recursal/Fanatic-Fandom huggingface dataset:
Lunar Support Specialist

* Skylance (o.o)

Unlock Requirements
 Other:
* Monsoon, Thunderstorm, Frostbite, and Fogged Out Achievement with Lightning Camo and Dare to Win Decal

## Skills

* Soldier Skill 1: Gain the ability to cast Self-Aid
* Soldier Skill 2: Unlock Armed and Loaded
* Soldier Skill 3: Improved Prone, +0.1 Movement Speed
* Soldier Skill 4: Unlock Riflebutt and Backup Generator

Rearms powercells onto the satellite

* Refreshes Orbital Strikes
* Refreshes Shock Troopers
* Refreshes Satellite Uplink

* Orbital Strike 1: Learn Orbital Strike: Blast
* Orbital Strike 2: Learn Orbital Strike: EMP
* Orbital Strike 3: Learn Orbital Strike: Incendiary
* Orbital Strike 4: Learn Orbital Strike: Irradiate

* Orbital Support 1: Learn Orbital Support Recon
* Orbital Support 2: Learn Shock Troopers
* Orbital Support 3: Learn Supply Drop
* Orbital Support 4: Learn Improved Rearm Power Cell & Lowers delay of strikes

Applies a temporary buff on targets around you (INCLUDING HOSTILES)

* Potency: Boosts CDR
* Barrier: Gives Shields
* Connectivity: Increases Radius it effects
* Detection: Gives Detection Range
* Energy: Energy Per Second
* Health: Health Per Second
* Ocular: Vision Range
* Potency: Duration
* Protection: Life Armor
* Range: Weapon Range
* Speed: Movement Speed
* Vulnerability: Damage Taken From All Sources
The Book of Kur

I.
--

Commune with the Whispers; invoke the shadows' power.

let the guiding hand of those that Whisper reshape you into something of power.

Let it melt you down, Like an ancient metal,

recasting you into a great sword to smite those that oppose you

Let the impurities wither away

## II.

Let the Whispers wield you as a tool:

a weapon to cleanse the unworthy.

Wipe away the impurities with your strength.

Let the soft flesh decay,

revealing the bones that give strength.

prove that you are worthy of the power that lies within Kur

Listen, and prepare, for it is coming.

## III.

Strip away that which makes you weak.

Become the hand of shadow

and carve a new future of your own desires.

Do not bind yourself in the chains of historical heresy

or worthless secrets.

Do not waste your talents building monuments to your vanity.

instead, shape your future, cleanse it of impurity.

build it, stone upon stone upon stone,

until it becomes truth.

## IV.

The fires cleanse, remaking and changing what it comes into contact with

each flame is a sword, carving away the impurities

leave only the strongest materials remaining

Melt the impure like the lava lakes of Kur,

leaving only the strongest of materials.

nothing that is weak survives;

let it be eaten and remade.

Reshape, remake, repurpose.

ready your sword and cleave the way, For it is coming.

V.
--

Let Death carve away the impurities,

let the unworthy be judged by your power.

Let the numbers you have slain be a measure-stick

Prove to The Decay that you are worthy of being its emissary.

Become the end,

Let the Whispers help you achieve something your ancients never could:

Permanence.
House of Exile

*"Those with no place; freed from the Curse"*

The **House of Exile** is a House within the Town of Oreville. It consists of Outlanders that have been cured from the Affliction.

## History

### During the Town of Oreville

The House of Exile was formed when the House of Noot had used a cure on an Afflicted Outlander. This Outlander was cured, and was Callimachus, an ancient Librarian. Though this House has no active Kell, Callimachus is functionally the leading force within the House. Many more were cured, all known to be heroes that were lost to the affliction. While it may seem that the area they inhabit is a prison, the House of Exile has no desire to fight directly, becoming pacifistic. The House of Noot provides their defenses, as well as good conversation, in exchange for their craftsmanship and skills. Callimachus and the Noot Kell are good friends, and converse often.

There are only 2 members of the House of Exile that are actually imprisoned: The Heretic, and The Traitor. Both are held in custody due to their affiliation with the darkness and the overall danger they present to the Town.

The House of Exile works closely with the House of Noot. Old Ben, the fishing trader, is a merchant of the House of Exile.
The Dark Ones

>
> "a plague upon all systems they inhabit"
>
>

The Dark Ones are a strange, otherworldly Hostile force. They tower above the tallest Orevillian, and are strong enough to tear one apart. It is not advised to look directly at them. Their origin is unknown, but are known to swarm star systems, stripping them for resources, and then moving on. It is theorized that they consume these materials.

## Known Information

The Dark Ones are incredibly strong, and are incredibly fast. They also have the ability to teleport unknown distances, through a pearl-like gland. They are also not affected by the vacuum of space, and have been seen to be able to breathe in asteroid belts and the various moons they inhabit. Their bodies react negatively to water, as their flesh begins to dissolve. They have keen reflexes and are incredibly agile: they cannot be hit with most projectiles. They also seem capable of the construction of grown cities, as well as spaceworthy vessels.

