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

Discussion in 'Creative Writing' started by TripleMRed, Aug 5, 2020.

?

Would you like to know more?

  1. Yes.

    12 vote(s)
    15.2%
  2. Yes.

    3 vote(s)
    3.8%
  3. Hell Yes.

    19 vote(s)
    24.1%
  4. No.

    1 vote(s)
    1.3%
  5. What is this!? Who are you people!?

    44 vote(s)
    55.7%
Loading...
  1. Extras: Goods of the World of Null.
    TripleMRed

    TripleMRed Versed in the lewd.

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    [A vintage poster is on display. It predominately features some sort of commercial sweet cider made of local fruit known as 'Apa'. The golden cider is packaged in clear glass bottles with their logo and a images of various Apa's lying next to it. The colors of the poster are slightly faded and the edges are slightly torn, but it is still in fairly good condition. Words read 'Have fresh Apa Cider everyday! Straight from the distillery's of Pop-Pop's, our new Apa Cider can be enjoyed any time, anywhere, any day of the year! Available anywhere Pop-Pop's products are sold in 7 flavors of Apa!']

    -

    [An old, small pamphlet is on display. It features a series of weapons that appear to fire microrockets in place of bullets or slugs. The front cover reads 'World Weapon Committee: Intro to Sluggers.' The first page states 'Sluggers are almost as varied as as rail-weapons and old bullet launchers. Whether they're standardized .50 cal pistols or rifles, or the hulking 20mm Apa-Seed hand-cannons, they all fire the tried and true Det-7 explosive mass-reactive fuse warheads into a target.' The second page reads 'Remember, Sluggers are good against bare flesh, but have trouble punching through thick armor without using specialized armor-piercing heads. Be sure to keep at least one rail-weapon on your person for anti-armor purposes.' The final page reads 'The Slugger is a modern weapon for the modern age, but learning its strengths and limits will do you a world of good. Learn more at your local Weapon's Office or Militia branch.' The back of the pamphlet reads 'Remember the 3 S's of weapon's use: Safety, Security, and Solidarity.]

    -

    [A post card is on display. It depicts a fleet of flying warships hanging protectively over a city. Words read 'Aerospace Corp, keeping the skies safe 30 hours a day, 7 days a week, 42 weeks a year.' A note is attached. It reads 'Well, 41.7 weeks a year, but rounding up is good too. XP']

    -

    [A relatively new holographic poster is displayed. It features a series of synthetic anthropomorphic animals with clearly robotic arms and an aesthetic theme vaguely akin to that of old, well loved dolls performing on a stage as onlookers watch from various tables. They consist of a female dog, beowolf, and rabbit, and a male fox. Words read 'Raggity Ran's Bar and Stage Show, Performing for 15 years and counting.']
     
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  2. Extras: Armor and Weapons: V7 'Wolf-Tiger' Powered Armor. [Oros Variant]
    TripleMRed

    TripleMRed Versed in the lewd.

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    [The following is a digital page from the 'Armor's and Weapons Catalog, 149th edition'.]

    Designation: Version 7, Model 'Wolf-Tiger' Powered Armor, Oros Variant.

    [Sketches depict an advanced set of powered armor, thick armor plates evoking the image of an advanced, futuristic knight. The stock version posses iconography depicting stylized Wolf-Tigers embroidered on the shoulders, forearms, chest and helmet. The helmet is totally enclosed, designed to be protective while have decorative embroidery that evokes the image of a Wolf-Tiger's face. Other sketches show the helmet opens up, revealing a reinforced glass dome under the metal. Sketches also depict the armor in various forms of camouflage, close inspection revealing the iconography to be gone.]

    Power Source: Baraq Aleph Series Fulminite Generator. (Good for one month of continuous use before replacement or recharge.)

    Undersuit: V-18 tech suit. 10% notable increase to strength, 10% notable increase to top speed. Optional runic upgrades where available.

    Plating: V-4 Dragonscale powered plate. Reinforced Mithril Alloy capable of withstanding direct strikes from non-energy coated strikes. Vulnerable to Class 7 penetrating strikes and above. Optional runic upgrades where available.

    Additional Features: V-8 Stun-Field generator, integrated, and hard points for armor-planted weapon systems including shoulder mounted launchers and forearm rail-guns.

    Summary:​
    The latest in the Wolf-Tiger model of Powered Armor, the Version 7 has few major upgrades over its predecessor, it's primary improvements mostly being in hardened system and firmware updates. The most notable major upgrade is the first in a series of anti Hack-Weed countermeasures, in order to prevent empty suits from being hijacked by the plant.

    In terms of defense, the Wolf-Tiger V-7 retains an excellent track records against conventional slug and bullet based weaponry, though armor-piercing rounds from Sluggers and railgun weapons are still able to punch through the outer most layers and eventually breach the lower layers. As always, trouble is had with stopping fire from creatures, as thorns, spikes, quills and more continue to retain armor piercing properties as ever before, though the V-7 can deflect indirect fire and glancing blows without issue, only having trouble with direct attacks.

    The series' thruster system remains an integrated portion of the armor, granting users excellent mobility in under water and low gravity scenarios. The thrusters can also be used in short, intense bursts to provide increased agility on land and air, though the user's leg power is more than capable of performing evasive maneuvers on their own, thus need for increased thruster capabilities on land is minimal.

    Runes capable of being applied remains a feature in this armor set, allowing users to to augment and further amplify the suit's capabilities. Note, however, that as per the Runic Law of Age, the effects of the Runes will not be as powerful now as they will be later, though thankfully a runed V-7's modern capabilities and construction allows it to match older suits of runed armors, even pre-power armor suits.

    The most wide-spread and popular modern day armor set in the world, the Wolf-Tiger model continues its service with distinction. Models, as ever, have the option to have the embroidery's removed at the users behest. Whether fighting a Killapede, or surviving an assault from a Spider-Ant Hive, the V-7 is a solid, dependable armor unit that won't let its user down in a variety of environments. Look for its sibling counterparts for more specialized roles, such as adverse weather, underwater, and underground variants, to name a few.
     
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  3. Extras: Armor and Weapons: Jetters' V-17 Series Slugger Micro-Missile.
    TripleMRed

    TripleMRed Versed in the lewd.

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    [The following is a digital page from the 'Armor's and Weapons Catalog, 149th edition'.]

    [Sketches depict a vaguely bullet like micro-missile. They come in a variety of calibers, though the most common is 12.7x60mm. Written across the munitions is a variety of identification script, including make and model, manufacturer, and minor details such as decorative heraldry stamped unto the material.]

    V-17 Series Slugger Micro-Missile.

    Manufacturer: Jetters Aerospace Engineering, Weapon's Lab 31, Munition's Department C.

    Engine: V-18 Solarite Micro-Engine. Capable of maintaining flight across a wide variety of gravities, environments (Including vacuum and underwater), and accurate sustained flight at ranges up to 5 kilometers out. Accuracy drops at further ranges.

    Caliber: .50 Cal for most weapon systems, .45 variant for machine pistols and .65 caliber for heavy machine guns.

    Warhead: Mass-reactive Det-7 explosive filler-gel for standard models. Onboard computer systems capable of determining friend/foe IDs. Can be switched to a proximity fuse on the fly.

    Speed: Mach 5.

    Summary:​
    The latest series of Slugger micro-missiles, the Jetters' produced V-17 has proven itself an excellent munition for Slugger weaponry, being compatible both with modern weapons as well as older models of Sluggers. The V-17 has been thoroughly tested in all environments on Null, including underwater, vacuum distortions and gravity-distortion rich zones, as well as on every known hostile form of life and armor on the planet. The most common models include:

    V-17, Base: The standard model, good against unarmored and lightly armored hostiles, though has trouble penetrating tougher/thicker armors.

    V-17, AP, 'Chitin-Cracker': Model up-armored with diamantium tip and reinforcement runes for superior armor penetration.

    V-17, Stun, 'Shockcollar': Det-7 filler-gel replaced with a special Fulminite electro gel blend. Specialty rounds, solely detonate on proximity and are meant to stun individuals such as resisting criminals. Mostly used by police forces and capture-teams of Hunters.

    V-17, Incendiary 'Thermium': Det-7 filler-gel replaced with Solarite based incendiary gel. Name taken from the Thermium material spewed by some species. Burns at a temperature close to 3027C.

    V-17, Cryogenic, 'Frostbane': Det-7 filler-gel replaced with Glacium based gel. Reaches temperatures approaching absolute zero.

    V-17, Electric, 'Fulgar': Det-7 filler-gel replaced with a Fulminite based electro gel. Excellent for overloading electrical systems as well as nervous systems.

    V-17, Acidic, 'Acid-Bath': Det-7 filler-gel replaced with mutagenic Ferruvore acid. Excellent for eating through non-acid proof materials, flesh or metal.

    V-17, Anti-Magic, 'Moon-Light': Det-7 filler-gel replaced with an energized Moonsilver infused core. Counteracts magical effects such as mystical barriers or creatures primarily composed of magic, such as Oculons or Storm Joys.

    V-17, Anti-Infernal, 'Sun-Bloom': Det-7 filler-gel replaced with an energized Sungold infused core. Counteracts infernal powers. Predominantly used by the Ambaric Church.

    V-17, Anti-Eldritch, 'Star-Bloom': Det-7 filler-gel replaced with an energized Stariron infused core. Counteracts Elder creatures, predominantly used by Magi and the forces of the Mediator.
     
    Last edited: Sep 11, 2020
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  4. Extras: Pamphlet: Rejoice.
    TripleMRed

    TripleMRed Versed in the lewd.

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    [An old, worn pamphlet is on display. On its cover, a single word is printed at the top: 'Rejoice.' An image of armored individuals who appear to be part of an order of knights, unified by by a standardized helmet: A wedged, furnace style knight helmet, with seven horizontal openings to see through. The openings are totally dark, with no way of seeing the individual within, as if light cannot pass through the bars. The armors themselves are fairly uniform, bulky yet paradoxically flexible, with differing colored pieces of cloth hanging from the left shoulder and loins. The Ambaric Cross is on display at the center of their chest pieces.

    The next page reveals writing: 'Rejoice, be you parent or otherwise guardian of [The name of the individual seems to be redacted], for your child has been found to hold the power of the Lord within their hands. This birthright given to them allows them entry into the Order of Berserker Paladins, to hunt down and protect the innocent and pure form the wicked and hateful clutches of those wicked of heart and infernal of soul. Do not fear the arrival of the Paladins that have found the child and have approached you for the right to take them in for training. '

    Another picture is displayed below this writing: It depicts 'Beserker Paladins' fighting and slaying demonic looking creatures, pushing them back into a dark, fiery pit they seem to have crawled out of. Guns, melee weapons, and their own fists are all in use to drive the evil creatures back.

