recursal/Fanatic-Fandom huggingface dataset:
Aircraft

Aircraft are aerial vehicles that require a single pilot to operate.

The most commonly used aircraft are military, for scouting and combat uses. Civilian uses for aircraft are few and far between given the need for discretion the Dalmer display. There are many cases of Dalmer aircraft being shot down by the other races and cargo cults appearing as a result of their appearance.

Military aircraft are often used in inter dalmer conflicts as air superiority combat is vitally important in these scenarios. Airships are typically larger aircraft that require a dedicated crew to operate.

## Overview

Aircraft have a number of uses both civilian and military. They are indispensable for maintaining the lower profile the dalmer require for their lifestyle. Since roadworks and railroads are dead giveaways to Dalmer presence, the dalmer much prefer airships as a method of rapid transportation.

Aerial superiority is also a net advantage for the Dalmer, but one they rarely risk using for fear of escalation from the other races or worse the discovery of the aerodynamic force preservation device.

## Unmanned aircraft

Some aircraft do not require a pilot or a crew, unmanned aerial vehicles may be remotely controlled or self-controlled by onboard computers. in order to service the vast number of mail ordering the Dalmer do, the Empire has entire fleets of unmanned airships and drones in charge of distribution.

## Aviation

The Dalmer have developed several activities that surround aircraft. The Dalmer have extensively developed the science of aviation, including designing and building VTOL aircraft and airships capable of low orbit operation.

## List of aircraft

Aircrafts, like all crafts are single piloted or unmanned vehicles.

Adder

Small agile aircraft that uses incendiary weapons and disruption explosives in combat.

Firebird

Support aircraft with an array of deployed equipment destined to spot and stop threats remotely.

Harasser

Small, computer piloted strike aircraft.

B.I.R.D.

Targeting drone.

Airfighter

Skirmisher aircraft that uses many different weapon systems to bring down foes.

Lancer

Rapid response anti air unit that can immobilize ground targets in the air.
Colonization (Realm Colonization)

Colonization is the effective taming of a realm by the Dalmer. The different factions who were awarded contestant status are free to send colonization ships to the realm. The rules of colonization are also specific to the discretion of the Lord Divisionary whose only restraint is that all contestants must begin on an even footing relative to the situation of the realm and the local authority they come from.

Most often, this translates to a set quantity of currency to use for initial investments, a city deployment unit, a resource developer and a military Fireteam.

Colonization entails that contestants are free to establish their civilizations and goals as they see fit. However, once the initial lease of colonization determined by the Lord divisionary is due, the process of Recognition begins.
Divine larynx

The Divine larynx is a tool used by deities to be able to speak. The larynx is an iron and silver object that when the wind blows, allows deities to communicate outside of the incorporealm. Divine larynx are some of the most common relics. When not using the larynx, inhabitants of the incorporealm can understand one another, but not those outside.

Most deity worshipping cultures have gale makers or wind pipes to produce the necessary wind to allow the deity to communicate.
Armsfree company

Adventurers that cannot depend on the inventory need practical ways to hold their many, many weapons. From this need the Armsfree company designed several inventions to ensure weapons can be carried safely while leaving the arms free.

#### Nail catch

A nail bound with string to the weapon that can be attached to a chest strap or the belt. The nail catch is secure and is most useful for spears and bows.

On bows it is attached to the handle, on spears it is attached to the string handles previously used for holding the spear across the back rather than on the chest strap the nail catch uses. The weapon is unsheathed by pushing up to unhook it from the nail then swung in front of the user for quick deployment.

#### Horseshoe catch

For axes, the axehead is affixed in the back and is unsheathed by pushing up and letting the weight of the head swing down, carrying the axe into combat position. The design is an Y shaped piece whose prongs stick out from the back to ease unholstering.

#### Back scabbard

A sheath with a side opening to one side to allow ease of entry and unsheathing of the weapon. The inside is lined with wool and oil. There is a hole at the bottom to evacuate water from rain. Common complaints are that the weapon is more of an outdoor equipment as the sword being unsheathed tends to hit things.

#### Half sheath

A back worn scabbard where only a third of the blade is kept inside. This allows the sword to be unsheathed by lifting and exiting through the exposed area. Common complaints with the design are the exposition of the blade to the elements and accidental cuts.
Concealed Slingshots

Concealed slingshots are sling weapons designed to be small and easy to conceal. These weapons typically fit in the palm of the hand or are concealed in clothing.

## Types of Concealed Slingshots

Glove slingshot: Fits by placing the thumb and index into the hollowed out forks while the three remaining fingers grasp the handle. Allows the user to avoid injury.

Quickdraw Slingshot: Auto loads the shot using magnets, meaning when the shot is fired, the straps return and are ready to fire again. The shot is kept in the pad, reducing risk of the shot dropping.