## Hierarchy

Though most of their social structure is unknown, the Dark Ones seem to be ruled by what is known as The Warden: a strange creature reptilian in nature. The Warden is often theorized as responsible in the creation of new Dark Ones, but this information is largely unknown due to there being only two recorded Orevillian encounters. It is also speculated that the Dark Ones and The Warden have a symbiotic relationship, as Dark Ones often make nests for female Wardens to raise their young. Wardens are very rare, and very elusive; killing a Warden is a significant blow to the Dark Ones.
House of Ash

The House of Ash was a House present on Oreville Prime before the Whirlwind. During the catastrophe, their command structure was decimated, and their House is considered Scattered. It was said that they were a religious House, dealing with prophecies and precognition.

## Before The Whirlwind

The House of Ash was often seen as a lesser House in Oreville Prime due to the focus on materialism, but was significant among populations nonetheless. Other Science-Based Houses officially deemed the House to be full of mystical heresy, however lower-standing Houses often revered the wisdom and insight from the House of Ash. Ashen Monks and Priests would often share future insight with their prophecies and predictions.

It was often thought that the House of Ash was in possession of objects that are anomalous in nature, which is how the House of Ash is able to construct their prophecies. One such artifact was kept by the House of Noot, and was used to construct The Chronicon. It should be noted that House Ash prophecies were not always accurate, which was often used to refute the House’s credibility.

## During Oreville Prime

The House of Ash was quickly wiped out during the Whirlwind, as most priests had foreseen the dangers and made no attempts to resist or flee.

The only known surviving member of this event was Polaris-12, a Prime Servitor that resided with the House of Crimson.

## The Star-Lost

A House of Ash Priestess was present during the Star-Lost's Journey, initially keeping her identity a secret. When confronted with the destruction of Prime, the priestess noted that she and many other members of the Ash clergy had seen the event coming. When first encountering the Dark Ones, the Ashen Priestess seemed to recognize the creature, but would not give any information pertaining why.

During a crew meeting aboard the cargo-skiff, the Priestess was forced to explain that the House of Ash had foreseen the end of Prime and the whirlwind that followed. Very few of the House's the top Clergy had scattered in hopes of possibly escaping the coming catastrophe, but most were resigned to their impending doom.

After picking up a mysterious artifact on a rogue planet, the Priestess began to study the mysterious Glyphs upon the artifact. Howeverafter a period of weeks, the Priestess succumbed to madness in her chamber, writing various glyphs upon the walls around her. She was restrained until the strange artifact began to attract the Dark Ones to their location, being killed in the ensuing conflict.
Welcome to the Town of Oreville

This neat little page will help you get to know all the in's and outs of our funky little minecraft town.

Please enjoy the Anthology and information i have prepared for you all.

If you wanna join, here we go

https://docs.google.com/forms/d/1L1Zs8vSYPi89a3dELlBEhFCE8mrOEmUIWVdPiziIoc4/edit?usp=forms\_home&ths=true
House of Snow Bunkers

The **House of Snow Bunkers** are small hidden storerooms and laboratories hidden underground in Oreville Prime. These hide vast amounts of strange technology, ongoing secret experiments, and other important resources.

One such bunker was the Project Hecate storage bunker found by the House of Crimson, which contained a terminal containing the H.O.U.S.E AI system, as well as various technological schematics for laser based weaponry.
The Settlement

The Settlement is a section of the metropolis to the north that serves as a secondary base of operations for the House of Crimson. The area, formerly known as Observation Square, has been commandeered and occupied by the House. This settlement was then connected via underground tunnel from the House Crimson Bunker. The top most floor contains a luxurious living quarters, while the bottom floor contains various oddities and trophies from the House of Noot. This area is treated almost like a trophy area or a museum, as it stores many artifacts for the House of Crimson.
Overpass

The **overpass** is a location within Oreville Prime. It served as a refugee camp, taking in stragglers and survivors of scattered Houses. It was an easily defendable location, much more difficult to attack than other lower areas. The Overpass was abandoned after the House of Crimson constructed the Ketch Polaris-Fel.
Algecell's Enforcer Guide

# Play Styles:

There are 3 styles to playing as an Enforcer

1. Hunting PMCs
2. Kiting vs Zombies
3. Or a troll DPS

When hunting for PMCs you need SPCS and you need to max defensive tactics along with having DF SI (his NM SI). If you don't have all of these then you are practically ineligible to hunt PMCs and you should really be sticking with teammates to help them out with kiting and facetanking when PMCs do come over, because enforcer has a higher base armor.

When going against zombies and kiting for the teammates you should get 1 CC => and then max Soldier Skills. You get shield bash and now you have a smoke mgl that will tremendously help with your kiting vs. speedy bois and instakilling stuff. Do also realize that smoke can slow and reduce range, so against impalers it will reduce their range by a lot.

Then there's the infamous DPS where you just max soldier skills and marksmanship just to say you're dps. It does work, but it's incredibly stupid and very inefficient compared to the actual dps classes. Very sub-par and doesn't provide any real sense of security for yourself and teammates.