    The page after it continues with more writing: 'With bullet, blade, or fist, it is the duty of the Paladins to hunt down evil that manifests itself unto the physical plane, to cast them out into the darkness from which they came. Through the power of the holy light shining within their hands, all the weapons at their disposal allow them to smite the wicked abominations and permanently bar them from ever returning to the realm of Mortals again, not unlike a priest performing an exorcism.'

    Another picture is displayed below this writing: It depicts a sole Paladin with their sword through the neck of a large demon, the individual being pulled away but not before they've notched their free hand into a fist, ready to drive it into the demons face before it can throw them away.

    More words follow on the last page: 'The life of a Berserker Paladin is not an easy or safe one, for they are expected and must be ready to lay down their lives in the service of their fellow beings to protect them against the Infernal forces of Hell. Rest assured, however, that the final decision for the child's entry into the Order rests upon you, the guardian of [Once more, the individuals name is redacted] and [Redacted] themselves. It is natural to wish to protect your charge, but please think of the good they can do in their service of the Lord within their most sacred order.

    The final image depicts an Oros child in the foreground, their hands haloed with light, while in the background a Paladin that seems to be them fully grown up is shown in the same position.

    Printed at the bottom of the back of the pamphlet reads 'Printed by the Ambaric Church in cooperation with our brothers and sisters in the Order of Berserker Paladins. Blessings of the Lord and Am be upon you, reader.'

    -

    Pamphlets such as these typically given to a guardian of a discovered child when they ask for time to think on the matter. If the guardian and child decide to accept the offer to have the child enter the Order of Berserker Paladins, then the child is taken away to begin their training with the Order. Initiates are allowed to visit their former homes upon completion of the training or to attend a major event such as the death of a loved one.]
     
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  5. Extras: Armor and Weapons: V-12 'Oculon' Powered Armor. [Oros Variant]
    TripleMRed

    TripleMRed Versed in the lewd.

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    [The following is a digital page from the 'Armor's and Weapons Catalog, 149th edition'.]

    Designation: Version 12, Model 'Oculon' Powered Armor, Oros Variant.

    [Sketches depict an advanced set of powered armor, streamlined and designed with the image of a soldier in mind. The stock version possesses unit identification markings on the chest, pauldrons, and helmet, as well as a stylized image of the armor's namesake, an Oculon, on the back. The helmet posses a single large visor, spread across the eye region as well as 'spreading' down around the muzzle portion of the helmet with a pair of spoke like arms, not unlike a sideways capital 'K'.]

    Power Source: Baraq Aleph Series Fulminite Generator. (Good for one month of continuous use before replacement or recharge.)

    Undersuit: V-18 tech suit. 10% notable increase to strength, 10% notable increase to top speed. Optional runic upgrades where available.

    Plating: V-4 Dragonscale powered plate. Reinforced Mithril Alloy capable of withstanding direct strikes from non-energy coated strikes. Vulnerable to Class 7 penetrating strikes and above. Optional runic upgrades where available.

    Additional Features: V-8 Stun-Field generator, integrated, and hard points for armor-planted weapon systems including shoulder mounted launchers and forearm rail-guns.

    Summary:​
    The most recent edition of the Oculon model of Powered Armor, the V-12 Oculon retains the iconic visor design the series is designed for. This mono-visor is vaguely reminiscent of the Oculon spirit creature, a beast composed of a singular fiery eye surrounded by rocky material that opens and closes not unlike an ocular aperture. This visor is extremely durable, made of a diamantium based polymer. This allows it to be see through without compromising it's durability.

    On the defense, the armor is comparable to the newer Wolf-Tiger series in most respects, though the armor's smooth contores and composition provide it with better elemental damage protection than physical contact. This allows it to better survive against energy and elemental blasts from a variety of sources, though physical and kinetic strikes have a likelier chance at damaging the armor than it would the Wolf-Tiger series.

    Thruster systems are a relatively recent addition to the series, having been incorporated as part of the design since the V-10 model some centuries prior. Since integration, thruster systems prove to be as efficient as in any other form of Powered Armor with the feature.

    Runes capable of being applied remains a feature in this armor set, allowing users to to augment and further amplify the suit's capabilities. Note, however, that as per the Runic Law of Age, the effects of the Runes will not be as powerful now as they will be later, though thankfully a runed V-12's modern capabilities and construction allows it to match older suits of runed armors, even pre-power armor suits.

    Before the widespread adoption of the Wolf-Tiger series, the Oculon model of Powered Armor was the most widespread and used series of PA in the world. The reliability and well roundness of the armor for a variety of situations and damage types make it an excellent option in most combat scenarios. Its signature visor has always been known for the its aim assist protocols, which in the V-12 have been improved upon with a V-8 software system. While nowhere near as superb at aim assistance as the Arachnis sniper-specialized PA model, the Oculon offers a reliable means of insuring ones aim is rarely erring on a given target.
     
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  6. Extras: Goods in the World of Null, 2.
    TripleMRed

    TripleMRed Versed in the lewd.

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    [A brand new holographic poster is shown, depicting an upcoming video game. The game is stored on a small cartridge like device, with small print next to it claiming it carries up to a terabyte of storage space. The game proper appears to be a 16-bit RPG with a turn-based combat system and features anthropomorphic versions of Nullian animals as the player characters in a fantasy adventure. Writing in certain areas of the poster reads as follows: 'Play the exciting conclusion to the Falling Cinder Quadrilogy, featuring over 20 hours of story quests and dozens more of side quests, with the choices you've made in the previous installments coming to a head! Also included are the previous games of the series, for even more exciting adventure for those who have yet to pick it up! Only 45 Dollups!']

    -

    [A simple conventional poster is on display, depicting a three data-cartridge set for a show called 'Starshine'. It seems to be about the adventures of a crew of Nullian explorers and the various alien peoples and threats they encounter along their journey. The show seems to comprise of three separate series, the original and two sequels, each several seasons long. Words follow on the poster: 'The whole series, now yours to own for only D100.']

    -

    [An advertisement poster for another video game is on display. It depicts an Oros Magi of the Magi Order in their full armor firing a shotgun towards tentacled horrors trying to grab them on the platform they're on, while a fellow Magi runs towards them in the background, arm outstretched. Words read 'Final Pact, HD Edition. Coming soon.']

    -

    [A written advertisement follows. 'Chimera wanted for government research. Must be healthy, have mothered at least one set of offspring, be of respectable mental fortitude, and not have any plans for the next two decades. For more information, contact 707-4501-813. Payment starts at D50,000, price negotiable.']

    -

    [A video PSA follows, depicting a blocky but tough looking cellular device. 'The next upgrade for Comm. Bloks will be available this coming Hamaday. Visit your nearest government office on Hamaday, or at your earliest convenience if you cannot make it at that time, to receive your complementary upgrade. This has been a public service announcement from the Chamber of Public Communications, we will now return you to your regularly scheduled broadcast.']
     
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  7. Extras: Armor and Weapons: Maddock Industries V-10 Hammer Slugger Family Line.
    TripleMRed

    TripleMRed Versed in the lewd.

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    [The following is a transcript from a pamphlet detailing the latest version of the Maddock Industries V-10 of the Hammer family line of Slugger weapons.]

    [Several illustrations of different, but related in design, weapons are shown.

    The top most one is an assault-rifle style weapon, approximately 100cm's in length. It is a mostly boxy, dense looking weapon designed to fire 12.7mm Slugger micro-rocket rounds while being a solidly built and dependable weapon for close quarters brawls. The magazine is straight and angled back towards the user, and placed directly in front of the angled trigger guard. It holds 64 rounds in a duel-stacked, two row design holding 15 rounds per stack, leading to 30 rounds in the front and back rows. 4 additional rounds are slotted in the thinner portion of the magazine meant to be inserted and locked into the gun proper, holding two rounds in a single stack and having two rows. The barrel is rounded compared to the blockier and angled top portion, which is rigged to allow for placement of optics and other attachments. The grip is also comparatively rounded and rubberized, for ease of gripping. The stock juts out the back and comparatively small, but adjustable, allowing for a range of users to be comfortable using it. The electronic's suite is a slit at the back of the top portion, above main body assembly, displaying ammunition, range to target, and feeds ballistics information into the user's armor as well as whatever network the user is a part of.

    The middle most weapon appears to be a DMR style sniping weapon, being about 95cm's in length. It is boxy like the assault weapon, but is not as dense and has a smoother finish to it's plating. The barrel, which is rounded like the assault rifle's, appears to be meant for firing a larger, 15mm round. The Magazine is straight and staggard stacked, holding 20 of the larger rounds. The stock is thicker and fixed, while a factory issue sight is attached to the main body, an ammo read-out suite located directly under it. The sight seems simple on first observation, but illustrations of looking down it reveals a high tech and data-rich sight that shows trajectory, effects of elements such as wind and gravity, as well as total ammo left and even seems to have a built in feature to show vulnerable sections of the enemy.

    The third and final weapon is a heavy pistol design, with the magazine similar in design to the assault rifles: In front of the grip's trigger guard and angled backwards towards the user. It seems to hold approximately 18 .50 cal rounds within it's double-stacked design. Overall, the design elements are similar to the rest of the shown family of weaponry, with an thin but readable info display at the back of the top-barrel shroud and a rounded barrel inbetween boxy and angled plating. The bottom portion seems to have a laser sight built into the electronics held within the plating under the rounded barrel.]

    Maddock Industries is proud to present the new V-10 of it's Hammer series weapons line. The Jackhammer Assault Rifle, Sledgehammer Designated Marksman Rifle, and Pinhammer lines have all been updated with new Mithril composites and alloys in their construction, increasing their durability for when one needs to use them in melee. Updates have also been made to the electronics suites as well as the attachment points, allowing for increased options during combat, and the modern version of our tried and true self-maintenance systems keeps them operable up to a month on the field without hand-maintenance! Order now, and receive a complementary paint-job to your specifications as well as several decals to adorn your weapons as you see fit. Pricing remains the same for these new updated weapons:

    Jackhammer-D345

    Sledgehammer-D350

    Pinhammer-D90

    Buy Hammer, and crush the opposition! (Specialist ammunition prices separate, free government issued munitions available at nearest Militia outpost within your area. Store firearms unless needed as per governmental guidelines and follow safety protocols on pain of suspension of usage of firearms. Remember, advanced weaponry is a privilege, not a right.)

    [A note is attached to the pamphlet, reading 'Hammer's always made solid guns, literally! Total pain to take apart for monthly maintenance, though.']
     
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  8. Extras: Armor and Weapons: V3 'Arachnis' Powered Armor. [Oros Variant]
    TripleMRed

    TripleMRed Versed in the lewd.

