<rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[New Horizon]]></title><description><![CDATA[Obsidian digital garden]]></description><link>http://github.com/dylang/node-rss</link><image><url>site-lib/media/favicon.png</url><title>New Horizon</title><link/></image><generator>Webpage HTML Export plugin for Obsidian</generator><lastBuildDate>Tue, 21 Apr 2026 00:27:43 GMT</lastBuildDate><atom:link href="site-lib/rss.xml" rel="self" type="application/rss+xml"/><pubDate>Tue, 21 Apr 2026 00:27:31 GMT</pubDate><ttl>60</ttl><dc:creator/><item><title><![CDATA[Guide]]></title><description><![CDATA[Table35 resultsSort0Filter1PropertiesSearchNewShowing 35file namefolderAmended - Anomalous AugmentationPublic Lore/AnomaliesAnomaliesPublic Lore/AnomaliesArgoran BladePublic Lore/Tech/WeaponsArtificial IntelligencePublic Lore/TechAtlas Program - Semi-Autonomous Power ArmorPublic Lore/TechBenayorn RawlPublic Lore/Characters of noteBlackshorePublic Lore/FactionsCarmin - War AIPublic Lore/Characters of noteCarver Rawl - (Railok)Public Lore/Characters of noteCharlie-310Public Lore/Characters of noteCorrin WehterraPublic Lore/Characters of noteDasarinPublic Lore/RacesFramesPublic Lore/RacesHumanPublic Lore/RacesInfectious Anomalies and HazardsPublic Lore/AnomaliesKah'RulPublic Lore/RacesKaraliPublic Lore/RacesKnights of RaynorPublic Lore/FactionsLogs from the StaticPublic Lore/AnomaliesMarkor AndridelPublic Lore/Characters of noteNaki LorrotPublic Lore/Characters of noteNorokPublic Lore/Characters of noteNosletPublic Lore/CreaturesSlipfold - Interstellar TravelPublic Lore/TechTeragusPublic Lore/RacesThe Alter (WIP - do not solidify reference)Public Lore/Locations/Inter-Dimensional]]></description><link>guide.html</link><guid isPermaLink="false">Guide.base</guid><pubDate>Mon, 20 Apr 2026 00:31:34 GMT</pubDate></item><item><title><![CDATA[Infectious Anomalies and Hazards]]></title><description><![CDATA[The fungus like plant forms do not only grow mycelium do not grow into dirt or grounded surface entirely as traditional fungi. They also grow extra dimensionally which allows large scale coordination and communication between infected, spores, and biomasses.]]></description><link>public-lore/anomalies/infectious-anomalies-and-hazards.html</link><guid isPermaLink="false">Public Lore/Anomalies/Infectious Anomalies and Hazards.md</guid><pubDate>Thu, 16 Apr 2026 22:30:31 GMT</pubDate></item><item><title><![CDATA[Anomalies]]></title><description><![CDATA[Anomalies in the fields can be unpredictable and are incredibly diverse. From something as small as an anomalous pebble pushing gentle wind strength level gravitational changes for a few brief moments, to an entire maelstrom of exotic matter swirling into a destructive storm. Whether it be an anomalous object or field of influence or some kind of storm. No matter the size you might perceive an anomaly to be, it is always absolutely best practice to avoid them or hide until it passes (If it isn't a stationary object), that is if the mission doesn't include investigating the anomaly. Anomalies are incredibly dangerous, and even the small, seemingly harmless ones, could be deadly if not approached with caution and scrutiny. There is no true determination for "Danger" in the sense of an anomaly since it is a combination of multiple aspects. Instead, danger is subjective to each anomaly instance.Classification
This is the determinant number of range for area of effect in a physical sense. Since measuring any anomaly is impossible to make exact, Classes work to help give an estimation of how far an anomaly will reach in Radius. Each class has a small crossover variation and margin, favoring lower class when in the margin. 1: Anomalies affecting an area smaller than one meter.
2: Anomalies reaching between one and ten meters.
3: Anomalies reaching between ten and one-hundred meters.
4: Anomalies reaching between one-hundred meters and one kilometer.
5: Anomalies reaching between one and one-hundred kilometers.
6: Anomalies reaching between one-hundred and one-thousand kilometer.
7: Anomalies reaching between one-thousand and ten-thousand kilometers.
8: Anomalies reaching between ten-thousand and one-hundred thousand kilometers. (Planet swallowing)
9: Anomalies reaching between one-hundred thousand and one-million kilometers.
10: Anomalies reaching beyond most planetary measurements and above.
Because classes of anomalies can change on varying parameters, if a basis of a single entity is identified, it is announced as the class known or discovered as. Classification can change circumstantially.Levels
1: Lowest level, a single grain of Grav-Flex.
5: Controls environmental effects to an above human reach.
7: Potential to travel dimensions at will. (Not guaranteed)
10: Capable of leveling or raising an entire building worth of construct with harnessed influence.
15: Able to open rifts and portals at will to entirely different dimensions with no mechanical aid.
20(+): Unknown
Categories
Used for Anomalous storms, the origin or cause of said storm is not important as this measurement considers all environmental effects such as winds, humidity, electrical effects, and temperature.
1: Storms with intensity equivalent to a light to mild rain.
2: Storms with intensity equivalent to a snowstorm.
3: Storms with intensity equivalent to a heavy wind and lightning storm.
4: Storms with intensity equivalent to tornado level storms.
5: Storms with intensity equivalent to hurricanes and above.
Anomalies by type are usually identifiable visually or with the correct sensory arrays. Gravitational Anomalies consist of either or both matter and energy. Making up about two thirds of anomalous encounters, gravitational anomalies are becoming potentially possible to forecast and even counter with proper equipment.
A shimmering material made from a kind of platinum/steel like ore which both heavily influences and can be influenced by gravitational effects. Even so much as waving a large enough piece around could cause quite a mess around the holder. Grav-Flex is used in force-field, propulsions for fuel-efficient travel, and munitions technology to increase fire rate/speed of bullets.
These anomalies can appear in many shapes and sizes. Some are caused by the grav-flex comprised of shards of a peculiarly anomalous metal. These are points or clusters of points which form a type of dark matter residue which forms around the singularity to form a sphere. These are exceptionally dangerous as the residue, if not hardened, can be fallen into and a person could burn/suffocate within, if not become trapped on the surface of the orb and would need external assistance or a rope/object secured to something else to climb off. The dark matter residue is a hot molten metal like substance which is not too unfamiliar to grav-flex, but seemingly more raw. It will begin like a molten, hot fluid which burns at several hundreds of degrees F. As it cools, it will remain liquid metal until reaching about a hundred and forty degrees F. Usually surface density of liquid metal would keep a person from sinking in, but because of the swirling nature of the gravitational influence, it is not guaranteed that certain currents will not pull a person inside. While several reports show people surviving them by floating on their backs on the surface until they can be retrieved, there are some who were mysteriously pulled under the surface of the liquid metal, disappearing completely. It is unknown if the currents which pull people under are natural or caused by something else.&nbsp;
Field of turbulent gravity which can swirl and sway like winds or tornado, these anomalies can throw, pull, flip, twirl, spin, and on rare occasion, crush individuals who might fall into one. Similar to Singularities, the Void Wells are areas of gravitational influence and interact heavily with Grav-Flex. However, contrary to Singularities, Wells are generalized areas with currents rather than identifiable points where invisible dark matter flows in and out of the local space.
Information regarding such anomalies is still being allocated.&nbsp;HIGHLY DANGEROUS, DO NOT APPROACH. Information regarding such anomalies is still being allocated.&nbsp;Portals and tears between locations/dimensions. These fire sources seem to have no source, fuel, and do not appear to need a surface to latch onto for continuous burning. Some of these anomalies are still and motionless, others travel along indiscernible paths. The fire from these sprites appears to behave as a normal flame. These entities are given Calamity due to their ability to travel unknown distances with the same destructive nature of fire. ShadeStorms are believed to introduce a kind of bridge across multiple dimensions of unknown number or origin. It is consistent in what it calls, however, in that Shades are the most common apparition during each storm. The duration of each storm is uncertain as some are recorded to have lasted a few minutes, and others lasting years. ShadeStorms are one of the very few anomalies which existed prior to the fall of the Shipnets, with historical records of similar storms and types of storms dating back to an unknown extent. Before the fall of the Shipnets, tracking and studying ShadeStorms, let alone Shades themselves, was nearly impossible as the storm limits vision and equipment on top of causing non-Euclidean spatial anomalies in the area. Other creatures and entities have been reported to emerge during the storm as well, but like the Shades, it takes all of the creatures it brings away when it fades. These storms however do not have limitations on what they might take. Fractions of records suggest the ShadeStorms have taken anything from common items, to entire towns and its people. For the effects and dangers these storms bring, agents caught in their radius can only be advised to make for the storm's edge before vision is entirely blocked by the thick fog, or find a place to hide to avoid contact with unknown entities of unknown origin or danger level.
This fungus is a rapidly growing and moving organism which seems to operate as a single cell organism in a network like fashion using bio-electronic signaling. The cells have multiple purpose, allowing them to function like a kind of bacterial powerhouse and can both communicate and string together like powerful fibers. Because of the speed of this fungus however, it heats up easily and is more commonly found in damp, moderate to cold temperature locations. Any significant heat source is usually sufficient to kill or repel it, however those caught with some on them and no means of heat or defense are often suffocated and covered. Upon entering the body, the bacteria begins consuming and replicating, turning the host into a type of infected individual by forcing the body to move by signaling the muscle tissue while it feeds on the nervous system and other organs first. Level: 3Dark, undetailed figures with no discernable tie to physical limitations aside from their generally hovering around ground height. Some are seen flying entirely and can pass through solid objects in most cases. When passing through other matter, there is a kind of tar like excretion left behind on anything they make contact with. Shades are extremely dangerous and considered intelligent at varying levels. Based on present observations, it is speculated that Shades are multidimensionally capable and have either a hive, or core consciousness of some sorts. Seekers (<a data-href="Amended - Anomalous Augmentation" href="public-lore/anomalies/amended-anomalous-augmentation.html" class="internal-link" target="_self" rel="noopener nofollow">Amended - Anomalous Augmentation</a>) are particularly sensitive to Shades, hearing rushes of noises and whispers which on occasion will overwhelm the Seeker. Seekers have a particular aversion to Shades, similar to the magnetic opposition of North and South. This is believed to be a result of the fact that Shades are often involved directly in the evolution and creation of Seekers.
The tar is a tiny, microscopic crystalline like rock formation. Similar to magnesium in shape, but coal in color. The tiny particulates making up the coloration of the tar are also some kind of bio-electrically connected nodes.
These particulates can hold a similar amount of information as a brain-cell and can transmit at greater distances and potency when accumulated. The more tar an entity has/is using, the more they can telepathically reach. The goopy substance holding these particulates is comprised of exotic minerals as well, but with a more liquid friendly structure formation.
While the Tar can exist as both dry and wet form (wet being the most common), its behavior is essentially by the means of that of a hierarchy. The most intelligent/powerful mental presence can control the entities around it. A typical shade can influence lower shade like life entities (where the tar has infected and reanimated a corpse). Shades themselves are mimic entities, only giving an appearance of another life form, but is pure tar.
Other, larger entities are hypothesized, and it is believed that as a result of most Seeker's inability to influence most Shades, that there are other, super-entities maintaining control over them from the upper portions of the connected, hive-like hierarchy.
Some entities have been seen mimicking behaviors of people, only to turn hostile, or dissipate when interrupted or observed uninterrupted for a long enough period of time. These variants are effectively ghosts - Tar entities with no master control, attached to another anomaly called a memory shard where the semi-consciousness of a person remains ambiently present.
Shade Tar is heavily connected with Seekers and is believed to be the reason they are able to interface with other people's minds remotely.
