recursal/Fanatic-Fandom huggingface dataset:
File 001 - Proposal 002

# Karibu Cult Documentation Proposal - File 001

## The Eternal Forest

Bright yellow spores drifted through a light breeze onto the forest floor. The sun’s rays peaked through cracks in the lush green canopy casting shadows of the overhead foliage onto the ground before me, the sound of leaves rustling against one another mixed with the sounds of a nearby stream creating an ambiance that was fitting for the sweet smelling air.

I wandered through the undergrowth until I found myself at a pond, it was calming, the serenity I got simply from witnessing the pool of water was overwhelming. I sat at its bank and looked into the sky, the sun setting giving an orange glow to the sky. Time seemed to move at speeds so fast that one hardly had the time to comprehend the change, however it concerned me not, by the time I realized the sun was setting the Moon was the only source of light in the sky, and then that is when I heard them, the voices.

They spoke in a language so incomprehensibly ancient, one could not begin to fathom the age in which a tongue like this would have been spoken, however I felt that despite never hearing this language before I could understand them, they told me that they welcomed me to this place, their home, the Eternal Forest a timeless place where the followers of the Goddess reside, whom this goddess was I do not know nor do I understand how a place like this that clearly had days and nights could be timeless but as I looked at the sky once again it was day, and yet further inspection lead me to believe that it was night. As my gaze once again rested at the forest floor I saw a figure, a person standing some twenty yards or more standing there as if beckoning me. I stood and began to walk toward him. He turned and walked away, not at a pace where I couldn’t keep up but just enough that it seemed he was leading me somewhere.

Eventually I caught up to him as he had stopped at a stone block covered in moss and vines, he turned to face me, he was cloaked in a black robe and wore a wooden mask with paints depicting a face upon it, he wore wooden antlers that protruded from either side of his head and he picked up and presented to me a wooden chalice filled with some red liquid that had been resting on the stone. He spoke no words but I knew what I needed to do, I clasped the goblet in my hand and drank from it, it was sweet, as though it were made of fruit but was still clearly not. As I drank the voices became more pronounced and I heard many more than before, they made more sense there pleas and requests seemed reasonable, I should join them I thought. The cloaked man placed his hand upon my shoulder and spoke,

“It is not your time, when you return I will take you to the depths of the Eternal Forest, for now living one you must leave,” and with that the world around me began to blur until nothing was ineligible.

I awoke, in my bed, so it was all a dream. I got out of bed and heard a thud as something fell off my bed. I looked down to see a wooden chalice.
UsdkMeshVertexBuffer / UsdkStaticMeshVertexBuffer

In order to make the new mesh system possible, and to effectively render meshes and static meshes, the SDK needed **Vertex Buffers**. These Buffers pre-calculate and distribute data for all mesh instances that use the same mesh model. Thanks to this mechanic it is possible to effectively render a huge count of mesh instances with the same model. The Vertex Buffers greatly help reducing reprocessing by globally managing data. In the old Unreal Engine 1's mesh system ALL 3D data was re-calculated again and again for each (!) mesh instance. Be it the vertex reprocessing, the normals, UV coordinates, or the LODs.

**Main features**

* presets reusable global mesh data like basic UV coordinates, multiskin texture indices, default skins, raw vertex data and so on
* pre-calculates origin poly and vertex normals, which then can be used to eliminate the need for vertex reprocessing for meshes that dont move or rotate, i.e. a piece of architecture that is never moving is never reprocessed then, and only "limited" by GPU's capability to render 3D mesh data
* pre-calculates Metamorph LOD values on a global scale to reduce LOD calculations (again.. the old mesh system did this for each mesh instance over and over)
* drastically reduces reprocessing by sharing mentioned data on a global scale rather then calculating it on a per-instance scale
0005 - Dead Silence Incident

# Dead Silence Incident

## Incident #0005

Cult member [Somikyo] spent three whole days sitting in a voice chat in the cult catacombs. The activity of the cult member could not be established, it is predicted that [Somikyo] expired and the corpse forgot to hit the disconnect key.

In order to ascertain whether [Somikyo] was still with us on this plane of existence, a bot was forced to join the voice channel and blast music. This provoked no response. Instead, a ceremony was attempted. Multiple active members of the cult attempted to summon [Somikyo] through minor annoyances and chanting. The cult member never responded.

[Somikyo] disappeared without a trace after the third day.
Entity Documentation

## Karibu Cult Documentation; File 002 Pink Garfield

Pink Garfield is a pink haired virtual cat girl from the virtual version of Chile. According to legend she's our Leader's best friend and first wife, as well as the founder of our glorious cult. She is known for producing streams on the YouTube and twitch platforms. Her skills involve spreading her dancing GIFs and back pain through memetic agents through discord and her streams. Handling procedures: As the first wife and founder, Pink Garfield must be treated with the utmost respect, referring to her height disadvantages as "being Luna sized".

## Karibu Cult Documentation; File 003 The Brapping Cat

Current Status: Part of our Leader's harem Description: The brapping cat is a pink haired cat who produces cursed content on the website twitch.tv. The brapping cat counts amongst her abilities the ability to instill concern in new viewers and insanity in regular viewers through her constant cursed hijinks.