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    [The following is a digital page from the 'Armor's and Weapons Catalog, 149th edition'.]

    Designation: Version 3, Model 'Arachnis' Powered Armor, Oros Variant.

    [Sketches depict an advanced set of powered armor, streamlined and designed with what seems to be stealth in mind. The stock version is a sleek armor system with few if any sharp edges, the edges it does have being curved to reduce detection signature. The helmet lacks a visor, instead having 8 dot like camera-eyes, four on each side of the face, two stacks of two side by side eyes on a slanted placement over the bottom set. They are small and beady, almost disappearing in the base armor's black coloration.]

    Power Source: Baraq Aleph Series Fulminite Generator. (Good for one month of continuous use before replacement or recharge.)

    Undersuit: V-18/s tech suit. 10% notable increase to strength, 10% notable increase to top speed. Shadow-weave threads reduce sensor signature and power draw from stealth systems. Optional runic upgrades where available.

    Plating: V-2 Stalker powered plate. Reinforced Mithril-Umbrum Alloy capable of withstanding direct strikes from non-energy coated strikes. Vulnerable to Class 5 penetrating strikes and above. Addition of Umbrum ore in alloy reduces sensor signature and power draw from stealth systems. Optional runic upgrades where available.

    Additional Features: V-8 Stun-Field generator, integrated, and hidden hard points for armor-planted weapon systems including shoulder mounted launchers and forearm flamethrower units, as well as a forearm mounted hidden grappling line launcher as standard. Self-repairing Skulker smart-paint layer allows for automatic and passive stealth capability via mimicking the coloration and texture of surrounding environment. Internal hard-point for an Umbra-Bet type active camouflage generator available in base model, but not installed by default.

    Summary:​
    The newest iteration of the Arachnis Stealth and Recon PA System model line, the V3 has seen many major upgrades over their predecessors, including have a self-repairing Skulker smart-paint layer on the outer coating as standard for the current model, rather than an add on feature as it was in the previous generation. Due to the time and manufacturing costs associated with its production, the Umbra-Bet active camouflage generator continues to be produced on an as needed basis and installed in suits as required.

    On the defensive side of things, the Arachnis's stealth oriented nature and the nature of the plating used results in it being less capable in protecting against melee based attacks than other, more direct-combat oriented armor systems. The curved nature of much of the armor, as well as ablative materials used in its construction, provide it with impeccable protection against energy and chemical based attacks. As a once unforeseen consequence of the addition of Umbrum into its alloy make-up, the Arachnis continues to posses excellent protection against ranged weapons fire, be it slugger or even non-armor piercing rail rounds.

    Thruster systems are a relatively recent addition to the series, having been incorporated as part of the design since the V-3 prototype several decades ago. Since integration, thruster systems prove to be as efficient as in any other form of Powered Armor with the feature, though the stealth oriented nature of the suit leaves a notable 4.5 milisecond delay compared to the thruster systems of 'battle-ready' suits such as the Devestis or Wolf-Tiger lines.

    Runes capable of being applied remains a feature in this armor set, allowing users to to augment and further amplify the suit's capabilities. Note, however, that as per the Runic Law of Age, the effects of the Runes will not be as powerful now as they will be later, though thankfully a runed V-3's modern capabilities and construction allows it to match older suits of runed armors, even pre-power armor suits.

    Once a test-bed suit for infantry scale stealth systems, the Arachnis quickly became the world's leading stealth oriented power armor. With nearly every facet of it devoted to maximizing it's stealth capabilities, the addition of a Umbra-Bet active camouflage unit into the armor provides it with complete visual, auditory, and sensory cloaking capabilities that make it impossible to find short of dimensional-piercing sensory capabilities. This, in addition to the armor's extremely advanced and fine tuned helmet systems which provide unparalleled aiming support functions, make it the armor of choice for snipers and stealth focused Hunters across the whole of the Median*.

    *Warning, due to the imperfections in consumer grade Umbra-Bet stealth field generator, firing of a weapon such as a Slugger or Rail weapon can disturb the stealth field, causing it to momentarily 'flicker' and potentially reveal the location of the user. Further imperfections also result in the stealth field not being operable for longer than half an hour at a time, following another half hour to recharge. Quick movements such as sprinting, leaping, and rapid melee combat can also briefly destabilize the stealth field. This has been your Median mandated safety warning on the usage of the Arachnist suit and its Umbra-Bet stealth field add on.
     
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  9. Extras: Grimoire: Aether and the Magi.
    TripleMRed

    TripleMRed Versed in the lewd.

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    [The following is a transcript from a section from the Grimoire of the Magi Order, written by an unknown author.]

    Aether and the Magi.

    'In the beginning, there was nothing. And then, [GOD/SAJUUK/THE LORD/THE MAKER/CREATOR OF ALL/THE ALMIGHTY] saw fit to begin anew. The first of these creations was a place, [SHEOL/THE AETHER/THE VOID/THE NOTHING OF EVERYTHING]. And from there, Creation began.'
    -First passage from the Bible of the Ambaric Faith, the Aetheric Holy Scrolls, and the Book of the Great Spirits.

    At the start of time, there were us, Mortals. In the time before time, there were the Elders, the prototypes to Mortal Life as we know it today. And in the time before the time before time, there were the Ancients, the Primordials from which all concepts derive from. The first among these, however, was the Aether, a place of nothingness. For the majority of its History, the Aether was inhabited by only two beings: Lethe, the Devourer, and her husband Eunoe, the Protector. The two are of the Aether and are the Aether, one and the same, or so it is written. Ever since the death of the first Universe was borne into creation, the Aether and the Aether Beings within it had one great purpose: To devour these dead realities to stop their rotting corpses from polluting all of Creation and to make space for new worlds to be borne. Thus, Lethe and Eunoe were known by their titles: 'The Vultures of God'.

    However, as the two enacted their great and vital purpose, Great Lethe came to realize something: A terrible hunger existed within her, one that could not be sated but with the act of Eating dead worlds and wiping them from the face of What Is. So maddening was this hunger, that Lethe enacted the First Purge, wherein before she could be stopped, she ravenously Devoured vast swathes of Creation. Stopped by her husband, the first of several changes was enacted in the Pact they had with the Lord: They were not to Consume realities that still yet lived, with only the corpse universes being what they would consume. Lethe, having been humbled and learned to control her Hunger more, became a more compassionate being towards the Mortals she once feasted upon.

    And thus, a long stretch of peace was attained. This Peace was briefly overcome when Lethe, in a moment of old weakness, created a race to feed her Hunger by having them strike out against Elders who sought to harm Mortals. They are only known today as the [Sleepers]. The Sleepers, however, grew independent and sought to feed their creator with the blood of Creation once again. Eunoe saw the madness of his wife's newly independent creations and rose a race of his own to combat them. They were the Oros, a people whose design would one day resurface to be used in our creation in this Age. Eventually, the two races fought each other to extinction and a new peace came over Creation.

    One day, during the Mortal Age, Lady Lethe and Lord Eunoe had a child, a daughter named Media the Red Lady. With their child grown, Lethe and Eunoe took temporary absence of their duties to explore the afterlife, with Media having four Mortals Ascended to Aether godhood to be her assistants, the first and so far only time such a thing has ever occurred. They were the three sisters, North, South, and Libdas, and the Machine Mind Sora. With them came the first of the Magi, Mortal beings who has been born blessed with the power to manipulate the energies of the Aether.

    The Magi were of free will, to do with their abilities as they decided, but they were not originally without a purpose. They were a defense for Mortal life, to stand against the jealousy of the Elders, who cursed the Mortals for the wealth of new universes dedicated to them to inhabit. Even upon the return of Lethe and Eunoe, the Magi continued to be borne among the Mortals, though in time, as restrictions were placed upon the Elders, the need for them decreased and their appearance in the Mortal Realms began to dwindle.

    After the return of Lethe and Eunoe, three more daughters were borne to them: Aegia, the Silver Lady of War, Orual the Amber Lady of Knowledge, and Null the Green Lady of Madness. The last to be born between Lethe and Eunoe was a son. He, however, was born asleep and has never since awaken, to the eternal grief of Lethe and Eunoe. Following this, the two became more reclusive and distant from dealings with the rest of Reality outside of their Duty, with their children becoming active and aiding to curb the rising threat of Elder insurrection against those Mortal planes not protected by the Elders' previous restrictions. Of them, Media and Null, the oldest and the youngest of the Aether Sisters respectively, created Mortal Races to do their bidding. Media, the Orberon, and Null, the Oros, reborn using the designs once drafted and used by her father long, long ago.

    Null created a world that would one day bare her name in order to perfect the Oros through the trials of a hellish deathworld as their homeworld. Media, who had taken many shortcuts to get the Oberon to the same degree of capability, saw the Oros and found them better suited for her needs. Thus, in the year of approximately 1000 A.A, Media created a mortal shell for her to inhabit and interact with Nullian kind, the Mediator. In the year of 1501, she succeeded in unifying the various Nations of the world of Null under the banner of the Median, with her Pact being a simple one: She would help ease the burden upon the Mortals from the onslaught of daily Nullian life and thus allow us to advance towards the stars, and in exchange, we would hunt down the Elders that stalked the stars.

    ---

    To be a Magi is to be a being with the potential for great power, but with the burden of great danger as well. They become a target for Elders, who fear them becoming predators against their kind anew, a fate that is sealed for their attacks but motivate and embolden Magi into their role.

    The Magi Order of Null was founded in years long past, when Aether Shamans united to form a singular institution to train and prepare others of their kind. Thus the first true Magi of Null came into being. Mortal and Spirit alike could be born blessed with the power to perform Aetherworks, the magic of manipulating the Aether, the only form of magic available for most modern Oros who have since become immune to the touch of most other forms of magecraft. It is long, draining work to become a Magi, but once the training is complete, a being of great power takes their steps to aid in the betterment of the world. Magi of the Order hunt down Elder creatures that are a threat to Null, as well as engage in peace talks with those Elders that can be reasoned with. In addition, it is the responsibility of the Order to help hunt and strike down fearsome beasts that threaten the people, and to aid the Order of Berserker Paladins with their God given duty of striking down all things demonic in nature.

    Those who are found to be blessed by the Aether are taken to the Order and trained lest they become a danger to themselves or those around them. Once trained to control their powers, they are given the choice to remain with the Order to serve the people of the Median, or they can return to their old life. This is a far cry from the old days where Magi had only the choice to serve within the Order.

