recursal/Fanatic-Fandom huggingface dataset:
Lost Families

## **The First**

Named for their prominent position with the Lost’s

    social structure, ‘The First’ Family are named for the role that their ancestor played in the founding of the Lost as an independent identity, separate from their ‘Old brothers’. The First represent the direct descendants of the Great Nomad, He who Lead the Lost to their new home in refuge and founded the great camp that the Lost use still today. One of the most active families within the Lost’s home territory and the Refuge, the First serve as the foremost tip of the Lost’s spear when facing threats, gathering information of the most hazardous threats as well as acting as one of the most recognised groups of the Lost seen throughout the dead Hive. According the Traders of the First family have developed a knack for dealing with outsiders and as well as procuring necessary items from the most unlikely of sources to ensure the families survival, alongside the families Boundsmen who have become accustomed to handling the outside threats that the family face on their travels along the nomadic roads. As such the Family has ascertained a reputation for Pragmatic resilience when dealing with the denizens of other cultures as well as a stern realism about what a waits those on the nomadic roads.

## **The Bound**

One of the Youngest families of the lost, The Bound have begun to claw out a name for themselves within the lost as they continue to grow in influence and numbers. Descended from a small group of warriors from the Great migration that led the ancestors to the Refuge, the Bound pride themselves on their commitment to survival of the families and the Refuge itself, acting as one of the few families that does not walk the nomad’s roads, instead choosing to settle permanently within the Refuge itself, guarding it from intruders and mutants between the time of the Elder meet. Accordingly the Bound have begun to gain a reputation for steadfast reliability in their cause and in a determination in their path that few can shake them from, with their few traders assuring a continual flow of resources into the refuge by any means necessary as well as to the families that most need it, and their Boundsmen being some of the most experienced at holding ground and fighting alongside others from outside the family at a moment’s notice.
Broken Accords

With the First steps into the great agri-dome of the Ruins, the members of the lost thanks to the efforts of both the Maah-Maah Family and the Red Veil Family, have secured a source of food once more for the families of the path and the descendants of the Great Nomads dream. The encounter with the other cultures of the ruins was not expected but then again their presence was to be anticipated most of the family elders are heard to remark. The younger families joke and laugh at the peoples lack of appearance, making snide remarks and gestures about the peoples as a whole not daring to face them for the first time in generations. However one point of contention has caused a voice to rise from within the refuge about the two families of the Green Vale as some have taken to calling those that walk the path through the agri-dome. The Elders of the First family, those of the blood of the great nomad themselves call their friends and elders from across the path for those that can make it to make stead to refuge, to sit and talk about what occurred in the dome. Tales of insult and broken promises made to the Cellborn long ago, Of one of the families taking it upon themselves to attempt to claim Cellborn property and cost the lost's old friends for the sake of own gain at their friends loss. One of the First, she known as simply the Den Mother raises herself from amongst the voices, backed by a number of those to remember the Phalanx accord being made all those years ago, and ccalls to those that would see Justice done, that the families of the Green vale may not once more walk the path alone, she will walk with them and see justice done for the insult to the CellBorn. "We hold our deals at face value, we do not trick, we do not hide, we do not Con those others that would make trade with us. The Cellborn have shown to us the hand of friendship for many years, alike of kinship that we have never seen. To spit on that friendship and attempt to claim for ourselves what belongs to our friends is a disgrace on the name of the Lost". Some families say nothing, others that it was an honest mistake, while some nod in agreement with the Den mother. The Den mother will walk the path and see to these two families that the Green vale do not break what has been made whole.

## Old Accords Aggreived

The first family has heard tales of what has happened in the dome and whilst they celebrate and cheer the names Maah-Maah and Red veil, they find the potential for someone of those families attempting to claim something of their friends in the Cellborn exceedingly distateful putting it politely. A member of the First Family, The Den Mother, will be travelling to the Dome to investigate what has occurred and lend a guiding hand should it be needed, how the Maah-Maah Family and the Red Veil Family deal with this is upto them though two options do lie open. The Den Mother will inform the two families when she arrives...

Back to Red Steps
Crafting Augments

## **Augments**

In some cases players will be able to craft augmentations that require surgery in character to attach to them to provide various potential benefits in terms of certain affects, skill buffs or applications. These require crafting just as the above items do within the system and may require combinations of various items together in order to successfully produce.

A single player may **only have TWO** augments attached to them before they begin to suffer negative effects, if a player wishes to go beyond this limit however please report to GOD after surgery in character as we encourage anything that adds to the roleplay at events. The description of the augments available has been included below.