Ring slingshot: Pocket sized slingshot. also works as a makeshift mace.

Finger shooter: Can shoot steel balls with devastating performance using leather finger scabbards.

Hand sling: Designed to throw heavy objects while attached to the wrist. The pouch can be closed to use as a flail.

Flechette Sling: Fires flechette, requires a lot of training and courage to fire.

Slingtube: Uses a rubber sledge to fire a heavy dart through a short tube.
Cable Bacteria

Cable Bacteria are a species of unicellular organisms that join together to create natural wires. Exist in oxygen poor areas, and are extremely conductible. They are used in farms to create biodegradable electronics and reduce the risk linked to prosthetics rejection.

The organism functions similarly to the metalophage virus, they consume mostly inorganic matter which is converted into electricity.
Biome

A biome is a large community of vegetation and wildlife adapted to a specific climate.

Welt's outer layer is divided into tectonic plates that migrate over the surface. On the surface, the lands of Welt are unevenly distributed in terms of geographical features. The lands are constituted into various and varied biomes. Biomes are regions in a world with varying geographical features, fauna, flora, heights, temperatures, humidity ratings, and sky and foliage colors. Biomes are different by their different environments, such as forests, jungles, deserts, and taigas. On land, biomes are separated primarily by differences in latitude, height above sea level and humidity.
Battleship class ships

The jack of all trades of the Navy, battleships are more heavily armored and armed than Escorts, at the cost of speed and maneuverability. But they still retain a measure of speed and power, making them excellent at more diverse roles in and out of combat

## Battle barge

*Main article: Battle Barge*

Primarily configured for the close support of coastal assaults and surface landings and carries numerous bombardment cannons. A large amount of the ship's hull space is dedicated to launch bays for intra-system craft like Tanks and Deployment crafts and up to three soldier companies are capable of deploying simultaneously.

A Battle Barge is extremely heavily armored and possesses heavily reinforced Energy Shields so that it can breach defenses without harm coming to its precious inhabitants and their lethal cargoes. The Battle Barge is a literal armored transport in any situation in which an opponent seeks to board one with hostile intent.

## Corvette

*Main article: Corvette*

Coastal gunboats generally characterized by small size, low standing, and the mounting of large guns.

They are designed as a coastal defence weapon, a role they found their greatest utility in offensive coastal bombardment.

## Fire Ship

*Main article: Fire Ship*

Used for combat in archipelagos and in areas where water levels are low and terrain is difficult. Fire ships use heat generators in contact with the water that once turned on, boil the water and everything nearby, making underwater vegetation easier to clear, and passage easier. This makes fire ship roles more akin to escort class warships, but the weight of the heat generators usually cause the lighter warships to tip over or sink.

## Stealth ship

*Main article: Stealth Ship*

A stealth ship is a ship which employs stealth technology construction techniques in an effort to ensure that it is harder to detect by one or more of radar, visual, sonar, and infrared methods. These ships usually operate for spy missions and reconnaissance tours.

## Ironclad

*Main article: Ironclad*

The embodiment of what a battleship should be, the ironclad is the basic chassis of a ship that can be endlessly modified and customized with newer and newer technology to fit the needs of the moment.
Cytaur

The Cytaur is the fruit of a cyclops and a minotaur, the result is a single eyed bull headed giant. Cytaurs collect gigantic pieces of rock most often temple columns and eat those to which they are unrelentingly attracted. They fight using the columns they collect to crush their enemies, and they also hurl giant rocks at their enemies at long range. Like their Minotaur kin, they most often guard ruins where they amass the treasure they are attracted to. Their voracious appetites lead them to herd their own flocks of beasts, and are not above guarding the treasure troves of kings in exchange for food.
Consignor

The consignor is the global market regulator for a given territory. The position is in charge of determining which products are available for purchase by inhabitants. This is to ensure that local productions and businesses are able to compete healthily with the IECCC.

A consignor can add or remove items, businesses and services to the merchant pool. This is done to prevent the proliferation of Dalmer technology and presence in an area.
Baragalest

The Baragalest is a species of wolf that walks on its hind legs.

## Classification:

The Baragalest (Canis lupus baragalestis) is a remarkable subspecies of wolf, distinguished by its unique locomotion, which includes the ability to walk on its hind legs with its fron paws tucked similarily to theropods.

## Physical Characteristics:

The Baragalest shares many physical traits with its close relative, the gray wolf, yet possesses distinct features that set it apart. It boasts a robust and well-built body structure, similar to that of a typical wolf, with a sleek coat of fur ranging in color from shades of gray to brown. However, what truly captivates the observer is its extraordinary bipedal locomotion, enabling it to traverse the terrain with an uncanny resemblance to theropods.