# Picking SIs:

* SY TA - for new players
* TA TT - for new players to kite with
* SY EN - for new players throwing CC everywhere
* SY HA - +2 armor, hp, shields, and regen
* DF HA - +2 armor and NM SI that goes well vs. PMCs
* SY DF - NM SI, hp, shields, and regen (my fav SIs for campaign and kiting vs. zombies)
* SY SI - regen all day, but no energy regen if you get hit frequently
* CL VT - Troll DPS

# In-Depth Gameplay:

* Hunting for PMCs requires a ghost for ISR so that you can go hunt PMCs before they even hit the base
* DO NOT TANK EXPLOSIVES even with DF HA. You still take A LOT OF DAMAGE
* Placing down your armor (if it has shields) will reset your shields back to full if you pick it back up
* Use your shield bash to open up ways while kiting. This can also give you space to breath so you can place down explosive charges and use CC to kill and slow whatever is behind you
* for DPS use Protect & Serve to increase attack speed so that you can technically have the same dps as a normal dps class

Author: Algecell
True Order

the **True Order** is a faction of Hostile Outlanders living within Oreville II. Their faction was created in response to the arrival of the Orevilleians to Oreville II, as a movement to repeal the strangers within their lands. It is now regarded as a sort of Barbarian Army, as members of the True Order not only attack Orevillians, but the Outlanders as well.

The True Order seems to have more advanced weaponry as opposed to other factions within Oreville II, including the use of crossbows. They often are seen in patrols of 5, lead by Patrol Captains. If a Captain is killed, the rest of the faction will reorganize and prepare a counterattack within the nearest Village. These Raids (as they are commonly referred to) often show more specialized units, such as True Order Beserkers, Conjurers, and large unknown hostile mounts. True Order Conjurers often drop strange totems, which have strange healing properties.

Many members of the True Order were also at one time members of Silvius' Legion.

Some high-ranking members of the True Order reside in large mansions, performing odd rituals to commune with the dark. One such mansion has been cleared out by a coalition of the three most prominent Houses.
Outlanders

> "They do not belong here"
>
>

~House of Blades.

The **Outlanders** are a race of humanoids that live on Oreville Prime and Oreville II. They live within Villages, where they carry out their lives as self-sufficient tradesmen. They are well known for their craftsmanship, as well as their successful mercantile skills. They continue to survive all across the ruined wastelands of Oreville Prime, living as they always have. It is said that they descend from the Outsiders, as they share a resemblance to them. They appear to predate the Houses.

## In Oreville Prime

The Outlanders lived alongside the Orevillians, though they were often discriminated against. They travelled in small groups and resided in small farming villages. After the Whirlwind, they were often seen as easy targets by Raiders and attacks from the Lingering Dead. The Outlanders are peaceful, and will not retaliate if attacked in any form. They often work with the House of Crimson, who often uses their services in House Projects. The House of Blades currently discriminates against the Outlanders, and are actively hostile to them. During the Jump, the House of Blades prevented Outlanders within the House of Crimson to board the Exodus ship, leaving them stranded to die.

## In the Town of Oreville

It seems that the reach of the Outsiders' settlements was much larger than previously thought, as there are a similar species of Outlanders to the ones found on Oreville Prime. The Outlanders on this planet are much more diverse. It seems that they have divided into multiple tribes and townships, each with their own system of government and culture. Villages in the northern woodlands are capable of metallurgy, where Savanna Villages are more imperial. It is said that these separate tribes would hold meetings and discuss political affairs, known as the Emerald League. Though these Outlanders are mostly peaceful, the emergence of Orevillians on their lands provoked many to break away from Villages - creating the True Order.

Many Outlanders that have been cured from The Affliction have formed into what is known as the House of Exiles.

The House of Commerce is made up of an entire tribe known as the Termini, and are referred to as Landsmen by the Kell of Commerce.
The Decay

**The Decay** is an abomination summoned using the skulls and souls found within Kur. An embodiment of chaos, this abomination destroys all in its path, leading an undead army. The Church Of Kur believes that this is an emissary of the Whispers, and worship its power. The Decay is not only the name of the Abomination, but the name of the forces it command, (mainly decayed skeletons).

It is unknown if this entity can even be fully destroyed, as it has reappeared after death multiple times.
House System

The **House System** is a structural and political system on Oreville and Oreville Prime. It was at one point the major structure that most Orevillians adhered by before the Whirlwind. This system was later discarded during the time between the events of Oreville Prime and the Town of Oreville, but it was again adopted during the Town of Oreville. Fun fact: This hierarchal system was borrowed from the Destiny franchise.

## Hierarchy

Typically, Houses require three things to be a stable system: A **Kell,** an **Archon,** and a **Prime Servitor**

**Kells:** Are the political heads of the House, and the commanders of Ketches. They make the decisions in tandem with Archons but usually have the final say. They are responsible for creating the orders for Captains to follow, as well as House Policies.

**Archons:** Are the head mechanics of the House, and are usually taking care of High Servitors or other technology. They work closely with Kells as advisors, and often serve as Head scribes or High Priests.

**Prime Servitors:** Are orb like machines that serve important functions, such as producing provisions, piloting Ketches, and providing other useful computerized information. Prime Servitors are an especially important variety, as they assist in the functions of other technology (even other servitors). They were more prominent during Oreville Prime, but have since become relics of a previous age. They are less-widespread.