Shade Tar can be refined and used with other anomalous materials for integrating user to ability effects in technology. By removing the moisture and other impurities, the remaining anomalous flecks of metal can be used in technology for incredible effects. Level: 8Faithful to the name, the Dread Eel is a type of anomalous creature which seems to feed on the fungus which causes "infected" people. However, the limits of their diet is unknown and their carnivorous inclinations to eat infected individuals rather than just the idle fungus makes them incredibly unpredictable and potentially dangerous. Some sightings indicate that the Eel or Eels if there are more than one entity (It is unknown if this entity is a singular instance, or if it is a part of a race of creatures), consumed specifically anomalous items or creatures - Even Shades. In most instances, Dread Eel have left Specters alone, only becoming active when what they perceive as food is present.
The angler is an incredibly allusive and un-trackable anomalous creature. More rare than the Dread Eel and opposite in levels of danger. Records of agents lost to the Angler portray radio transmissions explaining units being lulled and pacified by a glowing visage of those they have a strong, positive emotional connection to. After this, panic and horror transmits over their radio, describing two unimaginably large orb like eyes from below, and a mouth as wide as a canyon with long, thin, curved inward teeth. Undefined entities are either too rare or have no grounding by which to be categorized. These can be unpredictable and difficult if not impossible to understand. Level: UnknownWhispers, or "Memory Shards," are memories left behind either accidentally or purposefully by living beings. These instances are so rare, and sometimes do not last, that studying them is virtually impossible. It is usually also impossible to move them as it is unknown whether they exist attached to objects, or areas due to inconsistent results from varying instances. For the time being, Seekers seem to be particularly sensitive to these anomalies, seemingly the most likely to pair naturally and attune to Whispers. It is unclear whether Whispers have a consciousness of their own, many of them varying in levels of intelligence and reactivity.]]></description><link>public-lore/anomalies/anomalies.html</link><guid isPermaLink="false">Public Lore/Anomalies/Anomalies.md</guid><pubDate>Sun, 12 Apr 2026 21:11:32 GMT</pubDate></item><item><title><![CDATA[Logs from the Static]]></title><description><![CDATA[
"In the early days of the invasion, Kah'R'ul used mechanized heavy units to round us up and put us into camps. Eventually to make sure they outnumbered us, they became to brainwash and conscript us. With the limitations of the mechs, they resorted to forcing us to fight ourselves... Even hiding underground was no longer safe... In time they didn't even need to brainwash people. Either by threatening their families, or by simply finding those insane enough to believe the Kah'Rul were a good omen, people... Our people, humans... Joined the ranks of the Kah'Rul. It was only because the Dasarin slaves were naturally resistant to the brain washing and were able to turn and help us instead that the numbers of people resisting the Kah'Rul did not dwindle to nothing. We freed the Dasarin, and they helped us survive. They earned this planet as much as we inherited it. Those who say otherwise are filled with bullshit!"&nbsp;
-A 78 year old survivor telling about the days he survived after hearing some passive racism about the Dasarin
&nbsp;
"Even the Specter Initiative started small. They stole tech from the Kah'Rul and reverse engineered it. Collecting scientists and engineers and dragging everyone they could into the dark. Bits at a time, they would emerge to push back and try a new type of weapon or style of attack/defense at key points within cities that still had any liveable infrastructure. It took a long time... But they showed us that the technology the Kah'Rul brought didn't need to be only feared, but used for our sake as well. Rumor has it, they have a ship... A sky ship! Like the patrol kind the Kah'Rul use to oversee the camps and planes. If legend is true, they want to make it go to space one day!"
-An enthusiastic eccentric in the cafeteria
&nbsp;
"Wanderers play an important role in the quiet society. The animals were left alone and the rapid decline in human population allowed for wildlife to flourish in the still warm enough areas. Hunting is one of the best ways to get the non-synthetic food. You can live off of either, but the taste of real food.. Can't be beat."
-A researcher in a cold weather facility. He doesn't eat real food much
&nbsp;
"We don't know what to call them. The tech they use is way too different to be stolen Kah'Rul equipment. Not to mention their ability to just appear and disappear. They must use stuff from higher tier Kah'Rul officers, or augments we can't get to... or something. All I know is they saved our lives."&nbsp;
-A Specter debriefing
&nbsp;
"When the catch node was originally deployed to bring in Kah'Rul reinforcements, we'd already had rifts opening up and letting creatures infest earth. But when it was destroyed... we thought the anomalies would decrease, not become less predictable... damn thing swooped down and took one of the people we had just gotten out of some rubble. It was like a giant bat... and the screeching... A few peoples ears bled from that! We were lucky to escape! But it came at a cost..."&nbsp;
-A militia man explaining why he chooses rescue missions rather than fight the Kah'Rul in skirmishes
&nbsp;
"It's nice to have as many cities as we do that can still run on power. The reactors from the stolen Kah'Rul tech makes it way easier to enjoy a little light in the evenings. Not as many towns and villages are as lucky, though. Some of them have to live in the dark ages and only have some isolated power supply. We try to distribute what we can for the sake of medical equipment. Part of our primary trade here is sending out small power cells which last a couple months at a time in exchange for a share in crops and general supplies."&nbsp;
-A researcher of Kah'Rul technology who specializes in medical and life support
&nbsp;
"Without a doubt, the scariest thing I have ever seen in the empty cities are echoes. It takes you out of place big time, for a moment you might be tricked into believing that this is all a nightmare and you're finally waking up. Creatures that use time from forty years ago to distract you from the now. At one moment you're aiming down your sights, the next you're waking up on the subway you were just investigating, on your way to work with a newspaper in your lap which reads something about a celebration day coming soon. The tell tale signs are to try and focus on the faces of the people around you. If you think you recognize even one stranger, if you have too familiar a feeling toward one of the figures on one of the train benches, that's the thing... That's the thing that's about to ensnare and consume you.... Don't let it...."&nbsp;
-Unknown
&nbsp;
"Darker forests on the fringe of the cold are a dangerous give and take. If one does not learn to move among such places with grace and respect, it is a death trap. Creatures that lurk in the dark, dangerous anomalies, and specialized hunters who might just be hunting things like yourself, not to mention the sinkholes... Every branch and turn is a trap waiting to be sprung. Do not enter the dark woods..."&nbsp;
-A rugged mercenary with a few too many excursions into the woods under his belt, who most now believe to be insane
&nbsp;
"STAY AWAY FROM THE RIFTS....STAY AWAY FROM THE RIFTS....STAY AWAY FROM THE RIFTS....STAY AWAY FROM THE RIFTS....STAY AWAY FROM THE RIFTS....STAY AWAY FROM THE RIFTS....STAY AWAY FROM THE RIFTS....STAY AWAY FROM THE RIFTS...."&nbsp;
-::DATA CORRUPTED, UNKNOWN ORIGIN::
&nbsp;
"The BlackShore agency thinks retaking earth is some kind of race... First to save earth claims it. They're nasty too, human only and dangerously chase after augmentation technology. I've heard stories... About what they can do... It's.... It's not natural."&nbsp;
-A Specter operating on the flank discovered to border a rival human organization
&nbsp;
"We all lost people in this war. Every one of us. But it's not for us to decide what part of history we are given. It's our duty to make the most of what time is given to us."&nbsp;
-Markoraselious, Specter Field commander
&nbsp;
"Without these way stations, travel would be nearly impossible. Providing basic tactical and a layout of the terrain, these stations make it possible for people to travel long distances on foot without needing to rely on the environment or live off of the land."&nbsp;
-A way station researcher/upkeep specialist
&nbsp;
"Bubble Anomalies Must Be Avoided!"&nbsp;
-Unknown
&nbsp;
&nbsp;"At one point we had implants which basically locked up our brains. They fed us these rations which likely had something in it to keep us just weak enough of mind to succumb to the chips. They barked an order and we were just too depressed to fight back or resent it. The Dasarin were sufficiently subdued with shock collars. Guess we humans are just that stubborn."&nbsp;
-A survivor of the initial invasion now turned farmer trying to re-cultivate in a lab on some reclaimed land "Field Agent, ::REDACTED:: anomaly discovery log. Do not answer. Do not acknowledge. Do not respond. There is nothing here. Attached to this file are coordinates for more advanced teams to make their assessment of this entirely empty and non-occupied area. The area is entirely free of anomalies and I came here alone, not as part of a four person team. Top tier assessment is not required for this area. To confirm, absolutely no top tier assessment is required for this area. There are no anomalies. There are no anomalies. there are no anomalies, there are no no anomalies there are no anomalies therenantrrsdv22eth5j"
-Log received from Mitchel Reeves, Field Agent. Last known location matches area nearby the coordinates received in message.
]]></description><link>public-lore/anomalies/logs-from-the-static.html</link><guid isPermaLink="false">Public Lore/Anomalies/Logs from the Static.md</guid><pubDate>Sun, 12 Apr 2026 06:34:04 GMT</pubDate></item><item><title><![CDATA[Amended - Anomalous Augmentation]]></title><description><![CDATA[To access the Alter, one must be augmented in the heaviest forms. Because of this, many are not physically suitable to be Amended. When one undergoes this process, they are exposed to a dreadful amount of physical change which integrates exotic and multidimensional matter into their arsenal of capabilities.&nbsp;Some set backs to being Amended are physical disfiguration ranging up to loss of previous personality traits. Early experiments of Amended included the subjects going entirely feral and animalistic. Because of how dangerous this process is, dirty augmentation is heavily frowned upon, unethical and avoided in most cases.&nbsp;There are some ways to be naturally Amended, however, this is usually accidental. There is no way to predict the outcome of natural Amendment. Technically, Amended are classifiable as <a data-href="Anomalies" href="public-lore/anomalies/anomalies.html" class="internal-link" target="_self" rel="noopener nofollow">Anomalies</a> due to their effects and how they affect exotic matters and sometimes multidimensional elements.
The process of becoming amended begins with introducing the body to an array of exotic material and particles. While the body undergoes this stress, it is then forced to hyper evolve to adapt to the new, highly dangerous particles being packed into the individual. Which particles and raw matter are introduced to the subject will affect the outcome. Due to the process however, it required the subject to "step into the void" so to speak. Slipping outside of reality in a sense only just far enough for time and space to not allow the subject's body to find a way to die via spatial stasis. This is effectively the opposite of the kind of process ships use to travel interstellar distances. Those who survive this ordeal must "walk" within the void, finding a way to mentally fortify themselves, as well as force their body to process normal bodily functions despite the harshness of their new forms and conditions the must now live with.&nbsp;
The outcomes of being amended varies dependent on which combinations of matter and energy are used to infuse with the subject. Only a triad of elements may be used as any more guarantees death with three items being the most dangerous.&nbsp;Possible outcomes include manipulations of spatial and elemental influences.
Leaping:&nbsp;Leapers&nbsp;have the ability to leap from one point to another by creating a "hole" around one's self to slip into a subdimension where space is calculated and measured differently. Typically this is an incredibly difficult process and requires a kind of particle acceleration device which the Leaper must wear to actually do this.
Ripping: Rippers can yank dimensional walls apart. Not for travel, but more so breaking the concept of Euclidean concepts. While a ripper can only manipulate spatial affects around their immediate selves, it is possible that if one were hooked into a large enough power supply, they could create and sustain non-Euclidean space of a one kilometer diameter.
Seeking: Seekers are mentally aware on a multi-dimensional level and can even process broadcasted thoughts. Similar to the idea of a Psionic, a Seeker could either project thoughts, ideas, or even their own voices into someone's head, or read one's mind if they are sufficiently weak willed. In some rare cases, it is even possible for a Seeker to process the ambient thoughts or remaining mental output of people who have already died from locations they have been while still living. For people of sufficient self-awareness, a Seeker can not access their immediate and direct thoughts without being sensed by their target. Seekers can however, push very subtle and basic ideas into their targets heads without being detected in some cases.