    The power over the Aether, known as Aetherworks, is highly dangerous. In theory, one can do virtually anything one can imagine with this power, up to and including rewriting reality itself. In practice, however, Magi are limited by training, skill, and natural power, which grows over time as they better learn to use their powers. Numerous schools of training exist, from the Sunbearers and Hydrosingers, to Stormbringers and Frostcallers. The most powerful and dangerous school is that of the Aethermeisters, whom directly call upon the energies of the Aether itself rather than using the Aether to conjure and control the elements the other schools use. This means they can wipe things off the face of Existence, the total cessation of existing, upon Devouring them with their Aetherworks. With this power in hand, even the lowliest Aethermeister is a threat to the mightiest god that does not take them seriously, though in turn the Magi but be careful, for such power is not a plaything and can just as easily turn on them if they treat it as such..

    In the Modern day, Magi inhabit all strands of society, with our ultimate goal being to protect our fellow Mortals and to destroy any Elder threats we encounter. We are spread through all career paths and social classes, from humble Hunters, to Median Knights in the military, to leaders of Nations. Time will tell how successful we are in this endeavor, however, to keep our people safe, as even the most powerful and dangerous of us are still Mortal and can overextend ourselves.​
     
    Last edited: Oct 27, 2020
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  10. Extras: Numbers of Null.
    TripleMRed

    TripleMRed Versed in the lewd.

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    [The following is a reduced, publicly made available transcript from the Galactic Monitoring Index, written by the Institute of Aerospace Monitoring.]

    Planet Name: Null.

    Planetary Position: 3rd.

    Moons: 2, Yarah Dam/Senora Sanguine (The Elder Blood Moon) and Yarah Mat/Senora Virdis (The Rotten/Green Moon.)// Yarah Mat Distance: 450,000 miles from Null. Yarah Dam Distance: 700,000 miles from Null.

    Diameter: 9800 miles/15771.57 kilometers.

    Surface Land to Water Ratio: 35 Percent Land, 65 Percent Water.

    Atmosphere: 1.07 Galactic Habitable Standard* 02/N2. Level of contamination with foreign bodies bacterial and chemical in excess by several orders of magnitude. Contaminants inhospitable to foreign material.

    Gravity: 1 Nullian Gravitic Standard. Exact measurements varies based on some locations, the standard gravity is typically 2.5 the Galactic Habitable Planetary Standard*.

    Surface Temprature Range: -200 to 155C/ -392 to 311F. Average surface temperature in most livable regions are around -50 to 50C/ -58 to 122F.

    Thaumaturgical Rating: 10 on the Nullian Magic Rating Scale. Comparison with other planetary bodies believed to hold life indicates this is almost thrice the galactic average.

    Length of a Day: 30 Hours.

    Days in a year: 292. Days in a standard 7 day week in order: Memsday, Thressday, Morchtday, Tulinday, Hamaday, Yulsday, and Faraday.

    Civilized Sapient Population circa 3152 AA:

    Median Population Estimated 7 billion individuals, 3.4 billion Oros across the various Nations of the Median, 2 billion Chimera and Cerberi, and 1.6 billion Mortalized Spirits, ~5 million Other.

    Ogra Population Estimated 8 billion, 5 billion Ogra, 2 billion Mortalized Spirits, 1 billion Western Lasarna, 1 million Other.

    Striga-Hyto Population: Estimated 1.8 billion, 1.3 billion Striga, 2 million Oros, 2 million Ogra, 1 million Other.

    Lasarnan Republics Population Estimated 3 billion individuals, 2 billion Eastern Lasarna, 1 billion Mortalized Spirits, 1 million Other.

    Notes: *Data collected after careful observation of known galactic bodies and comparing them to our own standards over the course of several hundred years.
     
    Last edited: May 31, 2023
  11. Extras: Sports News Weekly and Musician's Digest Monthly.
    TripleMRed

    TripleMRed Versed in the lewd.

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    [The following is an exerpt from a weekly article providing news on the world of Sports on Null, imaginatively titled 'Sports News Weekly', this one dated years prior to the current date.]

    It's another good week to be a sports fan as we have several up-coming matches across numerous competitive games this sports season.

    In the world of Boom-Ball, the finalist teams for this years championship finales are down to up and coming underdogs Steelwater's District 3 Saints and the current three-time champions, the Hamsaya City Royals. Last week's explosive game saw the Saints win their way to the championship finales against their long time rivals, the Traummond Shinooks, with the Saint's star player Nass Mondzahn performing a Flourish to take the Shinook's lead player Ash Tasoth out of the game before moving in for the goal, planting the Boom Ball and ending the game with an explosive detonation that sent the entirity of the enemy team flying!

    Richochet fans meanwhile are gearing up for the mid-season play-offs, with the first game featuring Hama's Panzers against Rahls Ravagers. Hama's stunning victory at the end of the first half of the season against Coilland's Plenty saw rookie player Cass O'caya pulling Hama's team out of the jaws of defeat by managing to go two to one against Coilland's remaining players and taking out both with a calculated throw that saw her bounce-ball hit one then the other in a two-for one 'Double-Trouble' throw. Many veteran players are impressed by to see such an expert move of calculating prowess come from such a new and unseasoned player. Many say this speaks of a long and excellent career awaiting young Cass, though we will see if she can maintain such expert level richochets going forward or if this was a lucky one time trick for the newcomer.

    Memsday Night Combat continues it's ongoing competition for newblood teams of rookies to try and defeat current reigning team 'The Enemy Doesn't Care What We Call Ourselves Do They' in their challenge for such newbie groups to try and defeat them in at least 1 round of a 5 round match for the grand prize of a 1 Million Dollup per player payout and a sponsorship deal by TEDCWWCODT for the rookie team that manages to accomplish the challenge. So far, none of the 25 teams that have participated have managed to beat TEDC's challenge of winning at least one round, though the most recent team called 'Fireteam Sanguine' has managed to earn a second try after managing to, against all odds, have at least one team member survive one round and even tie with TEDC's score not once, but twice.

    On the topic of Ties, Heavy Weight Combat Boxing continues to see up-and-coming Spirit League Champ Mae Lee once again tie with 7 time world Oros Champion Hoxton Tanner. Mae Lee, a Mortalized Erui tiger Spirit, has had her 4th tie-breaking match against Firebrand champ Hoxton which once more has ended in a tie for both champions. Some experts believe that these two titans of heavy weight combat may indeed be each other's truest match, with few if any having any concrete belief on who, if either, will ever be able to truly win against the other.

    In the world of Duelist Competitive Championships, the ongoing Tournament has seen an unexpected victory when Loray Meetra managed to break her opponent, one Kayla Torres's, blade with a mighty swing of her Axe-Scythe, only for Kayla, undeterred by her weapon's broken state, to slip past her opponent's guard and jam both the tip of the blade and the broken handle in between sections of Loray's plate armor. While overall points were deducted for bloodshed, Kayla ultimately was given the win for the duel by the judges and even recieved high praise from her opponent. "It takes a special kind of duelist to not give a damn of having a broken weapon and still find a way to achieve victory." Loray has gone on record saying after recieving modest medical aid for her injuries before her regen kicked in.

    In non-competitive news, the world of Sports Shooting, a staple of Normal Oros sports events, is still out of season until the end of the year, but it has seen a notable upswing in new participants in out-of-season play and training. The Displaced, as those brought to our homeworld have been known to be called, have seen a large number of athletes begin to get into the native sports scene in the five years since their initial arrival. While bringing their own sports from their original home, many Displaced have a noted insterest in trying to participate in Nullian classics.

    'I've always liked guns, kinda had to on the mean streets back home, but being able to shoot guns at targets like it's freaking golf? Count me in!' Says one Raptor based Displaced by the name of George Smith.

    'Golf', for those unaware, is a sport native to the Displaced's original home culture, which involves hitting a small white ball with a specialized club to send it flying towards a small hole dozens or even hundreds of meters away. This sport, practiced in a manner akin to Sports Shooting, has taken the interest of numerous Nullians who have flocked to observe the Displaced game being played on makeshift golf courses.

    For racing fans out there, the Median Knight's Great Walled City Hover-Bike Racing Circuit continues to be closed due to the on-going conflicts across numerous fronts including against Spider-Ants, Mother Roots, and the remnants of the Dark Spirit Crisis requiring the attention of the Median's armed forces. No official comment has been given when, exactly, there will be a return to the racing circuits. Many fans, while disapointed, are understanding, with those at the Great Walled City that birthed the GWC Racing Circuit, Dreamhold City, to eagerly await their beloved home-town sport's renewal.

    To end off this week's sports news, another Season of Champions in Arara's Golden Arena has begun, with the Great Spirit of Loot herself presiding in an opening ceremony that saw this season's competitors starting strong across various combat, platforming, and problem solving trials. Competitors both returning and new are particularly excited over this Season's loot rewards, ranging from gilded melee weapons to a set of custom made Aurum Champion armors and weapons as the current Seasonal rewards for all competitors who succeed in winning all of the Season's challenges.

    That's it for for this week's news, sports fans, but we'll see you again next week at the same usual time for new updates and new stories to tell!

    -

    [What follows is an excerpt from 'Musicians Digest Monthly' on new released by various musical artists.]

    The music scene has been witness to several new releases this month, from old favorites to newer artists breaking ground to make themselves a place all their own.

    Taking the world by storm with their new 'pop' stylings, the Displaced have seen several musical stars find an audience both among their own people as well as Nullian kind. Among these stars, canine pop idol Eileen Ferris has released two new singles, 'High Rise' and 'Trouble Boy', while fellow primate pop star Kenzie Thomas is currently working on her as of yet untitled new album, set to release later this year. Kenzie is famous for her debut new album with heavy tones and themes criticisng the old world the Displaced come from, titled 'Shattered Faith', something welcomed by both the Displaced for its unapologetic and critical look at the government and corporate systems of the old world among other things, while Nullians find it a fascinating and unadulterated look into life in the old world from which the Displace hail from. Rumors exist of a possible collaboration between the two pop stars, though there has yet to be any sort of official announcement or confirmation.

    Coming straight from Hurkora's Recording Hall, Oros opera singer Jassete ChuGora's latest piece continues to bring recognition to the Mortal from the Hurko Spirit race, who find her melodies and tunes 'familiar yet distinct'. The Great Spirit of music herself, Hurkora, has gone on to say that her biggest regret was not signining Jassete on to be her own personal Mortal musician, a fact that Jassete is quick to say some words about. "She's just being humble, I can't dare to come close to matching her musical talents or ear. Still, if she likes me, I must be doing something right, no?" Jassete is currently set to have a live concert tour across several of the Great Walled Cities, including Steelwater, Traummond, New Cambaria, Tenebraum, and Dreamhold City.

