worth, as the additional action/s are too good to pass on. Lead By Example is also used for good effect.

Turn: 21-30
Too Much To Do is still the high-light, leaving all other actions in the dust. Be glad that Martyris doesn't need breaks, or he would have gone off to do something else for a few turns. Or he would have done his wife, as you finally got married! (Not that they need prompting. *Looks at dice* Dice: THEY HORNY! *Sighs while throwing away the Wholesome storyline.*)

QUESTER CONTRIBUTION:

Sidestories:
Here you contributed 20 stories! Which are 20 more than I thought there would be! Which is somewhat humbling and makes me smile like a loon. I mean, someone took time out of their day to write something set in a world I created! How cool is that?

Leon12431 leads with 13 at the moment, with his Elemental Felines contributing a new aspect to the world, chief among them Fractal Nova! His works for the Knight you recovered will also have an impact...

Warmach1ne32 also surprised me with an 8.2k omake, even though I helped with some details. Like, damn! How he fleshed out the Forge-Clans with his rooster is something I doubt I could have done. And I created them! He also introduced two Knights, one of which will play a large part in what is to come...

But I am eager to see what others are going to write and how they see the world of Calynth I created.

Media:
To be honest, I never actually expected there to be anything under this tab. Way to prove me wrong! Not only have I enough fun writing and developing this story, but it also caused me to commission three art-pieces! One of which is up, that of Selene, while the other two are in production.

Doctor Elsewhere contributed the most here, with 15 pictures, while Leon12431 created one for the City of Nova's Vision. Impressive!

Now, I have to see how long it takes for fanart to appear...

Critic:

A category that many a writer hope will be empty yet dreads when their hopes turn true. While comments about grammatic are appreciated (looking at you Profectus! Thanks, by the way.), few asked for clarification or had suggestions to help me improve my writing style and the story. While commentary about the story itself (Karmaoa may rise with pride now) were abundant and made me smile, especially those who said that this Quest is a 'Hidden Gem' and 'Incredibly Well Written Fiction,' few had suggestions on how to improve.

Are the characters believable, how they act and react? What about the world itself? Does the way in which I crafted the nations, guilds, organizations, and religions make sense? Have I put enough thought into the ecosystem and the foes the people on Calynth encounter? Are there elements about the story I underrepresented or handled without the care they deserve? Are there subjects where I went into too much detail while not enough for others? Are there things I neglect to write about because I think you do not care about, while you do?

These are things I have little to no input on. And while many would say that worrying about those things is silly, a large part of the enjoyment I receive from writing is when people read it and think: 'The time I spent reading this was well spent, as I enjoyed doing so.' Writing is good; entertaining is better.

Conclusion:

Even with some hiccups along the way, I massively enjoyed writing about the Pilgrims, and hope that I will continue to do so!

To the next eight months!
-HeroCooky.
 
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