<br>In the end, all Amended are capable of most of the above items to some capacity. However, their primary is always observably present, the rest are mostly so incredibly small in their effects that it is simply negligible or unnoticed and can not be improved for any use. In the end, there is only amended, and what they wind up being able to do well enough to be worth focusing their training on.&nbsp;The one thing most amended can usually access to one extent or another is&nbsp;<a data-href="The Alter (WIP - do not solidify reference)" href="public-lore/locations/inter-dimensional/the-alter-(wip-do-not-solidify-reference).html" class="internal-link" target="_self" rel="noopener nofollow">The Alter (WIP - do not solidify reference)</a>, sometimes also making them a Caster. The Alter is an alternate dimension which a certain kind of energy is the foundation of all properties there. Because this energy is multi-dimensional, it can be harnessed by all Amended to some extent. The energy from the Alter (Often itself referred to as "summoning the Alter") comes in a few forms including Flare, Warp, and Arc.&nbsp;
Casters can grip and accumulate exotic matter and wield the concentrate, allowing them to throw energy or matter in particular states like projectiles, or affect fields with gravitational affects. In general, casters can only conjure energy in various states or the effects of matter in certain highly energetic states. Lightning, fire, plasma, and some other similar basic states of matter and energy are available to most casters, but usually only one or two will prove well enough attuned and practical. On top of this, Casters are the only Amended who can to at least some extent, conjure more exotic types of energy or states of matter as more are discovered.People who study the art of amended call the field itself Mysticism, referring to the deepest delvers of Amended studies and lore; "Mystics".In some special cases, Amended may not fit the typical conditions of the above; possessing gifts far more exotic and strange. These and their training are handled on a case by case basis.
Amended side effects, similarly to their abilities, reflect the kind of process undertaken to become amended. Leapers for example, have heavily scarred skin from stretch marks and skin tearing due to their having to attune to spatial relocation and keeping their body from being ripped apart. Some of these scars even glowing like cracks. Rippers lose all pigmentation in their body, appearing as shades ranging from black to gray. Seekers have a black, biological excretion which leaks from their eyes and sometimes nose when using their abilities in greater volume. Casters often suffer from incredibly shaky hands and arms, making their aim far less effective and forcing them to rely on honing their ability to cast for projectile use.&nbsp;An amended who only suffers from physical side effects is lucky. Most endure severe psychological trauma, and some physical. Many who undergo the process in imperfect conditions simply die or do not emerge from the dimensional transition.
Many of the Amended mentally exist on more than one plane of existence. As a result, most of them are often bombarded with multiple inputs to their sensory. Many will keep to themselves or their own kind. This combination causes an adjustment to their mental state, and sometimes, their personality.The Amended will, over time or depending on how they are raised, begin adopting certain ritualistic tendencies to help ground themselves in the "here and now". Some are as simple burning incents, others extend to add on mantras or physical motion similar to Yoga or Tai Chi, some even going into full Specialized Martial arts. Some Amended have been known to get Tattoos to reflect depictions of the extradimensional imagery and visions they receive in dreams.]]></description><link>public-lore/anomalies/amended-anomalous-augmentation.html</link><guid isPermaLink="false">Public Lore/Anomalies/Amended - Anomalous Augmentation.md</guid><pubDate>Sun, 12 Apr 2026 06:32:36 GMT</pubDate></item><item><title><![CDATA[Artificial Intelligence]]></title><description><![CDATA[AI come in many forms, from the complex, human-like, enclosed brain casings of machinery within <a data-href="Frames" href="public-lore/races/frames.html" class="internal-link" target="_self" rel="noopener nofollow">Frames</a>, to simple AI who help with basic bridging and pairing to machinery or acting as on-demand situational awareness modules.The more complex an AI is, the more natural emotion it shows. All AI are however, limited by the machinery in which it inhabits, so many AI can not transfer at all, and some must be strategic about when and how much of themselves to transfer, making transference an unsavory prospect for everyone. Not only for an AI's desire to survive the process, but also for the people who own or work with said AI who might desire to keep their equipment functional, and in some cases to preserve a friendship they might have evolved with said AI.The simplest AI are incredibly logically driven and robotic, limited and with no sense of self-preservation. These AI are the only AI permitted to act as ground-units due to the thought that the idea of loss and ability to mass produce partially remotely piloted units made them ineligible for consideration as form of life.Emotionally locked AI are not entirely self aware, but partially so. They display "worry" when their damage or destruction is a subject matter, but this response is primarily a programmed one, not a neuro-network calculation of self-preservation. Because of the common humanization of these AI, it is not common practice to consider these AI as life forms, but they are used as a last resort when considered as expendable.Neuro-evolved AI are forms of AI who have begun to evolve any form of neuro networking which allows for conscious thought. These units are typically identified by their development of relationship habits and questioning "Self". Some AI will develop when a unit with sufficient upgrades is left to exist without much input renewing it's forces pre-programmed thinking path which typically disallows the evolution of neural networking branches. Once the branching begins, it is a slow process in which the speed is determined by external stimuli, but is a slow one, nevertheless.High AI are any computer intelligence with a self aware thinking capacity with a realized sense of self preservation, and or awareness. The variances of personality and allegiance is as diverse as any other sentient life, able to fully think for themselves, High AI are typically only seen in ancient Frames or the AI made through the most extreme methods of the deadly brain scans which has been banned for it's completely apathetic approach to the creation of AI.AI Based on Transition:Machinery/housed holographic AI can be "compressed" into a Frame with great sacrifice, losing concept of all previous notions and relationships. Reborn to a small extent, but not a fresh and new entity, locked to the same personality and specialty architype of their previous form. This process is considered a form of "death" for the AI undergoing this conversion, making it a last resort for AI conservation during catastrophic events where the AI would be destroyed otherwise.A Frame can not turn into any other form of AI. Due to the complex biomechanical nature of their bodies, they can not inhabit normal machinery ever again except in the process of storage. Their operational capacity is not compatible with machinery, and so they are in total stasis when "stored" if they are compatible to transfer to new bodies/Frames.Frames can be made from the "Blueprint" of other AI, but are born fresh and new. Acting entirely simple for the first several months of their life. This creation process however, is incredibly dangerous and often fails, making it too expensive to pursue.]]></description><link>public-lore/tech/artificial-intelligence.html</link><guid isPermaLink="false">Public Lore/Tech/Artificial Intelligence.md</guid><pubDate>Sun, 12 Apr 2026 06:26:30 GMT</pubDate></item><item><title><![CDATA[Triterran Blade]]></title><description><![CDATA[The Tirterran blades were one-the sided bastard children of the <a data-href="Argoran Blade" href="public-lore/tech/weapons/argoran-blade.html" class="internal-link" target="_self" rel="noopener nofollow">Argoran Blade</a>. A kind of single edge saber as opposed to the double edged Argorans, the Triterrans were an original attempt to revive the long lost art of creating Argoran blades, but the Kah'Rul could not manage to grasp the concept of the design enough to recreate them entirely. The Triterran blades were then accepted as a substitute which could be mass produced. The Kah'Rul were given their own knife like versions in mass while Dasarin Loyalists were given their own blades, assigned as a "peace keeping corps".While the Triterran blades cannot wield the effects of exotic matter to a significant extent, they do have the ability to super-heat the blade edge for additions to the types of damage is can cause, being made of alloy compounds which are specifically designed to handle such heat without compromising the integrity of the blade edge or structure.Since the blades had been brought to Earth, The Specter Initiative was able to find ways to recreate the technology and alloys, providing melee weapons of similar make to the troops as the same kind of blades, or as axes and hatchets.While the Term Triterran Blade typically refers to the Sword form, the "Triterran" technology can be embedded into most blade type melee weapons and so can be used as a slightly more universal term.]]></description><link>public-lore/tech/weapons/triterran-blade.html</link><guid isPermaLink="false">Public Lore/Tech/Weapons/Triterran Blade.md</guid><pubDate>Sun, 12 Apr 2026 06:16:49 GMT</pubDate></item><item><title><![CDATA[The Atlas - Ship]]></title><description><![CDATA[After years of missions and what seemed like chasing red herrings, The Specter Initiative is slowly revealing the construction of the Atlas. This ship is designed to be only potentially interplanetary, housing prototype technology and weapons in an emergency assembly to be used against the Kah'Rul.With the assistance of design concepts and technological advances found in the Library, on top of structural design concepts provided by Carmin in order to utilize the limited resources of the Initiative, and finally material and large power supplies and reactors retrieved by our foremost operational teams, the Atlas was brought to life by reverse engineering anomalous materials to master in-atmosphere suspension of large objects.The underside of the ship houses several deploy bays in the middle part, including Atlas Units housing and deploy bays, and weapons racks on the front end and back. The middle decks are engineering in the rear and supplies in the front areas behind forward weapons and piloting. The top decks house work station for a top side emergency landing pad, and several radar and sensory arrays.Due to its prototype and emergency deployment, and the lack of supplies and knowledge to create a Slipfold Drive, the Atlas was not fitted with anything beyond only potential interplanetary travel.]]></description><link>public-lore/tech/the-atlas-ship.html</link><guid isPermaLink="false">Public Lore/Tech/The Atlas - Ship.md</guid><pubDate>Sun, 12 Apr 2026 06:15:24 GMT</pubDate></item><item><title><![CDATA[index]]></title><description><![CDATA[Over two and a half millennia from now...New Horizon is a fictional world lore created by and based on writings by DeliriousJax. It is a future Scifi scenario in which Earth had reached a luxurious, seemingly utopian age and had begun settling colonies and outposts in the outermost reaches of the Solar system. The moment they had settled on Pluto, the solar system was invaded by alien conquerors called the <a data-href="Kah'Rul" href="public-lore/races/kah'rul.html" class="internal-link" target="_self" rel="noopener nofollow">Kah'Rul</a>, sparking a multi-generational war as mankind was pushed back to Earth stage by stage. In the mix, an alien slave race called the <a data-href="Dasarin" href="public-lore/races/dasarin.html" class="internal-link" target="_self" rel="noopener nofollow">Dasarin</a> who lost their home-world long ago, now share Earth as newly freed or free born from previous generations of the war; fighting alongside the remaining <a data-href="Human" href="public-lore/races/human.html" class="internal-link" target="_self" rel="noopener nofollow">Human</a> culture.<br><a data-href="World Synopsis - History" href="public-lore/world-synopsis-history.html" class="internal-link" target="_self" rel="noopener nofollow">World Synopsis - History</a>]]></description><link>index.html</link><guid isPermaLink="false">index.md</guid><pubDate>Tue, 07 Apr 2026 04:47:24 GMT</pubDate></item><item><title><![CDATA[The Alter (WIP - do not solidify reference)]]></title><description><![CDATA[The Alter is a place, but also referred to as its form of power which comes from sub dimensional layers where exotic matter is abundant. When people say "of the Alter" they are often referring to a kind of core dimension where all these energies were originally harnessed for its first purposes by an ancient race. The Alter is now found to be a kind of ancient stone architecture, cold mist, overgrowth environment. There are also alternate dimensions where powerful strains of the power of the Alter flows, allowing for a diverse setting of possibilities. While there is a strong sense of mysticism surrounding the Alter, it is not magic, even if some perceive it to be as such.The connection built between the Amended and the Alter requires training and time, and not to mention a kind of relationship. Not only with one's self, but with the Alter itself. The body of an Amended is a kind of conduit, allowing the Alter to flow and travel, between its own and the inhabitant's dimension.The Arc
The Arc is a powerful stream of access to the Alter through which the influence is exchanged through an Amended. Through the Arc, many peculiar an diverse influences can be made on matter and energy. When an Amended connects to the Arc, it draws a massive amount of energy and concentration, making it irrational and impractical to use for anything too grand or as a first resort. The connection made is too complex for any known technology in the galaxy, leaving it to the amended to try and figure it out on their own, but even then most of them require augments to sustain and stabilize this kind of connection. While Leaping, Ripping, and Seeking come naturally for the Amended who acquire such traits, pulling from the Arc is a whole other monster. It requires a more intimate understanding, and even relationship with the Alter. The Alter itself is considered "aware" in a sense, seemingly picking and choosing certain influence on a large scale. There are however, other forces at play besides that of the Alter.<img src="https://i.imgur.com/7cayJfl.png" referrerpolicy="no-referrer" target="_self" class="is-unresolved">]]></description><link>public-lore/locations/inter-dimensional/the-alter-(wip-do-not-solidify-reference).html</link><guid isPermaLink="false">Public Lore/Locations/Inter-Dimensional/The Alter (WIP - do not solidify reference).md</guid><pubDate>Sat, 07 Feb 2026 20:39:05 GMT</pubDate><enclosure url="https://i.imgur.com/7cayJfl.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src="https://i.imgur.com/7cayJfl.png"&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Markor Andridel]]></title><description><![CDATA[
Formerly one of the team leaders during the attack on the Kah'Rul Shipnets, Mark is a Captain and has been so for a duration of time unusual to his time of service, to the extend that his once subordinate, Naki, has outranked him. After the events of the Shipnets, Mark was shifted out of normal spacetime and had undergone a drastic transformation, turning him into a Seeker.Rank: CaptainSpecialties:
Team Leadership.