To Crafting

## **Augmentation Effects**

Arms Tech Augments

(Aug) Rig Booster - Rig
attached to the user receives Plus 2 hits on top of its normal assigned hits

(Aug) Weapon booster - Allows
the user to channel power into the weapon to call double once per hour

(Aug) System Booster - Allows
the user to resist one Strike down call per hour

Cyber Tech Augments

(Aug) Augment Uplink - Start
with an additional hit in the neural network

(Aug) Software Node - Can run
an additional pair of Active Upload in the neural network at the same time

(Aug) Neural Booster - Gives
you one escape route from the neural network when you are downed

Bio tech Augments

(Aug) Dermal Carapace -
Bolsters your body hits by 3

(Aug) Dermal Diffuser -
Allows the user to resist one Stun call per hour

(Aug) Mutation Gland - Causes
the user to develop mutations of a certain nature (Random chance for good or
bad mutations)

To Home
The Shamans of the Iron Tree

The shamans of the Iron Tree hold a special place

   within Peoples society, they transcend the boundaries of the tribe, wondering from people to people conducting ceremonies in remembrance of the ancestors, and making overtures to their memory to look overview their descendants in favour and fortune. The shamans of the Iron tree are the most important of their kind, where each tribe has their own shamans and traditions, all pay reverence to the Iron tree and the shamans that maintain its presence.
Dominus Elevated

With the recent deployment of the 1st Chapter, alongside the success by Task Force Dominus in the agri-dome, the circle has launched a review of current operations under action. Both the Hunts master and the Apothecary have put forward to command operations they wish to see carried out in order to further support the army and task force, alongside conducting sweeps against the elusive Black market. In regards to this the Circle has dispatched a

lieutenant from under the Shadow captain to the Task force in order to fully brief them on their current operations in the dome, as well as bring a brief to the chapter master on the Black market sweeps to be carried out once a plan has been settled upon. Within all this circle command has also taken note of the two instances of contact with unknown human tribes within the dome, one hostile after the actions of the civilian forces, the other peacefully after the conclusion of the sweep ordered. As such command is ordering a contact mission with the so called ‘Silent’ in order to further contact and potentially establish local observation of the dome in order to support the task force in the future. Contact is to be made with a local leader in whatever form this takes with this tribal grouping, and communication is to be established with them. Reports from both field captains and the CSM have noted a respect from the tribals for those with manufacturing expertise as such command is issuing a standing order that in case of further contact those with any major manufacturing expertise are to be given lead over standing personnel in order to facilitate communications. As to the Hostile group, command is interested in locating their nearest outpost to the Dome field base and establishing a secure observation point to make sure that in the case of attack Hive-Sec personnel can launch an effective counter strike in retaliation. Both of these will need to be carried out, however deployment time is limited so officers on the ground e.g. Field captains, CSM, Chapter master and other Lieutenants will be required to evaluate and decide on deployment on the ground at this time.

Aside from this the recent discovery by the 1st chapter of an complex observation hide with equipment matching our own standards is worrying to say the least, as such Command is putting together a reconnaissance force that will require a major contribution from any personnel in a sustained scouting effort. Input from the Shadow captain is estimating that limited window of one cyclical season is available for this deployment otherwise whoever is running these posts will likely have disappeared once more into the ruins.

Back to Dark Blades Unto Dominance
General Rules

Below are the links to the systems rules split up into the 3 main areas for Combat, Crafting and Healing within the cataclysm system, alongside additional areas for specific parts of the system that hold their own mechanics, such as the downtime map, territories, nodes in the dome and the wider factional armies and how they function.

Combat - Mechanics for Combat within the Cataclysm system

Crafting - Mechanics for Crafting within the Cataclysm system

Healing - Mechanics for Healing within the Cataclysm system

Neural Net & Enclaves - Mechanics for Neural Net & Neural Enclaves within the Cataclysm system

Territories, Upgrades & Nodes - Mechanics for Territories & Nodes with their effects within the Cataclysm system

Factional Armies - Mechanics for Factional Armies within the Cataclysm system

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The Techno-Order & The Demoted

**The Techno-Order**

Formed originally from amongst the more older members of the survivors who could remember before the more modern technologies used during the era of the fall, the Techno-order began as a means by which the survivors within the dome could remember the history of their achievements, as well as a place where people could go to learn of their history for those that came afterwards. This reverence for knowledge soon began to take on a more religious tone with each passing generation, as each added to the stored memories within and revered those that came before, the keepers of these stacks of history began to change as well as they took on a more and more spiritual form towards the people of the Mech Corp, members of the society seeking members out to listen to their woes and issues as the priests of old earth once did. Today the Techno-order serves as the spiritual crutch of its people, Technicians and Specialists alike coming to the great barn to hear the sermons of the Guardians that maintain the knowledge within and mark the passing of great achievements within their society, whilst the Guardians of the Techno-order serve to spread the reverence for knowledge that their forefathers gifted to them in the memory stacks.

