Corporations

Since the dawn of the world, man has always had the innate spirit of
aggregation, for safety, support and development. After the Catastrophe, the new
climate of desolation and destruction made necessary, for young people also,
the use of the association forms that would guarantee a better organization of
society and its multiple interactions, the Corporations.

#### **THE MOST IMPORTANT DAMAS CORPORATIONS**

**ENGINEERS**
They are the mechanical and beating core of Damas’ civilization. They
devoted their live to the study of chemistry, physics and creation of weapons
and technology equipments that can protect them from possible dangers and
improve the community’s lives. They spend most of their time in underground
laboratories where the flows of steam from underground are continuous and
provide energy for the experiments. These represent a threat revealing when,
after the conclusion of the testing phase (sometimes can be fatal), it gets to
the setup of the outcome. In that case it’s better, for any enemy, not to cross
their path.

**MINERS**

Damas galleries are constantly expanding to intercept the escape of
underground steam output channels and to obtain energy or, more simply, to find
new areas to make habitable, perhaps by linking existing natural tunnels.
Miners, besides supervise the expansion works so that the excavations proceed
smoothly and as quickly as possible, moreover are expeciallyl explorers trained
to eliminate any underground threats could put the drillers’ and of the entire
population’s safety at risk.

#### **THE MOST IMPORTANT GRAUNT CORPORATIONS**

**GUARDIANS**
They are an elite Graunt group watching over their own tribe and the in
process *awrmis* vein where they are
located. They attend both to security inside the enormous camps and to public
order, going from suppressing the ‘inn scuffles’, very common among Graunt, up
to face more serious threats as invasions or *awrmis* thefts. They are trained in hiding their presence and
engaging the enemy in close combat. This type of combat allows them to take the
bigger advantage from their extraordinary physical strength, resistance and
potential lunges thanks to massive *awrmis*-tipped
spears.

**SCOUTS OF THE PLATEAU**
They are troops of Graunts trained in combat and survival and they watch
the enormous Plateau where they live. They ensure passing caravans or wild
animals herds don’t threaten the safety of the nomadic tribes or of the *Mothercity* or of maturing *awrmis* deposits. Usually they control
from a distance without revealing their presence and they intervene only when
the possible misconduct of ‘foreign’ forces them to do it. For most of the time
they live isolated from their people and they are trained to be able to face
any threat while fighting when outnumbered.

#### **THE MOST IMPORTANT HUMAN CORPORATIONS**

**HERALDS**
They are an elite group of human soldiers that are trained and subjected to
a ‘Controlled Mutation’ using the Mutagenic Serum (a treatment based on small and prolonged radiation
doses) which enables them to withstand rather high radioactivity levels. They
are best suited to operate in inhospitable places where their physical
resistance makes them less prone to diseases or genetic damages. Given the
treatments using radiation during training they are subjected to, they may be
physically or mentally altered, starting from heterochromia (in milder cases)
until changes being much more serious and visible. One of those most used
common sayings, among humans and not only, recites: “It’s rarest than an aged
Herald”, this reflecting the fact that these soldiers rarely die of old age.

**WARLIKES**
They’re the real human old-fashioned army. They’re trained to use any hand
weapon and firearm, they’re also formidable opponents in the hand-to-hand
combat. They adopt excellent defense and camouflage techniques helping them to
overcome their lack of psychic powers due to radiations and common to other
races. Another of their characteristics is the ability to transform into any
weapon what goes on in their hands, managing to extricate themselves from the most
desperate situations. Not everyone can pass the training and become *Warlikes*, but who makes it, he is a real
war machine that is difficult to stop or oppose to.

#### **THE MOST IMPORTANT SALK 'CORPORATIONS**

**ARKAL**
They are a notorious group of Salk mercenaries. Their skills make them
suited to solve a variety of situations, and they can be hired by the highest
bidder. Their strength isn’t the loyalty toward the occasional ‘boss’, but
rather their near certainty to complete every job … one way or another. The
years within one of the *Salk Academies*, and after those of training,
transform them into lethal enemies both in the physical and mental fighting,
and the multiple skills make them chameleonthic and valid for every type of
mission.

**MERCHANTS OF THE SUN**
Huggling is only one of the arts in which the Salks excel and almost always
it is an innate talent, but their real strength is to be citizens of the world
in all respects. The *Merchants of the Sun*, following this principle,
include in their ranks anyone have proved himself worthy without racial
boundaries. Experienced travelers, scientists of the cultures and traditions of
all other races, they are able to mediate in any kind of negotiation in order
to widen the profit margin for themselves and for their people. They are
trained in physical and mental combat and they are able to adapt to all weather
conditions in order to conclude a very good deal.

#### **THE MOST IMPORTANT TAMIARA CORPORATIONS**

**GREEN SHIELD**
They are the guardians of the internal borders of Tamiara cities, that is
those who repel the possible incursions from the *Underforest*, the forest
layer that remains hidden beneath the aerial walkways of the various villages.
They also ensure the forest and its inhabitants health, they prefer the use of
the melee weapons made of *gata*. They are skilled in combat both
with weapons and with the powers resulting from radiation and they can blend in
with all surrounding them. Their amazing agility enables them to make rapid and
elusive movements that makes them dreadful and dangerous opponents, especially
if taken within their habitat.

**ARIIN**
They watch on the outer boundaries of the forest and they are the most
lethal sharpshooter*s* among the Tamiaras. They build weapons with their
own hands, preferring bows and crossbows, but also the use of slings, blowpipes
with poison darts and sharp boomerangs is widespread. Obviously everything is
made of *gata*. The symbiosis with the surrounding nature allows them to
hit anything that moves through the trees. Their skill in the building of
throwing weapons has reached a so high levels that these can beat in range and
accuracy any other weapon of the same type.

#### **THE MOST IMPORTANT VAMPIRE CORPORATIONS**

**TERSIR**
They are an elite group of vampires that is devoted to protecting the
insulation. They watch on their cities and suburbs to identify and eliminate
any kind of infiltration coming from other races. *Lilian*, the capital of
the vampiric regions, and other cities are treasure chests filled with old
artworks that constantly attract daredevils looking for big gains, but if you
come face to face with a *Tersir*, harldy you could tell it. They fully
represent the spirit elite of their own people and all their skills, both
physical and mental, is devoted to the suppression of each *non-vampire*.

**LILIANA‘S BLOODLINE**
Thanks to the training, targeted treatments that decrease the need for
blood and the use of artifices as contact lenses and makeup, this group of
spies is specialized in blending among other races under the guise of humans
for longer periods of time than a common vampire. They studythe habits and
traditions of other peoples to understand their weaknesses and to exploit them
to their advantage when the opportunity arises. Trained in the techniques of
seduction, they can become lethal killers and their methods to get information
are nearly always infallible. Notorious, feared by *non-vampires* and
respected by their blood brothers, they represent the most dangerous matter you
can find around the vast world, which is shrouded in darkness or not.