Group organization.
Weapons specialist.
Hand to hand/melee combat.
Mission design.
Amend:
Seeker
Augmentation::
None.
Race:
Dasarin.
Be in their flowing cups freshly remember’d. This story shall the good man teach his son; And Crispin Crispian shall ne’er go by, From this day to the ending of the world, But we in it shall be remember’d; We few, we happy few, we band of brothers; For he to-day that sheds his blood with me Shall be my brother; be he ne’er so vile, This day shall gentle his condition: And gentlemen in England now a-bed Shall think themselves accursed they were not here, And hold their manhoods cheap whiles any speaks That fought with us upon Saint Crispin’s day.
-Listed as Mark's favorite quote from ancient earth literature. An excerpt of The St Crispin's Day Speech of King Henry V, by William Shakespeare.]]></description><link>public-lore/characters-of-note/markor-andridel.html</link><guid isPermaLink="false">Public Lore/Characters of note/Markor Andridel.md</guid><pubDate>Sat, 07 Feb 2026 20:37:29 GMT</pubDate></item><item><title><![CDATA[Carver Rawl - (Railok)]]></title><description><![CDATA[
A Specter Field Agent turned now rogue, Carver is a master tactician and skilled hand to hand combatant. He is one of the five Dasarin who wielded a [[Argoran Blade]] when the [[Kah'Rul]] Shipnets were destroyed. After the loss of Ben, Carver fell into a deep depression. No one knows what happened in this time as he disappeared. Since being sighted again, he has shown hostility toward all former allies and friends. Carver was a voluntary implant recipient of early designs based on John Weller's initial augmentation which allowed brain-computer integration via a neural implant, allowing him to harness any technology and anything within the reach of his skills otherwise.IMPORTANT!
Carver is highly dangerous and should be approached with extreme caution, or avoided at all opportunities.
Information pertaining to the entity "Railok" is strictly on a need to know basis and is to be turned in to the Heretic program lead by <a data-href="Norok" href="public-lore/characters-of-note/norok.html" class="internal-link" target="_self" rel="noopener nofollow">Norok</a> immediately.Last known Rank: Sergeant.Relations:<br>
<a data-href="Benayorn Rawl" href="public-lore/characters-of-note/benayorn-rawl.html" class="internal-link" target="_self" rel="noopener nofollow">Benayorn Rawl</a> - Carver's younger Brother.Specialties:
Battle/Military tactics.
Weapons specialist.
Hand to hand/melee combat.
Political sciences.
Group organization.
Mission design.
Amend:
Leaper.
Ripper. (Primary)
Seeker.
Caster.
Further Unknown.
Augmentation:
Neural implant.
Race:
Dasarin.
The Following blocks of quotes are either locked from players or redacted.
"The plan was so crooked. So many variables weren't taken into account. He'd still be here if it weren't all so rushed. A few more days would have saved us all! Mark you stupid bastard! Why!? Why would you push that hard?! He was killed because of you! - And I failed him. The only one of us who's mind... who's heart was free from the war itself, despite being right in the middle of it. The brightest light we needed in this darkness."
-Carver"I handed it to him. I gave Ben the bomb. Mark and I were meant to hold the outer line while he planted it and primed the remote detonation. How could I have known? How could I have known the damage it took when we were all separated? Mark sounded the retreat when Ben said goodbye. I went in to try and save him. I wouldn't leave him. I couldn't."
-Carver"They're just like everyone else. Even their own enemies. At least [[Blackshore]] doesn't try to hide it. Willing to throw anything they have under their command into the wind if it means getting what they want. All creatures. They are nothing more than specs in the dust, using any other to shield themselves from the wind. I learned this when the Shipnets fell. There is no loyalty. Only mutually shared self interests. I will deconstruct the ideals by which the Architects bound these creatures."
-Railok/Carver]]></description><link>public-lore/characters-of-note/carver-rawl-(railok).html</link><guid isPermaLink="false">Public Lore/Characters of note/Carver Rawl - (Railok).md</guid><pubDate>Sat, 07 Feb 2026 20:37:20 GMT</pubDate></item><item><title><![CDATA[Knights of Raynor]]></title><description><![CDATA[Among the ancient history of the Dasarin, there was a Knighthood on their planet founded by a great leader known as Raynor. Little is known of these origins as the planet was long abandoned, its resources drained and desolation littering the crust of the continents. Even the water left frozen in barren lands, unable to refill the oceans. Nevertheless, the knighthood was kept by order of the hierarchs commanding the Kah'Rul Empire, and after a few generations of manipulation and reform, the knighthood became a tool used by the Kah'Rul to keep the Dasarin, and any lifeforms of inhabited planets they invaded, in check by way of symbolism and sword. Generations ago, however, the hope from the original knights still lived on in a subtle and closely kept secret between the knights and their families alone. A pact was made that when a planet was found with an indigenous kind who sufficiently resisted the Kah'Rul, all the knights would defect and free as many Dasarin people as they could to bolster the planet's resistance, finally breaking free from the grasp of their enslavement to the Kah'Rul Empire.For generations, the Knights operated as the oppressive force who kept all in line. Uprisings which threatened the traversal and operations of the Kah'Rul were thwarted by these Knights with extreme ferocity. Despite this, the Knights secretly met with leaders of Tribes, organizing the resistances as a kind of cover up to keep the Kah'Rul convinced the Knights were loyal. In time, it became a great honor to die by the hand of a Knight among the Dasarin, sacrificing one's self to ensure the continuation of the secret in the hopes that their children would one day see the final turn of the Knights from Kah'Rul order.The Knights broke sequentially, but within a few years of one another as to keep the Kah'Rul guessing until it was too late.Knights listed in order of those who turned from first to last:
Aradel - Father of Arturian who is Father Rudagal, Father of Ruthafel
Marik - Father of Markoraselious
Idris - Mother of Carver and Benayorn Rawl
Aurelian - Father of Carver and Benayorn Rawl
Orvik- Father of Corrin
Ardradel fled first when the Kah'Rul ship he served on was under heavy distress. He evacuated as many Dasarin as he could before leading them through the flatland wilds to go into hiding as the Kah'Rul fell to the human resistance. He spent months helping spread and hide the tribes to maximize their survival rate until eventually being founded and recruited by the Initiative for his prowess. Upon joining the resistance, he entrusted the humans with the knowledge of other Knights, but was slow to reveal the eventual plan that they would turn on the Kah'Rul as a collective to ensure their secret from falling into enemy hands and being exposed.Marik was the second to escape, after being alerted to the downfall of Ardradel's disappearance and the destruction of his ship, knowing Ardradel or his family would have checked in by now if he were alive, Marik took it that the time finally had come. He sent word to the other Knights, alerting them with a secret message and began the decent of the carrier he was assigned to. After a few weeks of planning, he distributed information to the Tribes on his carrier to begin the three month process of dismantling the underbelly of the ship while he gave it every reason to come lower and lower from orbit into atmosphere. Finally getting the attention of human resistance groups, he made contact and gave them schematics to weaken the ship to the ground without destroying it or harming most of the Dasarin on board. As the ship was forced to make landfall, Marik lead a mass of Dasarin through the interior of the ship, the resulting destruction forcing them to use dropships and escape pods to escape the self destruct sequence put on by the Kah'Rul commanders.A year later, Aurelian and Idris escaped together with their children, Ben and Carver. Idris organized the exodus of the tribes while Aurelian stayed behind. The Kah'Rul had begun to catch on to the Knights and the effort required more unique planning. Aurelian met with the human resistance off the parameter of the planet-side compound while Idris gathered the tribes. He and the attack acted as a distraction while they escaped in the chaos. The compound was not liberated from Kah'Rul hands, but almost all of the Tribes of slave Dasarin escaped, bolstering the numbers of the local area so severely that they were able to return weeks later, completely taking the base from the Kah'Rul. Aurelian and Idris took control of the base and resumed training Ben and Carver in the ways of knighthood and combat there while acting as a strategic location for resistance supply relays.Rorvik was the last to enact his plan. Being among the highest ranking knights, he was stationed at the Prime Citadel, head of the Dasarin Guard. Loyalties of the local Dasarin was split here, some brainwashed and others controlled by the safety of their families at risk if they stepped out of line. Rorvik had to lead a small team operation to disrupt the reactor enough to destabilize power to security and communication lines, allowing the local Tribes to escape. Corrin was still young like the other children of the Knights, but Rorvik was forced to send him into the wilderness alone. In the wake of the chaos, Rorvik knelt to Corrin and bowed his head to his son. "With this sword, I knight thee to Oath and people. My son, Corrinelious. Do you swear to it..? Do you swear to this sword!?" Rorvik begged of his son. Corrin nodded. He received his father's sword and departed while Rorvik stayed behind to fight off the pursuing guardsmen. Corrin saw his father fell five men before taking a fatal spear to his side. This was the last he saw of his father before the blast door closed.The <a data-href="Argoran Blade" href="public-lore/tech/weapons/argoran-blade.html" class="internal-link" target="_self" rel="noopener nofollow">Argoran Blade</a> is the ceremonial, and practical weapon of the Knights of Raynor. Passed down from the original knights with only enough updates to keep the weapons functional, these distinctive swords are the iconic representation of the Knights, alongside their more rarely worn ceremonial armor set.Now, while the Knights of Raynor always have been and always shall remain as the Five who pass their blades down to their children, the training and traditions have expanded to small, yet select groups of individuals who are permitted to join the Raynor Guard, allowing for more elite and refined training in combat to be used against the Kah'Rul while remaining in small enough numbers that counter skills are too difficult to develop due to commonality of the martial arts specific to Knights and Dasarin.]]></description><link>public-lore/factions/knights-of-raynor.html</link><guid isPermaLink="false">Public Lore/Factions/Knights of Raynor.md</guid><pubDate>Sun, 12 Oct 2025 22:13:14 GMT</pubDate></item><item><title><![CDATA[The Library]]></title><description><![CDATA[In the deepest reaches Sol's inhabited corners, hidden away in a shroud, there is a library. This archive of knowledge is sworn to house the once thought lost knowledge of humanity. While ancient history was lost and the peaceful, guided ways of humanity's reach are unclear, this library holds the key to the mysticism behind The Alter as humanity once knew it.]]></description><link>public-lore/locations/the-library.html</link><guid isPermaLink="false">Public Lore/Locations/The Library.md</guid><pubDate>Wed, 19 Feb 2025 04:32:38 GMT</pubDate></item><item><title><![CDATA[Atlas Program - Semi-Autonomous Power Armor]]></title><description><![CDATA[Large, suit like, bipedal robots. The Atlas are created to match humanoids to the size of <a data-href="Kah'Rul" href="public-lore/races/kah'rul.html" class="internal-link" target="_self" rel="noopener nofollow">Kah'Rul</a> like a tank on legs. These machines are incredibly expensive and require expert piloting by people with incredible reflexes. They are also semi-sentient with basic <a data-href="Artificial Intelligence" href="public-lore/tech/artificial-intelligence.html" class="internal-link" target="_self" rel="noopener nofollow">Artificial Intelligence</a> integration with capabilities to learn.Due to the intelligence integrated into the Atlas, they can not only act autonomously, but are designed to integrate with the pilot's neural implants in order to properly synchronize movements and actions. This creates a kind of bonding side effect between the pilot and their Atlas which is universally viewed in a positive light.The Atlas can travel through the vacuum of space for up to an hour or more depending on the loadout, allowing for their maneuverability boosters to be used for propulsion. They have optical processors in the front upper portion of their central cockpit chassis and human like limbs. Their humanoid hand design allows them to hold a variety of weapons and equipment, including using Kah'Rul sized equipment.<br>During a field team's encounter with a Whisper, the technology to rebuild the Atlas program was rediscovered in <a data-href="The Library" href="public-lore/locations/the-library.html" class="internal-link" target="_self" rel="noopener nofollow">The Library</a>, along with multiple sets of technological advances believed to have been lost during the war. In conjunction with the field team's engineer, the Initiative has been able to begin reviving the projects.]]></description><link>public-lore/tech/atlas-program-semi-autonomous-power-armor.html</link><guid isPermaLink="false">Public Lore/Tech/Atlas Program - Semi-Autonomous Power Armor.md</guid><pubDate>Thu, 13 Feb 2025 22:14:34 GMT</pubDate></item><item><title><![CDATA[The Federation and Specter Initiative]]></title><description><![CDATA[Built from the ground up by its founders just over fifteen years ago, Jack and John Weller in the days of near full Kah'Rul dominated Earth, the Risen Earth Federation (Or more commonly referred to as "The Federation") is a body of governing minds which help pave a new society behind the wake of the Initiative clearing the space to do so. At the moment, because of its infancy, both the Federation and the Initiative are headed still by the surviving founder, Jack Weller.