Handling procedures: All members of the cult are expected to support her as a member of our Leader's harem, level 3 madness wards must be placed on oneself before watching.
Dr. Hodaglia

**Dr. Hodaglia**  is one of the seven main protagonists of Wausau. He is the author of The Darkness Rises and a teacher of Wausau History at Rebecca L. Felton High School. He assigns Max D. Skreet and his friends to do a research paper on the Wausau Witch Sightings of 1920, setting off the friends' quest for the truth.

## Appearances

* The Wausau Witch Project
* The Artifacts of Power
* Earth's Last Stand
## * The RelocationGallery

*Click here to view this page's gallery.*
Grave Lantern (LED)

LED Grave Lanterns are a cheap and easy way to get a modest light source, that is electricity-based. All grave lanterns are cheap, light weight and emit light over 100h. They're available in multiple variants (see below).

#### **Ingame Description**

"Originally intended to be placed on the grave of your loved ones. A cheap, modest light source that can be placed anywhere and emits light over 100h. It needs 1x-2x CR2320 batteries to function.

If you're low on money and need a cheap light source for your adventures, the grave lanterns are your #1 choice to go."

#### **Sources**

* A lot of standard merchants, especially those close to religious buildings (monasteries, abbeys, churches, graveyards)
* Dead adventurers

#### **Features**

* Mediocre warm-white or red lighting in a radius of ~2m, depending on the variant (see below)
* Burns over 100h, depending on the variant (see below)
* Wind- and waterproof
* Can be placed anywhere to lit up any dark area
* Doesn't need any energy source, but must be lit with a lighter
* Weighs 100 g (Standard)
* Some of the bigger variants contain cheesy labels and background pictures like "Unforgotten" or "In Memoriam"
* The standard variants fit in empty lanterns, which then can be attached to your backpack
* Any grave lantern can be held in your off-hand as a mobile light source

#### **Variants**

* Standard Variant: warm-white or red (100h duration, 100 g), 1x CR2320 battery
* XL Variant: warm-white or red (150h duration, 175 g), 2x CR2320 batteries
* XXL Variant: warm-white or red (200h duration, 250 g), 2x CR2320 batteries
Static Meshes

A **Static Mesh** is a piece of geometry that consists of a fixed set of vertices and polygons that can be cached in video memory. This allows them to be rendered efficiently, meaning they can be much more complex than other types of geometry such as Brushes. Since they are cached in video memory, Static Meshes can be moved, rotated, scaled, lit, colored etc. but they cannot have their vertices animated in any way.

In Unreal: Entropy they're the basic geometry unit to create stunning levels, terrain, decorations, architecture, foliage and so on. They consist of previously build 3D models, that are imported into the UnrealED 2.2 and are then displayed as Static Mesh. You can either create a 3D model in an external 3D modeling tool (like Blender) or create structures with Brushes in UnrealED and convert them to Mesh Models, that are processed and displayed as Static Meshes afterwards. Static Meshes are imported via the Unreal Script import commands like any other Mesh, and then saved in either \*.u-Packages (System Folder) or \*.usx Packages (Static Mesh Folder).

The Static Mesh System is a fundamental part of the Unreal Tournament SDK Framework and how Unreal: Entropy achives to render complex and detailed levels.

The SDK comes with a bunch of Static Mesh variants, click on either to view a detailed page:

* Standard Static Mesh Actors
	+ LOD Static Meshes (Static Meshes w/ default LOD settings ON)
	+ Architecture Meshes (Static Meshes w/ extreme minimum to no reprocessing)
	+ InterpActors (Static Meshes optimized for movement, replacing the old "Mover" Classes)
	+ Line Meshes (Static Meshes used to build pathways, pipes, roads etc, SDK's version of spline meshes)

Internally both the Game and the SDK make advantage of 6 concepts to efficently draw Static Meshes:

* UsdkStaticMeshComponent (May 2021)
* UsdkMeshVertexBuffer/UsdkStaticMeshVertexBuffer (May 2021)
* FStaticMeshComponentInterface (May 2021)
* VertexBuffer List in the new LevelInfo (May 2021)
* Discrete LODs - Level of Detail support w/ loading different versions of the same mesh based on distance settings (September 2021)
* Metamorph LODs - Level of Detail support w/ smoothly changing geometry detail. Inspired by Unreal Engine 1's old LOD Morph Algorithm and Unreal Engine 5's Nanite Virtual Geometry Feature, the Metamorph LOD smoothly decreases the Static Mesh's Vertices based on the pixel space the mesh uses on screen and distance to camera (September 2021)
KCD - File 1019

#### **Description:**

Specter is a cultist of the spiritual variety, a remnant formed from vestiges amalgamating into a creature that has been described by experts as “Weirdly adorable”.

Specter is characterized by her ability to charm almost any opponent with her signature “Ara ara~” attack, a move of a fairly high potency with the added side effect of healing those charmed and dealing sanity damage to those resistant to it, making her an extremely difficult adversary to face, should the need arise. However, her devotion to the goddess makes this scenario highly unlikely.