**The Demoted**

Demoted are members of the specialist caste who for various reasons have been dropped from their position of status amongst their fellow specialists for a specific reason, e.g. Breaking a law, Promoting Liberal ideas such as equal rights for technicians, or out of control science experiments. They have all the same advantages as specialists in terms of advantages and disadvantages but they are a part of the technician caste in that they are no longer welcome in the specialist’s ranks. This may change should the ‘Demoted’ re-earn their status.
Whispers & Echos

## Whispers Of War & Echo's of the Ruin

Downtimes within the Cataclysm system are divided between those that are personal to the players, those of the players own downtime actions and occurrences, and the wider factions during the intervening period of time between

   the events. Within this armies may clash, territory be lost or taken, alongside a myriad of other actions, incidents and encounters that may present options for the players to consider or counteract during their time at the events. Each faction has their own path to follow as it were and as such each faction has their own unique faction based downtime with has been linked below as to the corresponding faction.

The Ruins: Coming soon

Whispers & Secrets: Coming Soon

Hive-Sec Event 8: One Last Swing of the Sword

The Lost Event 7: Seeds of a New Hope

CellBorn Event 8: Red Fangs Drawn in the Night

The Company Event 7: Just Good Business

Raven Privateers Event 8: Calm Before a Bleak Dawn

The Peoples Event 7: Shadows Close to Home

Mech-Corp Event 7: The Thin Ochre Line

To Previous Downtimes

Back To Home
Weapons Listings

### **Weapon Listings**

In order to assist players in clearly identifying what teir or level their chosen weapons belong to we have included a listing below of known Nerf weapons and listed them as to their exact place within the weapon teirs of the cataclysm system. Some weapons may cross over between different weapon teirs, as such these have been listed as to the difference that redefines them between the various teirs.

Back to Weapons Specs

## Weapon Teirs

**Crude - Single shot, Barrel reload**

Jolt

Sharp Shot

Triad

Double Strike

Side Strike

CrossCut

SledgeFire (One Round loaded into the Magazine)

CrossFire Bow

RoughCut (One Shot loaded into the Magazine)

FireStrike

SplitStrike

Barrel Break

**Worn - Single Shot, Reloads from a Magazine**

Hammershot

Split Strike

SledgeFire (Full Load in magazine)

Rough Cut (Full load in magazine)

FlipFury (One Magazine Chamber loaded)

Vagabond

Lawbringer

Persuader

Double Dealer

SlingFire

Dominator

Rampage

Retaliator

Alpha Trooper

Strong arm

Spectre

Longstrike

Longshot

Recon

deploy

maverick

**Standard - Motorised &/or High capacity magazine**

Stampede

Havoc

RhinoFire

Stryfe

HyperFire

Crossbolt

Demolisher

Cam ECS-12

Raven

Rapid Strike

Hail-Fire

**RailTech - Disc Round Weapons**

Proton - Crude

Praxis - Worn

Revonix360 - Worn

Pyragon - Worn

Nitron - Standard

**Prototype/Arbiter - Mega Dart Weapons**

Centurion

Magnus

BigShock

CycloneShock

RotoFury

Mastodon

Back to Home
The Old Adament

Attribute: Stubborn

Effect: A Stubborn army refuses to give ground to invaders. When fighting from defensive positions they can inflict massive casualties on enemy forces that dare to approach them. An army who uses every advantage to make their enemies pay for every inch of territory their enemy try’s to take can cause wide spread casualties amongst the enemy as they attempt to advance whilst receiving proportionally higher in return, whilst some simply possess a dogged refusal to back down before their foes and so grind them enemy down for every step forward they take into the defenders lands.

Accordingly this army can make use of the “Not one step back” order when on the defensive, as the army attempts to bleed the enemy, making them pay for every inch of ground surrendered or taken from them. The army takes any chance to butcher their attackers; catching them in crossfires and ambushes, with counter attacks striking into the enemies’ flanks and metaphysical face, causing them to suffer greatly increased casualties if they push forward, though at the price of increased losses for the defenders. In terms of casualties the attackers suffer 40% higher casualties from this order being in effect whilst the defenders suffer 20% higher casualties as they fight tooth and nail from their defences.

## The Army as a Whole

Made up of compliments of Port militia from the lower tunnel bound ports, the ‘Old Adamant’; as the rigger’s and raiders that serve in it call the army, serves as the primary ‘ground pounders’ of the raven privateers. Operating in the larger tunnels and small side paths from their retrofitted transport shuttles, nicknamed hammer heads due to their pilots favourite tactic of ramming larger mutants and rogue brutes with their heavily armoured prows, the raider marines on-board have developed a no nonsense attitude when dealing with the enemy, be that when piling out to finish off whatever raises its head from the carnage of their actions, or when fighting through the tunnels. Their stubborn refusal to back down or to be intimidated by anyone or anything has led them to be assigned the tougher duties often undertaken by the privateer’s armed forces by the admiralty.Accordingly this has led to a bit of a rivalry developing between the Old Adamant and the Black coats, however this usually expresses itself when the two
meet in terms of sword fighting competitions, drinking tournaments and bare knuckle fights to see which side is tougher. So far the ‘Old Adamant’ holds the edge in terms of number of these competitions won, but the black-coats are ahead in terms of popularity amongst the populace of the raven privateers.