    On the terms of more classical stylings, old school big band group 'The Clovers' have confirmed their latest album has been delayed indefinitly due to the destruction of their recording studio and equipment in the latest beast raid to assail their home town of Juniper Hall. The Clovers had for the longest time refused to move to a Great Walled City for a multitude of reasons ranging from solidarity with their fellow Juniper Hall townsfolk as well as the belief that the move to a new and unfamiliar location might have an affect on their musical stylings, which focus on a somber tone for the genre. With this latest disaster, which has seen much of Juniper Hall destroyed in an unusually powerful and dangerous animal raid coordinated by Spider-Ants, many of the remaining inhabitents are without homes and have lost their faith in the 'old way' of living in 'old fashioned' towns such as their home. The Clovers have confirmed that, after some debate, they will be moving alongside their fellow Juniper Hall towns people to the nearest GWC of Juniper Hill.

    Coming out more recently, the electro-swing collaboration between DJ Skully and DJ Scarface has seen a mostly positive reception from their fans, both Nullian and Displaced alike. when asked seperately for comment about their collaboration partner, both DJ's had only one thing to say about the other: 'I like his style.'

    On more tragic news, the current band for the world famous Berserker Paladin Theater Troupe has suffered a great loss as two of their current band-mates have fallen on the line of duty. As always, the exact identities of the current Theater Troupe composition remains a closely guarded secret, but it has been confirmed that a private service will be held within the Paladin Order's headquarters. Their last album, Rain of a Thousand Iron Fists, will be the last album to contain the latest iteration of the Troupe's musical band. Reports confirm that the surviving members of the current Troupe, in honor of their fallen pack-mates, will disband and open the way for the next iteration of the band to replace them.

    (Eileen Ferris and Kenzie Thomas belong to some pleasant fellows I've met on Discord called Shocken and Iselwyr respectively. Their characters appear as cameos among the Displaced populace in this setting.)
     
    Last edited: Jun 9, 2021
  12. Extras: A Guide to Common Nullian Fruits, and Some Other Edible Plants. [3152 Edition]
    TripleMRed

    TripleMRed Versed in the lewd.

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    A Guide to Common Nullian Fruits, and Some Other Edible Plants. [3152 Edition]

    -

    Greetings and welcome to all of the Median's newly Displaced populace. We understand thoroughly that, due to circumstances outside of your control, you have wound up on our world with no way back to your points of origin. We deeply apologize for any and all pain, suffering and/or dismemberment the survivors of the initial Displacement may have suffered due to our world's incredibly hostile nature, and we hope that your new homes in the wonderful City of Dreamhold/Byr will be a safe and comfortably accomodating place for you all to live in in peace.

    Due to the 'changes' that were made to your bodies in order to make you compatible with living on Null and not instantly be dissolved into a bubbling boiling puddle of rotting biomass on contact with the contaminents in the air, we have prepared a short but helpful list of various native Nullian fruits, as well as some other edible plants, that will be continiously updated as time goes on as we help you integrate and get as close to comfortable with your new lives here as possible.

    -

    Apa: The Apa is one of the most common and widespread fruits on the Arisa continent of Null, coming in a massive variety. From Verdent Bitters to Brown Sugar Apas, to the thorny and massive Pineapa to the bitter 'Tomato' like Bitter Apa, its varied flavors and common nature means you will never want for any kind of Apa in today's modern age. While your biologies have been made fully compatible with Nullian foods, it must be noted that the Apa has some differences from the equivalent known to most Displaced, the Apple.

    The juices of an Apa are highly caustic which, while a nonissue for the biologies of Civilized Races, can be a problem when trying to prepare them due to their rating on the Nullian Caustic Scale. Most modern kitchen equipment has been specially acid proofed to allow the ease of handling the corrosive juices, but one must be careful as it's not unknown for spills to occur, which can lead to damage to rugs or the floor. Another major difference, in place of many smaller seeds, the core of the Apa is a massive pit like seed roughly 20mm's in width. Contained within is a notable amount of cyanide, which can be useful to add an almondy taste to items if one lacks the nut for use in cooking. Safety warning, do not eat more than 10 Apa-Seeds in one sitting, lest you gain an upset stomach.

    -

    Pair: Comparable to the 'Pear' fruit known to your kind, the Pairs of Null posses a similar appearence in that they have a fat bottom half that tapers to a point at the top. They get their name due to the fact that they always come in twin pairs, attached at the stem. Similar to the Apa, they posses corrosive juices and a pit like seed, though these are less potent than the Apa varieties.

    -

    Banki: A crescent moon shaped food, Bankis are Null's equivalent to your 'Bannanas', though with several key differences. Namely, a Banki's peel is green in coloration, and one knows it is ripe when the peel develops several splotchy black spots. Furthermore, the seed of the Banki is actually located on the 'Handle' used to peel it open, and in the wilds it secrets a subtle pheramone that drives small fauna to dig a hole to lay the seed in to have it grow in a new, safe place. Aside from this, the Banki is overall a pretty harmless fruit, lacking any real notable deadly features such as caustic juices or other phenomena. Enjoy to your heart's content, or use in recipes as you see fit.

    -

    Plumpkin: Similar in appearence to the Pumpkins of your world, and with a meat of similar consistency to 'sweet potatoes', the Plumpkin is a hearty and nutrient rich sweet tasting delight that is availble year round in a wide variety of different kinds of a flavors. Despite this, however, a word of caution is necessary: The Plumpkin is known infamously as the 'Genocide Gourd', as when placed in fields with other forms of fruit or vegetables, they will spread their root systems to target and strangle to death these other plants before using their rotting forms as fertilizer for new Plumpkins to form from their strangling roots. As such, when handling Plumpkin seeds, it is absolutely vital not to allow any be planted near non-Plumpkins. If you or someone you know has a personal garden, do NOT forget to remind them of this fact lest they lost their entire crop and accidentally cause a small Plumpkin outbreak.

    -

    Ash-Berry: A most peculiar plant that is difficult to properly compare with Displaced native flora, the Ash-Berry resembles a common cherry with a brighter, fuller and shinier color, and spawned in massive quantiies around a singlular large trees out in the Ash Fields of the Southern Heat Plains. Nourished by the volcanic ash enriched soil, these trees periodically release spore like seeds from their tops, which float down and grow into new Ash Trees, assuming they are not eaten in their sappling stage by tree hungery creatures. The fruits of these trees do not contain seeds, and instead act as enticement or payment for animals to protect the trees from harm by flora consuming creatures. The Ash-Berry itself is the size of a cherry, but posseses a bitter taste. They find excellent use in bitter recipes, candies, and as flavoring for medicines.

    -

    Shellfruit: A fruit commonly found on islands owned and visited by the Wavechasers Nation of Oros, Shellfruit are similar to 'Kiwis'. They grow low to the ground and are covered in a soft-fuzz shell casing, contained within a slightly glowing flesh known for its delightful flavor. A word of warning, however, as it has been found that Shellfruit are unusually radioactive for fruit and consuming large quantities can lead to stomach pains. If you feel a slight burning sensation as you injest the fruit, do not panic. This is your bodies reaction to radioactive material kicking in as the flesh is consumed. It is not recommended to eat anymore than 10 Shellfruits in one sitting lest one get sick and have to spend a day recovering from the radiation dosage.

    -

    Nullian Fig: It is a fig. Same as in your world, though notably larger and encased in a tough armored shell, making them a favored fruit for Shinooks. Excellent for making popular fig based candies and cookies.

    -

    Orange: Named after it's orange coloration, it should not be confused with the 'Orange' from your world. The Nullian Orange is the size of a 'Grapefruit', and flavored with enough citrus flavor to make ones eyes water if not partially drained of its juices first. The outer shell can be 'cracked' and split open, allowing direct access to the four-sectioned meat within.

    -

    Spudder: Also known as the Tato, the Spud, or the Earth Apa, Spudders are starchy tubers that are like the tougher alien cousin of your 'potatoes'. Needing to be boiled in order to be edible, Spudders are an excellent source of nutrieient and extremely flexible for their wide, wide range of recipes and ways to prepare them. It is not reccomended to eat any that have glowing postules on them, as those have been infected by a tuber disease that leads to sickness to those who ingest the contaminated material.

    -

    Karaton: Also known as the Spike Root, the pale purple Karaton is akin to your 'Carrots', and are useful in a wide variety of recipes. Known for their health benefits including aiding in improving eyesight, Karatons are similar to other tubers in that they must be boiled to soften them for consumption, lest one tries to gnaw through roots as tough as rocks. As a bonus, their pointed, spike like shapes makes these tubers an excellent, if odd, make shift stabbing weapon in emergencies.

    -

    Rice: From Ice Rice in the Northern Frozen Wastes, to the Spice Rice of the Southern Heat Plains, rice is a form of plant that is not too dissimilar from those of your world. Coming in a vast, vast, vast variety, it is difficult to get sick of this staple food due to the nearly limitless dining combinations one can have alongside these countless plant seeds. Warning, do not attempt to eat Nullian rice without properly cooking them first, as in their natural state they are as tough as rock and with sharp ends capable of causing lacerations in the esophagus and stomach.

    -

    Wheat and Oats: Like rice, wheat and oats is another staple food shared between our world. With just as vast and exhautive a variety as their rice counterparts, Nullian wheats and Oats can be used to bake a wide, wide variety of breads, pasteries, and other foods. They are also notable for being edible without needing proper preparation, thus allowing one to subsit off them directly from the stalk, making for a quick if unimaginative meal.

    -

    Paynut: A strange nut without a direct counterpart on Earth ,though the flavor is said to be akin to 'Peanut Butter'. Paynuts are a form of plant that have developed a form of symbiosis with other creatures: Those tha bring it 'payment' in the form of a dead small animal will, in turn, be allowed to feed upon some of the large acorn like seeds produced at the end of its low hanging branches. Warning, however, for if one tries to take a Paynut seed without paying the toll first, the plant will inject an obscene amount of cyanide into the seed that completely ruins the vaunted and saught after flavor.

    -

    Choco Fruit: Unlike the 'cocoa' seeds of the world of the Displaced, the chocolate on Null hails from the dark skinned and vaguely heart shaped fruits of the Choco tree. The flesh is bitter, but when the ground or mashed fruit flesh mixed with sugar and sweetned with milk, chocolate is made to be consumed and enjoyed.

    -

    Vanilla Rose: Pink-tinted white rose flowers, Vanilla is extracted from the sap of these thorny roses before being processed into its final, safe to eat form as vanilla. Attempting to eat the sap before processing is unadvised, as it is toxic and ingesting too much can result in coma or even death, depending on quantity.

    -

    Heart Rose: Akin in flavor to 'Strawberries', the Heart Rose's syrup is extracted and refined in a process akin to the Vanilla Rose. Attempting to eat the unrefined sap is highly unadvisible, as it has been known to cause heart attacks in one or both of the ingestor's hearts in its raw form.