To interact safely with Specter an offering of head pats, strawberries and cute anime girls is recommended, as well as level 2 sanity protection gear, though in a scenario in which her “Ara ara~” attack is likely level 3 sanity protection gear is recommended instead.
WJSN

EXY

Soobin

Luda

Dawon

Eunseo

Yeoreum

Dayoung

Yeonjung

**WJSN** also known as **Cosmic Girls** is a 13-member South Korean-Chinese girl group under Starship Entertainment and Yue Hua Entertainment. They debuted on February 25, 2016 with their first mini album *Would You Like?*.

## Using Them

On a episode of Super Junior TV, WJSN most importantly Xuan Yi, mocked Indian culture after doing a reenactment of a traditional Indian dance.

## Songs

#### Secret (2016)

* [2019.03.22] Secret by Angel ft. 12 Fallen Angelz
Grave Lantern

Grave Lanterns are a cheap and easy way to get a modest light source, that is not electricity-based. All grave lanterns are very cheap, light weight and burn over 50h. They're available in multiple variants (see below).

#### **Ingame Description**

"Originally intended to be placed on the grave of your loved ones. A very cheap, modest light source that can be placed anywhere and burns over 50h. It only needs a lighter to activate it. Doesn't need any form of electric source.

If you're low on money and need a cheap light source for your adventures, the grave lanterns are your #1 choice to go."

#### **Sources**

* A lot of standard merchants, especially those close to religious buildings
* Dead adventurers

#### **Features**

* Mediocre warm-white or red lighting in a radius of ~2m, depending on the variant (see below)
* Burns over 50h, depending on the variant (see below)
* 50% wind- and waterproof
* Can be placed anywhere to lit up any dark area
* Doesn't need any energy source, but must be lit with a lighter
* Weighs 100 g (Standard)
* Some of the bigger variants contain cheesy labels and background pictures like "Unforgotten" or "In Memoriam"
* The standard variants fit in empty lanterns, which then can be attached to your backpack
* Any grave lantern can be held in your off-hand as a mobile light source

#### **Variants**

* Standard Variant: warm-white or red (50h duration, 100 g)
* XL Variant: warm-white or red (75h duration, 150 g)
* XXL Variant: warm-white or red (100h duration, 200 g)
Quest - A bitter farewell - a promising future

This is the first quest the player gets. You've finally decided to leave Mars for good and want to be stationed on Na Pali. You say goodbye to your mom and head to New Moscow's MRN Spaceport to travel to Na Pali, your new home and workplace.

"A bitter farewell - a promising future" is the introductory, first task you're thrown into. Life on Mars is shown, the farewell with your mother (optional) and how you fly to Na Pali. There's no fighting here, except for an optional tutorial fight in the MRN Spaceport. You can visit Mars a bit and explore New Moscow while going from the MRN Spaceport to your mom's home, before traveling to Na Pali. The MRN Spaceport has it's own Metro Station, which is 3 Metro stations away from your old neighborhood (where your mom lives).

Saying goodbye to your mother is optional, but will have consequences if you don't. This first quest is a perfect intro and tutorial for the key interaction mechanics, basic combat and gameplay. And ultimately teaches the lesson, that dealing and being in a relationship with most of the characters has consequences.

#### Possible order of events

* You gather up your stuff at the MRN Spaceport (mandatory)
* Combat training at the MRN Spaceport (optional)
* Freely explore New Moscow a bit (optional)
* Say goodbye to your mom OR dont (optional)

* Go back to the MRN Spaceport, report to the local officer for last paperwork and transmission (mandatory)
* Combat training at the MRN Spaceport (optional)

* Fly to Na Pali (mandatory)

#### Consequences

Your mom will alter her behaviour towards you depending on the decision how you treat her during this quest.

* If you say goodbye to her (in person):
	+ She will be sad, but hopeful and supportive in the future
	+ Your mom will send you lovely messages - asking after you, willing to know the news about you and your life on Na Pali
	+ She will transfer some money (100 MRD / month) and special food on a monthly basis

* If you say goodbye to her (via message):
	+ She will be sad and upset, yet still supports you a bit
	+ Your mom will sadly ask why you left her without a real farewell, you can answer her or dont - which has further consequences
	+ She will transfer some money (50 MRD / month) and special food
		- She will stop transfering money and food after 3 months, if you dont react at all
		- or monthly, if you react

* If you don't say goodbye to her at all:
	+ She will be very sad and almost becomes a heart-broken woman, yet still supports you a bit
	+ Your mom will sadly ask why you left her without ANY farewell or message, you can answer her or dont - which has further consequences
	+ She won't transfer you money, and only some special food once only, if you dont react at all
Entropie (UE4) Main page

Welcome to the main page of Entropie (UE4 Version). Here you'll get an overview of this new exploration/action game. Unlike Entropie (TC/UE1) there's no Demo planned for the Unreal Engine 4 branch of these games yet. Entropie (UE1) will be developed first. After it's gameplay mechanics, lore and story proved to be exciting and functional, and liked by the players, the Unreal Engine 4 Version will be developed.