Size: 3000 At Maximum Strength

Back to the Raven Privateers
The Peoples Settlements

## **Sanctuary**

Forming the unofficial name for the Peoples

   home territory, Sanctuary encompasses all the tribal lands of the peoples and their home towns, or camps depending on how you look at them. Roughly split down into three main tribal lands, with an assortment of smaller areas where the lesser tribes dwell, Sanctuary resembles a great urban jungle with the people’s tribes living in great concrete trees of glass and iron. Each of the tribal lands consists of a central tribe camp where the majority of the people of the tribe live, surrounded by a series of small nests or singular tents where the tribes Huntsmen gather to maintain a constant vigil on the border of their territory. Each of the tribal camps consists of a central building or tent where the tribal elders live, surrounded by a series of tents where the families of the rest of the tribe live, with a set of more solid sheds where supplies are stored as well as equipment constructed by the camp gatherers, and a small ring where the Hunters practice as young tribesmen until they reach the required age to take the test of the hunter, which varies from tribe to tribe.

## **The Font**

­A small town in the middle of the people’s home territory, the font encircles the Iron tree of the Peoples, and marks the first meeting point of the people’s ancestors after they emerged from their shelters. With the Iron tree at its heart the font never consists of more than half a dozen tents where a small but dedicated tribe live who maintain the tree and the murals painted there in memory of the fallen, their Huntsmen maintaining a constant state of vigil over the site. The only time the number of people here grows is during the festival of remembrance where the number of people can grow to its hundreds.
Downtime Archive

Below is the archive divided by faction for each factions previous downtimes, listed with their corresponding events to which they are relevant. These will often form parts of chains of downtimes and plot arches so will be accessible to all players whenever they wish to check back on previous details, text copies can be requested should players require one.

The Ruins

Whispers in the Dark

Unseen Eyes & Unknown Secrets

Silence of the Grave

Forgotten Shadows

Demons & Angels

Born From Naught But Smoke and Shadow

Mech-Corp

Event 1: Ancients & Echoes

Event 2: Old Frontiers

Event 3: Duty's End

Event 4: Valour's Fall

Event 5: New Friends, Older Enemies

Event 6: Solace Amongst The Storm

Event 7:

Hive-Sec

Event 1: Dark Blades Unto Dominance

Event 2: Sheathes Upon Rest

Event 3: Armour in Defiance

Event 4: Vigilance's Due

Event 5: A Red Dawn

Event 6: Green Light Drawn by the Night's Eye

Event 7: Arm One Hand But Offer the Other

The Company

Event 1: Common Interests & Uncommon Costs

Event 2: Fainted Grace

Event 3: Ember's of a cold Heart

Event 4: Splintered Grasp

Event 5: Fevered Business

Event 6: A Cost's Severance

Event 7:

CellBorn

Event 1: A Vulture and a Hawk

Event 2: The Wolf & The Hound

Event 3: Pacts Sealed in Blood

Event 4: Oaths Born from Fire

Event 5: Living Memories Beyond the Dark

Event 6: All Hunts Must End

Event 7: A Scent of Blood

The Lost

Event 1: Red Steps on a Broken Road

Event 2: A Light by the Graveside

Event 3: Mercy's Embrace

Event 4: Solemn Beginnings

Event 5: Old Ways Shone Anew

Event 6: Whispers From Beyond

Event 7:

Raven Privateers

Event 1: Eyes in the Deep

Event 2: Torment of the Depths

Event 3: Eye of the Storm

Event 4: Children of the Abyss

Event 5: Shattered Dreams

Event 6: And So The Pendulum Swings

Event 7: One Step from Midnight

The Peoples

Event 1: A Path Seldom Trod

Event 2: Spirits of the Forlorn

Event 3: A People's Cry

Event 4: A Glint in the Darkness

Event 5: Strangers in a Strange Land

Event 6: Birth of Revelation

Event 7:

Back to Downtimes
Aethea Wikia

## Welcome to the Aethea Wikia

The Aethea Wiki covers the story of Aethea, and everything in it! It documents the history of Aethea, and is a good place for the general information about the land.

## Describe your topic

Write a description about your topic. Let your readers know what your topic is about and add some general information about it.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.