    -

    Sweet Hickory: Known to you as a 'Pecan', Sweet Hickory seeds is extremely well loved by Nullians, including Oros, and they are known to become highly alert when the prospect of being able to eat Sweet Hickory is brought up. Nothing makes an Oros your friend as quick as them baking (or buying from a store, they're not picky) Sweet Hickory Pie to share or as a gift.

    -

    These were just a quick list of some foods on Null, some more familiar than others, that we hope will help make your lives here on our world more comfortable. The full list of edible foods can be found online, though the digital copy of this quick list will be updated in the future with more common edibles for you to learn of and try for yourself!

    [....This digital edition of the guide list is many, many, many updates behind the current update....]
     
    Last edited: Oct 15, 2021
  13. Extras: Goods of the World of Null, 3.
    TripleMRed

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    [A vintage, old timey poster can be seen, depicting what seems to be a semi-anthropmorphic rabbit of androgenous shape made of ink doing what appears to be a dance with a top hat and cane which appear to also be made of ink. Words follow, reading 'See the amazing wonder of the moving picture, starring the one, the only, Blotty Bunny! Watch the latest mover with only 5 Bits admission, 2 Bits for children!']

    -

    [A newer, though still vintage physical poster, can be seen, depicting what seems to be a pair of desperados facing each other in the wild outlands of a dry desert at dusk. The words on the poster read 'After over 30 films, the Gungrave Chronicles finally comes to an end. Catch the Last Shot, now in theaters for all the civilized world to see.']

    -

    [A digital advertisement for a graphic novel series is shown, depicting an almost robotic figure in a space suit like attire, dodging laser fire amidst the stars while firing back at an unseen enemy, the figure's large expressive mono-chromatic eyes on its LED visor winking at the audience while it seemed to be wagging the index finger on the hand without a weapon like they were imitating another gun firing. 'Space Cop Groove, Volume 1, now on sale for only 5 Dollups.']

    -

    [A digital advertisement depicts a 12x16 inch tray with a pair of carry handles on the sides and a sophisticated looking tumbler lock looking device on the multicolored metalic sheet covering the tray. Words on the tray read 'Stonecutter Menu 14, Halwurst and Meatloaf with garlic mashed tubers, Veggie Pocket, and spiced apa pudding desert.' Words follow, reading 'Military H-Ration Surplus Sale. Stock up now with all of your favorite H-Ration meals at discount prices and Nullian Kitchen approved seal of quality!']

    -

    [A recruitment still ad is seen, showing an armored, poncho adorned member of the Hunter's Guild motioning over an array of cooked meat cuts and ornately crafted plant based cuisines. 'The Hunter Culinary Organization, for the taste of old fashioned home style hunting cuisine at affordable prices. All meals certified fresh, all parts of flora and fauna used, and all cooked by proffesional culinary staff with no subsitutes save what is explicitly requested by the patron. 20% gratuity for all field Hunters who participated in ingriedient hunt added to all orders, requires a minimum of one hour or longer to acquire ingriedients for meals and additional hours based on meal prep time for completion of dish. First come, first serve policy in place, no refunds unless order is confirmed to have come out wrong or one hour delivery promise is not met. The HCO: Putting quality first in every meal™.']
     
    Last edited: Jun 13, 2022
  14. Extras: Armor and Weapons: V-7 'Devestis' Powered Armor. [Oros Variant]
    TripleMRed

    TripleMRed Versed in the lewd.

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    [The following is a digital page from the 'Armor's and Weapons Catalog, 149th edition'.]

    Designation: Version 7, Model 'Devestis' Powered Armor, Oros Variant.

    [Sketches depict an advanced set of powered armor, large and bulky with heavy plating and maximum armor coverage, with the visor being little more than a pair of angular eyes attached together by a strip of visor material between them. The stock unit posseses identification markings on the pauldrons, chest, and helmet, with a shield symbol motif prominant.]

    Power Source: Baraq Aleph Series Fulminite Generator. (Good for one month of continuous use before replacement or recharge.)

    Undersuit: V-18/h tech suit. 10% notable increase to strength, 10% notable increase to top speed. Increased heat tolerance and durability to weaving structure. Optional runic upgrades where available.

    Plating: V-4/H Dragonscale Powered Plate. Reinforced Mithril-Adamantium Alloy capable of withstanding direct strikes from non-energy coated strikes. Vulnerable to Class 9 penetrating strikes and above, with heat tolerance in the thousands of celsius range without issue. Optional runic upgrades where availble.

    Additional Features: V-8 Stun-Field generator, integrated, and hard points for armor-planted weapon systems including shoulder mounted launchers and forearm rail-guns. Includes space for optional integrated V-1 energy shielding generator systems.

    Summary:​
    The latest in the Devestis line of heavy powered armor, the Version 7 continues the lines dedication to heavy armor protection without compromising the design heritage's highly modular nature. Even in today's modern market, the Devestis continues to be the powered armor system with the most variants to its name, whether it is Solarite Plasma Reactor Engineering models, Ultra-High Pressure Deep Sea models, Heavy Weapon Platforms or the ever reliable Damage Testing and Monitoring variant.

    On the defense, the Devestis continues to be the toughest of its kind with a Mithril-Adamantium aloy plating as well as reinforced undersuit, allowing it to laugh off damage that other Power Armor would be threatened by, requiring the most powerful or esoteric of attacks to breach easily. Combined with a heat tolerance in the thousands of degrees centigrade, and the Devestis stands as an excellent platform for heavy weapons or damage tanking roles on the battlefield.

    Thruster systems are a relatively recent addition to the series, coming in only in the 6th Version, but have proven an excellent addition to the system by providing the heavy armor set a much needed boost to agility.

    Runes capable of being applied remains a feature in this armor set, allowing users to to augment and further amplify the suit's capabilities. Note, however, that as per the Runic Law of Age, the effects of the Runes will not be as powerful now as they will be later, though thankfully a runed V-7's modern capabilities and construction allows it to match older suits of runed armors, even pre-power armor suits.

    Still the unchallenged heavy PA platform on Null, the Devestis continues to serve with distinction in armories everywhere, whether it is exploring deep pressure environments, the incinerating depths of an active reactor in need of immediate repair, or even just providing additional heavy firepower on the battlefield, the Devestis is unmatched in its defensive capabilities for mass produced, commercially availble PA systems. When you need to take a hit, or give it right back, you can always rely on a Devestis to watch you back!
     
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  15. Extras: Science News Daily: Nullian System Breakdown.
    TripleMRed

    TripleMRed Versed in the lewd.

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    [Transcript from a 3162 AA article from Sceince News Daily on the worlds within the Nullian system.]

    The home star-system of the Median and it's people, commonly known as 'The Null System' in day to day life but also known by its official name of Dominus after the main-sequence star at its heart, is home to a number of worlds and planet-sized moons that hold mystery and exciting history in their formation and make up.

    At the heart of the solar system is the large main-sequence star, Dominus, so named because in early records of folk lore, it was believed to be the ruler of the heavens over the Nullian system. The most intriguing facts about Dominus include it having a higher than normal Thaumaturgical rating compared to other stars and that it is at the high end of yellow main-sequence stars in terms of size. It also holds the distinction of being the absolute farthest star from heart of the Okeanus Galaxy we orbit, being the final star still in the Galaxie's gravitational pull before entering intergalactic dark space.

    Following that, the first world we encounter is Ignis. Ignis is a fascinating world, as it is as close to Dominus as possible without actively falling into its gravity well and being pulled into its depths. Furthermore, it is home to a high amount of volcanic activity, with one side of its tidally locked face bright on the night side due to active lava formations, and the other a burning desert with volcanoes rising and falling in a particularly violent dance of activity. Relatively small, early recon probes by scientific comitties have found that Ignis is a treasure trove of minerals and other resources, ranging from mundane ores to more hardier mystical elements such as adamantium or elemental crystals such as Solarite.

    Following Ignis is the dead world of Hemistone. Originally only a single world, approximately a million and a half years ago, an extra-solar planetary capture in retrograde slammed into Hemistone's original singular body. The resulting impact led to the death of whatever biosphere Hemistone may have once had and has led to an aesthetically beautful yet haunting double-bodied plantoid of shattered continental plates and debris fused together and orbiting the split, fused planet at the center. Believed to have mineral deposits from both worlds still within and without the debris field, Hemistone holds the distinction of having the first unmanned probes of the Median make landing there in the 2400's, where they continue to find new and fascinating discoveries of both planet's history every decade as they continue their endless search for scientific discovery on the fused world.

    At 1 AU from is the third planet from Dominus and the largest technically-habitable world in the system that is named after it, the world of Null holds the widest and most fascinating amount of biodiversity, as well as the oldest natural ecological history, of any of the world in the system. Home to billions of sapient individuals on-world, with over a million more in habitat stations surrounding the planet's orbit, Null holds the distinction of two of the most dangerous moons in the system: Yarah Mot, the Dead Moon which was poisoned by a freak and never before seen Theumaturgical event in the 2900's by an extradimensional element classified as 'Decay', and Yarah Dam, the Elder Blood Moon which is home to an entire ecosystem of Elder Things that evolved from the fallen bodies of Elder Gods slain eons ago by the Great Spirits protecting Null.

    As of the writing of this article, the Moon Wars that began in the early 3150's are still raging as hold outs of the 'Moon Elders' responsible for much of the troubles in the late 3000's/early 3100's continue to be fight against Median forces.

    Past the planet-system of Null, there is the fourth world of the Nullian System, Phobia. Originally a habitable world some 500,000 years ago, a Theumaturgical event of unpresedented size and unexpected violence erupted, covering the world in a planetary storm of black clouds and red lightning, with the center of the endless hurricane resembling a massive, red eye, whose frightning appearence was what gave it its name millenia ago by early astrological scholars to discover the planet. In recent centuries, unmanned drones have been sent to investigate the world, with more recent technological advancements allowing for unbroken contact despite the magical storm. What was discovered beneath the clouds is a wind-swept, but surprisingly still living environment, with plants having evolved to flow with the wind and small scale animal life living a subteranian life beneath the endless gale force winds and lightning strikes. Mountains have been eroded down from once glorious heights to large hills, and the lightning strikes result in the sands and dirt becoming pillars of glass that are, in turn, eroded and swept up by the winds.

    The fifth, and largest, planet in the system is the gas giant Typhoon. So named because of its blue, ocean like coloration and its 'waves' of cloud-bands, Typhoon posses both a a surprisngly small number of moons for a Gas Giant as well as a rare, double-ring system surrounding it. The inner most ring is new and in a slow decay pattern, and will finish collapsing into Typhoon's gravity well in approximately 10k years, which will be believed to be spectacular event as the ring's larger fragments burn up in atmospheric entry. The other, outer layer ring is far enough away to be in a stabalized orbit around Typhoon, with estimations as to how long it will last being little more than guesses at this point in time.