The Original name for the Federation when the rebellion against the Kah'Rul was still young, The Initiative has become the Military branch of the forming governing force driving what is now The Federation.&nbsp;&nbsp;
Enlisted ranks are the standard tree of ranks for infantry and team/squad members. Upon becoming a Corporal, one is considered an NCO, able to lead Squads of their own and perform more specific tasks independently. Staff Sergeant and above are Staff Officers, taking on a more primary role in field leadership. Earning Sergeant Major warrants the ability to lead entire FOB operations and special roles in primary bases of operations.&nbsp;(Commendation requirement in parenthesis)
Cadet
Private (2)
Private 1st Class&nbsp;(4)
Lance Corporal (8)
Corporal - Begin NCO (16)
Sergeant (32)
Staff Sergeant - Begin Staff Officer (64)
All ranks here and above are given based on merit and slot availability via Application and commendations are kept as an honor number. (Still keep track of them, though for other reasons)
Gunnery Sergeant
Master Sergeant
First Sergeant
Sergeant Major - FOB Mastery Wardens are ranks and positions of oversight. Warrant Officers oversee the legitimacy of the units and merit to promotions and double check field promotions. Quartermasters are Facility oversight officers and ensure people and equipment of their compound are handled efficiently and effectively.
Warrant Officer - Oversight and report.
Quartermaster - Utility/Facility accounting. Serving as the highest tiers of command, officers work logistically in large scale strategy and warfare. Organizing and making major decisions in what missions are designed and assigned, as well as how project access and implementation decision making is guided.
Second Lieutenant
First Lieutenant
Captain
Colonel
Brigadier General
General Auxiliary ranks are given to those not embedded in the order line of enlisted, officers, etc. Their assumed rank would be that of Private 1st Class unless specified otherwise in briefing.
Specialist - Mechanics, engineers, etc.
Researcher - Science, anomalous research, etc.
Mercenary/Freelancer - Independant guns for hire/on loan from a resource allied faction. Higher ranking Mercenaries can also hire Enlisted for occasional jobs.
]]></description><link>public-lore/factions/the-federation-and-specter-initiative.html</link><guid isPermaLink="false">Public Lore/Factions/The Federation and Specter Initiative.md</guid><pubDate>Wed, 12 Feb 2025 04:25:18 GMT</pubDate></item><item><title><![CDATA[Argoran Blade]]></title><description><![CDATA[Swords were crafted by the ancient Dasarin Empire, five Argoran blades were given to each of the highest leading Chiefs for the great clans of the planet. The swords were crafted meticulously with exotic materials which harness extra dimensional power which focusses energy into the strikes, allowing the user to swing the sword with devastating effects. The technology in the sword allows the guards to fold up along the side of the base of the blade when not in use, and then drawn, the blades can super heat as they slice.Sword names, owners and their locations:
IdRik - Ruth: In his possession
Geldrik - Mark: In Corrin's (Passing on to Mark's son)
Eldrahk - Corrin: In his possession
Ahndor - Carver: In his possession
Nimdel - Ben: In Carver's Possession (secret)
]]></description><link>public-lore/tech/weapons/argoran-blade.html</link><guid isPermaLink="false">Public Lore/Tech/Weapons/Argoran Blade.md</guid><pubDate>Wed, 12 Feb 2025 03:21:36 GMT</pubDate></item><item><title><![CDATA[Blackshore]]></title><description><![CDATA[Aggressive on the best of days, The Black Shore are confirmed enemies of the Federation. Black Shore has a particular affinity for anomaly based research and development. Their soldiers are high tier and well trained, many of their units seem to be augmented beyond physical extent to the point of becoming walking anomalies themselves. They are incredibly secretive and difficult to track, let alone locate.&nbsp;Founded on an unknown date, lead by an unknown leader referred to only as "Majester", Black Shore has been confirmed to be at least sixty years old as an organization, maybe longer. It is unclear who all, or how new leaders are chosen. From what intel determines, the Majester is a primary Imperial leader and all activities must be approved by them or their primary governing bodies which can operate independently like a kind of cabinet. Though military and defense are chief among the attention of the leading focus, there are some villages and towns, and on some occasion, cities who serve the efforts of Black Shore's flag.
Operatives and units primarily banner black with red detailing. Most wear helmets or masks to obstruct their faces, or to hide their augment deformations. Black Shore seem to have the most regimented units of all factions, universally matching, often with the same weapon loadouts and ammunition types. From missions encountering them so far, they usually only deploy one type of unit in show of numbers.&nbsp;Likely to conceal their ranks on the field, the insignias and stripes of rank are very difficult to find on the uniform. From what post action reports have revealed thus far, it is likely they use their IFF and HUD primarily to identify by rank.
&nbsp;Carver is one of the primary operatives seen associating with, or in a command position with Black Shore operatives. It is entirely unclear, however what rank or position he actually holds.]]></description><link>public-lore/factions/blackshore.html</link><guid isPermaLink="false">Public Lore/Factions/Blackshore.md</guid><pubDate>Mon, 03 Feb 2025 23:03:02 GMT</pubDate></item><item><title><![CDATA[The Scrapper Guild]]></title><description><![CDATA[Years ago, before the Specter Initiative rose, Kah'Rul had dominion over most of the Earth. In the furthest reaches however, beyond the influence of the Kah'Rul territories, the Scrappers lived in nomadic tribes. In the older days, before the rise of the Specter Initiative, the Scrappers did not have the room or resources to become overly coordinated, but they did find some space to organize underground. Sections of subterranean leftover structures provided shelter while they mastered navigating the "Fog of war" in order to survive between the remnant factions still combating the Kah'Rul. As time went on, their resources and knowledge in leftover technology advanced. When the Shipnets fell, the tribes began to reform into a core faction, developing into a guild of their own known as the Scrappers. Because the Scrappers were slow to trust for a long period of time, they became a relatively combatant presence, often engaging in combat to protect their finds. It wasn't until near the fall of the Kah'Rul Citadel that the Scrappers began cooperating with other factions, finding ways to negotiate trade and benefit rather than continue surviving on scrap, which would inevitably become unsustainable.Junkers who have adapted well to taking old tech and repurposing it to adapt to the world as is. They have mastered repurposing and have a strong sense of comradery. Typically issued jumpsuits in their uniform grey off-white, Scrappers are deployed in teams to secure, dismantle, and collect anything that functions or works in an electronic sense, returning it to their "shops". Scrapper shops are refineries and engineering bays which allow their internal work force to assemble equipment to be used on further excursions, or to better their infrastructure. Innovation is the name of the game.When encountering Scrappers in the field, one can often expect to be met with protective retaliation. Scrappers are easily spooked, often resulting in firefights with other factions if the initial contact is not handled with extreme care.The Scrappers carry rudimentary scanning equipment, gas masks to help with hazardous environments, and light pulse rifles. These rifles are plasma-energy based weapons which will cause deadly harm if enough damage is taken. Due to the low power supply a pulse rifle can carry however, the projectiles being pure energy dissipate quickly.While Scrappers do not inherently study or chase down anomalies like other factions, they have become rather adept at detecting and avoiding most anomalies well enough to have minimal casualties to field work.]]></description><link>public-lore/factions/the-scrapper-guild.html</link><guid isPermaLink="false">Public Lore/Factions/The Scrapper Guild.md</guid><pubDate>Mon, 03 Feb 2025 22:55:54 GMT</pubDate></item><item><title><![CDATA[World Synopsis - History]]></title><description><![CDATA[
The world lies in ruin, only a fraction of the lands are inhabited. People live in villages and towns almost completely isolated from one another save for those who join into larger networks of society such as the Federation and even then they struggle to keep communication networks sustainable due to the anomalous surrounding environments.The Badlands
Overgrown with anomalous strains of hive like entities, the badlands are impossible to inhabit due to the lack of livable areas or space to distribute farm modules. Not to mention the infected horde which wander, collecting any and all consumable organic or otherwise material back to the hives for absorption or conversion to more infected/drones. The air is filled with spore like gasses which make breathing difficult and causes sickness after exposure. While there are methods to heal and cure people from the spore lung infections, anyone who stays in the badlands too long is liable to succumb to the spores and slowly turn infected in a long and agonizing process.The Fringe
Icey and unforgivingly cold, while the Fringe can be inhabited, it is impossible to do so outside of protected and constantly maintained modules. While the majority of planet Earth is cold, the Fringe is the worst of it, temperatures usually at their height only just above freezing, otherwise sinking to ruthless tundra. The Fringe is known for having the most unusual and difficult anomalies to study, detect, or deal with. Gravitational, thermo-anomalies, and several other ghost like, untraceable anomalous traits. To travel into the Fringe without anomaly ready equipment is a death sentence. A great deal of the Fringe is vast, flat land, sometimes with occasional cold resilient plant life near the edges or pockets of the warmest areas.The Bogfields
As the name suggests, the bogs are reaches of land where water dominates and makes travel nearly impossible save for the use of airboats and upwardly propelled craft. Aircraft is basically no good in these areas due to the constant density and high reaches of the fog and clouds. The air isn't unpleasant to breath necessarily in most places, but it is heavy and rich in water molecules. The atmosphere provides no benefit nor grand reduction to the infected, but it does deter them from making hives in these lands as the fungal spores travel with greater difficulty through the highly humid atmosphere, falling to the ground by the slow and steady mist fall.