## Behavior and Adaptations:

The Baragalest's unique ability to walk on its hind legs bestows upon it numerous advantages in its daily activities. This adaptation allows for enhanced visibility, granting a wider field of view to detect potential prey or predators. It also affords the creature increased agility, enabling it to navigate through dense vegetation and rugged landscapes. Such adaptations showcase the remarkable evolutionary path undertaken by the Baragalest to thrive in specific environments.

Baragalests live in packs of two to five individuals and are opportunistic predators.

## Habitat and Range:

The Baragalest thrives in a variety of habitats, including forests, grasslands, and mountainous regions. Its adaptability allows it to establish territories in diverse ecosystems worldwide. From dense temperate forests to prairies, the Baragalest's presence is a testament to its ability to flourish in different environments.

## Origins and Evolution:

The evolutionary origins of the Baragalest trace back through the annals of time, as ancient genetic variations and selective pressures shaped this magnificent creature. It is believed that the bipedal locomotion of the Baragalest evolved as a response to environmental factors, enabling it to thrive in complex and challenging landscapes. The precise details of its evolutionary journey, however, remain a captivating subject for ongoing scientific research and exploration. The most puzzling aspect is that baragalests do not use their front limbs for any foreseeable reason, using their powerful jaws to hunt.
Armories

The armory is a dual weapons production and research structure. Weapons are typically stocked in the armories annexes for use.

The armory is a weapon foundry, as such the Dalmer weapons designed and created are of the highest quality and are therefore highly sought after by the other races. It is for this reason that the dalmer maintain the deepest of secrecy and only those who bear a pass may enter the foundry.

## Overview

The armory is the structure where researchers and test groups work to develop improved materials for the weapons and armor used by vehicles. Whenever a campaign is underway, deploying an armory is one of two key research facilities to be established in a field base as soon as possible (the other being the engineering bay).

### Features

The armory is built around several round turbines. These keep the building within temperature specifications while researchers work inside.

The armory provides upgrades for craft and ship armor and weaponry and is required to build certain vehicles while on campaign as the armory supplies the specific technical skills and facilities required.

### Equipment

While on campaign soldiers must be armed at a central armory to receive fighting equipment such as armor and weapons.

Armories can unlock certain equipment such as weapons or armor or gadgets if their authorization scores are sufficient to warrant extended usage of certain weapons on the field. If required, the Commander can enforce a policy to ensure that the weapons chosen are consistent with the assignment the soldier was given (for example this policy can stop a soldier with a certain heavy weapons training from taking a chaingun for a stealth mission).

## Campaign

S.T.A.M.P operations, lead them to be far away from resupply routes and civilization at large. This requires that all personnel be able to operate all the tasks of the army from administrative to maintenance to field tasks. As such, all soldiers have roughly the same roles when off active combat duty.

Different classes having more advanced equipment as the needs of the army diversify, higher edge equipment naturally gets more expensive as new technologies are researched and implemented in the S.T.A.M.P.’s arsenal. However, the more work orders for equipment are placed, the cheaper they are to produce, the same economy of scale applies the more blacksmiths, armories and armory annexes are built.

### Weapons Production

The construction of blacksmiths near a mine allows the automated process of sending ore and other materials to the armory to receive the ore and begin the production of armor and weapons to equip future infantry troops.

Once the blacksmiths are producing equipment, a central armory is built where the surplus equipment is stocked.

### Call to arms

This order is generally given when the base is under attack. This order is given by making the company headquarters bells ring. Nearby soldiers will bolt for the nearest armory and equip themselves with whatever equipment is available.
Boneshroud

The boneshroud is a billowing cloud that surrounds the pelagic realm and causes skeletification of those in the realm upon death. The cloud has violent reactions with organic and inorganic matter, it splits wood, rusts metal and is asphyxiating in nature. It also raises the dead as skeletons.

## Origins

Merfolk statues were originally created in order for other sentient species to join the merfolk by transforming them. They were later made to regrow the crustaceans numbers after their war against the mer. The use of these statues created the boneshroud. However, their dependence on crustacean anthroids as weapons of war meant ever more boneshroud emissions, which affected the fertility of merfolk, until they themselves had to use them to replenish their numbers. The reason for their falling numbers became their salvation.

With the industrial scales merfolk statue production took, the merfolk started pumping the boneshroud encased in ice into the seafloor, later known as industrial pockets. Sometimes accidents occurred where an industrial pocket ruptured, but these were largely ignored by the leadership as accidents. Since the released boneshroud only affects the surface, the mer kept using them en masse.

At some point , contact between boneshroud ice and a deep sea volcanic seam caused a fissure and the chain reaction of ice meltdown blew the pelagic into the weltan atmosphere.