    Of its 17 moons, 4 are planet sized and are worlds in their own right. Umbra is a shadowy worked distinct for having a vast store of Umbrum ore on both the surface and in the planetary layers, which causes it to spectacularly move in and out of visible wavelengths at semi-regular intervals. Glacius is the a frozen wasteland which is believed to have a liquid ocean of water hidden beneath miles of sea-ice, with scanners indicating an active core and enough thermal vents and active lava flows in its depths to support some form of life. Arachnia, so named due to the Great Spider Spirit crashing into it tens of thousands of years ago and cracking the ground in a spider-like formation that can be seen from orbit, has a relatively thin but stable atmosphere, with geomantic arachnoid creatures making a living on the surface due to left over magic from the Great Spirit Irmra giving them life.

    Concordia, however, is the most notable moon of Typhoon due to the fact that, thanks to a mixture of a thick, greenhouse enabling atmosphere and an active core, it is a lush, vibrant world of green forests, grassy hill plains, jungles, swamps, and thriving oceans. Early drone footage shows an active, insect rich ecosystem within a nitrogen/oxygen atmosphere compatible with Nullian life forms, marking the world as a possible colony site once the Moon Wars end and the space around Null is secured.

    In contrast to the blue, ocean like Typhoon, the gas giant Fulgeria resembles an active lightning furnace, with angry red and orange coleration along its atmospheric bands and the presence of no less than two active super-storms on opposite sides of the planet. Fulgeria is notable compared to Typhoon in that it actively possess an ecosystem of its own, with massive swarms of gas-skimming octo-jelly floaters, lightning absorbing glide-serpents, gas filtering flocks of flying manta like creatures, and large skywhales that consume the smaller creatures by the dozen. Recent sattelite-drone scans also indicate that life exists deep into the planet's lower layers, including creatures adapted for living in the hyper-pressure conditions of the massive liquid hydrogen ocean beneath the cloud layers.

    Of it's over 70 moons, only three are of planetary size and structure. The tidally locked, shadowy world-moon of Nox exists on the dark side of Fulgeria and is a dead world of little else than eternal darkness, though signs of technology belonging to an ancient species of Elder known as the Stone-Eyes is thought to exist here. There is no question of this technologies presense on the world of Apex, however, where the ancient space fairing Stone-Eyes built a massive ecumenopolis across its surface, stone-tech structures still standing even after the Stone-Eyes disappeared eons ago. By comparison, the small frigid iceworld of Frigila is in an active global ice age due to an impact event some two thousand years ago resulting in a massive amount of atmospheric debris inducing the climate shift. Drone-Sattelites have only recently arrived in Frigilla's orbit and have begun the process of deep-scanning it to uncover its lost history.

    Finally, the farthest world of all in the Nullian System is the world of Aurum, so named because of its golden sheen. Spectro-analysis indicate that this sheen is not, in fact, actual gold, but rather ice that has been tainted this color due to the presence of macro-colonies of bacteria that thrive on both the frozen water ice as well as the world's tectonically active surface. These golden ice-mountains shift and change frequently, relative to the geological scale, and as such rarely stay the same for more than a thousand years. Despite the truth of its composition, the Great Spirit and Queen of Loot Arara has claimed rights to the world, with plans to turn it into a 'true' golden fortress in time.

    In addition to the planets and moons, the Nullian System is home to no less than three distinct asteroid belts. The first is formed in the orbital pattern of Hemistone, created around the same time as the impact of the once two distinct planets, with debris entering the same orbital pattern as their originator. This is the smallest of the asteroid belts.

    The second Asteroid Belt is the Phobia/Typhoon Division Line, a massive field of asteroids and other material that formed early in the system's birth and has remained in place ever since. It is believed that his line, combined with the two gas giants, are the primary contritbuting factor to the relativel lack of asteroid impacts on the inner planets.

    The third and final asteroid belt is the Fulgeria/Aurum Division Line, which is both proportionally the thinnest and most resource rich of the three inter-system asteroid belts of the Nullian system. This belt too has been claimed by Arara as part of her domain.

    Finally, just beyon the Nullian system proper there is the Oort Cloud, a debris field of materials numerous light-days thick, and the closest part of the rest of the galaxy to the Nullian System. Currently, plans are in place to send mining ventures to the Oort Cloud to begin construction of massive mining and refinery stations to process and send back the materials gained there to be of use to the Median's people. Just beyond the Oort Cloud, and the closest neighbor to our home system, is the Gygas Nebula, a small nebula with a handful of stars, the closest being one dubbed Ahot, or Sister.

    As the farthest star from the center of our Galaxy, Null is both the loneliest system and yet also the most distinct for its placement. It is hoped, both by the scientific community and the average living soul in the Median's care, that we will discover and become allies with other sapient races amidst the stars, joint in mutual beneficial partnership for a safe, secure future for all. Only time will tell if this will be the case.
     
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  16. Extras: Forum Post: Nullian Military Organizations Breakdown.
    TripleMRed

    TripleMRed Versed in the lewd.

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    [The following is a transcript of a forum post made in 3155 in a Displaced military discussion forum postin a popular science-fiction discussion site, created by one 'Slugger-R-Us' to the Displaced community on site.]

    Forum: Nullian-Terran Military Comparison Thread, Version 2 (First Version shut down due to routine harrassment by a now banned user identified as 'IchorSlave33' causing thread wide arguments forcing moderators to step in)

    Original Post Date: Sararus 32nd, 13:45 PM Eastern Standard Time.

    ---

    Slugger-R-Us: Alright my little antisocial anthropods, Big Brother Slugger here to give you lazy bastards that sweet, sweet info on local military organizations, which by the way any of you could have done if you weren't all lazy pricks, but don't worry. I exist, so you can continue to ferment in your own inability to search your own damn topics yourself.

    Jaybird404: I thought you Oros were supposed to be all nice and stuff?

    GorStain: I think it's because they're one of those Empusas.

    Slugger-R-Us: First, I had an Empusa for a dad, which is where I get my 'tude, to set things straight. Second, this is me being nice. Now, do you 'Jarheads' or whatever you Displaced call yourselves want this info spoon fed to you, or are you going to get off your asses and do it yourselves, only to jank it up and wind up misinformed like what happened wtih Steve-Stein?

    Steve-Stein: I said I was sorry!

    Slugger-R-Us: I'm not the one you have to apologize to for getting almost everything wrong about the Order of the War Panalopy? You're lucky most of them don't hang around this place, or you'd get 'um, actually'd' to death. With lots of mean, mean words thrown in for good measure by the way.

    Anti-Lope: OMG, stop stalling and just do your presentation thing already!

    Slugger-R-Us: Contain the calamity that is your mammaries, I'm getting to it.

    -Now then, what you need to know about us Nullians and our military organization is that there's two main kinds of military organizations: The 'Official' Median forces, and the 'Private' Orders and Guilds that work with the government in official while remaining their own distinct cultures with their own maintained traditions.

    Mousepad: Question.

    Slugger-R-Us: Hold your questions until after the presentation or be mocked by your peers.

    Anti-Lope: FFS, shut up Mouse, I've been dying to get a full breakdown of their shit since we got here and I'm not waiting any longer!

    Jaybird404: We could totally have figured it out on our own if we had more time, we've only had forum access for three months! That's not long enough to figure all this shit out!

    Moderator 'Major Lupa': Everybody chillout for a few minutes and let the man speak. He's doing this as a favor for the lot of us, so just wait until he's finished.

    Slugger-R-Us: So like I was saying, two different 'sects' of military orgs around these parts. We'll go through the 'Official' stuff first. Now, official, Median run and operated organizations include the Hunter's Guild (which was a Private sector until the unification of the three primary corps during the Third Draconic War a few decades ago, I'll get into that another day so shut up on questions about it), the Median Knights, and the Guardian Order.

    -Now, the Hunter's Guild is one of the oldest and most vernerable continious organizations on Null. Their primary purpose is to hunt down and destroy, contain, divert, preserve, and study wild life out in the wilds of the planet. They're usually lightly armored and full of gadgets and weapons designed to sneak up to and take down a target, be it at range or in a close quarters capture mission.

    -There are 3 (get used to seeing that number a lot) specializations within the Guild: Hunters are the mainline ranged and stealth experts of the Median, stalking and taking down their prey. Trackers specialize in using both training and equipment to tag and track down their prey during the hunt. Wranglers are mainly capture units, but when working with others lethally they make excellent use of their gear to tangle up and bog down the enemy.

    -Summary: They're the scouts, trackers, snipers, and stealth experts of our official military forces.

    --The Median Knights, meanwhile, is the 'real' military arm of the Median military. Formed at the founding of the Median in 1501AA, the Median Knights are a unified, formalized division of soldiers who fight in major tactical and strategically vital wars, be it against Dark Spirits, Spider-Ants, Mother Root, or Moon Elders among other tactically competent and organized fighting forces. They're the heavy hitters, the big guns, the 'meat' of the Median military as it were.

    --While there are technically over a dozen specializations, the 3 primary ones that follow are the most common and widespread of them all, useful in any and every tactical situation compared to the more specialized formations. Knights are the mainline infantry of the Median, using mission specific gear and armor subweapons and equipment in a generalist role that makes them good in almost any scenario. Heavies make use of heavy armor and heavy weapons, up to and including back mounted launcher systems, to provide heavy fire support. Tacticians are a support role who use a wide array of sensors and equipment to provide highly accurate targeting data to their allies as well as call in fire support from afar.

    --Summary: They are the shooty-shooty bang bang infantry of the Median Military. Like some of you guys were back home, but not Displaced!

    ---The Guardian Order has existed for thousands of years, acting as a medical and healing organization in all that time. During the Third-Kingdom War that led to the founding of the Median, however, the Guardian Order took up arms and joined the proto-Median alliance against their Third-Kingdom enemies, taking on the roles of medics and support troops, wtih advances in technology we take for granted today allowing them to accomplish such tasks with incredible precision and capability.

    ---The three specializations of the Order include the following: Guardians are heavily armored defensive units meant to provide support by aggroing the enemy to keep fire off other, less armored units, using gear to siphon power from enemy forces or disrupt their abilities. Aegian use their equipment to augment their allies via activating highly advanced energy shields, both as static barriers as well as amplifying existing shields or adding new ones to shieldless enemies. Apothecaries make use of both healing equipment on their persons or via drones to provide healing, buffs, and debuffs as necessary.

    ---Summary: They are our White Mages. Do not. Fuck. With. The White Mages. Yes, I stole that from one of your people's media streams, no I'm not apologizing.

    Mousepad: Sick!