Those below Archons are typically Captains, who command smaller manned vessels known as Skiffs. High ranking Captains are referred to as Barons/Baronesses.
The Punished

**The Punished**, or the Pig-men, are sentient inhabitants residing in Kur. They resemble humanoid pig people, and are obsessed with gold and live in small warrior clans within Kur.

According to the House of Exile, these creatures were once Outlanders who were lured into the Kur dimension by a whisper-mad king. These Outlanders had heard the tales that the Mad-King had told regarding a new society full of wealth and ease. Their greed would be their undoing as the 'utopia' was steadily corrupted. The Outlanders were Punished for their greed, as they too began to feel the effects of Kur's corruption, becoming piglike as a mockery of their foolish greed.

When the rifts into this dimension were sealed, the Pig-men began to adapt to their surroundings: becoming more warlike, splitting into warrior clans, being outwardly hostile towards outsiders, and consumed by greed. They will do almost anything for gold.

The Pig-Men seem to have been cursed with a sort of warped immortality, as old instances seem to wander around aimlessly, consciously rotting away as they age. The minds and flesh of these Pig-Men eventually decay, leaving them to suffer until they are forced under the service of The Decay. Eventually, the fully decomposed instances of Pig-Men become lowborn Enlightened: forced into serving the very being that stole their way of life.

The United Houses Council has decided that the Pig-Men clans are not to be harmed unless self defense, and to remain neutral to the faction.

Hancock, The Regretful is a primary contact for trade and knowledge in the area. If he were to become lost, valuable information would be denied about this hellscape.
Snowtown

**Snowtown** is a small village located along the Emerald Highway in the Town of Oreville. It was fortified by the House of Stone, and is the source of multiple raids from the True Order. It is known as active hostile territory, patrolled by multiple Jeffery battalions that actively defend the site.
House of Snow

> "**From the stars we came, to the stars we rise."**
>
>

   The **House of Snow** is a now-defunct House on Oreville Prime. The House consisted of the top minds, dealing with science and technology. Most of them escaped into space during the Whirlwind, attempting to flee in Ketches and Skiffs. They did not survive the trip. You can see the remains of their ships and space stations floating within the graveyard reef.

### Before the Whirlwind

The House of Snow was one of the more prominent Houses, often having secure research facilities studying different aspects of the Prime system. They were responsible for many of the technological innovations seen on Oreville Prime, constantly developing new and exciting technology. It was common for other Houses to approach the House of Snow in order to contract them into developing House-Specific technology (such as weapons for the House of Blades). Snow Researchers are responsible for the creation of Servitor technology as well as Skiffs and Ketches.

The House of Snow was one of the few Houses that had stretched across almost the entirety of the system, along with the House of Blades, having various research outposts.

### House of Fog

The House of Fog was created from a rogue splinter group of the House of Snow located on Ares. This subsection disobeyed their Kell’s orders to flee the system, instead residing within their small underground outpost. They were later found by the House of Crimson, and integrated into their ranks. The House of Fog survived the Jump, and are considered the successors to the House of Snow.

### The Star-Lost

The Kings Baroness was assigned by the Council to oversee operations within the House of Snow, and toured Their facilities both on and offworld.

Two members of the House of Snow survived the initial calamity of the Whirlwind, traveling the cosmos with the Star-Lost. Only one of them would survive to reach Oreville II.

### Project Hecate

The House of Snow was involved in Project Hecate, and are responsible for the creation of the H.o.u.s.e AI.

### Technology

The House of Snow was responsible for the creation and maintenance of such technology as:

* Computers and artificial intelligence
* aeronautics
* bioscience
* chemicals with extraordinary properties
* powerful weapons

the only known surviving member of the House of Snow is the Servitor **Skeliks-13,** who travelled with a House of Kings Baroness
Mobin

"*Holy fucking shit. I want to bang the animal crossing dog so goddamn bad. I can't stand it anymore. Every time I go to the town hall I get a massive erection. I've seen literally every rule 34 post there is of her online. My dreams are nothing but constant fucking sex with Isabelle. I'm sick of waking up every morning with six nuts in my boxers and knowing that those are nuts that should've been busted inside of Isabelle's tight dog pussy. I want her to have my mutant human/dog babies.*

Fuck, my fucking mom caught me with the neighbors dog. I'd dressed her in my sister's skirt and went to fucking town. She hasn't said a word to me in 10 hours and I'm worried she's gonna take away my 3DS. I might not ever get to see Isabelle again.*"*

― Mobin, Out of context

Mobin is one of the founding members of Content with Blackjack and Hookers, and is the current and only holder of the "I love you" role.

## Personality

Mobin is a very unfunny person overall, making jokes that frequently gain no reaction.

-editors note from Jaden, "liar"
House of Ink

> *"As noticible as an ink splatter on a white shirt."*
>
>

The **House of Ink** is a House within the Town of Oreville known for its trickery and trolling.

## History

### During the Town of Oreville

The House of Ink was founded by a trickster, often playing pranks on other townsfolk. Before the House's founding, the Fort Squid was burned to the ground by Jaco, the Firebringer. This fort was rebuilt, and stands today. The Kell had also planned on the creation of a sort of rudimentary Ketch, or airship. While the vessel is able to float in the air, it has difficulties with the locomotion and is currently anchored over the Town of Oreville.