## The Pelagic realm

When the pelagic stabilized in its orbit around the Weltan system, the entire realm flooded, from the ice reserves that melted due to the increased heat from volcanic activity. As a result, the main inhabited land masses are the remains of the highest peaks of a former landmass. The main theory is that the entire area collapsed on itself below sea level, releasing the boneshroud from merfolk industry pockets. The boneshroud serves as the realm's upper atmosphere, where it once was the atmosphere having killed the survivors of the collapse which turned into skeletons. The society doomed itself by digging for gold too deep into the realms depths.

The removal of the realm from Welt released the boneshroud, which remains above the hole in the shell as well as in the atmosphere of the Pelagic realm. Pelagic then became an aquatic realm of Welt whose sparse islands on the surface hide a rich biosphere underwater.

## Craniums

Obviously a curse, the roots of the cranium's existence have yet to be discovered by any of the factions. It is thought that Craniums are the result of extreme exposure to the boneshroud.

## Ocean whispers

A mystical substance from which thalassa gems are made. The substance prevents anima from escaping and reaching the ghostmaker, but also radiates boneshroud as a result, implying that should a merfolk or its servant die, it will return as a skeleton.
Chosen One

Chosen one refers to a political system where a champion is chosen from common people. Chosen ones are literally democratically elected heroes.

## Electoral process

In order to elect a chosen one, citizens are cleared for jury duty (usually representatives of the general population) to elect a hero from a panel of unknowing candidates.

### Fielding candidates

The most often, candidates are chosen for their skills or potential skills and unknown status, making the election of a chosen one a hazardous investment.

Generally, the need for a chosen one is determined by AI who are tasked with determining the mission parameters and gathering the jurors who will elect the chosen one based on evidence of competence the AI has gathered.

### Pre electoral process

Before the election takes place, jurors can ask for proof of competence by assigning tasks to the candidate. Should the candidate succeed, the asking jurors are deemed to have voted for the challenged candidate, and their votes are removed from the final tally. Once elected, the chosen one receives its “people’s mission”, and is free to execute as the situation demands.

## Examples of chosen ones

* A rebel who is tasked with leading the revolt and taking power.
* A villager who must become king of his country.

* A savior who must free his people.
* A savior who must rescue a kidnap victim.
Attribution (Realm Colonization)

Attribution is a part in the process of colonizing a realm. as the name suggests, attribution refers to the steps in order for a lord divisionary to award a claim to a realm or parts of a realm to one or several claimants.

## Procedure

Who gets to colonize a realm follows strict guidelines, as the initial claim doesn't necessarily go to the nation which discovered it. Indeed, elected kingdoms, kurats, regions, companies and sometimes individuals can claim a realm as their own property regardless of geographical or even spatial proximity. The attribution is up to the discretion of the lord divisionary, who calculates which individual or local authority is legally (based on jurisprudence) the most needful of a realm colony. The lord divisionary also takes into account the nationality of the research team that led to the discovery, but it isn't rare that based on necessity the nation that employs the team doesn't get unanimous claim to the realm, but is most often allowed to participate in its colonization.

## Divisionary report

The lord divisionary then produces a report on who is most deserving, and the applicants that have staked a claim can contest the decision in a court of law. if no contestants are found worthy, the Realm is to the discretion of the Empire.

The report determines the number of contestants, Imperial city states and independents as well as the conditions for colonizing the realm.

The lord divisionary chooses contestants based on:

* Their ranking in administrative power (Chieftain, Warlord, Prince regent, King, Elected King)
* The length of the initial lease of colonization (from 250 days to 15 centuries) period after which the hostilities between competing contestants must stop.
* The level of clearance for the technologies to be deployed during colonization if there are other races on the realm or severally underpowered stake claimers.

The lord divisionary also decides:

* The starting positions of the contestants.
* If several factions from a same administrative subdivision can be present (Ie. duplicate complex)
* Finally, the lord divisionary can decide if technological development are to be shared amongst contestants or kept to themselves without possibility of sharing.
Anhaendra

Anhaendra is an elected kingdom in northern Dalmeran, just below the elected kingdom of Vargurihm. The kingdom is notable for its massive swamplands, its dragons, vampires and an infamous volcanic generator accident which left the entire kingdom hidden underneath an ash cloud that lasted for years.

## Notes concerning Anhaendra

Swamps, Vampire convents, Once covered in volcanic ash, giving rise to the vampire empire, Bearded dragons have strong influence there, there is a tech shrine dedicated to building cavaliers there.
Demonic Repulsor

A Demonic Repulsor is a type of night light that serves as a demonic presence repulsor. the problem is that Demons feel the presence of the repulsor and tend to stay nearby so as to invade whatever the night light was protecting. the Dalmer then used this technology to lure demons away from their homes, and sometimes to use the demons to their advantage against an enemy.

Some versions were upgraded to have redundant generators and in case of total power failure, summons help to fight the demons in the form of medication, barricading materials, weapons, and psychological aid.
Carrier units

A Carrier is a ship capable of carrying multiple smaller crafts. A carrier is different from a mothership, who also fulfill leadership roles within a fleet.