File:Placeholder
Crafting Recipes

Below is a listing of the initial crude level items and their recipes in game that may be utilised and crafted within the system; alongside a description as to their exact nature e.g. their function or use, as well as to which tech skill they are related and craft-able. Each crafter upon gen has access to all the crude level recipes listed for their relevant tech-skill and as such can begin crafting them immediately, whilst those others listed on the following pages are from recipes of a higher level that may be also accessed as part of the 4 recipes chosen upon selection of the crafting skill. this number may be further increased by the 'extra recipes' skill as a side note.

The recipes are broken down into their relevant tech skill basis, alongside with a description of the recipe itself for reference and use. All items crafted within the system have a shelf life before the item malfunctions or breaks down due to the nature of the materials of construction, in terms of in game effects this **life time is 1 YEAR (4 events OC)** before the item ceases being of use and a new must be obtained for use. Certain factors in game may increase this life span however this is covered in other sections.

To Item listings

To Crafting

 **Arms -Tech**

## Augments

In some cases players will be
able to craft augmentations that require surgery in character to attach to them
to provide various potential benefits in terms of certain affects, skill buffs
or applications. These require crafting just as the above items do within the
system and may require combinations of various items together in order to
successfully produce.

A single player may **only have TWO** augments attached
to them before they begin to suffer negative effects, if a player wishes to go
beyond this limit however please report to GOD after surgery in character as we
encourage anything that adds to the roleplay at events. The description of the
augments available has been included below.

To Home
The Lost Army: The Last Voice

## **The Last Voice**

Attribute: Light Footed

Effect: A light footed army is fast on their feet, able to move quickly over long distances in short periods of time. This is not just a quality of speed - moving thousands of soldiers overland is a daunting logistical prospect and often an organisational nightmare. However for a light footed force used to being on the move and transporting everything they need on the very troops themselves this ability becomes a useful feature for a force that can rapidly redeploy against new threats.

Accordingly this army can move as fair within its own territory as its general wishes, representing the forces capability to rapidly move through familiar territory, as well as in the case of the Lost their nomadic nature making it easy for them to operate in large numbers without the need for large supply trains.

## **The Army as a whole**

Brought together by the more military minded families and warlike Boundsmen, and supported by the decree of the elders, the last voice represents the wrath of the lost, the same wrath that was stoked by the great nomad and kept them safe as they marched the long walk to refuge. Built upon the elements of great bands of boundsmen, led by the most taciturn tradesmen, the last voice utilises every skill its troops and leaders have, the culture of the lost lending the last voice the ability to keep on the move or pack up and change position at a moment’s notice with little issue and respond to every major threat.

Size: 3000 at maximum strength
Hive-Sec Settlements

## The Bastion

Forming the cent

re of Hive-Sec’s territory in the northern    portion of the dead hive, The Bastion as the forces of Hive-Sec and their supporting civilian levy know it, is a large fortress of Concrete, Armour plating, particle shield emitters and armed defence towers. Designed to hold out against even the most severe riots and to act as a defensive bastion in the case of a colonial invasion the Bastion stands as the Hive-Sec forces position of power. Within its vast walls and defences the forces of Hive-sec and its civilian levy live within a catacomb of barracks and a make shift tent city in what used to be the Hive-sec motorised Yard. Bastion serves its occupiers as housing, armoury and manufactory as its forces are capable of utilising the internal work-shops and defence bays to service equipment and armaments to maintain their usability, as well as repairing recovered equipment to bring it back to active service. The bastion also serves Hive-Sec as its primary training base for its forces and for its recruits drawn from the civilian levy who until the right age serve as Squire serfs to their mature counterparts, maintaining the bastion and serving a defence force troops in times of war.

## Hass East & West

Functioning as Hive-Sec’s only secure outpost in the eastern sectors of the Hive colony, Hass East plays home to a company of Hive-sec troops assigned to patrol duties in the eastern sectors. Primarily operating at squad levels this outpost focuses on reconnaissance and intelligence gathering as well as acting as the first posting most trainees have after completing basic. As such Hass East has gained a reputation as the crucible by which new Enforcers and rangers are tested to see if they have what it takes to follow the creed, and accordingly is known by the nickname of ‘The Crucible’. In this regard Hass east serves as the unofficial live fire training ground for Hive-Sec and its primary base of operations outside of the bastion, its own walls heavily manned by defences and scratch built pill boxes in place where the original defences have either been lost or have broken away.