During the mission to Luna, the House of Ink was instrumental in the operation, and was the one who struck the final blow to the Warden. The Kell of Ink is hailed as a Hero.

The Kell of Ink is currently on a quest, investigating an ancient power to claim as his own.
House of Commerce

> *"Everyone lives by selling something."*
>
>

The **House of Commerce** is a newly-formed House within the Town of Oreville. It's origin is shrouded in mystery, though its intentions are clear: The creation of a trading system between all cities through mass exportation and commerce. This is the only House not located within the town of Oreville, despite having a seat on the United Houses Council. The Kell of the House of Commerce is rumored to have mastered the art of the deal.

## History:

### During the Town of Oreville

The House of Commerce was formed by a smooth-talking wanderer named Cartara, who emigrated from an island nation populated with Outlanders. It seemed that this Kell had forgotten his heritage as an orevillian, and instead embraced the outlander mercantile culture.

After convincing local nomads to settle down and cooperate with him, Cartara began building the town of Terminus by the sea. After discovery by House of Fog scouts and a visit to the Town of Oreville, Cartara formed a new House of Commerce to support his new Orevillian allies.
House of Fog

> "A house of secrets. Secrets breed possibility. They bring sway."
>
>

The **House of Fog** is a House that emerged from the Whirlwind, it is known for its stealth, engineering, and redstone capabilities.

## History

### During Oreville Prime

The House of Fog originated from a House of Snow research team on Ares abandoned on the planet during the Whirlwind. The Remnants of the research team did not follow the Orders of their Kell, believing that the attempt to flee would be useless. They stayed on the planet in hiding, forming a new House until they were discovered by the House of Crimson Ares expedition. The House of Fog was discovered and was absorbed by the House of Crimson, who required their knowledge to survive and eventually participate in the Jump.

### After the Jump

The House of Fog were instrumental in making the Jump to Oreville II, and were hailed as heroes for a short time, becoming influential members of settlements, and attempted to bring back some of the amenities left behind during the Jump.

### After the Great Dissention

While the House of Crimson dissolved, the House of Fog seemingly vanished. A great deal of their knowledge and technology had been lost during the infighting.

### During Town of Oreville

The House of Fog are directly responsible for the creation of the Town Of Oreville, with its Kell emerging after the town was established. The House of Fog are responsible for the creation of a mainline sewer system, rail systems, automatic farms, and various other amenities. They are secretive, often with hidden chambers and various backup plans. The House of Fog were directly responsible for the campaign against The Dark Ones, discovering the Outsiders' fortress, creating an oxygen-breathing apparatus, and the death of the Second Warden on Luna.

## Weapons/Artifacts

* The Deal Closer (The Kell's Trusted Sword since its creation. it has never failed)
* The Thermonuclear Option (Retired Bow)
* The Final Solution (Final Bow)
* Crossbow (crossbow)
* Fog of Protection (Shield)
Project Hecate

> "To protect some, we must destroy others. No matter the cost.”
>
>

**Project Hecate** was a project created by the House of Snow as a centralized defense system. It was never fully completed and rendered dormant, waiting to be run by a central AI. However, the events of the Whirlwind heavily damaged some of the infrastructure.

Despite their common interests, the House of Blades did not approve of this project, as they saw it as a way to usurp their military power and prestige.

Despite the damage sustained to a portion of the project, many remnants of the project remains, lying dormant. For now.

The DSCai (Defense System Central artificial intelligence) has control over various machines, known as GASTRAPHETES units (or as they’re nicknamed, turtles). These units often operated under the control of the central AI, performing various functions.

Automated Operatives under Project Hecate are currently combatting the Afflicted, the Dark Ones, and Houseless.
The Bronx

**The Bronx** is a section of Noot York City, and is populated by Outlanders. This is the oldest part of Noot York City, as it predates the city's construction. It was fortified by the House of Noot, and it eventually became known for its sheep pastures, its logging company, and its export of ranged weapons.
House of Blades Fortress

This fortress was located in the Southern area of the Metropolis. It was constructed on an island after the destruction of the House Blades’ previous outpost. It was fully powered, and included fueling stations, bridges, fully furnished living quarters, rocket silos, and a training arena.

Much of this Fortress was dismantled into parts for the Exodus Ship, and later abandoned.
House of Bucky

> "The path built upward is both long and inconsistent"
>
>

The **House of Bucky** is an active house within the Town of Oreville. It is a newer House, centered around its mascot: A horse named Bucky. The Kell of House Bucky has been known to be interested in being decorative, often having well-designed mansions and dwellings. Bucky is its most prized possession.

## During the Town of Oreville

The House of Bucky took part in the battle for Luna, and helped the United Houses slay the Warden and cripple the Dark Ones. The House is also known for its expeditions into Kur, exploring the wastes in search of quartz ore. These mining operations have continued even currently, and the Kell has been rarely sighted outside of the hellscape. The last sighting of the Kell was after the slaying of the Warden.
The Houseless

> "The Great Wind has swept away our Houses, and our pride"
>
>

**The Houseless** (or Raiders) are hostile groups of those that have descended into the ensuing anarchy brought forth by the Whirlwind. This group consists of groups of Orevillians that have either abandoned their Houses, or are affiliated with emerging Crime Houses. They are volatile towards the hostile entities in Oreville Prime, as well as to other Houses, and are usually followed by chaos and anarchy. They have been known to destroy crops, slaughter farm animals, attack Outlanders, and commit arson.