Entropie (UE4) is set on a devasted earth, in near future (around 2100) after everything went to ruin and Doomsday happened. But is this the end of humanity, nature and planet earth? As a player you'll be "thrown into" this new harsh world and got to find out what lead to humanity's downfall. Most major cities are destroyed, there're only local governments - if any, no internet and most economies are gone to waste. Find your place in a much altered, harsh, yet still beautiful earth. You need to survive first, all other goals come second. Explore your surroundings, interact with the environment, plants, animals and machinery. It's an unreal world out there, adapt or die!
Quest - Where no daylight dwells

After finally convincing at least Lt. Col. Higgs to invastigate new Skaarj sightings your squad returns to the very Skaarj Mine, Hector barely got out alive one year ago. Arriving at the site you discover the that original entrance is completely gone and no trace of the mine is left. Hector states that he exactly knows how the entrance looked after he got out and that there MUST be something left since the underground facility was so massive. The squad believes him and together they look for hints to another entrance...
Standard Military Lamp

The standard UMS military lamp is your first light source you get in the game.

It's based on the concept of military lamps with color filters and a signal trigger, so it can be used for signaling during Coop-Gameplay.

#### **Ingame Description**

"A good, reliable light source with color filters and a signal trigger. Bit heavy compared to some other lightsources.

No soldier should ever leave base or town without this equipment during night time, except there's a better light source."

#### **Crafting**

* 1x UMS Standard Military Signal-Lamp
* 1x 3R12 or 3x AA batteries

#### **Sources**

* Is your standard lamp right from the beginning of the game
* Dead soldiers or adventurers
* Most standard or engineering oriented merchants

#### **Features**

* Robust metal casing, water proof
* 3 different color filters (red, green, blue)
* Signal triggering (for morse codes / signals during Coop gameplay)
* Runs on 1x 3R12 or 3x AA batteries, lasts about 50h
* Can be attached to backpack (front / back)
* Weighs 100 g (empty)
Resh

Many of Q'rath's angels are known for their transcendent might, blinding majesty, and overbearing dogma. Resh is not one one of those angels. By celestial standards, Resh is small, scarcely taller than a full grown man. Their mask often bears a smirk or knowing smile, though few find themselves at ease in their presence. This is because Resh is among the most dangerous of the angels. Their vanguard, the Order of Vigilance, is omnipresent throughout the empire, protecting the faithful and hunting those who would endanger Q'rath's Covenant. Above all, Resh is patient, clever, and ruthless. Many a time in the Empire's History. the Order of Vigilance has seemingly sat inert for years, only to erupt in an episode of sudden and decisive violence. With the Empire in its current state, Resh and their order are in high demand, and the justice they exact is increasingly merciless.
Orzum

Orzum, like the other Arash was spun directly from Aros's plasma. Orzum is an Immortal meaning that he can metabolize Pyre and does not age. Orzum, like other angels takes a gender to make it easier for mortals to interface with them (more relatability.) When faced with doubters to the Qrathi faith Orzum's followers tend to **shout** (not shoot) down vocal critics. Orzum and Ajari are seen as archangels, the direct descendants and divine envoys of Holy Aros. The Arash of Q'rath (Orzum, Ajari, Resh, and others) are seen as divine family members and therfore Orzum and Ajari are worshiped as lesser gods. Unlike Ajari and Resh, Orzum believes that the empire and the faith it represents, is the most important end. In Orzum's view, if Q'rath succeeds, mortal life will inevitably flourish under and within it. Orzum asks mortals and angels alike to lay down their lives in service to the empire's noble goal.

## Gameplay

Orzum has the Zentari as his first vanguard unit, replacing the Sipari. The Zentari has a normal melee attack, unlike the sipari's long spear, however, if in hallowed ground after several seconds without movement, the Zentari gains a ranged attack. Orzum's second vanguard unit is intended to replace the warden, which normally acts as a slow but powerful gunship.

Orzum can upgrade the normal towers built on foundations into Rooks of Ira, which have greater attack.
Entropie

## System requirements

Not yet available

**Entropie** is an upcoming game by lespetitsmorts.

## Indie DB summary

*"The second law of thermodynamics states that the entropy of an isolated system never decreases over time. Isolated systems spontaneously evolve towards thermodynamic equilibrium, the state with maximum entropy. Non-isolated systems, like organisms, may lose entropy, provided their environment's entropy increases by at least that amount so that the total entropy either increases or remains constant. Therefore, the entropy in a specific system can decrease as long as the total entropy of the Universe does not. Entropy is a function of the state of the system, so the change in entropy of a system is determined by its initial and final states. In the idealization that a process is reversible, the entropy does not change, while irreversible processes always increase the total entropy."*
Mala, Prophet of Blood

Faction: Aru

Mala is the high priest of Laculathon, the god of the Aru. It was she that lead slyv renegades during the crises of many nights, a time when their government, the Iratek Chorus was stretched to its breaking point. There after, the Aru journeyed to Matzlan, the forbidden continent, where their new leader awaited, Laculathon. A massive creature made of flesh, roots and blood Laculathon demanded blood sacrifices from the sylv, which Mala provided, glutting the mountain the god had landed on in red. Thereafter, she was made the leader of the Aru priesthood and their society as a whole.