Covering the western sectors of the Hive, Hass west operates as the more serious assignment in a new enforcers or rangers career. Hass east serves to finish of a recruits training, introducing them into the life of a member of Hive-sec, Hass west sees to test that training to its limits. Forming a solid beacon in the darkness of the western sectors of the dead hive, Hass west operates as a forward operating base in the midst of a conflict compared to Hass east's quiet training patrols. The garrison here consists of a couple of companies of experienced enforcers and rangers alongside several squads of training personnel that are cycled through in order to accustom them to the dark side of hive-sec’s operations, as well as the more cruel aspects of war. Hass west also serves as the primary posting for the shadow captain, lending the outpost of its more sinister nickname of 'The Bloodied Maw'….
Mech-Corp Army: The Old Guard

## **The "Old Guard"**

Attribute: Stubborn

Effect: A Stubborn army refuses to give ground to invaders. When fighting from defensive positions they can inflict massive casualties on enemy forces that dare to approach them. An army who uses every advantage to make their enemies pay for every inch of territory their enemy try’s to take can cause wide spread casualties amongst the enemy as they attempt to advance whilst receiving proportionally higher in return, whilst some simply possess a dogged refusal to back down before their foes and so grind them enemy down for every step forward they take into the defenders lands.

Accordingly this army can make use of the “Not one step back” order when on the defensive, as the army attempts to bleed the enemy, making them pay for every inch of ground surrendered or taken from them. The army takes any chance to butcher their attackers; catching them in crossfires and ambushes, with counter attacks striking into the enemies’ flanks and metaphysical face, causing them to suffer greatly increased casualties if they push forward, though at the price of increased losses for the defenders. In terms of casualties the attackers suffer 40% higher casualties from this order being in effect whilst the defenders suffer 20% higher casualties as they fight tooth and nail from their defenses.

(All rights to the photo Belong to Kevlar & Clank Cosplay by Mathieu Hedley-Kaye)

## **The Army as a whole**

Formed from several regiments of technician militia augmented by specialist advisors and household troops, the old guard serves as the main division of the Mech-Corp military arm, its troops outfitted by the armament workshops and barns of the home territories, whilst its men are trained and schooled by the parliament in the Mech-Corp style of warfare. Steeped in the regimented style of specialist dominated officer class driven by political and social advance through exploits, the old guard marches forth in times of war as a great host of great coat swathed technician soldiers and NCO’s, led by brilliantly uniformed specialist senior officers astride mechanical mounts. This disciplined orchestrated focus lends the division its reputation for stubbornness in the face of their enemy, fighting on despite great loss to hold back the tide of attacks whether on the perimeter or from ambushes when on external patrols.

Size: 3000 at maximum strength
Army Orders

## **Armies and basic Orders**

Alongside their special abilites and attributes, each army has the ability to attack or defend a territory or army, besides just moving about the campaign map. In terms of mechanics these attacks and defences are broken down into 3 orders each that are capable of being used by any army duing a campaign.

## **Army orders for Attacking**

**Cautious Advance:**

* **Casualties suffered by this army are reduced by a fifth**

A general may be keen to scout out a territory to identify enemy forces, or simply wish to make a probing attack to initiate a campaign. A cautious assault can also be useful to disrupt enemy supply line and prevent the enemy from resupplying.

Cautious assaults are less effect at claiming territory - the attackers are less able to overcome the defenders and drive them back - but casualties suffered will be lower

**Engage:**

* **There are no modifiers associated with this order**

This is the standard order issued by generals who wish to engage the enemy fores in a territory. A balanced attack involves assaulting then enemy positions but seeks weak points in the enemy lines rather than attempting to smash through strong positions.

**Charge Assault:**

* **Casualties suffered by this army are increased by a fifth**

A general who seeks victory at any price can order an overwhelming assault. The army will spend the season seeking out the strongest enemy troops and attempting to smash through their positions. This kind of attack is dangerous - casualties will be higher than normal - but the enemy will gain more ground during that season.

## **Army Orders for Defending**

**Hold the Line:**

* **Casualties suffered by this army are increased by a fifth**

A army that commits to a heroic stand will not initiate a military campaign - but they will make the enemy pay for every inch of ground they take. The army will take every oppotunity to engage with the enemy side, they won't fight on to the last soldier, but they will fiht on even until the cause is utterly hopeless.

**Dig in:**

- **Casualties suffeed by this army are decreased by a fifth**
An arm that attempts the soli defence of a region will seek to mae best use of the terrain to bring the enemy to battle in a way that favours the defender. Casualties suffered are less than than if the army simply attacks, even though an enemy army that attacks is just as likely to be rebuffed.

**Fighting Retreat:**

- **Casualties suffere by this army are decreased by a half**
A general that wants their army to carry out a fighting retreat can issue orders to give ground. The army will avoid major engagemets, while still attempted to slow the enemy advance using ambuses and the like. An army that is giving ground is much less effective at holding the territory against an attacker, but will see their casualties reduced accordingly.