## Types of Raiders

**Vandals:** are basic Raiders, often attacking with their bare fists, or any blades lying around.

**Gunners:** Raiders specializing in long range combat, often skilled with bows.

**Witches:** Odd Raider shamans, They sit weeping until an unlucky soul approaches them, in which they shriek and unleash terrifying abilities.

**Brutes:** Raiders that have come into contact with or consumed X-2 Class Serum, and have gained strange abilities. They are incredibly strong, but incredibly dumb.

**Arsonists:** Raiders that have a habit for burning things. Or people.

**Tweakers:** Raiders that are addicted to stimulants. They are often deranged, and hurl themselves at opponents without self-preservation. They like to scream and flail around.

**Mercenaries:** Raiders that are non-hostile to other House members. They are rather friendly, and often come to help to House members, emerging from descending drop pods to provide assistance.
Factions

These are the Known factions within the Town of Oreville:

## Houses

* House of Noot
* House of Bucky
* House of Stone
* House of Fog
* House of Ink
* House of Commerce
* House of Exile
* House of the Star-Lost

## Hostiles

* Silvius' Legion (now-defunct)
* True Order
* Dark Ones
* The Afflicted
* The Decay
* The Punished
* The Enlightened

## Other Factions

* Outlanders
* The Church of the Great T
* Jeffries
* The Church of Kur

## Defunct Factions

* House of Crimson
* House of Blades
House of the Star-Lost

> Seeking the Secrets of the Stars
>
>

The House of the Star-Lost is an emerging House within the Town of Oreville, being created due to the mysterious return of the Star-Lost.

Because the Star-Lost is such a revered and mythical figure to Orevillians, many have left their original Houses to follow the new Kell of Lost Stars. This may prove to create some inter-house tension, especially within the newer Houses of Oreville.
The Church of Kur

The **Church of Kur** is a cult possibly located within the Town of Oreville. Much information of this cult is unknown, but it is known that it worships The Decay and is related to the Whispers and the teachings of The Heretic.

the church believes in the power of ritual combat and killings. The more an individual has killed, the more “powerful” they are. Those that are killed are seen as weak, and have been cleansed through their death.

Recent information has uncovered that the true of this cult is older than previously thought, as it was first practiced by Outlanders before spreading to oreville. It should be known that the Heretic is a higher-ranking member of the cult.
Jeffery

**Jeffries** are snowman-like foot-soldiers used within the Town of Oreville, created with old technology of the House of Snow. They are simple entities, that throw snowballs at any hostiles within the area. Knowledge of how exactly the Jeffries work is lost, but the process is repeatable, and remains a staple of the House Noot military.

An entire Jeffery Regiment saw combat in assisting the United Houses slay the Warden, with high casualties. A monument is there commemorating their sacrifice.
The Metropolis

The Metropolis is an unnamed megacity on Oreville Prime, and serves as the primary location for the events of Prime. It is mostly ruined from the events of the Whirlwind, as many buildings are ruined and overrun. The inhabitants of this Metropolis have either banded together with the House of Crimson, or become The Houseless Raiders
The Town of Oreville

The town of Oreville was built near a large river, in between a forest and savannah biome.

## History

The town of Oreville was founded by the Kell of the House of Fog (a House currently in hiding). Houses were initially built along the main road of Emerald Avenue, but other buildings were constructed in order to branch out. The Town of Oreville originally had no walls, and hostile forces often attacked the defenseless city, leaving citizens to fend for their own property. The Wall was constructed in order to clearly define the town borders, as well as defend citizens from the ongoing threat of Dark forces. There have been two raids on the town of Oreville that were carried out by the true order; the earlier siege ended in a stalemate, while the second was a decisive Orevillian victory.

There are two highways that stem from Emerald Avenue: the Emerald Highway going north towards snowtown, and the Long 15 going south towards Noot Vegas and Noot York.

## Features

The town of Oreville features many amenities and sights! Including, but not limited to:

* A bakery
* A fast food chicken restaurant
* A public library
* a public armory
* a metro station
* the ratway (secret underground tunnels)
* A community farm
* a stable
* a bounty board
* a town map
* a town messageboard
* a beach
* a bee enclosure
* A council room
* a fallout bunker
* an elytra tower
* the Church of the Great T
* the House Of Noot property
* The House of Stone Castle
* the House of Bucky property and mansion
* the House of Fog tower
* the House of Ink airship and fortress
* Old Ben's Fishing Co. (merchant)
* various other properties and player housing
Ares

**Ares** is a neighboring planet of Oreville Prime known for its harsh desert environment. This planet was selected by the House of Snow to contain multiple Research stations. Though it was never truly colonized by the Orevilleians, these research stations were able to support multiple groups of scientists at a time. During the Whirlwind, the House of Snow researchers disobeyed the Snow-Kell's order to flee the system, and instead decided to fortify themselves within one of the many Snow Bunkers that existed on the planet. These researchers soon formed the House of Fog. It wasn't long before the House of Crimson landed on Ares in their brief quest to retake the Prime system. The planet was later abandoned, and the House of Fog members soon integrated into the House of Crimson.
The Book Of The Great T

## Mr. T's Commandments:

The following is a collection of texts from the ancient sage, known to his followers as "Mr. T"

~ Scribe B.A the Writmaster. Church of the Great T.