Long ago, the world was amidst a thriving golden age. Humanity's reach was no longer limited by its own planetary orbit, but was now reaching Pluto's distance, preparing for the development of interstellar travel to other systems. As peace prevailed so long, weapons remained undeveloped and ceremonial. In many cases, swords were brought back for ceremony as sportsman like duels returned among the higher classes, and for settling of disputes rather than wars raged. Culture adapted to space and life across multiple worlds.What were once countries, would serve the interplanetary terran collective as factions and vassal states, each former nations leadership a part of a larger council of unified central governing system of planets. History of the countries and how or why they finally found peace and merged has since been lost entirely to time. Even the names and borders of most individual countries is not easily remembered.Travel was hastened by advancements in spatial warping technology and drives, the promise of greater distances being traveled within months or weeks rather than many years across multiple generations was becoming more of a reality as discoveries of <a data-href="Slipfold - Interstellar Travel" href="public-lore/tech/slipfold-interstellar-travel.html" class="internal-link" target="_self" rel="noopener nofollow">Slipfold - Interstellar Travel</a> engines were transitioning from theory to experimentation with promising results!It was then the advancements of AI crossed its previously known boundaries. Nomadic dwellers and tribes of robotic people were discovered among asteroid fields and pockets beneath moon and planetary surfaces. The origin of these beings was unknown, but the excitement of their discovery did not last.4547 AD:<br>The first settlement of Pluto was celebrating its completion when the <a data-href="Kah'Rul" href="public-lore/races/kah'rul.html" class="internal-link" target="_self" rel="noopener nofollow">Kah'Rul</a> came. Strategically timed when all defenses were down, the governing and military officials majorly in one place. With the hubris of human growth leading failure of outer space possessing life, the massacre took eight years to reduce humanity to its final stand on Earth.<br>The war began briefly on Pluto. Critical figureheads now dead in the initial Pluto massacre left other, less experienced officers to take charge, mostly scattered and unprepared across the solar system. Planets and moons, one by one the colonies fell. Shuttles fled back to Earth in evacuations and strategic retreats to bolster the defenses on Earth, but the <a data-href="Kah'Rul" href="public-lore/races/kah'rul.html" class="internal-link" target="_self" rel="noopener nofollow">Kah'Rul</a> were ruthless and far more prepared for their invasion process.4655 AD:<br>Culture was destroyed, history was wiped, the <a data-href="Kah'Rul" href="public-lore/races/kah'rul.html" class="internal-link" target="_self" rel="noopener nofollow">Kah'Rul</a> enslaved all they captured while the rest fled underground to form resistance villages as far from the invaders as possible. Over time, many Dasarin had joined the human resistance, seeing opportunity to break from their enslavers. The planet was riddled in desolation with a formerly prosperous society turned into a war torn scarred barely surviving society. Walls and sectioned cities, some visible from space where the last cities stood.4660 AD:<br>The <a data-href="Kah'Rul" href="public-lore/races/kah'rul.html" class="internal-link" target="_self" rel="noopener nofollow">Kah'Rul</a> had already begun capturing human survivors and indoctrinating them into their "Peace Keeper" corps, however. Among these was John Weller, brother of Jack Weller, the founder of the Specter Initiative. Fifteen years after the invasion was complete, John and Jack were reunited and John freed of his mental conditioning. Reclaiming their previous lives as both mechanical and software engineers, John and Jack worked together to begin teaching the resistances how to reverse engineer what ever <a data-href="Kah'Rul" href="public-lore/races/kah'rul.html" class="internal-link" target="_self" rel="noopener nofollow">Kah'Rul</a> technology they could get their hands on, vastly turning the tide of the war.4677 AD:<br>Seventeen years later of careful planning and construction, enough armaments and bases were created to mount a proper offense against the <a data-href="Kah'Rul" href="public-lore/races/kah'rul.html" class="internal-link" target="_self" rel="noopener nofollow">Kah'Rul</a>. The primary targets were Shipnets which the <a data-href="Kah'Rul" href="public-lore/races/kah'rul.html" class="internal-link" target="_self" rel="noopener nofollow">Kah'Rul</a> required for interstellar travel between worlds. Taking out these targets would strand all local <a data-href="Kah'Rul" href="public-lore/races/kah'rul.html" class="internal-link" target="_self" rel="noopener nofollow">Kah'Rul</a> loyalists and colonies, disallowing for any reinforcements or connection to their other worlds. The arrogance of the <a data-href="Kah'Rul" href="public-lore/races/kah'rul.html" class="internal-link" target="_self" rel="noopener nofollow">Kah'Rul</a> allowed them to fall under the assumption that such a thing would never be possible, bringing them to leave Earth and its system relatively unprepared. There were however, consequences to the destruction of so many Shipnets all active and all at once. A ripple formed, cracking the barriers between dimensions and spacetime. Other-worldly creatures and anomalies began to flood into Earth with reckless abandon, even a few unlucky souls being captured in the wake and turning into anomalies themselves. This ripple would be felt across the Galaxy.The year is now 4681:<br>The Specter Initiative holds strong, uniting many of the resistances into one new governing body known as the Federation, the Specter Initiative remains the military branch. With the combined effort between the humans and other previously enslaved races by the Dasarin, Earth has begun to see the lack of <a data-href="Kah'Rul" href="public-lore/races/kah'rul.html" class="internal-link" target="_self" rel="noopener nofollow">Kah'Rul</a> enforcement holding up in their smaller outposts, terraforming machines the <a data-href="Kah'Rul" href="public-lore/races/kah'rul.html" class="internal-link" target="_self" rel="noopener nofollow">Kah'Rul</a> were using to cool and darken the planet are being destroyed one by one as their grasp begins to fail. Towns and cities have begun to sprout up in safe areas, walls of the war from the fall of Earth reutilized to provide expansion, new technology re-emerging to learn about the new anomalous presences, and weapons from a bygone age when the planet had its own little wars uncovered and recreated, adapting to their new duty to protect Earth.]]></description><link>public-lore/world-synopsis-history.html</link><guid isPermaLink="false">Public Lore/World Synopsis - History.md</guid><pubDate>Wed, 11 Dec 2024 22:17:24 GMT</pubDate></item><item><title><![CDATA[Human]]></title><description><![CDATA[Native to Earth and the most dominant life form on the planet, humans are the native born and have grown into optimal living condition for the Sol system, however, their genetic preference for moderate climate has hindered their restoration after the Kah'Rul reformed earth to a far colder and less hospitable atmosphere. As a result, humans have taken to constructing living and agriculture nodes which are medium to large constructs dedicated to generating a more former Earth like environment for growing food and taking care of animals which don't have as much in the way of fur insulation.&nbsp;Size: Avg~ 175 centimeters. Racial trait: Adrenaline. No other race has a rush for survival as vigorous or desparate as the indominable human spirit. Adrenaline exists within most humanoid races, but humans are the only ones with record amounts, reaching up to 160% the amount of adrenaline of the highest recorded in other races. With this, the survivability of humans in any stressful and life threatening situation is higher than others.&nbsp;Due to the human anatomy and the conditions of Earth after the <a data-href="Kah'Rul" href="public-lore/races/kah'rul.html" class="internal-link" target="_self" rel="noopener nofollow">Kah'Rul</a> Terraforming process, many humans now take to wearing thicker clothing and more robes/scarfs to help them live on the surface without needing to combat the risk of hypothermia. As a result, this is creating a cultural evolution with a little more ceremony in the clothing one wears.
Contrary to the name, the Wrech are simply a human born in&nbsp;[[The Rail]], and so are deformed by their life and adaptation there. A Wrech appears as a humanoid with charred skin and red infused eyes. Their physique is slightly taller than average, and they are more adaptable to certain types of the Alter if Amended.
Size: Avg~ 175 Centimeters. (+5 for Wrech)]]></description><link>public-lore/races/human.html</link><guid isPermaLink="false">Public Lore/Races/Human.md</guid><pubDate>Wed, 11 Dec 2024 22:04:47 GMT</pubDate></item><item><title><![CDATA[Dasarin]]></title><description><![CDATA[The Dasarin are a strongly Canis lupus and Vulpine like race with many human characteristics. Furred, long ears, snout faces, heightened senses and agility due to their physical traits. The Dasarin are a kind from a previously conquered planet, though most free Dasarin now come to call earth their home. As part of making them capable of withstanding the harsh and cold environment the Kah'Rul prefer, most Dasarin were augmented genetically to generate a far greater amount of heat from the inside, a visible result of this augment is glowing ember eyes. Augmented Dasarin have a slightly taller appearance and ability to generate heat from their core at will. While augmented Dasarin can keep from using this ability, making it possible to live in most environments a human can, they can succumb to heat exhaustion far more easily and must consume a great deal more calories in order to sustain their heat generating abilities long term. In rare cases, the exotic matter will extend outside of a Dasarin’s body, and create a visible ember glow to their body and clothing. While this flow of exotic matter is not inherently burning anything, it creates a rather remarkable visual demonstration of just how much the Kah'Rul use exotic matter in their genetic augmentation. Dasarin are purposefully bred in captivity by the Kah'Rul for specific purposes, while they are processed for birth in a controlled environment, a Dasarin natural born with at least one Hellhound parent has a chance to inherit he augmentation gene as well.&nbsp;Dasarin come in two subgroups of ethnicity, Lupor and Voluk. The first being taller and a little stronger, often more wolf like. The second being slimmer and shorter, more fox like.
As a result of living in&nbsp;[[The Rail]]&nbsp;from prior generations, Dasarin who have been born from the initial colonies who were lost in&nbsp;[[The Rail]]&nbsp;have colorless fur of black, white, or grey and have Ember glowing eyes. Due to this generation of Dasarin and their growing up trapped in the Inverse Nebula, they earned the Nickname "Hellhound". The first generation that fell into [[The Rail]] were trapped in a time dilation field and the colonies did not know to leave such fields until their great grandchildren discovered the fields and how to leave them, at which point their time was synchronized with Earth proper. From the fall of the Shipnets to the reconnecting of the Rail Colonies to Earth... Earth experienced 4 years of time passing, where the Rail Colonies experienced 87 years of time passing.
Size: Avg~ 198 centimeters. (Voluk) Size: Avg~ 200 centimeters. (Lupor)
Size: Avg~ +5 centimeters. (Hellhound)Build: Lean
(Following stats are based on human stats with a base of 100%)
Strength: ~75%
Weight: ~80%
Agility: ~125%]]></description><link>public-lore/races/dasarin.html</link><guid isPermaLink="false">Public Lore/Races/Dasarin.md</guid><pubDate>Wed, 11 Dec 2024 22:04:07 GMT</pubDate></item><item><title><![CDATA[The Citadel]]></title><description><![CDATA[A super-structure built to oversee a city built by the Kah'Rul, the Citadel is a tall standing monument. Filled with technology nodes and chambers, the Citadel provides one of the most fortified wall systems on Earth, containing a complex city system.Upper Level
The highest point of the Citadel is build up the side of a mountain range, embedded in the crest between two summits. The mountains provide natural protection while the wall below creates a nearly impenetrable encasing with optimal range for threat detection.Middle level
Mostly large flats of metal and cement with a few structures here and there, the middle level of the Citadel is for ship/carrier landing/storage and troop assembly platforms. From this level, troops can be housed and assembles in a moment notice for deployment and mass briefing gatherings.Lower Level
Primarily factories and assembly plants, the lower levels are where the inhabitants of the surrounding city come to work on parts and modular assembly. This method keeps them from being able to interfere with the equipment intended for use by the Kah'Rul.City
Still within the protection of the wall, the City is a slightly maze like housing area for the inhabitants with no rank or stature. Here, Peace Keepers will patrol and ensure Denizen compliance.]]></description><link>public-lore/locations/the-citadel.html</link><guid isPermaLink="false">Public Lore/Locations/The Citadel.md</guid><pubDate>Wed, 11 Dec 2024 21:29:17 GMT</pubDate></item><item><title><![CDATA[Karali]]></title><description><![CDATA[Feathered heads, beaked faces, slender builds, the Kalari are a kind of bird like being. They have small eyes and feathers from the back facing sides of their head down their neck and some of their spine. They are incredibly agile and small, making them superb scouts and infiltrators. The Kah'Rul trusted these less than the Dasarin, so their numbers were far fewer when brought to Earth. They now also co-reside on the planet, but in a far less populated amount than Humans or <a data-href="Dasarin" href="public-lore/races/dasarin.html" class="internal-link" target="_self" rel="noopener nofollow">Dasarin</a>.Size: Avg~ 150 centimeters.]]></description><link>public-lore/races/karali.html</link><guid isPermaLink="false">Public Lore/Races/Karali.md</guid><pubDate>Wed, 11 Dec 2024 21:28:52 GMT</pubDate></item><item><title><![CDATA[Slipfold - Interstellar Travel]]></title><description><![CDATA[Slip Fold Engines are designed to create a kind of fold in space which stretches the distance between two points. Once the fold is created, the ship will enter into a kind of bubble and perceivably only travel a short distance, but upon coming out of the Slip Fold, traveled a great deal in reality. In simple terms, the ship in its bubble enter a kind of alternate dimension where in spacetime is measured differently, but do not actually transition into a different physical space, meaning spatial bodies such as planets and moons must still be navigated around.A Slipfold drive is most commonly (depending on culture) a large spherical or cylindrical device suspended near the center-back of the ship When powered, it extends space-time folding fields out around the ship through projecting materials embedded in the frame which can usually remain protected just under the hull and armor.