Gameplay

Befitting her role, Mala focuses on refilling blood, which works as the spellcasting resource for Aru units. She has red tithe, which sacrifices a friendly unit refilling nearby friendlies' health and energy pools. Her ultimate ability causes the sky to rain blood from Laculathon's ecosystem, causing mapwide regeneration of health and energy for a time. Her passive is that blood wells gain you a point of pyre for every non temporary unit that dies near them. Her vanguards are the incubator and the dread sister. The former replaces the underspine, spawning a quitl temporary unit when a nearby friendly dies. The latter replaces the red seer, with the spell birthing storm, which damages enemies, and, if they die spawns a quitl in their place.
Metamorph

Inspired by Unreal Engine 1's old **LOD Morph Algorithm** and Unreal Engine 5's **Nanite** Virtual Geometry Feature, the **Metamorph LOD** smoothly decreases the Static Mesh's Vertices based on the pixel space the mesh uses on screen and distance to player's origin.

**How does it work?**

* Metamorph can be turned on/off anytime in the settings and for each mesh!
* If Metamorph is on, the mesh's Vertex Buffer and the Scene Manager calculate globally reusable Metamorph LOD Data
* these global Metamorph LOD Data are then used for individual per-instance LOD calculations
* Metamorph reads out the screen space the mesh occupies in Pixels
* This information together with the distance to the camera origin is then used to smoothly decrease the mesh's Vertices

**Pros and Cons**

* Smoothly decreases Vertices of an individual mesh based on screen space the mesh occupies and distance to player, resulting in a speed boost
* If correctly set up, the player barely notices a change
* However, in order to decrease the Vertex count, the Vertex data needs to be reprocessed!
* I recommend Metamorph for complex, high polygon models where the player must not notice a change in geometry detail as much as with a Discrete LOD, where different versions of the same mesh are used w/ minimum reprocessing but accompanied with a noticable popping of different geometry detail
* Metamorph can be combined with Discrete LODs however
Xol, Prophet of the Hunt

The only Prophet to be born after the Red-Flower Rites, Xol prides herself as Laculathon's greatest weapon. Uniquely unreliant on Laculathon's connection, Xol leads hunting expeditions far beyond the Rootway's natural borders, bringing back spoils of treasure, meat, and blood. The Prophet's leadership speaks of a new, coming transformation, one where the Worthy cast off the weaknesses of their ancestors, becoming the true harbingers of life and death. This event, called "The Greatest Hunt," visits Xol in her dreams, drawing ever closer to the waking realms. Soon, the denizens of creation will be tested, and it will be Xol who will determine who is truly worthy.

## Gameplay

Xol's gameplay is planned to be based on stealth and temporary damage boosts. Her vanguards are the bone stalker, replacing the masked hunter and the white wood reaper, replacing the blood bound.
Crescent Tower

Is one of the neighborhoods of Vandora's Harbour's . It most prominently features the snow white, beautiful central city tower that once served as the seat of the Nali Chamberlord - hence the neighborhood's name. The building is now location of the democratic city council and the mayor and one of the city's famous landmarks. The tower is also featured on the city's coat of arms.

#### Description

The tower, around which the neighborhood spreads, is about 2000 years old and 120 m high. The 2nd highest platform is open to the public as observation deck and features a restaurant. The highest platform contains WiFi/broadcast tech, a fact much debated by the local Nali. It's spire was destroyed during artillery bombing of the Skaarj, but rebuild 50 years ago and is now copper-hued rather than the old golden spire, to remind of the sacrifices the city faced during occupation and siege.

Most houses of this neighborhood are very pretty and sophisticated. Mainly elite townsfolk like physicians, archwizards, politicans, diplomats, officials and university training staff live here, therefore the prices for a house and wares are a bit higher than in most other neighborhoods.

#### Historic Reference

As mentioned before, the tower is dated by historians and scientiest to be more than 2000 years old and is a shining, stunning example of ancient nali architecture and falls into the ancient epoch of the first Crescent Empire. All stones with which the tower was build, came from the marble stone mountains south of the city. Due to it's already high developed infrastructure it was one of the first neighborhoods with a metro station and high living standard for both Nali and humans.

Before the Nali changed to a democratic, open society, it was the council seat of the city's chamberlord and old city council first. Around 20 years now both Nali and humans together vote a city council and mayor. The Crescent Tower is also listed as important planet-known memorial.

#### Transportation

With the following metro stations the neighborhood is excellently integrated into the Metro System

* Crescent Tower
* Sunfall City
* Messiah Place
* Crescent Market
* Crescent Cathedral "Vandora's Aegis"
Zephyr

Subsequent conquests and challenges have transformed the Izur'hu monks into the Zephyr. Outfitted with a massive hard-light ballista and heavily-plated faith-armor to adroitly wield the weapon, Zephyr units have become an increasingly common sight on the empire's fraying frontier, often appearing in a bright flash of angel fire before unleashing devastating salvos on raiding forces.

Zephyr are the basic ranged generalist infantry unit of the Q'rath faction. They are war-machines piloted by soldier monks that can fire at both ground and air foes. Dervish have a short-ranged teleport ability called windstep, which cost a small amount of shields, and allow dervish to reposition themselves both in and out of combat.
Urah

Bearing the angelic word for “crown,” The Holy City of Urah bears the name of one of the Godhead’s many titles, Urah’Shai or “The Highest Crown” in the angelic tongue. Urah sits atop the rolling plateaus of the Mershir’taj “Holy/Proclaimed March” Greater Province and at the base of the titanic Urah’Shai mountains. Urah was founded in 2240 ME (Mortal Era), or 0 Kalkir Q’rath (Under the Covenant of Rath) in the Empire’s Calendar. The city’s ground was broken in honor of the conquest of the Tal'hai and their capital, Halaj, (now known simply as Inishar or “pacified/holy place”), the highland site was previously home to a number of human civilizations who revered the mountains and massive rivers as sacred.