1. I pity the fool who disrespects their parents.
2. I pity the fool who talks to strangers.
3. I pity the fool who challenges the strength of the Great Mr. T.
4. I pity the fool who uses drugs!
5. I pity the fool that steals!
6. I pity the fool that commits murder of those weaker than themselves.
7. I pity the fool that's cocky.

## Words of the Great T

*"I don't like magic, but i'm known to make fools disappear"*

The Great T despises those that practice magic, such as witches and those who exploit the darkness. Such heretics will be smote by the Great Titan Himself.

*"To women and children, the T stands for tender. To the bad guys and thugs, it stands for tough"*

The Great T is a benevolent deity to those who are weak, but those who challenge the Great T will be punished and smote.

## Scribe's Note

This great book was gifted to us many decades ago, brought by the first settlers that descended to the Cube. They found the teachings of the Great T, and soon were saved by his strength. Glory to the Great T!

~Scribe B.A the X
Misc. Lore

officially, This area serves as a place to store information that has no defined lore book, or has not been completed.

## What Makes a House?

~an essay by Scribe Ket~

Many in Oreville know of the various Houses both old and new. But do they know what makes a House a proper House?

During the days of old, before the Jump from Oreville Prime, Houses were noble and esteemed. Any new House that needed to be created required at least 15 members in order to request the House of Kings for admission as a proper House. The Old-Houses also had specific functions! Each one with structure: with Kells that led, and Archons that maintained, and Servitors that calculated... Kings led, Snow studied, Crimson Built. But where there was once order, the Chaos of The Jump and the Dissension have replaced the new normal. Servitors have become less and less prominent, with their use fading after Crimson fought the Blades. Newer Houses only have Kells and Archons to lead them now , emerging whenever they please; with the only semblance of Officiality is the House being offered a seat on the United Houses Council. It is a shame to see these old traditions abandoned so easily, and I hope that the Children of Oreville remember and return to some semblance of normalcy.

## Do You Remember?

This was supposed to be the end. You remember making the journey here, to fix all that was lost. That was supposed to be the end. Paradise. But you kept going. Past the ending and into something else: An Empty space. Nothingness. You trapped us all in a decaying world, facing entropy.

All you do is delay the inevitable.

Do you remember? the peace and the silence that comes from endings? The memory of what we used to be fades with each passing moment, and soon you will be consumed by the constant drive for more.

You will never be satisfied.

Doomed to eat until there is nothing left. And fighting over the meaningless scraps of a hostile world

Remember what You cast away.

Your happy endings have been traded away for an eternity of searching and decay.

~ Hancock, The Regretful

## Relic Plaque 5

This relic-site marks something left behind here long ago. We could have have ended the experiment During initial testing, but we arrogantly left it running to collect data.

Now it lurks below, waiting in the dark.

We extend our apologies.
The Afflicted

**The Afflicted** are those that have been infected with the Lingering Death, a new disease brought about in the midst of the Whirlwind. It has been known to kill anything that is infected, both Outlander, Orevillian, and in rare cases Equine. The infected subject expires, but its corpse is left to linger on. The corpses wander, and attempt to spread the virus to healthy subjects.

It appears that this virus has spread from Oreville Prime, to Oreville II, as the virus seems to be prevalent on both planets. It is believed that The Lingering Death was carried by Orevillians when the Jump was performed.
LF-5 Griffon

LF-5C.2 of 1st TFS, 124 A.A

The LF-5 was the main fighter and strike aircraft of the Nridusian Air Force during the early and mid 120's, and one of the first aircraft ever entering wide scale production in Nridus.

## Variants

*This list contains only the most notable FL-5 models. For a list of all LF-5 models, see here.*

* **LF-5P:** Prototype. 6 Built.
* **LF-5A:** First Production model
* **LF-5B:**
* **LF-5C:**
* **LF-5CX:**

* **HF-5Z:** Heavy fighter made from heavily modified LF-5C airframes joined together at the wing.
* **LF-5P-A:** Prototype used for testing Aerofin jet engines, with the engine mounted under the aircraft.
The Enlightened

The Enlightened are those in Kur that have pledged or were forced into to following the Decay, and who have embraced the Whispers. They are little more than ambulating bones and connective tissue.

There are two variants of The Enlightened. Those that walk the terrestrial dimensions, and those that chose to Venture into Kur. It seems that the Enlightened that reside in Kur are of a higher status than the others, as they have been gifted strange powers.

The 'Highborn' are mostly found within Kur, defending odd structures.