## Overview

When the carrier was invented, its sheer awesome force projection made other ships a military relic. A carrier combines the strengths of the airplane, zeppelin and mobile fortress into one. The result of this is the Carrier, a step above the simple ships and crafts most militaries use to ferry armies around. A carrier is a literal mobile fortress and craftport and is also capable of raining hundreds of shells upon enemies.

Carriers are among the most powerful warships in the Dalmer arsenal, and frequently take the role of Flagship in fleet maneuvers, where they serve as command centers for fleet commanders.

## Design

At its most basic, a carrier serves as a mobile refueling and maintenance station with guns to make it a combination of a ship and a base. Carriers are large, heavily armored, and are protected by energy shields.

Carrier units are rare, as they require the stability, lift and size necessary to house internal craft hangars, making them inherently suited for prolonged operations.

Large ships, generally modified bombers, which have doors in the bottom that smaller crafts can be launched through are also being used. These escape the classification as Carrier units however, as they lack the maintenance bays to service and repair the crafts (for example, Lance ships are not considered carriers).

## Criticisms

However, in many cases it has proven to be too difficult for the craft to return to the Carrier to be considered practical, often resulting in the deaths of test pilots that tried and/or damage to both the boarding craft and the ship. Storage is also an issue; the Adder, for example, is ridiculously squat in order to fit inside a bomber plane, making it largely useless as a fighter. However, the widespread usage of drones got the idea to work, and became the dominant craft used within submarine carriers.

## Weapons

On top of its craft and drone launching capacities, Carriers have forward mounted energy weapons used for devastating single target strikes, they lack other armament beyond the crafts they contain. Carriers may make warp jumps, carry boosters to act as communication hubs, Carriers exist in water, land and air forms, the latter being able to operate in both atmospheric and near space conditions, easily descending into a planet's atmosphere if the need arises.

## Interior

Carrier commanders have private quarters. Carriers are further equipped with a bridge and teleportation platforms. The carrier's hangar is capable of housing craft such as Adders, Gorgons, and Cloudscreamers. Connected to the hangar is an automated manufacturing plant that produces interceptors. Engineers work in the plant, where they see to the drones maintenance and launch operations. The drones are launched through usage of a gravity catapult.
Bone flow

Bone flow is a substance found inside the skeletal structure of nearly all life forms of welt. The matter is found within hollow bone cavities and is rich in oxygen. Its use is to transfer oxygen from pores within the bones and transfer it to the sinews connecting bones, allowing the air cushions to expand and retract. This, in tandem with the natural magnetized caps found on bones allows locomotion even without the use of muscles and connective tissues.
Calling

The Calling is a mandatory implant that grants the user wireless access to imperial networks.

The calling is also a low range communicator that allows lobby-type communications in between nearby Dalmer. Since the dalmer generally use full-face helmets the calling replaces visual and auditory communication, which is relayed to the users hud.

Basic options such as accessing camera, microphone and subtitle generation can be toggled on or off. Imperial overrides can shut these options off forcefully, such as when communication with other races occur.
Autogun

An autogun, also called assault rifle, is a fully automatic chemical ballistic weapon. The reliability, volume of fire, and ease of production makes the autogun an obvious choice for a user who wishes for a cheap weapon with decent damage output.

## Overview

An Autogun is a fully automatic weapon that fires solid-slug ballistic rounds at the intended target in rapid succession. It is mostly appreciated for its decent damage output.

Its main drawbacks are its weight and the need to carry a large amount of cumbersome ammunition for prolonged operations.

### Performance

A typical autogun isn’t particularly accurate or destructive, but makes up for it with a high rate of fire and few jamming issues when compared to similar rifled guns. Most autoguns fire solid low-caliber slugs from standardized clips. Like all chemical ballistic weapons, autoguns are safe to use within ships and crafts.

### Production

Cheap and easy to produce on even low-tech printers, autoguns are a staple weapon across the Empire. Durable, rugged and easily stocked with readily available ammunition, these weapons are a common sight especially in the more urban parts of the Empire.

However, the weapon's poor performance over long distances makes it unreliable in actual combat situations, and thus sees little use by the military.

### Criticism

The main disadvantage of the Autogun is that laser weapons are roughly equal in efficiency and ease-of-use, but the standard energy packs that powered laser weapons can be easily recharged in the field, while crafting and supplying ammunition for the Autoguns in combat situations proves arduous.

However, an Autogun does surpass laser weapons with its higher rate of fire. Additionally, those hurt but not killed outright by an Autogun are more likely to bleed out from injury and succumb to follow-up infections, while an energy shot immediately cauterizes any wound it creates.