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Lord Zokode

Lord Zokode was the dark lord who created Aethea when trying to corrupt the Western Realm, created by Soulu. Soulu took Zokode's powers as a god, making him unable to do any further damage, and locked him in Aethea. Zokode created Dost Roloth, and inside it he put the Survenhole. The Survenhole is what Trolls are created from. As he created more Trolls, he sent armies out into the other parts of Aethea, mainly the Barrenlands, attempting to take control of it. He created armor for himself, a helmet, chestpiece, leg plating, and boots, which made him invincible. When an ancient leader of men called Hurat knocked his helmet off, he slew Zokode. Zokode was sent back to his tower Baruthil in which he bound his life, causing him to be sent back to his tower upon death. Hurat hid his armor across Aethea, hoping Zokode would never find it. Zokode sent out trolls to search for it.
Weapons Classifaction

## **Weapon Classification**

Below the various different weapon types have been divided down into various columns and definitions to assist with identifying where within the system your chosen weapon belongs and at what rank for which relevant skill. If you are unsure as to where you're weapon lies please feel free to ask a member of crew, or to contact the Cataclysm Team.

Note: Larp Bows are allowed with the cataclysm system, but they must have a maximum poundage of 30

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Ancient Ghosts in the Deeps

With the success of the Black coats armada on the surface in the ruins, and the attempt to claim one of the nodes in the dome by the aptly named surface squadron of the Diamond Dog, Yin-Yang & Amethyst Rose the privateers have held to their reputation for claiming opportunities presented to them. The lack of a secured food source has raised some voices for concern amongst the portfolk as the rationing is tightened, however with the nodes claimed by the Lost and the Other by the militant Hive-sec some food inevitably slips out via the black market and makes it to those with big enough pockets, this  quietens the woes of the biggest complaints enough for the admiralty to maintain a lid on the issue. Another few months and the admiralty will have to turn to other methods like the black market and as such any profit of bonus made by the lands of the privateers will be severely hampered. Most ignore this for the time being as the celebrations above and in the ports infects everyone with an energy and drive through the various ports of the home lands, the admirals finding themselves with additional volunteers clamouring to join armada crews and their popularity gaining a few points beyond the usual dual meeting that serves for passing entertainment. Down below though on the fringes of privateer territory, beyond the ever watchful guns of Drogba’s House something sturs. Picket sloops report strange sonar blips that disappear as soon as they appear on the ships senor screens, ghosting in and out of range before a squadron proceeds down to investigate to find nothing more than a ruined hull of a long dead craft laying broken on the tunnel floor, its inners littered with the skeletal remains of its crew laying where they died. What pales the faces of those picket ship crews is the sudden sonar pings that leave visual glimpses of large shapes lurking in side tunnels hidden in the null-light before disappearing when covered by search lights from the crafts fore decks. Others report gleaming eyes leering out from the catacombs  at the picket ships, the darkness seeming to be growing as it pushes towards Drogba’s house as if in some malicious sentience that leaves pickets ship crews shaken and unsettled. The Admiral of Drogba’s house draws up extra armoured barges around the port as the    admiral of Kilo raises what of the Corsairs seen on the surface, why has their been not response from the surface squadron as to a confirmed kill or of the crew sent to assist them in the pursuit?  A message runner must be sent cries the crews in the Admirals meeting shortly before two of the admirals end the meeting in the usual manner of a punch up, two options lay open to the surface squadron, to launch an on mass reconnisance of the catacombs, or to recon the position they were supposed to encounter the other pursuit crew. One of the Admiral expresses that only Privateers be on either of these excursions and that the potential reward for a success would be astounding...
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Company Settlements

**The Spire**

The home to the company populace proper, the spire as the tower has become known, serves as the home territory to all the company departments and its peoples. Consisting of multiple levels of habitation, industry, recreation and Bio-Food labs the spire is a giant statue of industry and human activity as each department attempts to drive its own objectives in the core of the company in the never ending rounds of departmental politics that defines the average company member’s life. From here the departmental populace carry out the Boards policies, ever driving the company onwards in its attempts to ensure company survival as well as their attempts to secure more and more vital locations within the dead hive.

**Commercia**

The first and so far only settlement set up by the company outside the Spire, Commercia was established inside the ruins of one of the old market districts at the base of the tower. Since then the town has become a centre for trade as well as a fortified position from which reclamation bands are sent out to retrieve particular items as well as to scout out the surrounding area for build ups of mutants. Within the town itself the company have developed several well established Weapons shops, Craft bays and research teams alongside a series of habitats for the population. As such the population has developed a culture within their department of making the most use out of what they have to hand as well as defending what they have with a vicious tenacity.  According the company members from Commercia have developed a reputation for ruthlessness when it comes to work as they cold heartedly hold onto their positions with an iron grip.
A game of Politics