    WarNotLuv: Wait, where do those jetpack guys I heard about come into all of this? Storm-Leapers I think they're called? Or those Sand Shark desert guys?

    Slugger-R-Us: I said to hold off questions until the end, but I'll actually answer that since it's relevant: Storm-Leapers, Sand Sharks, Raiders, and all the rest are the other dozen+ specializations I mentioned exist in the Median Knights, which I will not be going into because each one has enough history and purpose for deployment that even I don't want to spend so much time on for right now. I'll get to those guys on another day, but I'll say this much for now: They are all the signature, trademark units of their respective Nationalities, each with a storied history and origin. Like I said: Their stuff will come another day.

    Anti-Lope: Cool! Okay, so those were the 'official' stuff, what about the Private stuff?

    Slugger-R-Us: Settle down, my agitated antelope of questionable parentage, I'm getting to that. Hold on to your ears, this one's going to be the speed round because each one is worth their own dedicated breakdown another day too:

    -The Order of the War Panalopy is an all female Order of Dames (As in female knights, you fucking sub-amoebas) borne from the remnants of the ancient days of Oros Warrior-Queens, being a knightly order dedicated to perfecting the art of warfare and proving their superiority over their enemies by wearing elaborate, and deadly, styalized armors that increase in complexity and ornateness as they climb up in rank and status, directly correlating to age and how long they've been perfecting their art. They begin as Combat Maidens equipped with Combat Skirts, before becoming Battle Matrons adorned in Battle Dresses, before finally achieving the rank of War Matriarchs in War Gowns at the top of order. They are, without exaggeration, some of the deadliest Mortals alive on Null, bar none.

    -The Order of the War Forge is an all male Order of Knights borne as the direct male counterpart of the Order of the War Panalopy. Rather than being combatants, though not to downplay their combat capabilities, the War Forge act as the support staff and smiths for the War Panlopy: The boys create the toys while the girls perfect the art of killing things dead with said toys. Traditionally, each Dame in the War Panalopy is paired with counterpart of the War Forge, who acts as their personal smith for the rest of their careers. While romantic relationships between them have occured, most of these relationships are platonic in nature at most and strong bonds of friendship form between the assigned pairs. Smith Sons become Forge Fathers after proving their worth and joining their respective Combat Maiden in her own promotion, before ascending to the title of Adamantine Patriarchs after they and their respective counterpart prove themselves further after centuries of combat and arming for combat.

    -The Magi Order is ancient and mysterious, with much of their inner secrets unknown to the common folk. What is known is that, using Aetherworks, Magi are magic users of the Aether, able to be of any species though on Null, though due to sheer numbers and statistical probability they're primarily Oros. They provide support or kill teams against Elderitch forces, and they lack dedicated roles and more are hyper competent generalists in all regards, getting more powerful and more deadly the older and more experienced they get. IE, they're Space Wizards that are shooty-looty-and-goodie-patootie. No, I'm not apologizing for that joke. I refuse to.

    -The Order of the Berserker Paladin is an anti-infernal order of holy knights directly tied to the Ambaric Church, though they technically predate the Ambaric religion by a long ass time. The Berserker Paladins have a number of different classes but this is only relevant amongst their own kind and their missions. To outsiders looking in, other than different colorations on their cloth or different armor configs, Paladins are similar to Magi in that they're sent in as support or as kill teams against their specific enemy.

    -Not technically any kind of official military org, be it Private or government, the Militia is the general term for most of the capable adult populace of Null that isn't a direct member of any of these organizations. This is more of a default, before the Great Walled Cities came about, as in order to survive on Null you had to be both a good fighter and a good teammate. I'm speaking from experience here and without any humor: If you made it to adulthood you were, by default, considered part of the 'Militia' by simple fact that you lived to become an adult. I'm not going to go any further in depth at what life was like back then, it fucking sucked and you lucky fucks have no idea how good you have it to have arrived in the time of the Great Walled Cities. This isn't to say your arrival didn't suck: I'm legitimately sorry for any injuries or lost friends and family you might have had on arrival before the Median got to you, but if you hadn't shown up in this current age of the Great Walled Cities, 'a portion' of you Displaced being dead would have been 'all'.

    So yeah, that's the basics of our various military organizations. I'll be taking questions now, but before anything else: Yes, I do know what 'Magical Girls' are thanks to you bastards, and yes, I can see the similarities between them and the War Panalopy, especially with the colorful armor and styling fight moves. No, I'm not going to acknowledge that they are 'magical girls', because that means some of you will win, and I refuse to allow that to happen. So yeah, gimmie your questions.

    [The rest of the threat continues for hundreds of pages after ward, 15 percent of which were answering questions from the breakdown previously given.]
     
    Last edited: Mar 25, 2022
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  17. Extras: Displaced Info File, Circa 3155.
    TripleMRed

    TripleMRed Versed in the lewd.

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

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

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

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

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

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

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

    -

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

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

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

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

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

    -

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

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

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

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

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

    -

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

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

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

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

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

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

    -

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

    TripleMRed Versed in the lewd.

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

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

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

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

    -

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

    -

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

    -

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

    -

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

    -

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

    TripleMRed Versed in the lewd.

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

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

    -

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

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

    Mass: 2.5 billion tons, unloaded.

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

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

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

    -

    V-1.3a ExoFortress Assault Carrier.

    Size: 3 miles in length.

    Mass: 578 million tons, unloaded.

    Crew: 5k

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

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

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

    -

    V-1.4a/b Cosmoclast Battlecruiser.

    Size: 2 miles in length.

    Mass: 220 million tons, unloaded.

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

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

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

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

    -

    V-1.1a Dandelion Frigate.

    Size: 1 mile in length.

    Mass: 98 million tons, unloaded.

    Crew: 500 max crew complment.

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

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

    -

    V-1.3b Rose Frigate.

    Size: 1 mile in length.

    Mass: 100 million tons, unloaded.

    Crew: 500 max crew complement.

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

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

    -

    V-1.2a Sunflower Destroyer.

    Size: 1 mile in length.

    Mass: 80 million tons, unloaded.

    Crew: 500 max crew complement.

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

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

    -

    V-1.2b Starorchid Destroyer.

    Size: 1 mile in length.

    Mass: 92 million tons, unloaded.

    Crew: 500 max crew complement.

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

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

    -

    V-2.3d HaleMaker Heavy Bomber Corvette.

    Size: 500 meters in length.

    Mass: 1 million tons, unloaded.

    Crew: 100 max crew complement.

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

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

    -

    V-2.3g HaleRaker Heavy Gunship Corvette.

    Size: 500 meters in length.

    Mass: 1.2 million tons, unloaded.

    Crew: 100 max crew complement.

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

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

    -

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

    Size: 250 meters in length.

    Mass: 500,000 tons, unloaded.

    Crew: 50 max crew complement.

    Complement: 200 total.

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

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

    -

    V-4.5d Hale-Crane Bomber.

    Size: 40 meters in length.

    Mass: 500 tons, unloaded.

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

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

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

    -

    V-4.0 Thunder-Crane Ground Support Gunship.

    Size: 40 meters in length.

    Mass: 540 tons, unloaded.

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

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

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

    -

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

    Size: 35 meters.

    Mass: 300 tons, unloaded.

    Crew: 1 pilot.

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

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

    -

    V-5.7b Star-Hawk Multirole Fighter.

    Size: 32 meters.

    Mass: 200 tons

    Crew: 1 pilot.

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

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

    -

    V-7.0a Void-Hopper Dropship.

    Size: 32 meters.

    Mass: 240 tons.

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

    Complement: 20-40 standard operations, 50 max.

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

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

    -

    This concludes the overview portion of this manual. The following indepth breakdowns on the operations, maintenence, and performance factors of each demonstrated ship will continue starting in reverse order, with the V-7.0a Void-Hopper Dropship.
     
  20. Extras: Displaced Announcments 1. (3153)
    TripleMRed

    TripleMRed Versed in the lewd.

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    Displaced Announcements Newsletter, 1. (3153)

    -

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

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

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

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

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

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

    This has been the first addition of the Displaced Announcements Newsletter. More, and happier, news to come next time. This concludes this current Newsletter.
     
    Last edited: Jul 9, 2022
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  21. Extras: Nullian Armed Forces: Extended.
    TripleMRed

    TripleMRed Versed in the lewd.

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

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

    Median.

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

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

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

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

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

    ---

    Displaced.

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

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

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

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

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

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

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

    ---

    Ogra.

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

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

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

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

    -

    Lasarna Republics.

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

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

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

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

    ---

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

    [The rest of the report goes on for scores more pages in in-depth detail.]
     
    Last edited: Sep 20, 2022
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  22. Extras: Neo Sunset City Faction Report (Circa 3156)
    TripleMRed

    TripleMRed Versed in the lewd.

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

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

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

    ---

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

    -

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

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

    -

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

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

    -

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

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

    ---

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

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

    -

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

    -

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

    -

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

    -

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

    -

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

    -

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

    -

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

    -

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

    -

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

    -

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

    -

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

    -

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

    -

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

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

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

    -

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

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

    -

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

    -

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

    -

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

    -

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

    -

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

    ---

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

    -

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

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

    -

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

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

    -

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

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

    ---

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

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

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

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

    ---

    All of these Street Clans, gangs, and other organizations should be kept a close eye on through surveilance in order to ensure no repeat of the Street War happens again. This agent also particularly reccomend keeping a close eye on the Delphinidae Syndicate in particular. Their capacity for destruction cannot be stressed enough.
     
    Last edited: Nov 11, 2022
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  23. Extras: Nullian Mystical Elements and Damage Classification.
    TripleMRed

    TripleMRed Versed in the lewd.

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    (The following is a transcript of a breakdown of the known mystic elementals of Null by a Displaced scientist, sent to their colleagues in their field.)

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

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

    -

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

    -

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

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

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

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

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

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

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

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

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

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

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

    -

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

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

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

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

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

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

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

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

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

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

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

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

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

    I hope this has been informative to you all and I hope we can begin proper discussions about the implications and capabilities of these fascinating native materials!
     
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  24. Extras: Goods of the World of Null, 5.
    TripleMRed

    TripleMRed Versed in the lewd.

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    [A worn out poster is visible, carefully preserved with loving care. It shows a band made up of hair metal rocking Ogra playing before a crowd. Words follow, reading 'Rockageddon CCXVII, touring live across select cities of the Median this summer!' A list of bands is visible underneath this, but time has left the names and logos too faded to be legible now.]

    ---

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

    ---

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

    ---

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

    ---

    [An extremely old poster that has been preserved depicts a first generation Nullian combat mech, the chest open to reveal the pilot sitting within, arms bare and eyes exposed as he glares at the viewer. 'Heavy Mettle Waltz, Tales of the Steel Front War. Coming Soon.']
     
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