Also, the commonality and ease of production of the weapons means that in non combat scenarios, ammunition, spares and repair facilities are relatively easy to find throughout the empire, and traders will usually stock these guns and ammunition.

## Sentry Autogun

The Autogun also has a sentry variant. The sentry has three blue search beams that behave like overwatch snipers. Its heavy armor and automated nature make it difficult to defeat, but destroying its power generator will stop it.

### Tactics

The Autogun does not hold fire if a friendly unit is in the way of a target, and will kill unaware soldiers who wander into its field of fire. This fact ensures that even friendly units will never be caught dead in its sight range.

### Bugs

The Sentry Autogun will not target Zombies, even if all other enemies have been killed. This may be due to an error in the Autogun's targeting system.
Belief sentiment

Belief or Faith sentiment is a type of sentiment born from an individual's belief in something. This sentiment is used to bless items, give powers to a deity, among other things. Faith sentiment isn't randomly obtained, people have to genuinely believe in it, so not everything is possible.

## The Dalmer and faith sentiment

Since the dalmer don't believe in much, they compensate with their faith in the algorithm.

## Other races and faith sentiment

### Undead Blessing

Undead priests can bless things, it just burns them as well. Since they are undead, their rate of blessing is greatly increased.

### Holy objects

Instills the classical effects of holiness, consecration, demon repulsion, warding, and generally whatever effect the user believes it will do if it believes in it.

Since energy can be described as mass and vice versa so if a blessing is added it cannot be diminished without a trace. As such it is assumed that holiness evaporates as photon emissions. This explains why blessed items glow when in use or activated. Faith sentiment is a fuel of sorts for holy objects, they only work for those that align in its particular beliefs, for others it will either repel or simply not function as intended.

Holiness can evaporate from an item if it doesn't receive faith sentiment. Evaporation makes the blessed item lose its potency, but it can be rekindled anew.

### Contact relic

Blesses whatever it is placed upon for a limited time of 2-3 days. This tactic is mostly used to convert liquids. For converting solids, the ratio is cubed, so a blessed item of 1 cubic centimeter can bless an item of 3 cubic centimeters.

It works by coating an object with faith sentiment within a stretch limit of 3 times the cubic volume of the target object when compared to the originally blessed object. The ability only happens once per blessing generally. This is why blessed items are kept in chests that are themselves blessed.

### Divination cult

Organisations dedicated to mass blessings. They exist mostly just to organise thousands of priests to bless something at the same time, but this most often gives birth to a demon on the spot.

## Notes

Despite similarities, the usage of sentiment is different from magic.
AGOSS rifle solutions

AGOSS is a Dalmer arms manufacturer that builds rifles. The company is widely known for the Ported Automatic Assault Rifle (PAAR) that is the standard weapon of the commune military.

## Organization

The company is run by four employees:

A machinist who manages the weapon forge that builds the rifles.

A technician, in charge of engineering the rifles into automatic ported variants.

A supply officer, in charge of acquiring the materials to produce the rifles.

A representative, in charge of the sale of the rifles. The rifles are sold with three complimentary chargers of 20 bullets.

## Fabrication process

The PAAR requires a weapon forge for fabrication and crafting station for tooling and engineering the rifle into an automatic ported weapon.

AGOSS uses automated forges to produce the rifle, bulk materials are fed into the machine, and outputs a standard rifle, where a technician installs the receiver and ported barrel. The weapon is then tested using CFL OSP ammunition.

The PAAR is notable for being unprofitable when produced in bulk, an industrial run of the rifles costing nearly five times more, contrary to economies of scale. It is only thanks to the communes financing the bulk purchase of materials that the commune defense forces can use the weapon.

## Products

AGOSS sells only its trademark weapon, but also provides after sales service on the weapon and spare parts.

ASA Ported barrel

AGOSS Automatic receiver

## Suppliers

The materials required to fabricate the PAAR are sourced from several sources. Several bulk supply and sativum companies in and around liptic supply the raw metals, machine parts, screws, springs, electronics and the commune produces its own adhesives and oil.
Death Prevention Agency

The death prevention agency is an organization of SPF users who protect targets from imminent death or severe injury. They do this by using close proximity warping and copious amounts of SPF.

## Death prevention agency gadgets

### Retroactive cannon

Erases the user from the historical record.

### Time ship

Has cannons that accelerate or decelerate the aging process of its target.

### Time stick

Slows down the target to 1/16th its original speed.

### Reset charge

Using previous memories of an area, the charge resets the zone to the previous state designated by the user.

### Reset collar

A collar that resets the wearer to a previous state designated by the user.

### Memory projector

Shows selected memories of the user as a hologram.
Crustacean anthroids

Crustacean anthroids are beings artificially created by merfolk that have both anthroid and other sea creature traits.