Today, Urah serves the Q’rathi Empire as the administrative and religious center, its skyline dominated by the monolithic Empty Throne of Aros. Rising out of a massive temple complex, the Empty Throne outlines the massive contours of the now-departed Godhead, its twin spine-wings reaching towards the lofty heavens, framing and framed by the Urah’Shai mountains. Fed by constant snowmelt and stabilized by its high-altitude equatorial climate, Urah is home to seven-million human souls and over one million angels, including the vaunted Arash.
Entropie Wiki

**Welcome to the Entropie Wiki!**
The official Wiki for the free to play Entropie Game, developed by a new Indie Dev Team. Please feel free to contribute by creating new articles or expanding on existing ones. Anyone, including you may work on this game. It will be completely open source and free to play.

## What is *Entropie*?

"*The second law of thermodynamics states that the entropy of an isolated system never decreases over time. Isolated systems spontaneously evolve towards thermodynamic equilibrium, the state with maximum entropy. Non-isolated systems, like organisms, may lose entropy, provided their environment's entropy increases by at least that amount so that the total entropy either increases or remains constant. Therefore, the entropy in a specific system can decrease as long as the total entropy of the Universe does not. Entropy is a function of the state of the system, so the change in entropy of a system is determined by its initial and final states. In the idealization that a process is reversible, the entropy does not change, while irreversible processes always increase the total entropy.*"

Entropie is an upcoming FPS/RPG, with open worlds and new, exciting, never before used gameplay mechanics.

The games are developed by Shadow (developer of the Unreal Tournament SDK). It's in conceptual development stage since April 2020 and in technical development since early 2021. The game uses new, never before used approaches to game design and gameplay mechanics. Entropie is set on the mysterious, yet beautiful planet Na Pali (Unreal's main location).

## Need help building out this community?

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!
Zentari

Those whose fury burns brightest are given the mail and the blade of the Zentari. Translating to "those who are the sword", these souls serve Orzum as living weapons of the empire. Towering over their human charges, and clad in three layers of consecrated plate-mail, the zentari are literal juggernauts who wade effortlessly into the thick of battle.

Zentari are one of the vanguard units of the Q'rath Immortal, Orzum. They replace the Sipari, and serve as slower, but more durable infantry units. Zentari gain a ranged attack while on hallowed ground.
Shael

**Shael** is the second world in the star system of Pyre. The planet has a stable orbit, regular seasons, and safe distance from its parent star. Shael has a moon named Kal, which is habitable.

Shael has a long and winding history of wandering peoples and empires. Old canyons still bear the likeness of half-forgotten kings on their winding walls and new cities sit atop the sprawling foundations of ancient settlements. Shael has many trade lanes that wind along the ruined sites of many battlefields. Civilizations from Shael draw strength from tradition, legacy, and the ancient powers of their world to secure their victory.

The planet has a diverse biosphere, with equatorial continents like Ira having a large amount of different climates. Series of seas dotted with islands separate the various continents, including "The Shallows," a vast expanse of shallow sea separating Shum and Ira. Inhospitable mountains and jagged canyons make up their eastern super-continent of Ald.

When the Gates reawakened across the planets of Pyre, the eastern powers of Shael were thrown into conflict.

## Continents

* Ald
* Ira
* Shum

## Known Inhabitants

* Jora
* Khardu
* Q'rath
* Talmetra
* Rae (former)

## References

1. ↑  "IMMORTAL Lore Compilation." (March 17, 2021). Google Docs. On Shael Accessed 2021-03-17.
Ira

**Ira** is a continent at the heart of Shael, housing the heart of the Q'rath Empire. The continent is located on the planet's equator, with high mountains that give it a deeply diverse climate and biosphere.

In prior eras, the continent was home to the Tal'Hai Trade Empire.

## References

1. ↑  "IMMORTAL Lore Compilation." (March 17, 2021). Google Docs. On Shael Accessed 2021-03-17.
Magi

Among the highest honor bestowed to the faithful of Q'rath are the Magi, elite warrior priests taught from birth to channel the divine power of their angelic masters. Few possess the innate talent to commune with the Star-born, fewer still possess the grit, intellectual prowess, and discipline to master the ancient rites of divine magic. Equal parts plate mail and silk robes, the Magi wade into the melee with great censer-flails, bolstering the spirits of their comrades and smiting the faithless.

Magi are the first spellcaster unit of the Q'rath, specializing in both support and zone control. Their mending prayer ability can heal friendly units. Their sanctify ground ability allows the magi to deploy themself, becoming immobile and converting the area around them into hallowed ground.
Masked Hunter

## Game Unit

Masked hunters are the basic combat unit for the Aru. They attack at range with a bow, and can increase their combat effectiveness through upgrades at the cost of health.