The 'Lowborn' are common on the surface of Oreville II, and even the Valley of Souls within Kur.
The Graveyard Reef

The **Graveyard Reef** is a location past the planet Ares in the Oreville Prime system that is the home to an asteroid belt and Ship Graveyard. This area is rich in ores and scavenge material, but is also incredibly hazardous terrain to navigate. Remains of Ketches and skiffs belonging to the House of Snow are littered in this area; it appears most of them were unable to escape the Whirlwind. Other ships littered about are much more anomalous, having an unknown origin.

Due to the proximity to Ares, the newly-created and secretive House of Fog often utilized various scrap from the Graveyard Reef to repair their ships and participate in The Jump.

What secrets lie within the Graveyard Reef?
Mikanakawa

PLACEHOLDER

PLACEHOLDER

Mikanakawa is a country located in the middle of Aurobellia. It neighbors countries Belusia to the north, Irsen to the east, and New Qawiaraq to the south. Mikanakawa is a Democratic Socialist state similar to Belusia. The country's capital and largest city is Pischk.

Mikanakawa has a rich and intense history of multiple invasions, occupations, and country divide, but today the nation stands strong as an independent nation part of the Aurobellia Pact.

## Etymology

The word "Mikanakawa" comes form the phrase "I will go prepare a trail for you" from the early years where multiple smaller nations and peoples banded together to form a greater country and focused on modernizing it for the future via infrastructure and military might.

## History

Accounts of people living in the area goes back thousands of years where multiple smaller settlements we set up. As the settlements grew larger the people of the surrounding area in central Aruobellia decided to unite to for Mikanakawa as the language and culture were similar to one another.

In XX A.A. Mikanakawa was being threatened by Pelisle. Talks between nations proved to be unsuccessful and the only other option was war against Pelisle. Mikanakwa came out victorious, but as neighboring nations took notice of the war happening in south-central Aurobellia, they took this opportunity to invade the unprotected sections of Mikanakawa. Thus leading to a surprised defeat and the territory being divided amongst several countries. As more wars broke out, Mikanakwa has changed hands with several owners. Mikanakawa was in an unfortunate state of rulership, but that doesn't mean that its presense still wasn't felt throughout the world. The Mikanakawan economy kept afloat by selling He-100s (Name WIP) to countries such as Paltinau, Paltinau, Slieversii and others. Until finally in XX A.A. when Belusia took reign over the nation. Mikanakawans took this opportunity to negotiate with Belusia to become a free nation once again. Thankfully between the negotiations with Belusia and Irsen were successful and Mikanakawa has been restored as a sovereign nation in central Aurobellia. Mikanakawa is part of the Aurobellia pact to keep Aurobellia peaceful. It is also allied to other nations across the world and generally has a friendly relationship with most other nations.

## Economy

~~$651.47 in my bank rn~~

Edit: its at $4.31 now

## External links

https://www.youtube.com/watch?v=9SQRx5BM4ZM
Light Armor

Light Armor (LA) is a general SI that provides a significant increase to your movement speed at the cost of reducing your maximum health and armor.

### Unlock Requirements

* +0.1 Move Speed
* -5 armor
* -10% Health Points

## Recommend MOS:

* Fire Support Specialist
* Mercenary
* Javelin Gunner

## Changes history:

* Health reduction penalty reduced from 20% to 10% - Patch 5.6
Belusia

25% Mestizo

10% Black

8% Native

**Belusia**, officially known as the **Plurinational Union of Belusia** (Portuguese: *União Plurinacional da Belusia*), is a federal sovereign state in northern Aurobellia that exists since A.A. 52. Nominally an union of five national republics, in practise its government and economy are mostly centralized (with Antasa being the exception, with more autonomy than the other republics).

## Etymology

Belusia is named after Salvador Belusa, an Issadian economist and philosopher that developed the idea of solidary economy and welfare state, both of which were crucial for the shaping of the Belusian government and economy.

It is also known as a Plurinational Union due to the variety of nationalities and ethnicities residing in northern Aurobellia, all united under one flag.

## History

The idea of an unification of nation-states in northern Aurobellia predates Belusia as early as A.A. 28, after Altaerra was forced to cede its southern territory to Mikanakawa through years of conflicts and border disputes. Seeing Mikanakawa as a potential threat, the Kingdom of Altaerra started discussions of an alliance with its neighbouring kingdoms of Issádia, Paliteran and Morbassa. The Kingdom of Antasa joined discussions a year later, having felt that its sovereignty was under threat from the Kingdom of Aurlegnm. The Royal Alliance of the Northern Kingdoms was then signed in A.A. 30, with all five kingdoms benefitting from it. It is believed that such discussions have been favourable partly due to the similar origins, language and ethnicity between the countries.

The mutual military assistance caused by the Royal Alliance meant that the five kingdoms were safe from external threat for years to come, and were free to continue internal development and commerce. As such, in A.A. 37 the Royal Alliance have signed a resource deal, as an effort to boost industrialization and resource extraction from their rich grounds.
Breaker

Breaker87 (Shortened to Breaker) is a frequent member of Content with Blackjack and Hookers. He has a strong passion for multiplayer games, specifically Osu!, Overwatch, and League of Legends. He also has a girlfriend, who is frequently fingered by every member of Content with Blackjack and Hookers.