With the recent successful occupation of new territory by the old guard, and the recovery one of the missing artefacts of the Rust colonials the peoples of the Mech-corp are in a favourable mood that some see as an opportunity for personal elevation whilst others wish to invest in the future. Amongst this a small band of specialists has petitioned the parliament through their families to launch a committee to oversee the expedition, with the specialists themselves forming this committee as to see whether different leadership is needed in the place of the lone specialist and mass technicians currently in control of the expedition. Accordingly the parliament, its senior members required to vote on this committee being made up of the petitioners mothers and fathers approve the oversight committee and give them all due leave to head to the dome with the next expedition deployment with the aim of evaluating the expedition and looking to buy out the other joven cultures there with a potential military deployment into the dome itself, completely ignoring the message from the arbiters that any action as such would bring down the wrath of the arbiters. The Union bosses upon learning of this launch their own counter petition that whilst not successful in the main parliament due to the number of specialists that vote against it, it still passes thanks to the head of the militia and the techno-order representative backing it. This petition against parliament interference could become a serious rallying cry should the expedition vote to support it.  Such support from politically powerful figures could see the parliament withdraw the committees right to operate. This leaves the expedition with two options on what to do, will they permit the committee when they arrive and handle their activities, or will they let them go about their business and support the Union bosses to deal with them via the parliament. Face to face with the specialists, or by back room politics by the technicians Unions, the choice presents itself for the expedition to decide upon.

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The Past & The Present

With the recent developments in Ceta Dome, the Board of Directors has decided a change in policy must be made in order to maintain any hopes of a successful reclamation protocol within the dome from the rogue CDF, civilian and other elements active within the agri-dome. A series of reviews and oversites have been made in order to carry out these new policies and change the direction of the company view in order to combat the other rogue elements across the ruins of the hive. Within this two departments have stepped forward as leading small fractious alliances of several small departments with the aim of utilising the change in directives to further their goals, one is the experimental department who are looking into so called Lazarus projects in order to further company ambitions via utilising abandoned projects. The other is the Union Department, a collection of populace support personnel who are looking at further integration efforts within pre-existing company endeavours  as a way of support for other departments that overall can improve department operations. As such the Union department has taken an interest in the Ceta Dome reclamation efforts and are keen to send a departmental representative to seen if those departments present in the dome camp will actively support their push towards gaining enough political clout. On the otherwise of this the experimental department is interested in field testing its projects in the agri-dome and as such will be sending a legal surveyor to work out the details with the dome independants. If these field tests work correctly they will more than likely look into making a political push themselves for advancement, who the Ceta-Dome reclamation departments decide to support is solely upto them.

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The Peoples Army: The Quiet Step

## **The Quiet Step**

Attribute: Cautious

Effect: A cautious army is adept at gathering information about opposing forces. While it is active in a territory, associated rangers, agents or friendly locals gather intelligence about opposing forces in the area. They compose a report specifically for their general which includes information such as details of the armies and forces in the territory; their allegiance; an estimation of their strength; the name of their general; information about their special qualities; significant local fortifactions; and other potentially useful strategic and tactical information about the forces involved in it.

Accordingly this army’s general receives reports on other forces in territory they are in, covering their strength, combat stance, special qualities and any additional forces attached to the army. This represents the forces cautious nature and use of forward scouts to check out potential threats in order to avoid traps or ambushes as well as giving a better view of the force overall. In terms of the Peoples this represents their careful nature and natural habit of scouting out a position first before letting any force of any size of their populace into an area.

## **The Army as a whole**

Formed by the will of the tribal leaders, and blessed by the shamans of the iron tree, the quiet step was the answer of a quiet people with a careful mentality to a violent and brutal world. Formed from dozens warband’s of the most warlike and determined hunters, led by the most experienced of their tribes with shamans overseeing their war path, whilst gatherers draw together the needed supplies for the quiet step to carry on their march. The quiet step marches to war with the culture of the various tribes of the peoples behind them, their careful nature as a civilisation lending them a careful nature as an army, utilising forward scouts to ensure they have everything they need to know before committing to the final act.

Size: 3000 at maximum strength
Skills Table Listings

## **Skill Progression Tree**

Below each of the skills has been broken down as to their exact nature on a per Rank level basis, with each level providing a description of the levels capabilities and additions to that skill when used by the player. In some cases this also includes an addition to a particular call or effect available to the player, and provides a description of this for the player under the 'specials' Column.

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Lost Settlements

Refuge
The only established settlement of the lost, Refuge gained its name from the first lost to found it. Today refuge consists of a fortified Pasture with an established Hall at the centre of the pasture, alongside with a couple of warehouses for storing supplies and for the residing families to shelter in before the return of the rest of the families for the elders meet. During this time Refuge resembles nothing more than an open pasture with a few peoples working on maintain the defensive wall and traps, alongside salvaging what they can from the surrounding area and bolstering the stored supplies in the warehouses. During the time of the elders meet however it resembles a vast city of tents and semi-solid shelters as lost from across the dead hive pour into Refuge and as the meet goes on the Tradesmen and Boundsmen interact and the refuge takes on the atmosphere of a great festival.