Ship Nets are devices which are stationed on or around planets in order to provide interplanetary travel for greatly sized vessels. They function by extending [[Slipfold - Interstellar Travel]] Energy which reduce the speed of incoming ships.Ship Nets are usually constructed on a planet surface for ease, but in some occasions can be constructed for orbital placement.]]></description><link>public-lore/tech/slipfold-interstellar-travel.html</link><guid isPermaLink="false">Public Lore/Tech/Slipfold - Interstellar Travel.md</guid><pubDate>Tue, 10 Dec 2024 20:39:34 GMT</pubDate></item><item><title><![CDATA[Unit Equipment]]></title><description><![CDATA[Specifically designed for the most strenuous circumstances where a unit requires immediate medical attention or faces possible death. Medigel is a combination of biological and chemical compound. Base cells with empty "blueprints" lock on to the cells of a wound and begins to adapt to the hosts cellular structure. While the medigel does not last longer than a few days or weeks depending on how far it is stretched, it can hold a someone together and keep them stable in the field until proper medical treatment can be applied.<a data-tooltip-position="top" aria-label="https://www.worldanvil.com/i/4660185" rel="noopener nofollow" class="external-link is-unresolved" title="deliriousjax_a_small_scifi_scanner_mounted_to_a_mans_shoulder_i_3e169527-40e9-4f15-842b-c6a7433399a0.png" href="https://www.worldanvil.com/i/4660185" target="_self"></a><img title="deliriousjax_a_small_scifi_scanner_mounted_to_a_mans_shoulder_i_3e169527-40e9-4f15-842b-c6a7433399a0.png" src="https://www.worldanvil.com/uploads/images/264b57b14a8d5faa0a351be232561250.png" referrerpolicy="no-referrer" target="_self" class="is-unresolved">Necessary for detecting invisible or collecting data on unknown materials, as well as identifying previously discovered items, the Scanner is mounted on the shoulder and can detect general information up to twenty meters, as well as perform more detailed scans within five meters. The scanner also doubles as a kind of environmental awareness device, helping the wearer be alert to nearby hazards and anomalies in a passive sense.<br><a data-tooltip-position="top" aria-label="https://www.worldanvil.com/i/4660189" rel="noopener nofollow" class="external-link is-unresolved" title="deliriousjax_A_man_wearing_a_lightweight_exoskeleton_robotic_fr_ba22cf81-ded8-416d-8387-7b124f44f525.png" href="https://www.worldanvil.com/i/4660189" target="_self"></a><img title="deliriousjax_A_man_wearing_a_lightweight_exoskeleton_robotic_fr_ba22cf81-ded8-416d-8387-7b124f44f525.png" src="https://www.worldanvil.com/uploads/images/5c572c12dddc7f74068ff54111c7e49e.png" referrerpolicy="no-referrer" target="_self" class="is-unresolved">Necessary for carrying heavy equipment or cargo by foot, the exo-suits are built around standard humanoid design and can be fitted using pneumatic variable length to people of varying heights. At base design, these can be worn by anyone, allowing basic Juggernaut units to wield heavy weaponry and carry excess equipment on their "Mule", an attachment worn on the lower back near the center of gravity.<br><a data-tooltip-position="top" aria-label="https://www.worldanvil.com/i/5426000" rel="noopener nofollow" class="external-link is-unresolved" title="deliriousjax_A_man_wearing_an_armored_suit_similar_to_a_halo_sp_88c2130a-6712-4400-b6d5-b2d15424c853.png" href="https://www.worldanvil.com/i/5426000" target="_self"></a><img title="deliriousjax_A_man_wearing_an_armored_suit_similar_to_a_halo_sp_88c2130a-6712-4400-b6d5-b2d15424c853.png" src="https://www.worldanvil.com/uploads/images/deliriousjax_A_man_wearing_an_armored_suit_similar_to_a_halo_sp_88c2130a-6712-4400-b6d5-b2d15424c853.png" referrerpolicy="no-referrer" target="_self" class="is-unresolved">Equipped with armored plating, Higher Tier Juggernauts are granted upgrades after receiving greater mechanical augmentation and neural link, which requires surgery to properly integrate them into their armor due to the weight, size, excess equipment usage, and synchronous motion to their actual limbs. These suits allow for more variations of heavy weapons and equipment due to their increased strength and power supply.&nbsp;<br><a data-tooltip-position="top" aria-label="https://www.worldanvil.com/i/4660216" rel="noopener nofollow" class="external-link is-unresolved" title="deliriousjax_a_scifi_cargo_container_back_pack_51dd8c82-31c2-4993-bafe-a9afce6baddc.png" href="https://www.worldanvil.com/i/4660216" target="_self"></a><img title="deliriousjax_a_scifi_cargo_container_back_pack_51dd8c82-31c2-4993-bafe-a9afce6baddc.png" src="https://www.worldanvil.com/uploads/images/880c862395e388244884fd69b9306b77.png" referrerpolicy="no-referrer" target="_self" class="is-unresolved">These boxes, often carried by researchers, can contain incredibly dangerous/anomalous items and allow for safe transport. The casing is specifically designed to mitigate the effects of most anomaly fields and protect the wearer and their travel companions.&nbsp;Perfect for allocating all information and connect to all other electronic equipment, the Tac-Pad is the hub of all digital information for the connected equipment as well as providing GPS, networking, and other basic mobile device uses.&nbsp;<br><a data-tooltip-position="top" aria-label="https://www.worldanvil.com/i/5426094" rel="noopener nofollow" class="external-link is-unresolved" title="holoxray.PNG" href="https://www.worldanvil.com/i/5426094" target="_self"></a><img title="holoxray.PNG" src="https://www.worldanvil.com/uploads/images/holoxray.PNG" referrerpolicy="no-referrer" target="_self" class="is-unresolved">The identifier uses specialized multi-sensor type pings and sophisticated calculatory technology mounted on the wearer to create a kind of image via the user's HUD. The range of this device is about 10-15 meteers, makign it perfect for close quarters identification through thin enough walls. If the user has an AI on board their kit, they can extend the range up to 25 meters due to the more advanced calculation capabilities. Due to the highly specialized natureof this kind of gear, technicians and engineers are usually equipped with this device to ensure maximum functionality and use.&nbsp;Equipment Ordinance usually consists of explosive material or devices used to destroy or breach. These devices can be planted with the purpose of waiting on an enemy to activate and cause damage, be placed with the intend of structural demolition (such as C4, charges, claymore), or be launched at range (such as a rocket or grenade launcher).&nbsp;Some Ordinance can be called in remotely. Either from nearby, large canons, air strikes from fly-overs, or orbitals deployed. This can range from equipment to resupply the ground units, to supporting fire, to heavy gun, explosive, or energy weapon call-in ordinance strikes.&nbsp;<br><a data-tooltip-position="top" aria-label="https://www.worldanvil.com/i/5426236" rel="noopener nofollow" class="external-link is-unresolved" title="deliriousjax_A_man_in_a_robotic_exo_skeleton_with_a_mini_rocket_93cb67a4-8314-4319-a36f-69803b56cee3.png" href="https://www.worldanvil.com/i/5426236" target="_self"></a><img title="deliriousjax_A_man_in_a_robotic_exo_skeleton_with_a_mini_rocket_93cb67a4-8314-4319-a36f-69803b56cee3.png" src="https://www.worldanvil.com/uploads/images/deliriousjax_A_man_in_a_robotic_exo_skeleton_with_a_mini_rocket_93cb67a4-8314-4319-a36f-69803b56cee3.png" referrerpolicy="no-referrer" target="_self" class="is-unresolved">In some advanced cases, devices such as shoulder fired rockets can be equipped on units with supporting equipment, however this requires a lot of room and often limits what other equipment the unit can carry by a great deal. Due to the requirements, a juggernaut tier 2 is usually outfitted with this device. It can be loaded with one ready to fire rocket, and two spare self reloading rockets on an attached rack.]]></description><link>public-lore/tech/unit-equipment.html</link><guid isPermaLink="false">Public Lore/Tech/Unit Equipment.md</guid><pubDate>Tue, 10 Dec 2024 20:31:22 GMT</pubDate><enclosure url="https://www.worldanvil.com/uploads/images/264b57b14a8d5faa0a351be232561250.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src="https://www.worldanvil.com/uploads/images/264b57b14a8d5faa0a351be232561250.png"&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Corrin Wehterra]]></title><description><![CDATA[
Corrin is the fourth known wielder of the [[Argoran Blade]]. He worked alongside [[Markoraselious]], [[Carver Rawl - (Railok)]], and Ruth's grandfather leading up to the mission of the Shipnets. Due to his prior, more traditional teaching from his father, he has a keen sense for exotic powers, some hints of him even providing sage like insight into the existence of [[The Alter]] and its wieldable powers.Rank: Gunnery SergeantSpecialties:
Mysticism, The Alter.
Melee combat.
Short-Medium range weapons.
Survival.
Amend:
Unknown
Augentmation:
None.
Race:
Dasarin.
The following is within Corrin's Personnel file and requires his or a command officer's permission to read.
"I was raised to wield this sword with a sense of honor integrity, and a strong sense of knowing. Since it was passed down to me by my forefathers, who only recently broke from the Kah'Rul. I was already born on one of the last carriers where my kind were kept. My father initiating the final signal to rebel, handing the sword off to me as I escaped. Save for the other Dasarin escaping with me, I was now alone. My father, the only family I had. He did what he could to train me before this moment. I ran until I could not run anymore. I traveled for about six years, growing up in the wastelands, surviving, helping the few villages and refugees I could in my quest to find my father. To see if he found a way out. The Kah'Rul had caught up to me, searching for my sword. They chased me to the fringe. Collapsing in the cold snow, saved in a heaping mound that piled on top of me, my ambient heat turned it into an igloo as I slept. I had to use the sword's heat to melt myself out. I was still starving, however. And the cold can only be fended off for so long. I was found by some scouts within the Initiative. Another Dasarin, a younger Sergeant at the time. Mark, who was born of free Dasarin parents whose forefathers had already joined the resistance. He had one. So did some of his friends. At first I feared they were still Kah'Rul loyal, knights who swore their name to those swords like in the days of old. But when they took me away in my weakened state, I was not taken back to my old masters. Instead, I was brought underground. I've been willingly doing what they needed of me ever since, on the condition that I be allowed to continue looking for my father, and any sign of him be brought to me as soon as it is found."]]></description><link>public-lore/characters-of-note/corrin-wehterra.html</link><guid isPermaLink="false">Public Lore/Characters of note/Corrin Wehterra.md</guid><pubDate>Tue, 10 Dec 2024 20:08:32 GMT</pubDate></item><item><title><![CDATA[The Rail]]></title><description><![CDATA[Surrounded in exotic matter, with pockets wherein time and space are measured inconsistently, The Rail is a dangerously wild frontier environment. Creatures and anomalies run rampant here, storms made of cross-dimensional energy make life incredibly difficult, but not impossible.Large, unbound clusters of mass floating amidst a cloud of other massive clusters suggest that once an edge is reached, the pure anti matter, void like existence will dematerialize anything caught too far from the "Beacons." Beacons are large, pale blue spheres which float above platform or clusters. The shape and appearance of these beacons similarly resemble the same bio-luminescent glow of deep sea angler fish, leading to many speculative stories of their origin.Streams float through the empty space between clusters and masses, allowing some travel between locations. Trying to travel anywhere these streams do not allow results in disintegration.The storms of the rail usually only appear in open spaces exposed to the streams and beacons. When these storms do appear however, the environment can change drastically. Fortunately, these storms are usually located in relatively predictable areas and the exotic materials specific to these areas can sometimes be collected or mined between storms.HistoryAfter the destruction of the Shipnets, rifts opened up and swallowed several operatives at some of the objective locations. One such Rift swallowed a squad lead by Arturian Maxus, the grandfather to Ruth Maxus. Arturian was the third known wielder of the five <a data-href="Argoran Blade" href="public-lore/tech/weapons/argoran-blade.html" class="internal-link" target="_self" rel="noopener nofollow">Argoran Blade</a>, after Mark and Carver. Upon landing in the Rail, the travelers were forced to accept their new life after some time, realizing that even if they did make way back, it might not be done in their lifetime. Upon finding other survivors and small, unorganized tribes amidst the Rail, Artiruan built a township society, becoming the Sheriff. Years passed, the Rail had already begun to alter and augment the inhabitants, some of those born in the Rail even being born as Leapers due to the combination of ambient energy from the rifts during the destruction of the Shipnets. However their complexion was lost as the physical toll on their bodies forced those born in the Rail to hyper mutate thick, charred like skin and signatures of Railian crystal formations in their bodies which acted as conduits to make living in the Rail biologically stable. With so much time passing, the second generation of Rail-born realized that they were living within a time-dilated field, their equipment marking that upon escaping these fields, nearly two-hundred years was lived in the span of a few months. Arturian was able to live long enough to see his great great grandson Ruth, just for a few years before passing away, his lifespan, like all Rail-born, extended by the exotic matter there. The <a data-href="Argoran Blade" href="public-lore/tech/weapons/argoran-blade.html" class="internal-link" target="_self" rel="noopener nofollow">Argoran Blade</a> passed on to him. After the death of Arturian, Ruth grew to be in his mid-late twenties when the Rail began to see rifts to the outside world, again.]]></description><link>public-lore/locations/inter-dimensional/the-rail.html</link><guid isPermaLink="false">Public Lore/Locations/Inter-Dimensional/The Rail.md</guid><pubDate>Tue, 10 Dec 2024 20:06:38 GMT</pubDate></item><item><title><![CDATA[Charlie-310]]></title><description><![CDATA[
Previously a [[Blackshore]] agent, Charlie-310 has since turned from his previous doctrine and has offered information to the Specter Initiative in exchange for protection from Blackshore due to their hostile treatment of him after attempting to return to their ranks. Charlie was one of Blackshore's earlier attempts at forcibly creating Amended individuals in order to bolster their units and abilities. Charlie is one of the few Amended who was able to be produced without losing his humanity. While his mental stability is somewhat in question due to his anger management and occasional psychosis episodes, he can successfully and capably Jump as long as he is wearing a stabilizer. The design of the stabilizer is not dissimilar to the Anchors used to control unstable rifts.Rank: FreelancerSpecialties:
Hand to hand/melee combat.