### Upgrades

* Enables the offering ability.
* During offering: Increases dmg by 3 vs all armor types. Increases movement speed to 402.
* Increases range of masked hunters by 100.
* During offering: Increases attack speed to 1.82 and movement speed to 455.
* Researched at Neurocyte
* Prerequisite: Offering

## Lore

Life among the Aru is strictly matriarchal in veneration and imitation of Laculathon, the blood mother. By tradition, the order of the masked hunters is almost entirely populated by males, who pledge their lives to protection and sustenance of the Red-Groves and other holy sites. Esteemed hunters vie with one another for the honor of offering "game" to the red seers for preparation and sacrifice. Impressive displays not only bring esteem to a hunters bloodline, but give them the opportunity to join other more established family's within the ecclesiarchy. The resulting culture drives Hunters to take on ever more impressive quarries, pushing themselves to the brink of death in pursuit of glory and familial advancement. It is no secret that maimed hunters are the largest source of thorn symbiotes.

## Development

Changes over the development cycle go here
The Shallows

**The Shallows** is a vast, warm expanse of shallow sea between the continents of Shum and Ira on the planet Shael.

The Shallows were formerly used by the Tal-Hai Trade Empire in its glory days. However, in modern antiquity, the sea has become the subject of violent conflicts between Q’rath, Jora and Talmetra, as they vie for control of maritime trade and supply routes in the region.

## References

1. ↑  "IMMORTAL Lore Compilation." (March 17, 2021). Google Docs. On Shael Accessed 2021-03-17.
Ichor

## Game Unit

Ichor's are fast skirmishers that specialize fighting light units. Their attacks have a small aoe. This makes them very effective fighting early game units and workers.

Due to the aoe, their dps should be, on average, higher than the tooltip.

### Upgrades

* Increases Ichor speed by 106.
* Increases Ichor range by 200.
* Researched at Murder Hollow.

## Development

Changes over the development cycle go here
Dekker, Commander-General of the Dust Corps

Once a notorious mercenary and outlaw, Dekker and his Dust Company was reluctant to join the revolutionary cause of Jose Rockfell during the Founding War, preferring to rob Talmetran oligarchs, spar with Q'rathi scouts, and loot ancient tombs for profit. The destruction of Jora's Rest at the hands of Q'rathi angels would prove too much for the young captain to ignore. Cunning, capable, and curiously lucky, Dekker leads the newly minted “Federated Dust Corps” in the Iron Republic's first unified army. Known for his unorthodox tactics and unshakable troops, Dekker has proven to be a formidable opponent to the enemies of the Republic.

*“Honestly, I never thought I would be leading an outfit this large. I've never really been a “rules guy,” and I never found much truck with guilds or governments. Hell, every other day I wish I was back in the Dust Company tearing up nonsense on the frontier, but you know what? The frontier taught me better than that. This fight is bigger than what I want, than what any of us want. We have a real shot at staking a claim, not for some big-belt outfit or fancy-cloaked king, but for real, working people. We can't throw that shot away, we have to take it.”* -Dekker in his post-inaugural interview.
KCD - File 714

#### **Description:**

Knight is a member of the cult from the far east, characterized from patrolling the halls of headquarters during the night despite continuous requests to refrain.

Known for an unexpected high level of skill in car racing and combat and survival skills honed during his time spent with his wife, he serves the armed corps of the cult as a high ranking agent under the direct command of a certain high ranking Sergeant. Of note is the fact that it is believed that, despite his clear combat prowess, his wife is far deadlier in a fight than he is.

To engage safely with him it is recommended to refer to him by his full series of self-appointed titles, wearing level 2 physical protection gear and level 2 sanity protection gear. However, in case his wife is present it is recommended to wear level 4 physical protection gear and level 3 sanity protection gear. For the reasoning behind this, please refer to the logs related to incident **[REDACTED]**.
Dervish

For hundreds of years, Dervish have served as scouts and harriers for the Empire, using their speed and blinding lights to police Q'Rath's ever expanding borders. In times of Shar'Ora (Holy War), these beings skirmish against sluggish enemies, attack supply lines, and run down routed armies.

Dervish are the fast-moving harassers of the Q'rath faction. These angels are fragile, but their high movement speed allows them harass workers and chase down fleeing enemies. Their Radiant Ward ability functions as mines that can blind enemies.
Aros

The Godhead, Last Scion of Holy Sham'Esh, The Light of Ira, The Uttered Voice of the Faith, The Crown of Q'rath; Aros bears many titles as the embodiment of the Q'rath Empire. Born from the divine plasma of the ancient God-Star Sham'Esh, Aros is the progenitor of the Angelic lineage of 'Rath, (Q'rath simply translates as "In adherence to/loyal to/obedient to the line of Rath.") Unlike the Eldest Scion of the Godstar, Ahk'Rekh, Aros departed the orbit of Sham'Esh, drawn to the distant energies of Pyre. Across the worlds, mortals looked to a sky rent. In streaks of electric blue and white, a thousand-thousand comets plunged through stellar void, a living maelstrom of fire and soul. At the heart burned Aros, the Eye of Heaven. For eight centuries, Aros would stand eerie vigil over its holdings, watching as cities rose around its stock-still form, its spine a stoic throne to govern all of creation.