## Creation process

*Main article: Merfolk statues*

Croids, as they are called are manufactured from a host that is implanted with a thalassa gem and encased in a cocoon referred to as a merfolk statue.

Within the statue, the thalassa gem reacts with sentient living tissue and transmutes it into one of the following: Merfolk, hermit clam, ectrics, and even ogre crabs. The last three are considered croids.

Croids were originally considered defective results of the transformative process of creating new merfolk, but were later used as a slave race by the merfolk and as soldiers for their armies.

## Origins

There are stories of a Water God of the Pelagic merfolk who enslaved a race of seafloor dwellers that curiously ressemble croids, hinting that their origins aren't completely artificial. The tale goes that the water god sought to overthrow the deep ocean deities. The mer held the crustaceans egg laying nests hostage, forcing them into bondage to the water god.

## Species

While Croids are usually a mix and match of various crustaceans such as crabs, lobsters, crayfish, shrimp, krill, prawns, woodlice, barnacles, copepods, amphipods and mantis shrimp. There are other variants that aren't exclusively crustaceans, but anthropomorphic sea creatures in general such as the ectric that has elements of eels and hermit clams being literal clams on an anthroid body.

### Ectric

An eel anthropomorph with markedly mer and elven traits in addition to a slippery physique.
Drakes (Avians)

Not to be confused with the quadrupedal tarrasque, a drake, also called swamp monarch mallards is a gigantic carnivorous bird that superficially resembles a mallard, with retractable claws and teeth in the wings and beak respectively.

Swamp dwellers with a fierce feed call. Drakes are intelligent creatures, they will let out a feed call to scare birds into fleeing while the others will plunge into the flock and eat them.

## Biology

The status of Drakes as beasts is debated, as they can be naturally born among regular mallard ducks (known as monarchs) and produce mallards as offspring, while others are born from drakes and produce offspring that are also drakes (known as gregarious drakes).

### Monarch variant

The beast form of a mallard duck, monarch mallards lead flocks of ducks and periodically feed on its subjects.

### Gregarious variant

These Drakes are social hunters, usually traveling in small flocks of 3 to 20 individuals.

## Animal traits

Drakes are proud creatures, and will announce their challenge or intent to attack before charging at an enemy.
Bardun Town

Bardun towns (contraction of barren dungeon towns) are settlements found near barren dungeons.

## Overview

Once a dungeon becomes barren, the towns that depend on it as the source of their wealth naturally face serious consequences.

Dungeon towns are often crime ridden messes. This is mostly because the industry of the city tends to gear itself completely towards extracting the wealth of the dungeon. when it becomes barren, unemployment and poverty spikes, in a town where the crushing majority of businesses produce equipment for adventurers, weapons, ammo, armor and medical supplies.

It isn't rare for previous barren dungeon towns to become veritable warzones of people fighting over scraps. Slumlords rule over the unfortunate that can't afford to leave. The formerly prestigious adventure guilds become little more than mercenary outfits. Scientists and magic practitioners find their fodder for experiments in these places, and necromancer cabals are quick to scavenge the remains of everyday shootouts.

Yet life finds a way, new people still come to these city hoping that the Caretakers will return and that the dungeon will come back to life and provide wealth and luxury once more.

Barren Dungeon city inhabitants typically number in the thousands, and their material needs are often imported due to the ease of access to liquidity the dungeon provides. Due to this scattered all over the city are vending machines, replicators, general stores, street bazaars and drugstores. All sorts of items are available from them, at a very steep price for everyday wares ranging from household tools to silverware, from snacks to common equipment, from plain clothes to flowers.

Once the dungeon becomes barren, the city can no longer afford its costly imports the city's markets are only able to provide items it produces on site: survival kits and gear, weapons, ammunition, personal protection and sometimes medical supplies and the occasional snack. The problem becomes immediately clear when swords, shotguns, machined guns, capture equipment and RPGs are all the inhabitants can buy due to the extreme cost of imported goods.
Borg

Borgs are cities that are open to non biological and mechanical entities such as UC robots, mechanimals, cyborgs etc.

## History

The constant threat of technological exposure meant that the empire couldn't condone these settlements, and they were relegated to private management. The private sector was all too enthusiastic to oblige, and so were born the Cybercities.

### Cybercities

Controlled by megacorporations, these cities are often ravaged by wars and collapse that bankrupted governments who turn to megacorporations to manage them. What they want they buy, what they can't buy, they persuade using PMC's. The cities are crime free beacons of light, at the cost of unions and crime syndicates. The city center is a corporate council in control of laws and enforcement. The city center is under surveillance. The outer rim are the glums, gritty, slick and stylish. The megacorporations wage war on each other in the glums using sabotage, espionage and PMC warfare. All recorded history of these conflicts disappeared following an AF detonation in the glums.