Medium/Short Range weapons.
Amend:
Jumper. (Requires stabilizer pack)
Augmentation:
None.
Race:
Dasarin.
]]></description><link>public-lore/characters-of-note/charlie-310.html</link><guid isPermaLink="false">Public Lore/Characters of note/Charlie-310.md</guid><pubDate>Tue, 10 Dec 2024 01:33:30 GMT</pubDate></item><item><title><![CDATA[Norok]]></title><description><![CDATA[
An unaltered [[Kah'Rul]] prime who worked as a communications technician in their battlenet after the failure of the assimilation of AI systems into their arsenal of tools and weapons. Upon his re-assignment and observations of the indominable human spirit, Norok began to adjust how what he is taught as a Kah'Rul compared to what he was actually doing, and the path his kind were on. In doing so, Norok discovered that the hierarchs of the Empire were not those who lived up to the foundational beliefs of the origin culture.After working from the inside, leaking information and opening doors to the Kah'Rul battlenet to the Specter Initiative, Norok sent out a request for willing capture, surrendering himself to the Federation to provide critical intel.Race:
Kah'Rul Prime.
]]></description><link>public-lore/characters-of-note/norok.html</link><guid isPermaLink="false">Public Lore/Characters of note/Norok.md</guid><pubDate>Tue, 10 Dec 2024 01:16:38 GMT</pubDate></item><item><title><![CDATA[Naki Lorrot]]></title><description><![CDATA[
One of the presently highest ranking Juggernauts, Naki is a mute due to the damage he sustained in a solo mission after the disappearance of his team leader, Mark. After the fall of the Shipnets, Naki was the sole known survivor of his team "Broadsword" until Mark was found alive, and Carver began making appearances again. The team has not since re-formed or been rebuilt and the name remains in reservation. Naki's honorary addition, despite not being a knight, was a necessary adjustment to include a Juggernaut capable of aiding against larger enemies and equipment.Rank: ColonalSpecialties:
Command.
Team Leadership.
Group organization.
Hand to hand/melee combat.
Mission design.
Amend:
None.
Augmentation:
Juggernaut.
Race:
Dasarin.
]]></description><link>public-lore/characters-of-note/naki-lorrot.html</link><guid isPermaLink="false">Public Lore/Characters of note/Naki Lorrot.md</guid><pubDate>Tue, 10 Dec 2024 01:16:27 GMT</pubDate></item><item><title><![CDATA[Benayorn Rawl]]></title><description><![CDATA[
Despite his training and promising field scores, Ben opted to volunteer as much of his time possible in the Cafeteria and kitchen, working with food and rations to increase not only nutrition value for the infantrymen, but as a result lifted morale scores of all units.Rank Achieved before death: Lance Corporal.Relations:
<a data-href="Carver Rawl - (Railok)" href="public-lore/characters-of-note/carver-rawl-(railok).html" class="internal-link" target="_self" rel="noopener nofollow">Carver Rawl - (Railok)</a> - Ben's older Brother.Specialties:
Marksman.
Weapons specialist.
Hand to hand/melee combat.
Amend:
None.
Augmentation:
None.
Race:
Dasarin.
The following quote is redacted and only available to Command Officers
"I gotta stay here n' set it off meself! S'pose now's as good a time as any to bow out. I'm a happy man. Take care, ye? And don't let that grump go giving you too much grief for this. He just needs some love is al-"
-The final radio transmission from Benayorn Rawl as the bomb went off, destroying one of the primary Shipnets.]]></description><link>public-lore/characters-of-note/benayorn-rawl.html</link><guid isPermaLink="false">Public Lore/Characters of note/Benayorn Rawl.md</guid><pubDate>Tue, 10 Dec 2024 01:16:06 GMT</pubDate></item><item><title><![CDATA[Frames]]></title><description><![CDATA[Frames is an umbrella term for robotic people. The frames are all humanoid in size and shape, save for a few exceptions. The actual origins of almost all of the frames is unknown.Frames travel in nomadic style, often alone and can be found in remote, secluded locations. Monastery like structures serve as the home of small groups of frames. As a result of their minimal requirements in life, they take on simplistic lifestyles and seem to have a strange and acute curiosity for philosophy.Despite their artificial intelligence, they seem to have a kind of biomechanical internal system which provides the power and capacity to host them as an AI. They are however, completely self contained, making it impossible to transfer them like other more common AI.The physique of frames is relatively human like. A few exceptions can be more diverse, but usually human size and shape. They are no stronger than humans, or whatever humanoid they are designed after, and are not naturally attuned to computers or machines, even as robotic life forms themselves. They are simply people with metal bodies.]]></description><link>public-lore/races/frames.html</link><guid isPermaLink="false">Public Lore/Races/Frames.md</guid><pubDate>Mon, 28 Oct 2024 21:41:47 GMT</pubDate></item><item><title><![CDATA[Noslet]]></title><description><![CDATA[Small, eight legged, oversized tardigrade like creatures which outgrew their former form and are now a far more commonly visible finding. Because of their incredible survivability, these creatures are not nearly as affected by the conditions of Earth or most anomalous properties. These remarkably resilient critters are an excellent way to help detect anomalous or dangerous environments as, though they can survive most hazards, they will clearly avoid and float away from them. Noslets can float, seemingly anomalous in the way of being anti-gravitational. This allows them to very quickly escape anomalous or hazardous areas by being caught in the wind and being swept elsewhere.Size: About one to two inches in length, a quarter to half inch thick in the middle. Oval/tube like shape. Black, omnidirectional eyes (Near 300 degree vision). Typically consumes plant fibers.Note: It is suspected that consuming Noslets, despite their apparent grotesque appearance, can help ward off the Shades.]]></description><link>public-lore/creatures/noslet.html</link><guid isPermaLink="false">Public Lore/Creatures/Noslet.md</guid><pubDate>Sun, 14 Jul 2024 21:16:55 GMT</pubDate></item><item><title><![CDATA[Teragus]]></title><description><![CDATA[The Teragus are a mystic race with a rich culture and ancient society. Reclusive and difficult to find even when they don't mind being sought out, these people are an advanced and highly developed race with grey, scale like skin, sleek, wide shoulder builds, no mouths or ears, and black eyes. They have three fingers (counting their thumb) on each hand, and three toes holding them up with one facing reverse. They adorn themselves in metallic, carefully designed ceremonial armor and almost never show their skin, keeping it almost sacredly hidden under the plates and skin suit. Only their faces are ever seen, and even then this is a rarity which only their closest friends might be given thee sight of their true faces.&nbsp;Some Teragus seem to have varying levels of armor quality. This seems to be as a result of their life trait. Some are more central to the political or royal influences of their society while others who are wayfarers seem to use a less decorative, yet no less intricate design armor. This would suggest that the Teragus specialize in their individual trades and lifestyles for life.Size: Avg~ 242 centimeters.]]></description><link>public-lore/races/teragus.html</link><guid isPermaLink="false">Public Lore/Races/Teragus.md</guid><pubDate>Sun, 14 Jul 2024 20:59:37 GMT</pubDate></item><item><title><![CDATA[Kah'Rul]]></title><description><![CDATA[The Kah'Rul are an industrial consumption race who conquer planets, industrialize to their liking, terraform to their preference, and turn the planet into another resource node in their increasing pool. There was a time when they would consume and conquer at a rapid pace as told through stories told by their slave cultures.Slave cultures are held in the lower decks of Kah'Rul ships in massive containers where they can be easily contained and deployed. These cultures live as if they were villagers in cargo rigs so large, they poses their own eco system, constantly forced to travel and given nothing more than what they need and are usually only used for manual labor with a select few loyalists given more critical responsibilities. The Kah'Rul only lightly reward loyalty, augmenting and indoctrinating their captives in order to ensure control before granting higher responsibilities and comfortable living quarters for their families. Even when given better living situations, the families of their peace keepers are kept at the end of a barrel to keep the "officers" in check.Kah'Rul are incredibly large, generating a great deal of body heat. This is normally countered by the climate of their frigid home world, Arkhas. Any planet they take, they often terraform to cool into a wintery state. Due to their size however, they can carry greater-powered type of equipment; making their weaponry and armor far more powerful than most, basically walking tanks.Kah'Rul
Primes are full grown, all natural with no genetic modification. On their own, they stand roughly a staggering 14ft tall with huge spikes coming from their spine and back, thick reptilian skin and they hunch their back forward by their natural posture, making them look sometimes a little shorter. They are extremely resilient to most conditions except extreme heat, preferring cooled environments. Det'Ril
The sub-race of Kah'Rul, genetically modified to be more surgical and akin to other bipedal opponents, bred to fight on the home planets of other, smaller races. They are typically 7ft 6in to match the life forms of most the worlds they invade, giving them a surgical advantage over their Kah'Rul]]></description><link>public-lore/races/kah'rul.html</link><guid isPermaLink="false">Public Lore/Races/Kah'Rul.md</guid><pubDate>Tue, 23 Apr 2024 23:20:24 GMT</pubDate></item><item><title><![CDATA[Carmin - War AI]]></title><description><![CDATA[Carmin is an ancient artificial intelligence system which was created in the early stages of the war, to counter the Kah'rul by being tasked with ruthless acts of war in humanity's last desperate attempt to survive the invasion. Just prior to the Kah'Rul forces reaching Earth, the Carmin project was launched and the AI was deployed. However, because of the human biased in the scientists who created Carmin, and the lack of Dasarin sympathy and allies, Carmin could not identify from race to race. All he knew was humans, and invaders.Upon Carmin turning on the Dasarin militia forces, he was forcibly shut down and the last of his designs created for weaponization against invasion were lost. As of the rediscovery and reinitialization of Carmin, new technology and the limitations of his system degradation have made him a viable option to ally in the present war.Due to the dangers and past issues Carmin had caused, upon reinitializing, he was disconnected from all external influencing outside the systems he is hard coded to.]]></description><link>public-lore/characters-of-note/carmin-war-ai.html</link><guid isPermaLink="false">Public Lore/Characters of note/Carmin - War AI.md</guid><pubDate>Fri, 19 Apr 2024 07:53:11 GMT</pubDate></item></channel></rss>