Two centuries later, the angels can still remember Aros's departure, the shaking ground, the quivering sky weeping with the sounds of cracking ice. In the heavy heat of Shael's Summer Solstice, The Godhead's titanic form rose from its Throne, its sacred light a second sun. Framed by Pyre, a greater halo, Aros spread its wings their extent encircling the city's walls. Mortals who looked upon the eye-within-the-wings-within-the-star were struck irrevocably blind and mad, for they had seen the Conduit to Heaven, The Promise of the Throne, and the Way To The Last Reckoning. For a moment, the mountains and the plains were drowned in a thundering light, the roar of a slumbering sun. When silence fell upon Ira again, Aros was gone.
Xur

**Xur** is a moon of the gas giant Thrym, located in the star system of the God-Star Pyre. Xur is a shattered planetoid crust sundered and cracked by ancient catastrophes, its crumbling continents and iridescent oceans held together by forces unknown. Ancient powers lurk under its steep cliffs and subterranean seas. The moon has an eccentric orbit of Thrym.

Xur itself is not native to Pyre, being pulled into the orbit of Thrym sometime well over ten thousand years ago, though the exact time is the subject of investigation among the current powers of Pyre. The root of its origin and the nature of its appearance is unknown, it was as if the moon had “appeared” one day.

At the height of the Elder War, the Empire of Ancient Rae established a series of Fortress-Cities across the surface of Xur, using them to siphon energies from the Outer Realms. However, the Fortress-City of Herlesh suffered a breach of its gate by a race of malevolent extradimensional entity named Amn-Baal, the Terrible Lords, resulting in a twisted biomechanical race named the Herlesh, after the city where they were birthed. Though they were sealed away at great cost, the Herlesh and their Amn-Baal masters lie beneath the cold sands of the planet, waiting.

The promise of the magic and godlike tools locked on Xur serve to draw those seeking such power to the planet.

## Known Inhabitants

* Amn-Baal
* Herlesh
* Rae (former)

## References

1. ↑  "IMMORTAL Lore Compilation." (March 17, 2021). Google Docs. On Xur Accessed 2021-03-17.
Castigator

Like the Hallower, Castigator ranks are filled by terminal angels seeking to offer the last of their span in service to the Empty Throne. The Castigator armor serves as an energy drip, feeding the dwindling spark inside. Advanced spell work grants the user unprecedented efficiency, allowing the Castigator the use of advanced ordinance against airborne and ground-based enemies.

Castigators are ground-to-air specialists of the Q'rath faction. They deal very heavy damage to air units, and can also attack them from a large distance. However, their ground attack is very weak in comparison.
Xacal

## Game Unit

Xacals are the frontline units for Aru. They have high health and a short range ranged attack.

### Upgrades

* Increases Xacal range by 300.
* Researched at Neurocyte

## Lore

As the Aru push themselves ever further in service to the God-tree, many falter and break to the beast and being they so fervently hunt. Where the Iratek would withdraw the consciousness and destroy the offending body, the Root Witches look to Laculathon instead. For the goddess of blood no life is beyond salvation for all will find themselves in her embrace. To her beloved children, Laculathon bequeaths "that which is her tears and blood," a thick viscus substance, that carries within it thousands of healing spores. These particles not only join the wounds, but binds the ruined flesh in greater service. Those that fall for her, rise anew, reborn by the covenant of blood, root and bone. Encased in hardened resin and the god's reinforced bark-chitin, these symbiotic warriors are called Xacals, or "Thorns" in Aru, for they are extensions of her will pointed ever outward.
Saoshin

The namesake of the Priest Queen Saos, Saoshin are one of the few remnants before the advent of Aros and its kin. With their region's conversion to the Q'rathi faith at the hands of Ajari, Saos' priestly retainers and order of hyper empaths were tasked with bridging the vast gap of consciousness between human and angel, becoming the empire's first kor'shar'ai in the process. Clad in heavy armor unwieldy to normal humans, these exalted warriors cast themselves into bedlam, raising up the souls of the lost from the clutches of the damned.

Saoshin are one of the vanguard units for the Q'rath Immortal, Ajari. They replace the Magi.
Absolver

These War Shrines are fully mobile, able to accompany Sipari contingents with little fuss. Above the legs, the Ken'latir's soul is concentrated in a constantly rotating halo array. Here, the continual spinning keeps the angel's soul hot, vastly extending its lifespan. This dynamic is so efficient that the angel is able to manifest its righteous fury into projectile weapons at significant range. When an Absolver chooses to meditate on this fury, death rains upon any foe foolish enough to move too close.

Absolvers are ranged zone control units of the Q'rath faction. While they are decently strong while mobile, their true strength is using their Deploy Halo Array ability, which trades mobility in exchange for much higher attack speed. Absolvers are extremely strong while deployed, which allows them to lock down areas, but are unable to attack air, and can be out-ranged by siege units.
Khardu, the Totemic Horde

The Khardu Horde is an emerging, expansionist power in central Shum comprised of a series of confederated tribes across several mortal species. Once a loose confederation, the Horde has become increasingly centralized and coordinated in the last century, with authority being invested in a small council of immortal shaman-warriors known collectively as the “Hakur” (Translating to Voice-Lord or Champion), who in turn derive their authority from the Totemic Gods of the Greater World. The Khardu are in accord: a new era has begun; the spirit-gods of the Old World, once diminished and enslaved by the Elder’s magic, have returned reclaim their birthright as Lords of Creation. It will be by the Khardu’s hand, talon, and hoof, that this new world of plenty is brought to the fore.