The extreme violence and prejudice of Dalmer left to their own devices clearly showed that they couldn't be trusted. As such, private ownership of a city was forbidden, and the term of megacorporation was created to describe businesses powerful enough to control parts or the entirety of a city.

### **Megacorporation**

A megacorporation is a theoretical enterprise that is so large and diverse in the products it manufactures that the employees within its property are functionally citizens whose every need can be satisfied by the company they work for. Megacorporations provide typical State services such as social security, military and police protection, as well as political and diplomatic services.
Command deck

The command bridge is where commanding officers are, they are generally contained within its own superstructure above the ship. The command deck is where defensive lines are drawn and strike team missions are organized.

## Overview

The bridge of a ship is the room or platform from which the ship can be commanded. When a ship is under way, the bridge is manned by an officer at all times aided by an able shipmate acting as lookout. During critical maneuvers the ships commander or captain will be on the bridge, supported by officers, shipmates on the wheel and a pilot.

The command deck is also generally where commands (short buffs that apply to all troops under the command of the ships commander) can be issued. A commander can save up to three commands to use during an engagement. Before commands can be used in battle and in the field, they need to be installed in the Command Matrix. Command Melding (the ability to create new commands by combining specific pairs of orders, most commands must be mastered in order to be used) is accessible from this menu as well.

The command matrix has three slots for battle commands, and can unlock more as the ship's command deck is upgraded, to a maximum of eight.

## Commands

Orders are commands that improve the effectiveness of troops and offer unique actions that can help secure victory on the battlefield. Typically they will provide either a one-off effect like giving healing a soldier or reloading their ammunition, or a persistent buff effect.
Cloth stealth set

The cloth stealth set is an armor designed for stealth, its special fabric suppresses sound. The special fabrics suppress the rustling of clothes even when moving quickly, perfect for sneaking about.

Users wear these tights when they need to move stealthily.

The set is made from materials taken from bioluminescent creatures. Despite the obvious hazard of using such creatures to build stealth suits, the technology effectively suppresses the noise of rustling clothes. The compounds found in the materials that cause the creatures to glow result in an oil that will allow the user to move more quietly.

## **Materials**

* Azure Solanace: A plant with noise suppressing properties. Nicknamed “silence flower” as the areas where it grows are naturally quiet, as if sound was suppressed.
* Fireflies: These fireflies glow gently in the dark. When cooked, the compound that causes it to glow results in an oil that suppresses cloth rustling, allowing the user to move more quietly.
* Mushroom: A mushroom that glows softly at night. Cooking it creates an oil from the nutrients in its cap, resulting in a liquid that will allow the user to move stealthily.
* River snail: This large, glow-in-the-dark snail lives in freshwater. When cooked into a juice, it heightens the senses so the user can move about silently.
* Trout: Consuming the bioluminescent compound that makes the fish glow in the dark will increase concentration, helping suppress noise when consumed.

## **Construction**

In essence, the set is composed of a cloth mask, a chest guard complete with pauldrons, and tights.

The chest guard and tights are treated with nightshade oil that suppresses sound, and sunset firefly oil that suppresses cloth rustling.

The tights are imbibed in silent mushroom oil that eases movement, allowing unhindered movement and speed while crouching.

The mask is imbibed with sneaky river snail and stealthfin trout juices that increases the users concentration and senses helping in stealth movement.

Finally, when the entire set is worn, the compounds that activate at night flow seamlessly through the parts, allowing the user to move faster at night.

The Dalmer use a particular system called the Heat Signature Concealment System, an undersuit designed to dampen heat emissions from the user, hiding them from heat seeking threats such as predatory animals and vampires.
Biohazard Assessment Team

The BAST is a Empire-sanctioned counterterrorism organisation. It was formed following the various zombie and other undead epidemics as a means of more readily combating the rising use of the undead as biological weaponry since the events of Vargurihm. Originally founded by the Department of rogue undead management as a paramilitary agency, the Empire allowed its continued funding as, understanding that footing the bill on terrorism-affected kingdoms was counterproductive.

## Weapons and Equipment

BAST operatives are equipped with a mix of mid range and long range firearms with a focus on stopping power. BAST operatives also have electric batons destined to cripple and disable muscles as their primary weapon.They also used many other weapons including shotguns, sniper rifles along with assault rifles and submachine guns.

The assault rifles were later replaced with Anti-material rifles. Clean-up crews use flamethrowers to dispose of hazardous material.

BAST also has a bio-scanner called Epidemus, developed by DRUM. It is used to scan bio organic weapons.

BAST also fields different types of advanced military vehicles including helicopters, jeeps and armored personnel carriers to transport their forces. They also use helicopter gunships and ground attack planes.

If an other race settlement is overrun by zombies Drum uses Atomic Fracture weapons to clear the infestation. This is because if untreated in as little as 6 months 98% of the population will be turned, similar to an extinction event.